4 * The windows message processing methods.
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Creation date: Fri Dec 3 1999
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
24 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #define G_LOG_DOMAIN "freeglut-main"
34 #include "../include/GL/freeglut.h"
35 #include "freeglut_internal.h"
38 #if TARGET_HOST_UNIX_X11
39 #include <sys/types.h>
44 #elif TARGET_HOST_WIN32
48 #define MAX(a,b) (((a)>(b)) ? (a) : (b))
52 #define MIN(a,b) (((a)<(b)) ? (a) : (b))
57 * TODO BEFORE THE STABLE RELEASE:
59 * There are some issues concerning window redrawing under X11, and maybe
60 * some events are not handled. The Win32 version lacks some more features,
61 * but seems acceptable for not demanding purposes.
63 * Need to investigate why the X11 version breaks out with an error when
64 * closing a window (using the window manager, not glutDestroyWindow)...
67 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
70 * Calls a window's redraw method. This is used when
71 * a redraw is forced by the incoming window messages.
74 static void fghRedrawWindowByHandle
75 #if TARGET_HOST_UNIX_X11
77 #elif TARGET_HOST_WIN32
82 * Find the window we have to redraw...
84 SFG_Window* window = fgWindowByHandle( handle );
85 freeglut_return_if_fail( window != NULL );
88 * Check if there is a display callback hooked to it
90 freeglut_return_if_fail( window->Callbacks.Display != NULL );
93 * Return if the window is not visible
95 freeglut_return_if_fail( window->State.Visible == TRUE );
98 * Set the window as the current one.
100 fgSetWindow( window );
103 * Do not exagerate with the redisplaying
105 window->State.Redisplay = FALSE;
108 * Have the callback executed now. The buffers should
109 * be swapped by the glutSwapBuffers() execution inside
110 * the callback itself.
113 window->Callbacks.Display();
117 * Handle a window configuration change. When no reshape
118 * callback is hooked, the viewport size is updated to
119 * match the new window size.
121 static void fghReshapeWindowByHandle
122 #if TARGET_HOST_UNIX_X11
123 ( Window handle, int width, int height )
124 #elif TARGET_HOST_WIN32
125 ( HWND handle, int width, int height )
128 SFG_Window *current_window = fgStructure.Window ;
131 * Find the window that received the reshape event
133 SFG_Window* window = fgWindowByHandle( handle );
134 freeglut_return_if_fail( window != NULL );
137 * Remember about setting the current window...
139 fgSetWindow( window );
142 * Check if there is a reshape callback hooked
144 if( window->Callbacks.Reshape != NULL )
147 * OKi, have it called immediately
149 window->Callbacks.Reshape( width, height );
154 * Otherwise just resize the viewport
156 glViewport( 0, 0, width, height );
160 * Force a window redraw. In Windows at least this is only a partial solution: if the
161 * window is increasing in size in either dimension, the already-drawn part does not get
162 * drawn again and things look funny. But without this we get this bad behaviour whenever
163 * we resize the window.
165 window->State.Redisplay = TRUE ;
168 * If this is a menu, restore the active window
170 if ( window->IsMenu )
171 fgSetWindow ( current_window ) ;
175 * A static helper function to execute display callback for a window
177 static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
179 #if TARGET_HOST_UNIX_X11
181 * Check if there is an idle callback hooked
183 if( (window->Callbacks.Display != NULL) &&
184 (window->State.Redisplay == TRUE) &&
185 (window->State.Visible == TRUE) )
187 SFG_Window *current_window = fgStructure.Window ;
190 * OKi, this is the case: have the window set as the current one
192 fgSetWindow( window );
195 * Do not exagerate with the redisplaying
197 window->State.Redisplay = FALSE;
200 * And execute the display callback immediately after
202 window->Callbacks.Display();
204 fgSetWindow ( current_window ) ;
207 #elif TARGET_HOST_WIN32
210 * Do we need to explicitly resize the window?
212 if( window->State.NeedToResize )
214 SFG_Window *current_window = fgStructure.Window ;
216 fgSetWindow( window );
218 fghReshapeWindowByHandle(
219 window->Window.Handle,
220 glutGet( GLUT_WINDOW_WIDTH ),
221 glutGet( GLUT_WINDOW_HEIGHT )
225 * Never ever do that again:
227 window->State.NeedToResize = FALSE;
229 fgSetWindow ( current_window ) ;
233 * This is done in a bit different way under Windows
235 if( (window->Callbacks.Display != NULL) &&
236 (window->State.Redisplay == TRUE) &&
237 (window->State.Visible == TRUE) )
240 * Do not exagerate with the redisplaying
242 window->State.Redisplay = FALSE;
245 window->Window.Handle, NULL, NULL,
246 RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
253 * Process this window's children (if any)
255 fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
259 * Make all windows perform a display call
261 static void fghDisplayAll( void )
263 SFG_Enumerator enumerator;
266 * Uses a method very similiar for fgWindowByHandle...
