summaryrefslogtreecommitdiffstats
path: root/src/glut/os2/glut_win.cpp
diff options
context:
space:
mode:
authorJose Fonseca <[email protected]>2008-06-07 12:34:45 +0900
committerJosé Fonseca <[email protected]>2008-06-07 12:40:39 +0900
commit3c207936bea0f160549ff8ba76ef0bbcb7e0ed81 (patch)
tree489186f6be2b6cc6d4b189c39435124c415bf1f2 /src/glut/os2/glut_win.cpp
parente9c895919f84488a48a515ff55d48c1113e15cb2 (diff)
Fix CRLF line endings.
Diffstat (limited to 'src/glut/os2/glut_win.cpp')
-rw-r--r--src/glut/os2/glut_win.cpp2440
1 files changed, 1220 insertions, 1220 deletions
diff --git a/src/glut/os2/glut_win.cpp b/src/glut/os2/glut_win.cpp
index 82abba87e48..53ff5d5d953 100644
--- a/src/glut/os2/glut_win.cpp
+++ b/src/glut/os2/glut_win.cpp
@@ -1,1221 +1,1221 @@
-
-/* 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(__OS2__)
-#define POKA 0
- #include "WarpGL.h"
- #include "glutos2.h"
- #include "glutint.h"
-
- #include "gl\os2mesa.h"
-
-//
-//define for resource id for main GLUT window, in samples it is defined in GL_TEST.h
- #define ID_WINDOW 256
-
- int evglSetPixelFormat(int iPixelFormat);
- HPS hpsCurrent;
-
-#elif !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) && !defined(__OS2__)
-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) && !defined(__OS2PM__)
-
-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) && !defined(__OS2PM__)
- {
- 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) && !defined(__OS2__)
- /* 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)
-{
-#if POKA
- 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;
-#else
- return
- glXChooseVisual(mode);
-
-#endif
-}
-
-static XVisualInfo *
-getVisualInfoRGB(unsigned int mode)
-{
-#if POKA
- 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);
-#else /* POKA */
-
- return
- glXChooseVisual(mode);
-
-#endif
-}
-
-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;
-#if defined(GLX_VERSION_1_1) && defined(GLX_SGIX_fbconfig)
- GLXFBConfigSGIX fbc;
-#else
- void *fbc;
-#endif
-
-#if defined(__OS2PM__)
- {
- extern HAB hab; /* PM anchor block handle */
- CLASSINFO classinfo;
-
- if(!WinQueryClassInfo(hab,"GLUT", &classinfo) )
- __glutOpenOS2Connection(NULL);
- }
-#elif defined(_WIN32)
- WNDCLASS wc;
- int style;
-
- if (!GetClassInfo(GetModuleHandle(NULL), "GLUT", &wc)) {
- __glutOpenWin32Connection(NULL);
- }
-#else
- if (!__glutDisplay) {
- __glutOpenXConnection(NULL);
- }
-#endif
-
-#ifndef __OS2PM__
- if (__glutGameModeWindow) {
- __glutFatalError("cannot create windows in game mode.");
- }
-#endif
-
- winnum = getUnusedWindowSlot();
- window = (GLUTwindow *) malloc(sizeof(GLUTwindow));
- if (!window) {
- __glutFatalError("out of memory.");
- }
- window->num = winnum;
-
-#if defined(__OS2PM__)
- /* Add this new window to the window list. */
- __glutWindowList[winnum] = window;
- window->shownState = -1;
-#endif
-
-#if !defined(_WIN32) && !defined(__OS2PM__)
- 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(__OS2PM__)
-
- { ULONG flStyle=0;
- int ii;
- ERRORID erridErrorCode;/* last error id code */
- extern HAB hab; /* PM anchor block handle */
-
- if (parent) {
- flStyle = WS_CLIPCHILDREN|WS_VISIBLE;
- } 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. */
- flStyle = FCF_STANDARD | WS_MAXIMIZED;
- } else {
- /* A standard toplevel window with borders and such. */
- flStyle = FCF_STANDARD | WS_CLIPCHILDREN;
-// flStyle = WS_OVERLAPPEDWINDOW;
- }
- }
-{
- HWND hwnd; /* Window */
- ULONG ListBoxId; /* Window id */
- /* (supplied by application) */
-
-
- HWND hwndClient; /* handle to the client */
- HWND hwndFrame; /* handle to the frame */
- PFNWP GenericWndProc;
- FRAMECDATA fcd;
- RECTL rect; /* Boundary rectangle */
-
-
-
-/************************************************/
-// flCreate = (FCF_STANDARD) & ~FCF_TASKLIST;
-/**********************************/
- if (parent)
- { window->frame = NULL;
-
- hwnd = WinCreateWindow(parent->win, /* Parent window */
- "GLUTCHILD", /* Class name */
