2008-01-01 15:53:38 +00:00
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/**
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* $Id: mywindow.c 9584 2007-01-03 13:45:03Z ton $
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Contributor(s): 2007 Blender Foundation (refactor)
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*
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* Subwindow opengl handling.
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* BTW: subwindows open/close in X11 are way too slow, tried it, and choose for my own system... (ton)
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*
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*/
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_windowmanager_types.h"
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#include "DNA_screen_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BKE_global.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "WM_api.h"
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#include "wm_window.h"
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/* wmSubWindow stored in wmWindow... but not exposed outside this C file */
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/* it seems a bit redundant (area regions can store it too, but we keep it
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because we can store all kind of future opengl fanciness here */
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/* we use indices and array because:
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- index has safety, no pointers from this C file hanging around
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- fast lookups of indices with array, list would give overhead
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- old code used it this way...
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- keep option open to have 2 screens using same window
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*/
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typedef struct wmSubWindow {
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struct wmSubWindow *next, *prev;
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rcti winrct;
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int swinid;
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float viewmat[4][4], winmat[4][4];
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} wmSubWindow;
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/* ******************* open, free, set, get data ******************** */
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/* not subwindow itself */
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static void wm_subwindow_free(wmSubWindow *swin)
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{
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/* future fancy stuff */
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}
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void wm_subwindows_free(wmWindow *win)
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{
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wmSubWindow *swin;
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for(swin= win->subwindows.first; swin; swin= swin->next)
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wm_subwindow_free(swin);
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BLI_freelistN(&win->subwindows);
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}
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void wm_subwindow_getsize(wmWindow *win, int *x, int *y)
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{
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if(win->curswin) {
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wmSubWindow *swin= win->curswin;
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*x= swin->winrct.xmax - swin->winrct.xmin + 1;
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*y= swin->winrct.ymax - swin->winrct.ymin + 1;
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}
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}
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void wm_subwindow_getorigin(wmWindow *win, int *x, int *y)
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{
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if(win->curswin) {
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wmSubWindow *swin= win->curswin;
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*x= swin->winrct.xmin;
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*y= swin->winrct.ymin;
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}
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}
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int wm_subwindow_get(wmWindow *win)
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{
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if(win->curswin)
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return win->curswin->swinid;
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return 0;
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}
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static wmSubWindow *swin_from_swinid(wmWindow *win, int swinid)
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{
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wmSubWindow *swin;
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for(swin= win->subwindows.first; swin; swin= swin->next)
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if(swin->swinid==swinid)
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break;
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return swin;
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}
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void wm_subwindow_set(wmWindow *win, int swinid)
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{
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wmSubWindow *swin= swin_from_swinid(win, swinid);
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int width, height;
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if(swin==NULL) {
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printf("wm_subwindow_set %d: doesn't exist\n", swinid);
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return;
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}
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win->curswin= swin;
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wm_subwindow_getsize(win, &width, &height);
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2008-01-07 18:03:41 +00:00
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2008-01-01 15:53:38 +00:00
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glViewport(swin->winrct.xmin, swin->winrct.ymin, width, height);
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glScissor(swin->winrct.xmin, swin->winrct.ymin, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(&swin->winmat[0][0]);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(&swin->viewmat[0][0]);
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glFlush();
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}
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/* always sets pixel-precise 2D window/view matrices */
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/* coords is in whole pixels. xmin = 15, xmax= 16: means window is 2 pix big */
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int wm_subwindow_open(wmWindow *win, rcti *winrct)
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{
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wmSubWindow *swin;
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int width, height;
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int freewinid= 1;
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for(swin= win->subwindows.first; swin; swin= swin->next)
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if(freewinid <= swin->swinid)
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freewinid= swin->swinid+1;
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win->curswin= swin= MEM_callocN(sizeof(wmSubWindow), "swinopen");
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2008-01-07 18:03:41 +00:00
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BLI_addtail(&win->subwindows, swin);
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2.5 Branch
==========
* Changed wmOperatorType, removing init/exit callbacks and adding cancel
callback, removed default storage in favor of properties. Defined return
values for exec/invoke/modal/cancel.
* Don't allocate operator on the stack, and removed operator copy for
handlers. Now it frees based on return values from callbacks, and just
keeps a wmOperator on the heap. Also it now registers after the operator
is fully finished, to get the correct final properties.
* Changed OP_get_* functions to return 1 if the property is found and 0
otherwise, gives more readable code in my opinion. Added OP_verify_*
functions to quickly check if the property is available and set if it's
not, that's common for exec/invoke.
