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Diffstat (limited to 'src/engine/external/glfw/lib/x11/x11_window.c')
-rw-r--r--src/engine/external/glfw/lib/x11/x11_window.c1746
1 files changed, 1746 insertions, 0 deletions
diff --git a/src/engine/external/glfw/lib/x11/x11_window.c b/src/engine/external/glfw/lib/x11/x11_window.c
new file mode 100644
index 00000000..d9d97be4
--- /dev/null
+++ b/src/engine/external/glfw/lib/x11/x11_window.c
@@ -0,0 +1,1746 @@
+//========================================================================

+// GLFW - An OpenGL framework

+// File:        x11_window.c

+// Platform:    X11 (Unix)

+// API version: 2.6

+// WWW:         http://glfw.sourceforge.net

+//------------------------------------------------------------------------

+// Copyright (c) 2002-2006 Camilla Berglund

+//

+// This software is provided 'as-is', without any express or implied

+// warranty. In no event will the authors be held liable for any damages

+// arising from the use of this software.

+//

+// Permission is granted to anyone to use this software for any purpose,

+// including commercial applications, and to alter it and redistribute it

+// freely, subject to the following restrictions:

+//

+// 1. The origin of this software must not be misrepresented; you must not

+//    claim that you wrote the original software. If you use this software

+//    in a product, an acknowledgment in the product documentation would

+//    be appreciated but is not required.

+//

+// 2. Altered source versions must be plainly marked as such, and must not

+//    be misrepresented as being the original software.

+//

+// 3. This notice may not be removed or altered from any source

+//    distribution.

+//

+//========================================================================

+

+#include "internal.h"

+

+

+/* Defines some GLX FSAA tokens if not yet defined */

+#ifndef GLX_SAMPLE_BUFFERS

+# define GLX_SAMPLE_BUFFERS  100000

+#endif 

+#ifndef GLX_SAMPLES 

+# define GLX_SAMPLES         100001

+#endif 

+

+

+/* KDE decoration values */

+enum {

+  KDE_noDecoration = 0,

+  KDE_normalDecoration = 1,

+  KDE_tinyDecoration = 2,

+  KDE_noFocus = 256,

+  KDE_standaloneMenuBar = 512,

+  KDE_desktopIcon = 1024 ,

+  KDE_staysOnTop = 2048

+};

+

+

+//************************************************************************

+//****                  GLFW internal functions                       ****

+//************************************************************************

+

+//========================================================================

+// _glfwWaitForMapNotify()

+//========================================================================

+

+Bool _glfwWaitForMapNotify( Display *d, XEvent *e, char *arg )

+{

+    return (e->type == MapNotify) && (e->xmap.window == (Window)arg);

+}

+

+

+//========================================================================

+// _glfwWaitForUnmapNotify()

+//========================================================================

+

+Bool _glfwWaitForUnmapNotify( Display *d, XEvent *e, char *arg )

+{

+    return (e->type == UnmapNotify) && (e->xmap.window == (Window)arg);

+}

+

+

+//========================================================================

+// _glfwDisableDecorations() - Turn off window decorations

+// Based on xawdecode: src/wmhooks.c

+//========================================================================

+

+#define MWM_HINTS_DECORATIONS (1L << 1)

+

+static void _glfwDisableDecorations( void )

+{

+    int                   RemovedDecorations;

+    Atom                  HintAtom;

+    XSetWindowAttributes  attributes;

+

+    RemovedDecorations = 0;

+

+    // First try to set MWM hints

+    HintAtom = XInternAtom( _glfwLibrary.Dpy, "_MOTIF_WM_HINTS", True );

+    if ( HintAtom != None )

+    {

+        struct {

+            unsigned long flags;

+            unsigned long functions;

+            unsigned long decorations;

+                     long input_mode;

+            unsigned long status;

+        } MWMHints = { MWM_HINTS_DECORATIONS, 0, 0, 0, 0 };

+

+        XChangeProperty( _glfwLibrary.Dpy, _glfwWin.Win, HintAtom, HintAtom,

+                         32, PropModeReplace, (unsigned char *)&MWMHints,

+                         sizeof(MWMHints)/4 );

+        RemovedDecorations = 1;

+    }

+

+    // Now try to set KWM hints

+    HintAtom = XInternAtom( _glfwLibrary.Dpy, "KWM_WIN_DECORATION", True );

+    if ( HintAtom != None )

+    {

+        long KWMHints = KDE_tinyDecoration;

+

+        XChangeProperty( _glfwLibrary.Dpy, _glfwWin.Win, HintAtom, HintAtom,

+                         32, PropModeReplace, (unsigned char *)&KWMHints,

+                         sizeof(KWMHints)/4 );

+        RemovedDecorations = 1;

+    }

+

+    // Now try to set GNOME hints

+    HintAtom = XInternAtom(_glfwLibrary.Dpy, "_WIN_HINTS", True );

+    if ( HintAtom != None )

+    {

+        long GNOMEHints = 0;

+

+        XChangeProperty( _glfwLibrary.Dpy, _glfwWin.Win, HintAtom, HintAtom,

+                         32, PropModeReplace, (unsigned char *)&GNOMEHints,

+                         sizeof(GNOMEHints)/4 );

+        RemovedDecorations = 1;

+    }

+

+    // Now try to set KDE NET_WM hints

+    HintAtom = XInternAtom( _glfwLibrary.Dpy, "_NET_WM_WINDOW_TYPE", True );

+    if ( HintAtom != None )

+    {

+        Atom NET_WMHints[2];

+

+        NET_WMHints[0] = XInternAtom( _glfwLibrary.Dpy, "_KDE_NET_WM_WINDOW_TYPE_OVERRIDE", True );

+        /* define a fallback... */

+        NET_WMHints[1] = XInternAtom( _glfwLibrary.Dpy, "_NET_WM_WINDOW_TYPE_NORMAL", True );

+

+        XChangeProperty( _glfwLibrary.Dpy, _glfwWin.Win, HintAtom, XA_ATOM,

+                         32, PropModeReplace, (unsigned char *)&NET_WMHints,

+                         2 );

+        RemovedDecorations = 1;

+    }

+

+    // Set ICCCM fullscreen WM hint

+    HintAtom = XInternAtom( _glfwLibrary.Dpy, "_NET_WM_STATE", True );

+    if ( HintAtom != None )

+    {

+        Atom NET_WMHints[1];

+

+        NET_WMHints[0] = XInternAtom( _glfwLibrary.Dpy, "_NET_WM_STATE_FULLSCREEN", True );

+

+        XChangeProperty( _glfwLibrary.Dpy, _glfwWin.Win, HintAtom, XA_ATOM,

+                         32, PropModeReplace, (unsigned char *)&NET_WMHints, 1 );

+    }

+

+

+    // Did we sucessfully remove the window decorations?

+    if( RemovedDecorations )

+    {

+        // Finally set the transient hints

+        XSetTransientForHint( _glfwLibrary.Dpy, _glfwWin.Win, RootWindow(_glfwLibrary.Dpy, _glfwWin.Scrn) );

+        XUnmapWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+        XMapWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+    }

+    else

+    {

+        // The Butcher way of removing window decorations

+        attributes.override_redirect = True;

+        XChangeWindowAttributes( _glfwLibrary.Dpy, _glfwWin.Win,

+                                 CWOverrideRedirect, &attributes );

+        _glfwWin.OverrideRedirect = GL_TRUE;

+    }

+}

+

+

+//========================================================================

+// _glfwEnableDecorations() - Turn on window decorations

+//========================================================================

+

+static void _glfwEnableDecorations( void )

+{

+    int                   ActivatedDecorations;

+    Atom                  HintAtom;

+

+    // If this is an override redirect window, skip it...

