diff mupdf-source/thirdparty/freeglut/progs/demos/One/one.c @ 2:b50eed0cc0ef upstream

ADD: MuPDF v1.26.7: the MuPDF source as downloaded by a default build of PyMuPDF 1.26.4. The directory name has changed: no version number in the expanded directory now.
author Franz Glasner <fzglas.hg@dom66.de>
date Mon, 15 Sep 2025 11:43:07 +0200
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/mupdf-source/thirdparty/freeglut/progs/demos/One/one.c	Mon Sep 15 11:43:07 2025 +0200
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+/*
+ * one.c
+ *
+ * Hey! This was the original file where freeglut development started. Just
+ * note what I have written here at the time. And see the creation date :)
+ *
+ * : This is a wrapper. I still have to figure out
+ * : how to build shared libraries under *nix :)
+ *
+ * Copyright (c) 1999 by Pawel W. Olszta
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: czw gru  2 11:58:41 CET 1999
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include <GL/freeglut.h>
+
+int g_LeaveGameMode = 0;
+int g_InGameMode = 0;
+int g_mainwin1, g_mainwin2, g_sw1, g_sw2, g_gamemodewin;
+
+/*
+ * Call this function to have some text drawn at given coordinates
+ */
+void PrintText( int nX, int nY, char* pszText )
+{
+    int lines;
+    char *p;
+
+    /*
+     * Prepare the OpenGL state
+     */
+    glDisable( GL_LIGHTING );
+    glDisable( GL_DEPTH_TEST );
+    glMatrixMode( GL_PROJECTION );
+    glPushMatrix();
+    glLoadIdentity();
+
+    /*
+     * Have an orthogonal projection matrix set
+     */
+    glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ),
+             0, glutGet( GLUT_WINDOW_HEIGHT ),
+             -1, +1
+    );
+
+    /*
+     * Now the matrix mode
+     */
+    glMatrixMode( GL_MODELVIEW );
+    glPushMatrix();
+    glLoadIdentity();
+
+    /*
+     * Now the main text
+     */
+    glColor3ub( 0, 0, 0 );
+    glRasterPos2i( nX, nY );
+
+    for( p=pszText, lines=0; *p; p++ )
+    {
+        if( *p == '\n' )
+        {
+            lines++;
+            glRasterPos2i( nX, nY-(lines*18) );
+        }
+
+        glutBitmapCharacter( GLUT_BITMAP_HELVETICA_18,  *p );
+    }
+
+    /*
+     * Revert to the old matrix modes
+     */
+    glMatrixMode( GL_PROJECTION );
+    glPopMatrix();
+
+    glMatrixMode( GL_MODELVIEW );
+    glPopMatrix();
+
+    /*
+     * Restore the old OpenGL states
+     */
+    glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
+    glEnable( GL_DEPTH_TEST );
+    glEnable( GL_LIGHTING );
+}
+
+/*
+ * This is the display routine for our sample FreeGLUT windows
+ */
+void SampleDisplay( void )
+{
+    int win = glutGetWindow();
+
+    if (g_InGameMode && win!=g_gamemodewin)
+        /* Don't draw other windows when in gamemode, those aren't visible
+         * anyway. Drawing them continuously nonetheless can cause flicker trouble
+         * on my machine. This only seems to occur only when there are child windows
+         * among the non-visible windows 
+         */
+        return;
+
+    if (win==g_sw1)
+    {
+        /*
+         * Clear the screen
+         */
+        glClearColor(0.7f,0.7f,0.7f,1);
+        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+        glutPostWindowRedisplay(g_mainwin2);
+    }
+    else if (win==g_sw2)
+    {
+        /*
+         * Clear the screen
+         */
+        glClearColor(0.3f,0.3f,0.3f,1);
+        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+        glutPostWindowRedisplay(g_mainwin2);
+    }
+    else
+    {
+        const GLfloat time = glutGet(GLUT_ELAPSED_TIME) / 1000.f * 40;
+
+        /*
+         * Clear the screen
+         */
+        glClearColor( 0, 0.5, 1, 1 );
+        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+        /*
+         * Have the cube rotated
+         */
+        glMatrixMode( GL_MODELVIEW );
+        glPushMatrix();
+
+        glRotatef( time, 0, 0, 1 );
+        glRotatef( time, 0, 1, 0 );
+        glRotatef( time, 1, 0, 0 );
+
+        /*
+         * And then drawn...
