void ofAppGLFWWindow::changeMode(){
	//glfwToggleFullscreen();

	if( windowMode == OF_FULLSCREEN){

		nonFullScreenW = ofGetWidth();
		nonFullScreenH = ofGetHeight();

		//----------------------------------------------------
		ofAppGLFWWindow::setWindowShape(getScreenSize().x, getScreenSize().y);
		ofAppGLFWWindow::setWindowPosition(0,0);

		#ifdef TARGET_OSX
			SetSystemUIMode(kUIModeAllHidden,NULL);
		#endif

	}else if( windowMode == OF_WINDOW ){

		ofAppGLFWWindow::setWindowShape(nonFullScreenW, nonFullScreenH);

		//----------------------------------------------------
		// if we have recorded the screen posion, put it there
		// if not, better to let the system do it (and put it where it wants)
		if (nFrameCount > 0){
			ofAppGLFWWindow::setWindowPosition(nonFullScreenX,nonFullScreenY);
		}
		//----------------------------------------------------

		#ifdef TARGET_OSX
			SetSystemUIMode(kUIModeNormal,NULL);
		#endif
	}
}
Esempio n. 2
0
/* void lock (); */
NS_IMETHODIMP OSLock::Lock()
{
    WindowRef maskWindow = NULL;
    Rect winRect;
    winRect.top = 0;
    winRect.left = 0;
    winRect.bottom = GetMBarHeight();
    winRect.right = CGDisplayPixelsWide(CGMainDisplayID());
    CreateNewWindow(kOverlayWindowClass, kWindowOpaqueForEventsAttribute |
                    kWindowDoesNotCycleAttribute,
                    &winRect, &maskWindow);
    if (maskWindow == NULL) {
        printf("maskWindow is NULL\n");
    } else {
        if (ChangeWindowAttributes(maskWindow, kWindowNoAttributes,
                                   kWindowHideOnFullScreenAttribute) != 0) {
            printf("Unable to remove kWindowHideOnFullScreenAttribute!\n");
        }
        ShowWindow(maskWindow);
    }
    
    SetSystemUIMode(kUIModeAllHidden, kUIOptionDisableAppleMenu |
                    kUIOptionDisableProcessSwitch); // | kUIOptionDisableForceQuit);

    //CGCaptureAllDisplays();
    return NS_OK;
}
void UIMachineLogicFullscreen::setPresentationModeEnabled(bool fEnabled)
{
    /* First check if we are on a screen which contains the Dock or the
     * Menubar (which hasn't to be the same), only than the
     * presentation mode have to be changed. */
    if (   fEnabled
        && m_pScreenLayout->isHostTaskbarCovert())
    {
        QString testStr = vboxGlobal().virtualBox().GetExtraData(GUI_PresentationModeEnabled).toLower();
        /* Default to false if it is an empty value */
        if (testStr.isEmpty() || testStr == "false")
            SetSystemUIMode(kUIModeAllHidden, 0);
        else
            SetSystemUIMode(kUIModeAllSuppressed, 0);
    }
    else
        SetSystemUIMode(kUIModeNormal, 0);
}
Esempio n. 4
0
/* void unlock (); */
NS_IMETHODIMP OSLock::Unlock()
{
    SetSystemUIMode(kUIModeNormal, NULL);
    //CGReleaseAllDisplays();
    return NS_OK;
}
Esempio n. 5
0
OP_STATUS MacOpPluginAdapter::ProcessMessage(const OpTypedMessage* message)
{
	switch (message->GetType())
	{
		case OpPeerConnectedMessage::Type:
			if (m_plugin_window)
				// Send initial top-level window coordinates.
				m_plugin_window->OnDesktopWindowMoved(NULL);
			break;
			
		case OpPeerDisconnectedMessage::Type:
			m_plugin_channel = NULL;
			break;
			
		case OpMacPluginUpdateViewMessage::Type:
			if (m_plugin_window)
				m_plugin_window->UpdatePluginView();
			break;
			
		case OpMacPluginFullscreenMessage::Type:
		{
			SystemUIMode outMode;
			SystemUIOptions  outOptions;
			GetSystemUIMode(&outMode, &outOptions);
			
			ProcessSerialNumber psn;
			
			if (OpMacPluginFullscreenMessage::Cast(message)->GetFullscreen())
			{
				// Hide menu and dock
				SetSystemUIMode(kUIModeAllHidden, outOptions);
				
				// Set the plugin as the front process
				psn.highLongOfPSN = OpMacPluginFullscreenMessage::Cast(message)->GetHighLongOfPSN();
				psn.lowLongOfPSN = OpMacPluginFullscreenMessage::Cast(message)->GetLowLongOfPSN();
				SetFrontProcess(&psn);
			}
			else
			{
				// Set Opera as the front process
				GetCurrentProcess(&psn);
				SetFrontProcess(&psn);
				
