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QB64-PE/internal/c/parts/core/freeglut/freeglut_window.c
2024-01-30 03:01:26 +05:30

2170 lines
67 KiB
C

/*
* freeglut_window.c
*
* Window management methods.
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Fri Dec 3 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
// QB64-PE: custom code begin
/*
Changed:
WS_OVERLAPPEDWINDOW
...to...
((WS_OVERLAPPEDWINDOW * QB64_Resizable()) | WS_DLGFRAME | WS_BORDER | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX)
*/
void QB64_Window_Handle(void *handle);
int QB64_Resizable();
// QB64-PE: custom code end
#define FREEGLUT_BUILDING_LIB
#include <GL/freeglut.h>
#include "freeglut_internal.h"
#if TARGET_HOST_POSIX_X11
#include <limits.h> /* LONG_MAX */
#include <unistd.h> /* usleep */
#endif
#if defined(_WIN32_WCE)
# include <Aygshell.h>
# ifdef FREEGLUT_LIB_PRAGMAS
# pragma comment( lib, "Aygshell.lib" )
# endif
#endif /* defined(_WIN32_WCE) */
#if TARGET_HOST_POSIX_X11
#ifndef GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2
#endif
#ifndef GLX_CONTEXT_MAJOR_VERSION_ARB
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#endif
#ifndef GLX_CONTEXT_MINOR_VERSION_ARB
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
#endif
#ifndef GLX_CONTEXT_FLAGS_ARB
#define GLX_CONTEXT_FLAGS_ARB 0x2094
#endif
#ifndef GLX_CONTEXT_PROFILE_MASK_ARB
#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126
#endif
#ifndef GLX_CONTEXT_DEBUG_BIT_ARB
#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001
#endif
#ifndef GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
#endif
#ifndef GLX_CONTEXT_CORE_PROFILE_BIT_ARB
#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#endif
#ifndef GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB
#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#endif
#ifndef GLX_RGBA_FLOAT_TYPE
#define GLX_RGBA_FLOAT_TYPE 0x20B9
#endif
#ifndef GLX_RGBA_FLOAT_BIT
#define GLX_RGBA_FLOAT_BIT 0x00000004
#endif
#endif /* TARGET_HOST_POSIX_X11 */
#if TARGET_HOST_MS_WINDOWS
/* The following include file is available from SGI but is not standard:
* #include <GL/wglext.h>
* So we copy the necessary parts out of it.
* XXX: should local definitions for extensions be put in a separate include file?
*/
typedef const char * (WINAPI * PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);
typedef BOOL (WINAPI * PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_SAMPLE_BUFFERS_ARB 0x2041
#define WGL_SAMPLES_ARB 0x2042
#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0
#define WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20A9
#ifndef WGL_ARB_create_context
#define WGL_ARB_create_context 1
#ifdef WGL_WGLEXT_PROTOTYPES
extern HGLRC WINAPI wglCreateContextAttribsARB (HDC, HGLRC, const int *);
#endif /* WGL_WGLEXT_PROTOTYPES */
typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShareContext, const int *attribList);
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
#define WGL_CONTEXT_LAYER_PLANE_ARB 0x2093
#define WGL_CONTEXT_FLAGS_ARB 0x2094
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
#define WGL_CONTEXT_DEBUG_BIT_ARB 0x0001
#define WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#define ERROR_INVALID_VERSION_ARB 0x2095
#define ERROR_INVALID_PROFILE_ARB 0x2096
#endif
#endif /* TARGET_HOST_MS_WINDOWS */
#ifdef WM_TOUCH
typedef BOOL (WINAPI *pRegisterTouchWindow)(HWND,ULONG);
static pRegisterTouchWindow fghRegisterTouchWindow = (pRegisterTouchWindow)0xDEADBEEF;
#endif
/* pushing attribute/value pairs into an array */
#define ATTRIB(a) attributes[where++]=(a)
#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
/*
* TODO BEFORE THE STABLE RELEASE:
*
* fgChooseFBConfig() -- OK, but what about glutInitDisplayString()?
* fgSetupPixelFormat -- ignores the display mode settings
* fgOpenWindow() -- check the Win32 version, -iconic handling!
* fgCloseWindow() -- check the Win32 version
* 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
* glutSetWindowTitle() -- check the Win32 version
* glutSetIconTitle() -- check the Win32 version
* glutShowWindow() -- check the Win32 version
* glutHideWindow() -- check the Win32 version
* glutIconifyWindow() -- check the Win32 version
* glutReshapeWindow() -- check the Win32 version
* glutPositionWindow() -- check the Win32 version
* glutPushWindow() -- check the Win32 version
* glutPopWindow() -- check the Win32 version
*/
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
static int fghIsLegacyContextRequested( void )
{
return fgState.MajorVersion < 2 || (fgState.MajorVersion == 2 && fgState.MinorVersion <= 1);
}
static int fghNumberOfAuxBuffersRequested( void )
{
if ( fgState.DisplayMode & GLUT_AUX4 ) {
return 4;
}
if ( fgState.DisplayMode & GLUT_AUX3 ) {
return 3;
}
if ( fgState.DisplayMode & GLUT_AUX2 ) {
return 2;
}
if ( fgState.DisplayMode & GLUT_AUX1 ) { /* NOTE: Same as GLUT_AUX! */
return fgState.AuxiliaryBufferNumber;
}
return 0;
}
static int fghMapBit( int mask, int from, int to )
{
return ( mask & from ) ? to : 0;
}
static void fghContextCreationError( void )
{
fgError( "Unable to create OpenGL %d.%d context (flags %x, profile %x)",
fgState.MajorVersion, fgState.MinorVersion, fgState.ContextFlags,
fgState.ContextProfile );
}
/* -- SYSTEM-DEPENDENT PRIVATE FUNCTIONS ------------------------------------ */
#if TARGET_HOST_POSIX_X11
/*
* Chooses a visual basing on the current display mode settings
*/
GLXFBConfig* fgChooseFBConfig( int *numcfgs )
{
GLboolean wantIndexedMode = GL_FALSE;
int attributes[ 100 ];
int where = 0, numAuxBuffers;
/* First we have to process the display mode settings... */
if( fgState.DisplayMode & GLUT_INDEX ) {
ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
/* Buffer size is selected later. */
ATTRIB_VAL( GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT );
wantIndexedMode = GL_TRUE;
} else {
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 );
}
}
if( fgState.DisplayMode & GLUT_DOUBLE ) {
ATTRIB_VAL( GLX_DOUBLEBUFFER, True );
}
if( fgState.DisplayMode & GLUT_STEREO ) {
ATTRIB_VAL( GLX_STEREO, True );
}
if( fgState.DisplayMode & GLUT_DEPTH ) {
ATTRIB_VAL( GLX_DEPTH_SIZE, 1 );
}
if( fgState.DisplayMode & GLUT_STENCIL ) {
ATTRIB_VAL( GLX_STENCIL_SIZE, 1 );
}
if( fgState.DisplayMode & GLUT_ACCUM ) {
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_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
}
}
numAuxBuffers = fghNumberOfAuxBuffersRequested();
if ( numAuxBuffers > 0 ) {
ATTRIB_VAL( GLX_AUX_BUFFERS, numAuxBuffers );
}
if( fgState.DisplayMode & GLUT_SRGB ) {
ATTRIB_VAL( GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB, True );
}
if (fgState.DisplayMode & GLUT_MULTISAMPLE) {
ATTRIB_VAL(GLX_SAMPLE_BUFFERS, 1);
ATTRIB_VAL(GLX_SAMPLES, fgState.SampleNumber);
}
/* Push a terminator at the end of the list */
ATTRIB( None );
{
GLXFBConfig * fbconfigArray; /* Array of FBConfigs */
GLXFBConfig * fbconfig; /* The FBConfig we want */
int fbconfigArraySize; /* Number of FBConfigs in the array */
/* Get all FBConfigs that match "attributes". */
fbconfigArray = glXChooseFBConfig( fgDisplay.Display,
fgDisplay.Screen,
attributes,
&fbconfigArraySize );
if (fbconfigArray != NULL)
{
int result; /* Returned by glXGetFBConfigAttrib, not checked. */
if( wantIndexedMode )
{
/*
* In index mode, we want the largest buffer size, i.e. visual
* depth. Here, FBConfigs are sorted by increasing buffer size
* first, so FBConfigs with the largest size come last.
