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;
458 * Indicates whether there are any outstanding timers.
460 static int fgHaveTimers( void )
462 return !!fgState.Timers.First;
465 * Returns the number of GLUT ticks (milliseconds) till the next timer event.
467 static long fgNextTimer( void )
469 long now = fgElapsedTime();
473 for( timer = (SFG_Timer *)fgState.Timers.First;
475 timer = (SFG_Timer *)timer->Node.Next )
476 ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
481 * Does the magic required to relinquish the CPU until something interesting
484 static void fgSleepForEvents( void )
486 #if TARGET_HOST_UNIX_X11
493 socket = ConnectionNumber( fgDisplay.Display );
495 FD_SET( socket, &fdset );
497 msec = fgNextTimer();
498 if( fgHaveJoystick() )
499 msec = MIN( msec, 10 );
501 wait.tv_sec = msec / 1000;
502 wait.tv_usec = (msec % 1000) * 1000;
503 err = select( socket+1, &fdset, NULL, NULL, &wait );
506 printf( "freeglut select() error: %d\n", errno );
508 #elif TARGET_HOST_WIN32
512 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
515 * Executes a single iteration in the freeglut processing loop.
517 void FGAPIENTRY glutMainLoopEvent( void )
519 #if TARGET_HOST_UNIX_X11
525 * This code was repeated constantly, so here it goes into a definition:
527 # define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break;
528 # define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y;
531 * Make sure the display has been created etc.
533 freeglut_assert_ready;
536 * Do we have any event messages pending?
538 while( XPending( fgDisplay.Display ) )
541 * Grab the next event to be processed...
543 XNextEvent( fgDisplay.Display, &event );
546 * Check the event's type
552 * The window creation confirmation
558 * This is sent to confirm the XDestroyWindow call.
561 * Call the window closure callback, remove from the structure, etc.
563 /* fgAddToWindowDestroyList ( window, FALSE ); */
569 * Destroy the window when the WM_DELETE_WINDOW message arrives
571 if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
573 GETWINDOW( xclient );
576 * Call the XWindows functions to close the window
578 fgCloseWindow ( window ) ;
581 * Call the window closure callback, remove from the structure, etc.
583 fgAddToWindowDestroyList ( window, FALSE );
589 * A window of ours has been unmapped...
595 * We are too dumb to process partial exposes...
597 if( event.xexpose.count == 0 )
598 fghRedrawWindowByHandle( event.xexpose.window );
601 case ConfigureNotify:
603 * The window gets resized
605 fghReshapeWindowByHandle(
606 event.xconfigure.window,
607 event.xconfigure.width,
608 event.xconfigure.height
614 * Have the client's keyboard knowledge updated (xlib.ps,
615 * page 206, says that's a good thing to do)
617 XRefreshKeyboardMapping( (XMappingEvent *) &event );
620 case VisibilityNotify:
623 * The window's visiblity might have changed
625 GETWINDOW( xvisibility );
628 * Break now if no window status callback has been hooked to that window
630 if( window->Callbacks.WindowStatus == NULL )
634 * We're going to send a callback to a window. Make it current.
636 fgSetWindow( window );
639 * Sending this event, the X server can notify us that the window has just
640 * acquired one of the three possible visibility states: VisibilityUnobscured,
641 * VisibilityPartiallyObscured or VisibilityFullyObscured
643 switch( event.xvisibility.state )
645 case VisibilityUnobscured:
647 * We are fully visible...
649 window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
650 window->State.Visible = TRUE;
653 case VisibilityPartiallyObscured:
655 * The window is partially visible
657 window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
658 window->State.Visible = TRUE;
661 case VisibilityFullyObscured:
663 * The window is totally obscured
665 window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
666 window->State.Visible = FALSE;
675 * Mouse is over one of our windows
677 GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
680 * Is there an entry callback hooked to the window?
682 if( window->Callbacks.Entry != NULL )
685 * Set the current window
687 fgSetWindow ( window ) ;
690 * Yeah. Notify the window about having the mouse cursor over
692 window->Callbacks.Entry( GLUT_ENTERED );
700 * Mouse is no longer over one of our windows
702 GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
705 * Is there an entry callback hooked to the window?
