Completed removal of all support for the offscreen rendering.
If you wish to do offscreen supportin a portable manner, you will no longer be able to do so with current versions of freeglut. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@481 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
parent
a4e8aad90c
commit
b3f3ea2cf0
@ -67,7 +67,6 @@ AC_OUTPUT(\
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progs/demos/Fractals_random/Makefile \
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progs/demos/Lorenz/Makefile \
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progs/demos/One/Makefile \
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progs/demos/offscreen/Makefile \
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progs/demos/shapes/Makefile \
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src/Makefile \
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include/Makefile \
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@ -45,11 +45,6 @@
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#define GLUT_CREATE_NEW_CONTEXT 0
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#define GLUT_USE_CURRENT_CONTEXT 1
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/*
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* GLUT API Extension macro definitions -- display mode
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*/
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#define GLUT_OFFSCREEN 0x0400
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/*
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* GLUT API Extension macro definitions -- the glutGet parameters
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*/
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@ -376,7 +376,6 @@ struct tagSFG_WindowState
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GLboolean IsGameMode; /* Is this the game mode window? */
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GLboolean NeedToResize; /* Do we need to resize the window? */
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GLboolean IsOffscreen; /* Tags a `window' as on/offscreen. */
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};
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@ -308,70 +308,49 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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*/
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assert( window->Window.VisualInfo != NULL );
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window->State.IsOffscreen = GL_FALSE;
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if( fgState.DisplayMode & GLUT_OFFSCREEN )
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/*
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* XXX HINT: the masks should be updated when adding/removing callbacks.
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* XXX This might speed up message processing. Is that true?
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* XXX
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* XXX A: Not appreciably, but it WILL make it easier to debug.
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* XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
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* XXX turns off events that it doesn't need and is a whole lot
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* XXX more pleasant to trace. (Think mouse-motion! Tons of
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* XXX ``bonus'' GUI events stream in.)
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*/
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winAttr.event_mask =
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StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
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ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
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VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
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PointerMotionMask | ButtonMotionMask;
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winAttr.background_pixmap = None;
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winAttr.background_pixel = 0;
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winAttr.border_pixel = 0;
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winAttr.colormap = XCreateColormap(
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fgDisplay.Display, fgDisplay.RootWindow,
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window->Window.VisualInfo->visual, AllocNone
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);
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mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
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if( window->IsMenu )
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{
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window->State.IsOffscreen = GL_TRUE;
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window->Window.Pixmap = XCreatePixmap(
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fgDisplay.Display, fgDisplay.RootWindow,
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w, h,
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window->Window.VisualInfo->depth
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);
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if( False != window->Window.Pixmap )
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{
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window->Window.Handle = glXCreateGLXPixmap(
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fgDisplay.Display,
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window->Window.VisualInfo,
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window->Window.Pixmap
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);
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if( False == window->Window.Handle )
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XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
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}
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winAttr.override_redirect = True;
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mask |= CWOverrideRedirect;
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}
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else
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{
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/*
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* XXX HINT: the masks should be updated when adding/removing callbacks.
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* XXX This might speed up message processing. Is that true?
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* XXX
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* XXX A: Not appreciably, but it WILL make it easier to debug.
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* XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
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* XXX turns off events that it doesn't need and is a whole lot
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* XXX more pleasant to trace. (Think mouse-motion! Tons of
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* XXX ``bonus'' GUI events stream in.)
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*/
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winAttr.event_mask =
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StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
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ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
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VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
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PointerMotionMask | ButtonMotionMask;
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winAttr.background_pixmap = None;
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winAttr.background_pixel = 0;
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winAttr.border_pixel = 0;
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winAttr.colormap = XCreateColormap(
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fgDisplay.Display, fgDisplay.RootWindow,
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window->Window.VisualInfo->visual, AllocNone
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);
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window->Window.Handle = XCreateWindow(
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fgDisplay.Display,
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window->Parent == NULL ? fgDisplay.RootWindow :
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window->Parent->Window.Handle,
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x, y, w, h, 0,
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window->Window.VisualInfo->depth, InputOutput,
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window->Window.VisualInfo->visual, mask,
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&winAttr
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);
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mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
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if ( window->IsMenu )
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{
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winAttr.override_redirect = True;
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mask |= CWOverrideRedirect;
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}
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window->Window.Handle = XCreateWindow(
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fgDisplay.Display,
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window->Parent == NULL ? fgDisplay.RootWindow :
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window->Parent->Window.Handle,
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x, y, w, h, 0,
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window->Window.VisualInfo->depth, InputOutput,
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window->Window.VisualInfo->visual, mask,
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&winAttr
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);
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}
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/*
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* The GLX context creation, possibly trying the direct context rendering
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* or else use the current context if the user has so specified
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@ -453,30 +432,27 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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wmHints.flags = StateHint;
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wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
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if( GL_FALSE == window->State.IsOffscreen )
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{
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/*
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* Prepare the window and iconified window names...