+    if( _glfwWin.OverrideRedirect )

+    {

+        return;

+    }

+

+    ActivatedDecorations = 0;

+

+    // First try to unset MWM hints

+    HintAtom = XInternAtom( _glfwLibrary.Dpy, "_MOTIF_WM_HINTS", True );

+    if ( HintAtom != None )

+    {

+        XDeleteProperty( _glfwLibrary.Dpy, _glfwWin.Win, HintAtom );

+        ActivatedDecorations = 1;

+    }

+

+    // Now try to unset KWM hints

+    HintAtom = XInternAtom( _glfwLibrary.Dpy, "KWM_WIN_DECORATION", True );

+    if ( HintAtom != None )

+    {

+        XDeleteProperty( _glfwLibrary.Dpy, _glfwWin.Win, HintAtom );

+        ActivatedDecorations = 1;

+    }

+

+    // Now try to unset GNOME hints

+    HintAtom = XInternAtom( _glfwLibrary.Dpy, "_WIN_HINTS", True );

+    if ( HintAtom != None )

+    {

+        XDeleteProperty( _glfwLibrary.Dpy, _glfwWin.Win, HintAtom );

+        ActivatedDecorations = 1;

+    }

+

+    // Now try to unset NET_WM hints

+    HintAtom = XInternAtom( _glfwLibrary.Dpy, "_NET_WM_WINDOW_TYPE", True );

+    if ( HintAtom != None )

+    {

+        Atom NET_WMHints = XInternAtom( _glfwLibrary.Dpy, "_NET_WM_WINDOW_TYPE_NORMAL", True);

+        if( NET_WMHints != None )

+        {

+            XChangeProperty( _glfwLibrary.Dpy, _glfwWin.Win,

+                            HintAtom, XA_ATOM, 32, PropModeReplace,

+                            (unsigned char *)&NET_WMHints, 1 );

+            ActivatedDecorations = 1;

+        }

+    }

+

+    // Finally unset the transient hints if necessary

+    if( ActivatedDecorations )

+    {

+        // NOTE: Does this work?

+        XSetTransientForHint( _glfwLibrary.Dpy, _glfwWin.Win, None);

+        XUnmapWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+        XMapWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+    }

+}

+

+

+//========================================================================

+// _glfwChooseVisual() - We do our own function here, since

+// glXChooseVisual does not behave as we want it to (not according to the

+// GLFW specs)

+//========================================================================

+

+XVisualInfo * _glfwChooseVisual( Display *Dpy, int Screen, int r, int g,

+    int b, int a, int d, int s, int ar, int ag, int ab, int aa, int aux,

+				 int fsaa, int stereo)

+{

+    XVisualInfo *VI, *VI_list, VI_tmp;

+    int  nitems_return, i;

+    int  vi_gl, vi_rgba, vi_double, vi_stereo;

+    int  vi_r, vi_g, vi_b, vi_a, vi_d, vi_s, vi_ar, vi_ag, vi_ab, vi_aa;

+    int  vi_aux;

+    int  color, accum, vi_accum;

+    int  missing, color_diff, extra_diff;

+    int  best_vis, best_missing, best_color_diff, best_extra_diff;

+    int  samples, samplebuffers, vi_samples, vi_samplebuffers;

+

+    // Get list of visuals for this screen & display

+    VI_tmp.screen = Screen;

+    VI_list = XGetVisualInfo( Dpy, VisualScreenMask, &VI_tmp,

+                              &nitems_return );

+    if( VI_list == NULL )

+    {

+        return NULL;

+    }

+

+    // Pick some prefered color depth if the user did not request a

+    // specific depth (note: if the user did not request a specific color

+    // depth, this will not be a driving demand, it's only here to avoid

+    // selection randomness)

+    color = (r > 0 || g > 0 || b > 0);

+    if( !color )

+    {

+        r = g = b = 8;

+    }

+

+    // Make sure that stereo is 1 or 0

+    stereo = stereo ? 1 : 0;

+

+    // Convenience pre-calculation

+    accum = (ar > 0 || ag > 0 || ab > 0 || aa > 0);

+    

+    samples = fsaa;

+    samplebuffers = (fsaa > 0) ? 1 : 0;

+    

+    

+

+    // Loop through list of visuals to find best match

+    best_vis        = -1;

+    best_missing    = 0x7fffffff;

+    best_color_diff = 0x7fffffff;

+    best_extra_diff = 0x7fffffff;

+    for( i = 0; i < nitems_return; i ++ )

+    {

+        // We want GL, RGBA & DOUBLEBUFFER, and NOT STEREO / STEREO

+        glXGetConfig( Dpy, &VI_list[i], GLX_USE_GL, &vi_gl );

+        glXGetConfig( Dpy, &VI_list[i], GLX_RGBA, &vi_rgba );

+        glXGetConfig( Dpy, &VI_list[i], GLX_DOUBLEBUFFER, &vi_double );

+        glXGetConfig( Dpy, &VI_list[i], GLX_STEREO, &vi_stereo );

+        vi_stereo = vi_stereo ? 1 : 0;

+        if( vi_gl && vi_rgba && vi_double && (vi_stereo == stereo) )

+        {

+            // Get visual color parameters

+            glXGetConfig( Dpy, &VI_list[i], GLX_RED_SIZE, &vi_r );

+            glXGetConfig( Dpy, &VI_list[i], GLX_GREEN_SIZE, &vi_g );

+            glXGetConfig( Dpy, &VI_list[i], GLX_BLUE_SIZE, &vi_b );

+

+            // Get visual "extra" parameters

+            glXGetConfig( Dpy, &VI_list[i], GLX_ALPHA_SIZE, &vi_a );

+            glXGetConfig( Dpy, &VI_list[i], GLX_DEPTH_SIZE, &vi_d );

+            glXGetConfig( Dpy, &VI_list[i], GLX_STENCIL_SIZE, &vi_s );

+            glXGetConfig( Dpy, &VI_list[i], GLX_ACCUM_RED_SIZE, &vi_ar );

+            glXGetConfig( Dpy, &VI_list[i], GLX_ACCUM_GREEN_SIZE, &vi_ag );

+            glXGetConfig( Dpy, &VI_list[i], GLX_ACCUM_BLUE_SIZE, &vi_ab );

+            glXGetConfig( Dpy, &VI_list[i], GLX_ACCUM_ALPHA_SIZE, &vi_aa );

+            glXGetConfig( Dpy, &VI_list[i], GLX_AUX_BUFFERS, &vi_aux );

+	    glXGetConfig( Dpy, &VI_list[i], GLX_SAMPLE_BUFFERS, &vi_samplebuffers );

+	    glXGetConfig( Dpy, &VI_list[i], GLX_SAMPLES, &vi_samples );

+	    

+            vi_accum = (vi_ar > 0 || vi_ag > 0 || vi_ab > 0 || vi_aa > 0);

+

+            // Check how many buffers are missing

+            missing = 0;

+            if( a > 0 && vi_a == 0 ) missing ++;

+            if( d > 0 && vi_d == 0 ) missing ++;

+            if( s > 0 && vi_s == 0 ) missing ++;

+            if( accum && !vi_accum ) missing ++;

+            if( aux > 0 && vi_aux == 0 ) missing ++;

+	    if( samplebuffers > 0 && vi_samplebuffers == 0 ) missing ++;

+	    

+

+            // Calculate color diff

+            color_diff = (r - vi_r) * (r - vi_r) +

+                         (g - vi_g) * (g - vi_g) +

+                         (b - vi_b) * (b - vi_b);

+

+            // Calculate "extra" diff

+            extra_diff = 0;

+            if( a > 0 )

+            {

+                extra_diff += (a - vi_a) * (a - vi_a);

+            }

+            if( d > 0 )

+            {

+                extra_diff += (d - vi_d) * (d - vi_d);

+            }

+            if( s > 0 )

+            {

+                extra_diff += (s - vi_s) * (s - vi_s);

+            }

+            if( accum )

+            {

+                extra_diff += (ar - vi_ar) * (ar - vi_ar) +

+                              (ag - vi_ag) * (ag - vi_ag) +

+                              (ab - vi_ab) * (ab - vi_ab) +

+                              (aa - vi_aa) * (aa - vi_aa);

+            }

+            if( aux > 0 )

+            {

+                extra_diff += (aux - vi_aux) * (aux - vi_aux);

+            }

+	    if( samples > 0 )

+	    {

+	      extra_diff += (samples - vi_samples) * (samples - vi_samples);

+	      

+	    }

+            // Check if this is a better match. We implement some

+            // complicated rules, by prioritizing in this order:

+            //  1) Visuals with the least number of missing buffers always

+            //     have priority

+            //  2a) If (r,g,b)!=(0,0,0), color depth has priority over

+            //      other buffers

+            //  2b) If (r,g,b)==(0,0,0), other buffers have priority over

+            //      color depth

+            if( missing < best_missing )

