Replace TRUE with GL_TRUE and FALSE with GL_FALSE where the type is

GLboolean.


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@352 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
cjp 2003-11-15 19:06:28 +00:00
parent 06174f9086
commit 3f70f7bdf2
12 changed files with 197 additions and 194 deletions

View File

@ -52,7 +52,7 @@ void FGAPIENTRY glutDisplayFunc( void (* callback)( void ) )
fgError( "Fatal error in program. NULL display callback not " fgError( "Fatal error in program. NULL display callback not "
"permitted in GLUT 3.0+ or freeglut 2.0.1+\n" ); "permitted in GLUT 3.0+ or freeglut 2.0.1+\n" );
SET_CALLBACK( Display ); SET_CALLBACK( Display );
fgStructure.Window->State.Redisplay = TRUE; fgStructure.Window->State.Redisplay = GL_TRUE;
} }
/* /*

View File

@ -42,7 +42,7 @@ void FGAPIENTRY glutPostRedisplay( void )
{ {
freeglut_assert_ready; freeglut_assert_ready;
freeglut_assert_window; freeglut_assert_window;
fgStructure.Window->State.Redisplay = TRUE; fgStructure.Window->State.Redisplay = GL_TRUE;
} }
/* /*
@ -93,7 +93,7 @@ void FGAPIENTRY glutPostWindowRedisplay( int windowID )
freeglut_assert_ready; freeglut_assert_ready;
window = fgWindowByID( windowID ); window = fgWindowByID( windowID );
freeglut_return_if_fail( window ); freeglut_return_if_fail( window );
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
} }
/*** END OF FILE ***/ /*** END OF FILE ***/

View File

@ -262,7 +262,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
fgState.GameModeRefresh ) ) fgState.GameModeRefresh ) )
{ {
if( haveToTest ) if( haveToTest )
return TRUE; return GL_TRUE;
/* /*
* OKi, this is the display mode we have been looking for... * OKi, this is the display mode we have been looking for...
*/ */
@ -271,7 +271,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
fgDisplay.Screen, fgDisplay.Screen,
displayModes[ i ] displayModes[ i ]
); );
return TRUE; return GL_TRUE;
} }
} }
} }
@ -279,7 +279,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
/* /*
* Something must have went wrong * Something must have went wrong
*/ */
return FALSE; return GL_FALSE;
# else # else
# warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated # warning fghChangeDisplayMode: missing XFree86 video mode extensions, game mode will not change screen resolution when activated
@ -288,7 +288,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
#elif TARGET_HOST_WIN32 #elif TARGET_HOST_WIN32
unsigned int displayModes = 0, mode = 0xffffffff; unsigned int displayModes = 0, mode = 0xffffffff;
GLboolean success = FALSE; GLboolean success = GL_FALSE;
/* HDC desktopDC; */ /* HDC desktopDC; */
DEVMODE devMode; DEVMODE devMode;
@ -296,7 +296,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
* Enumerate the available display modes * Enumerate the available display modes
* Try to get a complete match * Try to get a complete match
*/ */
while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE ) while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
{ {
/* /*
* Does the enumerated display mode match the user's preferences? * Does the enumerated display mode match the user's preferences?
@ -319,7 +319,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
/* /*
* Enumerate the available display modes * Enumerate the available display modes
*/ */
while( EnumDisplaySettings( NULL, displayModes, &devMode ) == TRUE ) while( EnumDisplaySettings( NULL, displayModes, &devMode ) )
{ {
/* then try without Display Frequency */ /* then try without Display Frequency */
if( fghCheckDisplayMode( devMode.dmPelsWidth, if( fghCheckDisplayMode( devMode.dmPelsWidth,
@ -413,11 +413,11 @@ void FGAPIENTRY glutGameModeString( const char* string )
int FGAPIENTRY glutEnterGameMode( void ) int FGAPIENTRY glutEnterGameMode( void )
{ {
if( fgStructure.GameMode ) if( fgStructure.GameMode )
fgAddToWindowDestroyList( fgStructure.GameMode, TRUE ); fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
else else
fghRememberState( ); fghRememberState( );
if( fghChangeDisplayMode( FALSE ) == FALSE ) if( ! fghChangeDisplayMode( GL_FALSE ) )
{ {
fgWarning( "failed to change screen settings" ); fgWarning( "failed to change screen settings" );
return FALSE; return FALSE;
@ -425,7 +425,7 @@ int FGAPIENTRY glutEnterGameMode( void )
fgStructure.GameMode = fgCreateWindow( fgStructure.GameMode = fgCreateWindow(
NULL, "FREEGLUT", 0, 0, NULL, "FREEGLUT", 0, 0,
fgState.GameModeSize.X, fgState.GameModeSize.Y, TRUE fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE
); );
#if TARGET_HOST_UNIX_X11 #if TARGET_HOST_UNIX_X11
@ -534,7 +534,7 @@ void FGAPIENTRY glutLeaveGameMode( void )
{ {
freeglut_return_if_fail( fgStructure.GameMode ); freeglut_return_if_fail( fgStructure.GameMode );
fgAddToWindowDestroyList( fgStructure.GameMode, TRUE ); fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
#if TARGET_HOST_UNIX_X11 #if TARGET_HOST_UNIX_X11
@ -557,7 +557,7 @@ int FGAPIENTRY glutGameModeGet( GLenum eWhat )
return !!fgStructure.GameMode; return !!fgStructure.GameMode;
case GLUT_GAME_MODE_POSSIBLE: case GLUT_GAME_MODE_POSSIBLE:
return fghChangeDisplayMode( TRUE ); return fghChangeDisplayMode( GL_TRUE );
case GLUT_GAME_MODE_WIDTH: case GLUT_GAME_MODE_WIDTH:
return fgState.GameModeSize.X; return fgState.GameModeSize.X;

