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/*
* freeglut_window_x11.c
*
* Window management methods for X11
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Copied for Platform code by Evan Felix <karcaw at gmail.com>
* Creation date: Thur Feb 2 2012
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#define FREEGLUT_BUILDING_LIB
#include <GL/freeglut.h>
#include <limits.h> /* LONG_MAX */
#include <unistd.h> /* usleep, gethostname, getpid */
#include <sys/types.h> /* pid_t */
#include "../fg_internal.h"
#ifdef EGL_VERSION_1_0
#include "egl/fg_window_egl.h"
#define fghCreateNewContext fghCreateNewContextEGL
#else
#include "x11/fg_window_x11_glx.h"
#endif
static int fghResizeFullscrToggle(void)
{
XWindowAttributes attributes;
SFG_Window *win = fgStructure.CurrentWindow;
if(glutGet(GLUT_FULL_SCREEN)) {
/* restore original window size */
fgStructure.CurrentWindow->State.WorkMask = GLUT_SIZE_WORK;
fgStructure.CurrentWindow->State.DesiredWidth = win->State.pWState.OldWidth;
fgStructure.CurrentWindow->State.DesiredHeight = win->State.pWState.OldHeight;
} else {
fgStructure.CurrentWindow->State.pWState.OldWidth = win->State.Width;
fgStructure.CurrentWindow->State.pWState.OldHeight = win->State.Height;
/* resize the window to cover the entire screen */
XGetWindowAttributes(fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&attributes);
/*
* The "x" and "y" members of "attributes" are the window's coordinates
* relative to its parent, i.e. to the decoration window.
*/
XMoveResizeWindow(fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
-attributes.x,
-attributes.y,
fgDisplay.ScreenWidth,
fgDisplay.ScreenHeight);
}
return 0;
}
#define _NET_WM_STATE_TOGGLE 2
static int fghEwmhFullscrToggle(void)
{
XEvent xev;
long evmask = SubstructureRedirectMask | SubstructureNotifyMask;
if(!fgDisplay.pDisplay.State || !fgDisplay.pDisplay.StateFullScreen) {
return -1;
}
xev.type = ClientMessage;
xev.xclient.window = fgStructure.CurrentWindow->Window.Handle;
xev.xclient.message_type = fgDisplay.pDisplay.State;
xev.xclient.format = 32;
xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
xev.xclient.data.l[1] = fgDisplay.pDisplay.StateFullScreen;
xev.xclient.data.l[2] = 0; /* no second property to toggle */
xev.xclient.data.l[3] = 1; /* source indication: application */
xev.xclient.data.l[4] = 0; /* unused */
if(!XSendEvent(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, 0, evmask, &xev)) {
return -1;
}
return 0;
}
static int fghToggleFullscreen(void)
{
/* first try the EWMH (_NET_WM_STATE) method ... */
if(fghEwmhFullscrToggle() != -1) {
return 0;
}
/* fall back to resizing the window */
if(fghResizeFullscrToggle() != -1) {
return 0;
}
return -1;
}
static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)
{
Window window = (Window)arg;
return (event->type == MapNotify) && (event->xmap.window == window);
}
/*
* Opens a window. Requires a SFG_Window object created and attached
* to the freeglut structure. OpenGL context is created here.
*/
void fgPlatformOpenWindow( SFG_Window* window, const char* title,
GLboolean positionUse, int x, int y,
GLboolean sizeUse, int w, int h,
GLboolean gameMode, GLboolean isSubWindow )
{
XVisualInfo * visualInfo = NULL;
XSetWindowAttributes winAttr;
XTextProperty textProperty;
XSizeHints sizeHints;
XWMHints wmHints;
XEvent eventReturnBuffer; /* return buffer required for a call */
unsigned long mask;
unsigned int current_DisplayMode = fgState.DisplayMode ;
XConfigureEvent fakeEvent = {0};
/* Save the display mode if we are creating a menu window */
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
#ifdef EGL_VERSION_1_0
#define WINDOW_CONFIG window->Window.pContext.egl.Config
#else
#define WINDOW_CONFIG window->Window.pContext.FBConfig
#endif
fghChooseConfig(&WINDOW_CONFIG);
if( window->IsMenu && ( ! fgStructure.MenuContext ) )
fgState.DisplayMode = current_DisplayMode ;
if( ! WINDOW_CONFIG )
{
/*
* The "fghChooseConfig" returned a null meaning that the visual
* context is not available.
* Try a couple of variations to see if they will work.