+            {

+                best_vis = i;

+            }

+            else if( missing == best_missing )

+            {

+                if( color )

+                {

+                    if( (color_diff < best_color_diff) ||

+                        (color_diff == best_color_diff &&

+                         extra_diff < best_extra_diff) )

+                    {

+                        best_vis = i;

+                    }

+                }

+                else

+                {

+                    if( (extra_diff < best_extra_diff) ||

+                        (extra_diff == best_extra_diff &&

+                         color_diff < best_color_diff) )

+                    {

+                        best_vis = i;

+                    }

+                }

+            }

+            if( best_vis == i )

+            {

+                best_missing    = missing;

+                best_color_diff = color_diff;

+                best_extra_diff = extra_diff;

+            }

+        }

+    }

+

+    // Copy best visual to a visual to return

+    if( best_vis >= 0 )

+    {

+        VI = XGetVisualInfo( Dpy, VisualIDMask, &VI_list[ best_vis ],

+                             &nitems_return );

+    }

+    else

+    {

+        VI = NULL;

+    }

+

+    // Free visuals list

+    XFree( VI_list );

+

+    return VI;

+}

+

+

+//========================================================================

+// _glfwTranslateKey() - Translates an X Window key to internal coding

+//========================================================================

+

+static int _glfwTranslateKey( int keycode )

+{

+    KeySym key, key_lc, key_uc;

+

+    // Try secondary keysym, for numeric keypad keys

+    // Note: This way we always force "NumLock = ON", which at least

+    // enables GLFW users to detect numeric keypad keys

+    key = XKeycodeToKeysym( _glfwLibrary.Dpy, keycode, 1 );

+    switch( key )

+    {

+        // Numeric keypad

+        case XK_KP_0:         return GLFW_KEY_KP_0;

+        case XK_KP_1:         return GLFW_KEY_KP_1;

+        case XK_KP_2:         return GLFW_KEY_KP_2;

+        case XK_KP_3:         return GLFW_KEY_KP_3;

+        case XK_KP_4:         return GLFW_KEY_KP_4;

+        case XK_KP_5:         return GLFW_KEY_KP_5;

+        case XK_KP_6:         return GLFW_KEY_KP_6;

+        case XK_KP_7:         return GLFW_KEY_KP_7;

+        case XK_KP_8:         return GLFW_KEY_KP_8;

+        case XK_KP_9:         return GLFW_KEY_KP_9;

+        case XK_KP_Separator:

+        case XK_KP_Decimal:   return GLFW_KEY_KP_DECIMAL;

+        case XK_KP_Equal:     return GLFW_KEY_KP_EQUAL;

+        case XK_KP_Enter:     return GLFW_KEY_KP_ENTER;

+        default:              break;

+    }

+

+    // Now try pimary keysym

+    key = XKeycodeToKeysym( _glfwLibrary.Dpy, keycode, 0 );

+    switch( key )

+    {

+        // Special keys (non character keys)

+        case XK_Escape:       return GLFW_KEY_ESC;

+        case XK_Tab:          return GLFW_KEY_TAB;

+        case XK_Shift_L:      return GLFW_KEY_LSHIFT;

+        case XK_Shift_R:      return GLFW_KEY_RSHIFT;

+        case XK_Control_L:    return GLFW_KEY_LCTRL;

+        case XK_Control_R:    return GLFW_KEY_RCTRL;

+        case XK_Meta_L:

+        case XK_Alt_L:        return GLFW_KEY_LALT;

+        case XK_Mode_switch:  // Mapped to Alt_R on many keyboards

+        case XK_Meta_R:

+        case XK_Alt_R:        return GLFW_KEY_RALT;

+        case XK_KP_Delete:

+        case XK_Delete:       return GLFW_KEY_DEL;

+        case XK_BackSpace:    return GLFW_KEY_BACKSPACE;

+        case XK_Return:       return GLFW_KEY_ENTER;

+        case XK_KP_Home:

+        case XK_Home:         return GLFW_KEY_HOME;

+        case XK_KP_End:

+        case XK_End:          return GLFW_KEY_END;

+        case XK_KP_Page_Up:

+        case XK_Page_Up:      return GLFW_KEY_PAGEUP;

+        case XK_KP_Page_Down:

+        case XK_Page_Down:    return GLFW_KEY_PAGEDOWN;

+        case XK_KP_Insert:

+        case XK_Insert:       return GLFW_KEY_INSERT;

+        case XK_KP_Left:

+        case XK_Left:         return GLFW_KEY_LEFT;

+        case XK_KP_Right:

+        case XK_Right:        return GLFW_KEY_RIGHT;

+        case XK_KP_Down:

+        case XK_Down:         return GLFW_KEY_DOWN;

+        case XK_KP_Up:

+        case XK_Up:           return GLFW_KEY_UP;

+        case XK_F1:           return GLFW_KEY_F1;

+        case XK_F2:           return GLFW_KEY_F2;

+        case XK_F3:           return GLFW_KEY_F3;

+        case XK_F4:           return GLFW_KEY_F4;

+        case XK_F5:           return GLFW_KEY_F5;

+        case XK_F6:           return GLFW_KEY_F6;

+        case XK_F7:           return GLFW_KEY_F7;

+        case XK_F8:           return GLFW_KEY_F8;

+        case XK_F9:           return GLFW_KEY_F9;

+        case XK_F10:          return GLFW_KEY_F10;

+        case XK_F11:          return GLFW_KEY_F11;

+        case XK_F12:          return GLFW_KEY_F12;

+        case XK_F13:          return GLFW_KEY_F13;

+        case XK_F14:          return GLFW_KEY_F14;

+        case XK_F15:          return GLFW_KEY_F15;

+        case XK_F16:          return GLFW_KEY_F16;

+        case XK_F17:          return GLFW_KEY_F17;

+        case XK_F18:          return GLFW_KEY_F18;

+        case XK_F19:          return GLFW_KEY_F19;

+        case XK_F20:          return GLFW_KEY_F20;

+        case XK_F21:          return GLFW_KEY_F21;

+        case XK_F22:          return GLFW_KEY_F22;

+        case XK_F23:          return GLFW_KEY_F23;

+        case XK_F24:          return GLFW_KEY_F24;

+        case XK_F25:          return GLFW_KEY_F25;

+

+        // Numeric keypad (should have been detected in secondary keysym!)

+        case XK_KP_Divide:    return GLFW_KEY_KP_DIVIDE;

+        case XK_KP_Multiply:  return GLFW_KEY_KP_MULTIPLY;

+        case XK_KP_Subtract:  return GLFW_KEY_KP_SUBTRACT;

+        case XK_KP_Add:       return GLFW_KEY_KP_ADD;

+        case XK_KP_Equal:     return GLFW_KEY_KP_EQUAL;

+        case XK_KP_Enter:     return GLFW_KEY_KP_ENTER;

+

+        // The rest (should be printable keys)

+        default:

+            // Make uppercase

+            XConvertCase( key, &key_lc, &key_uc );

+            key = key_uc;

+

+            // Valid ISO 8859-1 character?

+            if( (key >=  32 && key <= 126) ||

+                (key >= 160 && key <= 255) )

+            {

+                return (int) key;

+            }

+            return GLFW_KEY_UNKNOWN;

+    }

+}

+

+

+//========================================================================

+// _glfwTranslateChar() - Translates an X Window event to Unicode

+//========================================================================

+

+static int _glfwTranslateChar( XKeyEvent *event )

+{

+    KeySym keysym;

+

+    // Get X11 keysym

+    XLookupString( event, NULL, 0, &keysym, NULL );

+

+    // Convert to Unicode (see x11_keysym2unicode.c)

+    return (int) _glfwKeySym2Unicode( keysym );

+}

+

+

+

+//========================================================================

+// Get next X event (called by glfwPollEvents)

+//========================================================================

+

+static int _glfwGetNextEvent( void )

+{

+    XEvent event, next_event;

+

+    // Pull next event from event queue

+    XNextEvent( _glfwLibrary.Dpy, &event );

+

+    // Handle certain window messages

+    switch( event.type )

+    {

+        // Is a key being pressed?