- "", /* Window text */
- flStyle, /* Window style */
- x, y, /* Position (x,y) */
- width, height, /* Size (width,height) */
- parent->win, /* Owner window */
- HWND_TOP, /* Sibling window */
- 0, /* Window id */
- NULL, /* Control data */
- NULL); /* Pres parameters */
-
- erridErrorCode = WinGetLastError(hab);
- window->win = hwnd;
-
- window->hdc = WinOpenWindowDC(window->win);
- window->hpsBuffer = hpsCurrent;
-
-
- rect.xLeft = x;
- rect.xRight = x+width;
- rect.yBottom = y;
- rect.yTop = y + height;
-
-/***** else parent *****************************/
- } else {
- hwnd = WinCreateStdWindow(HWND_DESKTOP,
- 0, /* WS_VISIBLE frame-window style */
- &flStyle, /* window style */
- "GLUT", /* class name */
- "GLUT",/* window title */
- 0L, /* default client style */
- NULLHANDLE, /* resource in executable file */
- ID_WINDOW, /* resource id */
- &hwndClient); /* receives client window handle */
-
- erridErrorCode = WinGetLastError(hab);
- window->win = hwndClient;
- window->frame = hwnd;
- window->hdc = WinOpenWindowDC(window->win);
-
- window->hpsBuffer = hpsCurrent;
-
-
-/* converts a client window's boundaries into an equivalent frame rectangle */
- rect.xLeft = x;
- rect.xRight = x+width;
- rect.yBottom = y;
- rect.yTop = y + height;
-
- /* calculate equivalent frame boundary from boundary data */
- WinCalcFrameRect(window->frame, &rect, FALSE);
- }
-/***** endof if(parent) *****************************/
-
- /* Must set the XHDC for fake glXChooseVisual & fake
- glXCreateContext & fake XAllocColorCells. */
- XHDC = window->hdc;
- XHWND = window->win;
- window->vis = __glutDetermineWindowVisual(&window->treatAsSingle,
- &window->visAlloced, &fbc);
- if (!window->vis)
- { __glutFatalError(
- "pixel format with necessary capabilities not found.");
- }
- { int rc;
- rc = wglChoosePixelFormat(window->hdc, window->vis),
-
-// evglSetPixelFormat(2); /* int iPixelFormat 1 - doublebuffer/2 - single buffer ??*/
- wglSetPixelFormat(window->hdc,rc,window->vis);
- }
- __glutSetupColormap(window->vis, &window->colormap, &window->cmap);
-
- window->ctx = glXCreateContext(window->hpsBuffer, window->vis,
- None, __glutTryDirect);
-
- WinSetWindowPos(hwnd,
- HWND_TOP,rect.xLeft,rect.yBottom,
- rect.xRight-rect.xLeft, rect.yTop-rect.yBottom,
- SWP_ACTIVATE | SWP_MOVE | SWP_SIZE | SWP_SHOW|SWP_ZORDER); /* flags*/
-
- /* Make sure subwindows get a windowStatus callback. */
- if (parent)
- WinPostMsg(parent->win, WM_ACTIVATE, 0, 0);
-
- }
-}
-
-#elif 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
-#if defined(__OS2PM__)
-// window->ctx = glXCreateContext(window->hpsBuffer, window->vis,
-// None, __glutTryDirect);
-#else
- window->ctx = glXCreateContext(__glutDisplay, window->vis,
- None, __glutTryDirect);
-#endif
- if (!window->ctx) {
- __glutFatalError(
- "failed to create OpenGL rendering context.");
- }
- window->renderCtx = window->ctx;
-#if !defined(_WIN32) && !defined(__OS2PM__)
- 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
-
-#if defined(__OS2PM__)
- window->wm_command = NULL;
-#endif
-
- window->tabletPos[0] = -1;
- window->tabletPos[1] = -1;
-#if defined(__OS2PM__)
- if(window->shownState == -1)
- window->shownState = 0;
- window->visState = window->shownState;
-#else
- window->shownState = 0;
- window->visState = -1; /* not VisibilityUnobscured,
- VisibilityPartiallyObscured, or
- VisibilityFullyObscured */
-#endif
- 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) && !defined(__OS2__)
- 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(__OS2__)
- WinSetWindowText(window->frame, (PCSZ)title);
- if (__glutIconic) {
- window->desiredMapState = IconicState;
- }
-#elif 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) && !defined(__OS2__)
- {
- 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) && !defined(__OS2__)
- 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) && !defined(__OS2__)
- /* 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);
-#if defined(__OS2PM__)
