Exemple #1
0
/*
 * General settings assignment method
 */
void FGAPIENTRY glutSetOption( GLenum eWhat, int value )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetOption" );

    /*
     * XXX In chronological code add order.  (WHY in that order?)
     */
    switch( eWhat )
    {
    case GLUT_INIT_WINDOW_X:
        fgState.Position.X = (GLint)value;
        break;

    case GLUT_INIT_WINDOW_Y:
        fgState.Position.Y = (GLint)value;
        break;

    case GLUT_INIT_WINDOW_WIDTH:
        fgState.Size.X = (GLint)value;
        break;

    case GLUT_INIT_WINDOW_HEIGHT:
        fgState.Size.Y = (GLint)value;
        break;

    case GLUT_INIT_DISPLAY_MODE:
        fgState.DisplayMode = (unsigned int)value;
        break;

    case GLUT_ACTION_ON_WINDOW_CLOSE:
        fgState.ActionOnWindowClose = value;
        break;

    case GLUT_RENDERING_CONTEXT:
        fgState.UseCurrentContext =
            ( value == GLUT_USE_CURRENT_CONTEXT ) ? GL_TRUE : GL_FALSE;
        break;

    case GLUT_DIRECT_RENDERING:
        fgState.DirectContext = value;
        break;

    case GLUT_WINDOW_CURSOR:
        if( fgStructure.CurrentWindow != NULL )
            fgStructure.CurrentWindow->State.Cursor = value;
        break;

    case GLUT_AUX:
      fgState.AuxiliaryBufferNumber = value;
      break;

    case GLUT_MULTISAMPLE:
      fgState.SampleNumber = value;
      break;

    case GLUT_SKIP_STALE_MOTION_EVENTS:
      fgState.SkipStaleMotion = value;
      break;

    default:
        fgWarning( "glutSetOption(): missing enum handle %d", eWhat );
        break;
    }
}
Exemple #2
0
/*
 * Draws a solid cone
 */
void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
{
    int i,j;

    /* Step in z and radius as stacks are drawn. */

    double z0,z1;
    double r0,r1;

    const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
    const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );

    /* Scaling factors for vertex normals */

    const double cosn = ( height / sqrt ( height * height + base * base ));
    const double sinn = ( base   / sqrt ( height * height + base * base ));

    /* Pre-computed circle */

    double *sint,*cost;

    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );

    fghCircleTable(&sint,&cost,-slices);

    /* Cover the circular base with a triangle fan... */

    z0 = 0.0;
    z1 = zStep;

    r0 = base;
    r1 = r0 - rStep;

    glBegin(GL_TRIANGLE_FAN);

        glNormal3d(0.0,0.0,-1.0);
        glVertex3d(0.0,0.0, z0 );

        for (j=0; j<=slices; j++)
            glVertex3d(cost[j]*r0, sint[j]*r0, z0);

    glEnd();

    /* Cover each stack with a quad strip, except the top stack */

    for( i=0; i<stacks-1; i++ )
    {
        glBegin(GL_QUAD_STRIP);

            for(j=0; j<=slices; j++)
            {
                glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
                glVertex3d(cost[j]*r0,   sint[j]*r0,   z0  );
                glVertex3d(cost[j]*r1,   sint[j]*r1,   z1  );
            }

            z0 = z1; z1 += zStep;
            r0 = r1; r1 -= rStep;

        glEnd();
    }

    /* The top stack is covered with individual triangles */

    glBegin(GL_TRIANGLES);

        glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);

        for (j=0; j<slices; j++)
        {
            glVertex3d(cost[j+0]*r0,   sint[j+0]*r0,   z0    );
            glVertex3d(0,              0,              height);
            glNormal3d(cost[j+1]*sinn, sint[j+1]*sinn, cosn  );
            glVertex3d(cost[j+1]*r0,   sint[j+1]*r0,   z0    );
        }

    glEnd();

    /* Release sin and cos tables */

    free(sint);
    free(cost);
}
Exemple #3
0
/*
 * Draws a wire torus
 */
void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
  double  iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
  double *vertex, *normal;
  int    i, j;
  double spsi, cpsi, sphi, cphi ;

  FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );

  if ( nSides < 1 ) nSides = 1;
  if ( nRings < 1 ) nRings = 1;

  /* Allocate the vertices array */
  vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
  normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );

  glPushMatrix();

  dpsi =  2.0 * M_PI / (double)nRings ;
  dphi = -2.0 * M_PI / (double)nSides ;
  psi  = 0.0;

  for( j=0; j<nRings; j++ )
  {
    cpsi = cos ( psi ) ;
    spsi = sin ( psi ) ;
    phi = 0.0;

    for( i=0; i<nSides; i++ )
    {
      int offset = 3 * ( j * nSides + i ) ;
      cphi = cos ( phi ) ;
      sphi = sin ( phi ) ;
      *(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
      *(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
      *(vertex + offset + 2) =                    sphi * iradius  ;
      *(normal + offset + 0) = cpsi * cphi ;
      *(normal + offset + 1) = spsi * cphi ;
      *(normal + offset + 2) =        sphi ;
      phi += dphi;
    }

    psi += dpsi;
  }

  for( i=0; i<nSides; i++ )
  {
    glBegin( GL_LINE_LOOP );

    for( j=0; j<nRings; j++ )
    {
      int offset = 3 * ( j * nSides + i ) ;
      glNormal3dv( normal + offset );
      glVertex3dv( vertex + offset );
    }

    glEnd();
  }

  for( j=0; j<nRings; j++ )
  {
    glBegin(GL_LINE_LOOP);

    for( i=0; i<nSides; i++ )
    {
      int offset = 3 * ( j * nSides + i ) ;
      glNormal3dv( normal + offset );
      glVertex3dv( vertex + offset );
    }

    glEnd();
  }

  free ( vertex ) ;
  free ( normal ) ;
  glPopMatrix();
}
void FGAPIENTRY glutSetMenuData(void* data)
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );
    fgStructure.CurrentMenu->UserData=data;
}
Exemple #5
0
/*
 * Draws a solid sphere
 */
void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
{
    int i,j;

