diff mupdf-source/thirdparty/freeglut/src/fg_window.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/src/fg_window.c	Mon Sep 15 11:43:07 2025 +0200
@@ -0,0 +1,518 @@
+/*
+ * fg_window.c
+ *
+ * Window management methods.
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: Fri Dec 3 1999
+ *
+ * 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 "fg_internal.h"
+#include "fg_gl2.h"
+
+/*
+ * TODO BEFORE THE STABLE RELEASE:
+ *
+ *  fgSetupPixelFormat      -- ignores the display mode settings
+ *  fgOpenWindow()          -- check the Win32 version, -iconic handling!
+ *  fgCloseWindow()         -- check the Win32 version
+ *  glutCreateWindow()      -- Check when default position and size is {-1,-1}
+ *  glutCreateSubWindow()   -- Check when default position and size is {-1,-1}
+ *  glutDestroyWindow()     -- check the Win32 version
+ *  glutSetWindow()         -- check the Win32 version
+ *  glutSetWindowTitle()    -- check the Win32 version
+ *  glutSetIconTitle()      -- check the Win32 version
+ *  glutShowWindow()        -- check the Win32 version
+ *  glutHideWindow()        -- check the Win32 version
+ *  glutIconifyWindow()     -- check the Win32 version
+ *  glutPushWindow()        -- check the Win32 version
+ *  glutPopWindow()         -- check the Win32 version
+ */
+
+
+extern void fgPlatformSetWindow ( SFG_Window *window );
+extern void fgPlatformOpenWindow( SFG_Window* window, const char* title,
+                                  GLboolean positionUse, int x, int y,
+                                  GLboolean sizeUse, int w, int h,
+                                  GLboolean gameMode, GLboolean isSubWindow );
+extern void fgPlatformCloseWindow( SFG_Window* window );
+extern void fgPlatformGlutSetWindowTitle( const char* title );
+extern void fgPlatformGlutSetIconTitle( const char* title );
+
+
+/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
+
+int fghIsLegacyContextRequested( void )
+{
+    return fgState.MajorVersion < 2 || (fgState.MajorVersion == 2 && fgState.MinorVersion <= 1);
+}
+
+int fghNumberOfAuxBuffersRequested( void )
+{
+  if ( fgState.DisplayMode & GLUT_AUX4 ) {
+    return 4;
+  }
+  if ( fgState.DisplayMode & GLUT_AUX3 ) {
+    return 3;
+  }
+  if ( fgState.DisplayMode & GLUT_AUX2 ) {
+    return 2;
+  }
+  if ( fgState.DisplayMode & GLUT_AUX1 ) { /* NOTE: Same as GLUT_AUX! */
+    return fgState.AuxiliaryBufferNumber;
+  }
+  return 0;
+}
+
+int fghMapBit( int mask, int from, int to )
+{
+  return ( mask & from ) ? to : 0;
+
+}
+
+void fghContextCreationError( void )
+{
+    fgError( "Unable to create OpenGL %d.%d context (flags %x, profile %x)",
+             fgState.MajorVersion, fgState.MinorVersion, fgState.ContextFlags,
+             fgState.ContextProfile );
+}
+
+
+/* -- SYSTEM-DEPENDENT PRIVATE FUNCTIONS ------------------------------------ */
+
+/*
+ * Sets the OpenGL context and the fgStructure "Current Window" pointer to
+ * the window structure passed in.
+ */
+void fgSetWindow ( SFG_Window *window )
+{
+    fgPlatformSetWindow ( window );
+
+    fgStructure.CurrentWindow = window;
+}
+
+/*
+ * Opens a window. Requires a SFG_Window object created and attached
+ * to the freeglut structure. OpenGL context is created here.