+        case KeyPress:

+	{

+            // Translate and report key press

+            _glfwInputKey( _glfwTranslateKey( event.xkey.keycode ), GLFW_PRESS );

+

+            // Translate and report character input

+            if( _glfwWin.CharCallback )

+            {

+                _glfwInputChar( _glfwTranslateChar( &event.xkey ), GLFW_PRESS );

+            }

+            break;

+	}

+

+        // Is a key being released?

+        case KeyRelease:

+	{

+            // Do not report key releases for key repeats. For key repeats

+            // we will get KeyRelease/KeyPress pairs with identical time

+            // stamps. User selected key repeat filtering is handled in

+            // _glfwInputKey()/_glfwInputChar().

+            if( XEventsQueued( _glfwLibrary.Dpy, QueuedAfterReading ) )

+            {

+                XPeekEvent( _glfwLibrary.Dpy, &next_event );

+                if( next_event.type == KeyPress &&

+                    next_event.xkey.window == event.xkey.window &&

+                    next_event.xkey.keycode == event.xkey.keycode &&

+                    next_event.xkey.time == event.xkey.time )

+                {

+                    // Do not report anything for this event

+                    break;

+                }

+            }

+

+            // Translate and report key release

+            _glfwInputKey( _glfwTranslateKey( event.xkey.keycode ), GLFW_RELEASE );

+

+            // Translate and report character input

+            if( _glfwWin.CharCallback )

+            {

+                _glfwInputChar( _glfwTranslateChar( &event.xkey ), GLFW_RELEASE );

+            }

+            break;

+	}

+

+        // Were any of the mouse-buttons pressed?

+        case ButtonPress:

+	{

+            if( event.xbutton.button == Button1 )

+            {

+                _glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS );

+            }

+            else if( event.xbutton.button == Button2 )

+            {

+                _glfwInputMouseClick( GLFW_MOUSE_BUTTON_MIDDLE, GLFW_PRESS );

+            }

+            else if( event.xbutton.button == Button3 )

+            {

+                _glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS );

+            }

+

+            // XFree86 3.3.2 and later translates mouse wheel up/down into

+            // mouse button 4 & 5 presses

+            else if( event.xbutton.button == Button4 )

+            {

+                _glfwInput.WheelPos++;  // To verify: is this up or down?

+                if( _glfwWin.MouseWheelCallback )

+                {

+                    _glfwWin.MouseWheelCallback( _glfwInput.WheelPos );

+                }

+            }

+            else if( event.xbutton.button == Button5 )

+            {

+                _glfwInput.WheelPos--;

+                if( _glfwWin.MouseWheelCallback )

+                {

+                    _glfwWin.MouseWheelCallback( _glfwInput.WheelPos );

+                }

+            }

+            break;

+	}

+

+        // Were any of the mouse-buttons released?

+        case ButtonRelease:

+	{

+            if( event.xbutton.button == Button1 )

+            {

+                _glfwInputMouseClick( GLFW_MOUSE_BUTTON_LEFT,

+                                      GLFW_RELEASE );

+            }

+            else if( event.xbutton.button == Button2 )

+            {

+                _glfwInputMouseClick( GLFW_MOUSE_BUTTON_MIDDLE,

+                                      GLFW_RELEASE );

+            }

+            else if( event.xbutton.button == Button3 )

+            {

+                _glfwInputMouseClick( GLFW_MOUSE_BUTTON_RIGHT,

+                                      GLFW_RELEASE );

+            }

+            break;

+	}

+

+        // Was the mouse moved?

+        case MotionNotify:

+	{

+            if( event.xmotion.x != _glfwInput.CursorPosX ||

+                event.xmotion.y != _glfwInput.CursorPosY )

+            {

+                if( _glfwWin.MouseLock )

+                {

+                    _glfwInput.MousePosX += event.xmotion.x -

+                                            _glfwInput.CursorPosX;

+                    _glfwInput.MousePosY += event.xmotion.y -

+                                            _glfwInput.CursorPosY;

+                }

+                else

+                {

+                    _glfwInput.MousePosX = event.xmotion.x;

+                    _glfwInput.MousePosY = event.xmotion.y;

+                }

+                _glfwInput.CursorPosX = event.xmotion.x;

+                _glfwInput.CursorPosY = event.xmotion.y;

+                _glfwInput.MouseMoved = GL_TRUE;

+

+                // Call user callback function

+                if( _glfwWin.MousePosCallback )

+                {

+                    _glfwWin.MousePosCallback( _glfwInput.MousePosX,

+                                               _glfwInput.MousePosY );

+                }

+            }

+            break;

+	}

+

+        // Was the window resized?

+        case ConfigureNotify:

+	{

+            if( event.xconfigure.width != _glfwWin.Width ||

+                event.xconfigure.height != _glfwWin.Height )

+            {

+                _glfwWin.Width = event.xconfigure.width;

+                _glfwWin.Height = event.xconfigure.height;

+                if( _glfwWin.WindowSizeCallback )

+                {

+                    _glfwWin.WindowSizeCallback( _glfwWin.Width,

+                                                 _glfwWin.Height );

+                }

+            }

+            break;

+	}

+

+        // Was the window closed by the window manager?

+        case ClientMessage:

+	{

+            if( (Atom) event.xclient.data.l[ 0 ] == _glfwWin.WMDeleteWindow )

+            {

+                return GL_TRUE;

+            }

+

+	    if( (Atom) event.xclient.data.l[ 0 ] == _glfwWin.WMPing )

+	    {

+		XSendEvent( _glfwLibrary.Dpy,

+			    RootWindow( _glfwLibrary.Dpy, _glfwWin.VI->screen ),

+			    False, SubstructureNotifyMask | SubstructureRedirectMask, &event );

+	    }

+            break;

+	}

+

+        // Was the window mapped (un-iconified)?

+        case MapNotify:

+            _glfwWin.MapNotifyCount++;

+            break;

+

+        // Was the window unmapped (iconified)?

+        case UnmapNotify:

+            _glfwWin.MapNotifyCount--;

+            break;

+

+        // Was the window activated?

+        case FocusIn:

+            _glfwWin.FocusInCount++;

+            break;

+

+        // Was the window de-activated?

+        case FocusOut:

+            _glfwWin.FocusInCount--;

+            break;

+

+        // Was the window contents damaged?

+        case Expose:

+	{

+            // Call user callback function

+            if( _glfwWin.WindowRefreshCallback )

+            {

+                _glfwWin.WindowRefreshCallback();

+            }

+            break;

+	}

+

+        // Was the window destroyed?

+        case DestroyNotify:

+            return GL_TRUE;

+

+        default:

+	{

+#if defined( _GLFW_HAS_XRANDR )

+	    switch( event.type - _glfwLibrary.XRandR.EventBase )

+	    {

+		case RRScreenChangeNotify:

+		{

+		    // Show XRandR that we really care

+		    XRRUpdateConfiguration( &event );

+		    break;

+		}

+	    }

+#endif

+            break;

+	}

+    }

+

+    // The window was not destroyed

+    return GL_FALSE;

+}

+

+

+//========================================================================

+// _glfwCreateNULLCursor() - Create a blank cursor (for locked mouse mode)

+//========================================================================

+

+Cursor _glfwCreateNULLCursor( Display *display, Window root )

+{

+    Pixmap    cursormask;

+    XGCValues xgc;

+    GC        gc;

+    XColor    col;

+    Cursor    cursor;

+

+    cursormask = XCreatePixmap( display, root, 1, 1, 1 );

+    xgc.function = GXclear;

+    gc = XCreateGC( display, cursormask, GCFunction, &xgc );

+    XFillRectangle( display, cursormask, gc, 0, 0, 1, 1 );

+    col.pixel = 0;

+    col.red = 0;

+    col.flags = 4;

+    cursor = XCreatePixmapCursor( display, cursormask, cursormask,

+                                  &col,&col, 0,0 );

+    XFreePixmap( display, cursormask );

+    XFreeGC( display, gc );

+

+    return cursor;

+}

+

+

+//========================================================================

+// _glfwInitGLXExtensions() - Initialize GLX-specific extensions

+//========================================================================

+

+static void _glfwInitGLXExtensions( void )

+{

+    int has_swap_control;

+

+    // Initialize OpenGL extension: GLX_SGI_swap_control

+    has_swap_control = _glfwPlatformExtensionSupported(

+                           "GLX_SGI_swap_control"

