Esempio n. 1
0
/*
 * Destroys a window and all of its subwindows
 */
void FGAPIENTRY glutDestroyWindow( int windowID )
{
    SFG_Window* window = fgWindowByID( windowID );
    freeglut_return_if_fail( window != NULL );
    {
        fgExecutionState ExecState = fgState.ExecState;
        fgAddToWindowDestroyList( window );
        fgState.ExecState = ExecState;
    }
}
Esempio n. 2
0
/*
 * Destroys a window and all of its subwindows
 */
void FGAPIENTRY glutDestroyWindow( int windowID )
{
    SFG_Window* window;
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" );
    window = fgWindowByID( windowID );
    freeglut_return_if_fail( window != NULL );
    {
        fgExecutionState ExecState = fgState.ExecState;
        fgAddToWindowDestroyList( window );
        fgState.ExecState = ExecState;
    }
}
Esempio n. 3
0
/*
 * Leaves the game mode
 */
void FGAPIENTRY glutLeaveGameMode( void )
{
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveGameMode" );

    freeglut_return_if_fail( fgStructure.GameModeWindow );

    fgAddToWindowDestroyList( fgStructure.GameModeWindow );
    fgStructure.GameModeWindow = NULL;

#if TARGET_HOST_POSIX_X11

    XUngrabPointer( fgDisplay.Display, CurrentTime );
    XUngrabKeyboard( fgDisplay.Display, CurrentTime );

#endif

    fghRestoreState();
}
Esempio n. 4
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;
}