+ */
+void fgOpenWindow( SFG_Window* window, const char* title,
+                   GLboolean positionUse, int x, int y,
+                   GLboolean sizeUse, int w, int h,
+                   GLboolean gameMode, GLboolean isSubWindow )
+{
+    fgPlatformOpenWindow( window, title,
+                          positionUse, x, y,
+                          sizeUse, w, h,
+                          gameMode, isSubWindow );
+
+    fgSetWindow( window );
+
+#ifndef EGL_VERSION_1_0
+    window->Window.DoubleBuffered =
+        ( fgState.DisplayMode & GLUT_DOUBLE ) ? 1 : 0;
+
+    if ( ! window->Window.DoubleBuffered )
+    {
+        glDrawBuffer ( GL_FRONT );
+        glReadBuffer ( GL_FRONT );
+    }
+#else
+    /* - EGL is always double-buffered */
+    /* - No glDrawBuffer/glReadBuffer in GLES */
+    window->Window.DoubleBuffered = 1;
+#endif
+    window->Window.attribute_v_coord = -1;
+    window->Window.attribute_v_normal = -1;
+    window->Window.attribute_v_texture = -1;
+
+    fgInitGL2();
+
+    window->State.WorkMask |= GLUT_INIT_WORK;
+}
+
+/*
+ * Closes a window, destroying the frame and OpenGL context
+ */
+void fgCloseWindow( SFG_Window* window )
+{
+    /* if we're in gamemode and we're closing the gamemode window,
+     * call glutLeaveGameMode first to make sure the gamemode is
+     * properly closed before closing the window
+     */
+    if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==window->ID)
+        glutLeaveGameMode();
+
+    fgPlatformCloseWindow ( window );
+}
+
+
+/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
+
+/*
+ * Creates a new top-level freeglut window
+ */
+int FGAPIENTRY glutCreateWindow( const char* title )
+{
+    /* XXX GLUT does not exit; it simply calls "glutInit" quietly if the
+     * XXX application has not already done so.  The "freeglut" community
+     * XXX decided not to go this route (freeglut-developer e-mail from
+     * XXX Steve Baker, 12/16/04, 4:22 PM CST, "Re: [Freeglut-developer]
+     * XXX Desired 'freeglut' behaviour when there is no current window"
+     */
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateWindow" );
+
+    return fgCreateWindow( NULL, title, fgState.Position.Use,
+                           fgState.Position.X, fgState.Position.Y,
+                           fgState.Size.Use, fgState.Size.X, fgState.Size.Y,
+                           GL_FALSE, GL_FALSE )->ID;
+}
+
+/*
+ * This function creates a sub window.
+ */
+int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
+{
+    int ret = 0;
+    SFG_Window* window = NULL;
+    SFG_Window* parent = NULL;
+
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateSubWindow" );
+    parent = fgWindowByID( parentID );
+    freeglut_return_val_if_fail( parent != NULL, 0 );
+    if ( x < 0 )
+    {
+        x = parent->State.Width + x ;
+        if ( w >= 0 ) x -= w ;
+    }
+
+    if ( w < 0 ) w = parent->State.Width - x + w ;
+    if ( w < 0 )
+    {
+        x += w ;
+        w = -w ;
+    }
+
+    if ( y < 0 )
+    {
+        y = parent->State.Height + y ;
+        if ( h >= 0 ) y -= h ;
+    }
+
+    if ( h < 0 ) h = parent->State.Height - y + h ;
+    if ( h < 0 )
+    {
+        y += h ;
+        h = -h ;
+    }
+
+    window = fgCreateWindow( parent, "", GL_TRUE, x, y, GL_TRUE, w, h, GL_FALSE, GL_FALSE );
+    ret = window->ID;
+
+    return ret;
+}
+
+/*
+ * Destroys a window and all of its subwindows
+ */
+void FGAPIENTRY glutDestroyWindow( int windowID )
+{
+    SFG_Window* window;
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyWindow" );
+    window = fgWindowByID( windowID );
+    freeglut_return_if_fail( window != NULL );
+    {
+        fgExecutionState ExecState = fgState.ExecState;
+        fgAddToWindowDestroyList( window );
+        fgState.ExecState = ExecState;
+    }
+}
+
+/*
+ * This function selects the specified window as the current window
+ */
+void FGAPIENTRY glutSetWindow( int ID )
+{
+    SFG_Window* window = NULL;
+
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindow" );
+    if( fgStructure.CurrentWindow != NULL )
+        if( fgStructure.CurrentWindow->ID == ID )
+            return;
+
+    window = fgWindowByID( ID );
+    if( window == NULL )
+    {
+        fgWarning( "glutSetWindow(): window ID %d not found!", ID );
+        return;
+    }
+
+    fgSetWindow( window );
+}
+
+/*
+ * This function returns the ID number of the current window, 0 if none exists
+ */
+int FGAPIENTRY glutGetWindow( void )
+{
+    SFG_Window *win = fgStructure.CurrentWindow;
+    /*
+     * Since GLUT did not throw an error if this function was called without a prior call to
+     * "glutInit", this function shouldn't do so here.  Instead let us return a zero.
+     * See Feature Request "[ 1307049 ] glutInit check".
+     */
+    if ( ! fgState.Initialised )
+        return 0;
+
+    while ( win && win->IsMenu )
+        win = win->Parent;
+    return win ? win->ID : 0;
+}
+
+/*
+ * This function makes the current window visible
+ */
+void FGAPIENTRY glutShowWindow( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutShowWindow" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutShowWindow" );
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
+    fgStructure.CurrentWindow->State.DesiredVisibility = DesireNormalState;
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_DISPLAY_WORK;
+}
+
+/*
+ * This function hides the current window
+ */
+void FGAPIENTRY glutHideWindow( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutHideWindow" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutHideWindow" );
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
+    fgStructure.CurrentWindow->State.DesiredVisibility = DesireHiddenState;
+
+    fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
+}
+
+/*
+ * Iconify the current window (top-level windows only)
+ */
+void FGAPIENTRY glutIconifyWindow( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutIconifyWindow" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutIconifyWindow" );
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
+    fgStructure.CurrentWindow->State.DesiredVisibility = DesireIconicState;
+
+    fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
+}
+
+/*
+ * Set the current window's title
+ */
+void FGAPIENTRY glutSetWindowTitle( const char* title )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowTitle" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowTitle" );
+    if( ! fgStructure.CurrentWindow->Parent )
+    {
+        fgPlatformGlutSetWindowTitle ( title );
+    }
+}
+
+/*
+ * Set the current window's iconified title
+ */
+void FGAPIENTRY glutSetIconTitle( const char* title )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetIconTitle" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetIconTitle" );
+
+    if( ! fgStructure.CurrentWindow->Parent )
+    {
+        fgPlatformGlutSetIconTitle ( title );
+    }
+}
+
+/*
+ * This function sets the clipboard content to the UTF-8 encoded text.
