288 lines
6.9 KiB
C++
288 lines
6.9 KiB
C++
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// Fl_Gl_Window.C
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#include <config.h>
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#if HAVE_GL
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#include <FL/Fl.H>
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#include <FL/x.H>
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#include <FL/Fl_Gl_Window.H>
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#include "Fl_Gl_Choice.H"
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////////////////////////////////////////////////////////////////
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// The symbol SWAP_TYPE defines what is in the back buffer after doing
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// a glXSwapBuffers().
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// The OpenGl documentation says that the contents of the backbuffer
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// are "undefined" after glXSwapBuffers(). However, if we know what
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// is in the backbuffers then we can save a good deal of time. For
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// this reason you can define some symbols to describe what is left in
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// the back buffer.
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// The default of SWAP_SWAP works on an SGI, and will also work (but
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// is sub-optimal) on machines that should be SWAP_COPY or SWAP_NODAMAGE.
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// The win32 emulation of OpenGL can use COPY, but some (all?) OpenGL
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// cards use SWAP.
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// contents of back buffer after glXSwapBuffers():
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#define UNDEFINED 0 // unknown
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#define SWAP 1 // former front buffer
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#define COPY 2 // unchanged
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#define NODAMAGE 3 // unchanged even by X expose() events
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#ifdef MESA
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#define SWAP_TYPE NODAMAGE
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#else
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#define SWAP_TYPE SWAP
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#endif
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////////////////////////////////////////////////////////////////
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int Fl_Gl_Window::can_do(int a, const int *b) {
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#ifdef WIN32
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Fl_Gl_Choice *g = Fl_Gl_Choice::find(a,b);
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HWND w = GetDesktopWindow();
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HDC dc = GetDC(w);
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int r = ChoosePixelFormat(dc, &g->pfd);
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ReleaseDC(w,dc);
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return r != 0;
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#else
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return Fl_Gl_Choice::find(a,b) != 0;
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#endif
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}
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void Fl_Gl_Window::show() {
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#ifndef WIN32
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if (!shown()) {
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if (!g) {
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g = Fl_Gl_Choice::find(mode_,alist);
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if (!g) {Fl::error("Insufficient GL support"); return;}
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}
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Fl_X::make_xid(this, g->vis, g->colormap);
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if (overlay && overlay != this) ((Fl_Gl_Window*)overlay)->show();
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}
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#endif
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Fl_Window::show();
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}
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void Fl_Gl_Window::invalidate() {
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valid(0);
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#ifndef WIN32
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if (overlay) ((Fl_Gl_Window*)overlay)->valid(0);
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#endif
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}
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extern GLXContext fl_first_context; // in Fl_Gl_Choice.C
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int Fl_Gl_Window::mode(int m, const int *a) {
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if (m == mode_ && a == alist) return 0;
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mode_ = m; alist = a;
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#ifdef WIN32
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// destroy context and g:
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if (shown()) {hide(); show();}
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#else
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// under X, if the visual changes we must make a new X window (!):
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if (shown()) {
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Fl_Gl_Choice *g1 = g;
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g = Fl_Gl_Choice::find(mode_,alist);
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if (!g || g->vis->visualid != g1->vis->visualid || g->d != g1->d) {
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hide(); show();
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}
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}
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#endif
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return 1;
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}
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#ifdef WIN32
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extern char fl_direct_paint; // true when responding to WM_PAINT
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#endif
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void Fl_Gl_Window::make_current() {
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#ifdef WIN32
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HDC hdc = fl_private_dc(this, mode_,&g);
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if (!context) {
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context = wglCreateContext(hdc);
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if (fl_first_context) wglShareLists(fl_first_context, (GLXContext)context);
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else fl_first_context = (GLXContext)context;
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valid(0);
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}
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wglMakeCurrent(hdc, (GLXContext)context);
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#else
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if (!context) {
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context = glXCreateContext(fl_display, g->vis, fl_first_context, 1);
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if (!fl_first_context) fl_first_context = (GLXContext)context;
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valid(0);
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}
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glXMakeCurrent(fl_display, fl_xid(this), (GLXContext)context);
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#endif
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glDrawBuffer(GL_BACK);
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}
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void Fl_Gl_Window::ortho() {
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glLoadIdentity();
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glViewport(0, 0, w(), h());
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glOrtho(0, w(), 0, h(), -1, 1);
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}
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void Fl_Gl_Window::swap_buffers() {
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#ifdef WIN32
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SwapBuffers(Fl_X::i(this)->private_dc);
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#else
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glXSwapBuffers(fl_display, fl_xid(this));
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#endif
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}
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#if HAVE_GL_OVERLAY
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#if WIN32
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uchar fl_overlay; // changes how fl_color() works
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#endif
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#endif