*/
#ifndef EGL_VERSION_1_0
if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
{
fgState.DisplayMode |= GLUT_DOUBLE ;
fghChooseConfig(&WINDOW_CONFIG);
fgState.DisplayMode &= ~GLUT_DOUBLE;
}
#endif
if( fgState.DisplayMode & GLUT_MULTISAMPLE )
{
fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
fghChooseConfig(&WINDOW_CONFIG);
fgState.DisplayMode |= GLUT_MULTISAMPLE;
}
}
FREEGLUT_INTERNAL_ERROR_EXIT( WINDOW_CONFIG != NULL,
"FBConfig with necessary capabilities not found", "fgOpenWindow" );
/* Get the X visual. */
#ifdef EGL_VERSION_1_0
EGLint vid = 0;
XVisualInfo visualTemplate;
int num_visuals;
if (!eglGetConfigAttrib(fgDisplay.pDisplay.egl.Display, window->Window.pContext.egl.Config, EGL_NATIVE_VISUAL_ID, &vid))
fgError("eglGetConfigAttrib(EGL_NATIVE_VISUAL_ID) failed");
visualTemplate.visualid = vid;
visualInfo = XGetVisualInfo(fgDisplay.pDisplay.Display, VisualIDMask, &visualTemplate, &num_visuals);
#else
visualInfo = glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display,
window->Window.pContext.FBConfig );
#endif
FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL,
"visualInfo could not be retrieved from FBConfig", "fgOpenWindow" );
/*
* XXX HINT: the masks should be updated when adding/removing callbacks.
* XXX This might speed up message processing. Is that true?
* XXX
* XXX A: Not appreciably, but it WILL make it easier to debug.
* XXX Try tracing old GLUT and try tracing freeglut. Old GLUT
* XXX turns off events that it doesn't need and is a whole lot
* XXX more pleasant to trace. (Think mouse-motion! Tons of
* XXX ``bonus'' GUI events stream in.)
*/
winAttr.event_mask =
StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
winAttr.background_pixel = 0;
winAttr.border_pixel = 0;
winAttr.colormap = XCreateColormap(
fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow,
visualInfo->visual, AllocNone
);
mask = CWBackPixmap | CWBorderPixel | CWColormap | CWEventMask;
if( window->IsMenu || ( gameMode == GL_TRUE ) )
{
winAttr.override_redirect = True;
mask |= CWOverrideRedirect;
}
if( ! positionUse )
x = y = -1; /* default window position */
if( ! sizeUse )
w = h = 300; /* default window size */
window->Window.Handle = XCreateWindow(
fgDisplay.pDisplay.Display,
window->Parent == NULL ? fgDisplay.pDisplay.RootWindow :
window->Parent->Window.Handle,
x, y, w, h, 0,
visualInfo->depth, InputOutput,
visualInfo->visual, mask,
&winAttr
);
/* Fake configure event to force viewport setup
* even with no window manager.
*/
fakeEvent.type = ConfigureNotify;
fakeEvent.display = fgDisplay.pDisplay.Display;
fakeEvent.window = window->Window.Handle;
fakeEvent.x = x;
fakeEvent.y = y;
fakeEvent.width = w;
fakeEvent.height = h;
XPutBackEvent(fgDisplay.pDisplay.Display, (XEvent*)&fakeEvent);
/*
* The GLX context creation, possibly trying the direct context rendering
* or else use the current context if the user has so specified
*/
if( window->IsMenu )
{
/*
* If there isn't already an OpenGL rendering context for menu
* windows, make one
*/
if( !fgStructure.MenuContext )
{
fgStructure.MenuContext =
(SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
fgStructure.MenuContext->MContext = fghCreateNewContext( window );
}
/* window->Window.Context = fgStructure.MenuContext->MContext; */
window->Window.Context = fghCreateNewContext( window );
}
else if( fgState.UseCurrentContext )
{
#ifdef EGL_VERSION_1_0
window->Window.Context = eglGetCurrentContext( );
#else
window->Window.Context = glXGetCurrentContext( );
#endif
if( ! window->Window.Context )
window->Window.Context = fghCreateNewContext( window );
}
else
window->Window.Context = fghCreateNewContext( window );
#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ ) && !defined(EGL_VERSION_1_0)
if( !glXIsDirect( fgDisplay.pDisplay.Display, window->Window.Context ) )
{
if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
fgError( "Unable to force direct context rendering for window '%s'",
title );
}
#endif
sizeHints.flags = 0;
if ( positionUse )
sizeHints.flags |= USPosition;
if ( sizeUse )
sizeHints.flags |= USSize;
/*
* Fill in the size hints values now (the x, y, width and height
* settings are obsolete, are there any more WMs that support them?)
* Unless the X servers actually stop supporting these, we should
* continue to fill them in. It is *not* our place to tell the user
* that they should replace a window manager that they like, and which
* works, just because *we* think that it's not "modern" enough.
