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
This commit is contained in:
fayjf 2006-09-21 17:13:37 +00:00
parent 3929b150ac
commit d4e5d7ed27
6 changed files with 37 additions and 29 deletions

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@ -1176,3 +1176,11 @@ original GLUT.
(304) Updated build requirements for SuSE 10.1.
(305) Check fgets for return value to avoid warnings.
**************************************************************************
* Changes on September 20, 2006
**************************************************************************
(306) Changed "fgStructure.GameMode" to "fgStructure.GameModeWindow" to
reflect better what it is

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@ -417,8 +417,8 @@ int FGAPIENTRY glutEnterGameMode( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );
if( fgStructure.GameMode )
fgAddToWindowDestroyList( fgStructure.GameMode );
if( fgStructure.GameModeWindow )
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
else
fghRememberState( );
@ -428,16 +428,16 @@ int FGAPIENTRY glutEnterGameMode( void )
return 0;
}
fgStructure.GameMode = fgCreateWindow(
fgStructure.GameModeWindow = fgCreateWindow(
NULL, "FREEGLUT", 0, 0,
fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
);
fgStructure.GameMode->State.Width = fgState.GameModeSize.X;
fgStructure.GameMode->State.Height = fgState.GameModeSize.Y;
fgStructure.GameMode->State.NeedToResize = GL_TRUE;
fgStructure.GameModeWindow->State.Width = fgState.GameModeSize.X;
fgStructure.GameModeWindow->State.Height = fgState.GameModeSize.Y;
fgStructure.GameModeWindow->State.NeedToResize = GL_TRUE;
fgStructure.GameMode->State.IsGameMode = GL_TRUE;
fgStructure.GameModeWindow->State.IsGameMode = GL_TRUE;
#if TARGET_HOST_UNIX_X11
@ -457,12 +457,12 @@ int FGAPIENTRY glutEnterGameMode( void )
* the application which we have to aviod, so wait until it's viewable:
*/
while( GrabSuccess != XGrabPointer(
fgDisplay.Display, fgStructure.GameMode->Window.Handle,
fgDisplay.Display, fgStructure.GameModeWindow->Window.Handle,
TRUE,
ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
| PointerMotionMask,
GrabModeAsync, GrabModeAsync,
fgStructure.GameMode->Window.Handle, None, CurrentTime) )
fgStructure.GameModeWindow->Window.Handle, None, CurrentTime) )
usleep( 100 );
/*
@ -471,7 +471,7 @@ int FGAPIENTRY glutEnterGameMode( void )
*/
XSetInputFocus(
fgDisplay.Display,
fgStructure.GameMode->Window.Handle,
fgStructure.GameModeWindow->Window.Handle,
RevertToNone,
CurrentTime
);
@ -521,7 +521,7 @@ int FGAPIENTRY glutEnterGameMode( void )
/* Grab the keyboard, too */
XGrabKeyboard(
fgDisplay.Display,
fgStructure.GameMode->Window.Handle,
fgStructure.GameModeWindow->Window.Handle,
FALSE,
GrabModeAsync, GrabModeAsync,
CurrentTime
@ -529,7 +529,7 @@ int FGAPIENTRY glutEnterGameMode( void )
#endif
return fgStructure.GameMode->ID;
return fgStructure.GameModeWindow->ID;
}
/*
@ -539,12 +539,12 @@ void FGAPIENTRY glutLeaveGameMode( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );
freeglut_return_if_fail( fgStructure.GameMode );
freeglut_return_if_fail( fgStructure.GameModeWindow );
fgStructure.GameMode->State.IsGameMode = GL_FALSE;
fgStructure.GameModeWindow->State.IsGameMode = GL_FALSE;
fgAddToWindowDestroyList( fgStructure.GameMode );
fgStructure.GameMode = NULL;
fgAddToWindowDestroyList( fgStructure.GameModeWindow );
fgStructure.GameModeWindow = NULL;
#if TARGET_HOST_UNIX_X11
@ -566,7 +566,7 @@ int FGAPIENTRY glutGameModeGet( GLenum eWhat )
switch( eWhat )
{
case GLUT_GAME_MODE_ACTIVE:
return !!fgStructure.GameMode;
return !!fgStructure.GameModeWindow;
case GLUT_GAME_MODE_POSSIBLE:
return fghChangeDisplayMode( GL_TRUE );
@ -587,7 +587,7 @@ int FGAPIENTRY glutGameModeGet( GLenum eWhat )
/*
* This is true if the game mode has been activated successfully..
*/
return !!fgStructure.GameMode;
return !!fgStructure.GameModeWindow;
}
fgWarning( "Unknown gamemode get: %d", eWhat );

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@ -592,19 +592,19 @@ struct tagSFG_WindowList
typedef struct tagSFG_Structure SFG_Structure;
struct tagSFG_Structure
{
SFG_List Windows; /* The global windows list */
SFG_List Menus; /* The global menus list */
SFG_List Windows; /* The global windows list */
SFG_List Menus; /* The global menus list */
SFG_List WindowsToDestroy;
SFG_Window* CurrentWindow; /* The currently set window */
SFG_Menu* CurrentMenu; /* Same, but menu... */
SFG_Window* CurrentWindow; /* The currently set window */
SFG_Menu* CurrentMenu; /* Same, but menu... */
SFG_MenuContext* MenuContext; /* OpenGL rendering context for menus */
SFG_MenuContext* MenuContext; /* OpenGL rendering context for menus */
SFG_Window* GameMode; /* The game mode window */
SFG_Window* GameModeWindow; /* The game mode window */
int WindowID; /* The new current window ID */
int MenuID; /* The new current menu ID */
int WindowID; /* The new current window ID */
int MenuID; /* The new current menu ID */
};
/*

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@ -140,7 +140,7 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
*/
static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
{
if( fgStructure.GameMode )
if( fgStructure.GameModeWindow )
{
#if TARGET_HOST_UNIX_X11
int wx, wy;

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@ -370,7 +370,7 @@ int FGAPIENTRY glutGet( GLenum eWhat )
/* ...then we've got to correct the results we've just received... */
#if !TARGET_HOST_WINCE
if ( ( fgStructure.GameMode != fgStructure.CurrentWindow ) && ( fgStructure.CurrentWindow->Parent == NULL ) &&
if ( ( fgStructure.GameModeWindow != fgStructure.CurrentWindow ) && ( fgStructure.CurrentWindow->Parent == NULL ) &&
( ! fgStructure.CurrentWindow->IsMenu ) )
{
winRect.left += GetSystemMetrics( SM_CXSIZEFRAME );

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@ -346,7 +346,7 @@ void fgCreateStructure( void )
fgStructure.CurrentWindow = NULL;
fgStructure.CurrentMenu = NULL;
fgStructure.MenuContext = NULL;
fgStructure.GameMode = NULL;
fgStructure.GameModeWindow = NULL;
fgStructure.WindowID = 0;
fgStructure.MenuID = 0;
}