+ */
+void FGAPIENTRY glutSetClipboard(int selection, const char *text)
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetClipboard" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetClipboard" );
+
+    fgPlatformSetClipboard(selection, text);
+}
+
+/*
+ * This function returns the clipboard content as UTF-8 encoded text,
+ * or NULL if no content was available.
+ */
+const char* FGAPIENTRY glutGetClipboard(int selection)
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetClipboard" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetClipboard" );
+
+    return fgPlatformGetClipboard(selection);
+}
+
+/*
+ * Change the current window's size
+ */
+void FGAPIENTRY glutReshapeWindow( int width, int height )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutReshapeWindow" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutReshapeWindow" );
+
+    if (glutGet(GLUT_FULL_SCREEN))
+    {
+      /*  Leave full screen state before resizing. */
+      glutLeaveFullScreen();
+    }
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_SIZE_WORK;
+    fgStructure.CurrentWindow->State.DesiredWidth  = width ;
+    fgStructure.CurrentWindow->State.DesiredHeight = height;
+}
+
+/*
+ * Change the current window's position
+ */
+void FGAPIENTRY glutPositionWindow( int x, int y )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPositionWindow" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPositionWindow" );
+
+    if (glutGet(GLUT_FULL_SCREEN))
+    {
+      /*  Leave full screen state before moving. */
+      glutLeaveFullScreen();
+    }
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_POSITION_WORK;
+    fgStructure.CurrentWindow->State.DesiredXpos = x;
+    fgStructure.CurrentWindow->State.DesiredYpos = y;
+}
+
+/*
+ * Lowers the current window (by Z order change)
+ */
+void FGAPIENTRY glutPushWindow( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPushWindow" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPushWindow" );
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_ZORDER_WORK;
+    fgStructure.CurrentWindow->State.DesiredZOrder = -1;
+}
+
+/*
+ * Raises the current window (by Z order change)
+ */
+void FGAPIENTRY glutPopWindow( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPopWindow" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutPopWindow" );
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_ZORDER_WORK;
+    fgStructure.CurrentWindow->State.DesiredZOrder = 1;
+}
+
+/*
+ * Resize the current window so that it fits the whole screen
+ */
+void FGAPIENTRY glutFullScreen( void )
+{
+    SFG_Window *win;
+
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
+
+    win = fgStructure.CurrentWindow;
+
+    if (win->Parent)
+    {
+        /* Child windows cannot be made fullscreen, consistent with GLUT's behavior
+         * Also, what would it mean for a child window to be fullscreen, given that it
+         * is confined to its parent?
+         */
+        fgWarning("glutFullScreen called on a child window, ignoring...");
+        return;
+    }
+    else if (fgStructure.GameModeWindow != NULL && fgStructure.GameModeWindow->ID==win->ID && win->State.IsFullscreen)
+    {
+        /* Ignore fullscreen call on GameMode window, those are always fullscreen already
+         * only exception is when first entering GameMode
+         */
+        return;
+    }
+
+    if (!win->State.IsFullscreen)
+        win->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
+}
+
+/*
+ * If we are fullscreen, resize the current window back to its original size
+ */
+void FGAPIENTRY glutLeaveFullScreen( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreen" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreen" );
+
+    if (fgStructure.CurrentWindow->State.IsFullscreen)
+        fgStructure.CurrentWindow->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
+}
+
+/*
+ * Toggle the window's full screen state.
+ */
+void FGAPIENTRY glutFullScreenToggle( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutFullScreenToggle" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutFullScreenToggle" );
+
+    fgStructure.CurrentWindow->State.WorkMask |= GLUT_FULL_SCREEN_WORK;
+}
+
+/*
+ * A.Donev: Set and retrieve the window's user data
+ */
+void* FGAPIENTRY glutGetWindowData( void )
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetWindowData" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutGetWindowData" );
+    return fgStructure.CurrentWindow->UserData;
+}
+
+void FGAPIENTRY glutSetWindowData(void* data)
+{
+    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetWindowData" );
+    FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSetWindowData" );
+    fgStructure.CurrentWindow->UserData = data;
+}
+
+/*** END OF FILE ***/