blob: 18554b3e97f69a1061db257febf1e3db45e30220 [file] [log] [blame]
/* 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(_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)
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)
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)
{
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)
/* 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)
{
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;
}
static XVisualInfo *
getVisualInfoRGB(unsigned int mode)
{
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);
}
#ifndef VisualIDMask
#define VisualIDMask 0
#endif
static XVisualInfo *
getVisualInfoID(int id)
{
XVisualInfo temp;
int count;
#if !defined(_WIN32)
temp.visualid = id;
#endif
return XGetVisualInfo(__glutDisplay, VisualIDMask, &temp, &count);
}
XVisualInfo *
__glutGetVisualInfo(unsigned int mode)
{
char *visStr;
/* XXX GLUT_LUMINANCE not implemented for GLUT 3.0. */
if (GLUT_WIND_IS_LUMINANCE(mode))
return NULL;
visStr = getenv("GLUT_FORCE_VISUAL");
if (visStr) {
int id = atoi(visStr);
return getVisualInfoID(id);
}
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;
void *fbc;
#if defined(_WIN32)
WNDCLASS wc;
int style;
if (!GetClassInfo(GetModuleHandle(NULL), "GLUT", &wc)) {
__glutOpenWin32Connection(NULL);
}
#else
if (!__glutDisplay) {
__glutOpenXConnection(NULL);
}
#endif
if (__glutGameModeWindow) {
__glutFatalError("cannot create windows in game mode.");
}
winnum = getUnusedWindowSlot();
window = (GLUTwindow *) malloc(sizeof(GLUTwindow));
if (!window) {
__glutFatalError("out of memory.");
}
window->num = winnum;
#if !defined(_WIN32)
window->vis = __glutDetermineWindowVisual(&window->treatAsSingle,
&window->visAlloced, &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(_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
{
window->ctx = glXCreateContext(__glutDisplay, window->vis,
None, __glutTryDirect);
}
if (!window->ctx) {
__glutFatalError(
"failed to create OpenGL rendering context.");
}
window->renderCtx = window->ctx;
#if !defined(_WIN32)
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
window->tabletPos[0] = -1;
window->tabletPos[1] = -1;
window->shownState = 0;
window->visState = -1; /* not VisibilityUnobscured,
VisibilityPartiallyObscured, or
VisibilityFullyObscured */
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)
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(_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)
{
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)
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)
/* 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);
else
glutWindowStatusFunc(NULL);
}
void GLUTAPIENTRY
glutReshapeFunc(GLUTreshapeCB reshapeFunc)
{
if (reshapeFunc) {
__glutCurrentWindow->reshape = reshapeFunc;
} else {
__glutCurrentWindow->reshape = __glutDefaultReshape;
}
}