707 if( window->Callbacks.Entry != NULL )
710 * Set the current window
712 fgSetWindow ( window ) ;
715 * Yeah. Notify the window about having the mouse cursor over
717 window->Callbacks.Entry( GLUT_LEFT );
725 * The mouse cursor was moved...
727 GETWINDOW( xmotion ); GETMOUSE( xmotion );
730 * Fallback if there's an active menu hooked to this window
732 if( window->ActiveMenu != NULL )
735 * Let's make the window redraw as a result of the mouse motion.
737 window->State.Redisplay = TRUE ;
740 * Since the window is a menu, make the parent window current
742 fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
748 * What kind of a movement was it?
750 if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) ||
751 (event.xmotion.state & Button3Mask) || (event.xmotion.state & Button4Mask) ||
752 (event.xmotion.state & Button5Mask) )
755 * A mouse button was pressed during the movement...
756 * Is there a motion callback hooked to the window?
758 if( window->Callbacks.Motion != NULL )
761 * Set the current window
763 fgSetWindow ( window ) ;
766 * Yup. Have it executed immediately
768 window->Callbacks.Motion( event.xmotion.x, event.xmotion.y );
774 * Otherwise it was a passive movement...
776 if( window->Callbacks.Passive != NULL )
779 * Set the current window
781 fgSetWindow ( window ) ;
784 * That's right, and there is a passive callback, too.
786 window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
795 GLboolean pressed = TRUE ;
798 if ( event.type == ButtonRelease ) pressed = FALSE ;
801 * A mouse button has been pressed or released. Traditionally,
802 * break if the window was found within the freeglut structures.
804 GETWINDOW( xbutton ); GETMOUSE( xbutton );
807 * GLUT API assumes that you can't have more than three mouse buttons, so:
809 switch( event.xbutton.button )
812 * WARNING: this might be wrong, if we only have two mouse buttons,
813 * Button2 might mean the right button, isn't that right?
815 case Button1: button = GLUT_LEFT_BUTTON; break;
816 case Button2: button = GLUT_MIDDLE_BUTTON; break;
817 case Button3: button = GLUT_RIGHT_BUTTON; break;
818 default: button = -1; break;
822 * Skip the unwanted mouse buttons...
828 * Do not execute the application's mouse callback if a menu is hooked to this button.
829 * In that case an appropriate private call should be generated.
830 * Near as I can tell, this is the menu behaviour:
831 * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
832 * - Down-click any button outside the menu, menu active: deactivate the menu
833 * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
834 * - Up-click the menu button, menu not active: nothing happens
835 * - Up-click the menu button outside the menu, menu active: nothing happens
836 * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
838 if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
840 if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
842 /* Save the current window and menu and set the current window to the window whose menu this is */
843 SFG_Window *save_window = fgStructure.Window ;
844 SFG_Menu *save_menu = fgStructure.Menu ;
845 SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
846 fgSetWindow ( window ) ;
847 fgStructure.Menu = window->ActiveMenu ;
849 /* Execute the menu callback */
850 fgExecuteMenuCallback ( window->ActiveMenu ) ;
851 fgDeactivateMenu ( parent_window ) ;
853 /* Restore the current window and menu */
854 fgSetWindow ( save_window ) ;
855 fgStructure.Menu = save_menu ;
857 else /* Outside the menu, deactivate the menu if it's a downclick */
859 if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
863 * Let's make the window redraw as a result of the mouse click and menu activity.
865 window->State.Redisplay = TRUE ;
871 * No active menu, let's check whether we need to activate one.
873 if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
876 * Let's make the window redraw as a result of the mouse click.
878 window->State.Redisplay = TRUE ;
881 * Set the current window
883 fgSetWindow( window );
886 * Activate the appropriate menu structure...
