Cleanup to fgSetWindow(). The usual suspects:
* Removed tabs. * Made indentation consistant. * Killed off say-nothing-new comments. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@274 7f0cb862-5218-0410-a997-914c9d46530a
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570e2aa0b6
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@ -215,50 +215,32 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
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#endif
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/*
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* Sets the OpenGL context and the fgStructure "Current Window" pointer to the window
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* structure passed in.
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* Sets the OpenGL context and the fgStructure "Current Window" pointer to
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* the window structure passed in.
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*/
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void fgSetWindow ( SFG_Window *window )
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{
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#if TARGET_HOST_UNIX_X11
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if ( window )
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{
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/*
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* Make the selected window's GLX context the current one
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*/
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glXMakeCurrent(
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fgDisplay.Display,
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window->Window.Handle,
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window->Window.Context
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);
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}
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if ( window )
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glXMakeCurrent(
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fgDisplay.Display,
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window->Window.Handle,
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window->Window.Context
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);
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#elif TARGET_HOST_WIN32
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/*
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* Release the previous' context's device context
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*/
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if( fgStructure.Window != NULL )
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ReleaseDC( fgStructure.Window->Window.Handle, fgStructure.Window->Window.Device );
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if( fgStructure.Window )
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ReleaseDC( fgStructure.Window->Window.Handle,
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fgStructure.Window->Window.Device );
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if ( window )
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{
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/*
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* We will care about releasing the device context later
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*/
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window->Window.Device = GetDC( window->Window.Handle );
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/*
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* Set the new current context:
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*/
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wglMakeCurrent(
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window->Window.Device,
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window->Window.Context
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if ( window )
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{
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window->Window.Device = GetDC( window->Window.Handle );
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wglMakeCurrent(
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window->Window.Device,
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window->Window.Context
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);
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}
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}
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#endif
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/*
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* Remember that we have changed the current window state
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*/
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fgStructure.Window = window;
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}
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