Removed the state variable BuildingAMenu.
Instead pass a new parameter isMenu to fgCreateWindow(). Elsewhere use window->IsMenu. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@354 7f0cb862-5218-0410-a997-914c9d46530a
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@ -425,7 +425,7 @@ int FGAPIENTRY glutEnterGameMode( void )
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fgStructure.GameMode = fgCreateWindow(
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NULL, "FREEGLUT", 0, 0,
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fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE
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fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
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);
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#if TARGET_HOST_UNIX_X11
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@ -76,7 +76,6 @@ SFG_State fgState = { { -1, -1, GL_FALSE }, /* Position */
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#endif
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{ NULL, NULL }, /* Timers */
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NULL, /* IdleCallback */
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GL_FALSE, /* BuildingAMenu */
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0, /* ActiveMenus */
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NULL, /* MenuStateCallback */
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NULL, /* MenuStatusCallback */
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@ -240,7 +240,6 @@ struct tagSFG_State
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FGCBIdle IdleCallback; /* The global idle callback */
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GLboolean BuildingAMenu; /* Are we presently making a menu */
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int ActiveMenus; /* Num. of currently active menus */
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FGCBMenuState MenuStateCallback; /* Menu callbacks are global */
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FGCBMenuStatus MenuStatusCallback;
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@ -705,7 +704,8 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
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* Defined in freeglut_structure.c, freeglut_window.c.
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*/
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SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
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int x, int y, int w, int h, GLboolean gameMode );
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int x, int y, int w, int h,
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GLboolean gameMode, GLboolean isMenu );
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void fgSetWindow ( SFG_Window *window );
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void fgOpenWindow( SFG_Window* window, const char* title,
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int x, int y, int w, int h, GLboolean gameMode,
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@ -1100,7 +1100,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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window->Window.Handle = hWnd;
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window->Window.Device = GetDC( hWnd );
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if( fgState.BuildingAMenu )
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if( window->IsMenu )
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{
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unsigned int current_DisplayMode = fgState.DisplayMode;
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fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
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@ -69,7 +69,8 @@ void fgClearCallBacks( SFG_Window *window )
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* If parent is set to NULL, the window created will be a topmost one.
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*/
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SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
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int x, int y, int w, int h, GLboolean gameMode )
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int x, int y, int w, int h,
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GLboolean gameMode, GLboolean isMenu )
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{
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/*
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* Have the window object created
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@ -106,7 +107,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
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window->State.Cursor = GLUT_CURSOR_INHERIT;
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window->State.Modifiers = 0xffffffff;
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window->IsMenu = fgState.BuildingAMenu ;
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window->IsMenu = isMenu;
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/*
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* Open the window now. The fgOpenWindow() function is system
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@ -142,22 +143,13 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
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menu->ParentWindow = fgStructure.Window;
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/*
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* Create a window for the menu to reside in. Set the
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* global variable BuildingAMenu to true so we can ensure
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* it is created without decorations.
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* Create a window for the menu to reside in.
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*/
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fgState.BuildingAMenu = GL_TRUE;
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fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE );
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fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE, GL_TRUE );
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menu->Window = fgStructure.Window;
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glutDisplayFunc( fgDisplayMenu );
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/*
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* While BuildingAMenu is true, all windows built have no decorations.
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* That's not a good default behavior, so let's set it false again.
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*/
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fgState.BuildingAMenu = GL_FALSE;
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glutHideWindow( ); /* Hide the window for now */
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fgSetWindow( current_window );
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@ -265,7 +265,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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* XXX With a little thought, we should be able to greatly
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* XXX simplify this.
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*/
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if ( !fgState.BuildingAMenu )
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if ( !window->IsMenu )
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window->Window.VisualInfo = fgChooseVisual();
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else if ( fgStructure.MenuContext )
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window->Window.VisualInfo = fgChooseVisual();
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@ -327,7 +327,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
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if ( fgState.BuildingAMenu )
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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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@ -347,7 +347,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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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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*/
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if ( fgState.BuildingAMenu )
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if ( window->IsMenu )
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{
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/*
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* If there isn't already an OpenGL rendering context for menu
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@ -573,7 +573,8 @@ void fgCloseWindow( SFG_Window* window )
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int FGAPIENTRY glutCreateWindow( const char* title )
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{
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return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
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fgState.Size.X, fgState.Size.Y, GL_FALSE )->ID;
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fgState.Size.X, fgState.Size.Y, GL_FALSE,
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GL_FALSE )->ID;
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}
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/*
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@ -587,7 +588,7 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
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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 );
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window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
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return window->ID;
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}
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