View File

@ -55,32 +55,32 @@ SFG_Display fgDisplay;
/* /*
* The settings for the current freeglut session * The settings for the current freeglut session
*/ */
SFG_State fgState = { { -1, -1, FALSE }, /* Position */ SFG_State fgState = { { -1, -1, GL_FALSE }, /* Position */
{ 300, 300, TRUE }, /* Size */ { 300, 300, GL_TRUE }, /* Size */
GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH, /* DisplayMode */ GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH, /* DisplayMode */
FALSE, /* Initalized */ GL_FALSE, /* Initalized */
FALSE, /* ForceDirectContext */ GL_FALSE, /* ForceDirectContext */
TRUE, /* TryDirectContext */ GL_TRUE, /* TryDirectContext */
FALSE, /* ForceIconic */ GL_FALSE, /* ForceIconic */
FALSE, /* UseCurrentContext */ GL_FALSE, /* UseCurrentContext */
FALSE, /* GLDebugSwitch */ GL_FALSE, /* GLDebugSwitch */
FALSE, /* XSyncSwitch */ GL_FALSE, /* XSyncSwitch */
TRUE, /* IgnoreKeyRepeat */ GL_TRUE, /* IgnoreKeyRepeat */
0, /* FPSInterval */ 0, /* FPSInterval */
0, /* SwapCount */ 0, /* SwapCount */
0, /* SwapTime */ 0, /* SwapTime */
#if TARGET_HOST_WIN32 #if TARGET_HOST_WIN32
{ 0, FALSE }, /* Time */ { 0, GL_FALSE }, /* Time */
#else #else
{ { 0, 0 }, FALSE }, { { 0, 0 }, GL_FALSE },
#endif #endif
{ NULL, NULL }, /* Timers */ { NULL, NULL }, /* Timers */
NULL, /* IdleCallback */ NULL, /* IdleCallback */
FALSE, /* BuildingAMenu */ GL_FALSE, /* BuildingAMenu */
0, /* ActiveMenus */ 0, /* ActiveMenus */
NULL, /* MenuStateCallback */ NULL, /* MenuStateCallback */
NULL, /* MenuStatusCallback */ NULL, /* MenuStatusCallback */
{ 640, 480, TRUE }, /* GameModeSize */ { 640, 480, GL_TRUE }, /* GameModeSize */
16, /* GameModeDepth */ 16, /* GameModeDepth */
72, /* GameModeRefresh */ 72, /* GameModeRefresh */
GLUT_ACTION_EXIT, /* ActionOnWindowClose */ GLUT_ACTION_EXIT, /* ActionOnWindowClose */
@ -239,31 +239,31 @@ void fgDeinitialize( void )
fgState.Position.X = -1; fgState.Position.X = -1;
fgState.Position.Y = -1; fgState.Position.Y = -1;
fgState.Position.Use = FALSE; fgState.Position.Use = GL_FALSE;
fgState.Size.X = 300; fgState.Size.X = 300;
fgState.Size.Y = 300; fgState.Size.Y = 300;
fgState.Size.Use = TRUE; fgState.Size.Use = GL_TRUE;
fgState.DisplayMode = GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH; fgState.DisplayMode = GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH;
fgState.ForceDirectContext = FALSE; fgState.ForceDirectContext = GL_FALSE;
fgState.TryDirectContext = TRUE; fgState.TryDirectContext = GL_TRUE;
fgState.ForceIconic = FALSE; fgState.ForceIconic = GL_FALSE;
fgState.UseCurrentContext = FALSE; fgState.UseCurrentContext = GL_FALSE;
fgState.GLDebugSwitch = FALSE; fgState.GLDebugSwitch = GL_FALSE;
fgState.XSyncSwitch = FALSE; fgState.XSyncSwitch = GL_FALSE;
fgState.ActionOnWindowClose = GLUT_ACTION_EXIT ; fgState.ActionOnWindowClose = GLUT_ACTION_EXIT ;
fgState.ExecState = GLUT_EXEC_STATE_INIT ; fgState.ExecState = GLUT_EXEC_STATE_INIT ;
fgState.IgnoreKeyRepeat = TRUE; fgState.IgnoreKeyRepeat = GL_TRUE;
fgState.GameModeSize.X = 640; fgState.GameModeSize.X = 640;
fgState.GameModeSize.Y = 480; fgState.GameModeSize.Y = 480;
fgState.GameModeDepth = 16; fgState.GameModeDepth = 16;
fgState.GameModeRefresh = 72; fgState.GameModeRefresh = 72;
fgState.Time.Set = FALSE; fgState.Time.Set = GL_FALSE;
fgState.Timers.First = fgState.Timers.Last = NULL; fgState.Timers.First = fgState.Timers.Last = NULL;
fgState.IdleCallback = NULL; fgState.IdleCallback = NULL;
@ -401,39 +401,39 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
} }
else if( strcmp( argv[ i ], "-direct" ) == 0) else if( strcmp( argv[ i ], "-direct" ) == 0)
{ {
if( fgState.TryDirectContext == FALSE ) if( ! fgState.TryDirectContext )
fgError( "parameters ambiguity, -direct and -indirect " fgError( "parameters ambiguity, -direct and -indirect "
"cannot be both specified" ); "cannot be both specified" );
fgState.ForceDirectContext = TRUE; fgState.ForceDirectContext = GL_TRUE;
argv[ i ] = NULL; argv[ i ] = NULL;
( *pargc )--; ( *pargc )--;
} }
else if( strcmp( argv[ i ], "-indirect" ) == 0 ) else if( strcmp( argv[ i ], "-indirect" ) == 0 )
{ {
if( fgState.ForceDirectContext == TRUE ) if( fgState.ForceDirectContext )
fgError( "parameters ambiguity, -direct and -indirect " fgError( "parameters ambiguity, -direct and -indirect "
"cannot be both specified" ); "cannot be both specified" );
fgState.TryDirectContext = FALSE; fgState.TryDirectContext = GL_FALSE;
argv[ i ] = NULL; argv[ i ] = NULL;
(*pargc)--; (*pargc)--;
} }
else if( strcmp( argv[ i ], "-iconic" ) == 0 ) else if( strcmp( argv[ i ], "-iconic" ) == 0 )
{ {
fgState.ForceIconic = TRUE; fgState.ForceIconic = GL_TRUE;
argv[ i ] = NULL; argv[ i ] = NULL;
( *pargc )--; ( *pargc )--;
} }
else if( strcmp( argv[ i ], "-gldebug" ) == 0 ) else if( strcmp( argv[ i ], "-gldebug" ) == 0 )
{ {
fgState.GLDebugSwitch = TRUE; fgState.GLDebugSwitch = GL_TRUE;
argv[ i ] = NULL; argv[ i ] = NULL;
( *pargc )--; ( *pargc )--;
} }
else if( strcmp( argv[ i ], "-sync" ) == 0 ) else if( strcmp( argv[ i ], "-sync" ) == 0 )
{ {
fgState.XSyncSwitch = TRUE; fgState.XSyncSwitch = GL_TRUE;
argv[ i ] = NULL; argv[ i ] = NULL;
( *pargc )--; ( *pargc )--;
} }
@ -471,10 +471,10 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
* Check for the minus one settings for both position and size... * Check for the minus one settings for both position and size...
*/ */
if( fgState.Position.X < 0 || fgState.Position.Y < 0 ) if( fgState.Position.X < 0 || fgState.Position.Y < 0 )
fgState.Position.Use = FALSE; fgState.Position.Use = GL_FALSE;
if( fgState.Size.X < 0 || fgState.Size.Y < 0 ) if( fgState.Size.X < 0 || fgState.Size.Y < 0 )
fgState.Size.Use = FALSE; fgState.Size.Use = GL_FALSE;
if( displayName ) if( displayName )
free( displayName ); free( displayName );
@ -489,13 +489,13 @@ void FGAPIENTRY glutInitWindowPosition( int x, int y )
{ {
fgState.Position.X = x; fgState.Position.X = x;
fgState.Position.Y = y; fgState.Position.Y = y;
fgState.Position.Use = TRUE; fgState.Position.Use = GL_TRUE;
} }
else else
{ {
fgState.Position.X = -1; fgState.Position.X = -1;
fgState.Position.Y = -1; fgState.Position.Y = -1;
fgState.Position.Use = FALSE; fgState.Position.Use = GL_FALSE;
} }
} }
@ -508,13 +508,13 @@ void FGAPIENTRY glutInitWindowSize( int width, int height )
{ {
fgState.Size.X = width; fgState.Size.X = width;
fgState.Size.Y = height; fgState.Size.Y = height;
fgState.Size.Use = TRUE; fgState.Size.Use = GL_TRUE;
} }
else else
{ {
fgState.Size.X = -1; fgState.Size.X = -1;
fgState.Size.Y = -1; fgState.Size.Y = -1;
fgState.Size.Use = FALSE; fgState.Size.Use = GL_FALSE;
} }
} }

