Splitting the X11-specific "freeglut_window.c" code into its own file

git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1052 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
fayjf 2012-02-05 03:05:30 +00:00
parent 0884264cd5
commit 9cd991f3c7
4 changed files with 811 additions and 796 deletions

View File

@ -1121,6 +1121,17 @@ int fgHintPresent(Window window, Atom property, Atom hint);
SFG_Proc fgPlatformGetProcAddress( const char *procName );
/* Window functions needed for Platform implementations */
/* pushing attribute/value pairs into an array */
#define ATTRIB(a) attributes[where++]=(a)
#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
extern int fghIsLegacyContextVersionRequested( void );
extern int fghMapBit( int mask, int from, int to );
extern int fghIsLegacyContextRequested( void );
extern void fghContextCreationError( void );
extern int fghNumberOfAuxBuffersRequested( void );
#endif /* FREEGLUT_INTERNAL_H */
/*** END OF FILE ***/

View File

@ -29,11 +29,6 @@
#include <GL/freeglut.h>
#include "freeglut_internal.h"
#if TARGET_HOST_POSIX_X11
#include <limits.h> /* LONG_MAX */
#include <unistd.h> /* usleep */
#endif
#if defined(_WIN32_WCE)
# include <Aygshell.h>
# ifdef FREEGLUT_LIB_PRAGMAS
@ -42,57 +37,6 @@
#endif /* defined(_WIN32_WCE) */
#if TARGET_HOST_POSIX_X11
#ifndef GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2
#endif
#ifndef GLX_CONTEXT_MAJOR_VERSION_ARB
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#endif
#ifndef GLX_CONTEXT_MINOR_VERSION_ARB
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
#endif
#ifndef GLX_CONTEXT_FLAGS_ARB
#define GLX_CONTEXT_FLAGS_ARB 0x2094
#endif
#ifndef GLX_CONTEXT_PROFILE_MASK_ARB
#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126
#endif
#ifndef GLX_CONTEXT_DEBUG_BIT_ARB
#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001
#endif
#ifndef GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
#endif
#ifndef GLX_CONTEXT_CORE_PROFILE_BIT_ARB
#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#endif
#ifndef GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB
#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#endif
#ifndef GLX_RGBA_FLOAT_TYPE
#define GLX_RGBA_FLOAT_TYPE 0x20B9
#endif
#ifndef GLX_RGBA_FLOAT_BIT
#define GLX_RGBA_FLOAT_BIT 0x00000004
#endif
#endif /* TARGET_HOST_POSIX_X11 */
/* pushing attribute/value pairs into an array */
#define ATTRIB(a) attributes[where++]=(a)
#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
/*
* TODO BEFORE THE STABLE RELEASE:
*
@ -183,732 +127,6 @@ void fghContextCreationError( void )
/* -- SYSTEM-DEPENDENT PRIVATE FUNCTIONS ------------------------------------ */
#if TARGET_HOST_POSIX_X11
/*
* Chooses a visual basing on the current display mode settings
*/
GLXFBConfig* fgChooseFBConfig( int *numcfgs )
{
GLboolean wantIndexedMode = GL_FALSE;
int attributes[ 100 ];
int where = 0, numAuxBuffers;
/* First we have to process the display mode settings... */
if( fgState.DisplayMode & GLUT_INDEX ) {
ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
/* Buffer size is selected later. */
ATTRIB_VAL( GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT );
wantIndexedMode = GL_TRUE;
} else {
ATTRIB_VAL( GLX_RED_SIZE, 1 );
ATTRIB_VAL( GLX_GREEN_SIZE, 1 );
ATTRIB_VAL( GLX_BLUE_SIZE, 1 );
if( fgState.DisplayMode & GLUT_ALPHA ) {
ATTRIB_VAL( GLX_ALPHA_SIZE, 1 );
}
}
if( fgState.DisplayMode & GLUT_DOUBLE ) {
ATTRIB_VAL( GLX_DOUBLEBUFFER, True );
}
if( fgState.DisplayMode & GLUT_STEREO ) {
ATTRIB_VAL( GLX_STEREO, True );
}
if( fgState.DisplayMode & GLUT_DEPTH ) {
ATTRIB_VAL( GLX_DEPTH_SIZE, 1 );
}
if( fgState.DisplayMode & GLUT_STENCIL ) {
ATTRIB_VAL( GLX_STENCIL_SIZE, 1 );
}
if( fgState.DisplayMode & GLUT_ACCUM ) {
ATTRIB_VAL( GLX_ACCUM_RED_SIZE, 1 );
ATTRIB_VAL( GLX_ACCUM_GREEN_SIZE, 1 );
ATTRIB_VAL( GLX_ACCUM_BLUE_SIZE, 1 );
if( fgState.DisplayMode & GLUT_ALPHA ) {
ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
}
}
numAuxBuffers = fghNumberOfAuxBuffersRequested();
if ( numAuxBuffers > 0 ) {
ATTRIB_VAL( GLX_AUX_BUFFERS, numAuxBuffers );
}
if( fgState.DisplayMode & GLUT_SRGB ) {
ATTRIB_VAL( GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB, True );
}
if (fgState.DisplayMode & GLUT_MULTISAMPLE) {
ATTRIB_VAL(GLX_SAMPLE_BUFFERS, 1);
ATTRIB_VAL(GLX_SAMPLES, fgState.SampleNumber);
}
/* Push a terminator at the end of the list */
ATTRIB( None );
{
GLXFBConfig * fbconfigArray; /* Array of FBConfigs */
GLXFBConfig * fbconfig; /* The FBConfig we want */
int fbconfigArraySize; /* Number of FBConfigs in the array */
/* Get all FBConfigs that match "attributes". */
fbconfigArray = glXChooseFBConfig( fgDisplay.pDisplay.Display,
fgDisplay.pDisplay.Screen,
attributes,
&fbconfigArraySize );
if (fbconfigArray != NULL)
{
int result; /* Returned by glXGetFBConfigAttrib, not checked. */
if( wantIndexedMode )
{
/*
* In index mode, we want the largest buffer size, i.e. visual
* depth. Here, FBConfigs are sorted by increasing buffer size
* first, so FBConfigs with the largest size come last.