				// Show menu and dock
				SetSystemUIMode(kUIModeNormal, outOptions);
			}
		}
			break;
			
		case OpMacPluginWindowShownMessage::Type:
		{
			ProcessSerialNumber psn;
			
			if (OpMacPluginWindowShownMessage::Cast(message)->GetShow())
			{
				// Set the plugin as the front process
				psn.highLongOfPSN = OpMacPluginWindowShownMessage::Cast(message)->GetHighLongOfPSN();
				psn.lowLongOfPSN = OpMacPluginWindowShownMessage::Cast(message)->GetLowLongOfPSN();
				SetFrontProcess(&psn);
			}
			else
			{
				// Set Opera as the front process
				GetCurrentProcess(&psn);
				SetFrontProcess(&psn);
			}
		}
			break;
			
		case OpMacPluginInfoMessage::Type:
			return message->Reply(OpMacPluginInfoResponseMessage::Create(CommandLineManager::GetInstance()->GetArgument(CommandLineManager::DisableCoreAnimation) ? TRUE : FALSE,
																		 CommandLineManager::GetInstance()->GetArgument(CommandLineManager::DisableInvalidatingCoreAnimation) ? TRUE : FALSE));

		case OpMacPluginCursorShownMessage::Type:
		{
			if (OpMacPluginCursorShownMessage::Cast(message)->GetShow())
			{
				CGDisplayShowCursor(CGMainDisplayID());
			}
			else
			{
				CGDisplayHideCursor(CGMainDisplayID());
			}
		}
			break;

		case OpMacPluginContextMenuShownMessage::Type:
		{
			gHandlingContextMenu = OpMacPluginContextMenuShownMessage::Cast(message)->GetShow();
		}
			break;
	}
	
	return OpStatus::OK;
}
Esempio n. 6
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//------------------------------------------------------------
void ofAppGlutWindow::display(void){

	//--------------------------------
	// when I had "glutFullScreen()"
	// in the initOpenGl, I was gettings a "heap" allocation error
	// when debugging via visual studio.  putting it here, changes that.
	// maybe it's voodoo, or I am getting rid of the problem
	// by removing something unrelated, but everything seems
	// to work if I put fullscreen on the first frame of display.

	if (windowMode != OF_GAME_MODE){
		if ( bNewScreenMode ){
			if( windowMode == OF_FULLSCREEN){

				//----------------------------------------------------
				// before we go fullscreen, take a snapshot of where we are:
				nonFullScreenX = glutGet(GLUT_WINDOW_X);
				nonFullScreenY = glutGet(GLUT_WINDOW_Y);
				//----------------------------------------------------

				glutFullScreen();

				#ifdef TARGET_OSX
					SetSystemUIMode(kUIModeAllHidden,NULL);
				#endif

			}else if( windowMode == OF_WINDOW ){

				glutReshapeWindow(requestedWidth, requestedHeight);

				//----------------------------------------------------
				// if we have recorded the screen posion, put it there
				// if not, better to let the system do it (and put it where it wants)
				if (nFrameCount > 0){
					glutPositionWindow(nonFullScreenX,nonFullScreenY);
				}
				//----------------------------------------------------

				#ifdef TARGET_OSX
					SetSystemUIMode(kUIModeNormal,NULL);
				#endif
			}
			bNewScreenMode = false;
		}
	}

	// set viewport, clear the screen
	ofViewport(0, 0, glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));		// used to be glViewport( 0, 0, width, height );
	float * bgPtr = ofBgColorPtr();
	bool bClearAuto = ofbClearBg();

    // to do non auto clear on PC for now - we do something like "single" buffering --
    // it's not that pretty but it work for the most part

    #ifdef TARGET_WIN32
    if (bClearAuto == false){
        glDrawBuffer (GL_FRONT);
    }
    #endif

	if ( bClearAuto == true || nFrameCount < 3){
		ofClear(bgPtr[0]*255,bgPtr[1]*255,bgPtr[2]*255, bgPtr[3]*255);
	}

	if( bEnableSetupScreen )ofSetupScreen();

	ofNotifyDraw();

    #ifdef TARGET_WIN32
    if (bClearAuto == false){
        // on a PC resizing a window with this method of accumulation (essentially single buffering)
        // is BAD, so we clear on resize events.
        if (nFramesSinceWindowResized < 3){
        	ofClear(bgPtr[0]*255,bgPtr[1]*255,bgPtr[2]*255, bgPtr[3]*255);
        } else {
            if (nFrameCount < 3 || nFramesSinceWindowResized < 3)    glutSwapBuffers();
            else                                                     glFlush();
        }
    } else {
        glutSwapBuffers();
    }
    #else
		if (bClearAuto == false){
			// in accum mode resizing a window is BAD, so we clear on resize events.
			if (nFramesSinceWindowResized < 3){
				ofClear(bgPtr[0]*255,bgPtr[1]*255,bgPtr[2]*255, bgPtr[3]*255);
			}
		}
        glutSwapBuffers();
    #endif

    nFramesSinceWindowResized++;

