diff mupdf-source/thirdparty/freeglut/src/x11/fg_window_x11.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/x11/fg_window_x11.c	Mon Sep 15 11:43:07 2025 +0200
@@ -0,0 +1,612 @@
+/*
+ * fg_window_x11.c
+ *
+ * Window management methods for X11
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Copied for Platform code by Evan Felix <karcaw at gmail.com>
+ * Creation date: Thur Feb 2 2012
+ *
+ * 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 <limits.h>     /* LONG_MAX */
+#include <unistd.h>     /* usleep, gethostname, getpid */
+#include <sys/types.h>  /* pid_t */
+#include "../fg_internal.h"
+
+#ifdef EGL_VERSION_1_0
+#include "egl/fg_window_egl.h"
+#define fghCreateNewContext fghCreateNewContextEGL
+#else
+#include "x11/fg_window_x11_glx.h"
+#endif
+
+#ifndef HOST_NAME_MAX
+#define HOST_NAME_MAX	255
+#endif
+
+/* Motif window hints, only define needed ones */
+typedef struct
+{
+    unsigned long flags;
+    unsigned long functions;
+    unsigned long decorations;
+    long input_mode;
+    unsigned long status;
+} MotifWmHints;
+#define MWM_HINTS_DECORATIONS         (1L << 1)
+#define MWM_DECOR_BORDER              (1L << 1)
+
+static int fghResizeFullscrToggle(void)
+{
+    XWindowAttributes attributes;
+    SFG_Window *win = fgStructure.CurrentWindow;
+
+    if(glutGet(GLUT_FULL_SCREEN)) {
+        /* restore original window size */
+        fgStructure.CurrentWindow->State.WorkMask = GLUT_SIZE_WORK;
+        fgStructure.CurrentWindow->State.DesiredWidth  = win->State.pWState.OldWidth;
+        fgStructure.CurrentWindow->State.DesiredHeight = win->State.pWState.OldHeight;
+
+    } else {
+        fgStructure.CurrentWindow->State.pWState.OldWidth  = win->State.Width;
+        fgStructure.CurrentWindow->State.pWState.OldHeight = win->State.Height;
+
+        /* resize the window to cover the entire screen */
+        XGetWindowAttributes(fgDisplay.pDisplay.Display,
+                fgStructure.CurrentWindow->Window.Handle,
+                &attributes);
+        
+        /*
+         * The "x" and "y" members of "attributes" are the window's coordinates
+         * relative to its parent, i.e. to the decoration window.
+         */
+        XMoveResizeWindow(fgDisplay.pDisplay.Display,
+                fgStructure.CurrentWindow->Window.Handle,
+                -attributes.x,
+                -attributes.y,
+                fgDisplay.ScreenWidth,
+                fgDisplay.ScreenHeight);
+    }
+    return 0;
+}
+
+#define _NET_WM_STATE_TOGGLE    2
+static int fghEwmhFullscrToggle(void)
+{
+    XEvent xev;
+    long evmask = SubstructureRedirectMask | SubstructureNotifyMask;
+
+    if(!fgDisplay.pDisplay.State || !fgDisplay.pDisplay.StateFullScreen) {
+        return -1;
+    }
+
+    xev.type = ClientMessage;
+    xev.xclient.window = fgStructure.CurrentWindow->Window.Handle;
+    xev.xclient.message_type = fgDisplay.pDisplay.State;
+    xev.xclient.format = 32;
+    xev.xclient.data.l[0] = _NET_WM_STATE_TOGGLE;
+    xev.xclient.data.l[1] = fgDisplay.pDisplay.StateFullScreen;
+    xev.xclient.data.l[2] = 0;	/* no second property to toggle */
+    xev.xclient.data.l[3] = 1;	/* source indication: application */
+    xev.xclient.data.l[4] = 0;	/* unused */
+
+    if(!XSendEvent(fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow, 0, evmask, &xev)) {
+        return -1;
+    }
+    return 0;
+}
+
+static int fghToggleFullscreen(void)
+{
+    /* first try the EWMH (_NET_WM_STATE) method ... */
+    if(fghEwmhFullscrToggle() != -1) {
+        return 0;
+    }
+
+    /* fall back to resizing the window */
+    if(fghResizeFullscrToggle() != -1) {
+        return 0;
+    }
+    return -1;
+}
+
+static Bool fghWindowIsVisible( Display *display, XEvent *event, XPointer arg)
+{
+    Window window = (Window)arg;
+    return (event->type == MapNotify) && (event->xmap.window == window);
+}
+
+/*
+ * Opens a window. Requires a SFG_Window object created and attached
+ * to the freeglut structure. OpenGL context is created here.