*/
int bufferSizeMin, bufferSizeMax;
/* Get bufferSizeMin. */
result =
glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,
fbconfigArray[0],
GLX_BUFFER_SIZE,
&bufferSizeMin );
/* Get bufferSizeMax. */
result =
glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,
fbconfigArray[fbconfigArraySize - 1],
GLX_BUFFER_SIZE,
&bufferSizeMax );
if (bufferSizeMax > bufferSizeMin)
{
/*
* Free and reallocate fbconfigArray, keeping only FBConfigs
* with the largest buffer size.
*/
XFree(fbconfigArray);
/* Add buffer size token at the end of the list. */
where--;
ATTRIB_VAL( GLX_BUFFER_SIZE, bufferSizeMax );
ATTRIB( None );
fbconfigArray = glXChooseFBConfig( fgDisplay.pDisplay.Display,
fgDisplay.pDisplay.Screen,
attributes,
&fbconfigArraySize );
}
}
/*
* We now have an array of FBConfigs, the first one being the "best"
* one. So we should return only this FBConfig:
*
* int fbconfigXID;
*
* - pick the XID of the FBConfig we want
* result = glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,
* fbconfigArray[0],
* GLX_FBCONFIG_ID,
* &fbconfigXID );
*
* - free the array
* XFree(fbconfigArray);
*
* - reset "attributes" with the XID
* where = 0;
* ATTRIB_VAL( GLX_FBCONFIG_ID, fbconfigXID );
* ATTRIB( None );
*
* - get our FBConfig only
* fbconfig = glXChooseFBConfig( fgDisplay.pDisplay.Display,
* fgDisplay.pDisplay.Screen,
* attributes,
* &fbconfigArraySize );
*
* However, for some configurations (for instance multisampling with
* Mesa 6.5.2 and ATI drivers), this does not work:
* glXChooseFBConfig returns NULL, whereas fbconfigXID is a valid
* XID. Further investigation is needed.
*
* So, for now, we return the whole array of FBConfigs. This should
* not produce any side effects elsewhere.
*/
fbconfig = fbconfigArray;
}
else
{
fbconfig = NULL;
}
if (numcfgs)
*numcfgs = fbconfigArraySize;
return fbconfig;
}
}
static void fghFillContextAttributes( int *attributes ) {
int where = 0, contextFlags, contextProfile;
if ( !fghIsLegacyContextVersionRequested() ) {
ATTRIB_VAL( GLX_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );
ATTRIB_VAL( GLX_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );
}
contextFlags =
fghMapBit( fgState.ContextFlags, GLUT_DEBUG, GLX_CONTEXT_DEBUG_BIT_ARB ) |
fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );
if ( contextFlags != 0 ) {
ATTRIB_VAL( GLX_CONTEXT_FLAGS_ARB, contextFlags );
}
contextProfile =
fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, GLX_CONTEXT_CORE_PROFILE_BIT_ARB ) |
fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );
if ( contextProfile != 0 ) {
ATTRIB_VAL( GLX_CONTEXT_PROFILE_MASK_ARB, contextProfile );
}
ATTRIB( 0 );
}
typedef GLXContext (*CreateContextAttribsProc)(Display *dpy, GLXFBConfig config,
GLXContext share_list, Bool direct,
const int *attrib_list);
static GLXContext fghCreateNewContext( SFG_Window* window )
{
/* for color model calculation */
int menu = ( window->IsMenu && !fgStructure.MenuContext );
int index_mode = ( fgState.DisplayMode & GLUT_INDEX );
/* "classic" context creation */
Display *dpy = fgDisplay.pDisplay.Display;
GLXFBConfig config = *(window->Window.pContext.FBConfig);
int render_type = ( !menu && index_mode ) ? GLX_COLOR_INDEX_TYPE : GLX_RGBA_TYPE;
GLXContext share_list = NULL;
Bool direct = ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT );
GLXContext context;
/* new context creation */
int attributes[9];
CreateContextAttribsProc createContextAttribs = (CreateContextAttribsProc) fgPlatformGetProcAddress( "glXCreateContextAttribsARB" );
/* glXCreateContextAttribsARB not found, yet the user has requested the new context creation */
if ( !createContextAttribs && !fghIsLegacyContextRequested() ) {
fgWarning( "OpenGL >2.1 context requested but glXCreateContextAttribsARB is not available! Falling back to legacy context creation" );
fgState.MajorVersion = 2;
fgState.MinorVersion = 1;
}
/* If nothing fancy has been required, simply use the old context creation GLX API entry */
if ( fghIsLegacyContextRequested() || !createContextAttribs )
{
context = glXCreateNewContext( dpy, config, render_type, share_list, direct );
if ( context == NULL ) {
fghContextCreationError();
}
return context;
}
/* color index mode is not available anymore with OpenGL 3.0 */
if ( render_type == GLX_COLOR_INDEX_TYPE ) {
fgWarning( "color index mode is deprecated, using RGBA mode" );
}
fghFillContextAttributes( attributes );
context = createContextAttribs( dpy, config, share_list, direct, attributes );
if ( context == NULL ) {
fghContextCreationError();
}
return context;
}
#define _NET_WM_STATE_TOGGLE 2
static int fghResizeFullscrToggle(void)
{
XWindowAttributes attributes;
if(glutGet(GLUT_FULL_SCREEN)) {
/* restore original window size */
SFG_Window *win = fgStructure.CurrentWindow;
fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
fgStructure.CurrentWindow->State.Width = win->State.pWState.OldWidth;
fgStructure.CurrentWindow->State.Height = win->State.pWState.OldHeight;
} else {
/* resize the window to cover the entire screen */
XGetWindowAttributes(fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&attributes);
/*
* The "x" and "y" members of "attributes" are the window's coordinates
* relative to its parent, i.e. to the decoration window.
