1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
|
/* 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 <GL/vms_x_fix.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <assert.h>
#if !defined(_WIN32)
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#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);
}
XVisualInfo *
__glutGetVisualInfo(unsigned int mode)
{
/* XXX GLUT_LUMINANCE not implemented for GLUT 3.0. */
if (GLUT_WIND_IS_LUMINANCE(mode))
return NULL;
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;
}
}
|