    /* Adjust z and radius as stacks are drawn. */

    double z0,z1;
    double r0,r1;

    /* Pre-computed circle */

    double *sint1,*cost1;
    double *sint2,*cost2;

    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );

    fghCircleTable(&sint1,&cost1,-slices);
    fghCircleTable(&sint2,&cost2,stacks*2);

    /* The top stack is covered with a triangle fan */

    z0 = 1.0;
    z1 = cost2[(stacks>0)?1:0];
    r0 = 0.0;
    r1 = sint2[(stacks>0)?1:0];

    glBegin(GL_TRIANGLE_FAN);

        glNormal3d(0,0,1);
        glVertex3d(0,0,radius);

        for (j=slices; j>=0; j--)
        {
            glNormal3d(cost1[j]*r1,        sint1[j]*r1,        z1       );
            glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
        }

    glEnd();

    /* Cover each stack with a quad strip, except the top and bottom stacks */

    for( i=1; i<stacks-1; i++ )
    {
        z0 = z1; z1 = cost2[i+1];
        r0 = r1; r1 = sint2[i+1];

        glBegin(GL_QUAD_STRIP);

            for(j=0; j<=slices; j++)
            {
                glNormal3d(cost1[j]*r1,        sint1[j]*r1,        z1       );
                glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
                glNormal3d(cost1[j]*r0,        sint1[j]*r0,        z0       );
                glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
            }

        glEnd();
    }

    /* The bottom stack is covered with a triangle fan */

    z0 = z1;
    r0 = r1;

    glBegin(GL_TRIANGLE_FAN);

        glNormal3d(0,0,-1);
        glVertex3d(0,0,-radius);

        for (j=0; j<=slices; j++)
        {
            glNormal3d(cost1[j]*r0,        sint1[j]*r0,        z0       );
            glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
        }

    glEnd();

    /* Release sin and cos tables */

    free(sint1);
    free(cost1);
    free(sint2);
    free(cost2);
}
Exemple #6
0
/*
 * Returns various device information.
 */
int FGAPIENTRY glutDeviceGet( GLenum eWhat )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDeviceGet" );

    /* XXX WARNING: we are mostly lying in this function. */
    switch( eWhat )
    {
    case GLUT_HAS_KEYBOARD:
        /*
         * We always have a keyboard present on PC machines...
         *
         * XXX I think that some of my PCs will boot without a keyboard.
         * XXX Also, who says that we are running on a PC?  UNIX/X11
         * XXX is much more generic, and X11 can go over a network.
         * XXX Though in actuality, we can probably assume BOTH a
         * XXX mouse and keyboard for most/all of our users.
         */
        return TRUE ;

#if TARGET_HOST_UNIX_X11

    case GLUT_HAS_MOUSE:
        return TRUE ;

    case GLUT_NUM_MOUSE_BUTTONS:
        /*
         * Return the number of mouse buttons available. This is a big guess.
         *
         * XXX We can probe /var/run/dmesg.boot which is world-readable.
         * XXX This would be somewhat system-dependant, but is doable.
         * XXX E.g., on NetBSD, my USB mouse registers:
         * XXX   ums0 at uhidev0: 3 buttons and Z dir.
         * XXX We can also probe /var/log/XFree86\..*\.log to get
         * XXX lines such as:
         * XXX   (**) Option "Buttons" "5"
         * XXX   (**) Option "ZAxisMapping" "4 5"
         * XXX   (**) Mouse0: ZAxisMapping: buttons 4 and 5
         * XXX   (**) Mouse0: Buttons: 5
         * XXX ...which tells us even more, and is a bit less
         * XXX system-dependant.  (Other than MS-WINDOWS, all
         * XXX target hosts with actual users are probably running
         * XXX XFree86...)  It is at least worth taking a look at
         * XXX this file.
         */
        return 3 ;

#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE

    case GLUT_HAS_MOUSE:
        /*
         * The Windows can be booted without a mouse.
         * It would be nice to have this reported.
         */
        return GetSystemMetrics( SM_MOUSEPRESENT );

    case GLUT_NUM_MOUSE_BUTTONS:
        /* We are much more fortunate under Win32 about this... */
#if TARGET_HOST_WINCE
        return 1;
#else
        return GetSystemMetrics( SM_CMOUSEBUTTONS );
#endif /* TARGET_HOST_WINCE */

#endif

    case GLUT_HAS_JOYSTICK:
        return fgJoystickDetect ();

    case GLUT_OWNS_JOYSTICK:
        return fgState.JoysticksInitialised;

    case GLUT_JOYSTICK_POLL_RATE:
        return fgStructure.CurrentWindow ? fgStructure.CurrentWindow->State.JoystickPollRate : 0;

