From: Richard Rauch Date: Fri, 31 Oct 2003 03:37:27 +0000 (+0000) Subject: There should be no changes to code functionality, though a fair bit of X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=commitdiff_plain;h=2fdc022726e934ebfb5c09cf4c40be25738f70c1;p=freeglut There should be no changes to code functionality, though a fair bit of little changes to the code appearance. * Fit the comments at the start of the file to fit 80 columns. * Noted an unusual feature of the ATTRIB() macro. * Added ATTRIB_VAL() macro which is really just two ATTRIB()s. This lets us put things like {ATTRIB (GLX_RED_SIZE); ATTRIB (1);} on one statement: {ATTRIB_VAL (GLX_RED_SIZE, 1);}. I did this to preserve some of the layout of information while also avoiding the nasty semi-visible ";" in the middle of a line of code. And by putting the {braces} in the macro definition, I was able to visually clean code of the form: if (condition) { ATTRIB( X ); ATTRIB( 1 ); } ...rewriting as: if (condition) ATTRIB_VAL( X, 1 ); * Eliminated a bunch of say-nothing-new comments in fgChooseVisual(). * Combined some semi-useful comments into a block comment summarizing a loop. git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@272 7f0cb862-5218-0410-a997-914c9d46530a --- diff --git a/src/freeglut_window.c b/src/freeglut_window.c index bf9d58f..b29152d 100644 --- a/src/freeglut_window.c +++ b/src/freeglut_window.c @@ -41,8 +41,8 @@ * fgSetupPixelFormat -- ignores the display mode settings * fgOpenWindow() -- check the Win32 version, -iconic handling! * fgCloseWindow() -- check the Win32 version - * glutCreateWindow() -- see what happens when default position and size is {-1,-1} - * glutCreateSubWindow() -- see what happens when default position and size is {-1,-1} + * glutCreateWindow() -- Check when default position and size is {-1,-1} + * glutCreateSubWindow() -- Check when default position and size is {-1,-1} * glutDestroyWindow() -- check the Win32 version * glutSetWindow() -- check the Win32 version * glutGetWindow() -- OK @@ -66,7 +66,8 @@ XVisualInfo* fgChooseVisual( void ) { - int bufferSize[] = { 16, 12, 8, 4, 2, 1 }; +#define BUFFER_SIZES 6 + int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 }; GLboolean wantIndexedMode = FALSE; int attributes[ 32 ]; int where = 0; @@ -74,90 +75,47 @@ XVisualInfo* fgChooseVisual( void ) /* * First we have to process the display mode settings... */ -# define ATTRIB(a) attributes[where++]=a; +/* + * Why is there a semi-colon in this #define? The code + * that uses the macro seems to always add more semicolons... + */ +#define ATTRIB(a) attributes[where++]=a; +#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);} - /* - * Decide if we want a true or indexed color visual: - */ - if( !(fgState.DisplayMode & GLUT_INDEX) ) + if( fgState.DisplayMode & GLUT_INDEX ) { - /* - * We are sure that there will be R, B and B components requested: - */ - ATTRIB( GLX_RGBA ); - ATTRIB( GLX_RED_SIZE ); ATTRIB( 1 ); - ATTRIB( GLX_GREEN_SIZE ); ATTRIB( 1 ); - ATTRIB( GLX_BLUE_SIZE ); ATTRIB( 1 ); - - /* - * Check if the A component is required, too: - */ - if( fgState.DisplayMode & GLUT_ALPHA ) - { - ATTRIB( GLX_ALPHA_SIZE ); ATTRIB( 1 ); - } + ATTRIB_VAL( GLX_BUFFER_SIZE, 8 ); + wantIndexedMode = TRUE; } else { - /* - * We've got an indexed color request - */ - ATTRIB( GLX_BUFFER_SIZE ); ATTRIB( 8 ); - - /* - * Set the 'I want indexed mode' switch - */ - wantIndexedMode = TRUE; + ATTRIB( GLX_RGBA ); + ATTRIB_VAL( GLX_RED_SIZE, 1 ); + ATTRIB_VAL( GLX_GREEN_SIZE, 1 ); + ATTRIB_VAL( GLX_BLUE_SIZE, 1 ); + if( fgState.DisplayMode & GLUT_ALPHA ) + ATTRIB_VAL( GLX_ALPHA_SIZE, 1 ); } - /* - * We can have double or single buffered contexts created - */ if( fgState.DisplayMode & GLUT_DOUBLE ) - { ATTRIB( GLX_DOUBLEBUFFER ); - } - /* - * Stereoscopy seems a nice thing to have - */ if( fgState.DisplayMode & GLUT_STEREO ) - { ATTRIB( GLX_STEREO ); - } - /* - * Depth buffer is almost always required - */ if( fgState.DisplayMode & GLUT_DEPTH ) - { - ATTRIB( GLX_DEPTH_SIZE ); ATTRIB( 1 ); - } + ATTRIB_VAL( GLX_DEPTH_SIZE, 1 ); - /* - * Stenciling support - */ if( fgState.DisplayMode & GLUT_STENCIL ) - { - ATTRIB( GLX_STENCIL_SIZE ); ATTRIB( 1 ); - } + ATTRIB_VAL( GLX_STENCIL_SIZE, 1 ); - /* - * And finally the accumulation buffers - */ if( fgState.DisplayMode & GLUT_ACCUM ) { - ATTRIB( GLX_ACCUM_RED_SIZE ); ATTRIB( 1 ); - ATTRIB( GLX_ACCUM_GREEN_SIZE ); ATTRIB( 1 ); - ATTRIB( GLX_ACCUM_BLUE_SIZE ); ATTRIB( 1 ); - - /* - * Check if the A component is required, too: - */ + ATTRIB_VAL( GLX_ACCUM_RED_SIZE, 1 ); + ATTRIB_VAL( GLX_ACCUM_GREEN_SIZE, 1 ); + ATTRIB_VAL( GLX_ACCUM_BLUE_SIZE, 1 ); if( fgState.DisplayMode & GLUT_ALPHA ) - { - ATTRIB( GLX_ACCUM_ALPHA_SIZE ); ATTRIB( 1 ); - } + ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 ); } /* @@ -165,48 +123,28 @@ XVisualInfo* fgChooseVisual( void ) */ ATTRIB( None ); - /* - * OKi now, we've got two cases -- RGB(A) and index mode visuals - */ if( wantIndexedMode == FALSE ) - { - /* - * The easier one. And more common, too. - */ - return( glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, attributes ) ); - } + return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, + attributes ); else { XVisualInfo* visualInfo; int i; /* - * In indexed mode, we need to check how many bits of depth can we achieve + * In indexed mode, we need to check how many bits of depth can we + * achieve. We do this by trying each possibility from the list + * given in the {bufferSize} array. If we match, we return to caller. */ - for( i=0; i<6; i++ ) + for( i=0; i