*/
int bufferSizeMin, bufferSizeMax;
/* Get bufferSizeMin. */
result =
glXGetFBConfigAttrib( fgDisplay.Display,
fbconfigArray[0],
GLX_BUFFER_SIZE,
&bufferSizeMin );
/* Get bufferSizeMax. */
result =
glXGetFBConfigAttrib( fgDisplay.Display,
fbconfigArray[fbconfigArraySize - 1],
GLX_BUFFER_SIZE,
&bufferSizeMax );
if (bufferSizeMax > bufferSizeMin)
{
/*
* Free and reallocate fbconfigArray, keeping only FBConfigs
* with the largest buffer size.
*/
XFree(fbconfigArray);
/* Add buffer size token at the end of the list. */
where--;
ATTRIB_VAL( GLX_BUFFER_SIZE, bufferSizeMax );
ATTRIB( None );
fbconfigArray = glXChooseFBConfig( fgDisplay.Display,
fgDisplay.Screen,
attributes,
&fbconfigArraySize );
}
}
/*
* We now have an array of FBConfigs, the first one being the "best"
* one. So we should return only this FBConfig:
*
* int fbconfigXID;
*
* - pick the XID of the FBConfig we want
* result = glXGetFBConfigAttrib( fgDisplay.Display,
* fbconfigArray[0],
* GLX_FBCONFIG_ID,
* &fbconfigXID );
*
* - free the array
* XFree(fbconfigArray);
*
* - reset "attributes" with the XID
* where = 0;
* ATTRIB_VAL( GLX_FBCONFIG_ID, fbconfigXID );
* ATTRIB( None );
*
* - get our FBConfig only
* fbconfig = glXChooseFBConfig( fgDisplay.Display,
* fgDisplay.Screen,
* attributes,
* &fbconfigArraySize );
*
* However, for some configurations (for instance multisampling with
* Mesa 6.5.2 and ATI drivers), this does not work:
* glXChooseFBConfig returns NULL, whereas fbconfigXID is a valid
* XID. Further investigation is needed.
*
* So, for now, we return the whole array of FBConfigs. This should
* not produce any side effects elsewhere.
*/
fbconfig = fbconfigArray;
}
else
{
fbconfig = NULL;
}
if (numcfgs)
*numcfgs = fbconfigArraySize;
return fbconfig;
}
}
static void fghFillContextAttributes( int *attributes ) {
int where = 0, contextFlags, contextProfile;
ATTRIB_VAL( GLX_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );
ATTRIB_VAL( GLX_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );
contextFlags =
fghMapBit( fgState.ContextFlags, GLUT_DEBUG, GLX_CONTEXT_DEBUG_BIT_ARB ) |
fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );
if ( contextFlags != 0 ) {
ATTRIB_VAL( GLX_CONTEXT_FLAGS_ARB, contextFlags );
}
contextProfile =
fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, GLX_CONTEXT_CORE_PROFILE_BIT_ARB ) |
fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );
if ( contextProfile != 0 ) {
ATTRIB_VAL( GLX_CONTEXT_PROFILE_MASK_ARB, contextProfile );
}
ATTRIB( 0 );
}
typedef GLXContext (*CreateContextAttribsProc)(Display *dpy, GLXFBConfig config,
GLXContext share_list, Bool direct,
const int *attrib_list);
static GLXContext fghCreateNewContext( SFG_Window* window )
{
/* for color model calculation */
int menu = ( window->IsMenu && !fgStructure.MenuContext );
int index_mode = ( fgState.DisplayMode & GLUT_INDEX );
/* "classic" context creation */
Display *dpy = fgDisplay.Display;
GLXFBConfig config = *(window->Window.FBConfig);
int render_type = ( !menu && index_mode ) ? GLX_COLOR_INDEX_TYPE : GLX_RGBA_TYPE;
GLXContext share_list = NULL;
Bool direct = ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT );
GLXContext context;
/* new context creation */
int attributes[9];
CreateContextAttribsProc createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress( "glXCreateContextAttribsARB" );
/* glXCreateContextAttribsARB not found, yet the user has requested the new context creation */
if ( !createContextAttribs && !fghIsLegacyContextRequested() ) {
fgWarning( "OpenGL >2.1 context requested but glXCreateContextAttribsARB is not available! Falling back to legacy context creation" );
fgState.MajorVersion = 2;
fgState.MinorVersion = 1;
}
/* If nothing fancy has been required, simply use the old context creation GLX API entry */
if ( fghIsLegacyContextRequested() || !createContextAttribs )
{
context = glXCreateNewContext( dpy, config, render_type, share_list, direct );
if ( context == NULL ) {
fghContextCreationError();
}
return context;
}
/* color index mode is not available anymore with OpenGL 3.0 */
if ( render_type == GLX_COLOR_INDEX_TYPE ) {
fgWarning( "color index mode is deprecated, using RGBA mode" );
}
fghFillContextAttributes( attributes );
context = createContextAttribs( dpy, config, share_list, direct, attributes );
if ( context == NULL ) {
fghContextCreationError();
}
return context;
}
#define _NET_WM_STATE_TOGGLE 2
static int fghResizeFullscrToggle(void)
{
XWindowAttributes attributes;
if(glutGet(GLUT_FULL_SCREEN)) {
/* restore original window size */
SFG_Window *win = fgStructure.CurrentWindow;
fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
fgStructure.CurrentWindow->State.Width = win->State.OldWidth;
fgStructure.CurrentWindow->State.Height = win->State.OldHeight;
} else {
/* resize the window to cover the entire screen */
XGetWindowAttributes(fgDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&attributes);
/*
* The "x" and "y" members of "attributes" are the window's coordinates
* relative to its parent, i.e. to the decoration window.