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*/
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XStringListToTextProperty( (char **) &title, 1, &textProperty );
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/*
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* Prepare the window and iconified window names...
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*/
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XStringListToTextProperty( (char **) &title, 1, &textProperty );
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XSetWMProperties(
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fgDisplay.Display,
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window->Window.Handle,
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&textProperty,
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&textProperty,
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0,
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0,
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&sizeHints,
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&wmHints,
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NULL
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);
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XSetWMProperties(
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fgDisplay.Display,
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window->Window.Handle,
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&textProperty,
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&textProperty,
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0,
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0,
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&sizeHints,
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&wmHints,
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NULL
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);
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XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
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&fgDisplay.DeleteWindow, 1 );
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XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
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&fgDisplay.DeleteWindow, 1 );
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XMapWindow( fgDisplay.Display, window->Window.Handle );
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}
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XMapWindow( fgDisplay.Display, window->Window.Handle );
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#elif TARGET_HOST_WIN32
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@ -588,13 +564,9 @@ void fgCloseWindow( SFG_Window* window )
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#if TARGET_HOST_UNIX_X11
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glXDestroyContext( fgDisplay.Display, window->Window.Context );
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if( GL_FALSE == window->State.IsOffscreen )
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XDestroyWindow( fgDisplay.Display, window->Window.Handle );
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else
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{
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glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle );
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XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
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}
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glXDestroyGLXPixmap( fgDisplay.Display, window->Window.Handle );
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XFreePixmap( fgDisplay.Display, window->Window.Pixmap );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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#elif TARGET_HOST_WIN32
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@ -650,17 +622,15 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
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{
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int ret = 0;
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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SFG_Window* window = NULL;
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SFG_Window* parent = NULL;
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SFG_Window* window = NULL;
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SFG_Window* parent = NULL;
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freeglut_assert_ready;
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parent = fgWindowByID( parentID );
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freeglut_return_val_if_fail( parent != NULL, 0 );
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window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
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ret = window->ID;
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freeglut_assert_ready;
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parent = fgWindowByID( parentID );
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freeglut_return_val_if_fail( parent != NULL, 0 );
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window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
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ret = window->ID;
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}
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return ret;
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}
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@ -719,19 +689,17 @@ void FGAPIENTRY glutShowWindow( void )
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freeglut_assert_ready;
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freeglut_assert_window;
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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#if TARGET_HOST_UNIX_X11
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XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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XMapWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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#elif TARGET_HOST_WIN32
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ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
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ShowWindow( fgStructure.Window->Window.Handle, SW_SHOW );
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#endif
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}
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fgStructure.Window->State.Redisplay = GL_TRUE;
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}
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@ -743,25 +711,23 @@ void FGAPIENTRY glutHideWindow( void )
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freeglut_assert_ready;
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freeglut_assert_window;
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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#if TARGET_HOST_UNIX_X11
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if( fgStructure.Window->Parent == NULL )
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XWithdrawWindow( fgDisplay.Display,
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fgStructure.Window->Window.Handle,
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fgDisplay.Screen );
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else
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XUnmapWindow( fgDisplay.Display,
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fgStructure.Window->Window.Handle );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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if( fgStructure.Window->Parent == NULL )
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XWithdrawWindow( fgDisplay.Display,
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fgStructure.Window->Window.Handle,
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fgDisplay.Screen );
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else
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XUnmapWindow( fgDisplay.Display,
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fgStructure.Window->Window.Handle );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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#elif TARGET_HOST_WIN32
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ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
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ShowWindow( fgStructure.Window->Window.Handle, SW_HIDE );
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#endif
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}
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fgStructure.Window->State.Redisplay = GL_FALSE;
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}
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@ -774,20 +740,18 @@ void FGAPIENTRY glutIconifyWindow( void )
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freeglut_assert_window;
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fgStructure.Window->State.Visible = GL_FALSE;
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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#if TARGET_HOST_UNIX_X11
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XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