View File

@ -709,7 +709,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
void fgSetWindow ( SFG_Window *window ); void fgSetWindow ( SFG_Window *window );
void fgOpenWindow( SFG_Window* window, const char* title, void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, GLboolean gameMode, int x, int y, int w, int h, GLboolean gameMode,
int isSubWindow ); GLboolean isSubWindow );
void fgCloseWindow( SFG_Window* window ); void fgCloseWindow( SFG_Window* window );
void fgAddToWindowDestroyList ( SFG_Window* window, void fgAddToWindowDestroyList ( SFG_Window* window,
GLboolean needToClose ); GLboolean needToClose );

View File

@ -185,7 +185,7 @@ static void fghJoystickRawRead( SFG_Joystick* joy, int* buttons, float* axes )
if( status != JOYERR_NOERROR ) if( status != JOYERR_NOERROR )
{ {
joy->error = TRUE; joy->error = GL_TRUE;
return; return;
} }
@ -230,7 +230,7 @@ static void fghJoystickRawRead( SFG_Joystick* joy, int* buttons, float* axes )
} }
fgWarning( "%s", joy->fname ); fgWarning( "%s", joy->fname );
joy->error = TRUE; joy->error = GL_TRUE;
return; return;
} }
@ -261,7 +261,7 @@ static void fghJoystickRawRead( SFG_Joystick* joy, int* buttons, float* axes )
if( status != JS_RETURN ) if( status != JS_RETURN )
{ {
fgWarning( "%s", joy->fname ); fgWarning( "%s", joy->fname );
joy->error = TRUE; joy->error = GL_TRUE;
return; return;
} }
@ -394,7 +394,7 @@ static void fghJoystickOpen( SFG_Joystick* joy )
* I guess we have no axes at all * I guess we have no axes at all
*/ */
default: default:
joy->error = TRUE; joy->error = GL_TRUE;
break; break;
} }
@ -508,7 +508,7 @@ static void fghJoystickOpen( SFG_Joystick* joy )
joy->center[ 1 ] == 512.0f ); joy->center[ 1 ] == 512.0f );
if( counter >= 100 ) if( counter >= 100 )
joy->error = TRUE; joy->error = GL_TRUE;
# endif # endif
for( i = 0; i < _JS_MAX_AXES; i++ ) for( i = 0; i < _JS_MAX_AXES; i++ )
@ -551,7 +551,7 @@ void fgJoystickInit( int ident )
break; break;
default: default:
fgJoystick->num_axes = 0; fgJoystick->num_axes = 0;
fgJoystick->error = TRUE; fgJoystick->error = GL_TRUE;
break; break;
} }
#else #else
@ -579,7 +579,7 @@ void fgJoystickClose( void )
fgError( "illegal attempt to deinitialize joystick device" ); fgError( "illegal attempt to deinitialize joystick device" );
#ifndef WIN32 #ifndef WIN32
if( fgJoystick->error != TRUE ) if( ! fgJoystick->error )
close( fgJoystick->fd ); close( fgJoystick->fd );
#endif #endif