268 enumerator.found = FALSE;
269 enumerator.data = NULL;
272 * Start the enumeration now:
274 fgEnumWindows( fghcbDisplayWindow, &enumerator );
278 * Window enumerator callback to check for the joystick polling code
280 static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumerator )
282 long int checkTime = fgElapsedTime();
285 * Check if actually need to do the poll for the currently enumerated window:
287 if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= checkTime )
290 * Yeah, that's it. Poll the joystick...
292 fgJoystickPollWindow( window );
295 * ...and reset the polling counters:
297 window->State.JoystickLastPoll = checkTime;
301 * Process this window's children (if any)
303 fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
307 * Check all windows for joystick polling
309 static void fghCheckJoystickPolls( void )
311 SFG_Enumerator enumerator;
314 * Uses a method very similiar for fgWindowByHandle...
316 enumerator.found = FALSE;
317 enumerator.data = NULL;
320 * Start the enumeration now:
322 fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
326 * Check the global timers
328 static void fghCheckTimers( void )
330 long checkTime = fgElapsedTime();
331 SFG_Timer *timer, *next;
334 fgListInit(&timedOut);
337 * For every timer that is waiting for triggering
339 for( timer = (SFG_Timer *)fgState.Timers.First; timer; timer = (SFG_Timer *)next )
341 next = (SFG_Timer *)timer->Node.Next;
344 * Check for the timeout:
346 if( timer->TriggerTime <= checkTime )
349 * Add the timer to the timed out timers list
351 fgListRemove( &fgState.Timers, &timer->Node );
352 fgListAppend( &timedOut, &timer->Node );
357 * Now feel free to execute all the hooked and timed out timer callbacks
358 * And delete the timed out timers...
360 while ( (timer = (SFG_Timer *)timedOut.First) )
362 if( timer->Callback != NULL )
363 timer->Callback( timer->ID );
364 fgListRemove( &timedOut, &timer->Node );
373 long fgElapsedTime( void )
375 #if TARGET_HOST_UNIX_X11
379 gettimeofday( &now, NULL );
381 elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
382 elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
385 #elif TARGET_HOST_WIN32
386 return (timeGetTime() - fgState.Time.Value);
393 void fgError( const char *fmt, ... )
399 fprintf( stderr, "freeglut: ");
400 vfprintf( stderr, fmt, ap );
401 fprintf( stderr, "\n" );
408 void fgWarning( const char *fmt, ... )
414 fprintf( stderr, "freeglut: ");
415 vfprintf( stderr, fmt, ap );
416 fprintf( stderr, "\n" );
422 * Indicates whether Joystick events are being used by ANY window.
424 * The current mechanism is to walk all of the windows and ask if
425 * there is a joystick callback. Certainly in some cases, maybe
426 * in all cases, the joystick is attached to the system and accessed
427 * from ONE point by GLUT/freeglut, so this is not the right way,
428 * in general, to do this. However, the Joystick code is segregated
429 * in its own little world, so we can't access the information that
430 * we need in order to do that nicely.
433 * * Store Joystick data into freeglut global state.
434 * * Provide NON-static functions or data from Joystick *.c file.
436 * Basically, the RIGHT way to do this requires knowing something
437 * about the Joystick. Right now, the Joystick code is behind
441 static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
443 if( w->Callbacks.Joystick )
449 static int fgHaveJoystick( void )
451 SFG_Enumerator enumerator;
452 enumerator.found = FALSE;
453 enumerator.data = NULL;
454 fgEnumWindows( fgCheckJoystickCallback, &enumerator );
455 return !!enumerator.data;
457 static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
459 if( w->State.Redisplay )
465 static int fgHavePendingRedisplays (void)
467 SFG_Enumerator enumerator;
468 enumerator.found = FALSE;
469 enumerator.data = NULL;
470 fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
471 return !!enumerator.data;
474 * Indicates whether there are any outstanding timers.
476 static int fgHaveTimers( void )
478 return !!fgState.Timers.First;
481 * Returns the number of GLUT ticks (milliseconds) till the next timer event.
483 static long fgNextTimer( void )
485 long now = fgElapsedTime();
489 for( timer = (SFG_Timer *)fgState.Timers.First;
491 timer = (SFG_Timer *)timer->Node.Next )
492 ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
497 * Does the magic required to relinquish the CPU until something interesting
500 static void fgSleepForEvents( void )
502 #if TARGET_HOST_UNIX_X11
509 if( fgState.IdleCallback ||
510 fgHavePendingRedisplays() )
512 socket = ConnectionNumber( fgDisplay.Display );
514 FD_SET( socket, &fdset );
516 msec = fgNextTimer();
517 if( fgHaveJoystick() )
518 msec = MIN( msec, 10 );
520 wait.tv_sec = msec / 1000;
521 wait.tv_usec = (msec % 1000) * 1000;
522 err = select( socket+1, &fdset, NULL, NULL, &wait );
525 printf( "freeglut select() error: %d\n", errno );
527 #elif TARGET_HOST_WIN32
531 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
534 * Executes a single iteration in the freeglut processing loop.
