Changing "GameMode" to "GameModeWindow ... and testing whether I can get to SVN directly
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@696 7f0cb862-5218-0410-a997-914c9d46530a
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@ -1176,3 +1176,11 @@ original GLUT.
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(304) Updated build requirements for SuSE 10.1.
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(304) Updated build requirements for SuSE 10.1.
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(305) Check fgets for return value to avoid warnings.
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(305) Check fgets for return value to avoid warnings.
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**************************************************************************
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* Changes on September 20, 2006
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**************************************************************************
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(306) Changed "fgStructure.GameMode" to "fgStructure.GameModeWindow" to
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reflect better what it is
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@ -417,8 +417,8 @@ int FGAPIENTRY glutEnterGameMode( void )
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{
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{
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
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if( fgStructure.GameMode )
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if( fgStructure.GameModeWindow )
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fgAddToWindowDestroyList( fgStructure.GameMode );
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fgAddToWindowDestroyList( fgStructure.GameModeWindow );
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else
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else
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fghRememberState( );
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fghRememberState( );
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@ -428,16 +428,16 @@ int FGAPIENTRY glutEnterGameMode( void )
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return 0;
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return 0;
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}
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}
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fgStructure.GameMode = fgCreateWindow(
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fgStructure.GameModeWindow = fgCreateWindow(
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NULL, "FREEGLUT", 0, 0,
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NULL, "FREEGLUT", 0, 0,
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fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
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fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
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);
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);
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fgStructure.GameMode->State.Width = fgState.GameModeSize.X;
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fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
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fgStructure.GameMode->State.Height = fgState.GameModeSize.Y;
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fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
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fgStructure.GameMode->State.NeedToResize = GL_TRUE;
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fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
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fgStructure.GameMode->State.IsGameMode = GL_TRUE;
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fgStructure.GameModeWindow->State.IsGameMode = GL_TRUE;
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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@ -457,12 +457,12 @@ int FGAPIENTRY glutEnterGameMode( void )
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* the application which we have to aviod, so wait until it's viewable:
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* the application which we have to aviod, so wait until it's viewable:
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*/
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*/
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while( GrabSuccess != XGrabPointer(
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while( GrabSuccess != XGrabPointer(
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fgDisplay.Display, fgStructure.GameMode->Window.Handle,
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fgDisplay.Display, fgStructure.GameModeWindow->Window.Handle,
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TRUE,
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TRUE,
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ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
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ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
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| PointerMotionMask,
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| PointerMotionMask,
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GrabModeAsync, GrabModeAsync,
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GrabModeAsync, GrabModeAsync,
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fgStructure.GameMode->Window.Handle, None, CurrentTime) )
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fgStructure.GameModeWindow->Window.Handle, None, CurrentTime) )
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usleep( 100 );
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usleep( 100 );
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/*
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/*
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@ -471,7 +471,7 @@ int FGAPIENTRY glutEnterGameMode( void )
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*/
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*/
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XSetInputFocus(
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XSetInputFocus(
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fgDisplay.Display,
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fgDisplay.Display,
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fgStructure.GameMode->Window.Handle,
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fgStructure.GameModeWindow->Window.Handle,
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RevertToNone,
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RevertToNone,
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CurrentTime
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CurrentTime
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);
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);
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@ -521,7 +521,7 @@ int FGAPIENTRY glutEnterGameMode( void )
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/* Grab the keyboard, too */
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/* Grab the keyboard, too */
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XGrabKeyboard(
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XGrabKeyboard(
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fgDisplay.Display,
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fgDisplay.Display,
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fgStructure.GameMode->Window.Handle,
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fgStructure.GameModeWindow->Window.Handle,
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FALSE,
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FALSE,
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GrabModeAsync, GrabModeAsync,
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GrabModeAsync, GrabModeAsync,
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CurrentTime
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CurrentTime
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@ -529,7 +529,7 @@ int FGAPIENTRY glutEnterGameMode( void )
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#endif
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#endif
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return fgStructure.GameMode->ID;
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return fgStructure.GameModeWindow->ID;
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}
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}
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/*
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/*
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@ -539,12 +539,12 @@ void FGAPIENTRY glutLeaveGameMode( void )
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{
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{
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
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freeglut_return_if_fail( fgStructure.GameMode );
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freeglut_return_if_fail( fgStructure.GameModeWindow );
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fgStructure.GameMode->State.IsGameMode = GL_FALSE;
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fgStructure.GameModeWindow->State.IsGameMode = GL_FALSE;
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fgAddToWindowDestroyList( fgStructure.GameMode );
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fgAddToWindowDestroyList( fgStructure.GameModeWindow );
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fgStructure.GameMode = NULL;
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fgStructure.GameModeWindow = NULL;
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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@ -566,7 +566,7 @@ int FGAPIENTRY glutGameModeGet( GLenum eWhat )
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switch( eWhat )
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switch( eWhat )
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{
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{
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case GLUT_GAME_MODE_ACTIVE:
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case GLUT_GAME_MODE_ACTIVE:
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return !!fgStructure.GameMode;
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return !!fgStructure.GameModeWindow;
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case GLUT_GAME_MODE_POSSIBLE:
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case GLUT_GAME_MODE_POSSIBLE:
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return fghChangeDisplayMode( GL_TRUE );
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return fghChangeDisplayMode( GL_TRUE );
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@ -587,7 +587,7 @@ int FGAPIENTRY glutGameModeGet( GLenum eWhat )
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/*
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/*
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* This is true if the game mode has been activated successfully..
