/* * freeglut_window.c * * Window management methods. * * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved. * Written by Pawel W. Olszta, * Creation date: Fri Dec 3 1999 * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include "freeglut_internal.h" #if TARGET_HOST_WINCE #include #pragma comment( lib, "Aygshell.lib" ) static wchar_t* fghWstrFromStr(const char* str) { int i,len=strlen(str); wchar_t* wstr = (wchar_t*)malloc(2*len+2); for(i=0; iWindow.Device, BITSPIXEL ); ppfd = &pfd; pixelformat = ChoosePixelFormat( window->Window.Device, ppfd ); if( pixelformat == 0 ) return GL_FALSE; if( checkOnly ) return GL_TRUE; return SetPixelFormat( window->Window.Device, pixelformat, ppfd ); #endif /* TARGET_HOST_WINCE */ } #endif /* * Sets the OpenGL context and the fgStructure "Current Window" pointer to * the window structure passed in. */ void fgSetWindow ( SFG_Window *window ) { #if TARGET_HOST_UNIX_X11 if ( window ) glXMakeCurrent( fgDisplay.Display, window->Window.Handle, window->Window.Context ); #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE if( fgStructure.CurrentWindow ) ReleaseDC( fgStructure.CurrentWindow->Window.Handle, fgStructure.CurrentWindow->Window.Device ); if ( window ) { window->Window.Device = GetDC( window->Window.Handle ); wglMakeCurrent( window->Window.Device, window->Window.Context ); } #endif fgStructure.CurrentWindow = window; } /* * Opens a window. Requires a SFG_Window object created and attached * to the freeglut structure. OpenGL context is created here. */ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode, GLboolean isSubWindow ) { #if TARGET_HOST_UNIX_X11 XSetWindowAttributes winAttr; XTextProperty textProperty; XSizeHints sizeHints; XWMHints wmHints; unsigned long mask; unsigned int current_DisplayMode = fgState.DisplayMode ; /* Save the display mode if we are creating a menu window */ if( window->IsMenu && ( ! fgStructure.MenuContext ) ) fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ; window->Window.VisualInfo = fgChooseVisual( ); if( window->IsMenu && ( ! fgStructure.MenuContext ) ) fgState.DisplayMode = current_DisplayMode ; if( ! window->Window.VisualInfo ) { /* * The "fgChooseVisual" returned a null meaning that the visual * context is not available. * Try a couple of variations to see if they will work. */ if( !( fgState.DisplayMode & GLUT_DOUBLE ) ) { fgState.DisplayMode |= GLUT_DOUBLE ; window->Window.VisualInfo = fgChooseVisual( ); fgState.DisplayMode &= ~GLUT_DOUBLE; } /* * GLUT also checks for multi-sampling, but I don't see that * anywhere else in FREEGLUT so I won't bother with it for the moment. */ } FREEGLUT_INTERNAL_ERROR_EXIT( window->Window.VisualInfo != NULL, "Visual with necessary capabilities not found", "fgOpenWindow" ); /* * XXX HINT: the masks should be updated when adding/removing callbacks. * XXX This might speed up message processing. Is that true? * XXX * XXX A: Not appreciably, but it WILL make it easier to debug. * XXX Try tracing old GLUT and try tracing freeglut. Old GLUT * XXX turns off events that it doesn't need and is a whole lot * XXX more pleasant to trace. (Think mouse-motion! Tons of * XXX ``bonus'' GUI events stream in.) */ winAttr.event_mask = StructureNotifyMask | SubstructureNotifyMask | ExposureMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask | VisibilityChangeMask | EnterWindowMask | LeaveWindowMask | PointerMotionMask | ButtonMotionMask; winAttr.background_pixmap = None; winAttr.background_pixel = 0; winAttr.border_pixel = 0; winAttr.colormap = XCreateColormap( fgDisplay.Display, fgDisplay.RootWindow, window->Window.VisualInfo->visual, AllocNone ); mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; if( window->IsMenu || ( gameMode == GL_TRUE ) ) { winAttr.override_redirect = True; mask |= CWOverrideRedirect; } window->Window.Handle = XCreateWindow( fgDisplay.Display, window->Parent == NULL ? fgDisplay.RootWindow : window->Parent->Window.Handle, x, y, w, h, 0, window->Window.VisualInfo->depth, InputOutput, window->Window.VisualInfo->visual, mask, &winAttr ); /* * The GLX context creation, possibly trying the direct context rendering * or else use the current context if the user has so specified */ if( window->IsMenu ) { /* * If there isn't already an OpenGL rendering context for menu * windows, make one */ if( !fgStructure.MenuContext ) { fgStructure.MenuContext = (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) ); fgStructure.MenuContext->VisualInfo = window->Window.VisualInfo; fgStructure.MenuContext->Context = glXCreateContext( fgDisplay.Display, fgStructure.MenuContext->VisualInfo, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } /* window->Window.Context = fgStructure.MenuContext->Context; */ window->Window.Context = glXCreateContext( fgDisplay.Display, window->Window.VisualInfo, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } else if( fgState.UseCurrentContext ) { window->Window.Context = glXGetCurrentContext( ); if( ! window->Window.Context ) window->Window.Context = glXCreateContext( fgDisplay.Display, window->Window.VisualInfo, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); } else window->Window.Context = glXCreateContext( fgDisplay.Display, window->Window.VisualInfo, NULL, ( fgState.DirectContext != GLUT_FORCE_INDIRECT_CONTEXT ) ); #if !defined( __FreeBSD__ ) && !defined( __NetBSD__ ) if( !glXIsDirect( fgDisplay.Display, window->Window.Context ) ) { if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT ) fgError( "Unable to force direct context rendering for window '%s'", title ); else if( fgState.DirectContext == GLUT_TRY_DIRECT_CONTEXT ) fgWarning( "Unable to create direct context rendering for window '%s'\nThis may hurt performance.", title ); } #endif /* * XXX Assume the new window is visible by default * XXX Is this a safe assumption? */ window->State.Visible = GL_TRUE; sizeHints.flags = 0; if ( fgState.Position.Use ) sizeHints.flags |= USPosition; if ( fgState.Size.Use ) sizeHints.flags |= USSize; /* * Fill in the size hints values now (the x, y, width and height * settings are obsolete, are there any more WMs that support them?) * Unless the X servers actually stop supporting these, we should * continue to fill them in. It is *not* our place to tell the user * that they should replace a window manager that they like, and which * works, just because *we* think that it's not "modern" enough. */ sizeHints.x = x; sizeHints.y = y; sizeHints.width = w; sizeHints.height = h; wmHints.flags = StateHint; wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState; /* Prepare the window and iconified window names... */ XStringListToTextProperty( (char **) &title, 1, &textProperty ); XSetWMProperties( fgDisplay.Display, window->Window.Handle, &textProperty, &textProperty, 0, 0, &sizeHints, &wmHints, NULL ); XFree( textProperty.value ); XSetWMProtocols( fgDisplay.Display, window->Window.Handle, &fgDisplay.DeleteWindow, 1 ); glXMakeCurrent( fgDisplay.Display, window->Window.Handle, window->Window.Context ); XMapWindow( fgDisplay.Display, window->Window.Handle ); #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE WNDCLASS wc; DWORD flags; DWORD exFlags = 0; ATOM atom; /* Grab the window class we have registered on glutInit(): */ atom = GetClassInfo( fgDisplay.Instance, _T("FREEGLUT"), &wc ); FREEGLUT_INTERNAL_ERROR_EXIT ( atom, "Window Class Info Not Found", "fgOpenWindow" ); if( gameMode ) { FREEGLUT_INTERNAL_ERROR_EXIT ( window->Parent == NULL, "Game mode being invoked on a subwindow", "fgOpenWindow" ); /* * Set the window creation flags appropriately to make the window * entirely visible: */ flags = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; } else { #if !TARGET_HOST_WINCE if ( ( ! isSubWindow ) && ( ! window->IsMenu ) ) { /* * Update the window