536 void FGAPIENTRY glutMainLoopEvent( void )
538 #if TARGET_HOST_UNIX_X11
544 * This code was repeated constantly, so here it goes into a definition:
546 # define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break;
547 # define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y;
550 * Make sure the display has been created etc.
552 freeglut_assert_ready;
555 * Do we have any event messages pending?
557 while( XPending( fgDisplay.Display ) )
560 * Grab the next event to be processed...
562 XNextEvent( fgDisplay.Display, &event );
565 * Check the event's type
571 * The window creation confirmation
577 * This is sent to confirm the XDestroyWindow call.
580 * Call the window closure callback, remove from the structure, etc.
582 /* fgAddToWindowDestroyList ( window, FALSE ); */
588 * Destroy the window when the WM_DELETE_WINDOW message arrives
590 if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
592 GETWINDOW( xclient );
595 * Call the XWindows functions to close the window
597 fgCloseWindow ( window ) ;
600 * Call the window closure callback, remove from the structure, etc.
602 fgAddToWindowDestroyList ( window, FALSE );
608 * A window of ours has been unmapped...
614 * We are too dumb to process partial exposes...
616 if( event.xexpose.count == 0 )
617 fghRedrawWindowByHandle( event.xexpose.window );
620 case ConfigureNotify:
622 * The window gets resized
624 fghReshapeWindowByHandle(
625 event.xconfigure.window,
626 event.xconfigure.width,
627 event.xconfigure.height
633 * Have the client's keyboard knowledge updated (xlib.ps,
634 * page 206, says that's a good thing to do)
636 XRefreshKeyboardMapping( (XMappingEvent *) &event );
639 case VisibilityNotify:
642 * The window's visiblity might have changed
644 GETWINDOW( xvisibility );
647 * Break now if no window status callback has been hooked to that window
649 if( window->Callbacks.WindowStatus == NULL )
653 * We're going to send a callback to a window. Make it current.
655 fgSetWindow( window );
658 * Sending this event, the X server can notify us that the window has just
659 * acquired one of the three possible visibility states: VisibilityUnobscured,
660 * VisibilityPartiallyObscured or VisibilityFullyObscured
662 switch( event.xvisibility.state )
664 case VisibilityUnobscured:
666 * We are fully visible...
668 window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
669 window->State.Visible = TRUE;
672 case VisibilityPartiallyObscured:
674 * The window is partially visible
676 window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
677 window->State.Visible = TRUE;
680 case VisibilityFullyObscured:
682 * The window is totally obscured
684 window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
685 window->State.Visible = FALSE;
694 * Mouse is over one of our windows
696 GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
699 * Is there an entry callback hooked to the window?
701 if( window->Callbacks.Entry != NULL )
704 * Set the current window
706 fgSetWindow ( window ) ;
709 * Yeah. Notify the window about having the mouse cursor over
711 window->Callbacks.Entry( GLUT_ENTERED );
719 * Mouse is no longer over one of our windows
721 GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
724 * Is there an entry callback hooked to the window?
726 if( window->Callbacks.Entry != NULL )
729 * Set the current window
731 fgSetWindow ( window ) ;
734 * Yeah. Notify the window about having the mouse cursor over
736 window->Callbacks.Entry( GLUT_LEFT );
744 * The mouse cursor was moved...
746 GETWINDOW( xmotion ); GETMOUSE( xmotion );
749 * Fallback if there's an active menu hooked to this window
751 if( window->ActiveMenu != NULL )
754 * Let's make the window redraw as a result of the mouse motion.
756 window->State.Redisplay = TRUE ;
759 * Since the window is a menu, make the parent window current
761 fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
767 * What kind of a movement was it?
769 if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) ||
770 (event.xmotion.state & Button3Mask) || (event.xmotion.state & Button4Mask) ||
771 (event.xmotion.state & Button5Mask) )
774 * A mouse button was pressed during the movement...
775 * Is there a motion callback hooked to the window?
777 if( window->Callbacks.Motion != NULL )
780 * Set the current window
782 fgSetWindow ( window ) ;
785 * Yup. Have it executed immediately
787 window->Callbacks.Motion( event.xmotion.x, event.xmotion.y );
793 * Otherwise it was a passive movement...
795 if( window->Callbacks.Passive != NULL )
798 * Set the current window
800 fgSetWindow ( window ) ;
803 * That's right, and there is a passive callback, too.
805 window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
814 GLboolean pressed = TRUE ;
817 if ( event.type == ButtonRelease ) pressed = FALSE ;
820 * A mouse button has been pressed or released. Traditionally,
821 * break if the window was found within the freeglut structures.
