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authorBrian Paul <[email protected]>1999-08-19 13:57:42 +0000
committerBrian Paul <[email protected]>1999-08-19 13:57:42 +0000
commita4dcdcf0ffae4c6cf52354fbd63c95d7d7815fd9 (patch)
treef4c57aa74226a59913cb650b87f7083eee5e34b6 /src/glut/glx/glut_win.c
parent2d550f6ff1afa3189874c99cfe4125362ee76797 (diff)
initial check-in (post crash)
Diffstat (limited to 'src/glut/glx/glut_win.c')
-rw-r--r--src/glut/glx/glut_win.c1007
1 files changed, 1007 insertions, 0 deletions
diff --git a/src/glut/glx/glut_win.c b/src/glut/glx/glut_win.c
new file mode 100644
index 00000000000..883bacb0871
--- /dev/null
+++ b/src/glut/glx/glut_win.c
@@ -0,0 +1,1007 @@
+
+/* 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. */
+
+#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 APIENTRY
+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 APIENTRY
+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)
+ if (GLUT_WIND_IS_MULTISAMPLE(mode)) {
+ if (!__glutIsSupportedByGLX("GLX_SGIS_multisample"))
+ return NULL;
+ list[n++] = GLX_SAMPLES_SGIS;
+ /* 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;
+}
+
+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;
+#if defined(GLX_VERSION_1_1) && defined(GLX_SGIX_fbconfig)
+ GLXFBConfigSGIX fbc;
+#else
+ void *fbc;
+#endif
+
+#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, (void**) &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 = 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 APIENTRY
+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 APIENTRY
+__glutCreateWindowWithExit(const char *title, void (__cdecl *exitfunc)(int))
+{
+ __glutExitFunc = exitfunc;
+ return glutCreateWindow(title);
+}
+#endif
+
+int APIENTRY
+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 APIENTRY
+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 APIENTRY
+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 APIENTRY
+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 APIENTRY
+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 APIENTRY
+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 APIENTRY
+glutEntryFunc(GLUTentryCB entryFunc)
+{
+ __glutChangeWindowEventMask(EnterWindowMask | LeaveWindowMask,
+ entryFunc != NULL || __glutCurrentWindow->passive);
+ __glutCurrentWindow->entry = entryFunc;
+ if (!entryFunc) {
+ __glutCurrentWindow->entryState = -1;
+ }
+}
+
+void APIENTRY
+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 APIENTRY
+glutVisibilityFunc(GLUTvisibilityCB visibilityFunc)
+{
+ __glutCurrentWindow->visibility = visibilityFunc;
+ if (visibilityFunc)
+ glutWindowStatusFunc(visibilityHelper);
+ else
+ glutWindowStatusFunc(NULL);
+}
+
+void APIENTRY
+glutReshapeFunc(GLUTreshapeCB reshapeFunc)
+{
+ if (reshapeFunc) {
+ __glutCurrentWindow->reshape = reshapeFunc;
+ } else {
+ __glutCurrentWindow->reshape = __glutDefaultReshape;
+ }
+}