*/
XMoveResizeWindow(fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
-attributes.x,
-attributes.y,
fgDisplay.ScreenWidth,
fgDisplay.ScreenHeight);
}
return 0;
}
static int fghEwmhFullscrToggle(void)
{
XEvent xev;
long evmask = SubstructureRedirectMask | SubstructureNotifyMask;
if(!fgDisplay.pDisplay.State || !fgDisplay.pDisplay.StateFullScreen) {
return -1;
}
xev.type = ClientMessage;
xev.xclient.window = fgStructure.CurrentWindow->Window.Handle;
xev.xclient.message_type = fgDisplay.pDisplay.State;
xev.xclient.format = 32;
xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
xev.xclient.data.l[1] = fgDisplay.pDisplay.StateFullScreen;
xev.xclient.data.l[2] = 0; /* no second property to toggle */
xev.xclient.data.l[3] = 1; /* source indication: application */
xev.xclient.data.l[4] = 0; /* unused */
if(!XSendEvent(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, 0, evmask, &xev)) {
return -1;
}
return 0;
}
static int fghToggleFullscreen(void)
{
/* first try the EWMH (_NET_WM_STATE) method ... */
if(fghEwmhFullscrToggle() != -1) {
return 0;
}
/* fall back to resizing the window */
if(fghResizeFullscrToggle() != -1) {
return 0;
}
return -1;
}
void fgPlatformSetWindow ( SFG_Window *window )
{
if ( window )
{
glXMakeContextCurrent(
fgDisplay.pDisplay.Display,
window->Window.Handle,
window->Window.Handle,
window->Window.Context
);
}
}
static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)
{
Window window = (Window)arg;
return (event->type == MapNotify) && (event->xmap.window == window);
}
/*
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.
*/
void fgPlatformOpenWindow( SFG_Window* window, const char* title,
GLboolean positionUse, int x, int y,
GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isSubWindow )
{
XVisualInfo * visualInfo = NULL;
XSetWindowAttributes winAttr;
XTextProperty textProperty;
XSizeHints sizeHints;
XWMHints wmHints;
XEvent eventReturnBuffer; /* return buffer required for a call */
unsigned long mask;
int num_FBConfigs, i;
unsigned int current_DisplayMode = fgState.DisplayMode ;
/* Save the display mode if we are creating a menu window */
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = current_DisplayMode ;
if( ! window->Window.pContext.FBConfig )
{
/*
* The "fgChooseFBConfig" 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 ) )
{
fgState.DisplayMode |= GLUT_DOUBLE ;
window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );
fgState.DisplayMode &= ~GLUT_DOUBLE;
}
if( fgState.DisplayMode & GLUT_MULTISAMPLE )
{
fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );
fgState.DisplayMode |= GLUT_MULTISAMPLE;
}
}
FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.pContext.FBConfig != NULL,
"FBConfig with necessary capabilities not found", "fgOpenWindow" );
/* Get the X visual. */
for (i = 0; i < num_FBConfigs; i++) {
visualInfo = glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display,
window->Window.pContext.FBConfig[i] );
if (visualInfo)
break;
}
FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL,
"visualInfo could not be retrieved from FBConfig", "fgOpenWindow" );
/*
* 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. (Think mouse-motion! Tons of
* XXX ``bonus'' GUI events stream in.)
