* XXX With a little thought, we should be able to greatly
* XXX simplify this.
*/
- if ( !window->IsMenu )
- window->Window.VisualInfo = fgChooseVisual();
- else if ( fgStructure.MenuContext )
- window->Window.VisualInfo = fgChooseVisual();
+ if( !window->IsMenu )
+ window->Window.VisualInfo = fgChooseVisual( );
+ else if( fgStructure.MenuContext )
+ window->Window.VisualInfo = fgChooseVisual( );
else
{
unsigned int current_DisplayMode = fgState.DisplayMode ;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
- window->Window.VisualInfo = fgChooseVisual();
+ window->Window.VisualInfo = fgChooseVisual( );
fgState.DisplayMode = current_DisplayMode ;
}
- if ( ! window->Window.VisualInfo )
+ if( ! window->Window.VisualInfo )
{
/*
* The "fgChooseVisual" returned a null meaning that the visual
* context is not available.
* Try a couple of variations to see if they will work.
*/
- if ( ! ( fgState.DisplayMode & GLUT_DOUBLE ) )
+ if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
{
fgState.DisplayMode |= GLUT_DOUBLE ;
- window->Window.VisualInfo = fgChooseVisual();
- fgState.DisplayMode &= ~GLUT_DOUBLE ;
+ window->Window.VisualInfo = fgChooseVisual( );
+ fgState.DisplayMode &= ~GLUT_DOUBLE;
}
/*
*/
}
- assert( window->Window.VisualInfo != NULL );
-
/*
- * XXX HINT: the masks should be updated when adding/removing callbacks.
- * XXX This might speed up message processing. Is that true?
- * XXX
- * XXX A: Not appreciably, but it WILL make it easier to debug.
- * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
- * XXX turns off events that it doesn't need and is a whole lot
- * XXX more pleasant to trace. (Hint: Think mouse-motion!)
- * XXX
- * XXX It may make a difference in networked environments or on
- * XXX some very slow systems, but I think that that is secondary
- * XXX to making debugging easier.
+ * XXX This seems to be abusing an assert() for error-checking.
+ * XXX It is possible that the visual simply can't be found,
+ * XXX in which case we should print an error and return a 0
+ * XXX for the window id, I think.
*/
- winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask |
- ExposureMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask |
- KeyRelease | VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
- PointerMotionMask | ButtonMotionMask;
- winAttr.background_pixmap = None;
- winAttr.background_pixel = 0;
- winAttr.border_pixel = 0;
-
- winAttr.colormap = XCreateColormap(
- fgDisplay.Display, fgDisplay.RootWindow,
- window->Window.VisualInfo->visual, AllocNone
- );
-
- mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
+ assert( window->Window.VisualInfo != NULL );
- if ( window->IsMenu )
+ window->State.IsOffscreen = GL_FALSE;
+ if( fgState.DisplayMode & GLUT_OFFSCREEN )
{
- winAttr.override_redirect = True;
- mask |= CWOverrideRedirect;
+ window->State.IsOffscreen = GL_TRUE;
+ window->Window.Pixmap = XCreatePixmap(
+ fgDisplay.Display, fgDisplay.RootWindow,
+ w, h,
+ window->Window.VisualInfo->depth
+ );
+ if( False != window->Window.Pixmap )
+ {
+ window->Window.Handle = glXCreateGLXPixmap(
+ fgDisplay.Display,
+ window->Window.VisualInfo,
+ window->Window.Pixmap
+ );
+ if( False == window->Window.Handle )
+ XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
+ }
}
+ else
+ {
+ /*
+ * XXX HINT: the masks should be updated when adding/removing callbacks.
+ * XXX This might speed up message processing. Is that true?
+ * XXX
+ * XXX A: Not appreciably, but it WILL make it easier to debug.
+ * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
+ * XXX turns off events that it doesn't need and is a whole lot
+ * XXX more pleasant to trace. (Hint: Think mouse-motion!)
+ * XXX
+ * XXX It may make a difference in networked environments or on
+ * XXX some very slow systems, but I think that that is secondary
+ * XXX to making debugging easier.
