/* * freeglut_display.c * * Display message posting, context buffer swapping. * * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved. * Written by Pawel W. Olszta, * 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. */ #include #include "freeglut_internal.h" /* -- INTERFACE FUNCTIONS -------------------------------------------------- */ /* * Marks the current window to have the redisplay performed when possible... */ void FGAPIENTRY glutPostRedisplay( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPostRedisplay" ); if ( ! fgStructure.CurrentWindow ) { fgError ( " ERROR: Function <%s> called" " with no current window defined.", "glutPostRedisplay" ) ; } fgStructure.CurrentWindow->State.Redisplay = GL_TRUE; } /* * Swaps the buffers for the current window (if any) */ void FGAPIENTRY glutSwapBuffers( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSwapBuffers" ); FREEGLUT_EXIT_IF_NO_WINDOW ( "glutSwapBuffers" ); /* * "glXSwapBuffers" already performs an implicit call to "glFlush". What * about "SwapBuffers"? */ glFlush( ); if( ! fgStructure.CurrentWindow->Window.DoubleBuffered ) return; #if TARGET_HOST_POSIX_X11 glXSwapBuffers( fgDisplay.Display, fgStructure.CurrentWindow->Window.Handle ); #elif TARGET_HOST_MS_WINDOWS SwapBuffers( fgStructure.CurrentWindow->Window.Device ); #endif /* GLUT_FPS env var support */ if( fgState.FPSInterval ) { GLint t = glutGet( GLUT_ELAPSED_TIME ); fgState.SwapCount++; if( fgState.SwapTime == 0 ) fgState.SwapTime = t; else if( t - fgState.SwapTime > fgState.FPSInterval ) { float time = 0.001f * ( t - fgState.SwapTime ); float fps = ( float )fgState.SwapCount / time; fprintf( stderr, "freeglut: %d frames in %.2f seconds = %.2f FPS\n", fgState.SwapCount, time, fps ); fgState.SwapTime = t; fgState.SwapCount = 0; } } } /* * Mark appropriate window to be displayed */ void FGAPIENTRY glutPostWindowRedisplay( int windowID ) { SFG_Window* window; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPostWindowRedisplay" ); window = fgWindowByID( windowID ); freeglut_return_if_fail( window ); window->State.Redisplay = GL_TRUE; } /*** END OF FILE ***/