- if(__glutCurrentWindow->shownState >= 0)
- { visibilityHelper(__glutCurrentWindow->shownState);
- }
-#endif
- }
- else
- glutWindowStatusFunc(NULL);
-}
-
-void GLUTAPIENTRY
-glutReshapeFunc(GLUTreshapeCB reshapeFunc)
-{
- if (reshapeFunc) {
- __glutCurrentWindow->reshape = reshapeFunc;
- } else {
- __glutCurrentWindow->reshape = __glutDefaultReshape;
- }
-}
+
+/* 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(__OS2__)
+#define POKA 0
+ #include "WarpGL.h"
+ #include "glutos2.h"
+ #include "glutint.h"
+
+ #include "gl\os2mesa.h"
+
+//
+//define for resource id for main GLUT window, in samples it is defined in GL_TEST.h
+ #define ID_WINDOW 256
+
+ int evglSetPixelFormat(int iPixelFormat);
+ HPS hpsCurrent;
+
+#elif !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) && !defined(__OS2__)
+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) && !defined(__OS2PM__)
+
+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) && !defined(__OS2PM__)
+ {
+ 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) && !defined(__OS2__)
+ /* 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)
+{
+#if POKA
+ 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;
+#else
+ return
+ glXChooseVisual(mode);
+
+#endif
+}
+
+static XVisualInfo *
+getVisualInfoRGB(unsigned int mode)
+{
+#if POKA
+ 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);
+#else /* POKA */
+
+ return
+ glXChooseVisual(mode);
+
+#endif
+}
+
+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;
+#if defined(GLX_VERSION_1_1) && defined(GLX_SGIX_fbconfig)
+ GLXFBConfigSGIX fbc;
+#else
+ void *fbc;
+#endif
+
+#if defined(__OS2PM__)
+ {
+ extern HAB hab; /* PM anchor block handle */
+ CLASSINFO classinfo;
+
+ if(!WinQueryClassInfo(hab,"GLUT", &classinfo) )
+ __glutOpenOS2Connection(NULL);
+ }
+#elif defined(_WIN32)
+ WNDCLASS wc;
+ int style;
+
+ if (!GetClassInfo(GetModuleHandle(NULL), "GLUT", &wc)) {
+ __glutOpenWin32Connection(NULL);
+ }
+#else
+ if (!__glutDisplay) {
+ __glutOpenXConnection(NULL);
+ }
+#endif
+
+#ifndef __OS2PM__
+ if (__glutGameModeWindow) {
+ __glutFatalError("cannot create windows in game mode.");
+ }
+#endif
+
+ winnum = getUnusedWindowSlot();
+ window = (GLUTwindow *) malloc(sizeof(GLUTwindow));
+ if (!window) {
+ __glutFatalError("out of memory.");
+ }
+ window->num = winnum;
+
+#if defined(__OS2PM__)
+ /* Add this new window to the window list. */
+ __glutWindowList[winnum] = window;
+ window->shownState = -1;
+#endif
+
+#if !defined(_WIN32) && !defined(__OS2PM__)
+ 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(__OS2PM__)
+
+ { ULONG flStyle=0;
+ int ii;
+ ERRORID erridErrorCode;/* last error id code */
+ extern HAB hab; /* PM anchor block handle */
+
+ if (parent) {
+ flStyle = WS_CLIPCHILDREN|WS_VISIBLE;
+ } 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. */
+ flStyle = FCF_STANDARD | WS_MAXIMIZED;
+ } else {
+ /* A standard toplevel window with borders and such. */
+ flStyle = FCF_STANDARD | WS_CLIPCHILDREN;
+// flStyle = WS_OVERLAPPEDWINDOW;
+ }
+ }
+{
+ HWND hwnd; /* Window */
+ ULONG ListBoxId; /* Window id */
+ /* (supplied by application) */
+
+
+ HWND hwndClient; /* handle to the client */
+ HWND hwndFrame; /* handle to the frame */
+ PFNWP GenericWndProc;
+ FRAMECDATA fcd;
+ RECTL rect; /* Boundary rectangle */
+
+
+
+/************************************************/
+// flCreate = (FCF_STANDARD) & ~FCF_TASKLIST;
+/**********************************/
+ if (parent)
+ { window->frame = NULL;
+
+ hwnd = WinCreateWindow(parent->win, /* Parent window */
+ "GLUTCHILD", /* Class name */
+ "", /* Window text */
+ flStyle, /* Window style */
+ x, y, /* Position (x,y) */
+ width, height, /* Size (width,height) */
+ parent->win, /* Owner window */
+ HWND_TOP, /* Sibling window */
+ 0, /* Window id */
+ NULL, /* Control data */
+ NULL); /* Pres parameters */
+
+ erridErrorCode = WinGetLastError(hab);
+ window->win = hwnd;
+
+ window->hdc = WinOpenWindowDC(window->win);