	//fps calculation moved to idle_cb as we were having fps speedups when heavy drawing was occuring
	//wasn't reflecting on the actual app fps which was in reality slower.
	//could be caused by some sort of deferred drawing?

	nFrameCount++;		// increase the overall frame count

	//setFrameNum(nFrameCount); // get this info to ofUtils for people to access

}
Esempio n. 7
0
//------------------------------------------------------------
void ofAppGlutWindow::display(void){
	static ofEventArgs voidEventArgs;

	//--------------------------------
	// when I had "glutFullScreen()"
	// in the initOpenGl, I was gettings a "heap" allocation error
	// when debugging via visual studio.  putting it here, changes that.
	// maybe it's voodoo, or I am getting rid of the problem
	// by removing something unrelated, but everything seems
	// to work if I put fullscreen on the first frame of display.

	if (windowMode != OF_GAME_MODE){
		if ( bNewScreenMode ){
			if( windowMode == OF_FULLSCREEN){

				//----------------------------------------------------
				// before we go fullscreen, take a snapshot of where we are:
				nonFullScreenX = glutGet(GLUT_WINDOW_X);
				nonFullScreenY = glutGet(GLUT_WINDOW_Y);
				//----------------------------------------------------

				glutFullScreen();

				#ifdef TARGET_OSX
					SetSystemUIMode(kUIModeAllHidden,NULL);
				#endif

			}else if( windowMode == OF_WINDOW ){

				glutReshapeWindow(requestedWidth, requestedHeight);

				//----------------------------------------------------
				// if we have recorded the screen posion, put it there
				// if not, better to let the system do it (and put it where it wants)
				if (nFrameCount > 0){
					glutPositionWindow(nonFullScreenX,nonFullScreenY);
				}
				//----------------------------------------------------

				#ifdef TARGET_OSX
					SetSystemUIMode(kUIModeNormal,NULL);
				#endif
			}
			bNewScreenMode = false;
		}
	}

	int width, height;

	width  = ofGetWidth();
	height = ofGetHeight();

	height = height > 0 ? height : 1;
	// set viewport, clear the screen
	glViewport( 0, 0, width, height );
	float * bgPtr = ofBgColorPtr();
	bool bClearAuto = ofbClearBg();

	// I don't know why, I need more than one frame at the start in fullscreen mode
	// also, in non-fullscreen mode, windows/intel graphics, this bClearAuto just fails.
	// I seem to have 2 buffers, alot of flickering
	// and don't accumulate the way I expect.
	// with this line:   if ((bClearAuto == true) || nFrameCount < 3){
	// we do nFrameCount < 3, so that the buffers are cleared at the start of the app
	// or else we have video memory garbage to draw on to...

	#ifdef TARGET_WIN32
		//windows doesn't get accumulation in window mode
		if ((bClearAuto == true || windowMode == OF_WINDOW) || nFrameCount < 3){
	#else
		//mac and linux does :)
		if ( bClearAuto == true || nFrameCount < 3){
	#endif
		glClearColor(bgPtr[0],bgPtr[1],bgPtr[2], bgPtr[3]);
		glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	}

	if( bEnableSetupScreen )ofSetupScreen();

	if(ofAppPtr)
		ofAppPtr->draw();

	#ifdef OF_USING_POCO
		ofNotifyEvent( ofEvents.draw, voidEventArgs );
	#endif

  	glutSwapBuffers();

  	// -------------- fps calculation:
	timeNow = ofGetElapsedTimef();
	if( (timeNow-timeThen) > 0.05f || nFramesForFPS == 0 ) {
 		fps = (double)nFramesForFPS / (timeNow-timeThen);
      	timeThen = timeNow;
		nFramesForFPS = 0;

		//hack for windows - was getting NAN - maybe unitialized vars???
		if( nFrameCount < 5) frameRate = fps;
		else frameRate = 0.9f * frameRate + 0.1f * fps;
  	}
  	nFramesForFPS++;
  	// --------------

	nFrameCount++;		// increase the overall frame count

	//setFrameNum(nFrameCount); // get this info to ofUtils for people to access

}

//------------------------------------------------------------
void ofAppGlutWindow::mouse_cb(int button, int state, int x, int y) {
	static ofMouseEventArgs mouseEventArgs;

	if (nFrameCount > 0){
		if(ofAppPtr){
		ofAppPtr->mouseX = x;
		ofAppPtr->mouseY = y;
		}

		if (state == GLUT_DOWN) {
			if(ofAppPtr)
				ofAppPtr->mousePressed(x,y,button);