+ */
+void fgPlatformOpenWindow( SFG_Window* window, const char* title,
+                           GLboolean positionUse, int x, int y,
+                           GLboolean sizeUse, int w, int h,
+                           GLboolean gameMode, GLboolean isSubWindow )
+{
+    XVisualInfo * visualInfo = NULL;
+    XSetWindowAttributes winAttr;
+    XTextProperty textProperty;
+    XSizeHints sizeHints;
+    XWMHints wmHints;
+    XEvent eventReturnBuffer; /* return buffer required for a call */
+    unsigned long mask;
+    unsigned int current_DisplayMode = fgState.DisplayMode ;
+    XEvent fakeEvent = {0};
+    long event_mask;
+
+    /* Save the display mode if we are creating a menu window */
+    if( window->IsMenu && ( ! fgStructure.MenuContext ) )
+        fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
+
+#ifdef EGL_VERSION_1_0
+#define WINDOW_CONFIG window->Window.pContext.egl.Config
+#else
+#define WINDOW_CONFIG window->Window.pContext.FBConfig
+#endif
+    fghChooseConfig(&WINDOW_CONFIG);
+
+    if( window->IsMenu && ( ! fgStructure.MenuContext ) )
+        fgState.DisplayMode = current_DisplayMode ;
+
+    if( ! WINDOW_CONFIG )
+    {
+        /*
+         * The "fghChooseConfig" returned a null meaning that the visual
+         * context is not available.
+         * Try a couple of variations to see if they will work.
+         */
+#ifndef EGL_VERSION_1_0
+        if( !( fgState.DisplayMode & GLUT_DOUBLE ) )
+        {
+            fgState.DisplayMode |= GLUT_DOUBLE ;
+            fghChooseConfig(&WINDOW_CONFIG);
+            fgState.DisplayMode &= ~GLUT_DOUBLE;
+        }
+#endif
+
+        if( fgState.DisplayMode & GLUT_MULTISAMPLE )
+        {
+            fgState.DisplayMode &= ~GLUT_MULTISAMPLE ;
+            fghChooseConfig(&WINDOW_CONFIG);
+            fgState.DisplayMode |= GLUT_MULTISAMPLE;
+        }
+    }
+
+    FREEGLUT_INTERNAL_ERROR_EXIT( WINDOW_CONFIG != NULL,
+                                  "FBConfig with necessary capabilities not found", "fgOpenWindow" );
+
+    /*  Get the X visual.  */
+#ifdef EGL_VERSION_1_0
+    EGLint vid = 0;
+    XVisualInfo visualTemplate;
+    int num_visuals;
+    if (!eglGetConfigAttrib(fgDisplay.pDisplay.egl.Display, window->Window.pContext.egl.Config, EGL_NATIVE_VISUAL_ID, &vid))
+      fgError("eglGetConfigAttrib(EGL_NATIVE_VISUAL_ID) failed");
+    visualTemplate.visualid = vid;
+    visualInfo = XGetVisualInfo(fgDisplay.pDisplay.Display, VisualIDMask, &visualTemplate, &num_visuals);
+#else
+    visualInfo = glXGetVisualFromFBConfig( fgDisplay.pDisplay.Display,
+					   window->Window.pContext.FBConfig );
+#endif
+
+    FREEGLUT_INTERNAL_ERROR_EXIT( visualInfo != NULL,
+                                  "visualInfo could not be retrieved from FBConfig", "fgOpenWindow" );
+
+    /*
+     * XXX HINT: the masks should be updated when adding/removing callbacks.
+     * XXX       This might speed up message processing. Is that true?
+     * XXX
+     * XXX A: Not appreciably, but it WILL make it easier to debug.
+     * XXX    Try tracing old GLUT and try tracing freeglut.  Old GLUT
+     * XXX    turns off events that it doesn't need and is a whole lot
+     * XXX    more pleasant to trace.  (Think mouse-motion!  Tons of
+     * XXX    ``bonus'' GUI events stream in.)