888 fgActivateMenu( window, button );
894 * Check if there is a mouse callback hooked to the window
896 if( window->Callbacks.Mouse == NULL )
900 * Set the current window
902 fgSetWindow ( window );
905 * Remember the current modifiers state
908 if (event.xbutton.state & (ShiftMask|LockMask))
909 modifiers |= GLUT_ACTIVE_SHIFT;
910 if (event.xbutton.state & ControlMask)
911 modifiers |= GLUT_ACTIVE_CTRL;
912 if (event.xbutton.state & Mod1Mask)
913 modifiers |= GLUT_ACTIVE_ALT;
914 fgStructure.Window->State.Modifiers = modifiers;
917 * Finally execute the mouse callback
919 fgStructure.Window->Callbacks.Mouse(
921 event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
927 * Trash the modifiers state
929 fgStructure.Window->State.Modifiers = 0xffffffff;
936 FGCBkeyboard keyboard_cb;
937 FGCBspecial special_cb;
940 * A key has been pressed, find the window that had the focus:
942 GETWINDOW( xkey ); GETMOUSE( xkey );
944 if( event.type == KeyPress )
946 keyboard_cb = window->Callbacks.Keyboard;
947 special_cb = window->Callbacks.Special;
951 keyboard_cb = window->Callbacks.KeyboardUp;
952 special_cb = window->Callbacks.SpecialUp;
956 * Is there a keyboard/special callback hooked for this window?
958 if( (keyboard_cb != NULL) || (special_cb != NULL) )
960 XComposeStatus composeStatus;
961 char asciiCode[ 32 ];
966 * Check for the ASCII/KeySym codes associated with the event:
968 len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
971 * GLUT API tells us to have two separate callbacks...
976 * ...one for the ASCII translateable keypresses...
978 if( keyboard_cb != NULL )
981 * Set the current window
983 fgSetWindow( window );
986 * Remember the current modifiers state
989 if (event.xkey.state & (ShiftMask|LockMask))
990 modifiers |= GLUT_ACTIVE_SHIFT;
991 if (event.xkey.state & ControlMask)
992 modifiers |= GLUT_ACTIVE_CTRL;
993 if (event.xkey.state & Mod1Mask)
994 modifiers |= GLUT_ACTIVE_ALT;
995 window->State.Modifiers = modifiers;
998 * Execute the callback
1000 keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y );
1003 * Trash the modifiers state
1005 window->State.Modifiers = 0xffffffff;
1013 * ...and one for all the others, which need to be translated to GLUT_KEY_Xs...
1018 * First the function keys come:
1020 case XK_F1: special = GLUT_KEY_F1; break;
1021 case XK_F2: special = GLUT_KEY_F2; break;
1022 case XK_F3: special = GLUT_KEY_F3; break;
1023 case XK_F4: special = GLUT_KEY_F4; break;
1024 case XK_F5: special = GLUT_KEY_F5; break;
1025 case XK_F6: special = GLUT_KEY_F6; break;
1026 case XK_F7: special = GLUT_KEY_F7; break;
1027 case XK_F8: special = GLUT_KEY_F8; break;
1028 case XK_F9: special = GLUT_KEY_F9; break;
1029 case XK_F10: special = GLUT_KEY_F10; break;
1030 case XK_F11: special = GLUT_KEY_F11; break;
1031 case XK_F12: special = GLUT_KEY_F12; break;
1034 * Then the arrows and stuff:
1036 case XK_Left: special = GLUT_KEY_LEFT; break;
1037 case XK_Right: special = GLUT_KEY_RIGHT; break;
1038 case XK_Up: special = GLUT_KEY_UP; break;
1039 case XK_Down: special = GLUT_KEY_DOWN; break;
1042 case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
1044 case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
1046 case XK_Home: special = GLUT_KEY_HOME; break;
1048 case XK_End: special = GLUT_KEY_END; break;
1050 case XK_Insert: special = GLUT_KEY_INSERT; break;
1054 * Execute the callback (if one has been specified),
1055 * given that the special code seems to be valid...
1057 if( (special_cb != NULL) && (special != -1) )
1060 * Set the current window
1062 fgSetWindow( window );
1065 * Remember the current modifiers state
1068 if (event.xkey.state & (ShiftMask|LockMask))
1069 modifiers |= GLUT_ACTIVE_SHIFT;
1070 if (event.xkey.state & ControlMask)
1071 modifiers |= GLUT_ACTIVE_CTRL;
1072 if (event.xkey.state & Mod1Mask)
1073 modifiers |= GLUT_ACTIVE_ALT;
1074 window->State.Modifiers = modifiers;
1076 special_cb( special, event.xkey.x, event.xkey.y );
1079 * Trash the modifiers state
1081 window->State.Modifiers = 0xffffffff;
1092 * Have all the timers checked.