+                       );

+

+    if( has_swap_control )

+    {

+        _glfwWin.SwapInterval = (GLXSWAPINTERVALSGI_T)

+            _glfw_glXGetProcAddress( (GLubyte*) "glXSwapIntervalSGI" );

+    }

+    else

+    {

+        _glfwWin.SwapInterval = NULL;

+    }

+}

+

+

+

+//************************************************************************

+//****               Platform implementation functions                ****

+//************************************************************************

+

+//========================================================================

+// _glfwPlatformOpenWindow() - Here is where the window is created, and

+// the OpenGL rendering context is created

+//========================================================================

+

+int _glfwPlatformOpenWindow( int width, int height, int redbits,

+    int greenbits, int bluebits, int alphabits, int depthbits,

+    int stencilbits, int mode, _GLFWhints* hints )

+{

+    Colormap    cmap;

+    XSetWindowAttributes wa;

+    XEvent      event;

+    Atom protocols[2];

+

+    // Clear platform specific GLFW window state

+    _glfwWin.VI               = NULL;

+    _glfwWin.CX               = (GLXContext)0;

+    _glfwWin.Win              = (Window)0;

+    _glfwWin.Hints            = NULL;

+    _glfwWin.PointerGrabbed   = GL_FALSE;

+    _glfwWin.KeyboardGrabbed  = GL_FALSE;

+    _glfwWin.OverrideRedirect = GL_FALSE;

+    _glfwWin.FS.ModeChanged   = GL_FALSE;

+    _glfwWin.Saver.Changed    = GL_FALSE;

+    _glfwWin.RefreshRate      = hints->RefreshRate;

+

+    // Fullscreen & screen saver settings

+    // Check if GLX is supported on this display

+    if( !glXQueryExtension( _glfwLibrary.Dpy, NULL, NULL ) )

+    {

+        _glfwPlatformCloseWindow();

+        return GL_FALSE;

+    }

+

+    // Get screen ID for this window

+    _glfwWin.Scrn = _glfwLibrary.DefaultScreen;

+

+    // Get an appropriate visual

+    _glfwWin.VI = _glfwChooseVisual( _glfwLibrary.Dpy,

+                                     _glfwWin.Scrn,

+                                     redbits, greenbits, bluebits,

+                                     alphabits, depthbits, stencilbits,

+                                     hints->AccumRedBits, hints->AccumGreenBits,

+                                     hints->AccumBlueBits, hints->AccumAlphaBits,

+                                     hints->AuxBuffers, hints->Samples, hints->Stereo );

+    if( _glfwWin.VI == NULL )

+    {

+        _glfwPlatformCloseWindow();

+        return GL_FALSE;

+    }

+

+    // Create a GLX context

+    _glfwWin.CX = glXCreateContext( _glfwLibrary.Dpy, _glfwWin.VI, 0, GL_TRUE );

+    if( _glfwWin.CX == NULL )

+    {

+        _glfwPlatformCloseWindow();

+        return GL_FALSE;

+    }

+

+    // Create a colormap

+    cmap = XCreateColormap( _glfwLibrary.Dpy, RootWindow( _glfwLibrary.Dpy,

+               _glfwWin.VI->screen), _glfwWin.VI->visual, AllocNone );

+

+    // Do we want fullscreen?

+    if( mode == GLFW_FULLSCREEN )

+    {

+        // Change video mode

+        _glfwSetVideoMode( _glfwWin.Scrn, &_glfwWin.Width,

+                           &_glfwWin.Height, &_glfwWin.RefreshRate );

+

+        // Remember old screen saver settings

+        XGetScreenSaver( _glfwLibrary.Dpy, &_glfwWin.Saver.Timeout,

+                         &_glfwWin.Saver.Interval, &_glfwWin.Saver.Blanking,

+                         &_glfwWin.Saver.Exposure );

+

+        // Disable screen saver

+        XSetScreenSaver( _glfwLibrary.Dpy, 0, 0, DontPreferBlanking,

+                         DefaultExposures );

+    }

+

+    // Attributes for window

+    wa.colormap = cmap;

+    wa.border_pixel = 0;

+    wa.event_mask = StructureNotifyMask | KeyPressMask | KeyReleaseMask |

+        PointerMotionMask | ButtonPressMask | ButtonReleaseMask |

+        ExposureMask | FocusChangeMask | VisibilityChangeMask;

+

+    // Create a window

+    _glfwWin.Win = XCreateWindow(

+        _glfwLibrary.Dpy,

+        RootWindow( _glfwLibrary.Dpy, _glfwWin.VI->screen ),

+        0, 0,                            // Upper left corner

+        _glfwWin.Width, _glfwWin.Height, // Width, height

+        0,                               // Borderwidth

+        _glfwWin.VI->depth,              // Depth

+        InputOutput,

+        _glfwWin.VI->visual,

+        CWBorderPixel | CWColormap | CWEventMask,

+        &wa

+    );

+    if( !_glfwWin.Win )

+    {

+        _glfwPlatformCloseWindow();

+        return GL_FALSE;

+    }

+

+    // Get the delete window WM protocol atom

+    _glfwWin.WMDeleteWindow = XInternAtom( _glfwLibrary.Dpy,

+                                           "WM_DELETE_WINDOW",

+                                           False );

+

+    // Get the ping WM protocol atom

+    _glfwWin.WMPing = XInternAtom( _glfwLibrary.Dpy, "_NET_WM_PING", False );

+

+    protocols[0] = _glfwWin.WMDeleteWindow;

+    protocols[1] = _glfwWin.WMPing;

+

+    // Allow us to trap the Window Close protocol

+    XSetWMProtocols( _glfwLibrary.Dpy, _glfwWin.Win, protocols,

+                     sizeof(protocols) / sizeof(Atom) );

+

+    // Remove window decorations for fullscreen windows

+    if( mode == GLFW_FULLSCREEN )

+    {

+        _glfwDisableDecorations();

+    }

+

+    _glfwWin.Hints = XAllocSizeHints();

+

+    if( hints->WindowNoResize )

+    {

+	_glfwWin.Hints->flags |= (PMinSize | PMaxSize);

+        _glfwWin.Hints->min_width = _glfwWin.Hints->max_width = _glfwWin.Width;

+        _glfwWin.Hints->min_height = _glfwWin.Hints->max_height = _glfwWin.Height;

+    }

+

+    if( mode == GLFW_FULLSCREEN )

+    {

+	_glfwWin.Hints->flags |= PPosition;

+	_glfwWin.Hints->x = 0;

+	_glfwWin.Hints->y = 0;

+    }

+

+    XSetWMNormalHints( _glfwLibrary.Dpy, _glfwWin.Win, _glfwWin.Hints );

+

+    // Map window

+    XMapWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+

+    // Wait for map notification

+    XIfEvent( _glfwLibrary.Dpy, &event, _glfwWaitForMapNotify,

+              (char*)_glfwWin.Win );

+

+    // Make sure that our window ends up on top of things

+    XRaiseWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+

+    // Fullscreen mode "post processing"

+    if( mode == GLFW_FULLSCREEN )

+    {

+#if defined( _GLFW_HAS_XRANDR )

+	// Request screen change notifications

+	if( _glfwLibrary.XRandR.Available )

+	{

+	    XRRSelectInput( _glfwLibrary.Dpy,

+	                    _glfwWin.Win,

+			    RRScreenChangeNotifyMask );

+	}

+#endif

+

+        // Force window position/size (some WMs do their own window

+        // geometry, which we want to override)

+        XMoveWindow( _glfwLibrary.Dpy, _glfwWin.Win, 0, 0 );

+        XResizeWindow( _glfwLibrary.Dpy, _glfwWin.Win, _glfwWin.Width,

+                       _glfwWin.Height );

+

+        // Grab keyboard

+        if( XGrabKeyboard( _glfwLibrary.Dpy, _glfwWin.Win, True,

+                           GrabModeAsync, GrabModeAsync, CurrentTime ) ==

+            GrabSuccess )

+        {

+            _glfwWin.KeyboardGrabbed = GL_TRUE;

+        }

+

+        // Grab mouse cursor

+        if( XGrabPointer( _glfwLibrary.Dpy, _glfwWin.Win, True,

+                          ButtonPressMask | ButtonReleaseMask |

+                          PointerMotionMask, GrabModeAsync, GrabModeAsync,

+                          _glfwWin.Win, None, CurrentTime ) ==

+            GrabSuccess )