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* This is true if the game mode has been activated successfully..
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*/
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*/
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return !!fgStructure.GameMode;
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return !!fgStructure.GameModeWindow;
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}
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}
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fgWarning( "Unknown gamemode get: %d", eWhat );
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fgWarning( "Unknown gamemode get: %d", eWhat );
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@ -592,19 +592,19 @@ struct tagSFG_WindowList
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typedef struct tagSFG_Structure SFG_Structure;
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typedef struct tagSFG_Structure SFG_Structure;
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struct tagSFG_Structure
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struct tagSFG_Structure
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{
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{
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SFG_List Windows; /* The global windows list */
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SFG_List Windows; /* The global windows list */
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SFG_List Menus; /* The global menus list */
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SFG_List Menus; /* The global menus list */
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SFG_List WindowsToDestroy;
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SFG_List WindowsToDestroy;
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SFG_Window* CurrentWindow; /* The currently set window */
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SFG_Window* CurrentWindow; /* The currently set window */
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SFG_Menu* CurrentMenu; /* Same, but menu... */
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SFG_Menu* CurrentMenu; /* Same, but menu... */
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SFG_MenuContext* MenuContext; /* OpenGL rendering context for menus */
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SFG_MenuContext* MenuContext; /* OpenGL rendering context for menus */
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SFG_Window* GameMode; /* The game mode window */
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SFG_Window* GameModeWindow; /* The game mode window */
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int WindowID; /* The new current window ID */
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int WindowID; /* The new current window ID */
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int MenuID; /* The new current menu ID */
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int MenuID; /* The new current menu ID */
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};
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};
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/*
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/*
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@ -140,7 +140,7 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
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*/
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*/
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static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
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static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
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{
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{
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if( fgStructure.GameMode )
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if( fgStructure.GameModeWindow )
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{
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{
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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int wx, wy;
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int wx, wy;
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@ -370,7 +370,7 @@ int FGAPIENTRY glutGet( GLenum eWhat )
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/* ...then we've got to correct the results we've just received... */
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/* ...then we've got to correct the results we've just received... */
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#if !TARGET_HOST_WINCE
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#if !TARGET_HOST_WINCE
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if ( ( fgStructure.GameMode != fgStructure.CurrentWindow ) && ( fgStructure.CurrentWindow->Parent == NULL ) &&
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if ( ( fgStructure.GameModeWindow != fgStructure.CurrentWindow ) && ( fgStructure.CurrentWindow->Parent == NULL ) &&
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( ! fgStructure.CurrentWindow->IsMenu ) )
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( ! fgStructure.CurrentWindow->IsMenu ) )
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{
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{
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winRect.left += GetSystemMetrics( SM_CXSIZEFRAME );
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winRect.left += GetSystemMetrics( SM_CXSIZEFRAME );
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fgStructure.CurrentWindow = NULL;
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fgStructure.CurrentWindow = NULL;
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fgStructure.CurrentMenu = NULL;
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fgStructure.CurrentMenu = NULL;
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fgStructure.MenuContext = NULL;
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fgStructure.MenuContext = NULL;
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fgStructure.GameMode = NULL;
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fgStructure.GameModeWindow = NULL;
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fgStructure.WindowID = 0;
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fgStructure.WindowID = 0;
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fgStructure.MenuID = 0;
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fgStructure.MenuID = 0;
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}
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}
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