1097 * Poll the joystick and notify all windows that want to be notified...
1099 fghCheckJoystickPolls();
1102 * No messages in the queue, which means we are idling...
1104 if( fgState.IdleCallback != NULL )
1105 fgState.IdleCallback();
1108 * Remember about displaying all the windows that have
1109 * been marked for a redisplay (possibly in the idle call):
1114 #elif TARGET_HOST_WIN32
1119 * The windows processing is considerably smaller
1121 while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
1124 * Grab the message now, checking for WM_QUIT
1126 if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
1127 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1130 * Translate virtual-key messages and send them to the window...
1132 TranslateMessage( &stMsg );
1133 DispatchMessage( &stMsg );
1138 * Have all the timers checked.
1143 * Poll the joystick and notify all windows that want to be notified...
1145 fghCheckJoystickPolls();
1148 * No messages in the queue, which means we are idling...
1150 if( fgState.IdleCallback != NULL )
1151 fgState.IdleCallback();
1154 * Remember about displaying all the windows that have
1155 * been marked for a redisplay (possibly in the idle call):
1162 * If an event caused a window to be closed, do the actual closing here
1168 * Enters the freeglut processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
1170 void FGAPIENTRY glutMainLoop( void )
1172 #if TARGET_HOST_WIN32
1173 SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
1177 * Make sure the display has been created etc.
1179 freeglut_assert_ready;
1181 #if TARGET_HOST_WIN32
1183 * Processing before the main loop: If there is a window which is open and which
1184 * has a visibility callback, call it. I know this is an ugly hack, but I'm not sure
1185 * what else to do about it. Ideally we should leave something uninitialized in the
1186 * create window code and initialize it in the main loop, and have that initialization
1187 * create a "WM_ACTIVATE" message. Then we would put the visibility callback code in
1188 * the "case WM_ACTIVATE" block below. - John Fay -- 10/24/02
1190 while ( window != NULL )
1192 if ( window->Callbacks.Visibility != NULL )
1194 SFG_Window *current_window = fgStructure.Window ;
1197 * Set the current window
1199 fgSetWindow( window );
1201 window->Callbacks.Visibility ( window->State.Visible ) ;
1204 * Restore the current window
1206 fgSetWindow( current_window );
1209 window = (SFG_Window *)window->Node.Next ;
1214 * Set freeglut to be running
1216 fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
1219 * Enter the main loop itself. Inside the loop, process events and check for loop exit.
1221 while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
1223 glutMainLoopEvent () ;
1226 * If there are no more windows open, stop execution
1228 if ( fgStructure.Windows.First == NULL )
1229 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1230 else if( !fgState.IdleCallback )
1235 fgExecutionState execState = fgState.ActionOnWindowClose;
1238 * When this loop terminates, destroy the display, state and structure
1239 * of a freeglut session, so that another glutInit() call can happen
1244 * Check whether we return to the calling program or simply exit
1246 if ( execState == GLUT_ACTION_EXIT )
1252 * Leaves the freeglut processing loop.
1254 void FGAPIENTRY glutLeaveMainLoop( void )
1256 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1260 * The window procedure for handling Win32 events
1262 #if TARGET_HOST_WIN32
1263 LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
1265 SFG_Window* window = fgWindowByHandle( hWnd );
1269 if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
1270 return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
1272 /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, uMsg, wParam, lParam ) ; */
1274 * Check what type of message are we receiving
1280 * The window structure is passed as the creation structure paramter...