dimensions, taking account of window * decorations. "freeglut" is to create the window with the * outside of its border at (x,y) and with dimensions (w,h). */ w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2; h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + GetSystemMetrics( SM_CYCAPTION ); } #endif /* TARGET_HOST_WINCE */ if( ! fgState.Position.Use ) { x = CW_USEDEFAULT; y = CW_USEDEFAULT; } if( ! fgState.Size.Use ) { w = CW_USEDEFAULT; h = CW_USEDEFAULT; } /* * There's a small difference between creating the top, child and * game mode windows */ flags = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_VISIBLE; if ( window->IsMenu ) { flags |= WS_POPUP; exFlags |= WS_EX_TOOLWINDOW; } #if !TARGET_HOST_WINCE else if( window->Parent == NULL ) flags |= WS_OVERLAPPEDWINDOW; #endif else flags |= WS_CHILD; } #if TARGET_HOST_WINCE { wchar_t* wstr = fghWstrFromStr(title); window->Window.Handle = CreateWindow( _T("FREEGLUT"), wstr, WS_VISIBLE | WS_POPUP, 0,0, 240,320, NULL, NULL, fgDisplay.Instance, (LPVOID) window ); free(wstr); SHFullScreen(window->Window.Handle, SHFS_HIDESTARTICON); SHFullScreen(window->Window.Handle, SHFS_HIDESIPBUTTON); SHFullScreen(window->Window.Handle, SHFS_HIDETASKBAR); MoveWindow(window->Window.Handle, 0, 0, 240, 320, TRUE); ShowWindow(window->Window.Handle, SW_SHOW); UpdateWindow(window->Window.Handle); } #else window->Window.Handle = CreateWindowEx( exFlags, "FREEGLUT", title, flags, x, y, w, h, (HWND) window->Parent == NULL ? NULL : window->Parent->Window.Handle, (HMENU) NULL, fgDisplay.Instance, (LPVOID) window ); #endif /* TARGET_HOST_WINCE */ if( !( window->Window.Handle ) ) fgError( "Failed to create a window (%s)!", title ); #if TARGET_HOST_WINCE ShowWindow( window->Window.Handle, SW_SHOW ); #else ShowWindow( window->Window.Handle, fgState.ForceIconic ? SW_SHOWMINIMIZED : SW_SHOW ); #endif /* TARGET_HOST_WINCE */ UpdateWindow( window->Window.Handle ); ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */ #endif fgSetWindow( window ); window->Window.DoubleBuffered = ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0; if ( ! window->Window.DoubleBuffered ) { glDrawBuffer ( GL_FRONT ); glReadBuffer ( GL_FRONT ); } } /* * Closes a window, destroying the frame and OpenGL context */ void fgCloseWindow( SFG_Window* window ) { #if TARGET_HOST_UNIX_X11 glXDestroyContext( fgDisplay.Display, window->Window.Context ); XDestroyWindow( fgDisplay.Display, window->Window.Handle ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE /* Make sure we don't close a window with current context active */ if( fgStructure.CurrentWindow == window ) wglMakeCurrent( NULL, NULL ); /* * Step through the list of windows. If the rendering context * is not being used by another window, then we delete it. */ { int used = FALSE ; SFG_Window *iter ; for( iter = (SFG_Window *)fgStructure.Windows.First; iter; iter = (SFG_Window *)iter->Node.Next ) { if( ( iter->Window.Context == window->Window.Context ) && ( iter != window ) ) used = TRUE; } if( ! used ) wglDeleteContext( window->Window.Context ); } DestroyWindow( window->Window.Handle ); #endif } /* -- INTERFACE FUNCTIONS -------------------------------------------------- */ /* * Creates a new top-level freeglut window */ int FGAPIENTRY glutCreateWindow( const char* title ) { /* XXX GLUT does not exit; it simply calls "glutInit" quietly if the * XXX application has not already done so. The "freeglut" community * XXX decided not to go this route (freeglut-developer e-mail from * XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer] * XXX Desired 'freeglut' behaviour when there is no current window" */ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" ); return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y, fgState.Size.X, fgState.Size.Y, GL_FALSE, GL_FALSE )->ID; } /* * This function creates a sub