			#ifdef OF_USING_POCO
				mouseEventArgs.x = x;
				mouseEventArgs.y = y;
				mouseEventArgs.button = button;
				ofNotifyEvent( ofEvents.mousePressed, mouseEventArgs );
			#endif
		} else if (state == GLUT_UP) {
			if(ofAppPtr){
				ofAppPtr->mouseReleased(x,y,button);
				ofAppPtr->mouseReleased();
			}

			#ifdef OF_USING_POCO
				mouseEventArgs.x = x;
				mouseEventArgs.y = y;
				mouseEventArgs.button = button;
				ofNotifyEvent( ofEvents.mouseReleased, mouseEventArgs );
			#endif
		}
		buttonInUse = button;
	}
}

//------------------------------------------------------------
void ofAppGlutWindow::motion_cb(int x, int y) {
	static ofMouseEventArgs mouseEventArgs;

	if (nFrameCount > 0){
		if(ofAppPtr){
		ofAppPtr->mouseX = x;
		ofAppPtr->mouseY = y;
			ofAppPtr->mouseDragged(x,y,buttonInUse);
		}

		#ifdef OF_USING_POCO
			mouseEventArgs.x = x;
			mouseEventArgs.y = y;
			mouseEventArgs.button = buttonInUse;
			ofNotifyEvent( ofEvents.mouseDragged, mouseEventArgs );
		#endif
	}

}

//------------------------------------------------------------
void ofAppGlutWindow::passive_motion_cb(int x, int y) {
	static ofMouseEventArgs mouseEventArgs;

	if (nFrameCount > 0){
		if(ofAppPtr){
		ofAppPtr->mouseX = x;
		ofAppPtr->mouseY = y;
			ofAppPtr->mouseMoved(x,y);
		}

		#ifdef OF_USING_POCO
			mouseEventArgs.x = x;
			mouseEventArgs.y = y;
			ofNotifyEvent( ofEvents.mouseMoved, mouseEventArgs );
		#endif
	}
}


//------------------------------------------------------------
void ofAppGlutWindow::idle_cb(void) {
	static ofEventArgs voidEventArgs;

	//	thanks to jorge for the fix:
	//	http://www.openframeworks.cc/forum/viewtopic.php?t=515&highlight=frame+rate

	if (nFrameCount != 0 && bFrameRateSet == true){
		diffMillis = ofGetElapsedTimeMillis() - prevMillis;
		if (diffMillis > millisForFrame){
			; // we do nothing, we are already slower than target frame
		} else {
			int waitMillis = millisForFrame - diffMillis;
			#ifdef TARGET_WIN32
				Sleep(waitMillis);         //windows sleep in milliseconds
			#else
				usleep(waitMillis * 1000);   //mac sleep in microseconds - cooler :)
			#endif
		}
	}
	prevMillis = ofGetElapsedTimeMillis(); // you have to measure here

	if(ofAppPtr)
		ofAppPtr->update();

		#ifdef OF_USING_POCO
		ofNotifyEvent( ofEvents.update, voidEventArgs);
		#endif

	glutPostRedisplay();
}


//------------------------------------------------------------
void ofAppGlutWindow::keyboard_cb(unsigned char key, int x, int y) {
	static ofKeyEventArgs keyEventArgs;

	if(ofAppPtr)
		ofAppPtr->keyPressed(key);

	#ifdef OF_USING_POCO
		keyEventArgs.key = key;
		ofNotifyEvent( ofEvents.keyPressed, keyEventArgs );
	#endif

	if (key == OF_KEY_ESC){				// "escape"
		exitApp();
	}
}

//------------------------------------------------------------
void ofAppGlutWindow::keyboard_up_cb(unsigned char key, int x, int y) {
	static ofKeyEventArgs keyEventArgs;

	if(ofAppPtr)
		ofAppPtr->keyReleased(key);

	#ifdef OF_USING_POCO
		keyEventArgs.key = key;
		ofNotifyEvent( ofEvents.keyReleased, keyEventArgs );
	#endif
}

//------------------------------------------------------
void ofAppGlutWindow::special_key_cb(int key, int x, int y) {
	static ofKeyEventArgs keyEventArgs;

	if(ofAppPtr)
		ofAppPtr->keyPressed(key | OF_KEY_MODIFIER);

	#ifdef OF_USING_POCO
		keyEventArgs.key = (key | OF_KEY_MODIFIER);
		ofNotifyEvent( ofEvents.keyPressed, keyEventArgs );
	#endif
}