*/
winAttr.event_mask =
StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
winAttr.background_pixel = 0;
winAttr.border_pixel = 0;
winAttr.colormap = XCreateColormap(
fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow,
visualInfo->visual, AllocNone
);
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
if( window->IsMenu || ( gameMode == GL_TRUE ) )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
}
if( ! positionUse )
x = y = -1; /* default window position */
if( ! sizeUse )
w = h = 300; /* default window size */
window->Window.Handle = XCreateWindow(
fgDisplay.pDisplay.Display,
window->Parent == NULL ? fgDisplay.pDisplay.RootWindow :
window->Parent->Window.Handle,
x, y, w, h, 0,
visualInfo->depth, InputOutput,
visualInfo->visual, mask,
&winAttr
);
/*
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
*/
if( window->IsMenu )
{
/*
* 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->MContext = fghCreateNewContext( window );
}
/* window->Window.Context = fgStructure.MenuContext->MContext; */
window->Window.Context = fghCreateNewContext( window );
}
else if( fgState.UseCurrentContext )
{
window->Window.Context = glXGetCurrentContext( );
if( ! window->Window.Context )
window->Window.Context = fghCreateNewContext( window );
}
else
window->Window.Context = fghCreateNewContext( window );
#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
if( !glXIsDirect( fgDisplay.pDisplay.Display, window->Window.Context ) )
{
if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
fgError( "Unable to force direct context rendering for window '%s'",
title );
}
#endif
/*
* XXX Assume the new window is visible by default
* XXX Is this a safe assumption?
*/
window->State.Visible = GL_TRUE;
sizeHints.flags = 0;
if ( positionUse )
sizeHints.flags |= USPosition;
if ( sizeUse )
sizeHints.flags |= USSize;
/*
* Fill in the size hints values now (the x, y, width and height
* settings are obsolete, 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;
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
/* Prepare the window and iconified window names... */
XStringListToTextProperty( (char **) &title, 1, &textProperty );
XSetWMProperties(
fgDisplay.pDisplay.Display,
window->Window.Handle,
&textProperty,
&textProperty,
0,
0,
&sizeHints,
&wmHints,
NULL
);
XFree( textProperty.value );
XSetWMProtocols( fgDisplay.pDisplay.Display, window->Window.Handle,
&fgDisplay.pDisplay.DeleteWindow, 1 );
glXMakeContextCurrent(
fgDisplay.pDisplay.Display,
window->Window.Handle,
window->Window.Handle,
window->Window.Context
);
/* register extension events _before_ window is mapped */
#ifdef HAVE_X11_EXTENSIONS_XINPUT2_H
fgRegisterDevices( fgDisplay.pDisplay.Display, &(window->Window.Handle) );
#endif
XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
XFree(visualInfo);
if( !isSubWindow)
XPeekIfEvent( fgDisplay.pDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );
}
/*
* Closes a window, destroying the frame and OpenGL context
*/
void fgPlatformCloseWindow( SFG_Window* window )
{
if( window->Window.Context )
glXDestroyContext( fgDisplay.pDisplay.Display, window->Window.Context );
XFree( window->Window.pContext.FBConfig );
if( window->Window.Handle ) {
XDestroyWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
}
/* XFlush( fgDisplay.pDisplay.Display ); */ /* XXX Shouldn't need this */
}
/*
* This function makes the current window visible
*/
void fgPlatformGlutShowWindow( void )
{
XMapWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* This function hides the current window
*/
void fgPlatformGlutHideWindow( void )
{
if( fgStructure.CurrentWindow->Parent == NULL )
XWithdrawWindow( fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
fgDisplay.pDisplay.Screen );
else
XUnmapWindow( fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Iconify the current window (top-level windows only)
*/
void fgPlatformGlutIconifyWindow( void )
{
XIconifyWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
fgDisplay.pDisplay.Screen );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Set the current window's title
*/
void fgPlatformGlutSetWindowTitle( const char* title )
{
XTextProperty text;
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
XSetWMName(
fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&text
);
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Set the current window's iconified title
*/
void fgPlatformGlutSetIconTitle( const char* title )
{
XTextProperty text;
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
XSetWMIconName(
fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&text
);
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Change the current window's position
*/
void fgPlatformGlutPositionWindow( int x, int y )
{
XMoveWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
x, y );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Lowers the current window (by Z order change)
*/
void fgPlatformGlutPushWindow( void )
{
XLowerWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
}
/*
* Raises the current window (by Z order change)
*/
void fgPlatformGlutPopWindow( void )
{
XRaiseWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
}
/*
* Resize the current window so that it fits the whole screen
*/
void fgPlatformGlutFullScreen( SFG_Window *win )
{
if(!glutGet(GLUT_FULL_SCREEN)) {
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = GL_TRUE;
}
}
}
/*
* If we are fullscreen, resize the current window back to its original size
*/
void fgPlatformGlutLeaveFullScreen( SFG_Window *win )
{
if(glutGet(GLUT_FULL_SCREEN)) {
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = GL_FALSE;
}
}
}
/*
* Toggle the window's full screen state.
*/
void fgPlatformGlutFullScreenToggle( SFG_Window *win )
{
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = !win->State.IsFullscreen;
}
}
#endif /* TARGET_HOST_POSIX_X11 */
/*
* Sets the OpenGL context and the fgStructure "Current Window" pointer to
* the window structure passed in.
@ -920,9 +138,6 @@ void fgSetWindow ( SFG_Window *window )
fgStructure.CurrentWindow = window;
}
/*
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.

