/* Copyright (c) Mark J. Kilgard, 1994, 1997. */ /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */ #ifdef __VMS #include #endif #include #include #include #include #if !defined(_WIN32) #include #include #endif #include "glutint.h" GLUTwindow *__glutCurrentWindow = NULL; GLUTwindow **__glutWindowList = NULL; int __glutWindowListSize = 0; #if !defined(_WIN32) GLUTstale *__glutStaleWindowList = NULL; #endif GLUTwindow *__glutMenuWindow = NULL; void (*__glutFreeOverlayFunc) (GLUToverlay *); XVisualInfo *(*__glutDetermineVisualFromString) (char *string, Bool * treatAsSingle, Criterion * requiredCriteria, int nRequired, int requiredMask, void **fbc) = NULL; static Criterion requiredWindowCriteria[] = { {LEVEL, EQ, 0}, {TRANSPARENT, EQ, 0} }; static int numRequiredWindowCriteria = sizeof(requiredWindowCriteria) / sizeof(Criterion); static int requiredWindowCriteriaMask = (1 << LEVEL) | (1 << TRANSPARENT); static void cleanWindowWorkList(GLUTwindow * window) { GLUTwindow **pEntry = &__glutWindowWorkList; GLUTwindow *entry = __glutWindowWorkList; /* Tranverse singly-linked window work list look for the window. */ while (entry) { if (entry == window) { /* Found it; delete it. */ *pEntry = entry->prevWorkWin; return; } else { pEntry = &entry->prevWorkWin; entry = *pEntry; } } } #if !defined(_WIN32) static void cleanStaleWindowList(GLUTwindow * window) { GLUTstale **pEntry = &__glutStaleWindowList; GLUTstale *entry = __glutStaleWindowList; /* Tranverse singly-linked stale window list look for the window ID. */ while (entry) { if (entry->window == window) { /* Found it; delete it. */ *pEntry = entry->next; free(entry); return; } else { pEntry = &entry->next; entry = *pEntry; } } } #endif static GLUTwindow *__glutWindowCache = NULL; GLUTwindow * __glutGetWindow(Window win) { int i; /* Does win belong to the last window ID looked up? */ if (__glutWindowCache && (win == __glutWindowCache->win || (__glutWindowCache->overlay && win == __glutWindowCache->overlay->win))) { return __glutWindowCache; } /* Otherwise scan the window list looking for the window ID. */ for (i = 0; i < __glutWindowListSize; i++) { if (__glutWindowList[i]) { if (win == __glutWindowList[i]->win) { __glutWindowCache = __glutWindowList[i]; return __glutWindowCache; } if (__glutWindowList[i]->overlay) { if (win == __glutWindowList[i]->overlay->win) { __glutWindowCache = __glutWindowList[i]; return __glutWindowCache; } } } } #if !defined(_WIN32) { GLUTstale *entry; /* Scan through destroyed overlay window IDs for which no DestroyNotify has yet been received. */ for (entry = __glutStaleWindowList; entry; entry = entry->next) { if (entry->win == win) return entry->window; } } #endif return NULL; } /* CENTRY */ int GLUTAPIENTRY glutGetWindow(void) { if (__glutCurrentWindow) { return __glutCurrentWindow->num + 1; } else { return 0; } } /* ENDCENTRY */ void __glutSetWindow(GLUTwindow * window) { /* It is tempting to try to short-circuit the call to glXMakeCurrent if we "know" we are going to make current to a window we are already current to. In fact, this assumption breaks when GLUT is expected to integrated with other OpenGL windowing APIs that also make current to OpenGL contexts. Since glXMakeCurrent short-circuits the "already bound" case, GLUT avoids the temptation to do so too. */ __glutCurrentWindow = window; MAKE_CURRENT_LAYER(__glutCurrentWindow); #if !defined(_WIN32) /* We should be careful to force a finish between each iteration through the GLUT main loop if indirect OpenGL contexts are in use; indirect contexts tend to have much longer latency because lots of OpenGL extension requests can queue up in the X protocol stream. We accomplish this by posting GLUT_FINISH_WORK to be done. */ if (!