+         */
+        glColor3f( 1, 1, 0 );
+        /* glutWireCube( 20.0 ); */
+        glutWireTeapot( 20.0 );
+        /* glutWireSphere( 15.0, 15, 15 ); */
+        /* glColor3f( 0, 1, 0 ); */
+        /* glutWireCube( 30.0 ); */
+        /* glutSolidCone( 10, 20, 10, 2 ); */
+
+        /*
+         * Don't forget about the model-view matrix
+         */
+        glPopMatrix( );
+
+        /*
+         * Draw a silly text
+         */
+        if( g_InGameMode == 0 )
+            PrintText( 20, 20, "Hello there cruel world!" );
+        else
+            PrintText( 20, 20, "Press ESC to leave the game mode!" );
+    }
+
+    /*
+     * And swap this context's buffers
+     */
+    glutSwapBuffers( );
+    glutPostWindowRedisplay(win);
+}
+
+/*
+ * This is a sample idle function
+ */
+void SampleIdle( void )
+{
+    if( g_LeaveGameMode == 1 )
+    {
+        /* One could do all this just as well in SampleGameModeKeyboard... */
+        printf("leaving gamemode...\n");
+        glutLeaveGameMode( );
+        g_LeaveGameMode = 0;
+        g_InGameMode = 0;
+        glutPostWindowRedisplay(g_mainwin1);
+        glutPostWindowRedisplay(g_mainwin2);
+        glutPostWindowRedisplay(g_sw1);
+        glutPostWindowRedisplay(g_sw2);
+    }
+}
+
+void SampleEntry(int state)
+{
+    int window = glutGetWindow () ;
+    printf ( "Window %d Entry Callback: %d\n", window, state ) ;
+}
+
+/*
+ * The reshape function
+ */
+void SampleReshape( int nWidth, int nHeight )
+{
+    GLfloat fAspect = (GLfloat) nHeight / (GLfloat) nWidth;
+    GLfloat fPos[ 4 ] = { 0.0f, 0.0f, 10.0f, 0.0f };
+    GLfloat fCol[ 4 ] = { 0.5f, 1.0f,  0.0f, 1.0f };
+
+    /*
+     * Update the viewport first
+     */
+    glViewport( 0, 0, nWidth, nHeight );
+
+    /*
+     * Then the projection matrix
+     */
+    glMatrixMode( GL_PROJECTION );
+    glLoadIdentity();
+    glFrustum( -1.0, 1.0, -fAspect, fAspect, 1.0, 80.0 );
+
+    /*
+     * Move back the camera a bit
+     */
+    glMatrixMode( GL_MODELVIEW );
+    glLoadIdentity( );
+    glTranslatef( 0.0, 0.0, -40.0f );
+
+    /*
+     * Enable some features...
+     */
+    glEnable( GL_CULL_FACE );
+    glEnable( GL_DEPTH_TEST );
+    glEnable( GL_NORMALIZE );
+
+    /*
+     * Set up some lighting
+     */
+    glLightfv( GL_LIGHT0, GL_POSITION, fPos );
+    glEnable( GL_LIGHTING );
+    glEnable( GL_LIGHT0 );
+
+    /*
+     * Set up a sample material
+     */
+    glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, fCol );
+}
+
+/*
+ * A sample keyboard callback
+ */
+void SampleKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
+{
+    printf( "SampleKeyboard(): keypress '%c' at (%i,%i)\n",
+            cChar, nMouseX, nMouseY );
+}
+
+/*
+ * A sample keyboard callback (for game mode window)
+ */
+void SampleGameModeKeyboard( unsigned char cChar, int nMouseX, int nMouseY )
+{
+    if( cChar == 27 )
+        g_LeaveGameMode = 1;
+}
+
+
+/*
+ * A sample special callback
+ */
+void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
+{
+    printf( "SampleSpecial(): special keypress %i at (%i,%i)\n",
+            nSpecial, nMouseX, nMouseY );
+}
+
+/*
+ * A sample menu callback
+ */
+void SampleMenu( int menuID )
+{
+    printf( "SampleMenu() callback executed, menuID is %i\n", menuID );
+}
+
+/*
+ * A sample menu status callback
+ */
+void SampleMenuStatus( int status, int x, int y )
+{
+    printf ( "SampleMenu() callback executed, MenuStatus is %i at (%i,%i)\n", status, x, y );
+}
+
+/*
+ * The sample's entry point
+ */
+int main( int argc, char** argv )
+{
+    int menuID, subMenuA, subMenuB;
+
+    glutInitDisplayString( "stencil~2 rgb double depth>=16 samples" );
+    glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
+    glutInitWindowPosition( 100, 100 );
+
+    glutInit( &argc, argv );
+