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fgDisplay.Screen );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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XIconifyWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
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fgDisplay.Screen );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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#elif TARGET_HOST_WIN32
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ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
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ShowWindow( fgStructure.Window->Window.Handle, SW_MINIMIZE );
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#endif
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}
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fgStructure.Window->State.Redisplay = GL_FALSE;
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}
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@ -798,8 +762,7 @@ void FGAPIENTRY glutSetWindowTitle( const char* title )
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{
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freeglut_assert_ready;
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freeglut_assert_window;
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if( ! fgStructure.Window->Parent &&
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( GL_FALSE == fgStructure.Window->State.IsOffscreen ) )
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if( ! fgStructure.Window->Parent )
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{
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#if TARGET_HOST_UNIX_X11
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@ -834,8 +797,7 @@ void FGAPIENTRY glutSetIconTitle( const char* title )
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freeglut_assert_ready;
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freeglut_assert_window;
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if( ! fgStructure.Window->Parent &&
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GL_FALSE == fgStructure.Window->State.IsOffscreen )
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if( ! fgStructure.Window->Parent )
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{
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#if TARGET_HOST_UNIX_X11
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@ -870,13 +832,9 @@ void FGAPIENTRY glutReshapeWindow( int width, int height )
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freeglut_assert_ready;
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freeglut_assert_window;
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/* XXX Could delete/create/set-window-id for offscreen. */
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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fgStructure.Window->State.NeedToResize = GL_TRUE;
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fgStructure.Window->State.Width = width ;
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fgStructure.Window->State.Height = height;
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}
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fgStructure.Window->State.NeedToResize = GL_TRUE;
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fgStructure.Window->State.Width = width ;
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fgStructure.Window->State.Height = height;
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}
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/*
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@ -887,16 +845,15 @@ void FGAPIENTRY glutPositionWindow( int x, int y )
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freeglut_assert_ready;
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freeglut_assert_window;
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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#if TARGET_HOST_UNIX_X11
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XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
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x, y );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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XMoveWindow( fgDisplay.Display, fgStructure.Window->Window.Handle,
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x, y );
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XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
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#elif TARGET_HOST_WIN32
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{
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RECT winRect;
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GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
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@ -908,9 +865,9 @@ void FGAPIENTRY glutPositionWindow( int x, int y )
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winRect.bottom - winRect.top,
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TRUE
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);
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}
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#endif
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}
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}
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/*
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@ -921,23 +878,20 @@ void FGAPIENTRY glutPushWindow( void )
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freeglut_assert_ready;
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freeglut_assert_window;
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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#if TARGET_HOST_UNIX_X11
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XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
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XLowerWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
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#elif TARGET_HOST_WIN32
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SetWindowPos(
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fgStructure.Window->Window.Handle,
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HWND_BOTTOM,
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0, 0, 0, 0,
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SWP_NOSIZE | SWP_NOMOVE
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);
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SetWindowPos(
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fgStructure.Window->Window.Handle,
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HWND_BOTTOM,
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0, 0, 0, 0,
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SWP_NOSIZE | SWP_NOMOVE
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);
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#endif
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}
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}
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/*
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@ -948,23 +902,20 @@ void FGAPIENTRY glutPopWindow( void )
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freeglut_assert_ready;
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freeglut_assert_window;
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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#if TARGET_HOST_UNIX_X11
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XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
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XRaiseWindow( fgDisplay.Display, fgStructure.Window->Window.Handle );
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#elif TARGET_HOST_WIN32
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SetWindowPos(
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fgStructure.Window->Window.Handle,
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HWND_TOP,
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0, 0, 0, 0,
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SWP_NOSIZE | SWP_NOMOVE
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);
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SetWindowPos(
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fgStructure.Window->Window.Handle,
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HWND_TOP,
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0, 0, 0, 0,
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SWP_NOSIZE | SWP_NOMOVE
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);
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#endif
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}
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}
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/*
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@ -975,7 +926,6 @@ void FGAPIENTRY glutFullScreen( void )
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freeglut_assert_ready;
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freeglut_assert_window;
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if( GL_FALSE == fgStructure.Window->State.IsOffscreen )
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{
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#if TARGET_HOST_UNIX_X11
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int x, y;
|
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|
Reference in New Issue
Block a user