View File

@ -80,17 +80,6 @@ typedef HGLRC (WINAPI * PFNWGLCREATECONTEXTATTRIBSARBPROC) (HDC hDC, HGLRC hShar
#endif
/* End of copying the necessary parts out of it. */
/* pushing attribute/value pairs into an array */
#define ATTRIB(a) attributes[where++]=(a)
#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
extern int fghIsLegacyContextVersionRequested( void );
extern int fghMapBit( int mask, int from, int to );
extern int fghIsLegacyContextRequested( void );
extern void fghContextCreationError( void );
extern int fghNumberOfAuxBuffersRequested( void );
#ifdef WM_TOUCH
typedef BOOL (WINAPI *pRegisterTouchWindow)(HWND,ULONG);
static pRegisterTouchWindow fghRegisterTouchWindow = (pRegisterTouchWindow)0xDEADBEEF;

View File

@ -0,0 +1,800 @@
/*
* freeglut_window_x11.c
*
* Window management methods for X11
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Copied for Platform code by Evan Felix <karcaw at gmail.com>
* Creation date: Thur Feb 2 2012
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#define FREEGLUT_BUILDING_LIB
#include <GL/freeglut.h>
#include <limits.h> /* LONG_MAX */
#include <unistd.h> /* usleep */
#include "freeglut_internal.h"
/* pushing attribute/value pairs into an array */
#define ATTRIB(a) attributes[where++]=(a)
#define ATTRIB_VAL(a,v) {ATTRIB(a); ATTRIB(v);}
#ifndef GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB
#define GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB 0x20B2
#endif
#ifndef GLX_CONTEXT_MAJOR_VERSION_ARB
#define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091
#endif
#ifndef GLX_CONTEXT_MINOR_VERSION_ARB
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
#endif
#ifndef GLX_CONTEXT_FLAGS_ARB
#define GLX_CONTEXT_FLAGS_ARB 0x2094
#endif
#ifndef GLX_CONTEXT_PROFILE_MASK_ARB
#define GLX_CONTEXT_PROFILE_MASK_ARB 0x9126
#endif
#ifndef GLX_CONTEXT_DEBUG_BIT_ARB
#define GLX_CONTEXT_DEBUG_BIT_ARB 0x0001
#endif
#ifndef GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB
#define GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB 0x0002
#endif
#ifndef GLX_CONTEXT_CORE_PROFILE_BIT_ARB
#define GLX_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
#endif
#ifndef GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB
#define GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
#endif
#ifndef GLX_RGBA_FLOAT_TYPE
#define GLX_RGBA_FLOAT_TYPE 0x20B9
#endif
#ifndef GLX_RGBA_FLOAT_BIT
#define GLX_RGBA_FLOAT_BIT 0x00000004
#endif
/*
* Chooses a visual basing on the current display mode settings
*/
GLXFBConfig* fgChooseFBConfig( int *numcfgs )
{
GLboolean wantIndexedMode = GL_FALSE;
int attributes[ 100 ];
int where = 0, numAuxBuffers;
/* First we have to process the display mode settings... */
if( fgState.DisplayMode & GLUT_INDEX ) {
ATTRIB_VAL( GLX_BUFFER_SIZE, 8 );
/* Buffer size is selected later. */
ATTRIB_VAL( GLX_RENDER_TYPE, GLX_COLOR_INDEX_BIT );
wantIndexedMode = GL_TRUE;
} else {
ATTRIB_VAL( GLX_RED_SIZE, 1 );
ATTRIB_VAL( GLX_GREEN_SIZE, 1 );
ATTRIB_VAL( GLX_BLUE_SIZE, 1 );
if( fgState.DisplayMode & GLUT_ALPHA ) {
ATTRIB_VAL( GLX_ALPHA_SIZE, 1 );
}
}
if( fgState.DisplayMode & GLUT_DOUBLE ) {
ATTRIB_VAL( GLX_DOUBLEBUFFER, True );
}
if( fgState.DisplayMode & GLUT_STEREO ) {
ATTRIB_VAL( GLX_STEREO, True );
}
if( fgState.DisplayMode & GLUT_DEPTH ) {
ATTRIB_VAL( GLX_DEPTH_SIZE, 1 );
}
if( fgState.DisplayMode & GLUT_STENCIL ) {
ATTRIB_VAL( GLX_STENCIL_SIZE, 1 );
}
if( fgState.DisplayMode & GLUT_ACCUM ) {
ATTRIB_VAL( GLX_ACCUM_RED_SIZE, 1 );
ATTRIB_VAL( GLX_ACCUM_GREEN_SIZE, 1 );
ATTRIB_VAL( GLX_ACCUM_BLUE_SIZE, 1 );
if( fgState.DisplayMode & GLUT_ALPHA ) {
ATTRIB_VAL( GLX_ACCUM_ALPHA_SIZE, 1 );
}
}
numAuxBuffers = fghNumberOfAuxBuffersRequested();
if ( numAuxBuffers > 0 ) {
ATTRIB_VAL( GLX_AUX_BUFFERS, numAuxBuffers );
}
if( fgState.DisplayMode & GLUT_SRGB ) {
ATTRIB_VAL( GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB, True );
}
if (fgState.DisplayMode & GLUT_MULTISAMPLE) {
ATTRIB_VAL(GLX_SAMPLE_BUFFERS, 1);
ATTRIB_VAL(GLX_SAMPLES, fgState.SampleNumber);
}
/* Push a terminator at the end of the list */
ATTRIB( None );
{
GLXFBConfig * fbconfigArray; /* Array of FBConfigs */
GLXFBConfig * fbconfig; /* The FBConfig we want */
int fbconfigArraySize; /* Number of FBConfigs in the array */
/* Get all FBConfigs that match "attributes". */
fbconfigArray = glXChooseFBConfig( fgDisplay.pDisplay.Display,
fgDisplay.pDisplay.Screen,
attributes,
&fbconfigArraySize );
if (fbconfigArray != NULL)
{
int result; /* Returned by glXGetFBConfigAttrib, not checked. */
if( wantIndexedMode )
{
/*
* In index mode, we want the largest buffer size, i.e. visual
* depth. Here, FBConfigs are sorted by increasing buffer size
* first, so FBConfigs with the largest size come last.