View File

@ -101,9 +101,9 @@ static void fghRedrawWindowByHandle
* XXX the {window} pointer is defined. * XXX the {window} pointer is defined.
*/ */
freeglut_return_if_fail( FETCH_WCB( *window, Display ) ); freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
freeglut_return_if_fail( window->State.Visible == TRUE ); freeglut_return_if_fail( window->State.Visible );
window->State.Redisplay = FALSE; window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) ); INVOKE_WCB( *window, Display, ( ) );
} }
@ -139,7 +139,7 @@ static void fghReshapeWindowByHandle
* But without this we get this bad behaviour whenever we resize the * But without this we get this bad behaviour whenever we resize the
* window. * window.
*/ */
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
if( window->IsMenu ) if( window->IsMenu )
fgSetWindow( current_window ); fgSetWindow( current_window );
@ -161,12 +161,12 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
* XXX loop if you didn't have a display callback defined... * XXX loop if you didn't have a display callback defined...
*/ */
if( ( FETCH_WCB( *window, Display ) ) && if( ( FETCH_WCB( *window, Display ) ) &&
( window->State.Redisplay == TRUE ) && window->State.Redisplay &&
( window->State.Visible == TRUE ) ) window->State.Visible )
{ {
SFG_Window *current_window = fgStructure.Window; SFG_Window *current_window = fgStructure.Window;
window->State.Redisplay = FALSE; window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) ); INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window ); fgSetWindow( current_window );
} }
@ -185,7 +185,7 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
glutGet( GLUT_WINDOW_HEIGHT ) glutGet( GLUT_WINDOW_HEIGHT )
); );
window->State.NeedToResize = FALSE; window->State.NeedToResize = GL_FALSE;
fgSetWindow ( current_window ); fgSetWindow ( current_window );
} }
@ -193,10 +193,10 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
* XXX See above comment about the Redisplay flag... * XXX See above comment about the Redisplay flag...
*/ */
if( ( FETCH_WCB( *window, Display ) ) && if( ( FETCH_WCB( *window, Display ) ) &&
( window->State.Redisplay == TRUE ) && window->State.Redisplay &&
( window->State.Visible == TRUE ) ) window->State.Visible )
{ {
window->State.Redisplay = FALSE; window->State.Redisplay = GL_FALSE;
RedrawWindow( RedrawWindow(
window->Window.Handle, NULL, NULL, window->Window.Handle, NULL, NULL,
@ -216,7 +216,7 @@ static void fghDisplayAll( void )
{ {
SFG_Enumerator enumerator; SFG_Enumerator enumerator;
enumerator.found = FALSE; enumerator.found = GL_FALSE;
enumerator.data = NULL; enumerator.data = NULL;
fgEnumWindows( fghcbDisplayWindow, &enumerator ); fgEnumWindows( fghcbDisplayWindow, &enumerator );
@ -247,7 +247,7 @@ static void fghCheckJoystickPolls( void )
{ {
SFG_Enumerator enumerator; SFG_Enumerator enumerator;
enumerator.found = FALSE; enumerator.found = GL_FALSE;
enumerator.data = NULL; enumerator.data = NULL;
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator ); fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
@ -319,7 +319,7 @@ long fgElapsedTime( void )
#elif TARGET_HOST_WIN32 #elif TARGET_HOST_WIN32
fgState.Time.Value = timeGetTime( ); fgState.Time.Value = timeGetTime( );
#endif #endif
fgState.Time.Set = TRUE; fgState.Time.Set = GL_TRUE;
} }
} }
@ -385,7 +385,7 @@ static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e )
{ {
if( FETCH_WCB( *w, Joystick ) ) if( FETCH_WCB( *w, Joystick ) )
{ {
e->found = TRUE; e->found = GL_TRUE;
e->data = w; e->data = w;
} }
fgEnumSubWindows( w, fgCheckJoystickCallback, e ); fgEnumSubWindows( w, fgCheckJoystickCallback, e );
@ -393,7 +393,7 @@ static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e )
static int fgHaveJoystick( void ) static int fgHaveJoystick( void )
{ {
SFG_Enumerator enumerator; SFG_Enumerator enumerator;
enumerator.found = FALSE; enumerator.found = GL_FALSE;
enumerator.data = NULL; enumerator.data = NULL;
fgEnumWindows( fgCheckJoystickCallback, &enumerator ); fgEnumWindows( fgCheckJoystickCallback, &enumerator );
return !!enumerator.data; return !!enumerator.data;
@ -402,7 +402,7 @@ static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e )
{ {
if( w->State.Redisplay ) if( w->State.Redisplay )
{ {
e->found = TRUE; e->found = GL_TRUE;
e->data = w; e->data = w;
} }
fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e ); fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
@ -410,7 +410,7 @@ static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e )
static int fgHavePendingRedisplays( void ) static int fgHavePendingRedisplays( void )
{ {
SFG_Enumerator enumerator; SFG_Enumerator enumerator;
enumerator.found = FALSE; enumerator.found = GL_FALSE;
enumerator.data = NULL; enumerator.data = NULL;
fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator ); fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
return !!enumerator.data; return !!enumerator.data;
@ -532,7 +532,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
GETWINDOW( xclient ); GETWINDOW( xclient );
fgCloseWindow ( window ); fgCloseWindow ( window );
fgAddToWindowDestroyList ( window, FALSE ); fgAddToWindowDestroyList ( window, GL_FALSE );
} }
break; break;
@ -563,7 +563,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
* This is sent to confirm the XDestroyWindow call. * This is sent to confirm the XDestroyWindow call.
* XXX WHY is this commented out? Should we re-enable it? * XXX WHY is this commented out? Should we re-enable it?
*/ */
/* fgAddToWindowDestroyList ( window, FALSE ); */ /* fgAddToWindowDestroyList ( window, GL_FALSE ); */
break; break;
case Expose: case Expose:
@ -611,18 +611,18 @@ void FGAPIENTRY glutMainLoopEvent( void )
{ {
case VisibilityUnobscured: case VisibilityUnobscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) ); INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
window->State.Visible = TRUE; window->State.Visible = GL_TRUE;
break; break;
case VisibilityPartiallyObscured: case VisibilityPartiallyObscured:
INVOKE_WCB( *window, WindowStatus, INVOKE_WCB( *window, WindowStatus,
( GLUT_PARTIALLY_RETAINED ) ); ( GLUT_PARTIALLY_RETAINED ) );
window->State.Visible = TRUE; window->State.Visible = GL_TRUE;
break; break;
case VisibilityFullyObscured: case VisibilityFullyObscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) ); INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
window->State.Visible = FALSE; window->State.Visible = GL_FALSE;
break; break;
default: default:
@ -656,7 +656,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
window->ActiveMenu->Window->State.MouseY = window->ActiveMenu->Window->State.MouseY =
event.xmotion.y_root - window->ActiveMenu->Y; event.xmotion.y_root - window->ActiveMenu->Y;
} }
window->ActiveMenu->Window->State.Redisplay = TRUE; window->ActiveMenu->Window->State.Redisplay = GL_TRUE;
fgSetWindow( window->ActiveMenu->ParentWindow ); fgSetWindow( window->ActiveMenu->ParentWindow );
break; break;
@ -680,11 +680,11 @@ void FGAPIENTRY glutMainLoopEvent( void )
case ButtonRelease: case ButtonRelease:
case ButtonPress: case ButtonPress:
{ {
GLboolean pressed = TRUE; GLboolean pressed = GL_TRUE;
int button; int button;
if( event.type == ButtonRelease ) if( event.type == ButtonRelease )