1282 window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
1283 assert( window != NULL );
1286 * We can safely store the window's handle now:
1288 window->Window.Handle = hWnd;
1291 * Get the window's device context
1293 window->Window.Device = GetDC( hWnd );
1296 * Create or get the OpenGL rendering context now
1298 if ( fgState.BuildingAMenu )
1301 * Setup the pixel format of our window
1303 unsigned int current_DisplayMode = fgState.DisplayMode ;
1304 fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
1305 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1306 fgState.DisplayMode = current_DisplayMode ;
1309 * If there isn't already an OpenGL rendering context for menu windows, make one
1311 if ( !fgStructure.MenuContext )
1313 fgStructure.MenuContext = (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ) ;
1314 fgStructure.MenuContext->Context = wglCreateContext( window->Window.Device );
1317 wglMakeCurrent ( window->Window.Device, fgStructure.MenuContext->Context ) ;
1319 /* window->Window.Context = wglGetCurrentContext () ; */
1320 window->Window.Context = wglCreateContext( window->Window.Device );
1325 * Setup the pixel format of our window
1327 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1329 if ( fgState.UseCurrentContext == TRUE )
1331 window->Window.Context = wglGetCurrentContext();
1332 if ( ! window->Window.Context )
1333 window->Window.Context = wglCreateContext( window->Window.Device );
1336 window->Window.Context = wglCreateContext( window->Window.Device );
1340 * Still, we'll be needing to explicitly resize the window
1342 window->State.NeedToResize = TRUE;
1345 * Finally, have the window's device context released
1347 ReleaseDC( window->Window.Handle, window->Window.Device );
1352 * We got resized... But check if the window has been already added...
1354 fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
1358 printf("WM_SETFOCUS: %p\n", window );
1359 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1363 if (LOWORD(wParam) != WA_INACTIVE)
1365 /* glutSetCursor( fgStructure.Window->State.Cursor ); */
1366 printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
1368 glutSetCursor( window->State.Cursor );
1371 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1377 * Windows seems to need reminding to erase the cursor for NONE.
1380 if ((LOWORD(lParam) == HTCLIENT) &&
1381 (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
1384 /* Set the cursor AND change it for this window class. */
1385 # define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
1387 /* Nuke the cursor AND change it for this window class. */
1388 # define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
1391 if (LOWORD(lParam) == HTCLIENT)
1392 switch( window->State.Cursor )
1394 MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW );
1395 MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW );
1396 MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP );
1397 MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS );
1398 MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP );
1399 MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL );
1400 MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS );
1401 MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
1402 MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
1403 MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
1404 /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
1405 ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
1408 MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
1412 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1417 * We are now Visible!
1419 window->State.Visible = TRUE;
1420 window->State.Redisplay = TRUE;
1425 * Start the painting job
1428 BeginPaint( hWnd, &ps );
1431 * Call the engine's main frame drawing method
1433 fghRedrawWindowByHandle( hWnd );
1436 * End the painting job, release the device context
1438 EndPaint( hWnd, &ps );
1443 * Make sure we don't close a window with current context active
1445 if( fgStructure.Window == window )
1450 wglMakeCurrent( NULL, NULL );
1451 /* Step through the list of windows. If the rendering context is notbeing used
1452 * by another window, then we delete it.
1454 for ( iter = (SFG_Window *)fgStructure.Windows.First; iter; iter = (SFG_Window *)iter->Node.Next )
1456 if ( ( iter->Window.Context == window->Window.Context ) && ( iter != window ) )
1460 if ( used == FALSE ) wglDeleteContext( window->Window.Context );
1464 * Put on a linked list of windows to be removed after all the callbacks have returned
1466 fgAddToWindowDestroyList ( window, FALSE ) ;
1469 * Proceed with the window destruction
1471 DestroyWindow( hWnd );
1476 * The window already got destroyed, so don't bother with it.
1483 * The mouse cursor has moved. Remember the new mouse cursor's position
1485 window->State.MouseX = LOWORD( lParam );
1486 window->State.MouseY = HIWORD( lParam );
1489 * Fallback if there's an active menu hooked to this window
1491 if ( window->ActiveMenu != NULL )
1494 * Let's make the window redraw as a result of the mouse motion.
1496 window->State.Redisplay = TRUE ;
1499 * Since the window is a menu, make the parent window current
1501 fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
1507 * Remember the current modifiers state.
1509 window->State.Modifiers =
1510 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1511 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1512 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1515 * Check if any of the mouse buttons is pressed...