823 GETWINDOW( xbutton ); GETMOUSE( xbutton );
826 * GLUT API assumes that you can't have more than three mouse buttons, so:
828 switch( event.xbutton.button )
831 * WARNING: this might be wrong, if we only have two mouse buttons,
832 * Button2 might mean the right button, isn't that right?
834 case Button1: button = GLUT_LEFT_BUTTON; break;
835 case Button2: button = GLUT_MIDDLE_BUTTON; break;
836 case Button3: button = GLUT_RIGHT_BUTTON; break;
837 default: button = -1; break;
841 * Skip the unwanted mouse buttons...
847 * Do not execute the application's mouse callback if a menu is hooked to this button.
848 * In that case an appropriate private call should be generated.
849 * Near as I can tell, this is the menu behaviour:
850 * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
851 * - Down-click any button outside the menu, menu active: deactivate the menu
852 * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
853 * - Up-click the menu button, menu not active: nothing happens
854 * - Up-click the menu button outside the menu, menu active: nothing happens
855 * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
857 if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
859 if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
861 /* Save the current window and menu and set the current window to the window whose menu this is */
862 SFG_Window *save_window = fgStructure.Window ;
863 SFG_Menu *save_menu = fgStructure.Menu ;
864 SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
865 fgSetWindow ( window ) ;
866 fgStructure.Menu = window->ActiveMenu ;
868 /* Execute the menu callback */
869 fgExecuteMenuCallback ( window->ActiveMenu ) ;
870 fgDeactivateMenu ( parent_window ) ;
872 /* Restore the current window and menu */
873 fgSetWindow ( save_window ) ;
874 fgStructure.Menu = save_menu ;
876 else /* Outside the menu, deactivate the menu if it's a downclick */
878 if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
882 * Let's make the window redraw as a result of the mouse click and menu activity.
884 window->State.Redisplay = TRUE ;
890 * No active menu, let's check whether we need to activate one.
892 if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
895 * Let's make the window redraw as a result of the mouse click.
897 window->State.Redisplay = TRUE ;
900 * Set the current window
902 fgSetWindow( window );
905 * Activate the appropriate menu structure...
907 fgActivateMenu( window, button );
913 * Check if there is a mouse callback hooked to the window
915 if( window->Callbacks.Mouse == NULL )
919 * Set the current window
921 fgSetWindow ( window );
924 * Remember the current modifiers state
927 if (event.xbutton.state & (ShiftMask|LockMask))
928 modifiers |= GLUT_ACTIVE_SHIFT;
929 if (event.xbutton.state & ControlMask)
930 modifiers |= GLUT_ACTIVE_CTRL;
931 if (event.xbutton.state & Mod1Mask)
932 modifiers |= GLUT_ACTIVE_ALT;
933 fgStructure.Window->State.Modifiers = modifiers;
936 * Finally execute the mouse callback
938 fgStructure.Window->Callbacks.Mouse(
940 event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
946 * Trash the modifiers state
948 fgStructure.Window->State.Modifiers = 0xffffffff;
955 FGCBkeyboard keyboard_cb;
956 FGCBspecial special_cb;
959 * A key has been pressed, find the window that had the focus:
961 GETWINDOW( xkey ); GETMOUSE( xkey );
963 if( event.type == KeyPress )
965 keyboard_cb = window->Callbacks.Keyboard;
966 special_cb = window->Callbacks.Special;
970 keyboard_cb = window->Callbacks.KeyboardUp;
971 special_cb = window->Callbacks.SpecialUp;
975 * Is there a keyboard/special callback hooked for this window?
977 if( (keyboard_cb != NULL) || (special_cb != NULL) )
979 XComposeStatus composeStatus;
980 char asciiCode[ 32 ];
985 * Check for the ASCII/KeySym codes associated with the event:
987 len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
990 * GLUT API tells us to have two separate callbacks...
995 * ...one for the ASCII translateable keypresses...
997 if( keyboard_cb != NULL )
1000 * Set the current window
1002 fgSetWindow( window );
1005 * Remember the current modifiers state
1008 if (event.xkey.state & (ShiftMask|LockMask))
1009 modifiers |= GLUT_ACTIVE_SHIFT;
1010 if (event.xkey.state & ControlMask)
1011 modifiers |= GLUT_ACTIVE_CTRL;
1012 if (event.xkey.state & Mod1Mask)
1013 modifiers |= GLUT_ACTIVE_ALT;
1014 window->State.Modifiers = modifiers;
1017 * Execute the callback
1019 keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y );
1022 * Trash the modifiers state
1024 window->State.Modifiers = 0xffffffff;
1032 * ...and one for all the others, which need to be translated to GLUT_KEY_Xs...