pressed = FALSE; pressed = GL_FALSE;
/* /*
* A mouse button has been pressed or released. Traditionally, * A mouse button has been pressed or released. Traditionally,
@ -737,7 +737,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
/* In the menu, invoke the callback and deactivate the menu*/ /* In the menu, invoke the callback and deactivate the menu*/
if( fgCheckActiveMenu( window->ActiveMenu->Window, if( fgCheckActiveMenu( window->ActiveMenu->Window,
window->ActiveMenu ) == TRUE ) window->ActiveMenu ) )
{ {
/* /*
* Save the current window and menu and set the current * Save the current window and menu and set the current
@ -767,7 +767,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/ */
fgDeactivateMenu( window->ActiveMenu->ParentWindow ); fgDeactivateMenu( window->ActiveMenu->ParentWindow );
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
break; break;
} }
@ -779,7 +779,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
( window->Menu[ button ] ) && ( window->Menu[ button ] ) &&
pressed ) pressed )
{ {
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
fgSetWindow( window ); fgSetWindow( window );
fgActivateMenu( window, button ); fgActivateMenu( window, button );
break; break;
@ -1104,7 +1104,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
{ {
unsigned int current_DisplayMode = fgState.DisplayMode; unsigned int current_DisplayMode = fgState.DisplayMode;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
fgState.DisplayMode = current_DisplayMode; fgState.DisplayMode = current_DisplayMode;
if( fgStructure.MenuContext ) if( fgStructure.MenuContext )
@ -1124,9 +1124,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
} }
else else
{ {
fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
if( fgState.UseCurrentContext != TRUE ) if( ! fgState.UseCurrentContext )
window->Window.Context = window->Window.Context =
wglCreateContext( window->Window.Device ); wglCreateContext( window->Window.Device );
else else
@ -1138,7 +1138,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
} }
} }
window->State.NeedToResize = TRUE; window->State.NeedToResize = GL_TRUE;
ReleaseDC( window->Window.Handle, window->Window.Device ); ReleaseDC( window->Window.Handle, window->Window.Device );
break; break;
@ -1221,8 +1221,8 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
break; break;
case WM_SHOWWINDOW: case WM_SHOWWINDOW:
window->State.Visible = TRUE; window->State.Visible = GL_TRUE;
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
break; break;
case WM_PAINT: case WM_PAINT:
@ -1264,7 +1264,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
* Put on a linked list of windows to be removed after all the * Put on a linked list of windows to be removed after all the
* callbacks have returned * callbacks have returned
*/ */
fgAddToWindowDestroyList( window, FALSE ); fgAddToWindowDestroyList( window, GL_FALSE );
DestroyWindow( hWnd ); DestroyWindow( hWnd );
break; break;
@ -1281,7 +1281,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
if ( window->ActiveMenu ) if ( window->ActiveMenu )
{ {
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
fgSetWindow ( window->ActiveMenu->ParentWindow ); fgSetWindow ( window->ActiveMenu->ParentWindow );
break; break;
} }
@ -1308,7 +1308,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
case WM_MBUTTONUP: case WM_MBUTTONUP:
case WM_RBUTTONUP: case WM_RBUTTONUP:
{ {
GLboolean pressed = TRUE; GLboolean pressed = GL_TRUE;
int button; int button;
window->State.MouseX = LOWORD( lParam ); window->State.MouseX = LOWORD( lParam );
@ -1317,7 +1317,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
/* /*
* XXX Either these multi-statement lines should be broken * XXX Either these multi-statement lines should be broken
* XXX in the form: * XXX in the form:
* XXX pressed = TRUE; * XXX pressed = GL_TRUE;
* XXX button = GLUT_LEFT_BUTTON; * XXX button = GLUT_LEFT_BUTTON;
* XXX break; * XXX break;
* XXX ...or we should use a macro (much as I dislike freeglut's * XXX ...or we should use a macro (much as I dislike freeglut's
@ -1326,19 +1326,19 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
switch( uMsg ) switch( uMsg )
{ {
case WM_LBUTTONDOWN: case WM_LBUTTONDOWN:
pressed = TRUE; button = GLUT_LEFT_BUTTON; break; pressed = GL_TRUE; button = GLUT_LEFT_BUTTON; break;
case WM_MBUTTONDOWN: case WM_MBUTTONDOWN:
pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break; pressed = GL_TRUE; button = GLUT_MIDDLE_BUTTON; break;
case WM_RBUTTONDOWN: case WM_RBUTTONDOWN:
pressed = TRUE; button = GLUT_RIGHT_BUTTON; break; pressed = GL_TRUE; button = GLUT_RIGHT_BUTTON; break;
case WM_LBUTTONUP: case WM_LBUTTONUP:
pressed = FALSE; button = GLUT_LEFT_BUTTON; break; pressed = GL_FALSE; button = GLUT_LEFT_BUTTON; break;
case WM_MBUTTONUP: case WM_MBUTTONUP:
pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break; pressed = GL_FALSE; button = GLUT_MIDDLE_BUTTON; break;
case WM_RBUTTONUP: case WM_RBUTTONUP:
pressed = FALSE; button = GLUT_RIGHT_BUTTON; break; pressed = GL_FALSE; button = GLUT_RIGHT_BUTTON; break;
default: default:
pressed = FALSE; button = -1; break; pressed = GL_FALSE; button = -1; break;
} }
if( GetSystemMetrics( SM_SWAPBUTTON ) ) if( GetSystemMetrics( SM_SWAPBUTTON ) )
@ -1374,9 +1374,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
if( window->ActiveMenu ) if( window->ActiveMenu )
{ {
/* Outside the menu, deactivate the menu if it's a downclick */ /* Outside the menu, deactivate the menu if it's a downclick */
if( fgCheckActiveMenu( window, window->ActiveMenu ) != TRUE ) if( ! fgCheckActiveMenu( window, window->ActiveMenu ) )
{ {
if( pressed == TRUE ) if( pressed )
fgDeactivateMenu( window->ActiveMenu->ParentWindow ); fgDeactivateMenu( window->ActiveMenu->ParentWindow );
} }
else /* In menu, invoke the callback and deactivate the menu*/ else /* In menu, invoke the callback and deactivate the menu*/
@ -1405,14 +1405,14 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
* click and menu activity. * click and menu activity.
*/ */
if( ! window->IsMenu ) if( ! window->IsMenu )
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
break; break;
} }
if( ( window->Menu[ button ] ) && ( pressed == TRUE ) ) if ( window->Menu[ button ] && pressed )
{ {
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
fgSetWindow( window ); fgSetWindow( window );
fgActivateMenu( window, button ); fgActivateMenu( window, button );
@ -1428,7 +1428,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
INVOKE_WCB( INVOKE_WCB(
*window, Mouse, *window, Mouse,
( button, ( button,
pressed == TRUE ? GLUT_DOWN : GLUT_UP, pressed ? GLUT_DOWN : GLUT_UP,
window->State.MouseX, window->State.MouseX,
window->State.MouseY window->State.MouseY
) )
@ -1713,7 +1713,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
case WM_SYNCPAINT: /* 0x0088 */ case WM_SYNCPAINT: /* 0x0088 */
/* Another window has moved, need to update this one */ /* Another window has moved, need to update this one */
window->State.Redisplay = TRUE; window->State.Redisplay = GL_TRUE;
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Help screen says this message must be passed to "DefWindowProc" */ /* Help screen says this message must be passed to "DefWindowProc" */
break; break;