    /* XXX The following two are only for Joystick 0 but this is an improvement */
    case GLUT_JOYSTICK_BUTTONS:
        return glutJoystickGetNumButtons ( 0 );

    case GLUT_JOYSTICK_AXES:
        return glutJoystickGetNumAxes ( 0 );

    case GLUT_HAS_SPACEBALL:
    case GLUT_HAS_DIAL_AND_BUTTON_BOX:
    case GLUT_HAS_TABLET:
        return FALSE;

    case GLUT_NUM_SPACEBALL_BUTTONS:
    case GLUT_NUM_BUTTON_BOX_BUTTONS:
    case GLUT_NUM_DIALS:
    case GLUT_NUM_TABLET_BUTTONS:
        return 0;

    case GLUT_DEVICE_IGNORE_KEY_REPEAT:
        return fgStructure.CurrentWindow ? fgStructure.CurrentWindow->State.IgnoreKeyRepeat : 0;

    case GLUT_DEVICE_KEY_REPEAT:
        return fgState.KeyRepeat;

    default:
        fgWarning( "glutDeviceGet(): missing enum handle %d", eWhat );
        break;
    }

    /* And now -- the failure. */
    return -1;
}
Exemple #7
0
/*
 * Enters the game mode
 */
int FGAPIENTRY glutEnterGameMode( void )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEnterGameMode" );

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

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

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

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

#if TARGET_HOST_POSIX_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.GameModeWindow->Window.Handle,
               TRUE,
               ButtonPressMask | ButtonReleaseMask | ButtonMotionMask
               | PointerMotionMask,
               GrabModeAsync, GrabModeAsync,
               fgStructure.GameModeWindow->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.GameModeWindow->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 HAVE_X11_EXTENSIONS_XF86VMODE_H

    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.GameModeWindow->Window.Handle,
        FALSE,
        GrabModeAsync, GrabModeAsync,
        CurrentTime
    );

#endif

    return fgStructure.GameModeWindow->ID;
}
/* A. Donev: Destruction callback for menus */
void FGAPIENTRY glutMenuDestroyFunc( void (* callback)( void ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMenuDestroyFunc" );
    if( fgStructure.CurrentMenu )
        fgStructure.CurrentMenu->Destroy = callback;
}
/*
 * Sets the global menu status callback for the current window
 */
void FGAPIENTRY glutMenuStatusFunc( void (* callback)( int, int, int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMenuStatusFunc" );
    fgState.MenuStatusCallback = callback;
}
/*
 * Window destruction callbacks
 */
void FGAPIENTRY glutCloseFunc( void (* callback)( void ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCloseFunc" );
    SET_CALLBACK( Destroy );
}
void FGAPIENTRY glutWMCloseFunc( void (* callback)( void ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWMCloseFunc" );
    glutCloseFunc( callback );
}
/*
 * Window mouse entry/leave callback
 */
void FGAPIENTRY glutEntryFunc( void (* callback)( int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutEntryFunc" );
    SET_CALLBACK( Entry );
}
/*
 * Sets the mouse wheel callback for the current window
 */
void FGAPIENTRY glutMouseWheelFunc( void (* callback)( int, int, int, int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMouseWheelFunc" );
    SET_CALLBACK( MouseWheel );
}
Exemple #14
0
int * FGAPIENTRY glutGetModeValues(GLenum eWhat, int * size)
{
  int * array;

#if TARGET_HOST_POSIX_X11
  int attributes[9];
  GLXFBConfig * fbconfigArray;  /*  Array of FBConfigs  */
  int fbconfigArraySize;        /*  Number of FBConfigs in the array  */
  int attribute_name = 0;
#endif

  FREEGLUT_EXIT_IF_NOT_INITIALISED("glutGetModeValues");

  array = NULL;
  *size = 0;

  switch (eWhat)
    {
#if TARGET_HOST_POSIX_X11
    case GLUT_AUX:
    case GLUT_MULTISAMPLE:

      attributes[0] = GLX_BUFFER_SIZE;
      attributes[1] = GLX_DONT_CARE;

      switch (eWhat)
        {
        case GLUT_AUX:
          /*
            FBConfigs are now sorted by increasing number of auxiliary
            buffers.  We want at least one buffer.
          */
          attributes[2] = GLX_AUX_BUFFERS;
          attributes[3] = 1;
          attributes[4] = None;

          attribute_name = GLX_AUX_BUFFERS;

          break;


        case GLUT_MULTISAMPLE:
          attributes[2] = GLX_AUX_BUFFERS;
          attributes[3] = GLX_DONT_CARE;
          attributes[4] = GLX_SAMPLE_BUFFERS;
          attributes[5] = 1;
          /*
            FBConfigs are now sorted by increasing number of samples per
            pixel.  We want at least one sample.
          */
          attributes[6] = GLX_SAMPLES;
          attributes[7] = 1;
          attributes[8] = None;

          attribute_name = GLX_SAMPLES;

          break;
        }

      fbconfigArray = glXChooseFBConfig(fgDisplay.Display,
                                        fgDisplay.Screen,
                                        attributes,
                                        &fbconfigArraySize);

      if (fbconfigArray != NULL)
        {
          int * temp_array;
          int previous_value;
          int i;

          temp_array = malloc(sizeof(int) * fbconfigArraySize);
          previous_value = 0;

          for (i = 0; i < fbconfigArraySize; i++)
            {
              int value;

              glXGetFBConfigAttrib(fgDisplay.Display,
                                   fbconfigArray[i],
                                   attribute_name,
                                   &value);
              if (value > previous_value)
                {
                  temp_array[*size] = value;
                  previous_value = value;
                  (*size)++;
                }
            }

          array = malloc(sizeof(int) * (*size));
          for (i = 0; i < *size; i++)
            {
              array[i] = temp_array[i];
            }

          free(temp_array);
          XFree(fbconfigArray);
        }

      break;
#endif      

    default:
      break;
    }

  return array;
}
/*
 * Sets the global idle callback
 */
void FGAPIENTRY glutIdleFunc( void (* callback)( void ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIdleFunc" );
    fgState.IdleCallback = callback;
}
/*
 * Sets the overlay display callback for the current window
 */
void FGAPIENTRY glutOverlayDisplayFunc( void (* callback)( void ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutOverlayDisplayFunc" );
    SET_CALLBACK( OverlayDisplay );
}
Exemple #17
0
/*
 * General settings query method
 */
int FGAPIENTRY glutGet( GLenum eWhat )
{
#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
    int returnValue ;
    GLboolean boolValue ;
#endif

    switch (eWhat)
    {
    case GLUT_INIT_STATE:
        return fgState.Initialised;

    case GLUT_ELAPSED_TIME:
        return fgElapsedTime();
    }

    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGet" );