*/
XMoveResizeWindow(fgDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
-attributes.x,
-attributes.y,
fgDisplay.ScreenWidth,
fgDisplay.ScreenHeight);
}
return 0;
}
static int fghEwmhFullscrToggle(void)
{
XEvent xev;
long evmask = SubstructureRedirectMask | SubstructureNotifyMask;
if(!fgDisplay.State || !fgDisplay.StateFullScreen) {
return -1;
}
xev.type = ClientMessage;
xev.xclient.window = fgStructure.CurrentWindow->Window.Handle;
xev.xclient.message_type = fgDisplay.State;
xev.xclient.format = 32;
xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
xev.xclient.data.l[1] = fgDisplay.StateFullScreen;
xev.xclient.data.l[2] = 0; /* no second property to toggle */
xev.xclient.data.l[3] = 1; /* source indication: application */
xev.xclient.data.l[4] = 0; /* unused */
if(!XSendEvent(fgDisplay.Display, fgDisplay.RootWindow, 0, evmask, &xev)) {
return -1;
}
return 0;
}
static int fghToggleFullscreen(void)
{
/* first try the EWMH (_NET_WM_STATE) method ... */
if(fghEwmhFullscrToggle() != -1) {
return 0;
}
/* fall back to resizing the window */
if(fghResizeFullscrToggle() != -1) {
return 0;
}
return -1;
}
#endif /* TARGET_HOST_POSIX_X11 */
#if TARGET_HOST_MS_WINDOWS
/*
* Setup the pixel format for a Win32 window
*/
#if defined(_WIN32_WCE)
static wchar_t* fghWstrFromStr(const char* str)
{
int i,len=strlen(str);
wchar_t* wstr = (wchar_t*)malloc(2*len+2);
for(i=0; i<len; i++)
wstr[i] = str[i];
wstr[len] = 0;
return wstr;
}
#endif /* defined(_WIN32_WCE) */
static void fghFillContextAttributes( int *attributes ) {
int where = 0, contextFlags, contextProfile;
ATTRIB_VAL( WGL_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );
ATTRIB_VAL( WGL_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );
contextFlags =
fghMapBit( fgState.ContextFlags, GLUT_DEBUG, WGL_CONTEXT_DEBUG_BIT_ARB ) |
fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );
if ( contextFlags != 0 ) {
ATTRIB_VAL( WGL_CONTEXT_FLAGS_ARB, contextFlags );
}
contextProfile =
fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, WGL_CONTEXT_CORE_PROFILE_BIT_ARB ) |
fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );
if ( contextProfile != 0 ) {
ATTRIB_VAL( WGL_CONTEXT_PROFILE_MASK_ARB, contextProfile );
}
ATTRIB( 0 );
}
static int fghIsExtensionSupported( HDC hdc, const char *extension ) {
const char *pWglExtString;
PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetEntensionsStringARB =
(PFNWGLGETEXTENSIONSSTRINGARBPROC) wglGetProcAddress("wglGetExtensionsStringARB");
if ( wglGetEntensionsStringARB == NULL )
{
return FALSE;
}
pWglExtString = wglGetEntensionsStringARB( hdc );
return ( pWglExtString != NULL ) && ( strstr(pWglExtString, extension) != NULL );
}
void fgNewWGLCreateContext( SFG_Window* window )
{
HGLRC context;
int attributes[9];
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
/* If nothing fancy has been required, leave the context as it is */
if ( fghIsLegacyContextRequested() )
{
return;
}
wglMakeCurrent( window->Window.Device, window->Window.Context );
if ( !fghIsExtensionSupported( window->Window.Device, "WGL_ARB_create_context" ) )
{
/* wglCreateContextAttribsARB not found, yet the user has requested the new context creation */
fgWarning( "OpenGL >2.1 context requested but wglCreateContextAttribsARB is not available! Falling back to legacy context creation" );
/* Legacy context already created at this point in WM_CREATE path of fgPlatformWindowProc, just return */
return;
}
/* new context creation */
fghFillContextAttributes( attributes );
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress( "wglCreateContextAttribsARB" );
if ( wglCreateContextAttribsARB == NULL )
{
/* wglCreateContextAttribsARB not found, yet the user has requested the new context creation */
fgWarning( "OpenGL >2.1 context requested but wglCreateContextAttribsARB is not available! Falling back to legacy context creation" );
/* Legacy context already created at this point in WM_CREATE path of fgPlatformWindowProc, just return */
return;
}
context = wglCreateContextAttribsARB( window->Window.Device, 0, attributes );
if ( context == NULL )
{
fghContextCreationError();
}
wglMakeCurrent( NULL, NULL );
wglDeleteContext( window->Window.Context );
window->Window.Context = context;
}
#if !defined(_WIN32_WCE)
static void fghFillPFD( PIXELFORMATDESCRIPTOR *ppfd, HDC hdc, unsigned char layer_type )
{
int flags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
if ( fgState.DisplayMode & GLUT_DOUBLE ) {
flags |= PFD_DOUBLEBUFFER;
}
if ( fgState.DisplayMode & GLUT_STEREO ) {
flags |= PFD_STEREO;
}
#if defined(_MSC_VER)
#pragma message( "fgSetupPixelFormat(): there is still some work to do here!" )
#endif
/* Specify which pixel format do we opt for... */
ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);
ppfd->nVersion = 1;
ppfd->dwFlags = flags;
if( fgState.DisplayMode & GLUT_INDEX ) {
ppfd->iPixelType = PFD_TYPE_COLORINDEX;
ppfd->cRedBits = 0;
ppfd->cGreenBits = 0;
ppfd->cBlueBits = 0;
ppfd->cAlphaBits = 0;
} else {
ppfd->iPixelType = PFD_TYPE_RGBA;
ppfd->cRedBits = 8;
ppfd->cGreenBits = 8;
ppfd->cBlueBits = 8;
ppfd->cAlphaBits = ( fgState.DisplayMode & GLUT_ALPHA ) ? 8 : 0;
}
ppfd->cColorBits = 24;
ppfd->cRedShift = 0;
ppfd->cGreenShift = 0;
ppfd->cBlueShift = 0;
ppfd->cAlphaShift = 0;
ppfd->cAccumBits = ( fgState.DisplayMode & GLUT_ACCUM ) ? 1 : 0;
ppfd->cAccumRedBits = 0;
ppfd->cAccumGreenBits = 0;
ppfd->cAccumBlueBits = 0;
ppfd->cAccumAlphaBits = 0;
/* Hmmm, or 32/0 instead of 24/8? */
ppfd->cDepthBits = 24;
ppfd->cStencilBits = 8;
ppfd->cAuxBuffers = fghNumberOfAuxBuffersRequested();
ppfd->iLayerType = layer_type;
ppfd->bReserved = 0;
ppfd->dwLayerMask = 0;
ppfd->dwVisibleMask = 0;
ppfd->dwDamageMask = 0;
ppfd->cColorBits = (BYTE) GetDeviceCaps( hdc, BITSPIXEL );
}
static void fghFillPixelFormatAttributes( int *attributes, const PIXELFORMATDESCRIPTOR *ppfd )
{
int where = 0;
ATTRIB_VAL( WGL_DRAW_TO_WINDOW_ARB, GL_TRUE );
ATTRIB_VAL( WGL_SUPPORT_OPENGL_ARB, GL_TRUE );
ATTRIB_VAL( WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB );
ATTRIB_VAL( WGL_COLOR_BITS_ARB, ppfd->cColorBits );
ATTRIB_VAL( WGL_ALPHA_BITS_ARB, ppfd->cAlphaBits );
ATTRIB_VAL( WGL_DEPTH_BITS_ARB, ppfd->cDepthBits );
ATTRIB_VAL( WGL_STENCIL_BITS_ARB, ppfd->cStencilBits );