* Removed WM_operatortypelist_append in favor of WM_operatortype_append
which takes a function pointer instead of a list, avoids macro's and
duplicating code.
* Fix a crash where the handler would still be used while it was freed by
the operator.
* Spacetypes now have operatortypes() and keymap() callbacks to abstract
them a bit more.
* Renamed C->curarea to C->area for consistency. Removed View3D/View2D/
SpaceIpo from bContext, seems bad to keep these.
* Set context variables like window/screen/area/region to NULL again when
leaving that context, instead of leaving the pointers there.
* Added if(G.f & G_DEBUG) for many of the prints, makes output a bit
cleaner and easier to debug.
* Fixed priority of the editors/interface module in scons, would otherwise
give link errors.
* Added start of generic view2d api.
* Added space_time with some basic drawing and a single operator to change
the frame.
2008-06-11 10:10:31 +00:00
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if(G.f & G_DEBUG) printf("swin %d added\n", freewinid);
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2008-01-01 15:53:38 +00:00
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swin->swinid= freewinid;
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swin->winrct= *winrct;
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Mat4One(swin->viewmat);
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Mat4One(swin->winmat);
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2008-01-07 18:03:41 +00:00
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/* and we appy it all right away */
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wm_subwindow_set(win, swin->swinid);
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2008-01-01 15:53:38 +00:00
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/* extra service */
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wm_subwindow_getsize(win, &width, &height);
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wmOrtho2(win, -0.375, (float)width-0.375, -0.375, (float)height-0.375);
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wmLoadIdentity(win);
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return swin->swinid;
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}
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void wm_subwindow_close(wmWindow *win, int swinid)
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{
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wmSubWindow *swin= swin_from_swinid(win, swinid);
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if (swin) {
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if (swin==win->curswin)
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win->curswin= NULL;
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wm_subwindow_free(swin);
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BLI_remlink(&win->subwindows, swin);
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MEM_freeN(swin);
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}
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else {
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printf("wm_subwindow_close: Internal error, bad winid: %d\n", swinid);
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}
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}
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/* pixels go from 0-99 for a 100 pixel window */
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void wm_subwindow_position(wmWindow *win, int swinid, rcti *winrct)
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{
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wmSubWindow *swin= swin_from_swinid(win, swinid);
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if(swin) {
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2008-01-07 18:03:41 +00:00
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int width, height;
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2008-01-01 15:53:38 +00:00
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swin->winrct= *winrct;
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/* CRITICAL, this clamping ensures that
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* the viewport never goes outside the screen
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* edges (assuming the x, y coords aren't
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* outside). This caused a hardware lock
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* on Matrox cards if it happens.
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*
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* Really Blender should never _ever_ try
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* to do such a thing, but just to be safe
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* clamp it anyway (or fix the bScreen
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* scaling routine, and be damn sure you
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* fixed it). - zr (2001!)
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*/
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if (swin->winrct.xmax >= win->sizex)
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swin->winrct.xmax= win->sizex-1;
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if (swin->winrct.ymax >= win->sizey)
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swin->winrct.ymax= win->sizey-1;
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2008-01-07 18:03:41 +00:00
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/* extra service */
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wm_subwindow_set(win, swinid);
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wm_subwindow_getsize(win, &width, &height);
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wmOrtho2(win, -0.375, (float)width-0.375, -0.375, (float)height-0.375);
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2008-01-01 15:53:38 +00:00
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}
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else {
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printf("wm_subwindow_position: Internal error, bad winid: %d\n", swinid);
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}
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}
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/* ---------------- WM versions of OpenGL calls, using glBlah() syntax ------------------------ */
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/* ----------------- exported in WM_api.h ------------------------------------------------------ */
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void wmLoadMatrix(wmWindow *win, float mat[][4])
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{
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if(win->curswin==NULL) return;
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glLoadMatrixf(mat);
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
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Mat4CpyMat4(win->curswin->viewmat, mat);