+        {

+            _glfwWin.PointerGrabbed = GL_TRUE;

+        }

+

+        // Try to get window inside viewport (for virtual displays) by

+        // moving the mouse cursor to the upper left corner (and then to

+        // the center) - this works for XFree86

+        XWarpPointer( _glfwLibrary.Dpy, None, _glfwWin.Win, 0,0,0,0, 0,0 );

+        XWarpPointer( _glfwLibrary.Dpy, None, _glfwWin.Win, 0,0,0,0,

+                      _glfwWin.Width/2, _glfwWin.Height/2 );

+    }

+

+    // Set window & icon name

+    _glfwPlatformSetWindowTitle( "GLFW Window" );

+

+    // Connect the context to the window

+    glXMakeCurrent( _glfwLibrary.Dpy, _glfwWin.Win, _glfwWin.CX );

+

+    // Start by clearing the front buffer to black (avoid ugly desktop

+    // remains in our OpenGL window)

+    glClear( GL_COLOR_BUFFER_BIT );

+    glXSwapBuffers( _glfwLibrary.Dpy, _glfwWin.Win );

+

+    // Initialize GLX-specific OpenGL extensions

+    _glfwInitGLXExtensions();

+

+    return GL_TRUE;

+}

+

+

+//========================================================================

+// Properly kill the window/video display

+//========================================================================

+

+void _glfwPlatformCloseWindow( void )

+{

+#if defined( _GLFW_HAS_XRANDR )

+    XRRScreenConfiguration *sc;

+    Window root;

+#endif

+

+    // Free WM size hints

+    if( _glfwWin.Hints )

+    {

+	XFree( _glfwWin.Hints );

+	_glfwWin.Hints = NULL;

+    }

+

+    // Do we have a rendering context?

+    if( _glfwWin.CX )

+    {

+        // Release the context

+        glXMakeCurrent( _glfwLibrary.Dpy, None, NULL );

+

+        // Delete the context

+        glXDestroyContext( _glfwLibrary.Dpy, _glfwWin.CX );

+        _glfwWin.CX = NULL;

+    }

+

+    // Ungrab pointer and/or keyboard?

+    if( _glfwWin.KeyboardGrabbed )

+    {

+        XUngrabKeyboard( _glfwLibrary.Dpy, CurrentTime );

+        _glfwWin.KeyboardGrabbed = GL_FALSE;

+    }

+    if( _glfwWin.PointerGrabbed )

+    {

+        XUngrabPointer( _glfwLibrary.Dpy, CurrentTime );

+        _glfwWin.PointerGrabbed = GL_FALSE;

+    }

+

+    // Do we have a window?

+    if( _glfwWin.Win )

+    {

+        // Unmap the window

+        XUnmapWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+

+        // Destroy the window

+        XDestroyWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+        _glfwWin.Win = (Window) 0;

+    }

+

+    // Did we change the fullscreen resolution?

+    if( _glfwWin.FS.ModeChanged )

+    {

+#if defined( _GLFW_HAS_XRANDR )

+	if( _glfwLibrary.XRandR.Available )

+	{

+	    root = RootWindow( _glfwLibrary.Dpy, _glfwWin.Scrn );

+	    sc = XRRGetScreenInfo( _glfwLibrary.Dpy, root );

+

+	    XRRSetScreenConfig( _glfwLibrary.Dpy,

+	                        sc,

+				root,

+			        _glfwWin.FS.OldSizeID,

+				_glfwWin.FS.OldRotation,

+				CurrentTime );

+

+	    XRRFreeScreenConfigInfo( sc );

+	}

+#elif defined( _GLFW_HAS_XF86VIDMODE )

+        if( _glfwLibrary.XF86VidMode.Available )

+        {

+            // Unlock mode switch

+            XF86VidModeLockModeSwitch( _glfwLibrary.Dpy,

+                                       _glfwWin.Scrn,

+                                       0 );

+

+            // Change the video mode back to the old mode

+            XF86VidModeSwitchToMode( _glfwLibrary.Dpy,

+                _glfwWin.Scrn, &_glfwWin.FS.OldMode );

+        }

+#endif

+        _glfwWin.FS.ModeChanged = GL_FALSE;

+    }

+

+    // Did we change the screen saver setting?

+    if( _glfwWin.Saver.Changed )

+    {

+        // Restore old screen saver settings

+        XSetScreenSaver( _glfwLibrary.Dpy, _glfwWin.Saver.Timeout,

+                         _glfwWin.Saver.Interval, _glfwWin.Saver.Blanking,

+                         _glfwWin.Saver.Exposure );

+        _glfwWin.Saver.Changed = GL_FALSE;

+    }

+

+    XSync( _glfwLibrary.Dpy, True );

+}

+

+

+//========================================================================

+// _glfwPlatformSetWindowTitle() - Set the window title.

+//========================================================================

+

+void _glfwPlatformSetWindowTitle( const char *title )

+{

+    // Set window & icon title

+    XStoreName( _glfwLibrary.Dpy, _glfwWin.Win, title );

+    XSetIconName( _glfwLibrary.Dpy, _glfwWin.Win, title );

+}

+

+

+//========================================================================

+// _glfwPlatformSetWindowSize() - Set the window size.

+//========================================================================

+

+void _glfwPlatformSetWindowSize( int width, int height )

+{

+    int     mode = 0, rate, sizechanged = GL_FALSE;

+    GLint   drawbuffer;

+    GLfloat clearcolor[4];

+

+    rate = _glfwWin.RefreshRate;

+

+    // If we are in fullscreen mode, get some info about the current mode

+    if( _glfwWin.Fullscreen )

+    {

+        // Get closest match for target video mode

+        mode = _glfwGetClosestVideoMode( _glfwWin.Scrn, &width, &height, &rate );

+    }

+

+    if( _glfwWin.WindowNoResize )

+    {

+        _glfwWin.Hints->min_width = _glfwWin.Hints->max_width = width;

+        _glfwWin.Hints->min_height = _glfwWin.Hints->max_height = height;

+    }

+

+    XSetWMNormalHints( _glfwLibrary.Dpy, _glfwWin.Win, _glfwWin.Hints );

+

+    // Change window size before changing fullscreen mode?

+    if( _glfwWin.Fullscreen && (width > _glfwWin.Width) )

+    {

+        XResizeWindow( _glfwLibrary.Dpy, _glfwWin.Win, width, height );

+        sizechanged = GL_TRUE;

+    }

+

+    // Change fullscreen video mode?

+    if( _glfwWin.Fullscreen )

+    {

+        // Change video mode (keeping current rate)

+        _glfwSetVideoModeMODE( _glfwWin.Scrn, mode, _glfwWin.RefreshRate );

+

+        // Clear the front buffer to black (avoid ugly desktop remains in

+        // our OpenGL window)

+        glGetIntegerv( GL_DRAW_BUFFER, &drawbuffer );

+        glGetFloatv( GL_COLOR_CLEAR_VALUE, clearcolor );

+        glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );

+        glClear( GL_COLOR_BUFFER_BIT );

+        if( drawbuffer == GL_BACK )

+        {

+            glXSwapBuffers( _glfwLibrary.Dpy, _glfwWin.Win );

+        }

+        glClearColor( clearcolor[0], clearcolor[1], clearcolor[2],

+                      clearcolor[3] );

+    }

+

+    // Set window size (if not already changed)

+    if( !sizechanged )

+    {

+        XResizeWindow( _glfwLibrary.Dpy, _glfwWin.Win, width, height );

+    }

+}

+

+

+//========================================================================

+// _glfwPlatformSetWindowPos() - Set the window position.

