diff --git a/freeglut/freeglut/progs/demos/One/one.c b/freeglut/freeglut/progs/demos/One/one.c index cf2cb14..b5d9732 100644 --- a/freeglut/freeglut/progs/demos/One/one.c +++ b/freeglut/freeglut/progs/demos/One/one.c @@ -23,7 +23,7 @@ int g_LeaveGameMode = 0; int g_InGameMode = 0; -int g_mainwin, g_sw1, g_sw2; +int g_mainwin, g_sw1, g_sw2, g_gamemodewin; /* * Call this function to have some text drawn at given coordinates @@ -94,12 +94,18 @@ void PrintText( int nX, int nY, char* pszText ) /* * This is the display routine for our sample FreeGLUT windows */ -static float g_fTime = 0.0f; - void SampleDisplay( void ) { int win = glutGetWindow(); + if (g_InGameMode && win!=g_gamemodewin) + /* Dont draw other windows when in gamemode, those aren't visible + * anyway. Drawing them continuously anyway can cause flicker trouble + * on my machine. This only seems to occur when there are child windows + * among the non-visible windows + */ + return; + if (win==g_sw1) { /* @@ -120,6 +126,8 @@ void SampleDisplay( void ) } else { + const GLfloat time = glutGet(GLUT_ELAPSED_TIME) / 1000.f * 40; + /* * Clear the screen */ @@ -132,9 +140,9 @@ void SampleDisplay( void ) glMatrixMode( GL_MODELVIEW ); glPushMatrix(); - glRotatef( g_fTime, 0, 0, 1 ); - glRotatef( g_fTime, 0, 1, 0 ); - glRotatef( g_fTime, 1, 0, 0 ); + glRotatef( time, 0, 0, 1 ); + glRotatef( time, 0, 1, 0 ); + glRotatef( time, 1, 0, 0 ); /* * And then drawn... @@ -142,7 +150,7 @@ void SampleDisplay( void ) glColor3f( 1, 1, 0 ); /* glutWireCube( 20.0 ); */ glutWireTeapot( 20.0 ); - /* glutWireSpher( 15.0, 15, 15 ); */ + /* glutWireSphere( 15.0, 15, 15 ); */ /* glColor3f( 0, 1, 0 ); */ /* glutWireCube( 30.0 ); */ /* glutSolidCone( 10, 20, 10, 2 ); */ @@ -173,10 +181,9 @@ void SampleDisplay( void ) */ void SampleIdle( void ) { - g_fTime += 0.5f; - if( g_LeaveGameMode == 1 ) { + /* One could do all this just as well in SampleGameModeKeyboard... */ glutLeaveGameMode( ); g_LeaveGameMode = 0; g_InGameMode = 0; @@ -334,7 +341,7 @@ int main( int argc, char** argv ) g_sw1=glutCreateSubWindow(g_mainwin,200,0,100,100); glutDisplayFunc( SampleDisplay ); glutSetMenu(subMenuB); - glutAttachMenu( GLUT_LEFT_BUTTON); + glutAttachMenu( GLUT_LEFT_BUTTON ); g_sw2=glutCreateSubWindow(g_sw1,50,0,50,50); glutDisplayFunc( SampleDisplay ); @@ -352,7 +359,7 @@ int main( int argc, char** argv ) glutEnterGameMode(); glutGameModeString( "800x600" ); /* this one is likely to succeed */ - glutEnterGameMode(); + g_gamemodewin = glutEnterGameMode(); if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE)) g_InGameMode = 1; @@ -360,6 +367,8 @@ int main( int argc, char** argv ) glutReshapeFunc( SampleReshape ); glutKeyboardFunc( SampleGameModeKeyboard ); glutIdleFunc( SampleIdle ); + glutSetMenu(menuID); + glutAttachMenu( GLUT_LEFT_BUTTON ); printf( "current window is %ix%i at (%i,%i)\n", glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT ), @@ -371,11 +380,12 @@ int main( int argc, char** argv ) */ glutMainLoop(); + /* + * returned from mainloop after window closed + * see glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS); above + */ printf( "glutMainLoop() termination works fine!\n" ); - /* - * This is never reached in FreeGLUT. Is that good? - */ return EXIT_SUCCESS; } diff --git a/freeglut/freeglut/src/mswin/fg_main_mswin.c b/freeglut/freeglut/src/mswin/fg_main_mswin.c index 7250b3a..be8248e 100644 --- a/freeglut/freeglut/src/mswin/fg_main_mswin.c +++ b/freeglut/freeglut/src/mswin/fg_main_mswin.c @@ -240,7 +240,7 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, uMsg, wParam, lParam ); */ /* Some events only sent to main window. Check if the current window that - * the mouse is over is a child window. Below whn handling some messages, + * the mouse is over is a child window. Below when handling some messages, * we make sure that we process callbacks on the child window instead. * This mirrors how GLUT does things. */