window. */ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h ) { int ret = 0; SFG_Window* window = NULL; SFG_Window* parent = NULL; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" ); parent = fgWindowByID( parentID ); freeglut_return_val_if_fail( parent != NULL, 0 ); if ( x < 0 ) { x = parent->State.Width + x ; if ( w >= 0 ) x -= w ; } if ( w < 0 ) w = parent->State.Width - x + w ; if ( w < 0 ) { x += w ; w = -w ; } if ( y < 0 ) { y = parent->State.Height + y ; if ( h >= 0 ) y -= h ; } if ( h < 0 ) h = parent->State.Height - y + h ; if ( h < 0 ) { y += h ; h = -h ; } window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE ); ret = window->ID; return ret; } /* * Destroys a window and all of its subwindows */ void FGAPIENTRY glutDestroyWindow( int windowID ) { SFG_Window* window; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" ); window = fgWindowByID( windowID ); freeglut_return_if_fail( window != NULL ); { fgExecutionState ExecState = fgState.ExecState; fgAddToWindowDestroyList( window ); fgState.ExecState = ExecState; } } /* * This function selects the current window */ void FGAPIENTRY glutSetWindow( int ID ) { SFG_Window* window = NULL; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" ); if( fgStructure.CurrentWindow != NULL ) if( fgStructure.CurrentWindow->ID == ID ) return; window = fgWindowByID( ID ); if( window == NULL ) { fgWarning( "glutSetWindow(): window ID %d not found!", ID ); return; } fgSetWindow( window ); } /* * This function returns the ID number of the current window, 0 if none exists */ int FGAPIENTRY glutGetWindow( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindow" ); if( fgStructure.CurrentWindow == NULL ) return 0; return fgStructure.CurrentWindow->ID; } /* * This function makes the current window visible */ void FGAPIENTRY glutShowWindow( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" ); #if TARGET_HOST_UNIX_X11 XMapWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_SHOW ); #endif fgStructure.CurrentWindow->State.Redisplay = GL_TRUE; } /* * This function hides the current window */ void FGAPIENTRY glutHideWindow( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" ); #if TARGET_HOST_UNIX_X11 if( fgStructure.CurrentWindow->Parent == NULL ) XWithdrawWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, fgDisplay.Screen ); else XUnmapWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_HIDE ); #endif fgStructure.CurrentWindow->State.Redisplay = GL_FALSE; } /* * Iconify the current window (top-level windows only) */ void FGAPIENTRY glutIconifyWindow( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" ); fgStructure.CurrentWindow->State.Visible = GL_FALSE; #if TARGET_HOST_UNIX_X11 XIconifyWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, fgDisplay.Screen ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE ShowWindow( fgStructure.CurrentWindow->Window.Handle, SW_MINIMIZE ); #endif fgStructure.CurrentWindow->State.Redisplay = GL_FALSE; } /* * Set the current window's title */ void FGAPIENTRY glutSetWindowTitle( const char* title ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" ); if( ! fgStructure.CurrentWindow->Parent ) { #if TARGET_HOST_UNIX_X11 XTextProperty text; text.value = (unsigned char *) title; text.encoding = XA_STRING; text.format = 8; text.nitems = strlen( title ); XSetWMName( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, &text ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 SetWindowText( fgStructure.CurrentWindow->Window.Handle, title ); #elif TARGET_HOST_WINCE { wchar_t* wstr = fghWstrFromStr(title); SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr ); free(wstr); } #endif } } /* * Set the current window's iconified title */ void FGAPIENTRY glutSetIconTitle( const char* title ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" ); if( ! fgStructure.CurrentWindow->Parent ) { #if TARGET_HOST_UNIX_X11 XTextProperty