1037 * First the function keys come:
1039 case XK_F1: special = GLUT_KEY_F1; break;
1040 case XK_F2: special = GLUT_KEY_F2; break;
1041 case XK_F3: special = GLUT_KEY_F3; break;
1042 case XK_F4: special = GLUT_KEY_F4; break;
1043 case XK_F5: special = GLUT_KEY_F5; break;
1044 case XK_F6: special = GLUT_KEY_F6; break;
1045 case XK_F7: special = GLUT_KEY_F7; break;
1046 case XK_F8: special = GLUT_KEY_F8; break;
1047 case XK_F9: special = GLUT_KEY_F9; break;
1048 case XK_F10: special = GLUT_KEY_F10; break;
1049 case XK_F11: special = GLUT_KEY_F11; break;
1050 case XK_F12: special = GLUT_KEY_F12; break;
1053 * Then the arrows and stuff:
1055 case XK_Left: special = GLUT_KEY_LEFT; break;
1056 case XK_Right: special = GLUT_KEY_RIGHT; break;
1057 case XK_Up: special = GLUT_KEY_UP; break;
1058 case XK_Down: special = GLUT_KEY_DOWN; break;
1061 case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
1063 case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
1065 case XK_Home: special = GLUT_KEY_HOME; break;
1067 case XK_End: special = GLUT_KEY_END; break;
1069 case XK_Insert: special = GLUT_KEY_INSERT; break;
1073 * Execute the callback (if one has been specified),
1074 * given that the special code seems to be valid...
1076 if( (special_cb != NULL) && (special != -1) )
1079 * Set the current window
1081 fgSetWindow( window );
1084 * Remember the current modifiers state
1087 if (event.xkey.state & (ShiftMask|LockMask))
1088 modifiers |= GLUT_ACTIVE_SHIFT;
1089 if (event.xkey.state & ControlMask)
1090 modifiers |= GLUT_ACTIVE_CTRL;
1091 if (event.xkey.state & Mod1Mask)
1092 modifiers |= GLUT_ACTIVE_ALT;
1093 window->State.Modifiers = modifiers;
1095 special_cb( special, event.xkey.x, event.xkey.y );
1098 * Trash the modifiers state
1100 window->State.Modifiers = 0xffffffff;
1111 * Have all the timers checked.
1116 * Poll the joystick and notify all windows that want to be notified...
1118 fghCheckJoystickPolls();
1121 * No messages in the queue, which means we are idling...
1123 if( fgState.IdleCallback != NULL )
1124 fgState.IdleCallback();
1127 * Remember about displaying all the windows that have
1128 * been marked for a redisplay (possibly in the idle call):
1133 #elif TARGET_HOST_WIN32
1138 * The windows processing is considerably smaller
1140 while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
1143 * Grab the message now, checking for WM_QUIT
1145 if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
1146 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1149 * Translate virtual-key messages and send them to the window...
1151 TranslateMessage( &stMsg );
1152 DispatchMessage( &stMsg );
1157 * Have all the timers checked.
1162 * Poll the joystick and notify all windows that want to be notified...
1164 fghCheckJoystickPolls();
1167 * No messages in the queue, which means we are idling...
1169 if( fgState.IdleCallback != NULL )
1170 fgState.IdleCallback();
1173 * Remember about displaying all the windows that have
1174 * been marked for a redisplay (possibly in the idle call):
1181 * If an event caused a window to be closed, do the actual closing here
1187 * Enters the freeglut processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
1189 void FGAPIENTRY glutMainLoop( void )
1191 #if TARGET_HOST_WIN32
1192 SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
1196 * Make sure the display has been created etc.
1198 freeglut_assert_ready;
1200 #if TARGET_HOST_WIN32
1202 * Processing before the main loop: If there is a window which is open and which
1203 * has a visibility callback, call it. I know this is an ugly hack, but I'm not sure
1204 * what else to do about it. Ideally we should leave something uninitialized in the
1205 * create window code and initialize it in the main loop, and have that initialization
1206 * create a "WM_ACTIVATE" message. Then we would put the visibility callback code in
1207 * the "case WM_ACTIVATE" block below. - John Fay -- 10/24/02
1209 while ( window != NULL )
1211 if ( window->Callbacks.Visibility != NULL )
1213 SFG_Window *current_window = fgStructure.Window ;
1216 * Set the current window
1218 fgSetWindow( window );
1220 window->Callbacks.Visibility ( window->State.Visible ) ;
1223 * Restore the current window
1225 fgSetWindow( current_window );
1228 window = (SFG_Window *)window->Node.Next ;
1233 * Set freeglut to be running
1235 fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
1238 * Enter the main loop itself. Inside the loop, process events and check for loop exit.
1240 while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
1242 glutMainLoopEvent () ;
1245 * If there are no more windows open, stop execution
1247 if ( fgStructure.Windows.First == NULL )
1248 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1254 fgExecutionState execState = fgState.ActionOnWindowClose;
1257 * When this loop terminates, destroy the display, state and structure
1258 * of a freeglut session, so that another glutInit() call can happen
1263 * Check whether we return to the calling program or simply exit
1265 if ( execState == GLUT_ACTION_EXIT )
1271 * Leaves the freeglut processing loop.