__glutCurrentWindow->isDirect) __glutPutOnWorkList(__glutCurrentWindow, GLUT_FINISH_WORK); #endif /* If debugging is enabled, we'll want to check this window for any OpenGL errors every iteration through the GLUT main loop. To accomplish this, we post the GLUT_DEBUG_WORK to be done on this window. */ if (__glutDebug) { __glutPutOnWorkList(__glutCurrentWindow, GLUT_DEBUG_WORK); } } /* CENTRY */ void GLUTAPIENTRY glutSetWindow(int win) { GLUTwindow *window; if (win < 1 || win > __glutWindowListSize) { __glutWarning("glutSetWindow attempted on bogus window."); return; } window = __glutWindowList[win - 1]; if (!window) { __glutWarning("glutSetWindow attempted on bogus window."); return; } __glutSetWindow(window); } /* ENDCENTRY */ static int getUnusedWindowSlot(void) { int i; /* Look for allocated, unused slot. */ for (i = 0; i < __glutWindowListSize; i++) { if (!__glutWindowList[i]) { return i; } } /* Allocate a new slot. */ __glutWindowListSize++; if (__glutWindowList) { __glutWindowList = (GLUTwindow **) realloc(__glutWindowList, __glutWindowListSize * sizeof(GLUTwindow *)); } else { /* XXX Some realloc's do not correctly perform a malloc when asked to perform a realloc on a NULL pointer, though the ANSI C library spec requires this. */ __glutWindowList = (GLUTwindow **) malloc(sizeof(GLUTwindow *)); } if (!__glutWindowList) __glutFatalError("out of memory."); __glutWindowList[__glutWindowListSize - 1] = NULL; return __glutWindowListSize - 1; } static XVisualInfo * getVisualInfoCI(unsigned int mode) { static int bufSizeList[] = {16, 12, 8, 4, 2, 1, 0}; XVisualInfo *vi; int list[32]; int i, n = 0; /* Should not be looking at display mode mask if __glutDisplayString is non-NULL. */ assert(!__glutDisplayString); list[n++] = GLX_BUFFER_SIZE; list[n++] = 1; if (GLUT_WIND_IS_DOUBLE(mode)) { list[n++] = GLX_DOUBLEBUFFER; } if (GLUT_WIND_IS_STEREO(mode)) { list[n++] = GLX_STEREO; } if (GLUT_WIND_HAS_DEPTH(mode)) { list[n++] = GLX_DEPTH_SIZE; list[n++] = 1; } if (GLUT_WIND_HAS_STENCIL(mode)) { list[n++] = GLX_STENCIL_SIZE; list[n++] = 1; } list[n] = (int) None; /* terminate list */ /* glXChooseVisual specify GLX_BUFFER_SIZE prefers the "smallest index buffer of at least the specified size". This would be reasonable if GLUT allowed the user to specify the required buffe size, but GLUT's display mode is too simplistic (easy to use?). GLUT should try to find the "largest". So start with a large buffer size and shrink until we find a matching one that exists. */ for (i = 0; bufSizeList[i]; i++) { /* XXX Assumes list[1] is where GLX_BUFFER_SIZE parameter is. */ list[1] = bufSizeList[i]; vi = glXChooseVisual(__glutDisplay, __glutScreen, list); if (vi) return vi; } return NULL; } static XVisualInfo * getVisualInfoRGB(unsigned int mode) { int list[32]; int n = 0; /* Should not be looking at display mode mask if __glutDisplayString is non-NULL. */ assert(!__glutDisplayString); /* XXX Would a caching mechanism to minize the calls to glXChooseVisual? You'd have to reference count XVisualInfo* pointers. Would also have to properly interact with glutInitDisplayString. */ list[n++] = GLX_RGBA; list[n++] = GLX_RED_SIZE; list[n++] = 1; list[n++] = GLX_GREEN_SIZE; list[n++] = 1; list[n++] = GLX_BLUE_SIZE; list[n++] = 1; if (GLUT_WIND_HAS_ALPHA(mode)) { list[n++] = GLX_ALPHA_SIZE; list[n++] = 1; } if (GLUT_WIND_IS_DOUBLE(mode)) { list[n++] = GLX_DOUBLEBUFFER; } if (GLUT_WIND_IS_STEREO(mode)) { list[n++] = GLX_STEREO; } if (GLUT_WIND_HAS_DEPTH(mode)) { list[n++] = GLX_DEPTH_SIZE; list[n++] = 1; } if (GLUT_WIND_HAS_STENCIL(mode)) { list[n++] = GLX_STENCIL_SIZE; list[n++] = 1; } if (GLUT_WIND_HAS_ACCUM(mode)) { list[n++] = GLX_ACCUM_RED_SIZE; list[n++] = 1; list[n++] = GLX_ACCUM_GREEN_SIZE; list[n++] = 1; list[n++] = GLX_ACCUM_BLUE_SIZE; list[n++] = 1; if (GLUT_WIND_HAS_ALPHA(mode)) { list[n++] = GLX_ACCUM_ALPHA_SIZE; list[n++] = 1; } } #if defined(GLX_VERSION_1_1) && (defined(GLX_SGIS_multisample) || defined(GLX_ARB_multisample)) if (GLUT_WIND_IS_MULTISAMPLE(mode)) { if (!