View File

@ -124,7 +124,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
menuEntry; menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
{ {
if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) ) if( menuEntry->SubMenu && menuEntry->IsActive )
{ {
/* /*
* OK, have the sub-menu checked, too. If it returns TRUE, it * OK, have the sub-menu checked, too. If it returns TRUE, it
@ -138,9 +138,9 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
* Reactivate the submenu as the checkMenuStatus may have turned * Reactivate the submenu as the checkMenuStatus may have turned
* it off if the mouse is in its parent menu entry. * it off if the mouse is in its parent menu entry.
*/ */
menuEntry->SubMenu->IsActive = TRUE; menuEntry->SubMenu->IsActive = GL_TRUE;
if ( return_status == TRUE ) if ( return_status )
return TRUE; return GL_TRUE;
} }
} }
@ -153,9 +153,9 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
menuEntry; menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
menuEntry->IsActive = FALSE; menuEntry->IsActive = GL_FALSE;
menu->IsActive = FALSE; menu->IsActive = GL_FALSE;
/* /*
* Check if the mouse cursor is contained within the current menu box * Check if the mouse cursor is contained within the current menu box
@ -174,7 +174,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
menuEntry = fghFindMenuEntry( menu, menuID + 1 ); menuEntry = fghFindMenuEntry( menu, menuID + 1 );
assert( menuEntry ); assert( menuEntry );
menuEntry->IsActive = TRUE; menuEntry->IsActive = GL_TRUE;
menuEntry->Ordinal = menuID; menuEntry->Ordinal = menuID;
/* /*
@ -187,7 +187,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
fgDeactivateSubMenu( menu->ActiveEntry ); fgDeactivateSubMenu( menu->ActiveEntry );
menu->ActiveEntry = menuEntry; menu->ActiveEntry = menuEntry;
menu->IsActive = TRUE; menu->IsActive = GL_TRUE;
/* /*
* OKi, we have marked that entry as active, but it would be also * OKi, we have marked that entry as active, but it would be also
@ -203,7 +203,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
/* /*
* Set up the initial menu position now... * Set up the initial menu position now...
*/ */
menuEntry->SubMenu->IsActive = TRUE; menuEntry->SubMenu->IsActive = GL_TRUE;
/* /*
* Set up the initial submenu position now: * Set up the initial submenu position now:
@ -239,19 +239,19 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
/* /*
* Activate it because its parent entry is active * Activate it because its parent entry is active
*/ */
menuEntry->SubMenu->IsActive = TRUE; menuEntry->SubMenu->IsActive = GL_TRUE;
} }
/* /*
* Report back that we have caught the menu cursor * Report back that we have caught the menu cursor
*/ */
return TRUE; return GL_TRUE;
} }
/* /*
* Looks like the menu cursor is somewhere else... * Looks like the menu cursor is somewhere else...
*/ */
return FALSE; return GL_FALSE;
} }
/* /*
@ -307,7 +307,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
/* /*
* Has the menu been marked as active, maybe? * Has the menu been marked as active, maybe?
*/ */
if( menuEntry->IsActive == TRUE ) if( menuEntry->IsActive )
{ {
/* /*
* That's truly right, and we need to have it highlighted. * That's truly right, and we need to have it highlighted.
@ -397,7 +397,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
/* /*
* Is that an active sub menu by any case? * Is that an active sub menu by any case?
*/ */
if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) ) if( menuEntry->SubMenu && menuEntry->IsActive )
{ {
/* /*
* Yeah, indeed. Have it redrawn now: * Yeah, indeed. Have it redrawn now:
@ -495,7 +495,7 @@ void fgActivateMenu( SFG_Window* window, int button )
* Mark the menu as active, so that it gets displayed: * Mark the menu as active, so that it gets displayed:
*/ */
window->ActiveMenu = menu; window->ActiveMenu = menu;
menu->IsActive = TRUE; menu->IsActive = GL_TRUE;
fgState.ActiveMenus++; fgState.ActiveMenus++;
/* /*
@ -552,7 +552,7 @@ void fgExecuteMenuCallback( SFG_Menu* menu )
menuEntry; menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next) menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
{ {
if( menuEntry->IsActive == TRUE ) if( menuEntry->IsActive )
{ {
if( menuEntry->SubMenu ) if( menuEntry->SubMenu )
fgExecuteMenuCallback( menuEntry->SubMenu ); fgExecuteMenuCallback( menuEntry->SubMenu );
@ -593,7 +593,7 @@ void fgDeactivateMenu( SFG_Window *window )
*/ */
menu->Window->ActiveMenu = NULL; menu->Window->ActiveMenu = NULL;
menu->ParentWindow->ActiveMenu = NULL; menu->ParentWindow->ActiveMenu = NULL;
menu->IsActive = FALSE; menu->IsActive = GL_FALSE;
fgState.ActiveMenus--; fgState.ActiveMenus--;
@ -631,7 +631,7 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry )
* Forget about having that menu active anymore, now: * Forget about having that menu active anymore, now:
*/ */
menuEntry->SubMenu->Window->ActiveMenu = NULL; menuEntry->SubMenu->Window->ActiveMenu = NULL;
menuEntry->SubMenu->IsActive = FALSE; menuEntry->SubMenu->IsActive = GL_FALSE;
/* /*
* Hide all submenu windows, and the root menu's window. * Hide all submenu windows, and the root menu's window.

View File

@ -99,7 +99,7 @@ void FGAPIENTRY glutReportErrors( void )
*/ */
void FGAPIENTRY glutIgnoreKeyRepeat( int ignore ) void FGAPIENTRY glutIgnoreKeyRepeat( int ignore )
{ {
fgState.IgnoreKeyRepeat = ignore ? TRUE : FALSE; fgState.IgnoreKeyRepeat = ignore ? GL_TRUE : GL_FALSE;
} }
/* /*

View File

@ -105,7 +105,7 @@ void FGAPIENTRY glutSetOption( GLenum eWhat, int value )
case GLUT_RENDERING_CONTEXT: case GLUT_RENDERING_CONTEXT:
fgState.UseCurrentContext = fgState.UseCurrentContext =
( value == GLUT_USE_CURRENT_CONTEXT ) ? TRUE : FALSE; ( value == GLUT_USE_CURRENT_CONTEXT ) ? GL_TRUE : GL_FALSE;
break; break;
case GLUT_WINDOW_CURSOR: case GLUT_WINDOW_CURSOR:
@ -400,7 +400,8 @@ int FGAPIENTRY glutGet( GLenum eWhat )
return ( GetSystemMetrics( SM_CYCAPTION ) ) ; return ( GetSystemMetrics( SM_CYCAPTION ) ) ;
case GLUT_DISPLAY_MODE_POSSIBLE: case GLUT_DISPLAY_MODE_POSSIBLE:
return( fgSetupPixelFormat( fgStructure.Window, TRUE, PFD_MAIN_PLANE ) ); return( fgSetupPixelFormat( fgStructure.Window, GL_TRUE,
PFD_MAIN_PLANE ) );
case GLUT_WINDOW_FORMAT_ID: case GLUT_WINDOW_FORMAT_ID:
if( fgStructure.Window != NULL ) if( fgStructure.Window != NULL )
@ -620,7 +621,8 @@ int FGAPIENTRY glutLayerGet( GLenum eWhat )
#elif TARGET_HOST_WIN32 #elif TARGET_HOST_WIN32
case GLUT_OVERLAY_POSSIBLE: case GLUT_OVERLAY_POSSIBLE:
/* return( fgSetupPixelFormat( fgStructure.Window, TRUE, PFD_OVERLAY_PLANE ) ); */ /* return( fgSetupPixelFormat( fgStructure.Window, GL_TRUE,
PFD_OVERLAY_PLANE ) ); */
return FALSE ; return FALSE ;
case GLUT_LAYER_IN_USE: case GLUT_LAYER_IN_USE:

View File

@ -113,7 +113,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
* dependant, and resides in freeglut_window.c. Uses fgState. * dependant, and resides in freeglut_window.c. Uses fgState.
*/ */
fgOpenWindow( window, title, x, y, w, h, gameMode, fgOpenWindow( window, title, x, y, w, h, gameMode,
(parent != NULL) ? TRUE : FALSE ); parent ? GL_TRUE : GL_FALSE );
return window; return window;
} }
@ -146,9 +146,9 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
* global variable BuildingAMenu to true so we can ensure * global variable BuildingAMenu to true so we can ensure
* it is created without decorations. * it is created without decorations.
*/ */
fgState.BuildingAMenu = TRUE; fgState.BuildingAMenu = GL_TRUE;
fgCreateWindow( NULL, NULL, x, y, w, h, FALSE ); fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE );
menu->Window = fgStructure.Window; menu->Window = fgStructure.Window;
glutDisplayFunc( fgDisplayMenu ); glutDisplayFunc( fgDisplayMenu );
@ -156,7 +156,7 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
* While BuildingAMenu is true, all windows built have no decorations. * While BuildingAMenu is true, all windows built have no decorations.
* That's not a good default behavior, so let's set it false again. * That's not a good default behavior, so let's set it false again.
*/ */
fgState.BuildingAMenu = FALSE; fgState.BuildingAMenu = GL_FALSE;
glutHideWindow( ); /* Hide the window for now */ glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window ); fgSetWindow( current_window );
@ -318,7 +318,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
} }
fgClearCallBacks( window ); fgClearCallBacks( window );
if( needToClose == TRUE ) if( needToClose )
fgCloseWindow( window ); fgCloseWindow( window );
free( window ); free( window );
if( fgStructure.Window == window ) if( fgStructure.Window == window )
@ -425,7 +425,7 @@ void fgDestroyMenu( SFG_Menu* menu )
if( fgStructure.Window == menu->Window ) if( fgStructure.Window == menu->Window )
fgSetWindow( menu->ParentWindow ); fgSetWindow( menu->ParentWindow );
fgDestroyWindow( menu->Window, TRUE ); fgDestroyWindow( menu->Window, GL_TRUE );
fgListRemove( &fgStructure.Menus, &menu->Node ); fgListRemove( &fgStructure.Menus, &menu->Node );
if( fgStructure.Menu == menu ) if( fgStructure.Menu == menu )
fgStructure.Menu = NULL; fgStructure.Menu = NULL;
@ -470,7 +470,7 @@ void fgDestroyStructure( void )
fgDestroyMenu( menu ); fgDestroyMenu( menu );
while( window = ( SFG_Window * )fgStructure.Windows.First ) while( window = ( SFG_Window * )fgStructure.Windows.First )
fgDestroyWindow( window, TRUE ); fgDestroyWindow( window, GL_TRUE );
} }
/* /*
@ -491,7 +491,7 @@ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
window = ( SFG_Window * )window->Node.Next ) window = ( SFG_Window * )window->Node.Next )
{ {
enumCallback( window, enumerator ); enumCallback( window, enumerator );
if( enumerator->found == TRUE ) if( enumerator->found )
return; return;
} }
} }
@ -513,7 +513,7 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
child = ( SFG_Window * )child->Node.Next ) child = ( SFG_Window * )child->Node.Next )
{ {
enumCallback( child, enumerator ); enumCallback( child, enumerator );
if( enumerator->found == TRUE ) if( enumerator->found )
return; return;
} }
} }
@ -524,7 +524,8 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
static void fghcbWindowByHandle( SFG_Window *window, static void fghcbWindowByHandle( SFG_Window *window,
SFG_Enumerator *enumerator ) SFG_Enumerator *enumerator )
{ {
freeglut_return_if_fail( enumerator->found == FALSE ); if ( enumerator->found )
return;
#if TARGET_HOST_UNIX_X11 #if TARGET_HOST_UNIX_X11
#define WBHANDLE (Window) #define WBHANDLE (Window)
@ -537,7 +538,7 @@ static void fghcbWindowByHandle( SFG_Window *window,
*/ */
if( window->Window.Handle == WBHANDLE (enumerator->data) ) if( window->Window.Handle == WBHANDLE (enumerator->data) )
{ {
enumerator->found = TRUE; enumerator->found = GL_TRUE;
enumerator->data = window; enumerator->data = window;
return; return;
@ -568,11 +569,11 @@ SFG_Window* fgWindowByHandle
/* /*
* This is easy and makes use of the windows enumeration defined above * This is easy and makes use of the windows enumeration defined above
*/ */
enumerator.found = FALSE; enumerator.found = GL_FALSE;
enumerator.data = (void *)hWindow; enumerator.data = (void *)hWindow;
fgEnumWindows( fghcbWindowByHandle, &enumerator ); fgEnumWindows( fghcbWindowByHandle, &enumerator );
if( enumerator.found == TRUE ) if( enumerator.found )
return( SFG_Window *) enumerator.data; return( SFG_Window *) enumerator.data;
return NULL; return NULL;
} }
@ -585,14 +586,15 @@ static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
/* /*
* Make sure we do not overwrite our precious results... * Make sure we do not overwrite our precious results...
*/ */
freeglut_return_if_fail( enumerator->found == FALSE ); if ( enumerator->found )
return;
/* /*
* Check the window's handle. Hope this works. Looks ugly. That's for sure. * Check the window's handle. Hope this works. Looks ugly. That's for sure.
*/ */
if( window->ID == (int) (enumerator->data) ) /* XXX int/ptr conversion! */ if( window->ID == (int) (enumerator->data) ) /* XXX int/ptr conversion! */
{ {
enumerator->found = TRUE; enumerator->found = GL_TRUE;
enumerator->data = window; enumerator->data = window;
return; return;
@ -616,10 +618,10 @@ SFG_Window* fgWindowByID( int windowID )
/* /*
* Uses a method very similiar for fgWindowByHandle... * Uses a method very similiar for fgWindowByHandle...
*/ */
enumerator.found = FALSE; enumerator.found = GL_FALSE;
enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */ enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */
fgEnumWindows( fghcbWindowByID, &enumerator ); fgEnumWindows( fghcbWindowByID, &enumerator );
if( enumerator.found == TRUE ) if( enumerator.found )
return( SFG_Window *) enumerator.data; return( SFG_Window *) enumerator.data;
return NULL; return NULL;
} }

