Example #1
0
/*
 * This private function creates a menu and adds it to the menus list
 */
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
{
    int x = 100, y = 100, w = 1, h = 1;
    SFG_Window *current_window = fgStructure.CurrentWindow;

    /* Have the menu object created */
    SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );

    menu->ParentWindow = NULL;

    /* Create a window for the menu to reside in. */

    fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
                    GL_FALSE, GL_TRUE );
    menu->Window = fgStructure.CurrentWindow;
    glutDisplayFunc( fgDisplayMenu );

    glutHideWindow( );  /* Hide the window for now */
    fgSetWindow( current_window );

    /* Initialize the object properties: */
    menu->ID       = ++fgStructure.MenuID;
    menu->Callback = menuCallback;
    menu->ActiveEntry = NULL;

    fgListInit( &menu->Entries );
    fgListAppend( &fgStructure.Menus, &menu->Node );

    /* Newly created menus implicitly become current ones */
    fgStructure.CurrentMenu = menu;

    return menu;
}
Example #2
0
/*
 * Creates a new top-level freeglut window
 */
int FGAPIENTRY glutCreateWindow( const char* title )
{
    /* XXX GLUT does not exit; it simply calls "glutInit" quietly if the
     * XXX application has not already done so.  The "freeglut" community
     * XXX decided not to go this route (freeglut-developer e-mail from
     * XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer]
     * XXX Desired 'freeglut' behaviour when there is no current window"
     */
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );

    return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
                           fgState.Size.X, fgState.Size.Y, GL_FALSE,
                           GL_FALSE )->ID;
}
Example #3
0
/*
 * This function creates a sub window.
 */
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
    int ret = 0;

    SFG_Window* window = NULL;
    SFG_Window* parent = NULL;

    freeglut_assert_ready;
    parent = fgWindowByID( parentID );
    freeglut_return_val_if_fail( parent != NULL, 0 );
    window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
    ret = window->ID;

    return ret;
}
Example #4
0
/*
 * This function creates a sub window.
 */
int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
{
    int ret = 0;
    SFG_Window* window = NULL;
    SFG_Window* parent = NULL;

    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" );
    parent = fgWindowByID( parentID );
    freeglut_return_val_if_fail( parent != NULL, 0 );
    if ( x < 0 )
    {
        x = parent->State.Width + x ;
        if ( w >= 0 ) x -= w ;
    }

    if ( w < 0 ) w = parent->State.Width - x + w ;
    if ( w < 0 )
    {
        x += w ;
        w = -w ;
    }

    if ( y < 0 )
    {
        y = parent->State.Height + y ;
        if ( h >= 0 ) y -= h ;
    }

    if ( h < 0 ) h = parent->State.Height - y + h ;
    if ( h < 0 )
    {
        y += h ;
        h = -h ;
    }

    window = fgCreateWindow( parent, "", x, y, w, h, GL_FALSE, GL_FALSE );
    ret = window->ID;

    return ret;
}
Example #5
0
/*
 * Enters the game mode
 */
int FGAPIENTRY glutEnterGameMode( void )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );

    if( fgStructure.GameMode )
        fgAddToWindowDestroyList( fgStructure.GameMode );
    else
        fghRememberState( );

    if( ! fghChangeDisplayMode( GL_FALSE ) )
    {
        fgWarning( "failed to change screen settings" );
        return 0;
    }

    fgStructure.GameMode = fgCreateWindow(
        NULL, "FREEGLUT", 0, 0,
        fgState.GameModeSize.X, fgState.GameModeSize.Y, GL_TRUE, GL_FALSE
    );

    fgStructure.GameMode->State.Width  = fgState.GameModeSize.X;
    fgStructure.GameMode->State.Height = fgState.GameModeSize.Y;
    fgStructure.GameMode->State.NeedToResize = GL_TRUE;

    fgStructure.GameMode->State.IsGameMode = GL_TRUE;

#if TARGET_HOST_UNIX_X11

    /*
     * Sync needed to avoid a real race, the Xserver must have really created
     * the window before we can grab the pointer into it:
     */
    XSync( fgDisplay.Display, False );

    /*
     * Grab the pointer to confine it into the window after the calls to
     * XWrapPointer() which ensure that the pointer really enters the window.
     *
     * We also need to wait here until XGrabPointer() returns GrabSuccess,
     * otherwise the new window is not viewable yet and if the next function
     * (XSetInputFocus) is called with a not yet viewable window, it will exit
     * the application which we have to aviod, so wait until it's viewable:
     */
    while( GrabSuccess != XGrabPointer(
               fgDisplay.Display, fgStructure.GameMode->Window.Handle,
               TRUE,
               ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
               | PointerMotionMask,
               GrabModeAsync, GrabModeAsync,
               fgStructure.GameMode->Window.Handle, None, CurrentTime) )
        usleep( 100 );

    /*
     * Change input focus to the new window. This will exit the application
     * if the new window is not viewable yet, see the XGrabPointer loop above.
     */
    XSetInputFocus(
        fgDisplay.Display,
        fgStructure.GameMode->Window.Handle,
        RevertToNone,
        CurrentTime
    );

    /* Move the Pointer to the middle of the fullscreen window */
    XWarpPointer(
        fgDisplay.Display,
        None,
        fgDisplay.RootWindow,
        0, 0, 0, 0,
        fgState.GameModeSize.X/2, fgState.GameModeSize.Y/2
    );

#   ifdef X_XF86VidModeSetViewPort

    if( fgDisplay.DisplayModeValid )
    {
        int x, y;
        Window child;

        /* Change to viewport to the window topleft edge: */
        if( !XF86VidModeSetViewPort( fgDisplay.Display, fgDisplay.Screen, 0, 0 ) )
            fgWarning( "XF86VidModeSetViewPort failed" );

        /*
         * Final window repositioning: It could be avoided using an undecorated
         * window using override_redirect, but this * would possily require
         * more changes and investigation.
         */

        /* Get the current postion of the drawable area on screen */
        XTranslateCoordinates(
            fgDisplay.Display,
            fgStructure.CurrentWindow->Window.Handle,
            fgDisplay.RootWindow,
            0, 0, &x, &y,
            &child
        );

        /* Move the decorataions out of the topleft corner of the display */
        XMoveWindow( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle,
                     -x, -y);
    }

#endif

    /* Grab the keyboard, too */
    XGrabKeyboard(
        fgDisplay.Display,
        fgStructure.GameMode->Window.Handle,
        FALSE,
        GrabModeAsync, GrabModeAsync,
        CurrentTime
    );

#endif

    return fgStructure.GameMode->ID;
}
Example #6
0
/*
 * Creates a new top-level freeglut window
 */
int FGAPIENTRY glutCreateWindow( const char* title )
{
    return fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
                           fgState.Size.X, fgState.Size.Y, GL_FALSE,
                           GL_FALSE )->ID;
}