    /* XXX In chronological code add order.  (WHY in that order?) */
    switch( eWhat )
    {
    /* Following values are stored in fgState and fgDisplay global structures */
    case GLUT_SCREEN_WIDTH:         return fgDisplay.ScreenWidth   ;
    case GLUT_SCREEN_HEIGHT:        return fgDisplay.ScreenHeight  ;
    case GLUT_SCREEN_WIDTH_MM:      return fgDisplay.ScreenWidthMM ;
    case GLUT_SCREEN_HEIGHT_MM:     return fgDisplay.ScreenHeightMM;
    case GLUT_INIT_WINDOW_X:        return fgState.Position.X      ;
    case GLUT_INIT_WINDOW_Y:        return fgState.Position.Y      ;
    case GLUT_INIT_WINDOW_WIDTH:    return fgState.Size.X          ;
    case GLUT_INIT_WINDOW_HEIGHT:   return fgState.Size.Y          ;
    case GLUT_INIT_DISPLAY_MODE:    return fgState.DisplayMode     ;

    /*
     * The window/context specific queries are handled mostly by
     * fghGetConfig().
     */
    case GLUT_WINDOW_NUM_SAMPLES:
        /* XXX Multisampling. Return what I know about multisampling. */
        return 0;

#if TARGET_HOST_UNIX_X11
    /*
     * The rest of GLX queries under X are general enough to use a macro to
     * check them
     */
#   define GLX_QUERY(a,b) case a: return fghGetConfig( b );

    GLX_QUERY( GLUT_WINDOW_RGBA,                GLX_RGBA                );
    GLX_QUERY( GLUT_WINDOW_DOUBLEBUFFER,        GLX_DOUBLEBUFFER        );
    GLX_QUERY( GLUT_WINDOW_BUFFER_SIZE,         GLX_BUFFER_SIZE         );
    GLX_QUERY( GLUT_WINDOW_STENCIL_SIZE,        GLX_STENCIL_SIZE        );
    GLX_QUERY( GLUT_WINDOW_DEPTH_SIZE,          GLX_DEPTH_SIZE          );
    GLX_QUERY( GLUT_WINDOW_RED_SIZE,            GLX_RED_SIZE            );
    GLX_QUERY( GLUT_WINDOW_GREEN_SIZE,          GLX_GREEN_SIZE          );
    GLX_QUERY( GLUT_WINDOW_BLUE_SIZE,           GLX_BLUE_SIZE           );
    GLX_QUERY( GLUT_WINDOW_ALPHA_SIZE,          GLX_ALPHA_SIZE          );
    GLX_QUERY( GLUT_WINDOW_ACCUM_RED_SIZE,      GLX_ACCUM_RED_SIZE      );
    GLX_QUERY( GLUT_WINDOW_ACCUM_GREEN_SIZE,    GLX_ACCUM_GREEN_SIZE    );
    GLX_QUERY( GLUT_WINDOW_ACCUM_BLUE_SIZE,     GLX_ACCUM_BLUE_SIZE     );
    GLX_QUERY( GLUT_WINDOW_ACCUM_ALPHA_SIZE,    GLX_ACCUM_ALPHA_SIZE    );
    GLX_QUERY( GLUT_WINDOW_STEREO,              GLX_STEREO              );

#   undef GLX_QUERY

    /* Colormap size is handled in a bit different way than all the rest */
    case GLUT_WINDOW_COLORMAP_SIZE:
        if( (fghGetConfig( GLX_RGBA )) || (fgStructure.CurrentWindow == NULL) )
        {
            /*
             * We've got a RGBA visual, so there is no colormap at all.
             * The other possibility is that we have no current window set.
             */
            return 0;
        }
        return fgStructure.CurrentWindow->Window.VisualInfo->visual->map_entries;

    /*
     * Those calls are somewhat similiar, as they use XGetWindowAttributes()
     * function
     */
    case GLUT_WINDOW_X:
    case GLUT_WINDOW_Y:
    case GLUT_WINDOW_BORDER_WIDTH:
    case GLUT_WINDOW_HEADER_HEIGHT:
    {
        int x, y;
        Window w;

        if( fgStructure.CurrentWindow == NULL )
            return 0;

        XTranslateCoordinates(
            fgDisplay.Display,
            fgStructure.CurrentWindow->Window.Handle,
            fgDisplay.RootWindow,
            0, 0, &x, &y, &w);

        switch ( eWhat )
        {
        case GLUT_WINDOW_X: return x;
        case GLUT_WINDOW_Y: return y;
        }

        if ( w == 0 )
            return 0;
        XTranslateCoordinates(
            fgDisplay.Display,
            fgStructure.CurrentWindow->Window.Handle,
            w, 0, 0, &x, &y, &w);

        switch ( eWhat )
        {
        case GLUT_WINDOW_BORDER_WIDTH:  return x;
        case GLUT_WINDOW_HEADER_HEIGHT: return y;
        }
    }

    case GLUT_WINDOW_WIDTH:
    case GLUT_WINDOW_HEIGHT:
    {
        XWindowAttributes winAttributes;

        if( fgStructure.CurrentWindow == NULL )
            return 0;
        XGetWindowAttributes(
            fgDisplay.Display,
            fgStructure.CurrentWindow->Window.Handle,
            &winAttributes
        );
        switch ( eWhat )
        {
        case GLUT_WINDOW_WIDTH:            return winAttributes.width ;
        case GLUT_WINDOW_HEIGHT:           return winAttributes.height ;
        }
    }

