Cleaned up fgOpenWindow():

* Removed TABs.
 * Made indentation consistant.
 * Deleted say-nothing-new comments.
 * Changed an *error*check* from an assert to an if().
   (The error-check was on window creation; we don't want to
    lose that if the user compiles with asserts deactivated.
    Also, assert()s really tell us more about programming errors,
    rather than run-time errors, so it is a little misleading to
    use assert() for error-checks, even if you can depend upon
    assert()s never being compiled away to null statements.)
 * Added some XXX comments for things that bear some rumination.


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@275 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
rkrolib 2003-10-31 06:11:25 +00:00
parent ba6ee1d34a
commit 6674df547f

View File

@ -249,7 +249,9 @@ void fgSetWindow ( SFG_Window *window )
* 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, int x, int y, int w, int h, GLboolean gameMode, int isSubWindow )
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h,
GLboolean gameMode, int isSubWindow )
{
#if TARGET_HOST_UNIX_X11
XSetWindowAttributes winAttr;
@ -261,95 +263,82 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
freeglut_assert_ready;
/*
* Here we are upon the stage. Have the visual selected.
* XXX fgChooseVisual() is a common part of all three.
* XXX With a little thought, we should be able to greatly
* XXX simplify this.
*/
if ( fgState.BuildingAMenu )
{
/*
* If there isn't already an OpenGL rendering context for menu windows, make one
*/
if ( !fgStructure.MenuContext )
if ( !fgState.BuildingAMenu )
window->Window.VisualInfo = fgChooseVisual();
else if ( fgStructure.MenuContext )
window->Window.VisualInfo = fgChooseVisual();
else
{
unsigned int current_DisplayMode = fgState.DisplayMode ;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
window->Window.VisualInfo = fgChooseVisual();
fgState.DisplayMode = current_DisplayMode ;
}
else
window->Window.VisualInfo = fgChooseVisual();
}
else
window->Window.VisualInfo = fgChooseVisual();
if ( ! window->Window.VisualInfo )
{
/*
* The "fgChooseVisual" returned a null meaning that the visual context is not available.
* The "fgChooseVisual" 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 ) )
{
/*
* Single buffering--try it doubled
*/
fgState.DisplayMode |= GLUT_DOUBLE ;
window->Window.VisualInfo = fgChooseVisual();
/* OK, we got a double-buffered window, but we only wanted
* single-buffered. Clear the double-buffer flag now.
*/
fgState.DisplayMode &= ~GLUT_DOUBLE ;
}
/*
* GLUT also checks for multi-sampling, but I don't see that anywhere else in FREEGLUT
* so I won't bother with it for the moment.
* GLUT also checks for multi-sampling, but I don't see that
* anywhere else in FREEGLUT so I won't bother with it for the moment.
*/
}
assert( window->Window.VisualInfo != NULL );
/*
* Have the windows attributes set
*
* HINT: the masks should be updated when adding/removing callbacks.
* This might speed up message processing. Is that true?
* 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. (Hint: Think mouse-motion!)
* XXX
* XXX It may make a difference in networked environments or on
* XXX some very slow systems, but I think that that is secondary
* XXX to making debugging easier.
*/
winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask |
ExposureMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask |
KeyRelease | VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
winAttr.background_pixel = 0;
winAttr.border_pixel = 0;
/*
* The color map is required, too
*/
winAttr.colormap = XCreateColormap(
fgDisplay.Display, fgDisplay.RootWindow,
window->Window.VisualInfo->visual, AllocNone
);
/*
* This tells the XCreateWindow() what attributes are we supplying it with
*/
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
/*
* If this is a menu window we want the window manager to ignore it.
*/
if ( fgState.BuildingAMenu )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
}
/*
* Have the window created now
*/
window->Window.Handle = XCreateWindow(
fgDisplay.Display,
window->Parent == NULL ? fgDisplay.RootWindow : window->Parent->Window.Handle,
window->Parent == NULL ? fgDisplay.RootWindow :
window->Parent->Window.Handle,
x, y, w, h, 0,
window->Window.VisualInfo->depth, InputOutput,
window->Window.VisualInfo->visual, mask,
@ -363,11 +352,13 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
if ( fgState.BuildingAMenu )
{
/*
* If there isn't already an OpenGL rendering context for menu windows, make one
* 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 =
(SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) );
fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo;
fgStructure.MenuContext->Context = glXCreateContext(
fgDisplay.Display, fgStructure.MenuContext->VisualInfo,
@ -397,15 +388,11 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
NULL, fgState.ForceDirectContext | fgState.TryDirectContext
);
/*
* Make sure the context is direct when the user wants it forced
*/
if( fgState.ForceDirectContext && !glXIsDirect( fgDisplay.Display, window->Window.Context ) )
fgError( "unable to force direct context rendering for window '%s'", title );
if( fgState.ForceDirectContext &&
!glXIsDirect( fgDisplay.Display, window->Window.Context ) )