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void Fl_Gl_Window::flush() {
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make_current();
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#if HAVE_GL_OVERLAY
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#ifdef WIN32
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uchar save_valid = valid_;
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if (overlay && overlay!= this && damage() == 8) goto DRAW_OVERLAY_ONLY;
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#endif
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#endif
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if (g->d) {
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#if SWAP_TYPE == NODAMAGE
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// don't draw if only overlay damage or expose events:
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if ((damage()&~0xA0) || !valid()) draw();
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swap_buffers();
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#elif SWAP_TYPE == COPY
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// don't draw if only the overlay is damaged:
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if (damage() != 8 || !valid()) draw();
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swap_buffers();
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#else // SWAP_TYPE == SWAP || SWAP_TYPE == UNDEFINED
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if (overlay == this) { // Use CopyPixels to act like SWAP_TYPE == COPY
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// don't draw if only the overlay is damaged:
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if (damage1_ || damage() != 8 || !valid()) draw();
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// we use a seperate context for the copy because rasterpos must be 0
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// and depth test needs to be off:
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static GLXContext ortho_context;
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int init = !ortho_context;
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#ifdef WIN32
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if (init) ortho_context = wglCreateContext(Fl_X::i(this)->private_dc);
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wglMakeCurrent(Fl_X::i(this)->private_dc, ortho_context);
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#else
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if (init)
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ortho_context = glXCreateContext(fl_display,g->vis,fl_first_context,1);
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glXMakeCurrent(fl_display, fl_xid(this), ortho_context);
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#endif
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if (init) {
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glDisable(GL_DEPTH_TEST);
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glReadBuffer(GL_BACK);
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glDrawBuffer(GL_FRONT);
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}
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glCopyPixels(0,0,w(),h(),GL_COLOR);
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make_current(); // set current context back to draw overlay
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damage1_ = 0;
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} else {
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#if SWAP_TYPE == SWAP
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uchar old_damage = damage();
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clear_damage(damage1_|old_damage); draw();
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swap_buffers();
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damage1_ = old_damage;
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#else // SWAP_TYPE == UNDEFINED
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clear_damage(~0); draw();
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swap_buffers();
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damage1_ = ~0;
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#endif
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}
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#endif
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if (overlay==this) { // fake overlay in front buffer
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glDrawBuffer(GL_FRONT);
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draw_overlay();
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glDrawBuffer(GL_BACK);
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glFlush();
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}
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} else { // single-buffered context is simpler:
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// this faking of the overlay is incorrect but worked good for
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// one in-house program:
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if (overlay != this || damage()!=8 || !Fl::pushed()) draw();
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if (overlay == this) draw_overlay();
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glFlush();
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}
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#if HAVE_GL_OVERLAY
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#ifdef WIN32
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if (overlay && overlay != this) {
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DRAW_OVERLAY_ONLY:
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valid_ = save_valid;
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wglMakeCurrent(Fl_X::i(this)->private_dc, (GLXContext)overlay);
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glDisable(GL_SCISSOR_TEST);
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fl_overlay = 1;
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glClear(GL_COLOR_BUFFER_BIT);
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draw_overlay();
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wglSwapLayerBuffers(Fl_X::i(this)->private_dc,WGL_SWAP_OVERLAY1);
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fl_overlay = 0;
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}
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#endif
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#endif
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valid(1);
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}
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void Fl_Gl_Window::resize(int X,int Y,int W,int H) {
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if (W != w() || H != h()) valid(0);
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Fl_Window::resize(X,Y,W,H);
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}
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void Fl_Gl_Window::hide() {
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if (context) {
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#ifdef WIN32
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wglMakeCurrent(0, 0);
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if (context && context != fl_first_context)
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wglDeleteContext((GLXContext)context);
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g = 0;
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#else
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glXMakeCurrent(fl_display, 0, 0);
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if (context != fl_first_context)
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glXDestroyContext(fl_display, (GLXContext)context);
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#ifdef GLX_MESA_release_buffers
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glXReleaseBuffersMESA(fl_display, fl_xid(this));
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#endif
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#endif
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context = 0;
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}
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Fl_Window::hide();
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}
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Fl_Gl_Window::~Fl_Gl_Window() {
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hide();
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// delete overlay; this is done by ~Fl_Group
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}
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void Fl_Gl_Window::init() {
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end(); // we probably don't want any children
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box(FL_NO_BOX);
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mode_ = FL_RGB | FL_DEPTH | FL_DOUBLE;
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alist = 0;
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context = 0;
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g = 0;
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overlay = 0;
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damage1_ = 0;
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}
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void Fl_Gl_Window::draw_overlay() {}
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#endif
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