1517 if( (wParam & MK_LBUTTON) || (wParam & MK_MBUTTON) || (wParam & MK_RBUTTON) )
1520 * Yeah, indeed. We need to use the motion callback then:
1522 if( window->Callbacks.Motion != NULL )
1525 * Make sure the current window is set...
1527 fgSetWindow( window );
1530 * Execute the active mouse motion callback now
1532 window->Callbacks.Motion( window->State.MouseX, window->State.MouseY );
1538 * All mouse buttons are up, execute the passive mouse motion callback
1540 if( window->Callbacks.Passive != NULL )
1543 * Make sure the current window is set
1545 fgSetWindow( window );
1548 * Execute the passive mouse motion callback
1550 window->Callbacks.Passive( window->State.MouseX, window->State.MouseY );
1555 * Thrash the current modifiers state now
1557 window->State.Modifiers = 0xffffffff;
1561 case WM_LBUTTONDOWN:
1562 case WM_MBUTTONDOWN:
1563 case WM_RBUTTONDOWN:
1568 GLboolean pressed = TRUE;
1572 * The mouse cursor has moved. Remember the new mouse cursor's position
1574 window->State.MouseX = LOWORD( lParam );
1575 window->State.MouseY = HIWORD( lParam );
1578 * We're curious about the GLUT API button name...
1582 case WM_LBUTTONDOWN: pressed = TRUE; button = GLUT_LEFT_BUTTON; break;
1583 case WM_MBUTTONDOWN: pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
1584 case WM_RBUTTONDOWN: pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
1585 case WM_LBUTTONUP: pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
1586 case WM_MBUTTONUP: pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
1587 case WM_RBUTTONUP: pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
1588 default: pressed = FALSE; button = -1; break;
1592 * The left and right mouse buttons might have been swapped...
1594 if( GetSystemMetrics( SM_SWAPBUTTON ) )
1595 if( button == GLUT_LEFT_BUTTON ) button = GLUT_RIGHT_BUTTON;
1596 else if( button == GLUT_RIGHT_BUTTON ) button = GLUT_LEFT_BUTTON;
1599 * Hey, what's up with you?
1602 return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
1605 * Do not execute the application's mouse callback if a menu is hooked to this button.
1606 * In that case an appropriate private call should be generated.
1607 * Near as I can tell, this is the menu behaviour:
1608 * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
1609 * - Down-click any button outside the menu, menu active: deactivate the menu
1610 * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
1611 * - Up-click the menu button, menu not active: nothing happens
1612 * - Up-click the menu button outside the menu, menu active: nothing happens
1613 * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
1615 if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
1617 if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
1619 /* Save the current window and menu and set the current window to the window whose menu this is */
1620 SFG_Window *save_window = fgStructure.Window ;
1621 SFG_Menu *save_menu = fgStructure.Menu ;
1622 SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
1623 fgSetWindow ( window ) ;
1624 fgStructure.Menu = window->ActiveMenu ;
1626 /* Execute the menu callback */
1627 fgExecuteMenuCallback ( window->ActiveMenu ) ;
1628 fgDeactivateMenu ( parent_window ) ;
1630 /* Restore the current window and menu */
1631 fgSetWindow ( save_window ) ;
1632 fgStructure.Menu = save_menu ;
1634 else /* Outside the menu, deactivate the menu if it's a downclick */
1636 if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
1640 * Let's make the window redraw as a result of the mouse click and menu activity.
1642 if ( ! window->IsMenu ) window->State.Redisplay = TRUE ;
1648 * No active menu, let's check whether we need to activate one.
1650 if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
1653 * Let's make the window redraw as a result of the mouse click.
1655 window->State.Redisplay = TRUE ;
1658 * Set the current window
1660 fgSetWindow( window );
1663 * Activate the appropriate menu structure...
1665 fgActivateMenu( window, button );
1671 * Check if there is a mouse callback hooked to the window
1673 if( window->Callbacks.Mouse == NULL )
1677 * Set the current window
1679 fgSetWindow ( window );
1682 * Remember the current modifiers state.