1273 void FGAPIENTRY glutLeaveMainLoop( void )
1275 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1279 * The window procedure for handling Win32 events
1281 #if TARGET_HOST_WIN32
1282 LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
1284 SFG_Window* window = fgWindowByHandle( hWnd );
1288 if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
1289 return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
1291 /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, uMsg, wParam, lParam ) ; */
1293 * Check what type of message are we receiving
1299 * The window structure is passed as the creation structure paramter...
1301 window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
1302 assert( window != NULL );
1305 * We can safely store the window's handle now:
1307 window->Window.Handle = hWnd;
1310 * Get the window's device context
1312 window->Window.Device = GetDC( hWnd );
1315 * Create or get the OpenGL rendering context now
1317 if ( fgState.BuildingAMenu )
1320 * Setup the pixel format of our window
1322 unsigned int current_DisplayMode = fgState.DisplayMode ;
1323 fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
1324 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1325 fgState.DisplayMode = current_DisplayMode ;
1328 * If there isn't already an OpenGL rendering context for menu windows, make one
1330 if ( !fgStructure.MenuContext )
1332 fgStructure.MenuContext = (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ) ;
1333 fgStructure.MenuContext->Context = wglCreateContext( window->Window.Device );
1336 wglMakeCurrent ( window->Window.Device, fgStructure.MenuContext->Context ) ;
1338 /* window->Window.Context = wglGetCurrentContext () ; */
1339 window->Window.Context = wglCreateContext( window->Window.Device );
1344 * Setup the pixel format of our window
1346 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1348 if ( fgState.UseCurrentContext == TRUE )
1350 window->Window.Context = wglGetCurrentContext();
1351 if ( ! window->Window.Context )
1352 window->Window.Context = wglCreateContext( window->Window.Device );
1355 window->Window.Context = wglCreateContext( window->Window.Device );
1359 * Still, we'll be needing to explicitly resize the window
1361 window->State.NeedToResize = TRUE;
1364 * Finally, have the window's device context released
1366 ReleaseDC( window->Window.Handle, window->Window.Device );
1371 * We got resized... But check if the window has been already added...
1373 fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
1377 printf("WM_SETFOCUS: %p\n", window );
1378 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1382 if (LOWORD(wParam) != WA_INACTIVE)
1384 /* glutSetCursor( fgStructure.Window->State.Cursor ); */
1385 printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
1387 glutSetCursor( window->State.Cursor );
1390 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1396 * Windows seems to need reminding to erase the cursor for NONE.
1399 if ((LOWORD(lParam) == HTCLIENT) &&
1400 (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
1403 /* Set the cursor AND change it for this window class. */
1404 # define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
1406 /* Nuke the cursor AND change it for this window class. */
1407 # define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
1410 if (LOWORD(lParam) == HTCLIENT)
1411 switch( window->State.Cursor )
1413 MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW );
1414 MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW );
1415 MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP );
1416 MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS );
1417 MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP );
1418 MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL );
1419 MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS );
1420 MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
1421 MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
1422 MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
1423 /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
1424 ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
1427 MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
1431 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1436 * We are now Visible!
1438 window->State.Visible = TRUE;
1439 window->State.Redisplay = TRUE;
1444 * Start the painting job
1447 BeginPaint( hWnd, &ps );
1450 * Call the engine's main frame drawing method
1452 fghRedrawWindowByHandle( hWnd );
1455 * End the painting job, release the device context
1457 EndPaint( hWnd, &ps );
1462 * Make sure we don't close a window with current context active
1464 if( fgStructure.Window == window )
1469 wglMakeCurrent( NULL, NULL );
1470 /* Step through the list of windows. If the rendering context is notbeing used
1471 * by another window, then we delete it.
1473 for ( iter = (SFG_Window *)fgStructure.Windows.First; iter; iter = (SFG_Window *)iter->Node.Next )
1475 if ( ( iter->Window.Context == window->Window.Context ) && ( iter != window ) )
1479 if ( used == FALSE ) wglDeleteContext( window->Window.Context );
1483 * Put on a linked list of windows to be removed after all the callbacks have returned
1485 fgAddToWindowDestroyList ( window, FALSE ) ;
1488 * Proceed with the window destruction
1490 DestroyWindow( hWnd );
1495 * The window already got destroyed, so don't bother with it.
1502 * The mouse cursor has moved. Remember the new mouse cursor's position
1504 window->State.MouseX = LOWORD( lParam );
1505 window->State.MouseY = HIWORD( lParam );
1508 * Fallback if there's an active menu hooked to this window
1510 if ( window->ActiveMenu != NULL )
1513 * Let's make the window redraw as a result of the mouse motion.