+ */
+ winAttr.event_mask =
+ StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
+ ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
+ VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
+ PointerMotionMask | ButtonMotionMask;
+ winAttr.background_pixmap = None;
+ winAttr.background_pixel = 0;
+ winAttr.border_pixel = 0;
+
+ winAttr.colormap = XCreateColormap(
+ fgDisplay.Display, fgDisplay.RootWindow,
+ window->Window.VisualInfo->visual, AllocNone
+ );
- window->Window.Handle = XCreateWindow(
- fgDisplay.Display,
- window->Parent == NULL ? fgDisplay.RootWindow :
- window->Parent->Window.Handle,
- x, y, w, h, 0,
- window->Window.VisualInfo->depth, InputOutput,
- window->Window.VisualInfo->visual, mask,
- &winAttr
- );
+ mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
+
+ if ( window->IsMenu )
+ {
+ winAttr.override_redirect = True;
+ mask |= CWOverrideRedirect;
+ }
+ window->Window.Handle = XCreateWindow(
+ fgDisplay.Display,
+ window->Parent == NULL ? fgDisplay.RootWindow :
+ window->Parent->Window.Handle,
+ x, y, w, h, 0,
+ window->Window.VisualInfo->depth, InputOutput,
+ window->Window.VisualInfo->visual, mask,
+ &winAttr
+ );
+ }
/*
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
*/
- if ( window->IsMenu )
+ if( window->IsMenu )
{
/*
* If there isn't already an OpenGL rendering context for menu
* windows, make one
*/
- if ( !fgStructure.MenuContext )
+ if( !fgStructure.MenuContext )
{
fgStructure.MenuContext =
- (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) );
+ (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
fgStructure.MenuContext->Context = glXCreateContext(
fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
);
}
- else if ( fgState.UseCurrentContext )
+ else if( fgState.UseCurrentContext )
{
- window->Window.Context = glXGetCurrentContext();
+ window->Window.Context = glXGetCurrentContext( );
- if ( ! window->Window.Context )
- window->Window.Context = glXCreateContext(
- fgDisplay.Display, window->Window.VisualInfo,
- NULL, fgState.ForceDirectContext | fgState.TryDirectContext
- );
+ if( ! window->Window.Context )
+ window->Window.Context = glXCreateContext(
+ fgDisplay.Display, window->Window.VisualInfo,
+ NULL, fgState.ForceDirectContext | fgState.TryDirectContext
+ );
}
else
window->Window.Context = glXCreateContext(
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
+ if( GL_FALSE == window->State.IsOffscreen )
+ {
+ /*
+ * Prepare the window and iconified window names...
+ */
+ XStringListToTextProperty( (char **) &title, 1, &textProperty );
- /*
- * Prepare the window and iconified window names...