+    glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS);
+    glutMenuStatusFunc( SampleMenuStatus );
+    glutIdleFunc( SampleIdle );
+
+    subMenuA = glutCreateMenu( SampleMenu );
+    glutAddMenuEntry( "Sub menu A1 (01)", 1 );
+    glutAddMenuEntry( "Sub menu A2 (02)", 2 );
+    glutAddMenuEntry( "Sub menu A3 (03)", 3 );
+
+    subMenuB = glutCreateMenu( SampleMenu );
+    glutAddMenuEntry( "Sub menu B1 (04)", 4 );
+    glutAddMenuEntry( "Sub menu B2 (05)", 5 );
+    glutAddMenuEntry( "Sub menu B3 (06)", 6 );
+    glutAddSubMenu( "Going to sub menu A", subMenuA );
+
+    menuID = glutCreateMenu( SampleMenu );
+    glutAddMenuEntry( "Entry one",   1 );
+    glutAddMenuEntry( "Entry two",   2 );
+    glutAddMenuEntry( "Entry three", 3 );
+    glutAddMenuEntry( "Entry four",  4 );
+    glutAddMenuEntry( "Entry five",  5 );
+    glutAddSubMenu( "Enter sub menu A", subMenuA );
+    glutAddSubMenu( "Enter sub menu B", subMenuB );
+
+    g_mainwin1 = glutCreateWindow( "Hello world!" );
+    glutDisplayFunc( SampleDisplay );
+    glutReshapeFunc( SampleReshape );
+    glutKeyboardFunc( SampleKeyboard );
+    glutSpecialFunc( SampleSpecial );
+    glutEntryFunc( SampleEntry );
+    glutAttachMenu( GLUT_LEFT_BUTTON );
+
+    glutInitWindowPosition( 200, 200 );
+    g_mainwin2 = glutCreateWindow( "I am not Jan B." );
+    glutDisplayFunc( SampleDisplay );
+    glutReshapeFunc( SampleReshape );
+    glutKeyboardFunc( SampleKeyboard );
+    glutSpecialFunc( SampleSpecial );
+    glutEntryFunc( SampleEntry );
+    glutAttachMenu( GLUT_LEFT_BUTTON );
+    glutSetMenu(subMenuA);
+    glutAttachMenu( GLUT_RIGHT_BUTTON );
+
+    g_sw1=glutCreateSubWindow(g_mainwin2,200,0,100,100);
+    glutDisplayFunc( SampleDisplay );
+    glutSetMenu(subMenuB);
+    glutAttachMenu( GLUT_LEFT_BUTTON );
+
+    g_sw2=glutCreateSubWindow(g_sw1,50,0,50,50);
+    glutDisplayFunc( SampleDisplay );
+    glutSetMenu(menuID);
+    glutAttachMenu( GLUT_RIGHT_BUTTON );
+
+    printf( "Testing game mode string parsing, don't panic!\n" );
+    glutGameModeString( "320x240:32@100" );
+    glutGameModeString( "640x480:16@72" );
+    glutGameModeString( "1024x768" );
+    glutGameModeString( ":32@120" );
+    glutGameModeString( "Toudi glupcze, Danwin bedzie moj!" );
+    
+    glutGameModeString( "640x480:37@300" );    /* this one should fail */
+    glutEnterGameMode();
+
+    glutGameModeString( "800x600" );    /* this one is likely to succeed */
+    g_gamemodewin = glutEnterGameMode();
+
+    if (glutGameModeGet(GLUT_GAME_MODE_ACTIVE))
+        g_InGameMode = 1;
+    glutDisplayFunc( SampleDisplay );
+    glutReshapeFunc( SampleReshape );
+    glutKeyboardFunc( SampleGameModeKeyboard );
+    glutEntryFunc( SampleEntry );
+    glutSetMenu(menuID);
+    glutAttachMenu( GLUT_LEFT_BUTTON );
+
+    printf( "current window is %ix%i at (%i,%i)\n",
+        glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT ),
+        glutGet( GLUT_WINDOW_X ), glutGet( GLUT_WINDOW_Y )
+    );
+
+    /*
+     * Describe pixel format
+     */
+    printf("The current window has %i red bits, %i green bits, %i blue bits and %i alpha bits for a total buffer size of %i bits\n",glutGet(GLUT_WINDOW_RED_SIZE),glutGet(GLUT_WINDOW_GREEN_SIZE),glutGet(GLUT_WINDOW_BLUE_SIZE),glutGet(GLUT_WINDOW_ALPHA_SIZE),glutGet(GLUT_WINDOW_BUFFER_SIZE));
+    printf("It furthermore has %i depth bits and %i stencil bits\n",glutGet(GLUT_WINDOW_DEPTH_SIZE),glutGet(GLUT_WINDOW_STENCIL_SIZE));
+
+    /*
+     * Enter the main FreeGLUT processing loop
+     */
+    glutMainLoop();
+
+    /*
+     * returned from mainloop after window closed
+     * see glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE,GLUT_ACTION_GLUTMAINLOOP_RETURNS); above
+     */
+    printf( "glutMainLoop() termination works fine!\n" );
+
+    return EXIT_SUCCESS;
+}
+
+/*** END OF FILE ***/