1515 window->State.Redisplay = TRUE ;
1518 * Since the window is a menu, make the parent window current
1520 fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
1526 * Remember the current modifiers state.
1528 window->State.Modifiers =
1529 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1530 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1531 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1534 * Check if any of the mouse buttons is pressed...
1536 if( (wParam & MK_LBUTTON) || (wParam & MK_MBUTTON) || (wParam & MK_RBUTTON) )
1539 * Yeah, indeed. We need to use the motion callback then:
1541 if( window->Callbacks.Motion != NULL )
1544 * Make sure the current window is set...
1546 fgSetWindow( window );
1549 * Execute the active mouse motion callback now
1551 window->Callbacks.Motion( window->State.MouseX, window->State.MouseY );
1557 * All mouse buttons are up, execute the passive mouse motion callback
1559 if( window->Callbacks.Passive != NULL )
1562 * Make sure the current window is set
1564 fgSetWindow( window );
1567 * Execute the passive mouse motion callback
1569 window->Callbacks.Passive( window->State.MouseX, window->State.MouseY );
1574 * Thrash the current modifiers state now
1576 window->State.Modifiers = 0xffffffff;
1580 case WM_LBUTTONDOWN:
1581 case WM_MBUTTONDOWN:
1582 case WM_RBUTTONDOWN:
1587 GLboolean pressed = TRUE;
1591 * The mouse cursor has moved. Remember the new mouse cursor's position
1593 window->State.MouseX = LOWORD( lParam );
1594 window->State.MouseY = HIWORD( lParam );
1597 * We're curious about the GLUT API button name...
1601 case WM_LBUTTONDOWN: pressed = TRUE; button = GLUT_LEFT_BUTTON; break;
1602 case WM_MBUTTONDOWN: pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
1603 case WM_RBUTTONDOWN: pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
1604 case WM_LBUTTONUP: pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
1605 case WM_MBUTTONUP: pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
1606 case WM_RBUTTONUP: pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
1607 default: pressed = FALSE; button = -1; break;
1611 * The left and right mouse buttons might have been swapped...
1613 if( GetSystemMetrics( SM_SWAPBUTTON ) )
1614 if( button == GLUT_LEFT_BUTTON ) button = GLUT_RIGHT_BUTTON;
1615 else if( button == GLUT_RIGHT_BUTTON ) button = GLUT_LEFT_BUTTON;
1618 * Hey, what's up with you?
1621 return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
1624 * Do not execute the application's mouse callback if a menu is hooked to this button.
1625 * In that case an appropriate private call should be generated.
1626 * Near as I can tell, this is the menu behaviour:
1627 * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
1628 * - Down-click any button outside the menu, menu active: deactivate the menu
1629 * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
1630 * - Up-click the menu button, menu not active: nothing happens
1631 * - Up-click the menu button outside the menu, menu active: nothing happens
1632 * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
1634 if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
1636 if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
1638 /* Save the current window and menu and set the current window to the window whose menu this is */
1639 SFG_Window *save_window = fgStructure.Window ;
1640 SFG_Menu *save_menu = fgStructure.Menu ;
1641 SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
1642 fgSetWindow ( window ) ;
1643 fgStructure.Menu = window->ActiveMenu ;
1645 /* Execute the menu callback */
1646 fgExecuteMenuCallback ( window->ActiveMenu ) ;
1647 fgDeactivateMenu ( parent_window ) ;
1649 /* Restore the current window and menu */
1650 fgSetWindow ( save_window ) ;
1651 fgStructure.Menu = save_menu ;
1653 else /* Outside the menu, deactivate the menu if it's a downclick */
1655 if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
1659 * Let's make the window redraw as a result of the mouse click and menu activity.
1661 if ( ! window->IsMenu ) window->State.Redisplay = TRUE ;
1667 * No active menu, let's check whether we need to activate one.
1669 if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
1672 * Let's make the window redraw as a result of the mouse click.
1674 window->State.Redisplay = TRUE ;
1677 * Set the current window
1679 fgSetWindow( window );
1682 * Activate the appropriate menu structure...
1684 fgActivateMenu( window, button );
1690 * Check if there is a mouse callback hooked to the window
1692 if( window->Callbacks.Mouse == NULL )
1696 * Set the current window
1698 fgSetWindow ( window );
1701 * Remember the current modifiers state.
1703 fgStructure.Window->State.Modifiers =
1704 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1705 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1706 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1709 * Finally execute the mouse callback
1711 window->Callbacks.Mouse(
1713 pressed == TRUE ? GLUT_DOWN : GLUT_UP,
1714 window->State.MouseX,
1715 window->State.MouseY
1719 * Trash the modifiers state
1721 fgStructure.Window->State.Modifiers = 0xffffffff;
1732 * Ignore the automatic key repetition if needed:
1734 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1738 * Remember the current modifiers state. This is done here in order
1739 * to make sure the VK_DELETE keyboard callback is executed properly.
