ref_ptr<WindowBuilder> WindowBuilder::windowBuilder;
+const string WindowBuilder::defaultWindowName("FlightGear");
+
void WindowBuilder::initWindowBuilder(bool stencil)
{
windowBuilder = new WindowBuilder(stencil);
{
GraphicsContext::WindowingSystemInterface* wsi
= osg::GraphicsContext::getWindowingSystemInterface();
- int w = fgGetInt("/sim/startup/xsize");
- int h = fgGetInt("/sim/startup/ysize");
- int bpp = fgGetInt("/sim/rendering/bits-per-pixel");
- bool alpha = fgGetBool("/sim/rendering/clouds3d-enable");
- bool fullscreen = fgGetBool("/sim/startup/fullscreen");
-
GraphicsContext::Traits* traits = new osg::GraphicsContext::Traits;
+
traits->readDISPLAY();
+ if (traits->displayNum < 0)
+ traits->displayNum = 0;
+ if (traits->screenNum < 0)
+ traits->screenNum = 0;
+
+ int bpp = fgGetInt("/sim/rendering/bits-per-pixel");
+ bool alpha = fgGetBool("/sim/rendering/clouds3d-enable");
int cbits = (bpp <= 16) ? 5 : 8;
int zbits = (bpp <= 16) ? 16 : 24;
traits->red = traits->green = traits->blue = cbits;
traits->depth = zbits;
if (alpha)
- traits->alpha = 8;
+ traits->alpha = 8;
+
if (stencil)
- traits->stencil = 8;
+ traits->stencil = 8;
+
+ unsigned screenwidth = 0;
+ unsigned screenheight = 0;
+ wsi->getScreenResolution(*traits, screenwidth, screenheight);
+
traits->doubleBuffer = true;
traits->mipMapGeneration = true;
traits->windowName = "FlightGear";
// XXX should check per window too.
traits->sampleBuffers = fgGetBool("/sim/rendering/multi-sample-buffers", traits->sampleBuffers);
- traits->samples = fgGetBool("/sim/rendering/multi-samples", traits->samples);
+ traits->samples = fgGetInt("/sim/rendering/multi-samples", traits->samples);
traits->vsync = fgGetBool("/sim/rendering/vsync-enable", traits->vsync);
- if (fullscreen) {
- unsigned width = 0;
- unsigned height = 0;
- wsi->getScreenResolution(*traits, width, height);
- traits->windowDecoration = false;
- traits->width = width;
- traits->height = height;
+ traits->windowDecoration = !fgGetBool("/sim/startup/fullscreen");
+
+ if (!traits->windowDecoration) {
+ // fullscreen
traits->supportsResize = false;
+ traits->width = screenwidth;
+ traits->height = screenheight;
} else {
- traits->windowDecoration = true;
+ // window
+ int w = fgGetInt("/sim/startup/xsize");
+ int h = fgGetInt("/sim/startup/ysize");
+ traits->supportsResize = true;
traits->width = w;
traits->height = h;
-#if defined(WIN32) || defined(__APPLE__)
- // Ugly Hack, why does CW_USEDEFAULT works like phase of the moon?
- // Mac also needs this to show window frame, menubar and Docks
- traits->x = 100;
- traits->y = 100;
-#endif
- traits->supportsResize = true;
+ if ((w>0)&&(h>0))
+ {
+ traits->x = ((unsigned)w>screenwidth) ? 0 : (screenwidth-w)/3;
+ traits->y = ((unsigned)h>screenheight) ? 0 : (screenheight-h)/3;
+ }
}
return traits;
}
string windowName;
if (winNode->hasChild("window-name"))
windowName = winNode->getStringValue("window-name");
- else if (winNode->hasChild("name"))
+ else if (winNode->hasChild("name"))
windowName = winNode->getStringValue("name");
GraphicsWindow* result = 0;
if (!windowName.empty()) {
int traitsSet = setFromProperty(traits->hostName, winNode, "host-name");
traitsSet |= setFromProperty(traits->displayNum, winNode, "display");
traitsSet |= setFromProperty(traits->screenNum, winNode, "screen");
+
const SGPropertyNode* fullscreenNode = winNode->getNode("fullscreen");
+
if (fullscreenNode && fullscreenNode->getBoolValue()) {
+ // fullscreen mode
unsigned width = 0;
unsigned height = 0;
wsi->getScreenResolution(*traits, width, height);
traits->width = width;
traits->height = height;
traits->supportsResize = false;
+ traits->x = 0;
+ traits->y = 0;
traitsSet = 1;
} else {
int resizable = 0;
+ if (fullscreenNode && !fullscreenNode->getBoolValue())
+ {
+ traits->windowDecoration = true;
+ resizable = 1;
+ }
resizable |= setFromProperty(traits->windowDecoration, winNode,
"decoration");
resizable |= setFromProperty(traits->width, winNode, "width");
if (traitsSet) {
GraphicsContext* gc = GraphicsContext::createGraphicsContext(traits);
if (gc) {
- gc->realize();
GraphicsWindow* window = WindowSystemAdapter::getWSA()
->registerWindow(gc, traits->windowName);
if (drawGUI)
return 0;
}
} else {
+ // XXX What if the window has no traits, but does have a name?
+ // We should create a "default window" registered with that name.
return getDefaultWindow();
}
}
GraphicsWindow* WindowBuilder::getDefaultWindow()
{
- if (defaultWindow.valid())
- return defaultWindow.get();
+ GraphicsWindow* defaultWindow
+ = WindowSystemAdapter::getWSA()->findWindow(defaultWindowName);
+ if (defaultWindow)
+ return defaultWindow;
GraphicsContext::Traits* traits
= new GraphicsContext::Traits(*defaultTraits);
traits->windowName = "FlightGear";
+
GraphicsContext* gc = GraphicsContext::createGraphicsContext(traits);
if (gc) {
- gc->realize();
defaultWindow = WindowSystemAdapter::getWSA()
- ->registerWindow(gc, traits->windowName);
- return defaultWindow.get();
+ ->registerWindow(gc, defaultWindowName);
+ return defaultWindow;
} else {
+ SG_LOG(SG_GENERAL, SG_ALERT, "getDefaultWindow: failed to create GraphicsContext");
return 0;
}
}