*/
sizeHints.x = x;
sizeHints.y = y;
sizeHints.width = w;
sizeHints.height = h;
wmHints.flags = StateHint;
wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
/* Prepare the window and iconified window names... */
XStringListToTextProperty( (char **) &title, 1, &textProperty );
XSetWMProperties(
fgDisplay.pDisplay.Display,
window->Window.Handle,
&textProperty,
&textProperty,
0,
0,
&sizeHints,
&wmHints,
NULL
);
XFree( textProperty.value );
XSetWMProtocols( fgDisplay.pDisplay.Display, window->Window.Handle,
&fgDisplay.pDisplay.DeleteWindow, 1 );
if (fgDisplay.pDisplay.NetWMSupported
&& fgDisplay.pDisplay.NetWMPid != None
&& fgDisplay.pDisplay.ClientMachine != None)
{
char hostname[HOST_NAME_MAX];
pid_t pid = getpid();
if (pid > 0 && gethostname(hostname, sizeof(hostname)) > -1)
{
hostname[sizeof(hostname) - 1] = '\0';
XChangeProperty(
fgDisplay.pDisplay.Display,
window->Window.Handle,
fgDisplay.pDisplay.NetWMPid,
XA_CARDINAL,
32,
PropModeReplace,
(unsigned char *) &pid,
1
);
XChangeProperty(
fgDisplay.pDisplay.Display,
window->Window.Handle,
fgDisplay.pDisplay.ClientMachine,
XA_STRING,
8,
PropModeReplace,
(unsigned char *) hostname,
strlen(hostname)
);
}
}
#ifdef EGL_VERSION_1_0
fghPlatformOpenWindowEGL(window);
#else
glXMakeContextCurrent(
fgDisplay.pDisplay.Display,
window->Window.Handle,
window->Window.Handle,
window->Window.Context
);
#endif
#ifdef FREEGLUT_REGAL
RegalMakeCurrent(window->Window.Context);
#endif
/* register extension events _before_ window is mapped */
#ifdef HAVE_X11_EXTENSIONS_XINPUT2_H
fgRegisterDevices( fgDisplay.pDisplay.Display, &(window->Window.Handle) );
#endif
if (!window->IsMenu) /* Don't show window after creation if its a menu */
{
XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
window->State.Visible = GL_TRUE;
}
XFree(visualInfo);
/* wait till window visible */
if( !isSubWindow && !window->IsMenu)
XPeekIfEvent( fgDisplay.pDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );
#undef WINDOW_CONFIG
}
/*
* Request a window resize
*/
void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height )
{
XResizeWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
width, height );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Closes a window, destroying the frame and OpenGL context
*/
void fgPlatformCloseWindow( SFG_Window* window )
{
#ifdef EGL_VERSION_1_0
fghPlatformCloseWindowEGL(window);
#else
if( window->Window.Context )
glXDestroyContext( fgDisplay.pDisplay.Display, window->Window.Context );
window->Window.pContext.FBConfig = NULL;
#endif
if( window->Window.Handle ) {
XDestroyWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
}
/* XFlush( fgDisplay.pDisplay.Display ); */ /* XXX Shouldn't need this */
}
/*
* This function makes the specified window visible
*/
void fgPlatformShowWindow( SFG_Window *window )
{
XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* This function hides the specified window
*/
void fgPlatformHideWindow( SFG_Window *window )
{
if( window->Parent == NULL )
XWithdrawWindow( fgDisplay.pDisplay.Display,
window->Window.Handle,
fgDisplay.pDisplay.Screen );
else
XUnmapWindow( fgDisplay.pDisplay.Display,
window->Window.Handle );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Iconify the specified window (top-level windows only)
*/
void fgPlatformIconifyWindow( SFG_Window *window )
{
XIconifyWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
fgDisplay.pDisplay.Screen );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
fgStructure.CurrentWindow->State.Visible = GL_FALSE;
}
/*
* Set the current window's title
*/
void fgPlatformGlutSetWindowTitle( const char* title )
{
XTextProperty text;
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
XSetWMName(
fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&text
);
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Set the current window's iconified title
*/
void fgPlatformGlutSetIconTitle( const char* title )
{
XTextProperty text;
text.value = (unsigned char *) title;
text.encoding = XA_STRING;
text.format = 8;
text.nitems = strlen( title );
XSetWMIconName(
fgDisplay.pDisplay.Display,
fgStructure.CurrentWindow->Window.Handle,
&text
);
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Change the specified window's position
*/
void fgPlatformPositionWindow( SFG_Window *window, int x, int y )
{
XMoveWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
x, y );
XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
}
/*
* Lowers the specified window (by Z order change)
*/
void fgPlatformPushWindow( SFG_Window *window )
{
XLowerWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
}
/*
* Raises the specified window (by Z order change)
*/
void fgPlatformPopWindow( SFG_Window *window )
{
XRaiseWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
}
/*
* Toggle the window's full screen state.
*/
void fgPlatformFullScreenToggle( SFG_Window *win )
{
if(fghToggleFullscreen() != -1) {
win->State.IsFullscreen = !win->State.IsFullscreen;
}
}