View File

@ -66,7 +66,7 @@ XVisualInfo* fgChooseVisual( void )
{ {
#define BUFFER_SIZES 6 #define BUFFER_SIZES 6
int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 }; int bufferSize[BUFFER_SIZES] = { 16, 12, 8, 4, 2, 1 };
GLboolean wantIndexedMode = FALSE; GLboolean wantIndexedMode = GL_FALSE;
int attributes[ 32 ]; int attributes[ 32 ];
int where = 0; int where = 0;
@ -83,7 +83,7 @@ XVisualInfo* fgChooseVisual( void )
if( fgState.DisplayMode & GLUT_INDEX ) if( fgState.DisplayMode & GLUT_INDEX )
{ {
ATTRIB_VAL( GLX_BUFFER_SIZE, 8 ); ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
wantIndexedMode = TRUE; wantIndexedMode = GL_TRUE;
} }
else else
{ {
@ -121,7 +121,7 @@ XVisualInfo* fgChooseVisual( void )
*/ */
ATTRIB( None ); ATTRIB( None );
if( wantIndexedMode == FALSE ) if( ! wantIndexedMode )
return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen, return glXChooseVisual( fgDisplay.Display, fgDisplay.Screen,
attributes ); attributes );
else else
@ -204,10 +204,10 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
pixelformat = ChoosePixelFormat( window->Window.Device, ppfd ); pixelformat = ChoosePixelFormat( window->Window.Device, ppfd );
if( pixelformat == 0 ) if( pixelformat == 0 )
return FALSE; return GL_FALSE;
if( checkOnly ) if( checkOnly )
return TRUE; return GL_TRUE;
return SetPixelFormat( window->Window.Device, pixelformat, ppfd ); return SetPixelFormat( window->Window.Device, pixelformat, ppfd );
} }
#endif #endif
@ -249,7 +249,7 @@ void fgSetWindow ( SFG_Window *window )
*/ */
void fgOpenWindow( SFG_Window* window, const char* title, void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, int x, int y, int w, int h,
GLboolean gameMode, int isSubWindow ) GLboolean gameMode, GLboolean isSubWindow )
{ {
#if TARGET_HOST_UNIX_X11 #if TARGET_HOST_UNIX_X11
XSetWindowAttributes winAttr; XSetWindowAttributes winAttr;
@ -370,7 +370,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
NULL, fgState.ForceDirectContext | fgState.TryDirectContext NULL, fgState.ForceDirectContext | fgState.TryDirectContext
); );
} }
else if ( fgState.UseCurrentContext == TRUE ) else if ( fgState.UseCurrentContext )
{ {
window->Window.Context = glXGetCurrentContext(); window->Window.Context = glXGetCurrentContext();
@ -401,12 +401,12 @@ void fgOpenWindow( SFG_Window* window, const char* title,
* XXX Assume the new window is visible by default * XXX Assume the new window is visible by default
* XXX Is this a safe assumption? * XXX Is this a safe assumption?
*/ */
window->State.Visible = TRUE; window->State.Visible = GL_TRUE;
sizeHints.flags = 0; sizeHints.flags = 0;
if (fgState.Position.Use == TRUE) if ( fgState.Position.Use )
sizeHints.flags |= USPosition; sizeHints.flags |= USPosition;
if (fgState.Size.Use == TRUE) if ( fgState.Size.Use )
sizeHints.flags |= USSize; sizeHints.flags |= USSize;
/* /*
@ -423,8 +423,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
sizeHints.height = h; sizeHints.height = h;
wmHints.flags = StateHint; wmHints.flags = StateHint;
wmHints.initial_state = wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
(fgState.ForceIconic == FALSE) ? NormalState : IconicState;
/* /*
* Prepare the window and iconified window names... * Prepare the window and iconified window names...
@ -460,7 +459,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc ); atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
assert( atom != 0 ); assert( atom != 0 );
if( gameMode != FALSE ) if( gameMode )
{ {
assert( window->Parent == NULL ); assert( window->Parent == NULL );
@ -484,12 +483,12 @@ void fgOpenWindow( SFG_Window* window, const char* title,
GetSystemMetrics( SM_CYCAPTION ); GetSystemMetrics( SM_CYCAPTION );
} }
if( fgState.Position.Use == FALSE ) if( ! fgState.Position.Use )
{ {
x = CW_USEDEFAULT; x = CW_USEDEFAULT;
y = CW_USEDEFAULT; y = CW_USEDEFAULT;
} }
if( fgState.Size.Use == FALSE ) if( ! fgState.Size.Use )
{ {
w = CW_USEDEFAULT; w = CW_USEDEFAULT;
h = CW_USEDEFAULT; h = CW_USEDEFAULT;
@ -574,7 +573,7 @@ void fgCloseWindow( SFG_Window* window )
int FGAPIENTRY glutCreateWindow( const char* title ) int FGAPIENTRY glutCreateWindow( const char* title )
{ {
return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y, return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
fgState.Size.X, fgState.Size.Y, FALSE )->ID; fgState.Size.X, fgState.Size.Y, GL_FALSE )->ID;
} }
/* /*
@ -588,7 +587,7 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
freeglut_assert_ready; freeglut_assert_ready;
parent = fgWindowByID( parentID ); parent = fgWindowByID( parentID );
freeglut_return_val_if_fail( parent != NULL, 0 ); freeglut_return_val_if_fail( parent != NULL, 0 );
window = fgCreateWindow( parent, "", x, y, w, h, FALSE ); window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE );
return window->ID; return window->ID;
} }
@ -601,7 +600,7 @@ void FGAPIENTRY glutDestroyWindow( int windowID )
freeglut_return_if_fail( window != NULL ); freeglut_return_if_fail( window != NULL );
{ {
fgExecutionState ExecState = fgState.ExecState; fgExecutionState ExecState = fgState.ExecState;
fgAddToWindowDestroyList( window, TRUE ); fgAddToWindowDestroyList( window, GL_TRUE );
fgState.ExecState = ExecState; fgState.ExecState = ExecState;
} }
} }
@ -658,7 +657,7 @@ void FGAPIENTRY glutShowWindow( void )
#endif #endif
fgStructure.Window->State.Redisplay = TRUE; fgStructure.Window->State.Redisplay = GL_TRUE;
} }
/* /*
@ -684,7 +683,7 @@ void FGAPIENTRY glutHideWindow( void )
#endif #endif
fgStructure.Window->State.Redisplay = FALSE; fgStructure.Window->State.Redisplay = GL_FALSE;
} }
/* /*
@ -707,7 +706,7 @@ void FGAPIENTRY glutIconifyWindow( void )
#endif #endif
fgStructure.Window->State.Redisplay = FALSE; fgStructure.Window->State.Redisplay = GL_FALSE;
} }
/* /*