+ window->hpsBuffer = hpsCurrent;
+
+
+ rect.xLeft = x;
+ rect.xRight = x+width;
+ rect.yBottom = y;
+ rect.yTop = y + height;
+
+/***** else parent *****************************/
+ } else {
+ hwnd = WinCreateStdWindow(HWND_DESKTOP,
+ 0, /* WS_VISIBLE frame-window style */
+ &flStyle, /* window style */
+ "GLUT", /* class name */
+ "GLUT",/* window title */
+ 0L, /* default client style */
+ NULLHANDLE, /* resource in executable file */
+ ID_WINDOW, /* resource id */
+ &hwndClient); /* receives client window handle */
+
+ erridErrorCode = WinGetLastError(hab);
+ window->win = hwndClient;
+ window->frame = hwnd;
+ window->hdc = WinOpenWindowDC(window->win);
+
+ window->hpsBuffer = hpsCurrent;
+
+
+/* converts a client window's boundaries into an equivalent frame rectangle */
+ rect.xLeft = x;
+ rect.xRight = x+width;
+ rect.yBottom = y;
+ rect.yTop = y + height;
+
+ /* calculate equivalent frame boundary from boundary data */
+ WinCalcFrameRect(window->frame, &rect, FALSE);
+ }
+/***** endof if(parent) *****************************/
+
+ /* Must set the XHDC for fake glXChooseVisual & fake
+ glXCreateContext & fake XAllocColorCells. */
+ XHDC = window->hdc;
+ XHWND = window->win;
+ window->vis = __glutDetermineWindowVisual(&window->treatAsSingle,
+ &window->visAlloced, &fbc);
+ if (!window->vis)
+ { __glutFatalError(
+ "pixel format with necessary capabilities not found.");
+ }
+ { int rc;
+ rc = wglChoosePixelFormat(window->hdc, window->vis),
+
+// evglSetPixelFormat(2); /* int iPixelFormat 1 - doublebuffer/2 - single buffer ??*/
+ wglSetPixelFormat(window->hdc,rc,window->vis);
+ }
+ __glutSetupColormap(window->vis, &window->colormap, &window->cmap);
+
+ window->ctx = glXCreateContext(window->hpsBuffer, window->vis,
+ None, __glutTryDirect);
+
+ WinSetWindowPos(hwnd,
+ HWND_TOP,rect.xLeft,rect.yBottom,
+ rect.xRight-rect.xLeft, rect.yTop-rect.yBottom,
+ SWP_ACTIVATE | SWP_MOVE | SWP_SIZE | SWP_SHOW|SWP_ZORDER); /* flags*/
+
+ /* Make sure subwindows get a windowStatus callback. */
+ if (parent)
+ WinPostMsg(parent->win, WM_ACTIVATE, 0, 0);
+
+ }
+}
+
+#elif 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
+#if defined(__OS2PM__)
+// window->ctx = glXCreateContext(window->hpsBuffer, window->vis,
+// None, __glutTryDirect);
+#else
+ window->ctx = glXCreateContext(__glutDisplay, window->vis,
+ None, __glutTryDirect);
+#endif
+ if (!window->ctx) {
+ __glutFatalError(
+ "failed to create OpenGL rendering context.");
+ }
+ window->renderCtx = window->ctx;
+#if !defined(_WIN32) && !defined(__OS2PM__)
+ 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
+
+#if defined(__OS2PM__)
+ window->wm_command = NULL;
+#endif
+
+ window->tabletPos[0] = -1;
+ window->tabletPos[1] = -1;
+#if defined(__OS2PM__)
+ if(window->shownState == -1)
+ window->shownState = 0;
+ window->visState = window->shownState;
+#else
+ window->shownState = 0;
+ window->visState = -1; /* not VisibilityUnobscured,
+ VisibilityPartiallyObscured, or
+ VisibilityFullyObscured */
+#endif
+ 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) && !defined(__OS2__)
+ 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(__OS2__)
+ WinSetWindowText(window->frame, (PCSZ)title);
+ if (__glutIconic) {
+ window->desiredMapState = IconicState;
+ }
+#elif 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) && !defined(__OS2__)
+ {
+ 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) && !defined(__OS2__)
+ 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) && !defined(__OS2__)
+ /* 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);
+#if defined(__OS2PM__)
+ if(__glutCurrentWindow->shownState >= 0)
+ { visibilityHelper(__glutCurrentWindow->shownState);
+ }
+#endif
+ }
+ else
+ glutWindowStatusFunc(NULL);
+}
+
+void GLUTAPIENTRY
+glutReshapeFunc(GLUTreshapeCB reshapeFunc)
+{
+ if (reshapeFunc) {
+ __glutCurrentWindow->reshape = reshapeFunc;
+ } else {
+ __glutCurrentWindow->reshape = __glutDefaultReshape;
+ }
+}
 \ No newline at end of file