- removed glib dependencies from win32 code
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@14 7f0cb862-5218-0410-a997-914c9d46530a
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@ -80,6 +80,10 @@ void fghRememberState( void )
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/*
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* Grab the current desktop settings...
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*/
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/* hack to get around my stupid cross-gcc headers */
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#define ENUM_CURRENT_SETTINGS -1
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EnumDisplaySettings( NULL, ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode );
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/*
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@ -233,8 +237,8 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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#elif TARGET_HOST_WIN32
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guint displayModes = 0, mode = 0xffffffff;
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gboolean success = FALSE;
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unsigned int displayModes = 0, mode = 0xffffffff;
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GLboolean success = FALSE;
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HDC desktopDC;
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DEVMODE devMode;
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@ -163,7 +163,7 @@ void fgInitialize( const char* displayName )
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*/
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if( atom == 0 )
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{
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gboolean retval;
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GLboolean retval;
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/*
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* Make sure the unitialized fields are reset to zero
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@ -349,7 +349,11 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
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/*
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* Remember the function's call time
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*/
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#ifndef WIN32
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gettimeofday(&fgState.Time.Value, NULL);
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#else
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fgState.Time.Value = timeGetTime();
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#endif
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fgState.Time.Set = TRUE;
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/*
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@ -313,6 +313,7 @@ static void fghCheckTimers( void )
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*/
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long fgElapsedTime( void )
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{
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#ifndef WIN32
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struct timeval now;
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long elapsed;
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@ -322,6 +323,9 @@ long fgElapsedTime( void )
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elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
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return( elapsed );
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#else
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return (timeGetTime() - fgState.Time.Value);
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#endif
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}
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/*
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@ -826,7 +830,7 @@ void FGAPIENTRY glutMainLoop( void )
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#elif TARGET_HOST_WIN32
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gboolean bLoop = TRUE;
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GLboolean bLoop = TRUE;
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MSG stMsg;
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/*
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@ -1068,8 +1072,8 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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case WM_MBUTTONUP:
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case WM_RBUTTONUP:
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{
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gboolean pressed = TRUE;
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gint button;
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GLboolean pressed = TRUE;
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int button;
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/*
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* A mouse button has been pressed *or* released. Again, break off
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@ -1181,7 +1185,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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case WM_SYSKEYDOWN:
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case WM_KEYDOWN:
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{
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gint keypress = -1;
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int keypress = -1;
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/*
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* First of all, make sure that there is a window to be notified of this
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@ -214,10 +214,10 @@ XVisualInfo* fgChooseVisual( void )
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* Setup the pixel format for a Win32 window
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*/
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#if TARGET_HOST_WIN32
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gboolean fgSetupPixelFormat( SFG_Window* window, gboolean checkOnly )
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GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly )
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{
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PIXELFORMATDESCRIPTOR* ppfd, pfd;
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gint flags, pixelformat;
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int flags, pixelformat;
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/*
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* Check if the window seems valid
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@ -469,7 +469,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
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#elif TARGET_HOST_WIN32
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WNDCLASS wc;
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gint flags;
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int flags;
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ATOM atom;
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HWND hWnd;
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@ -479,7 +479,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
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* Grab the window class we have registered on glutInit():
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*/
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atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
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g_assert( atom != 0 );
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assert( atom != 0 );
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if( gameMode == FALSE )
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{
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@ -512,7 +512,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
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/*
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* In game mode, the story is a little bit different...
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*/
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g_assert( window->Parent == NULL );
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assert( window->Parent == NULL );
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/*
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* Set the window creation flags appropriately to make the window entirely visible:
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@ -537,7 +537,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
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/*
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* Make sure window was created
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*/
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g_assert( window->Window.Handle != NULL );
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assert( window->Window.Handle != NULL );
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/*
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* Show and update the main window. Hide the mouse cursor.
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