+     */
+    winAttr.background_pixmap = None;
+    winAttr.background_pixel  = 0;
+    winAttr.border_pixel      = 0;
+
+    winAttr.colormap = XCreateColormap(
+        fgDisplay.pDisplay.Display, fgDisplay.pDisplay.RootWindow,
+        visualInfo->visual, AllocNone
+    );
+
+    mask = CWBackPixmap | CWBorderPixel | CWColormap;
+
+    if( window->IsMenu || ( gameMode == GL_TRUE ) )
+    {
+        winAttr.override_redirect = True;
+        mask |= CWOverrideRedirect;
+    }
+
+    if( ! positionUse )
+        x = y = -1; /* default window position */
+    if( ! sizeUse )
+        w = h = 300; /* default window size */
+
+    window->Window.Handle = XCreateWindow(
+        fgDisplay.pDisplay.Display,
+        window->Parent == NULL ? fgDisplay.pDisplay.RootWindow :
+        window->Parent->Window.Handle,
+        x, y, w, h, 0,
+        visualInfo->depth, InputOutput,
+        visualInfo->visual, mask,
+        &winAttr
+    );
+
+    event_mask =
+        StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
+        ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
+        VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
+        PointerMotionMask | ButtonMotionMask;
+
+    /* Create input context */
+    window->Window.pContext.IC = NULL;
+    if (fgDisplay.pDisplay.IM)
+    {
+        long im_event_mask;
+        window->Window.pContext.IC =
+            XCreateIC(fgDisplay.pDisplay.IM,
+                    XNInputStyle, fgDisplay.pDisplay.InputStyle,
+                    XNClientWindow, window->Window.Handle,
+                    XNFocusWindow, window->Window.Handle,
+                    NULL);
+        XGetICValues(window->Window.pContext.IC, XNFilterEvents, &im_event_mask, NULL);
+        event_mask |= im_event_mask;
+        XSetICFocus(window->Window.pContext.IC);
+    }
+    XSelectInput(fgDisplay.pDisplay.Display, window->Window.Handle, event_mask);
+
+    /* Fake configure event to force viewport setup
+     * even with no window manager.
+     */
+    fakeEvent.xconfigure.type = ConfigureNotify;
+    fakeEvent.xconfigure.display = fgDisplay.pDisplay.Display;
+    fakeEvent.xconfigure.window = window->Window.Handle;
+    fakeEvent.xconfigure.x = x;
+    fakeEvent.xconfigure.y = y;
+    fakeEvent.xconfigure.width = w;
+    fakeEvent.xconfigure.height = h;
+    XPutBackEvent(fgDisplay.pDisplay.Display, &fakeEvent);
+
+    /*
+     * The GLX context creation, possibly trying the direct context rendering
+     *  or else use the current context if the user has so specified
+     */
+
+    if( window->IsMenu )
+    {
+        /*
+         * If there isn't already an OpenGL rendering context for menu
+         * windows, make one
+         */
+        if( !fgStructure.MenuContext )
+        {
+            fgStructure.MenuContext =
+                (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
+            fgStructure.MenuContext->MContext = fghCreateNewContext( window );
+        }
+
+        /* window->Window.Context = fgStructure.MenuContext->MContext; */
+        window->Window.Context = fghCreateNewContext( window );
+    }
+    else if( fgState.UseCurrentContext )
+    {
+
+#ifdef EGL_VERSION_1_0
+        window->Window.Context = eglGetCurrentContext( );
+#else
+        window->Window.Context = glXGetCurrentContext( );
+#endif
+
+        if( ! window->Window.Context )
+            window->Window.Context = fghCreateNewContext( window );
+    }
+    else
+        window->Window.Context = fghCreateNewContext( window );
+
+#if !defined( __FreeBSD__ ) && !defined( __NetBSD__ ) && !defined(EGL_VERSION_1_0)
+    if(  !glXIsDirect( fgDisplay.pDisplay.Display, window->Window.Context ) )
+    {
+      if( fgState.DirectContext == GLUT_FORCE_DIRECT_CONTEXT )
+        fgError( "Unable to force direct context rendering for window '%s'",
+                 title );
+    }
+#endif
+
+    sizeHints.flags = 0;
+    if ( positionUse )
+        sizeHints.flags |= USPosition;
+    if ( sizeUse )
+        sizeHints.flags |= USSize;
+
+    /*
+     * Fill in the size hints values now (the x, y, width and height
+     * settings are obsolete, are there any more WMs that support them?)