ATTRIB_VAL( WGL_DOUBLE_BUFFER_ARB, ( fgState.DisplayMode & GLUT_DOUBLE ) != 0 );
if ( fgState.DisplayMode & GLUT_SRGB ) {
ATTRIB_VAL( WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB, TRUE );
}
ATTRIB_VAL( WGL_SAMPLE_BUFFERS_ARB, GL_TRUE );
ATTRIB_VAL( WGL_SAMPLES_ARB, fgState.SampleNumber );
ATTRIB( 0 );
}
#endif
GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type )
{
#if defined(_WIN32_WCE)
return GL_TRUE;
#else
PIXELFORMATDESCRIPTOR pfd;
PIXELFORMATDESCRIPTOR* ppfd = &pfd;
int pixelformat;
HDC current_hDC;
GLboolean success;
if (checkOnly)
current_hDC = CreateDC(TEXT("DISPLAY"), NULL ,NULL ,NULL);
else
current_hDC = window->Window.Device;
fghFillPFD( ppfd, current_hDC, layer_type );
pixelformat = ChoosePixelFormat( current_hDC, ppfd );
/* windows hack for multismapling/sRGB */
if ( ( fgState.DisplayMode & GLUT_MULTISAMPLE ) ||
( fgState.DisplayMode & GLUT_SRGB ) )
{
HGLRC rc, rc_before=wglGetCurrentContext();
HWND hWnd;
HDC hDC, hDC_before=wglGetCurrentDC();
WNDCLASS wndCls;
/* create a dummy window */
ZeroMemory(&wndCls, sizeof(wndCls));
wndCls.lpfnWndProc = DefWindowProc;
wndCls.hInstance = fgDisplay.Instance;
wndCls.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
wndCls.lpszClassName = _T("FREEGLUT_dummy");
RegisterClass( &wndCls );
// QB64-PE: custom code begin
hWnd = CreateWindow(
_T("FREEGLUT_dummy"), _T(""),
WS_CLIPSIBLINGS | WS_CLIPCHILDREN |
((WS_OVERLAPPEDWINDOW * QB64_Resizable()) | WS_DLGFRAME | WS_BORDER | WS_SYSMENU | WS_MINIMIZEBOX | (WS_MAXIMIZEBOX * QB64_Resizable())),
0, 0, 0, 0, 0, 0, fgDisplay.Instance, 0);
// hWnd=CreateWindow(_T("FREEGLUT_dummy"), _T(""), WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW , 0,0,0,0, 0, 0, fgDisplay.Instance, 0 );
// QB64-PE: custom code end
hDC=GetDC(hWnd);
SetPixelFormat( hDC, pixelformat, ppfd );
rc = wglCreateContext( hDC );
wglMakeCurrent(hDC, rc);
if ( fghIsExtensionSupported( hDC, "WGL_ARB_multisample" ) )
{
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARBProc =
(PFNWGLCHOOSEPIXELFORMATARBPROC) wglGetProcAddress("wglChoosePixelFormatARB");
if ( wglChoosePixelFormatARBProc )
{
int attributes[100];
int iPixelFormat;
BOOL bValid;
float fAttributes[] = { 0, 0 };
UINT numFormats;
fghFillPixelFormatAttributes( attributes, ppfd );
bValid = wglChoosePixelFormatARBProc(hDC, attributes, fAttributes, 1, &iPixelFormat, &numFormats);
if ( bValid && numFormats > 0 )
{
pixelformat = iPixelFormat;
}
}
}
wglMakeCurrent( hDC_before, rc_before);
wglDeleteContext(rc);
ReleaseDC(hWnd, hDC);
DestroyWindow(hWnd);
UnregisterClass(_T("FREEGLUT_dummy"), fgDisplay.Instance);
}
success = ( pixelformat != 0 ) && ( checkOnly || SetPixelFormat( current_hDC, pixelformat, ppfd ) );
if (checkOnly)
DeleteDC(current_hDC);
return success;
#endif /* defined(_WIN32_WCE) */
}
#endif /* TARGET_HOST_MS_WINDOWS */
/*
* Sets the OpenGL context and the fgStructure "Current Window" pointer to
* the window structure passed in.
*/
void fgSetWindow ( SFG_Window *window )
{
#if TARGET_HOST_POSIX_X11
if ( window )
{
glXMakeContextCurrent(
fgDisplay.Display,
window->Window.Handle,
window->Window.Handle,
window->Window.Context
);
}
#elif TARGET_HOST_MS_WINDOWS
if ( window != fgStructure.CurrentWindow )
{
if( fgStructure.CurrentWindow )
ReleaseDC( fgStructure.CurrentWindow->Window.Handle,
fgStructure.CurrentWindow->Window.Device );
if ( window )
{
window->Window.Device = GetDC( window->Window.Handle );
wglMakeCurrent(
window->Window.Device,
window->Window.Context
);
}
}
#endif
fgStructure.CurrentWindow = window;
}
#if TARGET_HOST_MS_WINDOWS
void fghGetDefaultWindowStyle(DWORD *flags)
{
if ( fgState.DisplayMode & GLUT_BORDERLESS )
{
/* no window decorations needed, no-op */
}
else if ( fgState.DisplayMode & GLUT_CAPTIONLESS )
/* only window decoration is a border, no title bar or buttons */
(*flags) |= WS_DLGFRAME;
else
/* window decoration are a border, title bar and buttons. */
// QB64-PE: custom code begin
(*flags) |= ((WS_OVERLAPPEDWINDOW * QB64_Resizable()) | WS_DLGFRAME | WS_BORDER | WS_SYSMENU | WS_MINIMIZEBOX | (WS_MAXIMIZEBOX * QB64_Resizable()));
//(*flags) |= WS_OVERLAPPEDWINDOW;
// QB64-PE: custom code end
}
/* Get window style and extended window style of a FreeGLUT window
* If the window pointer or the window handle is NULL, a fully
* decorated window (caption and border) is assumed.
*/
void fghGetStyleFromWindow( const SFG_Window *window, DWORD *windowStyle, DWORD *windowExStyle )
{
if (window && window->Window.Handle)
{
*windowStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);
*windowExStyle = GetWindowLong(window->Window.Handle, GWL_EXSTYLE);
}
else
{
*windowStyle = 0;
fghGetDefaultWindowStyle(windowStyle);
/* WindowExStyle==0 is fine/default, exStyle is currently only used for menu windows */
*windowExStyle = 0;
}
}
/* Computes position of corners of window Rect (outer position including
* decorations) based on the provided client rect and based on the style
* of the window in question.
* If posIsOutside is set to true, the input client Rect is taken to follow
* freeGLUT's window specification convention in which the top-left corner
* is at the outside of the window, while the size
* (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable
* area.
*/
void fghComputeWindowRectFromClientArea_UseStyle( RECT *clientRect, const DWORD windowStyle, const DWORD windowExStyle, BOOL posIsOutside )
{
RECT windowRect = {0,0,0,0};
CopyRect(&windowRect,clientRect);
/* Get rect including non-client area */
AdjustWindowRectEx(&windowRect,windowStyle,FALSE,windowExStyle);
/* Move window right and down by non-client area extent on left and top, if wanted */
if (posIsOutside)
{
windowRect.right += clientRect->left-windowRect.left;
windowRect.bottom += clientRect->top -windowRect.top;
windowRect.left = clientRect->left;
windowRect.top = clientRect->top;
}
/* done, copy windowRect to output */
CopyRect(clientRect,&windowRect);
}
/* Computes position of corners of window Rect (outer position including
* decorations) based on the provided client rect and based on the style
* of the window in question. If the window pointer or the window handle
* is NULL, a fully decorated window (caption and border) is assumed.