*/
int bufferSizeMin, bufferSizeMax;
/* Get bufferSizeMin. */
result =
glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,
fbconfigArray[0],
GLX_BUFFER_SIZE,
&bufferSizeMin );
/* Get bufferSizeMax. */
result =
glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,
fbconfigArray[fbconfigArraySize - 1],
GLX_BUFFER_SIZE,
&bufferSizeMax );
if (bufferSizeMax > bufferSizeMin)
{
/*
* Free and reallocate fbconfigArray, keeping only FBConfigs
* with the largest buffer size.
*/
XFree(fbconfigArray);
/* Add buffer size token at the end of the list. */
where--;
ATTRIB_VAL( GLX_BUFFER_SIZE, bufferSizeMax );
ATTRIB( None );
fbconfigArray = glXChooseFBConfig( fgDisplay.pDisplay.Display,
fgDisplay.pDisplay.Screen,
attributes,
&fbconfigArraySize );
}
}
/*
* We now have an array of FBConfigs, the first one being the "best"
* one. So we should return only this FBConfig:
*
* int fbconfigXID;
*
* - pick the XID of the FBConfig we want
* result = glXGetFBConfigAttrib( fgDisplay.pDisplay.Display,
* fbconfigArray[0],
* GLX_FBCONFIG_ID,
* &fbconfigXID );
*
* - free the array
* XFree(fbconfigArray);
*
* - reset "attributes" with the XID
* where = 0;
* ATTRIB_VAL( GLX_FBCONFIG_ID, fbconfigXID );
* ATTRIB( None );
*
* - get our FBConfig only
* fbconfig = glXChooseFBConfig( fgDisplay.pDisplay.Display,
* fgDisplay.pDisplay.Screen,
* attributes,
* &fbconfigArraySize );
*
* However, for some configurations (for instance multisampling with
* Mesa 6.5.2 and ATI drivers), this does not work:
* glXChooseFBConfig returns NULL, whereas fbconfigXID is a valid
* XID. Further investigation is needed.
*
* So, for now, we return the whole array of FBConfigs. This should
* not produce any side effects elsewhere.
*/
fbconfig = fbconfigArray;
}
else
{
fbconfig = NULL;
}
if (numcfgs)
*numcfgs = fbconfigArraySize;
return fbconfig;
}
}
static void fghFillContextAttributes( int *attributes ) {
int where = 0, contextFlags, contextProfile;
if ( !fghIsLegacyContextVersionRequested() ) {
ATTRIB_VAL( GLX_CONTEXT_MAJOR_VERSION_ARB, fgState.MajorVersion );
ATTRIB_VAL( GLX_CONTEXT_MINOR_VERSION_ARB, fgState.MinorVersion );
}
contextFlags =
fghMapBit( fgState.ContextFlags, GLUT_DEBUG, GLX_CONTEXT_DEBUG_BIT_ARB ) |
fghMapBit( fgState.ContextFlags, GLUT_FORWARD_COMPATIBLE, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB );
if ( contextFlags != 0 ) {
ATTRIB_VAL( GLX_CONTEXT_FLAGS_ARB, contextFlags );
}
contextProfile =
fghMapBit( fgState.ContextProfile, GLUT_CORE_PROFILE, GLX_CONTEXT_CORE_PROFILE_BIT_ARB ) |
fghMapBit( fgState.ContextProfile, GLUT_COMPATIBILITY_PROFILE, GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB );
if ( contextProfile != 0 ) {
ATTRIB_VAL( GLX_CONTEXT_PROFILE_MASK_ARB, contextProfile );
}
ATTRIB( 0 );
}
typedef GLXContext (*CreateContextAttribsProc)(Display *dpy, GLXFBConfig config,
GLXContext share_list, Bool direct,
const int *attrib_list);
static GLXContext fghCreateNewContext( SFG_Window* window )
{
/* for color model calculation */
int menu = ( window->IsMenu && !fgStructure.MenuContext );
int index_mode = ( fgState.DisplayMode & GLUT_INDEX );
/* "classic" context creation */
Display *dpy = fgDisplay.pDisplay.Display;
GLXFBConfig config = *(window->Window.pContext.FBConfig);
int render_type = ( !menu && index_mode ) ? GLX_COLOR_INDEX_TYPE : GLX_RGBA_TYPE;
GLXContext share_list = NULL;
Bool direct = ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT );
GLXContext context;
/* new context creation */
int attributes[9];
CreateContextAttribsProc createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress( "glXCreateContextAttribsARB" );
/* glXCreateContextAttribsARB not found, yet the user has requested the new context creation */
if ( !createContextAttribs && !fghIsLegacyContextRequested() ) {
fgWarning( "OpenGL >2.1 context requested but glXCreateContextAttribsARB is not available! Falling back to legacy context creation" );
fgState.MajorVersion = 2;
fgState.MinorVersion = 1;
}
/* If nothing fancy has been required, simply use the old context creation GLX API entry */
if ( fghIsLegacyContextRequested() || !createContextAttribs )
{
context = glXCreateNewContext( dpy, config, render_type, share_list, direct );
if ( context == NULL ) {
fghContextCreationError();
}
return context;
}
/* color index mode is not available anymore with OpenGL 3.0 */