+     * Unless the X servers actually stop supporting these, we should
+     * continue to fill them in.  It is *not* our place to tell the user
+     * that they should replace a window manager that they like, and which
+     * works, just because *we* think that it's not "modern" enough.
+     */
+    sizeHints.x      = x;
+    sizeHints.y      = y;
+    sizeHints.width  = w;
+    sizeHints.height = h;
+
+    wmHints.flags = StateHint;
+    wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
+    /* Prepare the window and iconified window names... */
+    XStringListToTextProperty( (char **) &title, 1, &textProperty );
+
+    XSetWMProperties(
+        fgDisplay.pDisplay.Display,
+        window->Window.Handle,
+        &textProperty,
+        &textProperty,
+        0,
+        0,
+        &sizeHints,
+        &wmHints,
+        NULL
+    );
+    XFree( textProperty.value );
+
+    XSetWMProtocols( fgDisplay.pDisplay.Display, window->Window.Handle,
+                     &fgDisplay.pDisplay.DeleteWindow, 1 );
+
+    if (!isSubWindow && !window->IsMenu &&
+        ((fgState.DisplayMode & GLUT_BORDERLESS) || (fgState.DisplayMode & GLUT_CAPTIONLESS)))
+    {
+        /* _MOTIF_WM_HINTS is replaced by _NET_WM_WINDOW_TYPE, but that property does not allow precise
+         * control over the visual style of the window, which is what we are trying to achieve here.
+         * Stick with Motif and hope for the best... */
+        MotifWmHints hints = {0};
+        hints.flags = MWM_HINTS_DECORATIONS;
+        hints.decorations = (fgState.DisplayMode & GLUT_CAPTIONLESS) ? MWM_DECOR_BORDER:0;
+
+        XChangeProperty(fgDisplay.pDisplay.Display, window->Window.Handle,
+                        XInternAtom( fgDisplay.pDisplay.Display, "_MOTIF_WM_HINTS", False ),
+                        XInternAtom( fgDisplay.pDisplay.Display, "_MOTIF_WM_HINTS", False ), 32,
+                        PropModeReplace,
+                        (unsigned char*) &hints,
+                        sizeof(MotifWmHints) / sizeof(long));
+    }
+
+
+    if (fgDisplay.pDisplay.NetWMSupported
+        && fgDisplay.pDisplay.NetWMPid != None
+        && fgDisplay.pDisplay.ClientMachine != None)
+    {
+      char hostname[HOST_NAME_MAX];
+      pid_t pid = getpid();
+
+      if (pid > 0 && gethostname(hostname, sizeof(hostname)) > -1)
+      {
+        hostname[sizeof(hostname) - 1] = '\0';
+
+        XChangeProperty(
+            fgDisplay.pDisplay.Display,
+            window->Window.Handle,
+            fgDisplay.pDisplay.NetWMPid,
+            XA_CARDINAL,
+            32,
+            PropModeReplace,
+            (unsigned char *) &pid,
+            1
+        );
+
+        XChangeProperty(
+            fgDisplay.pDisplay.Display,
+            window->Window.Handle,
+            fgDisplay.pDisplay.ClientMachine,
+            XA_STRING,
+            8,
+            PropModeReplace,
+            (unsigned char *) hostname,
+            strlen(hostname)
+        );
+      }
+    }
+
+#ifdef EGL_VERSION_1_0
+    fghPlatformOpenWindowEGL(window);
+#else
+    glXMakeContextCurrent(
+        fgDisplay.pDisplay.Display,
+        window->Window.Handle,
+        window->Window.Handle,
+        window->Window.Context
+    );
+#endif
+
+    /* register extension events _before_ window is mapped */
+    #ifdef HAVE_X11_EXTENSIONS_XINPUT2_H
+       fgRegisterDevices( fgDisplay.pDisplay.Display, &(window->Window.Handle) );
+    #endif
+
+    if (!window->IsMenu)    /* Don't show window after creation if its a menu */
+    {
+        XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
+        window->State.Visible = GL_TRUE;
+    }
+
+    XFree(visualInfo);
+
+    /* wait till window visible */
+    if( !isSubWindow && !window->IsMenu)
+        XPeekIfEvent( fgDisplay.pDisplay.Display, &eventReturnBuffer, &fghWindowIsVisible, (XPointer)(window->Window.Handle) );
