mirror of https://github.com/fltk/fltk
More fixes to the NT OpenGL overlays
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.0@1058 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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@ -1,5 +1,5 @@
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//
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// "$Id: Fl_Gl_Overlay.cxx,v 1.5.2.6 2000/03/24 08:55:34 bill Exp $"
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// "$Id: Fl_Gl_Overlay.cxx,v 1.5.2.7 2000/04/07 16:55:45 bill Exp $"
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//
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// OpenGL overlay code for the Fast Light Tool Kit (FLTK).
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//
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@ -34,7 +34,7 @@
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#if HAVE_GL_OVERLAY
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#ifndef WIN32
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#ifndef _WIN32
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// Methods on Fl_Gl_Window that create an overlay window. Because
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// many programs don't need the overlay, this is seperated into this
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@ -101,14 +101,14 @@ int Fl_Gl_Window::can_do_overlay() {
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return fl_find_overlay_visual() != 0;
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}
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#else // WIN32:
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#else // _WIN32:
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int Fl_Gl_Window::can_do_overlay() {
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Fl_Gl_Choice* choice = Fl_Gl_Choice::find(0,0);
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return (choice && (choice->pfd.bReserved & 15));
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}
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int fl_overlay_depth = 0;
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extern int fl_overlay_depth;
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#endif
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@ -121,12 +121,10 @@ int Fl_Gl_Window::can_do_overlay() {return 0;}
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void Fl_Gl_Window::make_overlay() {
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if (!overlay) {
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#if HAVE_GL_OVERLAY
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#ifdef WIN32
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#ifdef _WIN32
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HDC hdc = fl_private_dc(this, mode_,&g);
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GLXContext context = wglCreateLayerContext(hdc, 1);
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if (!context) {
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; // no overlay hardware
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} else {
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if (context) { // we found a usable overlay context
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if (fl_first_context) wglShareLists(fl_first_context, context);
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else fl_first_context = context;
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overlay = context;
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@ -172,7 +170,7 @@ void Fl_Gl_Window::make_overlay() {
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void Fl_Gl_Window::redraw_overlay() {
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if (!shown()) return;
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make_overlay();
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#ifndef WIN32
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#ifndef _WIN32
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if (overlay != this)
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((Fl_Gl_Window*)overlay)->redraw();
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else
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@ -184,10 +182,10 @@ void Fl_Gl_Window::make_overlay_current() {
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make_overlay();
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#if HAVE_GL_OVERLAY
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if (overlay != this) {
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#ifdef WIN32
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#ifdef _WIN32
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fl_set_gl_context(this, (GLXContext)overlay);
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if (fl_overlay_depth)
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wglRealizeLayerPalette(fl_private_dc(this, mode_,&g), 1, TRUE);
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wglRealizeLayerPalette(Fl_X::i(this)->private_dc, 1, TRUE);
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#else
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((Fl_Gl_Window*)overlay)->make_current();
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#endif
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@ -198,7 +196,7 @@ void Fl_Gl_Window::make_overlay_current() {
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void Fl_Gl_Window::hide_overlay() {
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#if HAVE_GL_OVERLAY
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#ifdef WIN32
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#ifdef _WIN32
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// nothing needs to be done? Or should it be erased?
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#else
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if (overlay && overlay!=this) ((Fl_Gl_Window*)overlay)->hide();
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@ -209,5 +207,5 @@ void Fl_Gl_Window::hide_overlay() {
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#endif
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//
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// End of "$Id: Fl_Gl_Overlay.cxx,v 1.5.2.6 2000/03/24 08:55:34 bill Exp $".
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// End of "$Id: Fl_Gl_Overlay.cxx,v 1.5.2.7 2000/04/07 16:55:45 bill Exp $".
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//
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@ -1,5 +1,5 @@
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//
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// "$Id: Fl_Gl_Window.cxx,v 1.12.2.9 2000/03/24 08:42:02 bill Exp $"
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// "$Id: Fl_Gl_Window.cxx,v 1.12.2.10 2000/04/07 16:55:46 bill Exp $"
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//
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// OpenGL window code for the Fast Light Tool Kit (FLTK).