1741 window->State.Modifiers =
1742 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1743 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1744 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1747 * Set the mouse position
1749 GetCursorPos ( &mouse_pos ) ;
1750 ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
1752 window->State.MouseX = mouse_pos.x ;
1753 window->State.MouseY = mouse_pos.y ;
1756 * Convert the Win32 keystroke codes to GLUTtish way
1758 # define KEY(a,b) case a: keypress = b; break;
1763 * Most of the special characters can be handled automagically...
1765 KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
1766 KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
1767 KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
1768 KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
1769 KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
1770 KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
1771 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1772 KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
1773 KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
1774 KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
1775 KEY( VK_INSERT, GLUT_KEY_INSERT );
1778 * ...yet there is a small exception we need to have handled...
1782 * The delete key should be treated as an ASCII keypress:
1784 if( window->Callbacks.Keyboard != NULL )
1786 fgSetWindow( window );
1787 window->Callbacks.Keyboard( 127, window->State.MouseX, window->State.MouseY );
1792 * Execute the special callback, if present, given the conversion was a success:
1794 if( (keypress != -1) && (window->Callbacks.Special != NULL) )
1797 * Set the current window
1799 fgSetWindow( window );
1802 * Have the special callback executed:
1804 window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY );
1808 * Thrash the modifiers register now
1810 window->State.Modifiers = 0xffffffff;
1821 * Remember the current modifiers state. This is done here in order
1822 * to make sure the VK_DELETE keyboard callback is executed properly.
1824 window->State.Modifiers =
1825 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1826 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1827 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1830 * Set the mouse position
1832 GetCursorPos ( &mouse_pos ) ;
1833 ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
1835 window->State.MouseX = mouse_pos.x ;
1836 window->State.MouseY = mouse_pos.y ;
1839 * Convert the Win32 keystroke codes to GLUTtish way. "KEY(a,b)" was defined under "WM_KEYDOWN"
1845 * Most of the special characters can be handled automagically...
1847 KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
1848 KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
1849 KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
1850 KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
1851 KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
1852 KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
1853 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1854 KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
1855 KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
1856 KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
1857 KEY( VK_INSERT, GLUT_KEY_INSERT );
1860 * ...yet there is a small exception we need to have handled...
1864 * The delete key should be treated as an ASCII keypress:
1866 if( window->Callbacks.KeyboardUp != NULL )
1868 fgSetWindow ( window ) ;
1869 window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
1876 * Call the KeyboardUp callback for a regular character if there is one.
1881 GetKeyboardState(state);
1883 if ( ToAscii( wParam, 0, state, code, 0 ) == 1 )
1886 if( window->Callbacks.KeyboardUp != NULL )
1889 * Set the current window
1891 fgSetWindow( window );
1893 window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY );
1899 * Execute the special callback, if present, given the conversion was a success:
1901 if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) )
1904 * Set the current window
1906 fgSetWindow( window );
1909 * Have the special callback executed:
1911 window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
1915 * Thrash the modifiers register now
1917 window->State.Modifiers = 0xffffffff;
1925 * Ignore the automatic key repetition if needed:
1927 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1931 * Clear to go with the keyboard callback, if registered:
1933 if( window->Callbacks.Keyboard != NULL )
1936 * Set the current window
1938 fgSetWindow( window );
1941 * Remember the current modifiers state
1943 window->State.Modifiers =
1944 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1945 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1946 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1949 * Have the special callback executed:
1951 window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
1954 * Thrash the modifiers register now
1956 window->State.Modifiers = 0xffffffff;
1961 case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
1962 if ( window->Callbacks.Display )
1965 * Set the current window
1967 fgSetWindow( window );
1969 window->Callbacks.Display () ;
1972 /* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
1976 * Other messages that I have seen and which are not handled already
1978 case WM_SETTEXT : /* 0x000c */
1979 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to set the window text */
1982 case WM_GETTEXT : /* 0x000d */
1983 /* Ideally we would copy the title of the window into "lParam" */
1984 /* strncpy ( (char *)lParam, "Window Title", wParam ) ;
1985 lRet = ( wParam > 12 ) ? 12 : wParam ; */ /* the number of characters copied */
1986 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1989 case WM_GETTEXTLENGTH : /* 0x000e */
1990 /* Ideally we would get the length of the title of the window */
1991 lRet = 12 ; /* the number of characters in "Window Title\0" (see above) */
1994 case WM_ERASEBKGND : /* 0x0014 */
1995 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1998 case WM_SYNCPAINT : /* 0x0088 */
1999 /* Another window has moved, need to update this one */
2000 window->State.Redisplay = TRUE ;
2001 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Help screen says this message must be passed to "DefWindowProc" */
2004 case WM_NCPAINT : /* 0x0085 */
2005 /* Need to update the border of this window */
2006 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to repaint a standard border */
2011 * Handle unhandled messages
2013 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
2021 /*** END OF FILE ***/