+#undef WINDOW_CONFIG
+}
+
+
+/*
+ * Request a window resize
+ */
+void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height )
+{
+    XResizeWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
+                   width, height );
+    XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+
+/*
+ * Closes a window, destroying the frame and OpenGL context
+ */
+void fgPlatformCloseWindow( SFG_Window* window )
+{
+#ifdef EGL_VERSION_1_0
+    fghPlatformCloseWindowEGL(window);
+#else
+    if( window->Window.Context )
+        glXDestroyContext( fgDisplay.pDisplay.Display, window->Window.Context );
+    window->Window.pContext.FBConfig = NULL;
+#endif
+
+    if (window->Window.pContext.IC) {
+        XDestroyIC(window->Window.pContext.IC);
+    }
+
+    if( window->Window.Handle ) {
+        XDestroyWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
+    }
+    /* XFlush( fgDisplay.pDisplay.Display ); */ /* XXX Shouldn't need this */
+}
+
+
+/*
+ * This function makes the specified window visible
+ */
+void fgPlatformShowWindow( SFG_Window *window )
+{
+    XMapWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
+    XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * This function hides the specified window
+ */
+void fgPlatformHideWindow( SFG_Window *window )
+{
+    if( window->Parent == NULL )
+        XWithdrawWindow( fgDisplay.pDisplay.Display,
+                         window->Window.Handle,
+                         fgDisplay.pDisplay.Screen );
+    else
+        XUnmapWindow( fgDisplay.pDisplay.Display,
+                      window->Window.Handle );
+    XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * Iconify the specified window (top-level windows only)
+ */
+void fgPlatformIconifyWindow( SFG_Window *window )
+{
+    XIconifyWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
+                    fgDisplay.pDisplay.Screen );
+    XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+
+    fgStructure.CurrentWindow->State.Visible   = GL_FALSE;
+}
+
+/*
+ * Set the current window's title
+ */
+void fgPlatformGlutSetWindowTitle( const char* title )
+{
+    XTextProperty text;
+
+    text.value = (unsigned char *) title;
+    text.encoding = XA_STRING;
+    text.format = 8;
+    text.nitems = strlen( title );
+
+    XSetWMName(
+        fgDisplay.pDisplay.Display,
+        fgStructure.CurrentWindow->Window.Handle,
+        &text
+    );
+
+    XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * Set the current window's iconified title
+ */
+void fgPlatformGlutSetIconTitle( const char* title )
+{
+    XTextProperty text;
+
+    text.value = (unsigned char *) title;
+    text.encoding = XA_STRING;
+    text.format = 8;
+    text.nitems = strlen( title );
+
+    XSetWMIconName(
+        fgDisplay.pDisplay.Display,
+        fgStructure.CurrentWindow->Window.Handle,
+        &text
+    );
+
+    XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * Change the specified window's position
+ */
+void fgPlatformPositionWindow( SFG_Window *window, int x, int y )
+{
+    XMoveWindow( fgDisplay.pDisplay.Display, window->Window.Handle,
+                 x, y );
+    XFlush( fgDisplay.pDisplay.Display ); /* XXX Shouldn't need this */
+}
+
+/*
+ * Lowers the specified window (by Z order change)
+ */
+void fgPlatformPushWindow( SFG_Window *window )
+{
+    XLowerWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
+}
+
+/*
+ * Raises the specified window (by Z order change)
+ */
+void fgPlatformPopWindow( SFG_Window *window )
+{
+    XRaiseWindow( fgDisplay.pDisplay.Display, window->Window.Handle );
+}
+
+/*
+ * Toggle the window's full screen state.
+ */
+void fgPlatformFullScreenToggle( SFG_Window *win )
+{
+    if(fghToggleFullscreen() != -1) {
+        win->State.IsFullscreen = !win->State.IsFullscreen;
+    }
+}
+