//------------------------------------------------------------
void ofAppGlutWindow::special_key_up_cb(int key, int x, int y) {
	static ofKeyEventArgs keyEventArgs;

	if(ofAppPtr)
		ofAppPtr->keyReleased(key | OF_KEY_MODIFIER);

	#ifdef OF_USING_POCO
		keyEventArgs.key = (key | OF_KEY_MODIFIER);
		ofNotifyEvent( ofEvents.keyReleased, keyEventArgs );
	#endif
}

//------------------------------------------------------------
void ofAppGlutWindow::resize_cb(int w, int h) {
	static ofResizeEventArgs resizeEventArgs;

	if(ofAppPtr)
		ofAppPtr->windowResized(w,h);

	#ifdef OF_USING_POCO
		resizeEventArgs.width = w;
		resizeEventArgs.height = h;
		ofNotifyEvent( ofEvents.windowResized, resizeEventArgs );
	#endif
}
Esempio n. 8
0
bool gl_initialize(int screen_wid,int screen_high,bool lock_fps_refresh,int fsaa_mode,bool reset,char *err_str)
{
    GLint				ntxtunit,ntxtsize;
#ifdef D3_OS_MAC
    long				swapint,rect[4];
	CGLContextObj		current_ctx;
	CFDictionaryRef		mode_info;
	CFNumberRef			cf_rate;
#else
	GLenum				glew_error;
#endif
		
		// setup rendering sizes
        
	setup.screen.x_sz=screen_wid;
	setup.screen.y_sz=screen_high;
	
		// normal attributes
		
	SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
	SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE,8);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
	
		// full screen anti-aliasing attributes
		
	switch (fsaa_mode) {
		case fsaa_mode_low:
			SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,1);
			SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,2);
			break;
		case fsaa_mode_medium:
			SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,1);
			SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,4);
			break;
		case fsaa_mode_high:
			SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,1);
			SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,6);
			break;
	}

		// start window or full screen
		
	if (gl_in_window_mode()) {
		surface=SDL_SetVideoMode(setup.screen.x_sz,setup.screen.y_sz,32,SDL_OPENGL|SDL_HWSURFACE);
		SDL_WM_SetCaption("dim3",NULL);
	}
	else {
		surface=SDL_SetVideoMode(setup.screen.x_sz,setup.screen.y_sz,32,SDL_OPENGL|SDL_FULLSCREEN);
	}

	if (surface==NULL) {
		sprintf(err_str,"SDL: Could not set video mode (Error: %s)",SDL_GetError());
		return(FALSE);
	}
	
		// work around the dock losing minimize buttons because
		// of SDL luncancy
		
#ifdef D3_OS_MAC
	if (!gl_in_window_mode()) SetSystemUIMode(kUIModeContentSuppressed,0);
#endif
	
		// use glew on linux and windows
		
#ifndef D3_OS_MAC
	glew_error=glewInit();
	if (glew_error!=GL_NO_ERROR) {
		strcpy(err_str,glewGetErrorString(glew_error));
		return(FALSE);
	}
#endif

		// grab openGL attributes
		
	strncpy(render_info.name,(char*)glGetString(GL_RENDERER),64);
	render_info.name[63]=0x0;
	
	strncpy(render_info.ext_string,(char*)glGetString(GL_EXTENSIONS),8192);
	render_info.ext_string[8191]=0x0;
			
	glGetIntegerv(GL_MAX_TEXTURE_UNITS,&ntxtunit);
	render_info.texture_unit_count=(int)ntxtunit;

	glGetIntegerv(GL_MAX_TEXTURE_SIZE,&ntxtsize);
	render_info.texture_max_size=(int)ntxtsize;

		// in case screen is bigger than desired drawing surface
		
    render_info.monitor_x_sz=surface->w;
	render_info.monitor_y_sz=surface->h;

	render_info.view_x=(render_info.monitor_x_sz-setup.screen.x_sz)>>1;
	render_info.view_y=(render_info.monitor_y_sz-setup.screen.y_sz)>>1;
	
		// determine the referesh rate

	render_info.monitor_refresh_rate=60;				// windows XP has a stuck refresh rate of 60
		
#ifdef D3_OS_MAC
	mode_info=CGDisplayCurrentMode(CGMainDisplayID());
	if (mode_info!=NULL) {
		cf_rate=(CFNumberRef)CFDictionaryGetValue(mode_info,kCGDisplayRefreshRate);
		if (cf_rate) {
			CFNumberGetValue(cf_rate,kCFNumberIntType,&render_info.monitor_refresh_rate);
			if (render_info.monitor_refresh_rate==0) render_info.monitor_refresh_rate=60;
		}
	}
#endif