if ( render_type == GLX_COLOR_INDEX_TYPE ) {
fgWarning( "color index mode is deprecated, using RGBA mode" );
}
fghFillContextAttributes( attributes );
context = createContextAttribs( dpy, config, share_list, direct, attributes );
if ( context == NULL ) {
fghContextCreationError();
}
return context;
}
#define _NET_WM_STATE_TOGGLE 2
static int fghResizeFullscrToggle(void)
{
XWindowAttributes attributes;
if(glutGet(GLUT_FULL_SCREEN)) {
/* restore original window size */
SFG_Window *win = fgStructure.CurrentWindow;
fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE;
fgStructure.CurrentWindow->State.Width = win->State.pWState.OldWidth;
fgStructure.CurrentWindow->State.Height = win->State.pWState.OldHeight;
} else {
/* resize the window to cover the entire screen */
XGetWindowAttributes(fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&attributes);
/*
* The "x" and "y" members of "attributes" are the window's coordinates
* relative to its parent, i.e. to the decoration window.
*/
XMoveResizeWindow(fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
-attributes.x,
-attributes.y,
fgDisplay.ScreenWidth,
fgDisplay.ScreenHeight);
}
return 0;
}
static int fghEwmhFullscrToggle(void)
{
XEvent xev;
long evmask = SubstructureRedirectMask | SubstructureNotifyMask;
if(!fgDisplay.pDisplay.State || !fgDisplay.pDisplay.StateFullScreen) {
return -1;
}
xev.type = ClientMessage;
xev.xclient.window = fgStructure.CurrentWindow->Window.Handle;
xev.xclient.message_type = fgDisplay.pDisplay.State;
xev.xclient.format = 32;
xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
xev.xclient.data.l[1] = fgDisplay.pDisplay.StateFullScreen;
xev.xclient.data.l[2] = 0; /* no second property to toggle */
xev.xclient.data.l[3] = 1; /* source indication: application */
xev.xclient.data.l[4] = 0; /* unused */
if(!XSendEvent(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, 0, evmask, &xev)) {
return -1;
}
return 0;
}
static int fghToggleFullscreen(void)
{
/* first try the EWMH (_NET_WM_STATE) method ... */
if(fghEwmhFullscrToggle() != -1) {
return 0;
}
/* fall back to resizing the window */
if(fghResizeFullscrToggle() != -1) {
return 0;
}
return -1;
}
void fgPlatformSetWindow ( SFG_Window *window )
{
if ( window )
{
glXMakeContextCurrent(
fgDisplay.pDisplay.Display,
window->Window.Handle,
window->Window.Handle,
window->Window.Context
);
}
}
static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)
{
Window window = (Window)arg;
return (event->type == MapNotify) && (event->xmap.window == window);
}
/*
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.
*/
void fgPlatformOpenWindow( SFG_Window* window, const char* title,
GLboolean positionUse, int x, int y,
GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isSubWindow )
{
XVisualInfo * visualInfo = NULL;
XSetWindowAttributes winAttr;
XTextProperty textProperty;
XSizeHints sizeHints;
XWMHints wmHints;
XEvent eventReturnBuffer; /* return buffer required for a call */
unsigned long mask;
int num_FBConfigs, i;
unsigned int current_DisplayMode = fgState.DisplayMode ;
/* Save the display mode if we are creating a menu window */
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = current_DisplayMode ;
if( ! window->Window.pContext.FBConfig )
{
/*
* The "fgChooseFBConfig" 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 ) )
{
fgState.DisplayMode |= GLUT_DOUBLE ;
window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );
fgState.DisplayMode &= ~GLUT_DOUBLE;
}
if( fgState.DisplayMode & GLUT_MULTISAMPLE )
{
fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
window->Window.pContext.FBConfig = fgChooseFBConfig( &num_FBConfigs );
fgState.DisplayMode |= GLUT_MULTISAMPLE;
}
}
FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.pContext.FBConfig != NULL,
"FBConfig with necessary capabilities not found", "fgOpenWindow" );
/* Get the X visual. */
for (i = 0; i < num_FBConfigs; i++) {
visualInfo = glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display,
window->Window.pContext.FBConfig[i] );
if (visualInfo)
break;
}
FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL,
"visualInfo could not be retrieved from FBConfig", "fgOpenWindow" );
/*
* 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. (Think mouse-motion! Tons of
* XXX ``bonus'' GUI events stream in.)