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else
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Mat4CpyMat4(win->curswin->winmat, mat);
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}
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void wmGetMatrix(wmWindow *win, float mat[][4])
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{
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if(win->curswin==NULL) return;
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW) {
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Mat4CpyMat4(mat, win->curswin->viewmat);
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} else {
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Mat4CpyMat4(mat, win->curswin->winmat);
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}
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}
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void wmMultMatrix(wmWindow *win, float mat[][4])
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{
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if(win->curswin==NULL) return;
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glMultMatrixf((float*) mat);
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->viewmat);
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else
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->winmat);
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}
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void wmGetSingleMatrix(wmWindow *win, float mat[][4])
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{
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if(win->curswin)
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Mat4MulMat4(mat, win->curswin->viewmat, win->curswin->winmat);
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}
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void wmScale(wmWindow *win, float x, float y, float z)
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{
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if(win->curswin==NULL) return;
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glScalef(x, y, z);
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->viewmat);
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else
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)win->curswin->winmat);
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}
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void wmLoadIdentity(wmWindow *win)
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{
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if(win->curswin==NULL) return;
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if (glaGetOneInteger(GL_MATRIX_MODE)==GL_MODELVIEW)
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Mat4One(win->curswin->viewmat);
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else
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Mat4One(win->curswin->winmat);
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glLoadIdentity();
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}
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void wmFrustum(wmWindow *win, float x1, float x2, float y1, float y2, float n, float f)
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{
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if(win->curswin) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(x1, x2, y1, y2, n, f);
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glGetFloatv(GL_PROJECTION_MATRIX, (float *)win->curswin->winmat);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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void wmOrtho(wmWindow *win, float x1, float x2, float y1, float y2, float n, float f)
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{
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if(win->curswin) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(x1, x2, y1, y2, n, f);
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glGetFloatv(GL_PROJECTION_MATRIX, (float *)win->curswin->winmat);
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glMatrixMode(GL_MODELVIEW);
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}
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}
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void wmOrtho2(wmWindow *win, float x1, float x2, float y1, float y2)
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{
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/* prevent opengl from generating errors */
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if(x1==x2) x2+=1.0;
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if(y1==y2) y2+=1.0;
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wmOrtho(win, x1, x2, y1, y2, -100, 100);
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|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* *************************** Framebuffer color depth, for selection codes ********************** */
|
|
|
|
|
|
|
|
static int wm_get_colordepth(void)
|
|
|
|
{
|
|
|
|
static int mainwin_color_depth= 0;
|
|
|
|
|
|
|
|
if(mainwin_color_depth==0) {
|
|
|
|
GLint r, g, b;
|
|
|
|
|
|
|
|
glGetIntegerv(GL_RED_BITS, &r);
|
|
|
|
glGetIntegerv(GL_GREEN_BITS, &g);
|
|
|
|
glGetIntegerv(GL_BLUE_BITS, &b);
|
|
|
|
|
|
|
|
mainwin_color_depth= r + g + b;
|
|
|
|
if(G.f & G_DEBUG) {
|
|
|
|
printf("Color depth r %d g %d b %d\n", (int)r, (int)g, (int)b);
|
|
|
|
glGetIntegerv(GL_AUX_BUFFERS, &r);
|
|
|
|
printf("Aux buffers: %d\n", (int)r);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return mainwin_color_depth;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef __APPLE__
|
|
|
|
|
|
|
|
/* apple seems to round colors to below and up on some configs */
|
|
|
|
|
|
|
|
static unsigned int index_to_framebuffer(int index)
|
|
|
|
{
|
|
|
|
unsigned int i= index;
|
|
|
|
|
|
|
|
switch(wm_get_colordepth()) {
|
|
|
|
case 12:
|
|
|
|
i= ((i & 0xF00)<<12) + ((i & 0xF0)<<8) + ((i & 0xF)<<4);
|
|
|
|
/* sometimes dithering subtracts! */
|
|
|
|
i |= 0x070707;
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
case 16:
|
|
|
|
i= ((i & 0x7C00)<<9) + ((i & 0x3E0)<<6) + ((i & 0x1F)<<3);
|
|
|
|
i |= 0x030303;
|
|
|
|
break;
|
|
|
|
case 24:
|
|
|
|
break;
|
|
|
|
default: // 18 bits...
|
|
|
|
i= ((i & 0x3F000)<<6) + ((i & 0xFC0)<<4) + ((i & 0x3F)<<2);
|
|
|
|
i |= 0x010101;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
|
|
|
|
|
|
|
|
static unsigned int index_to_framebuffer(int index)
|
|
|
|
{
|
|
|
|
unsigned int i= index;
|
|
|
|
|
|
|
|
switch(wm_get_colordepth()) {
|
|
|
|
case 8:
|
|
|
|
i= ((i & 48)<<18) + ((i & 12)<<12) + ((i & 3)<<6);
|
|
|
|
i |= 0x3F3F3F;
|
|
|
|
break;
|
|
|
|
case 12:
|
|
|
|
i= ((i & 0xF00)<<12) + ((i & 0xF0)<<8) + ((i & 0xF)<<4);
|
|
|
|
/* sometimes dithering subtracts! */
|
|
|
|
i |= 0x0F0F0F;
|
|
|
|
break;
|
|
|
|
case 15:
|
|
|
|
case 16:
|
|
|
|
i= ((i & 0x7C00)<<9) + ((i & 0x3E0)<<6) + ((i & 0x1F)<<3);
|
|
|
|
i |= 0x070707;
|
|
|
|
break;
|
|
|
|
case 24:
|
|
|
|
break;
|
|
|
|
default: // 18 bits...