        // clear the entire window so it doesn't flash
        
	glClearColor(0,0,0,0);
	glClear(GL_COLOR_BUFFER_BIT);
   
	SDL_GL_SwapBuffers();

        // setup renderer

#ifdef D3_OS_MAC
	current_ctx=CGLGetCurrentContext();
	
	rect[0]=render_info.view_x;
	rect[1]=render_info.view_y;
	rect[2]=setup.screen.x_sz;
	rect[3]=setup.screen.y_sz;
 
 	CGLSetParameter(current_ctx,kCGLCPSwapRectangle,rect);
	CGLEnable(current_ctx,kCGLCESwapRectangle);

	if (lock_fps_refresh) {
		swapint=1;
		CGLSetParameter(current_ctx,kCGLCPSwapInterval,&swapint);
	}
#endif

	glViewport(render_info.view_x,render_info.view_y,setup.screen.x_sz,setup.screen.y_sz);
	
		// perspective correction
		
	glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
		
		// smoothing and anti-aliasing
		
	glDisable(GL_DITHER);
	
	glEnable(GL_LINE_SMOOTH);
	glHint(GL_LINE_SMOOTH_HINT,GL_NICEST);
	
	if (fsaa_mode!=fsaa_mode_none) glEnable(GL_MULTISAMPLE);
	
		// texture compression
		
	glHint(GL_TEXTURE_COMPRESSION_HINT,GL_NICEST);
	glHint(GL_GENERATE_MIPMAP_HINT,GL_NICEST);
	
		// all alphas by 8 bit component
		
	glDisable(GL_ALPHA_TEST);

		// texture utility initialize
		
	gl_texture_initialize();
	
		// do an initial draw
		
	if (!reset) {
		glClearColor(0,0,0,0);
		glClear(GL_COLOR_BUFFER_BIT);
		
		SDL_GL_SwapBuffers();
	}
	
	return(TRUE);
}
Esempio n. 9
0
//------------------------------------------------------------
void ofAppGlutWindow::display(void){
	static ofEventArgs voidEventArgs;

	//--------------------------------
	// when I had "glutFullScreen()"
	// in the initOpenGl, I was gettings a "heap" allocation error
	// when debugging via visual studio.  putting it here, changes that.
	// maybe it's voodoo, or I am getting rid of the problem
	// by removing something unrelated, but everything seems
	// to work if I put fullscreen on the first frame of display.

	if (windowMode != OF_GAME_MODE){
		if ( bNewScreenMode ){
			if( windowMode == OF_FULLSCREEN){

				//----------------------------------------------------
				// before we go fullscreen, take a snapshot of where we are:
				nonFullScreenX = glutGet(GLUT_WINDOW_X);
				nonFullScreenY = glutGet(GLUT_WINDOW_Y);
				//----------------------------------------------------

				glutFullScreen();

				#ifdef TARGET_OSX
					SetSystemUIMode(kUIModeAllHidden,NULL);
				#endif

			}else if( windowMode == OF_WINDOW ){

				glutReshapeWindow(requestedWidth, requestedHeight);

				//----------------------------------------------------
				// if we have recorded the screen posion, put it there
				// if not, better to let the system do it (and put it where it wants)
				if (nFrameCount > 0){
					glutPositionWindow(nonFullScreenX,nonFullScreenY);
				}
				//----------------------------------------------------

				#ifdef TARGET_OSX
					SetSystemUIMode(kUIModeNormal,NULL);
				#endif
			}
			bNewScreenMode = false;
		}
	}

	int width, height;

	width  = ofGetWidth();
	height = ofGetHeight();

	height = height > 0 ? height : 1;
	// set viewport, clear the screen
	glViewport( 0, 0, width, height );
	float * bgPtr = ofBgColorPtr();
	bool bClearAuto = ofbClearBg();

    // to do non auto clear on PC for now - we do something like "single" buffering --
    // it's not that pretty but it work for the most part

    #ifdef TARGET_WIN32
    if (bClearAuto == false){
        glDrawBuffer (GL_FRONT);
    }
    #endif

	if ( bClearAuto == true || nFrameCount < 3){
		glClearColor(bgPtr[0],bgPtr[1],bgPtr[2], bgPtr[3]);
		glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	}

	if( bEnableSetupScreen )ofSetupScreen();


	if(ofAppPtr)
		ofAppPtr->draw();