- */
- XStringListToTextProperty( (char **) &title, 1, &textProperty );
-
- XSetWMProperties(
- fgDisplay.Display,
- window->Window.Handle,
- &textProperty,
- &textProperty,
- 0,
- 0,
- &sizeHints,
- &wmHints,
- NULL
- );
- XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
- &fgDisplay.DeleteWindow, 1 );
- XMapWindow( fgDisplay.Display, window->Window.Handle );
-
+ XSetWMProperties(
+ fgDisplay.Display,
+ window->Window.Handle,
+ &textProperty,
+ &textProperty,
+ 0,
+ 0,
+ &sizeHints,
+ &wmHints,
+ NULL
+ );
+
+ XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
+ &fgDisplay.DeleteWindow, 1 );
+
+ XMapWindow( fgDisplay.Display, window->Window.Handle );
+ }
+
#elif TARGET_HOST_WIN32
WNDCLASS wc;
#if TARGET_HOST_UNIX_X11
glXDestroyContext( fgDisplay.Display, window->Window.Context );
- XDestroyWindow( fgDisplay.Display, window->Window.Handle );
+ if( GL_FALSE == window->State.IsOffscreen )
+ XDestroyWindow( fgDisplay.Display, window->Window.Handle );
+ else
+ {
+ glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle );
+ XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
+ }
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
#endif
-
+ }
fgStructure.Window->State.Redisplay = GL_TRUE;
}
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- if( fgStructure.Window->Parent == NULL )
- XWithdrawWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- fgDisplay.Screen );
- else
- XUnmapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ if( fgStructure.Window->Parent == NULL )
+ XWithdrawWindow( fgDisplay.Display,
+ fgStructure.Window->Window.Handle,
+ fgDisplay.Screen );
+ else
+ XUnmapWindow( fgDisplay.Display,
+ fgStructure.Window->Window.Handle );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
#endif
-
+ }
fgStructure.Window->State.Redisplay = GL_FALSE;
}
freeglut_assert_window;
fgStructure.Window->State.Visible = GL_FALSE;
-
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
- fgDisplay.Screen );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ fgDisplay.Screen );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
+ ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
#endif
-
+ }
fgStructure.Window->State.Redisplay = GL_FALSE;
}
{
freeglut_assert_ready;
freeglut_assert_window;
- if( fgStructure.Window->Parent != NULL )
- return;
-
+ if( ! fgStructure.Window->Parent &&
+ ( GL_FALSE == fgStructure.Window->State.IsOffscreen ) )
+ {
#if TARGET_HOST_UNIX_X11
- {
XTextProperty text;
text.value = (unsigned char *) title;
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- }
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.Window->Window.Handle, title );
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- if( fgStructure.Window->Parent != NULL )
- return;
-
+ if( ! fgStructure.Window->Parent &&
+ GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- {
XTextProperty text;
text.value = (unsigned char *) title;
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
- }
#elif TARGET_HOST_WIN32
- SetWindowText( fgStructure.Window->Window.Handle, title );
+ SetWindowText( fgStructure.Window->Window.Handle, title );
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
- fgStructure.Window->State.NeedToResize = GL_TRUE;
- fgStructure.Window->State.Width = width ;
- fgStructure.Window->State.Height = height;
+ /* XXX Could delete/create/set-window-id for offscreen. */
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
+ fgStructure.Window->State.NeedToResize = GL_TRUE;
+ fgStructure.Window->State.Width = width ;
+ fgStructure.Window->State.Height = height;
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, x, y );
- XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+ XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
+ x, y );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_WIN32
- {
RECT winRect;
GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
winRect.bottom - winRect.top,
TRUE
);
- }
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
#elif TARGET_HOST_WIN32
- SetWindowPos(
- fgStructure.Window->Window.Handle,
- HWND_BOTTOM,
- 0, 0, 0, 0,
- SWP_NOSIZE | SWP_NOMOVE
- );
+ SetWindowPos(
+ fgStructure.Window->Window.Handle,
+ HWND_BOTTOM,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
+ {
#if TARGET_HOST_UNIX_X11
- XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
+ XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
#elif TARGET_HOST_WIN32
- SetWindowPos(
- fgStructure.Window->Window.Handle,
- HWND_TOP,
- 0, 0, 0, 0,
- SWP_NOSIZE | SWP_NOMOVE
- );
+ SetWindowPos(
+ fgStructure.Window->Window.Handle,
+ HWND_TOP,
+ 0, 0, 0, 0,
+ SWP_NOSIZE | SWP_NOMOVE
+ );
#endif
-
+ }
}
/*
freeglut_assert_ready;
freeglut_assert_window;
-#if TARGET_HOST_UNIX_X11
+ if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
{
+#if TARGET_HOST_UNIX_X11
int x, y;
Window w;
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
}
- }
#elif TARGET_HOST_WIN32
- {
RECT rect;
/* For fullscreen mode, force the top-left corner to 0,0
SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
SWP_NOZORDER
);
- }
#endif
+ }
}
/*
void FGAPIENTRY glutSetWindowData(void* data)
{
- fgStructure.Window->UserData=data;
+ fgStructure.Window->UserData = data;
}
/*** END OF FILE ***/