__glutIsSupportedByGLX("GLX_SGIS_multisample") && !__glutIsSupportedByGLX("GLX_ARB_multisample")) return NULL; #if defined(GLX_ARB_multisample) list[n++] = GLX_SAMPLES_ARB; #elif defined(GLX_SGIS_multisample) list[n++] = GLX_SAMPLES_SGIS; #endif /* XXX Is 4 a reasonable minimum acceptable number of samples? */ list[n++] = 4; } #endif list[n] = (int) None; /* terminate list */ return glXChooseVisual(__glutDisplay, __glutScreen, list); } #ifndef VisualIDMask #define VisualIDMask 0 #endif static XVisualInfo * getVisualInfoID(int id) { XVisualInfo temp; int count; #if !defined(_WIN32) temp.visualid = id; #endif return XGetVisualInfo(__glutDisplay, VisualIDMask, &temp, &count); } XVisualInfo * __glutGetVisualInfo(unsigned int mode) { char *visStr; /* XXX GLUT_LUMINANCE not implemented for GLUT 3.0. */ if (GLUT_WIND_IS_LUMINANCE(mode)) return NULL; visStr = getenv("GLUT_FORCE_VISUAL"); if (visStr) { int id = atoi(visStr); return getVisualInfoID(id); } if (GLUT_WIND_IS_RGB(mode)) return getVisualInfoRGB(mode); else return getVisualInfoCI(mode); } XVisualInfo * __glutDetermineVisual( unsigned int displayMode, Bool * treatAsSingle, XVisualInfo * (getVisualInfo) (unsigned int)) { XVisualInfo *vis; /* Should not be looking at display mode mask if __glutDisplayString is non-NULL. */ assert(!__glutDisplayString); *treatAsSingle = GLUT_WIND_IS_SINGLE(displayMode); vis = getVisualInfo(displayMode); if (!vis) { /* Fallback cases when can't get exactly what was asked for... */ if (GLUT_WIND_IS_SINGLE(displayMode)) { /* If we can't find a single buffered visual, try looking for a double buffered visual. We can treat a double buffered visual as a single buffer visual by changing the draw buffer to GL_FRONT and treating any swap buffers as no-ops. */ displayMode |= GLUT_DOUBLE; vis = getVisualInfo(displayMode); *treatAsSingle = True; } if (!vis && GLUT_WIND_IS_MULTISAMPLE(displayMode)) { /* If we can't seem to get multisampling (ie, not Reality Engine class graphics!), go without multisampling. It is up to the application to query how many multisamples were allocated (0 equals no multisampling) if the application is going to use multisampling for more than just antialiasing. */ displayMode &= ~GLUT_MULTISAMPLE; vis = getVisualInfo(displayMode); } } return vis; } static void GLUTCALLBACK __glutDefaultDisplay(void) { /* XXX Remove the warning after GLUT 3.0. */ __glutWarning("The following is a new check for GLUT 3.0; update your code."); __glutFatalError( "redisplay needed for window %d, but no display callback.", __glutCurrentWindow->num + 1); } void GLUTCALLBACK __glutDefaultReshape(int width, int height) { GLUToverlay *overlay; /* Adjust the viewport of the window (and overlay if one exists). */ MAKE_CURRENT_WINDOW(__glutCurrentWindow); glViewport(0, 0, (GLsizei) width, (GLsizei) height); overlay = __glutCurrentWindow->overlay; if (overlay) { MAKE_CURRENT_OVERLAY(overlay); glViewport(0, 0, (GLsizei) width, (GLsizei) height); } /* Make sure we are current to the current layer (application should be able to count on the current layer not changing unless the application explicitly calls glutUseLayer). */ MAKE_CURRENT_LAYER(__glutCurrentWindow); } XVisualInfo * __glutDetermineWindowVisual(Bool * treatAsSingle, Bool * visAlloced, void **fbc) { if (__glutDisplayString) { /* __glutDisplayString should be NULL except if glutInitDisplayString has been called to register a different display string. Calling glutInitDisplayString means using a string instead of an integer