fgError( "unable to force direct context rendering for window '%s'",
title );
/*
* Set the new context as the current one. That's all about the window creation.
*/
glXMakeCurrent(
fgDisplay.Display,
window->Window.Handle,
@ -413,39 +400,39 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
);
/*
* Assume the new window is visible by default
* XXX Assume the new window is visible by default
* XXX Is this a safe assumption?
*/
window->State.Visible = TRUE;
/*
* For the position and size hints -- make sure we are passing valid values
*/
sizeHints.flags = 0;
if (fgState.Position.Use == TRUE) sizeHints.flags |= USPosition;
if (fgState.Size.Use == TRUE) sizeHints.flags |= USSize;
if (fgState.Position.Use == TRUE)
sizeHints.flags |= USPosition;
if (fgState.Size.Use == TRUE)
sizeHints.flags |= USSize;
/*
* Fill in the size hints values now (the x, y, width and height
* settings are obsolote, 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;
sizeHints.x = x;
sizeHints.y = y;
sizeHints.width = w;
sizeHints.height = h;
/*
* We can have forced all new windows start in iconified state:
*/
wmHints.flags = StateHint;
wmHints.initial_state = (fgState.ForceIconic == FALSE) ? NormalState : IconicState;
wmHints.initial_state =
(fgState.ForceIconic == FALSE) ? NormalState : IconicState;
/*
* Prepare the window and iconified window names...
*/
XStringListToTextProperty( (char **) &title, 1, &textProperty );
/*
* Set the window's properties now
*/
XSetWMProperties(
fgDisplay.Display,
window->Window.Handle,
@ -457,15 +444,8 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
&wmHints,
NULL
);
/*
* Make sure we are informed about the window deletion commands
*/
XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 );
/*
* Finally, have the window mapped to our display
*/
XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
&fgDisplay.DeleteWindow, 1 );
XMapWindow( fgDisplay.Display, window->Window.Handle );
#elif TARGET_HOST_WIN32
@ -482,33 +462,47 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
atom = GetClassInfo( fgDisplay.Instance, "FREEGLUT", &wc );
assert( atom != 0 );
if( gameMode == FALSE )
if( gameMode != FALSE )
{
assert( window->Parent == NULL );
/*
* Set the window creation flags appropriately to make the window
* entirely visible:
*/
flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
}
else
{
if ( ( !isSubWindow ) && ( ! window->IsMenu ) )
{
/*
* Update the window dimensions, taking account of window decorations.
* "freeglut" is to create the window with the outside of its border at (x,y)
* and with dimensions (w,h).
* Update the window dimensions, taking account of window
* decorations. "freeglut" is to create the window with the
* outside of its border at (x,y) and with dimensions (w,h).
*/
w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2;
h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + GetSystemMetrics( SM_CYCAPTION );
h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 +
GetSystemMetrics( SM_CYCAPTION );
}
if( fgState.Position.Use == FALSE )
{
x = CW_USEDEFAULT;
y = CW_USEDEFAULT;
}
if( fgState.Size.Use == FALSE )
{
w = CW_USEDEFAULT;
h = CW_USEDEFAULT;
}
/*
* Check if the user wants us to use the default position/size
*/
if( fgState.Position.Use == FALSE ) { x = CW_USEDEFAULT; y = CW_USEDEFAULT; }
if( fgState.Size .Use == FALSE ) { w = CW_USEDEFAULT; h = CW_USEDEFAULT; }
/*
* There's a small difference between creating the top, child and game mode windows
* There's a small difference between creating the top, child and
* game mode windows
*/
flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
/*
* If we're a menu, set our flags to include WS_POPUP to remove decorations
*/
if ( window->IsMenu )
flags |= WS_POPUP ;
else if( window->Parent == NULL )
@ -516,22 +510,7 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
else
flags |= WS_CHILD;
}
else
{
/*
* In game mode, the story is a little bit different...
*/
assert( window->Parent == NULL );
/*
* Set the window creation flags appropriately to make the window entirely visible:
*/
flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE;
}
/*
* Create the window now, passing the freeglut window structure as the parameter
*/
window->Window.Handle = CreateWindow(
"FREEGLUT",
title,
@ -542,28 +521,25 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
fgDisplay.Instance,
(LPVOID) window
);
if( !( window->Window.Handle ) )
fgError( "Failed to create a window (%s)!", title );
/*
* Make sure window was created
* Show and update the main window. Hide(???) the mouse cursor.
*/
assert( window->Window.Handle != NULL );
/*
* Show and update the main window. Hide the mouse cursor.
*/
ShowWindow( window->Window.Handle, fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
ShowWindow( window->Window.Handle,
fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW );
UpdateWindow( window->Window.Handle );
ShowCursor( TRUE );
#endif
/*
* Save the window's single- or double-buffering state
*/
window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ;
window->Window.DoubleBuffered =
( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0 ;
/*
* If it's not double-buffered, make sure the rendering is done to the front buffer.
* If it's not double-buffered, make sure the rendering is done to the
* front buffer.
*/
if ( ! window->Window.DoubleBuffered )
{