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//
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@ -66,7 +66,7 @@ int Fl_Gl_Window::can_do(int a, const int *b) {
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}
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void Fl_Gl_Window::show() {
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#ifndef WIN32
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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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@ -81,7 +81,7 @@ void Fl_Gl_Window::show() {
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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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#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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@ -89,7 +89,7 @@ void Fl_Gl_Window::invalidate() {
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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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#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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@ -107,7 +107,7 @@ int Fl_Gl_Window::mode(int m, const int *a) {
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void Fl_Gl_Window::make_current() {
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if (!context) {
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#ifdef WIN32
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#ifdef _WIN32
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context = wglCreateContext(fl_private_dc(this, mode_,&g));
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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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@ -118,7 +118,7 @@ void Fl_Gl_Window::make_current() {
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valid(0);
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}
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fl_set_gl_context(this, (GLXContext)context);
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#if defined(WIN32) && USE_COLORMAP
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#if defined(_WIN32) && USE_COLORMAP
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if (fl_palette) {
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fl_GetDC(fl_xid(this));
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SelectPalette(fl_gc, fl_palette, FALSE);
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@ -144,27 +144,33 @@ void Fl_Gl_Window::ortho() {
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}
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void Fl_Gl_Window::swap_buffers() {
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#ifdef WIN32
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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 defined(_WIN32) && HAVE_GL_OVERLAY
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#if HAVE_GL_OVERLAY && defined(_WIN32)
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uchar fl_overlay; // changes how fl_color() works
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int fl_overlay_depth = 0;
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#endif
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void Fl_Gl_Window::flush() {
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uchar save_valid = valid_;
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#if defined(_WIN32) && HAVE_GL_OVERLAY
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#if HAVE_GL_OVERLAY && defined(_WIN32)
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bool fixcursor = false;
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if (overlay && overlay != this &&
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((damage()&(FL_DAMAGE_OVERLAY|FL_DAMAGE_ALL|FL_DAMAGE_EXPOSE))
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|| !save_valid)) {
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// SGI 320 messes up overlay over singlebuffer
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fixcursor = !g->d;
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if (fixcursor) SetCursor(0);
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// Draw into hardware overlay planes
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if (!g->d) SetCursor(0); // SGI 320 messes up overlay over singlebuffer
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fl_set_gl_context(this, (GLXContext)overlay);
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if (fl_overlay_depth)
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wglRealizeLayerPalette(Fl_X::i(this)->private_dc, 1, TRUE);
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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fl_overlay = 1;
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valid(save_valid);
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if (damage() == FL_DAMAGE_OVERLAY) {
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wglSwapLayerBuffers(Fl_X::i(this)->private_dc,WGL_SWAP_OVERLAY1);
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if (!g->d) SetCursor(Fl_X::i(this)->cursor);
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if (fixcursor) SetCursor(Fl_X::i(this)->cursor);
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return;
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}
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if (!g->d) SetCursor(Fl_X::i(this)->cursor);
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}
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#endif
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@ -207,12 +212,13 @@ void Fl_Gl_Window::flush() {
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static GLXContext ortho_context = 0;
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static Fl_Gl_Window* ortho_window = 0;
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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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if (init) {
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#ifdef _WIN32
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ortho_context = wglCreateContext(Fl_X::i(this)->private_dc);
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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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#endif
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}
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fl_set_gl_context(this, ortho_context);
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if (init || !save_valid || ortho_window != this) {
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glDisable(GL_DEPTH_TEST);
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draw();
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if (overlay == this) draw_overlay();
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glFlush();
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#if HAVE_GL_OVERLAY && defined(_WIN32)
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if (fixcursor) SetCursor(Fl_X::i(this)->cursor);
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#endif
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}
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valid(1);
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@ -270,19 +278,24 @@ void Fl_Gl_Window::resize(int X,int Y,int W,int H) {
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void Fl_Gl_Window::hide() {
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if (context) {
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fl_no_gl_context();
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#ifdef WIN32
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if (context && context != fl_first_context)
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if (context != fl_first_context) {
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#ifdef _WIN32
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wglDeleteContext((GLXContext)context);
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g = 0;
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#else
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if (context != fl_first_context)
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glXDestroyContext(fl_display, (GLXContext)context);
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#endif
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}
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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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#if HAVE_GL_OVERLAY && defined(_WIN32)
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if (overlay && overlay != this && (GLXContext)overlay != fl_first_context) {
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wglDeleteContext((GLXContext)overlay);
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overlay = 0;
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}
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#endif
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Fl_Window::hide();
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}
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#endif
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//
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// End of "$Id: Fl_Gl_Window.cxx,v 1.12.2.9 2000/03/24 08:42:02 bill Exp $".
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// End of "$Id: Fl_Gl_Window.cxx,v 1.12.2.10 2000/04/07 16:55:46 bill Exp $".
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//
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