*/
winAttr.event_mask =
StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
winAttr.background_pixel = 0;
winAttr.border_pixel = 0;
winAttr.colormap = XCreateColormap(
fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow,
visualInfo->visual, AllocNone
);
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
if( window->IsMenu || ( gameMode == GL_TRUE ) )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
}
if( ! positionUse )
x = y = -1; /* default window position */
if( ! sizeUse )
w = h = 300; /* default window size */
window->Window.Handle = XCreateWindow(
fgDisplay.pDisplay.Display,
window->Parent == NULL ? fgDisplay.pDisplay.RootWindow :
window->Parent->Window.Handle,
x, y, w, h, 0,
visualInfo->depth, InputOutput,
visualInfo->visual, mask,
&winAttr
);
/*
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
*/
if( window->IsMenu )
{
/*
* 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->MContext = fghCreateNewContext( window );
}
/* window->Window.Context = fgStructure.MenuContext->MContext; */
window->Window.Context = fghCreateNewContext( window );
}
else if( fgState.UseCurrentContext )
{
window->Window.Context = glXGetCurrentContext( );
if( ! window->Window.Context )
window->Window.Context = fghCreateNewContext( window );
}
else
window->Window.Context = fghCreateNewContext( window );
#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ )
if( !glXIsDirect( fgDisplay.pDisplay.Display, window->Window.Context ) )
{
if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
fgError( "Unable to force direct context rendering for window '%s'",
title );
}
#endif
/*
* XXX Assume the new window is visible by default
* XXX Is this a safe assumption?
*/
window->State.Visible = GL_TRUE;
sizeHints.flags = 0;
if ( positionUse )
sizeHints.flags |= USPosition;
if ( sizeUse )
sizeHints.flags |= USSize;
/*
* Fill in the size hints values now (the x, y, width and height
* settings are obsolete, 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;
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
/* Prepare the window and iconified window names... */
XStringListToTextProperty( (char **) &title, 1, &textProperty );
XSetWMProperties(
fgDisplay.pDisplay.Display,
window->Window.Handle,
&textProperty,
&textProperty,
0,
0,
&sizeHints,
&wmHints,
NULL
);
XFree( textProperty.value );
XSetWMProtocols( fgDisplay.pDisplay.Display, window->Window.Handle,
&fgDisplay.pDisplay.DeleteWindow, 1 );
glXMakeContextCurrent(
fgDisplay.pDisplay.Display,
window->Window.Handle,
window->Window.Handle,
window->Window.Context
);
/* register extension events _before_ window is mapped */
#ifdef HAVE_X11_EXTENSIONS_XINPUT2_H
fgRegisterDevices( fgDisplay.pDisplay.Display, &(window->Window.Handle) );
#endif
XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
XFree(visualInfo);
if( !isSubWindow)
XPeekIfEvent( fgDisplay.pDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );
}
/*
* Closes a window, destroying the frame and OpenGL context
*/
void fgPlatformCloseWindow( SFG_Window* window )
{
if( window->Window.Context )
glXDestroyContext( fgDisplay.pDisplay.Display, window->Window.Context );
XFree( window->Window.pContext.FBConfig );
if( window->Window.Handle ) {
XDestroyWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
}
/* XFlush( fgDisplay.pDisplay.Display ); */ /* XXX Shouldn't need this */
}
/*
* This function makes the current window visible
*/
void fgPlatformGlutShowWindow( void )
{
XMapWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* This function hides the current window
*/
void fgPlatformGlutHideWindow( void )
{
if( fgStructure.CurrentWindow->Parent == NULL )
XWithdrawWindow( fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
fgDisplay.pDisplay.Screen );
else
XUnmapWindow( fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Iconify the current window (top-level windows only)
*/
void fgPlatformGlutIconifyWindow( void )
{
XIconifyWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
fgDisplay.pDisplay.Screen );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Set the current window's title
*/
void fgPlatformGlutSetWindowTitle( const char* title )
{
XTextProperty text;
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
XSetWMName(
fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&text
);
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Set the current window's iconified title
*/
void fgPlatformGlutSetIconTitle( const char* title )
{
XTextProperty text;
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
XSetWMIconName(
fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&text
);
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Change the current window's position
*/
void fgPlatformGlutPositionWindow( int x, int y )
{
XMoveWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
x, y );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Lowers the current window (by Z order change)
*/
void fgPlatformGlutPushWindow( void )
{
XLowerWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
}
/*
* Raises the current window (by Z order change)
*/
void fgPlatformGlutPopWindow( void )
{
XRaiseWindow( fgDisplay.pDisplay.Display, fgStructure.CurrentWindow->Window.Handle );
}
/*
* Resize the current window so that it fits the whole screen
*/
void fgPlatformGlutFullScreen( SFG_Window *win )
{
if(!glutGet(GLUT_FULL_SCREEN)) {
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = GL_TRUE;
}
}
}
/*
* If we are fullscreen, resize the current window back to its original size
*/
void fgPlatformGlutLeaveFullScreen( SFG_Window *win )
{
if(glutGet(GLUT_FULL_SCREEN)) {
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = GL_FALSE;
}
}
}
/*
* Toggle the window's full screen state.
*/
void fgPlatformGlutFullScreenToggle( SFG_Window *win )
{
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = !win->State.IsFullscreen;
}
}