+//========================================================================

+

+void _glfwPlatformSetWindowPos( int x, int y )

+{

+    // Set window position

+    XMoveWindow( _glfwLibrary.Dpy, _glfwWin.Win, x, y );

+}

+

+

+//========================================================================

+// _glfwPlatformIconfyWindow() - Window iconification

+//========================================================================

+

+void _glfwPlatformIconifyWindow( void )

+{

+    // We can't do this for override redirect windows

+    if( _glfwWin.OverrideRedirect )

+    {

+        return;

+    }

+

+    // In fullscreen mode, we need to restore the desktop video mode

+    if( _glfwWin.Fullscreen )

+    {

+#if defined( _GLFW_HAS_XF86VIDMODE )

+        if( _glfwLibrary.XF86VidMode.Available )

+        {

+            // Unlock mode switch

+            XF86VidModeLockModeSwitch( _glfwLibrary.Dpy,

+                                       _glfwWin.Scrn,

+                                       0 );

+

+            // Change the video mode back to the old mode

+            XF86VidModeSwitchToMode( _glfwLibrary.Dpy,

+                _glfwWin.Scrn, &_glfwWin.FS.OldMode );

+        }

+#endif

+        _glfwWin.FS.ModeChanged = GL_FALSE;

+    }

+

+    // Show mouse pointer

+    if( _glfwWin.PointerHidden )

+    {

+        XUndefineCursor( _glfwLibrary.Dpy, _glfwWin.Win );

+        _glfwWin.PointerHidden = GL_FALSE;

+    }

+

+    // Un-grab mouse pointer

+    if( _glfwWin.PointerGrabbed )

+    {

+        XUngrabPointer( _glfwLibrary.Dpy, CurrentTime );

+        _glfwWin.PointerGrabbed = GL_FALSE;

+    }

+

+    // Iconify window

+    XIconifyWindow( _glfwLibrary.Dpy, _glfwWin.Win,

+                    _glfwWin.Scrn );

+

+    // Window is now iconified

+    _glfwWin.Iconified = GL_TRUE;

+}

+

+

+//========================================================================

+// Window un-iconification

+//========================================================================

+

+void _glfwPlatformRestoreWindow( void )

+{

+    // We can't do this for override redirect windows

+    if( _glfwWin.OverrideRedirect )

+    {

+        return;

+    }

+

+    // In fullscreen mode, change back video mode to user selected mode

+    if( _glfwWin.Fullscreen )

+    {

+        _glfwSetVideoMode( _glfwWin.Scrn,

+	                   &_glfwWin.Width, &_glfwWin.Height, &_glfwWin.RefreshRate );

+    }

+

+    // Un-iconify window

+    XMapWindow( _glfwLibrary.Dpy, _glfwWin.Win );

+

+    // In fullscreen mode...

+    if( _glfwWin.Fullscreen )

+    {

+        // Make sure window is in upper left corner

+        XMoveWindow( _glfwLibrary.Dpy, _glfwWin.Win, 0, 0 );

+

+        // Get input focus

+        XSetInputFocus( _glfwLibrary.Dpy, _glfwWin.Win, RevertToParent,

+                        CurrentTime );

+    }

+

+    // Lock mouse, if necessary

+    if( _glfwWin.MouseLock )

+    {

+        // Hide cursor

+        if( !_glfwWin.PointerHidden )

+        {

+            XDefineCursor( _glfwLibrary.Dpy, _glfwWin.Win,

+                           _glfwCreateNULLCursor( _glfwLibrary.Dpy,

+                                                  _glfwWin.Win ) );

+            _glfwWin.PointerHidden = GL_TRUE;

+        }

+

+        // Grab cursor

+        if( !_glfwWin.PointerGrabbed )

+        {

+            if( XGrabPointer( _glfwLibrary.Dpy, _glfwWin.Win, True,

+                              ButtonPressMask | ButtonReleaseMask |

+                              PointerMotionMask, GrabModeAsync,

+                              GrabModeAsync, _glfwWin.Win, None,

+                              CurrentTime ) == GrabSuccess )

+            {

+                _glfwWin.PointerGrabbed = GL_TRUE;

+            }

+        }

+    }

+

+    // Window is no longer iconified

+    _glfwWin.Iconified = GL_FALSE;

+}

+

+

+//========================================================================

+// _glfwPlatformSwapBuffers() - Swap buffers (double-buffering) and poll

+// any new events.

+//========================================================================

+

+void _glfwPlatformSwapBuffers( void )

+{

+    // Update display-buffer

+    glXSwapBuffers( _glfwLibrary.Dpy, _glfwWin.Win );

+}

+

+

+//========================================================================

+// _glfwPlatformSwapInterval() - Set double buffering swap interval

+//========================================================================

+

+void _glfwPlatformSwapInterval( int interval )

+{

+    if( _glfwWin.SwapInterval )

+    {

+        _glfwWin.SwapInterval( interval );

+    }

+}

+

+

+//========================================================================

+// _glfwPlatformRefreshWindowParams()

+//========================================================================

+

+void _glfwPlatformRefreshWindowParams( void )

+{

+#if defined( _GLFW_HAS_XRANDR )

+    XRRScreenConfiguration *sc;

+#elif defined( _GLFW_HAS_XF86VIDMODE )

+    XF86VidModeModeLine modeline;

+    int dotclock;

+    float pixels_per_second, pixels_per_frame;

+#endif

+    int sample_buffers;

+

+    // AFAIK, there is no easy/sure way of knowing if OpenGL is hardware

+    // accelerated

+    _glfwWin.Accelerated = GL_TRUE;

+

+    // "Standard" window parameters

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_RED_SIZE,

+                  &_glfwWin.RedBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_GREEN_SIZE,

+                  &_glfwWin.GreenBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_BLUE_SIZE,

+                  &_glfwWin.BlueBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_ALPHA_SIZE,

+                  &_glfwWin.AlphaBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_DEPTH_SIZE,

+                  &_glfwWin.DepthBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_STENCIL_SIZE,

+                  &_glfwWin.StencilBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_ACCUM_RED_SIZE,

+                  &_glfwWin.AccumRedBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_ACCUM_GREEN_SIZE,

+                  &_glfwWin.AccumGreenBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_ACCUM_BLUE_SIZE,

+                  &_glfwWin.AccumBlueBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_ACCUM_ALPHA_SIZE,

+                  &_glfwWin.AccumAlphaBits );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_AUX_BUFFERS,

+                  &_glfwWin.AuxBuffers );

+

+    // Get stereo rendering setting

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_STEREO,

+                  &_glfwWin.Stereo );

+    _glfwWin.Stereo = _glfwWin.Stereo ? 1 : 0;

+

+    // Get multisample buffer samples

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_SAMPLES,

+		  &_glfwWin.Samples );

+    glXGetConfig( _glfwLibrary.Dpy, _glfwWin.VI, GLX_SAMPLE_BUFFERS, 

+		  &sample_buffers );

+    if( sample_buffers == 0 )

+      _glfwWin.Samples = 0;

+    

+    // Default to refresh rate unknown (=0 according to GLFW spec)

+    _glfwWin.RefreshRate = 0;

+		  

+    // Retrieve refresh rate, if possible

+#if defined( _GLFW_HAS_XRANDR )

+    if( _glfwLibrary.XRandR.Available )

+    {

+	sc = XRRGetScreenInfo( _glfwLibrary.Dpy,

+	                       RootWindow( _glfwLibrary.Dpy, _glfwWin.Scrn ) );

+	_glfwWin.RefreshRate = XRRConfigCurrentRate( sc );

+	XRRFreeScreenConfigInfo( sc );

+    }

+#elif defined( _GLFW_HAS_XF86VIDMODE )

+    if( _glfwLibrary.XF86VidMode.Available )

+    {

+        // Use the XF86VidMode extension to get current video mode

+        XF86VidModeGetModeLine( _glfwLibrary.Dpy, _glfwWin.Scrn,

+                                &dotclock, &modeline );

+        pixels_per_second = 1000.0f * (float) dotclock;

+        pixels_per_frame  = (float) modeline.htotal * modeline.vtotal;

+        _glfwWin.RefreshRate = (int)(pixels_per_second/pixels_per_frame+0.5);

+    }

+#endif

+}

+

+

+//========================================================================

+// _glfwPlatformPollEvents() - Poll for new window and input events

+//========================================================================

+

+void _glfwPlatformPollEvents( void )

+{

+    int winclosed = GL_FALSE;

+

+    // Flag that the cursor has not moved

+    _glfwInput.MouseMoved = GL_FALSE;

+

+    // Clear MapNotify and FocusIn counts

+    _glfwWin.MapNotifyCount = 0;

+    _glfwWin.FocusInCount = 0;

+

+    // Use XSync to synchronise events to the X display.

