- another strdup

- windows only opened in iconic state if its a non-gamemode, non-menu toplevel window
- depending on whether window is iconic or not glutSetWindowTitle or glutSetIconTitle call should have immediate effect on windows

git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1562 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
dcnieho 2013-03-17 14:01:46 +00:00
parent ace8df53ef
commit 074ae923ab

View File

@ -701,10 +701,7 @@ void fgPlatformOpenWindow( SFG_Window* window, const char* title,
fgError( "Failed to create a window (%s)!", title );
/* Store title */
{
window->State.pWState.WindowTitle = malloc (strlen(title) + 1);
strcpy(window->State.pWState.WindowTitle, title);
}
window->State.pWState.WindowTitle = strdup(title);
#if !defined(_WIN32_WCE)
/* Need to set requested style again, apparently Windows doesn't listen when requesting windows without title bar or borders */
@ -732,8 +729,11 @@ void fgPlatformOpenWindow( SFG_Window* window, const char* title,
#if defined(_WIN32_WCE)
ShowWindow( window->Window.Handle, SW_SHOW );
#else
ShowWindow( window->Window.Handle,
fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOWNORMAL );
{
BOOL iconic = fgState.ForceIconic && !window->IsMenu && !gameMode && !isSubWindow;
ShowWindow( window->Window.Handle,
iconic ? SW_SHOWMINIMIZED : SW_SHOWNORMAL );
}
#endif /* defined(_WIN32_WCE) */
ShowCursor( TRUE );
@ -917,7 +917,8 @@ void fgPlatformGlutSetWindowTitle( const char* title )
free(wstr);
}
#else
SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
if (!IsIconic(fgStructure.CurrentWindow->Window.Handle))
SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
#endif
/* Make copy of string to refer to later */
@ -931,6 +932,11 @@ void fgPlatformGlutSetWindowTitle( const char* title )
*/
void fgPlatformGlutSetIconTitle( const char* title )
{
#ifndef _WIN32_WCE
if (IsIconic(fgStructure.CurrentWindow->Window.Handle))
SetWindowText( fgStructure.CurrentWindow->Window.Handle, title );
#endif
/* Make copy of string to refer to later */
if (fgStructure.CurrentWindow->State.pWState.IconTitle)
free(fgStructure.CurrentWindow->State.pWState.IconTitle);