* Furthermore, if posIsOutside is set to true, the input client Rect is
* taken to follow freeGLUT's window specification convention in which the
* top-left corner is at the outside of the window, while the size
* (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable
* area.
*/
void fghComputeWindowRectFromClientArea_QueryWindow( RECT *clientRect, const SFG_Window *window, BOOL posIsOutside )
{
DWORD windowStyle = 0, windowExStyle = 0;
fghGetStyleFromWindow(window,&windowStyle,&windowExStyle);
fghComputeWindowRectFromClientArea_UseStyle(clientRect, windowStyle, windowExStyle, posIsOutside);
}
/* Gets the rect describing the client area (drawable area) of the
* specified window. Output is position of corners of client area (drawable area) on the screen.
* Returns an empty rect if window pointer or window handle is NULL.
* If wantPosOutside is set to true, the output client Rect
* will follow freeGLUT's window specification convention in which the
* top-left corner is at the outside of the window, while the size
* (rect.right-rect.left,rect.bottom-rect.top) is the size of the drawable
* area.
*/
void fghGetClientArea( RECT *clientRect, const SFG_Window *window, BOOL wantPosOutside )
{
POINT topLeftClient = {0,0};
POINT topLeftWindow = {0,0};
freeglut_return_if_fail((window && window->Window.Handle));
/*
* call GetWindowRect()
* (this returns the pixel coordinates of the outside of the window)
* cannot use GetClientRect as it returns a rect relative to
* the top-left point of the client area (.top and .left are thus always 0)
* and is thus only useful for querying the size of the client area, not
* its position.
*/
GetWindowRect( window->Window.Handle, clientRect );
topLeftWindow.x = clientRect->top;
topLeftWindow.y = clientRect->left;
/* Get size of client rect */
GetClientRect(window->Window.Handle, clientRect);
/* Get position of top-left of client area on the screen */
ClientToScreen(window->Window.Handle,&topLeftClient);
/* Add top-left offset */
OffsetRect(clientRect,topLeftClient.x,topLeftClient.y);
/* replace top and left with top and left of window, if wanted */
if (wantPosOutside)
{
clientRect->left = topLeftWindow.x;
clientRect->top = topLeftWindow.y;
}
}
#if(WINVER >= 0x500)
typedef struct
{
int *x;
int *y;
const char *name;
} m_proc_t;
static BOOL CALLBACK m_proc(HMONITOR mon,
HDC hdc,
LPRECT rect,
LPARAM data)
{
m_proc_t *dp=(m_proc_t *)data;
MONITORINFOEX info;
BOOL res;
info.cbSize=sizeof(info);
res=GetMonitorInfo(mon,(LPMONITORINFO)&info);
if( res )
{
if( strcmp(dp->name,info.szDevice)==0 )
{
*(dp->x)=info.rcMonitor.left;
*(dp->y)=info.rcMonitor.top;
return FALSE;
}
}
return TRUE;
}
/*
* this function returns the origin of the screen identified by
* fgDisplay.DisplayName, and 0 otherwise.
* This is used in fgOpenWindow to open the gamemode window on the screen
* identified by the -display command line argument. The function should
* not be called otherwise.
*/
static void get_display_origin(int *xp,int *yp)
{
*xp = 0;
*yp = 0;
if( fgDisplay.DisplayName )
{
m_proc_t st;
st.x=xp;
st.y=yp;
st.name=fgDisplay.DisplayName;
EnumDisplayMonitors(0,0,m_proc,(LPARAM)&st);
}
}
#else
#pragma message( "-display parameter only works if compiled with WINVER >= 0x0500")
static void get_display_origin(int *xp,int *yp)
{
*xp = 0;
*yp = 0;
if( fgDisplay.DisplayName )
{
fgWarning( "for working -display support FreeGLUT must be compiled with WINVER >= 0x0500");
}
}
#endif
#endif
#if TARGET_HOST_POSIX_X11
static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)
{
Window window = (Window)arg;
return (event->type == MapNotify) && (event->xmap.window == window);
}
#endif
/*
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.
*/
void fgOpenWindow( SFG_Window* window, const char* title,
GLboolean positionUse, int x, int y,
GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isSubWindow )
{
#if TARGET_HOST_POSIX_X11
XVisualInfo * visualInfo = NULL;
XSetWindowAttributes winAttr;
XTextProperty textProperty;
XSizeHints sizeHints;
XWMHints wmHints;
XEvent eventReturnBuffer; /* return buffer required for a call */
unsigned long mask;
int num_FBConfigs, i;
unsigned int current_DisplayMode = fgState.DisplayMode ;
// QB64-PE: custom code begin
// XConfigureEvent fakeEvent = {0};
// QB64-PE: custom code end
/* Save the display mode if we are creating a menu window */
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
window->Window.FBConfig = fgChooseFBConfig( &num_FBConfigs );
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = current_DisplayMode ;
if( ! window->Window.FBConfig )
{
/*
* The "fgChooseFBConfig" 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 ) )
{
fgState.DisplayMode |= GLUT_DOUBLE ;
window->Window.FBConfig = fgChooseFBConfig( &num_FBConfigs );
fgState.DisplayMode &= ~GLUT_DOUBLE;
}
if( fgState.DisplayMode & GLUT_MULTISAMPLE )
{
fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
window->Window.FBConfig = fgChooseFBConfig( &num_FBConfigs );
fgState.DisplayMode |= GLUT_MULTISAMPLE;
}
}
FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.FBConfig != NULL,
"FBConfig with necessary capabilities not found", "fgOpenWindow" );
/* Get the X visual. */
for (i = 0; i < num_FBConfigs; i++) {
visualInfo = glXGetVisualFromFBConfig( fgDisplay.Display,
window->Window.FBConfig[i] );
if (visualInfo)
break;
}
FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL,
"visualInfo could not be retrieved from FBConfig", "fgOpenWindow" );
/*
* 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. (Think mouse-motion! Tons of
* XXX ``bonus'' GUI events stream in.)
*/
winAttr.event_mask =
StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
winAttr.background_pixel = 0;
winAttr.border_pixel = 0;
winAttr.colormap = XCreateColormap(
fgDisplay.Display, fgDisplay.RootWindow,
visualInfo->visual, AllocNone
);
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
if( window->IsMenu || ( gameMode == GL_TRUE ) )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
}
if( ! positionUse )
x = y = -1; /* default window position */
if( ! sizeUse )
w = h = 300; /* default window size */
window->Window.Handle = XCreateWindow(
fgDisplay.Display,
window->Parent == NULL ? fgDisplay.RootWindow :
window->Parent->Window.Handle,
x, y, w, h, 0,
visualInfo->depth, InputOutput,
visualInfo->visual, mask,
&winAttr
);
// QB64-PE: custom code begin
/* Fake configure event to force viewport setup
* even with no window manager.