    /* I do not know yet if there will be a fgChooseVisual() function for Win32 */
    case GLUT_DISPLAY_MODE_POSSIBLE:
        return( fgChooseVisual() == NULL ? 0 : 1 );

    /* This is system-dependant */
    case GLUT_WINDOW_FORMAT_ID:
        if( fgStructure.CurrentWindow == NULL )
            return 0;

        return fgStructure.CurrentWindow->Window.VisualInfo->visualid;

#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE

    /* Handle the OpenGL inquiries */
    case GLUT_WINDOW_RGBA:
      glGetBooleanv ( GL_RGBA_MODE, &boolValue );
      returnValue = boolValue ? 1 : 0;
      return returnValue;
    case GLUT_WINDOW_DOUBLEBUFFER:
      glGetBooleanv ( GL_DOUBLEBUFFER, &boolValue );
      returnValue = boolValue ? 1 : 0;
      return returnValue;
    case GLUT_WINDOW_STEREO:
      glGetBooleanv ( GL_STEREO, &boolValue );
      returnValue = boolValue ? 1 : 0;
      return returnValue;

    case GLUT_WINDOW_RED_SIZE:
      glGetIntegerv ( GL_RED_BITS, &returnValue );
      return returnValue;
    case GLUT_WINDOW_GREEN_SIZE:
      glGetIntegerv ( GL_GREEN_BITS, &returnValue );
      return returnValue;
    case GLUT_WINDOW_BLUE_SIZE:
      glGetIntegerv ( GL_BLUE_BITS, &returnValue );
      return returnValue;
    case GLUT_WINDOW_ALPHA_SIZE:
      glGetIntegerv ( GL_ALPHA_BITS, &returnValue );
      return returnValue;
    case GLUT_WINDOW_ACCUM_RED_SIZE:
      glGetIntegerv ( GL_ACCUM_RED_BITS, &returnValue );
      return returnValue;
    case GLUT_WINDOW_ACCUM_GREEN_SIZE:
      glGetIntegerv ( GL_ACCUM_GREEN_BITS, &returnValue );
      return returnValue;
    case GLUT_WINDOW_ACCUM_BLUE_SIZE:
      glGetIntegerv ( GL_ACCUM_BLUE_BITS, &returnValue );
      return returnValue;
    case GLUT_WINDOW_ACCUM_ALPHA_SIZE:
      glGetIntegerv ( GL_ACCUM_ALPHA_BITS, &returnValue );
      return returnValue;
    case GLUT_WINDOW_DEPTH_SIZE:
      glGetIntegerv ( GL_DEPTH_BITS, &returnValue );
      return returnValue;

    case GLUT_WINDOW_BUFFER_SIZE:
      returnValue = 1 ;                                      /* ????? */
      return returnValue;
    case GLUT_WINDOW_STENCIL_SIZE:
      returnValue = 0 ;                                      /* ????? */
      return returnValue;

    case GLUT_WINDOW_X:
    case GLUT_WINDOW_Y:
    case GLUT_WINDOW_WIDTH:
    case GLUT_WINDOW_HEIGHT:
    {
        /*
         *  There is considerable confusion about the "right thing to
         *  do" concerning window  size and position.  GLUT itself is
         *  not consistent between Windows and UNIX/X11; since
         *  platform independence is a virtue for "freeglut", we
         *  decided to break with GLUT's behaviour.
         *
         *  Under UNIX/X11, it is apparently not possible to get the
         *  window border sizes in order to subtract them off the
         *  window's initial position until some time after the window
         *  has been created.  Therefore we decided on the following
         *  behaviour, both under Windows and under UNIX/X11:
         *  - When you create a window with position (x,y) and size
         *    (w,h), the upper left hand corner of the outside of the
         *    window is at (x,y) and the size of the drawable area  is
         *    (w,h).
         *  - When you query the size and position of the window--as
         *    is happening here for Windows--"freeglut" will return
         *    the size of the drawable area--the (w,h) that you
         *    specified when you created the window--and the coordinates
         *    of the upper left hand corner of the drawable
         *    area--which is NOT the (x,y) you specified.
         */

        RECT winRect;

        freeglut_return_val_if_fail( fgStructure.CurrentWindow != NULL, 0 );

        /*
         * We need to call GetWindowRect() first...
         *  (this returns the pixel coordinates of the outside of the window)
         */
        GetWindowRect( fgStructure.CurrentWindow->Window.Handle, &winRect );

        /* ...then we've got to correct the results we've just received... */

#if !TARGET_HOST_WINCE
        if ( ( fgStructure.GameMode != fgStructure.CurrentWindow ) && ( fgStructure.CurrentWindow->Parent == NULL ) &&
             ( ! fgStructure.CurrentWindow->IsMenu ) )
        {
          winRect.left   += GetSystemMetrics( SM_CXSIZEFRAME );
          winRect.right  -= GetSystemMetrics( SM_CXSIZEFRAME );
          winRect.top    += GetSystemMetrics( SM_CYSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION );
          winRect.bottom -= GetSystemMetrics( SM_CYSIZEFRAME );
        }
#endif /* !TARGET_HOST_WINCE */

        switch( eWhat )
        {
        case GLUT_WINDOW_X:      return winRect.left                ;
        case GLUT_WINDOW_Y:      return winRect.top                 ;
        case GLUT_WINDOW_WIDTH:  return winRect.right - winRect.left;
        case GLUT_WINDOW_HEIGHT: return winRect.bottom - winRect.top;
        }
    }
    break;

