small updates to one demo, so windowed windows display after the
gamemode window is closed git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1456 7f0cb862-5218-0410-a997-914c9d46530a
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@ -23,7 +23,7 @@
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int g_LeaveGameMode = 0;
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int g_LeaveGameMode = 0;
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int g_InGameMode = 0;
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int g_InGameMode = 0;
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int g_mainwin, g_sw1, g_sw2, g_gamemodewin;
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int g_mainwin1, g_mainwin2, g_sw1, g_sw2, g_gamemodewin;
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/*
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/*
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* Call this function to have some text drawn at given coordinates
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* Call this function to have some text drawn at given coordinates
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@ -99,9 +99,9 @@ void SampleDisplay( void )
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int win = glutGetWindow();
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int win = glutGetWindow();
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if (g_InGameMode && win!=g_gamemodewin)
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if (g_InGameMode && win!=g_gamemodewin)
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/* Dont draw other windows when in gamemode, those aren't visible
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/* Don't draw other windows when in gamemode, those aren't visible
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* anyway. Drawing them continuously anyway can cause flicker trouble
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* anyway. Drawing them continuously nonetheless can cause flicker trouble
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* on my machine. This only seems to occur when there are child windows
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* on my machine. This only seems to occur only when there are child windows
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* among the non-visible windows
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* among the non-visible windows
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*/
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*/
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return;
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return;
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@ -113,7 +113,7 @@ void SampleDisplay( void )
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*/
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*/
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glClearColor(0.7f,0.7f,0.7f,1);
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glClearColor(0.7f,0.7f,0.7f,1);
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glutPostWindowRedisplay(g_mainwin);
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glutPostWindowRedisplay(g_mainwin2);
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}
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}
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else if (win==g_sw2)
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else if (win==g_sw2)
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{
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{
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@ -122,7 +122,7 @@ void SampleDisplay( void )
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*/
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*/
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glClearColor(0.3f,0.3f,0.3f,1);
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glClearColor(0.3f,0.3f,0.3f,1);
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glutPostWindowRedisplay(g_mainwin);
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glutPostWindowRedisplay(g_mainwin2);
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}
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}
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else
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else
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{
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{
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@ -184,9 +184,14 @@ void SampleIdle( void )
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if( g_LeaveGameMode == 1 )
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if( g_LeaveGameMode == 1 )
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{
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{
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/* One could do all this just as well in SampleGameModeKeyboard... */
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/* One could do all this just as well in SampleGameModeKeyboard... */
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printf("leaving gamemode...\n");
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glutLeaveGameMode( );
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glutLeaveGameMode( );
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g_LeaveGameMode = 0;
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g_LeaveGameMode = 0;
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g_InGameMode = 0;
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g_InGameMode = 0;
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glutPostWindowRedisplay(g_mainwin1);
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glutPostWindowRedisplay(g_mainwin2);
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glutPostWindowRedisplay(g_sw1);
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glutPostWindowRedisplay(g_sw2);
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}
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}
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}
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}
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@ -323,7 +328,7 @@ int main( int argc, char** argv )
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glutAddSubMenu( "Enter sub menu A", subMenuA );
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glutAddSubMenu( "Enter sub menu A", subMenuA );
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glutAddSubMenu( "Enter sub menu B", subMenuB );
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glutAddSubMenu( "Enter sub menu B", subMenuB );
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glutCreateWindow( "Hello world!" );
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g_mainwin1 = glutCreateWindow( "Hello world!" );
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glutDisplayFunc( SampleDisplay );
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glutDisplayFunc( SampleDisplay );
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glutReshapeFunc( SampleReshape );
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glutReshapeFunc( SampleReshape );
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glutKeyboardFunc( SampleKeyboard );
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glutKeyboardFunc( SampleKeyboard );
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@ -334,7 +339,7 @@ int main( int argc, char** argv )
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glutAttachMenu( GLUT_LEFT_BUTTON );
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glutAttachMenu( GLUT_LEFT_BUTTON );
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glutInitWindowPosition( 200, 200 );
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glutInitWindowPosition( 200, 200 );
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g_mainwin = glutCreateWindow( "I am not Jan B." );
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g_mainwin2 = glutCreateWindow( "I am not Jan B." );
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glutDisplayFunc( SampleDisplay );
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glutDisplayFunc( SampleDisplay );
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glutReshapeFunc( SampleReshape );
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glutReshapeFunc( SampleReshape );
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glutKeyboardFunc( SampleKeyboard );
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glutKeyboardFunc( SampleKeyboard );
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@ -346,7 +351,7 @@ int main( int argc, char** argv )
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glutSetMenu(subMenuA);
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glutSetMenu(subMenuA);
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glutAttachMenu( GLUT_RIGHT_BUTTON );
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glutAttachMenu( GLUT_RIGHT_BUTTON );
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g_sw1=glutCreateSubWindow(g_mainwin,200,0,100,100);
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g_sw1=glutCreateSubWindow(g_mainwin2,200,0,100,100);
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glutDisplayFunc( SampleDisplay );
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glutDisplayFunc( SampleDisplay );
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glutSetMenu(subMenuB);
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glutSetMenu(subMenuB);
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glutAttachMenu( GLUT_LEFT_BUTTON );
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glutAttachMenu( GLUT_LEFT_BUTTON );
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@ -212,7 +212,7 @@ void fgPlatformMainLoopPreliminaryWork ( void )
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/*
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/*
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* Determine a GLUT modifer mask based on MS-WINDOWS system info.
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* Determine a GLUT modifier mask based on MS-WINDOWS system info.
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*/
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*/
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static int fgPlatformGetModifiers (void)
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static int fgPlatformGetModifiers (void)
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{
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{
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@ -508,7 +508,7 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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if (child_window)
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if (child_window)
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{
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{
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/* If child should have focus instead, set it here. */
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/* If we're dealing with a child window, make sure it has input focus instead, set it here. */
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SetFocus(child_window->Window.Handle);
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SetFocus(child_window->Window.Handle);
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SetActiveWindow( child_window->Window.Handle );
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SetActiveWindow( child_window->Window.Handle );
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INVOKE_WCB( *child_window, Entry, ( GLUT_ENTERED ) );
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INVOKE_WCB( *child_window, Entry, ( GLUT_ENTERED ) );
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