*/
/*
fakeEvent.type = ConfigureNotify;
fakeEvent.display = fgDisplay.Display;
fakeEvent.window = window->Window.Handle;
fakeEvent.x = x;
fakeEvent.y = y;
fakeEvent.width = w;
fakeEvent.height = h;
XPutBackEvent(fgDisplay.Display, (XEvent*)&fakeEvent);
*/
// QB64-PE: custom code begin
/*
* 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 there isn't already an OpenGL rendering context for menu
* windows, make one
*/
if( !fgStructure.MenuContext )
{
fgStructure.MenuContext =
(SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
fgStructure.MenuContext->MContext = fghCreateNewContext( window );
}
/* window->Window.Context = fgStructure.MenuContext->MContext; */
window->Window.Context = fghCreateNewContext( window );
}
else if( fgState.UseCurrentContext )
{
window->Window.Context = glXGetCurrentContext( );
if( ! window->Window.Context )
window->Window.Context = fghCreateNewContext( window );
}
else
window->Window.Context = fghCreateNewContext( window );
#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
if( !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
{
if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
fgError( "Unable to force direct context rendering for window '%s'",
title );
}
#endif
/*
* XXX Assume the new window is visible by default
* XXX Is this a safe assumption?
*/
window->State.Visible = GL_TRUE;
sizeHints.flags = 0;
if ( positionUse )
sizeHints.flags |= USPosition;
if ( sizeUse )
sizeHints.flags |= USSize;
/*
* Fill in the size hints values now (the x, y, width and height
* settings are obsolete, are there any more WMs that support them?)
* Unless the X servers actually stop supporting these, we should
* continue to fill them in. It is *not* our place to tell the user
* that they should replace a window manager that they like, and which
* works, just because *we* think that it's not "modern" enough.
*/
sizeHints.x = x;
sizeHints.y = y;
sizeHints.width = w;
sizeHints.height = h;
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
/* 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
);
XFree( textProperty.value );
XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
&fgDisplay.DeleteWindow, 1 );
glXMakeContextCurrent(
fgDisplay.Display,
window->Window.Handle,
window->Window.Handle,
window->Window.Context
);
/* register extension events _before_ window is mapped */
#ifdef HAVE_X11_EXTENSIONS_XINPUT2_H
fgRegisterDevices( fgDisplay.Display, &(window->Window.Handle) );
#endif
XMapWindow( fgDisplay.Display, window->Window.Handle );
XFree(visualInfo);
if( !isSubWindow)
XPeekIfEvent( fgDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );
#elif TARGET_HOST_MS_WINDOWS
WNDCLASS wc;
DWORD flags = 0;
DWORD exFlags = 0;
ATOM atom;
/* Grab the window class we have registered on glutInit(): */
atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc );
FREEGLUT_INTERNAL_ERROR_EXIT ( atom, "Window Class Info Not Found",
"fgOpenWindow" );
/* Determine window style flags*/
if( gameMode )
{
FREEGLUT_INTERNAL_ERROR_EXIT ( window->Parent == NULL,
"Game mode being invoked on a subwindow",
"fgOpenWindow" );
/*
* Set the window creation flags appropriately to make the window
* entirely visible:
*/
flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
}
else
{
flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
/*
* There's a small difference between creating the top, child and
* menu windows
*/
if ( window->IsMenu )
{
flags |= WS_POPUP;
exFlags |= WS_EX_TOOLWINDOW;
}
#if defined(_WIN32_WCE)
/* no decorations for windows CE */
#else
/* if this is not a subwindow (child), set its style based on the requested display mode */
else if( window->Parent == NULL )
fghGetDefaultWindowStyle(&flags);
#endif
else
/* subwindows always have no decoration, but are marked as a child window to the OS */
flags |= WS_CHILD;
}
/* determine window size and position */
if( gameMode )
{
/* if in gamemode, query the origin of specified by the -display
* command line parameter (if any) and offset the upper-left corner
* of the window so we create the window on that screen.
* The -display argument doesn't do anything if not trying to enter
* gamemode.
*/
int xoff=0, yoff=0;
get_display_origin(&xoff,&yoff);
x += xoff;
y += yoff;
}
if( !positionUse )
{
x = CW_USEDEFAULT;
y = CW_USEDEFAULT;
}
if( !sizeUse )
{
if( ! window->IsMenu )
{
w = CW_USEDEFAULT;
h = CW_USEDEFAULT;
}
else /* fail safe - Windows can make a window of size (0, 0) */
w = h = 300; /* default window size */
}
/* store requested client area width and height */
window->State.Width = w;
window->State.Height = h;
#if !defined(_WIN32_WCE) /* no decorations for windows CE */
if( sizeUse )
{
RECT windowRect;
/*
* Update the window dimensions, taking the window decorations
* into account. FreeGLUT is to create the window with the
* topleft outside corner at (x,y) and with client area
* dimensions (w,h).
* note: don't need to do this when w=h=CW_USEDEFAULT, so in the
* if( sizeUse ) here is convenient.
*/
windowRect.left = x;
windowRect.top = y;
windowRect.right = x+w;
windowRect.bottom = y+h;
fghComputeWindowRectFromClientArea_UseStyle(&windowRect,flags,exFlags,TRUE);
/* NB: w and h are now width and height of window including non-client area! */
w = windowRect.right - windowRect.left;
h = windowRect.bottom- windowRect.top;
}
#endif /* !defined(_WIN32_WCE) */
#if defined(_WIN32_WCE)
{
wchar_t* wstr = fghWstrFromStr(title);
window->Window.Handle = CreateWindow(
_T("FREEGLUT"),
wstr,
WS_VISIBLE | WS_POPUP,
0,0, 240,320,
NULL,
NULL,
fgDisplay.Instance,
(LPVOID) window
);
free(wstr);
SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON);
SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON);
SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR);
MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE);
ShowWindow(window->Window.Handle, SW_SHOW);
UpdateWindow(window->Window.Handle);
}
#else
window->Window.Handle = CreateWindowEx(
exFlags,
_T("FREEGLUT"),
title,
flags,
x, y, w, h,
(HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle,
(HMENU) NULL,
fgDisplay.Instance,
(LPVOID) window
);
#endif /* defined(_WIN32_WCE) */
if( !( window->Window.Handle ) )
fgError( "Failed to create a window (%s)!", title );
// QB64-PE: custom code begin
QB64_Window_Handle((void *)window->Window.Handle);
// QB64-PE: custom code end
#if !defined(_WIN32_WCE)
/* Need to set requested style again, apparently Windows doesn't listen when requesting windows without title bar or borders */
SetWindowLong(window->Window.Handle, GWL_STYLE, flags);
SetWindowPos(window->Window.Handle, HWND_TOP, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
#endif /* defined(_WIN32_WCE) */
/* Make a menu window always on top - fix Feature Request 947118 */
if( window->IsMenu || gameMode )
SetWindowPos(
window->Window.Handle,
HWND_TOPMOST,
0, 0, 0, 0,
SWP_NOMOVE | SWP_NOSIZE
);
/* Enable multitouch: additional flag TWF_FINETOUCH, TWF_WANTPALM */
#ifdef WM_TOUCH
if (fghRegisterTouchWindow == (pRegisterTouchWindow)0xDEADBEEF)
fghRegisterTouchWindow = (pRegisterTouchWindow)GetProcAddress(GetModuleHandle("user32"),"RegisterTouchWindow");
if (fghRegisterTouchWindow)
fghRegisterTouchWindow( window->Window.Handle, TWF_FINETOUCH | TWF_WANTPALM );
#endif
#if defined(_WIN32_WCE)
ShowWindow( window->Window.Handle, SW_SHOW );
#else
ShowWindow( window->Window.Handle,
fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
#endif /* defined(_WIN32_WCE) */
UpdateWindow( window->Window.Handle );
ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */
#endif
fgSetWindow( window );
window->Window.DoubleBuffered =
( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0;
if ( ! window->Window.DoubleBuffered )
{
glDrawBuffer ( GL_FRONT );
glReadBuffer ( GL_FRONT );
}
}
/*
* Closes a window, destroying the frame and OpenGL context
*/
void fgCloseWindow( SFG_Window* window )
{
/* if we're in gamemode and we're closing the gamemode window,
* call glutLeaveGameMode first to make sure the gamemode is
* properly closed before closing the window
*/
if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)
glutLeaveGameMode();
#if TARGET_HOST_POSIX_X11
if( window->Window.Context )
glXDestroyContext( fgDisplay.Display, window->Window.Context );
XFree( window->Window.FBConfig );
if( window->Window.Handle ) {
XDestroyWindow( fgDisplay.Display, window->Window.Handle );
}
/* XFlush( fgDisplay.Display ); */ /* XXX Shouldn't need this */
#elif TARGET_HOST_MS_WINDOWS
/* Make sure we don't close a window with current context active */
if( fgStructure.CurrentWindow == window )
wglMakeCurrent( NULL, NULL );
/*
* Step through the list of windows. If the rendering context
* is not being used by another window, then we delete it.