text; text.value = (unsigned char *) title; text.encoding = XA_STRING; text.format = 8; text.nitems = strlen( title ); XSetWMIconName( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, &text ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 SetWindowText( fgStructure.CurrentWindow->Window.Handle, title ); #elif TARGET_HOST_WINCE { wchar_t* wstr = fghWstrFromStr(title); SetWindowText( fgStructure.CurrentWindow->Window.Handle, wstr ); free(wstr); } #endif } } /* * Change the current window's size */ void FGAPIENTRY glutReshapeWindow( int width, int height ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" ); fgStructure.CurrentWindow->State.NeedToResize = GL_TRUE; fgStructure.CurrentWindow->State.Width = width ; fgStructure.CurrentWindow->State.Height = height; } /* * Change the current window's position */ void FGAPIENTRY glutPositionWindow( int x, int y ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPositionWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPositionWindow" ); #if TARGET_HOST_UNIX_X11 XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, x, y ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE { RECT winRect; /* "GetWindowRect" returns the pixel coordinates of the outside of the window */ GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect ); MoveWindow( fgStructure.CurrentWindow->Window.Handle, x, y, winRect.right - winRect.left, winRect.bottom - winRect.top, TRUE ); } #endif } /* * Lowers the current window (by Z order change) */ void FGAPIENTRY glutPushWindow( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" ); #if TARGET_HOST_UNIX_X11 XLowerWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE SetWindowPos( fgStructure.CurrentWindow->Window.Handle, HWND_BOTTOM, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE ); #endif } /* * Raises the current window (by Z order change) */ void FGAPIENTRY glutPopWindow( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" ); #if TARGET_HOST_UNIX_X11 XRaiseWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE SetWindowPos( fgStructure.CurrentWindow->Window.Handle, HWND_TOP, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE ); #endif } /* * Resize the current window so that it fits the whole screen */ void FGAPIENTRY glutFullScreen( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" ); { #if TARGET_HOST_UNIX_X11 int x, y; Window w; XMoveResizeWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, 0, 0, fgDisplay.ScreenWidth, fgDisplay.ScreenHeight ); XFlush( fgDisplay.Display ); /* This is needed */ XTranslateCoordinates( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, fgDisplay.RootWindow, 0, 0, &x, &y, &w ); if (x || y) { XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle, -x, -y ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ } #elif TARGET_HOST_WIN32 RECT rect; /* For fullscreen mode, force the top-left corner to 0,0 * and adjust the window rectangle so that the client area * covers the whole screen. */ rect.left = 0; rect.top = 0; rect.right = fgDisplay.ScreenWidth; rect.bottom = fgDisplay.ScreenHeight; AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, FALSE ); /* * SWP_NOACTIVATE Do not activate the window * SWP_NOOWNERZORDER Do not change position in z-order * SWP_NOSENDCHANGING Supress WM_WINDOWPOSCHANGING message * SWP_NOZORDER Retains the current Z order (ignore 2nd param) */ SetWindowPos( fgStructure.CurrentWindow->Window.Handle, HWND_TOP, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOZORDER ); #endif } } /* * A.Donev: Set and retrieve the window's user data */ void* FGAPIENTRY glutGetWindowData( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" ); return fgStructure.CurrentWindow->UserData; } void FGAPIENTRY glutSetWindowData(void* data) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" ); fgStructure.CurrentWindow->UserData = data; } /*** END OF FILE ***/