    case GLUT_WINDOW_BORDER_WIDTH :
#if TARGET_HOST_WINCE
        return 0;
#else
        return GetSystemMetrics( SM_CXSIZEFRAME );
#endif /* !TARGET_HOST_WINCE */

    case GLUT_WINDOW_HEADER_HEIGHT :
#if TARGET_HOST_WINCE
        return 0;
#else
        return GetSystemMetrics( SM_CYCAPTION );
#endif /* TARGET_HOST_WINCE */

    case GLUT_DISPLAY_MODE_POSSIBLE:
#if TARGET_HOST_WINCE
        return GL_FALSE;
#else
        return fgSetupPixelFormat( fgStructure.CurrentWindow, GL_TRUE,
                                    PFD_MAIN_PLANE );
#endif /* TARGET_HOST_WINCE */


    case GLUT_WINDOW_FORMAT_ID:
#if !TARGET_HOST_WINCE
        if( fgStructure.CurrentWindow != NULL )
            return GetPixelFormat( fgStructure.CurrentWindow->Window.Device );
#endif /* TARGET_HOST_WINCE */
        return 0;

#endif

    /* The window structure queries */
    case GLUT_WINDOW_PARENT:
        if( fgStructure.CurrentWindow         == NULL ) return 0;
        if( fgStructure.CurrentWindow->Parent == NULL ) return 0;
        return fgStructure.CurrentWindow->Parent->ID;

    case GLUT_WINDOW_NUM_CHILDREN:
        if( fgStructure.CurrentWindow == NULL )
            return 0;
        return fgListLength( &fgStructure.CurrentWindow->Children );

    case GLUT_WINDOW_CURSOR:
        if( fgStructure.CurrentWindow == NULL )
            return 0;
        return fgStructure.CurrentWindow->State.Cursor;

    case GLUT_MENU_NUM_ITEMS:
        if( fgStructure.CurrentMenu == NULL )
            return 0;
        return fgListLength( &fgStructure.CurrentMenu->Entries );

    case GLUT_ACTION_ON_WINDOW_CLOSE:
        return fgState.ActionOnWindowClose;

    case GLUT_VERSION :
        return VERSION_MAJOR * 10000 + VERSION_MINOR * 100 + VERSION_PATCH;

    case GLUT_RENDERING_CONTEXT:
        return fgState.UseCurrentContext ? GLUT_USE_CURRENT_CONTEXT
                                         : GLUT_CREATE_NEW_CONTEXT;

    case GLUT_DIRECT_RENDERING:
        return fgState.DirectContext;
        break;

    default:
        fgWarning( "glutGet(): missing enum handle %d", eWhat );
        break;
    }
    return -1;
}
/*
 * Sets the window status callback for the current window
 */
void FGAPIENTRY glutWindowStatusFunc( void (* callback)( int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWindowStatusFunc" );
    SET_CALLBACK( WindowStatus );
}
Exemple #19
0
/*
 * Return the state of the GLUT API overlay subsystem. A misery ;-)
 */
int FGAPIENTRY glutLayerGet( GLenum eWhat )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLayerGet" );

    /*
     * This is easy as layers are not implemented ;-)
     *
     * XXX Can we merge the UNIX/X11 and WIN32 sections?  Or
     * XXX is overlay support planned?
     */
    switch( eWhat )
    {

#if TARGET_HOST_UNIX_X11

    case GLUT_OVERLAY_POSSIBLE:
        return FALSE;

    case GLUT_LAYER_IN_USE:
        return GLUT_NORMAL;

    case GLUT_HAS_OVERLAY:
        return FALSE;

    case GLUT_TRANSPARENT_INDEX:
        /*
         * Return just anything, which is always defined as zero
         *
         * XXX HUH?
         */
        return 0;

    case GLUT_NORMAL_DAMAGED:
        /* XXX Actually I do not know. Maybe. */
        return FALSE;

    case GLUT_OVERLAY_DAMAGED:
        return -1;

#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE

    case GLUT_OVERLAY_POSSIBLE:
/*      return fgSetupPixelFormat( fgStructure.CurrentWindow, GL_TRUE,
                                   PFD_OVERLAY_PLANE ); */
      return FALSE ;

    case GLUT_LAYER_IN_USE:
        return GLUT_NORMAL;

    case GLUT_HAS_OVERLAY:
        return FALSE;

    case GLUT_TRANSPARENT_INDEX:
        /*
         * Return just anything, which is always defined as zero
         *
         * XXX HUH?
         */
        return 0;

    case GLUT_NORMAL_DAMAGED:
        /* XXX Actually I do not know. Maybe. */
        return FALSE;

    case GLUT_OVERLAY_DAMAGED:
        return -1;
#endif

    default:
        fgWarning( "glutLayerGet(): missing enum handle %d", eWhat );
        break;
    }

    /* And fail. That's good. Programs do love failing. */
    return -1;
}
/*
 * Sets the tablet buttons callback for the current window
 */
void FGAPIENTRY glutTabletButtonFunc( void (* callback)( int, int, int, int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutTabletButtonFunc" );
    SET_CALLBACK( TabletButton );
}
/*
 * A.Donev: Set and retrieve the menu's user data
 */
void* FGAPIENTRY glutGetMenuData( void )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );
    return fgStructure.CurrentMenu->UserData;
}
/*
 * Sets the multi-pointer passive motion callback for the current window
 */
void FGAPIENTRY glutMultiPassiveFunc( void (* callback)(int, int, int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMultiPassiveFunc" );
    SET_CALLBACK( MultiPassive );
}
/*
 * Enters the freeglut processing loop.
 * Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
 */
void FGAPIENTRY glutMainLoopMT( void )
{
    //int action; //MT