	#ifdef OF_USING_POCO
		ofNotifyEvent( ofEvents.draw, voidEventArgs );
	#endif


    #ifdef TARGET_WIN32
    if (bClearAuto == false){
        // on a PC resizing a window with this method of accumulation (essentially single buffering)
        // is BAD, so we clear on resize events.
        if (nFramesSinceWindowResized < 3){
            glClearColor(bgPtr[0],bgPtr[1],bgPtr[2], bgPtr[3]);
            glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        } else {
            if (nFrameCount < 3 || nFramesSinceWindowResized < 3)    glutSwapBuffers();
            else                                                     glFlush();
        }
    } else {
        glutSwapBuffers();
    }
    #else
		if (bClearAuto == false){
			// in accum mode resizing a window is BAD, so we clear on resize events.
			if (nFramesSinceWindowResized < 3){
				glClearColor(bgPtr[0],bgPtr[1],bgPtr[2], bgPtr[3]);
				glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			}
		}
        glutSwapBuffers();
    #endif

    nFramesSinceWindowResized++;



	nFrameCount++;		// increase the overall frame count

	//setFrameNum(nFrameCount); // get this info to ofUtils for people to access

}
Esempio n. 10
0
void MCStack::realize()
{ //create window
	if (!MCnoui && MCModeMakeLocalWindows())
	{
		if ( getextendedstate(ECS_FULLSCREEN) )
		{
		//TS-2008-08-01 : [[Bug 5703 - fullscreen stack prop interacts badly with HideMenuBar]]
			if (!((MCScreenDC*)MCscreen)->getmenubarhidden())
				SetSystemUIMode(kUIModeAllHidden, kUIOptionAutoShowMenuBar);

			const MCDisplay *t_display;
			t_display = MCscreen -> getnearestdisplay(rect);
			MCRectangle t_workarea, t_viewport;
			t_workarea = t_display -> workarea;
			t_viewport = t_display -> viewport ;
			setrect(t_viewport);
		}
		else
		{
			if (!((MCScreenDC*)MCscreen)->getmenubarhidden())
				SetSystemUIMode(kUIModeNormal, NULL);
		}

		Rect wrect;
		MCScreenDC *psdc = (MCScreenDC *)MCscreen;
		psdc->MCRect2MacRect(rect, wrect);
		window = new _Drawable;
		window->type = DC_WINDOW;
		window->handle.window = 0;
		char *tmpname = NULL;
		const unsigned char *namePascal;
		if (!isunnamed())
		{ //set window title to name of stack temporarily.
			tmpname = strclone(getname_cstring()); //it will be changed by setname() later.
			namePascal = c2pstr(tmpname);
		}
		else
			namePascal = (unsigned char*)"\p";

		loadwindowshape();


		window->handle.window = NULL;
		uint32_t wclass;
		uint32_t wattributes;
		getWinstyle(wattributes,wclass);
		
		wattributes |= kWindowCompositingAttribute;

		long testdecorations = WD_TITLE | WD_MENU | WD_CLOSE | WD_MINIMIZE | WD_MAXIMIZE;

		if (m_window_shape != NULL)
		{
			static WindowDefUPP s_window_mask_proc = NULL;
			if (s_window_mask_proc == NULL)
				s_window_mask_proc = NewWindowDefUPP(WindowMaskProc);
			
			WindowDefSpec t_spec;
			t_spec . defType = kWindowDefProcPtr;
			t_spec . u . defProc = s_window_mask_proc;
			
			CreateCustomWindow(&t_spec, wclass, wattributes, &wrect, (WindowPtr *)&window -> handle . window);
			HIWindowChangeFeatures((WindowPtr)window -> handle . window, 0, kWindowIsOpaque);
		}
		else if (((flags & F_DECORATIONS && !(decorations & testdecorations))
		          || wclass == kPlainWindowClass))
		{
			static WindowDefUPP s_borderless_proc = NULL;
			if (s_borderless_proc == NULL)
				s_borderless_proc = NewWindowDefUPP(BorderlessWindowProc);
				
			WindowDefSpec t_spec;
			t_spec . defType = kWindowDefProcPtr;
			t_spec . u . defProc = s_borderless_proc;

			if (wclass == kPlainWindowClass)
				wclass = kUtilityWindowClass;

			CreateCustomWindow(&t_spec, wclass, wattributes, &wrect, (WindowPtr *)&window->handle.window);
		}
		else
			CreateNewWindow(wclass, wattributes,&wrect, (WindowPtr *)&window->handle.window);

		if (wclass == kFloatingWindowClass)
			ChangeWindowAttributes((WindowPtr)window -> handle . window, kWindowNoAttributes, kWindowHideOnSuspendAttribute);
		
		// MW-2009-10-31: Make sure we can collapse any rev window
		HIWindowChangeFeatures((WindowPtr)window -> handle . window, kWindowCanCollapse, 0);
		
		if (window->handle.window == NULL)
			SetWTitle((WindowPtr)window->handle.window, namePascal);
		SetWTitle((WindowPtr)window->handle.window, namePascal);
		setopacity(blendlevel * 255 / 100);
		SetWRefCon((WindowPtr)window->handle.window, mode);
		