+    // I don't know if this can have a serious performance impact. My

+    // benchmarks with a GeForce card under Linux shows no difference with

+    // or without XSync, but when the GL window is rendered over a slow

+    // network I have noticed bad event syncronisation problems when XSync

+    // is not used, so I decided to use it.

+    XSync( _glfwLibrary.Dpy, False );

+

+    // Empty the window event queue

+    while( XPending( _glfwLibrary.Dpy ) )

+    {

+        if( _glfwGetNextEvent() )

+        {

+            winclosed = GL_TRUE;

+        }

+    }

+

+    // Did we get mouse movement in locked cursor mode?

+    if( _glfwInput.MouseMoved && _glfwWin.MouseLock )

+    {

+        int maxx, minx, maxy, miny;

+

+        // Calculate movement threshold

+        minx = _glfwWin.Width / 4;

+        maxx = (_glfwWin.Width * 3) / 4;

+        miny = _glfwWin.Height / 4;

+        maxy = (_glfwWin.Height * 3) / 4;

+

+        // Did the mouse cursor move beyond our movement threshold

+        if(_glfwInput.CursorPosX < minx || _glfwInput.CursorPosX > maxx ||

+           _glfwInput.CursorPosY < miny || _glfwInput.CursorPosY > maxy)

+        {

+            // Move the mouse pointer back to the window center so that it

+            // does not wander off...

+            _glfwPlatformSetMouseCursorPos( _glfwWin.Width/2,

+                                            _glfwWin.Height/2 );

+            XSync( _glfwLibrary.Dpy, False );

+        }

+    }

+

+    // Was the window (un)iconified?

+    if( _glfwWin.MapNotifyCount < 0 && !_glfwWin.Iconified )

+    {

+        // Show mouse pointer

+        if( _glfwWin.PointerHidden )

+        {

+            XUndefineCursor( _glfwLibrary.Dpy, _glfwWin.Win );

+            _glfwWin.PointerHidden = GL_FALSE;

+        }

+

+        // Un-grab mouse pointer

+        if( _glfwWin.PointerGrabbed )

+        {

+            XUngrabPointer( _glfwLibrary.Dpy, CurrentTime );

+            _glfwWin.PointerGrabbed = GL_FALSE;

+        }

+

+        _glfwWin.Iconified = GL_TRUE;

+    }

+    else if( _glfwWin.MapNotifyCount > 0 && _glfwWin.Iconified )

+    {

+        // Restore fullscreen mode properties

+        if( _glfwWin.Fullscreen )

+        {

+            // Change back video mode to user selected mode

+            _glfwSetVideoMode( _glfwWin.Scrn, &_glfwWin.Width,

+                               &_glfwWin.Height, &_glfwWin.RefreshRate );

+

+            // Disable window manager decorations

+            _glfwEnableDecorations();

+

+            // Make sure window is in upper left corner

+            XMoveWindow( _glfwLibrary.Dpy, _glfwWin.Win, 0, 0 );

+

+            // Get input focus

+            XSetInputFocus( _glfwLibrary.Dpy, _glfwWin.Win,

+                            RevertToParent, CurrentTime );

+        }

+

+        // Hide cursor if necessary

+        if( _glfwWin.MouseLock && !_glfwWin.PointerHidden )

+        {

+            if( !_glfwWin.PointerHidden )

+            {

+                XDefineCursor( _glfwLibrary.Dpy, _glfwWin.Win,

+                    _glfwCreateNULLCursor( _glfwLibrary.Dpy,

+                                           _glfwWin.Win ) );

+                _glfwWin.PointerHidden = GL_TRUE;

+            }

+        }

+

+        // Grab cursor if necessary

+        if( (_glfwWin.MouseLock || _glfwWin.Fullscreen) &&

+            !_glfwWin.PointerGrabbed )

+        {

+            if( XGrabPointer( _glfwLibrary.Dpy, _glfwWin.Win, True,

+                    ButtonPressMask | ButtonReleaseMask |

+                    PointerMotionMask, GrabModeAsync,

+                    GrabModeAsync, _glfwWin.Win, None,

+                    CurrentTime ) == GrabSuccess )

+            {

+                _glfwWin.PointerGrabbed = GL_TRUE;

+            }

+        }

+

+        _glfwWin.Iconified = GL_FALSE;

+    }

+

+    // Did the window get/lose focus

+    if( _glfwWin.FocusInCount > 0 && !_glfwWin.Active )

+    {

+        // If we are in fullscreen mode, restore window

+        if( _glfwWin.Fullscreen && _glfwWin.Iconified )

+        {

+            _glfwPlatformRestoreWindow();

+        }

+

+        // Window is now active

+        _glfwWin.Active = GL_TRUE;

+    }

+    else if( _glfwWin.FocusInCount < 0 && _glfwWin.Active )

+    {

+        // If we are in fullscreen mode, iconfify window

+        if( _glfwWin.Fullscreen )

+        {

+            _glfwPlatformIconifyWindow();

+        }

+

+        // Window is not active

+        _glfwWin.Active = GL_FALSE;

+	_glfwInputDeactivation();

+    }

+

+    // Was there a window close request?

+    if( winclosed && _glfwWin.WindowCloseCallback )

+    {

+        // Check if the program wants us to close the window

+        winclosed = _glfwWin.WindowCloseCallback();

+    }

+    if( winclosed )

+    {

+        glfwCloseWindow();

+    }

+}

+

+

+//========================================================================

+// _glfwPlatformWaitEvents() - Wait for new window and input events

+//========================================================================

+

+void _glfwPlatformWaitEvents( void )

+{

+    XEvent event;

+

+    // Wait for new events (blocking)

+    XNextEvent( _glfwLibrary.Dpy, &event );

+    XPutBackEvent( _glfwLibrary.Dpy, &event );

+

+    // Poll events from queue

+    _glfwPlatformPollEvents();

+}

+

+

+//========================================================================

+// _glfwPlatformHideMouseCursor() - Hide mouse cursor (lock it)

+//========================================================================

+

+void _glfwPlatformHideMouseCursor( void )

+{

+    // Hide cursor

+    if( !_glfwWin.PointerHidden )

+    {

+        XDefineCursor( _glfwLibrary.Dpy, _glfwWin.Win,

+                       _glfwCreateNULLCursor( _glfwLibrary.Dpy,

+                                              _glfwWin.Win ) );

+        _glfwWin.PointerHidden = GL_TRUE;

+    }

+

+    // Grab cursor to user window

+    if( !_glfwWin.PointerGrabbed )

+    {

+        if( XGrabPointer( _glfwLibrary.Dpy, _glfwWin.Win, True,

+                          ButtonPressMask | ButtonReleaseMask |

+                          PointerMotionMask, GrabModeAsync, GrabModeAsync,

+                          _glfwWin.Win, None, CurrentTime ) ==

+            GrabSuccess )

+        {

+            _glfwWin.PointerGrabbed = GL_TRUE;

+        }

+    }

+}

+

+

+//========================================================================

+// _glfwPlatformShowMouseCursor() - Show mouse cursor (unlock it)

+//========================================================================

+

+void _glfwPlatformShowMouseCursor( void )

+{

+    // Un-grab cursor (only in windowed mode: in fullscreen mode we still

+    // want the mouse grabbed in order to confine the cursor to the window

+    // area)

+    if( _glfwWin.PointerGrabbed && !_glfwWin.Fullscreen )

+    {

+        XUngrabPointer( _glfwLibrary.Dpy, CurrentTime );

+        _glfwWin.PointerGrabbed = GL_FALSE;

+    }

+

+    // Show cursor

+    if( _glfwWin.PointerHidden )

+    {

+        XUndefineCursor( _glfwLibrary.Dpy, _glfwWin.Win );

+        _glfwWin.PointerHidden = GL_FALSE;

+    }

+}

+

+

+//========================================================================

+// _glfwPlatformSetMouseCursorPos() - Set physical mouse cursor position

+//========================================================================

+

+void _glfwPlatformSetMouseCursorPos( int x, int y )

+{

+    // Change cursor position

+    _glfwInput.CursorPosX = x;

+    _glfwInput.CursorPosY = y;

+    XWarpPointer( _glfwLibrary.Dpy, None, _glfwWin.Win, 0,0,0,0, x, y );

+}

+