*/
{
int used = FALSE ;
SFG_Window *iter ;
for( iter = (SFG_Window *)fgStructure.Windows.First;
iter;
iter = (SFG_Window *)iter->Node.Next )
{
if( ( iter->Window.Context == window->Window.Context ) &&
( iter != window ) )
used = TRUE;
}
if( ! used )
wglDeleteContext( window->Window.Context );
}
DestroyWindow( window->Window.Handle );
#endif
}
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
* Creates a new top-level freeglut window
*/
int FGAPIENTRY glutCreateWindow( const char* title )
{
/* XXX GLUT does not exit; it simply calls "glutInit" quietly if the
* XXX application has not already done so. The "freeglut" community
* XXX decided not to go this route (freeglut-developer e-mail from
* XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer]
* XXX Desired 'freeglut' behaviour when there is no current window"
*/
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );
return fgCreateWindow( NULL, title, fgState.Position.Use,
fgState.Position.X, fgState.Position.Y,
fgState.Size.Use, fgState.Size.X, fgState.Size.Y,
GL_FALSE, GL_FALSE )->ID;
}
#if TARGET_HOST_MS_WINDOWS
int FGAPIENTRY __glutCreateWindowWithExit( const char *title, void (__cdecl *exit_function)(int) )
{
__glutExitFunc = exit_function;
return glutCreateWindow( title );
}
#endif
/*
* This function creates a sub window.
*/
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
int ret = 0;
SFG_Window* window = NULL;
SFG_Window* parent = NULL;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" );
parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 );
if ( x < 0 )
{
x = parent->State.Width + x ;
if ( w >= 0 ) x -= w ;
}
if ( w < 0 ) w = parent->State.Width - x + w ;
if ( w < 0 )
{
x += w ;
w = -w ;
}
if ( y < 0 )
{
y = parent->State.Height + y ;
if ( h >= 0 ) y -= h ;
}
if ( h < 0 ) h = parent->State.Height - y + h ;
if ( h < 0 )
{
y += h ;
h = -h ;
}
window = fgCreateWindow( parent, "", GL_TRUE, x, y, GL_TRUE, w, h, GL_FALSE, GL_FALSE );
ret = window->ID;
return ret;
}
/*
* Destroys a window and all of its subwindows
*/
void FGAPIENTRY glutDestroyWindow( int windowID )
{
SFG_Window* window;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" );
window = fgWindowByID( windowID );
freeglut_return_if_fail( window != NULL );
{
fgExecutionState ExecState = fgState.ExecState;
fgAddToWindowDestroyList( window );
fgState.ExecState = ExecState;
}
}
/*
* This function selects the current window
*/
void FGAPIENTRY glutSetWindow( int ID )
{
SFG_Window* window = NULL;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" );
if( fgStructure.CurrentWindow != NULL )
if( fgStructure.CurrentWindow->ID == ID )
return;
window = fgWindowByID( ID );
if( window == NULL )
{
fgWarning( "glutSetWindow(): window ID %d not found!", ID );
return;
}
fgSetWindow( window );
}
/*
* This function returns the ID number of the current window, 0 if none exists
*/
int FGAPIENTRY glutGetWindow( void )
{
SFG_Window *win = fgStructure.CurrentWindow;
/*
* Since GLUT did not throw an error if this function was called without a prior call to
* "glutInit", this function shouldn't do so here. Instead let us return a zero.
* See Feature Request "[ 1307049 ] glutInit check".
*/
if ( ! fgState.Initialised )
return 0;
while ( win && win->IsMenu )
win = win->Parent;
return win ? win->ID : 0;
}
/*
* This function makes the current window visible
*/
void FGAPIENTRY glutShowWindow( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" );
#if TARGET_HOST_POSIX_X11
XMapWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_MS_WINDOWS
ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_SHOW );
#endif
fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
}
/*
* This function hides the current window
*/
void FGAPIENTRY glutHideWindow( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" );
#if TARGET_HOST_POSIX_X11
if( fgStructure.CurrentWindow->Parent == NULL )
XWithdrawWindow( fgDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
fgDisplay.Screen );
else
XUnmapWindow( fgDisplay.Display,
fgStructure.CurrentWindow->Window.Handle );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_MS_WINDOWS
ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_HIDE );
#endif
fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
}
/*
* Iconify the current window (top-level windows only)
*/
void FGAPIENTRY glutIconifyWindow( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" );
fgStructure.CurrentWindow->State.Visible = GL_FALSE;
#if TARGET_HOST_POSIX_X11
XIconifyWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
fgDisplay.Screen );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_MS_WINDOWS
ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_MINIMIZE );
#endif
fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
}
/*
* Set the current window's title
*/
void FGAPIENTRY glutSetWindowTitle( const char* title )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
if( ! fgStructure.CurrentWindow->Parent )
{
#if TARGET_HOST_POSIX_X11
XTextProperty text;
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
XSetWMName(
fgDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&text
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_MS_WINDOWS
# ifdef _WIN32_WCE
{
wchar_t* wstr = fghWstrFromStr(title);
SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
free(wstr);
}
# else
SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
# endif
#endif
}
}
/*
* Set the current window's iconified title
*/
void FGAPIENTRY glutSetIconTitle( const char* title )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" );
if( ! fgStructure.CurrentWindow->Parent )
{
#if TARGET_HOST_POSIX_X11
XTextProperty text;
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
XSetWMIconName(
fgDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&text
);
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_MS_WINDOWS
# ifdef _WIN32_WCE
{
wchar_t* wstr = fghWstrFromStr(title);
SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr );
free(wstr);
}
# else
SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
# endif
#endif
}
}
/*
* Change the current window's size
*/
void FGAPIENTRY glutReshapeWindow( int width, int height )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" );
if (glutGet(GLUT_FULL_SCREEN))
{
/* Leave full screen state before resizing. */
glutLeaveFullScreen();
}
fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
fgStructure.CurrentWindow->State.Width = width ;
fgStructure.CurrentWindow->State.Height = height;
}
/*
* Change the current window's position
*/
void FGAPIENTRY glutPositionWindow( int x, int y )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPositionWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPositionWindow" );
if (glutGet(GLUT_FULL_SCREEN))
{
/* Leave full screen state before moving. */
glutLeaveFullScreen();
}
#if TARGET_HOST_POSIX_X11
XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
x, y );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
#elif TARGET_HOST_MS_WINDOWS
{
RECT winRect;
/* "GetWindowRect" returns the pixel coordinates of the outside of the window */
GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect );
MoveWindow(
fgStructure.CurrentWindow->Window.Handle,
x,
y,
winRect.right - winRect.left,
winRect.bottom - winRect.top,
TRUE
);
}
#endif
}
/*
* Lowers the current window (by Z order change)
*/
void FGAPIENTRY glutPushWindow( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" );
#if TARGET_HOST_POSIX_X11
XLowerWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
#elif TARGET_HOST_MS_WINDOWS
SetWindowPos(
fgStructure.CurrentWindow->Window.Handle,
HWND_BOTTOM,
0, 0, 0, 0,
SWP_NOSIZE | SWP_NOMOVE
);
#endif
}
/*
* Raises the current window (by Z order change)
*/
void FGAPIENTRY glutPopWindow( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" );
#if TARGET_HOST_POSIX_X11
XRaiseWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
#elif TARGET_HOST_MS_WINDOWS
SetWindowPos(
fgStructure.CurrentWindow->Window.Handle,
HWND_TOP,
0, 0, 0, 0,
SWP_NOSIZE | SWP_NOMOVE
);
#endif
}
/*
* Resize the current window so that it fits the whole screen
*/
void FGAPIENTRY glutFullScreen( void )
{
SFG_Window *win;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
win = fgStructure.CurrentWindow;
if (win->Parent)
{
/* Child windows cannot be made fullscreen, consistent with GLUT's behavior
* Also, what would it mean for a child window to be fullscreen, given that it
* is confined to its parent?