		ControlRef t_control;
		MCRevolutionStackViewCreate(this, &t_control);
		ControlRef t_root_control;
		GetRootControl((WindowPtr)window -> handle . window, &t_root_control);
		HIViewAddSubview(t_root_control, t_control);
		ShowControl(t_control);
		
		if (wclass == kDrawerWindowClass)
		{
			Window pwindow = NULL;
			if (parentwindow != DNULL)
				pwindow = parentwindow;
			else
				if (MCdefaultstackptr && MCdefaultstackptr->getw() != DNULL )
					pwindow = MCdefaultstackptr->getw();
			if (pwindow && GetWRefCon((WindowPtr)pwindow->handle.window) != WM_DRAWER)
			{
				SetDrawerParent((WindowPtr)window->handle.window, (WindowPtr)pwindow->handle.window);
				WindowAttributes watt;
				GetWindowAttributes((WindowPtr)pwindow->handle.window,&watt);
				if (wattributes & kWindowResizableAttribute)
					ChangeWindowAttributes((WindowPtr)pwindow->handle.window, kWindowLiveResizeAttribute, 0);
				OptionBits draweredge;
				switch (wposition)
				{
				case WP_PARENTTOP:
					draweredge = kWindowEdgeTop;
					break;
				case WP_PARENTRIGHT:
					draweredge = kWindowEdgeRight;
					break;
				case WP_PARENTBOTTOM:
					draweredge = kWindowEdgeBottom;
					break;
				case WP_PARENTLEFT:
					draweredge = kWindowEdgeLeft;
					break;
				default:
					draweredge =  kWindowEdgeDefault;
					break;
				}
				SetDrawerPreferredEdge((WindowPtr)window->handle.window, draweredge);
				if (walignment)
				{
					MCRectangle parentwindowrect;
					MCscreen->getwindowgeometry(pwindow, parentwindowrect);
					int2 wspace = 0;
					RgnHandle r = NewRgn();
					GetWindowRegion((WindowPtr)window->handle.window, kWindowStructureRgn, r);
					Rect tRect;
					GetRegionBounds(r, &tRect);
					DisposeRgn(r);
					MCRectangle drawerwindowrect;
					psdc->MacRect2MCRect(tRect, drawerwindowrect);
					if (wposition == WP_PARENTTOP || wposition == WP_PARENTBOTTOM)
					{
						wspace = parentwindowrect.width - drawerwindowrect.width;
						if (watt & kWindowMetalAttribute)
							if (wspace)
								wspace += 10; //for metal
					}
					else
					{
						wspace = parentwindowrect.height - drawerwindowrect.height;
						if (watt & kWindowMetalAttribute)
							if (wspace)
								wspace += 5; //for metal
					}
					if (wspace > 0)
						switch (walignment)
						{
						case OP_CENTER:
							SetDrawerOffsets ((WindowPtr)window->handle.window,ceil(wspace/2) -1,floor(wspace/2) + 1);
							break;
						case OP_RIGHT:
						case OP_BOTTOM:
							SetDrawerOffsets ((WindowPtr)window->handle.window,wspace,0);
							break;
						case OP_TOP:
						case OP_LEFT:
							SetDrawerOffsets ((WindowPtr)window->handle.window,0,wspace);
							break;
						}
				}
			}
		}
		delete tmpname;


		// MW-2005-11-06: We also need to catch window constraining events so we can flush
		//   the screen geometry cache.
		EventTypeSpec list[] =
		{
		
			{kEventClassWindow, kEventWindowCollapsed},
			{kEventClassWindow, kEventWindowExpanded},
			{kEventClassMouse, kEventMouseWheelMoved},
			{kEventClassWindow, kEventWindowBoundsChanging},
			{kEventClassWindow, kEventWindowBoundsChanged},
			{kEventClassWindow, kEventWindowConstrain},
			{kEventClassWindow, kEventWindowFocusAcquired},
			{kEventClassWindow, kEventWindowFocusRelinquish},
			{kEventClassWindow, kEventWindowActivated},
			{kEventClassWindow, kEventWindowDeactivated},
			{kEventClassWindow, kEventWindowClose},
		};

		EventHandlerRef ref;
		
		// MW-2005-09-07: Pass the window handle as user data, otherwise 'takewindow' causes problems
		InstallWindowEventHandler((WindowPtr)window->handle.window, MCS_weh, sizeof(list) / sizeof(EventTypeSpec), list, (WindowPtr)window -> handle . window, &ref);
		
		ChangeWindowAttributes((WindowPtr)window->handle.window, 0, kWindowHideOnFullScreenAttribute);
		
		updatemodifiedmark();
	}
	start_externals();
}