#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
    SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif

    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoop" );

#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
    /*
     * Processing before the main loop:  If there is a window which is open and
     * which has a visibility callback, call it.  I know this is an ugly hack,
     * but I'm not sure what else to do about it.  Ideally we should leave
     * something uninitialized in the create window code and initialize it in
     * the main loop, and have that initialization create a "WM_ACTIVATE"
     * message.  Then we would put the visibility callback code in the
     * "case WM_ACTIVATE" block below.         - John Fay -- 10/24/02
     */
    while( window )
    {
        if ( FETCH_WCB( *window, Visibility ) )
        {
            SFG_Window *current_window = fgStructure.CurrentWindow ;

            INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
            fgSetWindow( current_window );
        }

        window = (SFG_Window *)window->Node.Next ;
    }
#endif

    fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
    while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
    {
        SFG_Window *window;

        glutMainLoopEvent( );
        /*
         * Step through the list of windows, seeing if there are any
         * that are not menus
         */
        for( window = ( SFG_Window * )fgStructure.Windows.First;
             window;
             window = ( SFG_Window * )window->Node.Next )
            if ( ! ( window->IsMenu ) )
                break;

        if( ! window )
            fgState.ExecState = GLUT_EXEC_STATE_STOP;
        else
        {
            if( fgState.IdleCallback )
            {
                if( fgStructure.CurrentWindow &&
                    fgStructure.CurrentWindow->IsMenu )
                    /* fail safe */
                    fgSetWindow( window );
                fgState.IdleCallback( );
            }

            fghSleepForEvents( );
        }
    }

#if 0 //Marc Toussaint
    /*
     * When this loop terminates, destroy the display, state and structure
     * of a freeglut session, so that another glutInit() call can happen
     *
     * Save the "ActionOnWindowClose" because "fgDeinitialize" resets it.
     */
    action = fgState.ActionOnWindowClose;
    fgDeinitialize( );
    if( action == GLUT_ACTION_EXIT )
        exit( 0 );
#endif
}
/*
 * Sets the Reshape callback for the current window
 */
void FGAPIENTRY glutReshapeFunc( void (* callback)( int, int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeFunc" );
    SET_CALLBACK( Reshape );
}
Exemple #25
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/*
 * Draws a wire sphere
 */
void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
{
    int i,j;

    /* Adjust z and radius as stacks and slices are drawn. */

    double r;
    double x,y,z;

    /* Pre-computed circle */

    double *sint1,*cost1;
    double *sint2,*cost2;

    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );

    fghCircleTable(&sint1,&cost1,-slices  );
    fghCircleTable(&sint2,&cost2, stacks*2);

    /* Draw a line loop for each stack */

    for (i=1; i<stacks; i++)
    {
        z = cost2[i];
        r = sint2[i];

        glBegin(GL_LINE_LOOP);

            for(j=0; j<=slices; j++)
            {
                x = cost1[j];
                y = sint1[j];

                glNormal3d(x,y,z);
                glVertex3d(x*r*radius,y*r*radius,z*radius);
            }

        glEnd();
    }

    /* Draw a line loop for each slice */

    for (i=0; i<slices; i++)
    {
        glBegin(GL_LINE_STRIP);

            for(j=0; j<=stacks; j++)
            {
                x = cost1[i]*sint2[j];
                y = sint1[i]*sint2[j];
                z = cost2[j];

                glNormal3d(x,y,z);
                glVertex3d(x*radius,y*radius,z*radius);
            }

        glEnd();
    }

    /* Release sin and cos tables */

    free(sint1);
    free(cost1);
    free(sint2);
    free(cost2);
}
/*
 * Sets the Keyboard callback for the current window
 */
void FGAPIENTRY glutKeyboardFunc( void (* callback)
                                  ( unsigned char, int, int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutKeyboardFunc" );
    SET_CALLBACK( Keyboard );
}
Exemple #27
0
/*
 * Draws a wire cone
 */
void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)
{
    int i,j;

    /* Step in z and radius as stacks are drawn. */

    double z = 0.0;
    double r = base;

    const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
    const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );

    /* Scaling factors for vertex normals */

    const double cosn = ( height / sqrt ( height * height + base * base ));
    const double sinn = ( base   / sqrt ( height * height + base * base ));

    /* Pre-computed circle */

    double *sint,*cost;

    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );

    fghCircleTable(&sint,&cost,-slices);

    /* Draw the stacks... */

    for (i=0; i<stacks; i++)
    {
        glBegin(GL_LINE_LOOP);

            for( j=0; j<slices; j++ )
            {
                glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
                glVertex3d(cost[j]*r,    sint[j]*r,    z   );
            }

        glEnd();

        z += zStep;
        r -= rStep;
    }

    /* Draw the slices */

    r = base;

    glBegin(GL_LINES);

        for (j=0; j<slices; j++)
        {
            glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn  );
            glVertex3d(cost[j]*r,    sint[j]*r,    0.0   );
            glVertex3d(0.0,          0.0,          height);
        }

    glEnd();

    /* Release sin and cos tables */

    free(sint);
    free(cost);
}
/*
 * Sets the Special callback for the current window
 */
void FGAPIENTRY glutSpecialFunc( void (* callback)( int, int, int ) )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSpecialFunc" );
    SET_CALLBACK( Special );
}
Exemple #29
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/*
 * Draws a solid torus
 */
void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
  double  iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
  double *vertex, *normal;
  int    i, j;
  double spsi, cpsi, sphi, cphi ;

  FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );

  if ( nSides < 1 ) nSides = 1;
  if ( nRings < 1 ) nRings = 1;

  /* Increment the number of sides and rings to allow for one more point than surface */
  nSides ++ ;
  nRings ++ ;

  /* Allocate the vertices array */
  vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
  normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );

  glPushMatrix();

  dpsi =  2.0 * M_PI / (double)(nRings - 1) ;
  dphi = -2.0 * M_PI / (double)(nSides - 1) ;
  psi  = 0.0;

  for( j=0; j<nRings; j++ )
  {
    cpsi = cos ( psi ) ;
    spsi = sin ( psi ) ;
    phi = 0.0;

    for( i=0; i<nSides; i++ )
    {
      int offset = 3 * ( j * nSides + i ) ;
      cphi = cos ( phi ) ;
      sphi = sin ( phi ) ;
      *(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
      *(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
      *(vertex + offset + 2) =                    sphi * iradius  ;
      *(normal + offset + 0) = cpsi * cphi ;
      *(normal + offset + 1) = spsi * cphi ;
      *(normal + offset + 2) =        sphi ;
      phi += dphi;
    }

    psi += dpsi;
  }

    glBegin( GL_QUADS );
  for( i=0; i<nSides-1; i++ )
  {
    for( j=0; j<nRings-1; j++ )
    {
      int offset = 3 * ( j * nSides + i ) ;
      glNormal3dv( normal + offset );
      glVertex3dv( vertex + offset );
      glNormal3dv( normal + offset + 3 );
      glVertex3dv( vertex + offset + 3 );
      glNormal3dv( normal + offset + 3 * nSides + 3 );
      glVertex3dv( vertex + offset + 3 * nSides + 3 );
      glNormal3dv( normal + offset + 3 * nSides );
      glVertex3dv( vertex + offset + 3 * nSides );
    }
  }

  glEnd();

  free ( vertex ) ;
  free ( normal ) ;
  glPopMatrix();
}
Exemple #30
0
/*
 * Returns various device information.
 */
int FGAPIENTRY glutDeviceGet( GLenum eWhat )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDeviceGet" );

    /* XXX WARNING: we are mostly lying in this function. */
    switch( eWhat )
    {
    case GLUT_HAS_KEYBOARD:
        /*
         * Win32 is assumed a keyboard, and this cannot be queried,
         * except for WindowsCE.
         *
         * X11 has a core keyboard by definition, although it can
         * be present as a virtual/dummy keyboard. For now, there
         * is no reliable way to tell if a real keyboard is present.
         */
#if defined(_WIN32_CE)
        return ( GetKeyboardStatus() & KBDI_KEYBOARD_PRESENT ) ? 1 : 0;
#   if FREEGLUT_LIB_PRAGMAS
#       pragma comment (lib,"Kbdui.lib")
#   endif

#else
        return 1;
#endif

#if TARGET_HOST_POSIX_X11

    /* X11 has a mouse by definition */
    case GLUT_HAS_MOUSE:
        return 1 ;

    case GLUT_NUM_MOUSE_BUTTONS:
        /* We should be able to pass NULL when the last argument is zero,
         * but at least one X server has a bug where this causes a segfault.
         *
         * In XFree86/Xorg servers, a mouse wheel is seen as two buttons
         * rather than an Axis; "freeglut_main.c" expects this when
         * checking for a wheel event.
         */
        {
            unsigned char map;
            int nbuttons = XGetPointerMapping(fgDisplay.Display, &map,0);
            return nbuttons;
        }

#elif TARGET_HOST_MS_WINDOWS

    case GLUT_HAS_MOUSE:
        /*
         * MS Windows can be booted without a mouse.
         */
        return GetSystemMetrics( SM_MOUSEPRESENT );

    case GLUT_NUM_MOUSE_BUTTONS:
#  if defined(_WIN32_WCE)
        return 1;
#  else
        return GetSystemMetrics( SM_CMOUSEBUTTONS );
#  endif
#endif

    case GLUT_HAS_JOYSTICK:
        return fgJoystickDetect ();

    case GLUT_OWNS_JOYSTICK:
        return fgState.JoysticksInitialised;

    case GLUT_JOYSTICK_POLL_RATE:
        return fgStructure.CurrentWindow ? fgStructure.CurrentWindow->State.JoystickPollRate : 0;

    /* XXX The following two are only for Joystick 0 but this is an improvement */
    case GLUT_JOYSTICK_BUTTONS:
        return glutJoystickGetNumButtons ( 0 );

    case GLUT_JOYSTICK_AXES:
        return glutJoystickGetNumAxes ( 0 );

    case GLUT_HAS_DIAL_AND_BUTTON_BOX:
        return fgInputDeviceDetect ();

    case GLUT_NUM_DIALS:
        if ( fgState.InputDevsInitialised ) return 8;
        return 0;
 
    case GLUT_NUM_BUTTON_BOX_BUTTONS:
        return 0;

    case GLUT_HAS_SPACEBALL:
        return fgHasSpaceball();

    case GLUT_HAS_TABLET:
        return 0;

    case GLUT_NUM_SPACEBALL_BUTTONS:
        return fgSpaceballNumButtons();

    case GLUT_NUM_TABLET_BUTTONS:
        return 0;

    case GLUT_DEVICE_IGNORE_KEY_REPEAT:
        return fgStructure.CurrentWindow ? fgStructure.CurrentWindow->State.IgnoreKeyRepeat : 0;

    case GLUT_DEVICE_KEY_REPEAT:
        return fgState.KeyRepeat;

    default:
        fgWarning( "glutDeviceGet(): missing enum handle %d", eWhat );
        break;
    }

    /* And now -- the failure. */
    return -1;
}