*/
fgWarning("glutFullScreen called on a child window, ignoring...");
return;
}
else if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==win->ID)
{
/* Ignore fullscreen call on GameMode window, those are always fullscreen already */
return;
}
#if TARGET_HOST_POSIX_X11
if(!glutGet(GLUT_FULL_SCREEN)) {
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = GL_TRUE;
}
}
#elif TARGET_HOST_MS_WINDOWS && !defined(_WIN32_WCE) /* FIXME: what about WinCE */
if (glutGet(GLUT_FULL_SCREEN))
{
/* Leave full screen state before entering fullscreen again (resizing?) */
glutLeaveFullScreen();
}
{
#if(WINVER >= 0x0500) /* Windows 2000 or later */
DWORD s;
RECT rect;
HMONITOR hMonitor;
MONITORINFO mi;
/* For fullscreen mode, first remove all window decoration
* and set style to popup so it will overlap the taskbar
* then force to maximize on the screen on which it has the most
* overlap.
*/
/* store current window rect */
GetWindowRect( win->Window.Handle, &win->State.OldRect );
/* store current window style */
win->State.OldStyle = s = GetWindowLong(win->Window.Handle, GWL_STYLE);
/* remove decorations from style and add popup style*/
// QB64-PE: custom code begin
s &= ~((WS_OVERLAPPEDWINDOW * QB64_Resizable()) | WS_DLGFRAME | WS_BORDER | WS_SYSMENU | WS_MINIMIZEBOX | (WS_MAXIMIZEBOX * QB64_Resizable()));
// s &= ~WS_OVERLAPPEDWINDOW;
// QB64-PE: custom code end
s |= WS_POPUP;
SetWindowLong(win->Window.Handle, GWL_STYLE, s);
SetWindowPos(win->Window.Handle, HWND_TOP, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
/* For fullscreen mode, find the monitor that is covered the most
* by the window and get its rect as the resize target.
*/
hMonitor= MonitorFromRect(&win->State.OldRect, MONITOR_DEFAULTTONEAREST);
mi.cbSize = sizeof(mi);
GetMonitorInfo(hMonitor, &mi);
rect = mi.rcMonitor;
#else /* if (WINVER >= 0x0500) */
RECT rect;
/* For fullscreen mode, force the top-left corner to 0,0
* and adjust the window rectangle so that the client area
* covers the whole screen.
*/
rect.left = 0;
rect.top = 0;
rect.right = fgDisplay.ScreenWidth;
rect.bottom = fgDisplay.ScreenHeight;
// QB64-PE: custom code begin
AdjustWindowRect(&rect,
((WS_OVERLAPPEDWINDOW * QB64_Resizable()) | WS_DLGFRAME | WS_BORDER | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX) | WS_CLIPSIBLINGS |
WS_CLIPCHILDREN,
FALSE);
// AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, FALSE );
// QB64-PE: custom code end
#endif /* (WINVER >= 0x0500) */
/*
* then resize window
* SWP_NOACTIVATE Do not activate the window
* SWP_NOOWNERZORDER Do not change position in z-order
* SWP_NOSENDCHANGING Suppress WM_WINDOWPOSCHANGING message
* SWP_NOZORDER Retains the current Z order (ignore 2nd param)
*/
SetWindowPos( fgStructure.CurrentWindow->Window.Handle,
HWND_TOP,
rect.left,
rect.top,
rect.right - rect.left,
rect.bottom - rect.top,
SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
SWP_NOZORDER
);
win->State.IsFullscreen = GL_TRUE;
}
#endif
}
/*
* If we are fullscreen, resize the current window back to its original size
*/
void FGAPIENTRY glutLeaveFullScreen( void )
{
SFG_Window *win;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
win = fgStructure.CurrentWindow;
#if TARGET_HOST_POSIX_X11
if(glutGet(GLUT_FULL_SCREEN)) {
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = GL_FALSE;
}
}
#elif TARGET_HOST_MS_WINDOWS && !defined(_WIN32_WCE) /* FIXME: what about WinCE */
if (!glutGet(GLUT_FULL_SCREEN))
{
/* nothing to do */
return;
}
/* restore style of window before making it fullscreen */
SetWindowLong(win->Window.Handle, GWL_STYLE, win->State.OldStyle);
SetWindowPos(win->Window.Handle, HWND_TOP, 0,0,0,0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_FRAMECHANGED);
/* Then resize */
SetWindowPos(win->Window.Handle,
HWND_TOP,
win->State.OldRect.left,
win->State.OldRect.top,
win->State.OldRect.right - win->State.OldRect.left,
win->State.OldRect.bottom - win->State.OldRect.top,
SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
SWP_NOZORDER
);
win->State.IsFullscreen = GL_FALSE;
#endif
}
/*
* Toggle the window's full screen state.
*/
void FGAPIENTRY glutFullScreenToggle( void )
{
SFG_Window *win;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreenToggle" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreenToggle" );
win = fgStructure.CurrentWindow;
#if TARGET_HOST_POSIX_X11
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = !win->State.IsFullscreen;
}
#elif TARGET_HOST_MS_WINDOWS
if (!win->State.IsFullscreen)
glutFullScreen();
else
glutLeaveFullScreen();
#endif
}
/*
* A.Donev: Set and retrieve the window's user data
*/
void* FGAPIENTRY glutGetWindowData( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" );
return fgStructure.CurrentWindow->UserData;
}
void FGAPIENTRY glutSetWindowData(void* data)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" );
FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" );
fgStructure.CurrentWindow->UserData = data;
}
/*** END OF FILE ***/