mask determine the visual to use. Using the function pointer variable __glutDetermineVisualFromString below avoids linking in the code for implementing glutInitDisplayString (ie, glut_dstr.o) unless glutInitDisplayString gets called by the application. */ assert(__glutDetermineVisualFromString); *visAlloced = False; *fbc = NULL; return __glutDetermineVisualFromString(__glutDisplayString, treatAsSingle, requiredWindowCriteria, numRequiredWindowCriteria, requiredWindowCriteriaMask, fbc); } else { *visAlloced = True; *fbc = NULL; return __glutDetermineVisual(__glutDisplayMode, treatAsSingle, __glutGetVisualInfo); } } /* ARGSUSED5 */ /* Only Win32 uses gameMode parameter. */ GLUTwindow * __glutCreateWindow(GLUTwindow * parent, int x, int y, int width, int height, int gameMode) { GLUTwindow *window; XSetWindowAttributes wa; unsigned long attribMask; int winnum; int i; void *fbc; #if defined(_WIN32) WNDCLASS wc; int style; if (!GetClassInfo(GetModuleHandle(NULL), "GLUT", &wc)) { __glutOpenWin32Connection(NULL); } #else if (!__glutDisplay) { __glutOpenXConnection(NULL); } #endif if (__glutGameModeWindow) { __glutFatalError("cannot create windows in game mode."); } winnum = getUnusedWindowSlot(); window = (GLUTwindow *) malloc(sizeof(GLUTwindow)); if (!window) { __glutFatalError("out of memory."); } window->num = winnum; #if !defined(_WIN32) window->vis = __glutDetermineWindowVisual(&window->treatAsSingle, &window->visAlloced, &fbc); if (!window->vis) { __glutFatalError( "visual with necessary capabilities not found."); } __glutSetupColormap(window->vis, &window->colormap, &window->cmap); #endif window->eventMask = StructureNotifyMask | ExposureMask; attribMask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask; wa.background_pixmap = None; wa.border_pixel = 0; wa.colormap = window->cmap; wa.event_mask = window->eventMask; if (parent) { if (parent->eventMask & GLUT_HACK_STOP_PROPAGATE_MASK) wa.event_mask |= GLUT_HACK_STOP_PROPAGATE_MASK; attribMask |= CWDontPropagate; wa.do_not_propagate_mask = parent->eventMask & GLUT_DONT_PROPAGATE_FILTER_MASK; } else { wa.do_not_propagate_mask = 0; } /* Stash width and height before Win32's __glutAdjustCoords possibly overwrites the values. */ window->width = width; window->height = height; window->forceReshape = True; window->ignoreKeyRepeat = False; #if defined(_WIN32) __glutAdjustCoords(parent ? parent->win : NULL, &x, &y, &width, &height); if (parent) { style = WS_CHILD; } else { if (gameMode) { /* Game mode window should be a WS_POPUP window to ensure that the taskbar is hidden by it. A standard WS_OVERLAPPEDWINDOW does not hide the task bar. */ style = WS_POPUP | WS_MAXIMIZE; } else { /* A standard toplevel window with borders and such. */ style = WS_OVERLAPPEDWINDOW; } } window->win = CreateWindow("GLUT", "GLUT", WS_CLIPSIBLINGS | WS_CLIPCHILDREN | style, x, y, width, height, parent ? parent->win : __glutRoot, NULL, GetModuleHandle(NULL), 0); window->hdc = GetDC(window->win); /* Must set the XHDC for fake glXChooseVisual & fake glXCreateContext & fake XAllocColorCells. */ XHDC = window->hdc; window->vis = __glutDetermineWindowVisual(&window->treatAsSingle, &window->visAlloced, &fbc); if (!window->vis) { __glutFatalError( "pixel format with necessary capabilities not found."); } if (!SetPixelFormat(window->hdc, ChoosePixelFormat(window->hdc, window->vis), window->vis)) { __glutFatalError("SetPixelFormat failed during window create."); } __glutSetupColormap(window->vis, &window->colormap, &window->cmap); /* Make sure subwindows get a windowStatus callback. */ if (parent) { PostMessage(parent->win, WM_ACTIVATE, 0, 0); } window->renderDc = window->hdc; #else window->win = XCreateWindow(__glutDisplay, parent == NULL ? __glutRoot : parent->win, x, y, width, height, 0, window->vis->depth, InputOutput, window->vis->visual, attribMask, &wa); #endif window->renderWin = window->win; #if defined(GLX_VERSION_1_1) && defined(GLX_SGIX_fbconfig) if (fbc) { window->ctx = __glut_glXCreateContextWithConfigSGIX(__glutDisplay, fbc, GLX_RGBA_TYPE_SGIX, None, __glutTryDirect); } else #endif { window->ctx = glXCreateContext(__glutDisplay, window->vis, None, __glutTryDirect); } if (!window->ctx) { __glutFatalError( "failed to create OpenGL rendering context."); } window->renderCtx = window->ctx; #if !defined(_WIN32) window->isDirect = glXIsDirect(__glutDisplay, window->ctx); if (__glutForceDirect) { if (!window->isDirect) __glutFatalError("direct rendering not possible."); } #endif window->parent = parent; if (parent) { window->siblings = parent->children; parent->children = window; } else { window->siblings = NULL; } window->overlay = NULL; window->children = NULL; window->display = __glutDefaultDisplay; window->reshape = __glutDefaultReshape; window->mouse = NULL; window->motion = NULL; window->passive = NULL; window->entry = NULL; window->keyboard = NULL; window->keyboardUp = NULL; window->windowStatus = NULL; window->visibility = NULL; window->special = NULL; window->specialUp = NULL; window->buttonBox = NULL; window->dials = NULL; window->spaceMotion = NULL; window->spaceRotate = NULL; window->spaceButton = NULL; window->tabletMotion = NULL; window->tabletButton = NULL; #ifdef _WIN32 window->joystick = NULL; window->joyPollInterval = 0; #endif window->tabletPos[0] = -1; window->tabletPos[1] = -1; window->shownState = 0; window->visState = -1; /* not VisibilityUnobscured, VisibilityPartiallyObscured, or VisibilityFullyObscured */ window->entryState = -1; /* not EnterNotify or LeaveNotify */ window->desiredConfMask = 0; window->buttonUses = 0; window->cursor = GLUT_CURSOR_INHERIT; /* Setup window to be mapped when glutMainLoop starts. */ window->workMask = GLUT_MAP_WORK; #ifdef _WIN32 if (gameMode) { /* When mapping a game mode window, just show the window. We have already created the game mode window with a maximize flag at creation time. Doing a ShowWindow(window->win, SW_SHOWNORMAL) would be wrong for a game mode window since it would unmaximize the window. */ window->desiredMapState = GameModeState; } else { window->desiredMapState = NormalState; } #else window->desiredMapState = NormalState; #endif window->prevWorkWin = __glutWindowWorkList; __glutWindowWorkList = window; /* Initially, no menus attached. */ for (i = 0; i < GLUT_MAX_MENUS; i++) { window->menu[i] = 0; } /* Add this new window to the window list. */ __glutWindowList[winnum] = window; /* Make the new window the current window. */ __glutSetWindow(window); __glutDetermineMesaSwapHackSupport(); if (window->treatAsSingle) { /* We do this because either the window really is single buffered (in which case this is redundant, but harmless, because this is the initial single-buffered context state); or we are treating a double buffered window as a single-buffered window because the system does not appear to export any suitable single- buffered visuals (in which the following are necessary). */ glDrawBuffer(GL_FRONT); glReadBuffer(GL_FRONT); } return window; } /* CENTRY */ int GLUTAPIENTRY glutCreateWindow(const char *title) { static int firstWindow = 1; GLUTwindow *window; #if !defined(_WIN32) XWMHints *wmHints; #endif Window win; XTextProperty textprop; if (__glutGameModeWindow) { __glutFatalError("cannot create windows in game mode."); } window = __glutCreateWindow(NULL, __glutSizeHints.x, __glutSizeHints.y, __glutInitWidth, __glutInitHeight, /* not game mode */ 0); win = window->win; /* Setup ICCCM properties. */ textprop.value = (unsigned char *) title; textprop.encoding = XA_STRING; textprop.format = 8; textprop.nitems = strlen(title); #if defined(_WIN32) SetWindowText(win, title); if (__glutIconic) { window->desiredMapState = IconicState; } #else wmHints = XAllocWMHints(); wmHints->initial_state = __glutIconic ? IconicState : NormalState; wmHints->flags = StateHint; XSetWMProperties(__glutDisplay, win, &textprop, &textprop, /* Only put WM_COMMAND property on first window. */ firstWindow ? __glutArgv : NULL, firstWindow ? __glutArgc : 0, &__glutSizeHints, wmHints, NULL); XFree(wmHints); XSetWMProtocols(__glutDisplay, win, &__glutWMDeleteWindow, 1); #endif firstWindow = 0; return window->num + 1; } #ifdef _WIN32 int GLUTAPIENTRY __glutCreateWindowWithExit(const char *title, void (__cdecl *exitfunc)(int)) { __glutExitFunc = exitfunc; return glutCreateWindow(title); } #endif int GLUTAPIENTRY glutCreateSubWindow(int win, int x, int y, int width, int height) { GLUTwindow *window; window = __glutCreateWindow(__glutWindowList[win - 1], x, y, width, height, /* not game mode */ 0); #if !defined(_WIN32) { GLUTwindow *toplevel; toplevel = __glutToplevelOf(window); if (toplevel->cmap != window->cmap) { __glutPutOnWorkList(toplevel, GLUT_COLORMAP_WORK); } } #endif return window->num + 1; } /* ENDCENTRY */ void __glutDestroyWindow(GLUTwindow * window, GLUTwindow * initialWindow) { GLUTwindow **prev, *cur, *parent, *siblings; /* Recursively destroy any children. */ cur = window->children; while (cur) { siblings = cur->siblings; __glutDestroyWindow(cur, initialWindow); cur = siblings; } /* Remove from parent's children list (only necessary for non-initial windows and subwindows!). */ parent = window->parent; if (parent && parent == initialWindow->parent) { prev = &parent->children; cur = parent->children; while (cur) { if (cur == window) { *prev = cur->siblings; break; } prev = &(cur->siblings); cur = cur->siblings; } } /* Unbind if bound to this window. */ if (window == __glutCurrentWindow) { UNMAKE_CURRENT(); __glutCurrentWindow = NULL; } /* Begin tearing down window itself. */ if (window->overlay) { __glutFreeOverlayFunc(window->overlay); } XDestroyWindow(__glutDisplay, window->win); glXDestroyContext(__glutDisplay, window->ctx); if (window->colormap) { /* Only color index windows have colormap data structure. */ __glutFreeColormap(window->colormap); } /* NULLing the __glutWindowList helps detect is a window instance has been destroyed, given a window number. */ __glutWindowList[window->num] = NULL; /* Cleanup data structures that might contain window. */ cleanWindowWorkList(window); #if !defined(_WIN32) cleanStaleWindowList(window); #endif /* Remove window from the "get window cache" if it is there. */ if (__glutWindowCache == window) __glutWindowCache = NULL; if (window->visAlloced) { /* Only free XVisualInfo* gotten from glXChooseVisual. */ XFree(window->vis); } if (window == __glutGameModeWindow) { /* Destroying the game mode window should implicitly have GLUT leave game mode. */ __glutCloseDownGameMode(); } free(window); } /* CENTRY */ void GLUTAPIENTRY glutDestroyWindow(int win) { GLUTwindow *window = __glutWindowList[win - 1]; if (__glutMappedMenu && __glutMenuWindow == window) { __glutFatalUsage("destroying menu window not allowed while menus in use"); } #if !defined(_WIN32) /* If not a toplevel window... */ if (window->parent) { /* Destroying subwindows may change colormap requirements; recalculate toplevel window's WM_COLORMAP_WINDOWS property. */ __glutPutOnWorkList(__glutToplevelOf(window->parent), GLUT_COLORMAP_WORK); } #endif __glutDestroyWindow(window, window); XFlush(__glutDisplay); } /* ENDCENTRY */ void __glutChangeWindowEventMask(long eventMask, Bool add) { if (add) { /* Add eventMask to window's event mask. */ if ((__glutCurrentWindow->eventMask & eventMask) != eventMask) { __glutCurrentWindow->eventMask |= eventMask; __glutPutOnWorkList(__glutCurrentWindow, GLUT_EVENT_MASK_WORK); } } else { /* Remove eventMask from window's event mask. */ if (__glutCurrentWindow->eventMask & eventMask) { __glutCurrentWindow->eventMask &= ~eventMask; __glutPutOnWorkList(__glutCurrentWindow, GLUT_EVENT_MASK_WORK); } } } void GLUTAPIENTRY glutDisplayFunc(GLUTdisplayCB displayFunc) { /* XXX Remove the warning after GLUT 3.0. */ if (!displayFunc) __glutFatalError("NULL display callback not allowed in GLUT 3.0; update your code."); __glutCurrentWindow->display = displayFunc; } void GLUTAPIENTRY glutMouseFunc(GLUTmouseCB mouseFunc) { if (__glutCurrentWindow->mouse) { if (!mouseFunc) { /* Previous mouseFunc being disabled. */ __glutCurrentWindow->buttonUses--; __glutChangeWindowEventMask( ButtonPressMask | ButtonReleaseMask, __glutCurrentWindow->buttonUses > 0); } } else { if (mouseFunc) { /* Previously no mouseFunc, new one being installed. */ __glutCurrentWindow->buttonUses++; __glutChangeWindowEventMask( ButtonPressMask | ButtonReleaseMask, True); } } __glutCurrentWindow->mouse = mouseFunc; } void GLUTAPIENTRY glutMotionFunc(GLUTmotionCB motionFunc) { /* Hack. Some window managers (4Dwm by default) will mask motion events if the client is not selecting for button press and release events. So we select for press and release events too (being careful to use reference counting). */ if (__glutCurrentWindow->motion) { if (!motionFunc) { /* previous mouseFunc being disabled */ __glutCurrentWindow->buttonUses--; __glutChangeWindowEventMask( ButtonPressMask | ButtonReleaseMask, __glutCurrentWindow->buttonUses > 0); } } else { if (motionFunc) { /* Previously no mouseFunc, new one being installed. */ __glutCurrentWindow->buttonUses++; __glutChangeWindowEventMask( ButtonPressMask | ButtonReleaseMask, True); } } /* Real work of selecting for passive mouse motion. */ __glutChangeWindowEventMask( Button1MotionMask | Button2MotionMask | Button3MotionMask, motionFunc != NULL); __glutCurrentWindow->motion = motionFunc; } void GLUTAPIENTRY glutPassiveMotionFunc(GLUTpassiveCB passiveMotionFunc) { __glutChangeWindowEventMask(PointerMotionMask, passiveMotionFunc != NULL); /* Passive motion also requires watching enters and leaves so that a fake passive motion event can be generated on an enter. */ __glutChangeWindowEventMask(EnterWindowMask | LeaveWindowMask, __glutCurrentWindow->entry != NULL || passiveMotionFunc != NULL); __glutCurrentWindow->passive = passiveMotionFunc; } void GLUTAPIENTRY glutEntryFunc(GLUTentryCB entryFunc) { __glutChangeWindowEventMask(EnterWindowMask | LeaveWindowMask, entryFunc != NULL || __glutCurrentWindow->passive); __glutCurrentWindow->entry = entryFunc; if (!entryFunc) { __glutCurrentWindow->entryState = -1; } } void GLUTAPIENTRY glutWindowStatusFunc(GLUTwindowStatusCB windowStatusFunc) { __glutChangeWindowEventMask(VisibilityChangeMask, windowStatusFunc != NULL); __glutCurrentWindow->windowStatus = windowStatusFunc; if (!windowStatusFunc) { /* Make state invalid. */ __glutCurrentWindow->visState = -1; } } static void GLUTCALLBACK visibilityHelper(int status) { if (status == GLUT_HIDDEN || status == GLUT_FULLY_COVERED) __glutCurrentWindow->visibility(GLUT_NOT_VISIBLE); else __glutCurrentWindow->visibility(GLUT_VISIBLE); } void GLUTAPIENTRY glutVisibilityFunc(GLUTvisibilityCB visibilityFunc) { __glutCurrentWindow->visibility = visibilityFunc; if (visibilityFunc) glutWindowStatusFunc(visibilityHelper); else glutWindowStatusFunc(NULL); } void GLUTAPIENTRY glutReshapeFunc(GLUTreshapeCB reshapeFunc) { if (reshapeFunc) { __glutCurrentWindow->reshape = reshapeFunc; } else { __glutCurrentWindow->reshape = __glutDefaultReshape; } }