|
|
|
|
i= ((i & 0x3F000)<<6) + ((i & 0xFC0)<<4) + ((i & 0x3F)<<2);
|
|
|
|
i |= 0x030303;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void set_framebuffer_index_color(int index)
|
|
|
|
{
|
|
|
|
cpack(index_to_framebuffer(index));
|
|
|
|
}
|
|
|
|
|
|
|
|
int framebuffer_to_index(unsigned int col)
|
|
|
|
{
|
|
|
|
if (col==0) return 0;
|
|
|
|
|
|
|
|
switch(wm_get_colordepth()) {
|
|
|
|
case 8:
|
|
|
|
return ((col & 0xC00000)>>18) + ((col & 0xC000)>>12) + ((col & 0xC0)>>6);
|
|
|
|
case 12:
|
|
|
|
return ((col & 0xF00000)>>12) + ((col & 0xF000)>>8) + ((col & 0xF0)>>4);
|
|
|
|
case 15:
|
|
|
|
case 16:
|
|
|
|
return ((col & 0xF80000)>>9) + ((col & 0xF800)>>6) + ((col & 0xF8)>>3);
|
|
|
|
case 24:
|
|
|
|
return col & 0xFFFFFF;
|
|
|
|
default: // 18 bits...
|
|
|
|
return ((col & 0xFC0000)>>6) + ((col & 0xFC00)>>4) + ((col & 0xFC)>>2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* ********** END MY WINDOW ************** */
|
|
|
|
|
|
|
|
#ifdef WIN32
|
|
|
|
static int is_a_really_crappy_nvidia_card(void) {
|
|
|
|
static int well_is_it= -1;
|
|
|
|
|
|
|
|
/* Do you understand the implication? Do you? */
|
|
|
|
if (well_is_it==-1)
|
|
|
|
well_is_it= (strcmp((char*) glGetString(GL_VENDOR), "NVIDIA Corporation") == 0);
|
|
|
|
|
|
|
|
return well_is_it;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void myswapbuffers(void) /* XXX */
|
|
|
|
{
|
|
|
|
ScrArea *sa;
|
|
|
|
|
|
|
|
sa= G.curscreen->areabase.first;
|
|
|
|
while(sa) {
|
2008-01-07 18:03:41 +00:00
|
|
|
// if(sa->win_swap==WIN_BACK_OK) sa->win_swap= WIN_FRONT_OK;
|
|
|
|
// if(sa->head_swap==WIN_BACK_OK) sa->head_swap= WIN_FRONT_OK;
|
2008-01-01 15:53:38 +00:00
|
|
|
|
|
|
|
sa= sa->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* HACK, some windows drivers feel they should honor the scissor
|
|
|
|
* test when swapping buffers, disable the test while swapping
|
|
|
|
* on WIN32. (namely Matrox and NVidia's new drivers around Oct 1 2001)
|
|
|
|
* - zr
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifdef WIN32
|
|
|
|
/* HACK, in some NVidia driver release some kind of
|
|
|
|
* fancy optimiziation (I presume) was put in which for
|
|
|
|
* some reason causes parts of the buffer not to be
|
|
|
|
* swapped. One way to defeat it is the following wierd
|
|
|
|
* code (which we only do for nvidia cards). This should
|
|
|
|
* be removed if NVidia fixes their drivers. - zr
|
|
|
|
*/
|
|
|
|
if (is_a_really_crappy_nvidia_card()) {
|
|
|
|
glDrawBuffer(GL_FRONT);
|
|
|
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
}
|
|
|
|
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
// window_swap_buffers(winlay_mainwindow);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
#else
|
|
|
|
// window_swap_buffers(winlay_mainwindow);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* *********************** PATTERNS ETC ***************** */
|
|
|
|
|
|
|
|
void setlinestyle(int nr) /* Move? XXX */
|
|
|
|
{
|
|
|
|
if(nr==0) {
|
|
|
|
glDisable(GL_LINE_STIPPLE);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
glEnable(GL_LINE_STIPPLE);
|
|
|
|
glLineStipple(nr, 0xAAAA);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|