1684 fgStructure.Window->State.Modifiers =
1685 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1686 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1687 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1690 * Finally execute the mouse callback
1692 window->Callbacks.Mouse(
1694 pressed == TRUE ? GLUT_DOWN : GLUT_UP,
1695 window->State.MouseX,
1696 window->State.MouseY
1700 * Trash the modifiers state
1702 fgStructure.Window->State.Modifiers = 0xffffffff;
1713 * Ignore the automatic key repetition if needed:
1715 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1719 * Remember the current modifiers state. This is done here in order
1720 * to make sure the VK_DELETE keyboard callback is executed properly.
1722 window->State.Modifiers =
1723 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1724 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1725 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1728 * Set the mouse position
1730 GetCursorPos ( &mouse_pos ) ;
1731 ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
1733 window->State.MouseX = mouse_pos.x ;
1734 window->State.MouseY = mouse_pos.y ;
1737 * Convert the Win32 keystroke codes to GLUTtish way
1739 # define KEY(a,b) case a: keypress = b; break;
1744 * Most of the special characters can be handled automagically...
1746 KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
1747 KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
1748 KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
1749 KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
1750 KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
1751 KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
1752 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1753 KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
1754 KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
1755 KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
1756 KEY( VK_INSERT, GLUT_KEY_INSERT );
1759 * ...yet there is a small exception we need to have handled...
1763 * The delete key should be treated as an ASCII keypress:
1765 if( window->Callbacks.Keyboard != NULL )
1767 fgSetWindow( window );
1768 window->Callbacks.Keyboard( 127, window->State.MouseX, window->State.MouseY );
1773 * Execute the special callback, if present, given the conversion was a success:
1775 if( (keypress != -1) && (window->Callbacks.Special != NULL) )
1778 * Set the current window
1780 fgSetWindow( window );
1783 * Have the special callback executed:
1785 window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY );
1789 * Thrash the modifiers register now
1791 window->State.Modifiers = 0xffffffff;
1802 * Remember the current modifiers state. This is done here in order
1803 * to make sure the VK_DELETE keyboard callback is executed properly.
1805 window->State.Modifiers =
1806 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1807 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1808 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1811 * Set the mouse position
1813 GetCursorPos ( &mouse_pos ) ;
1814 ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
1816 window->State.MouseX = mouse_pos.x ;
1817 window->State.MouseY = mouse_pos.y ;
1820 * Convert the Win32 keystroke codes to GLUTtish way. "KEY(a,b)" was defined under "WM_KEYDOWN"
1826 * Most of the special characters can be handled automagically...
1828 KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
1829 KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
1830 KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
1831 KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
1832 KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
1833 KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
1834 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1835 KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
1836 KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
1837 KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
1838 KEY( VK_INSERT, GLUT_KEY_INSERT );
1841 * ...yet there is a small exception we need to have handled...
1845 * The delete key should be treated as an ASCII keypress:
1847 if( window->Callbacks.KeyboardUp != NULL )
1849 fgSetWindow ( window ) ;
1850 window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
1857 * Call the KeyboardUp callback for a regular character if there is one.
1862 GetKeyboardState(state);
1864 if ( ToAscii( wParam, 0, state, code, 0 ) == 1 )
1867 if( window->Callbacks.KeyboardUp != NULL )
1870 * Set the current window
1872 fgSetWindow( window );
1874 window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY );
1880 * Execute the special callback, if present, given the conversion was a success:
1882 if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) )
1885 * Set the current window
1887 fgSetWindow( window );
1890 * Have the special callback executed:
1892 window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
1896 * Thrash the modifiers register now
1898 window->State.Modifiers = 0xffffffff;
1906 * Ignore the automatic key repetition if needed:
1908 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1912 * Clear to go with the keyboard callback, if registered:
1914 if( window->Callbacks.Keyboard != NULL )
1917 * Set the current window
1919 fgSetWindow( window );
1922 * Remember the current modifiers state
1924 window->State.Modifiers =
1925 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1926 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1927 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1930 * Have the special callback executed:
1932 window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
1935 * Thrash the modifiers register now
1937 window->State.Modifiers = 0xffffffff;
1942 case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
1943 if ( window->Callbacks.Display )
1946 * Set the current window
1948 fgSetWindow( window );
1950 window->Callbacks.Display () ;
1953 /* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
1957 * Other messages that I have seen and which are not handled already
1959 case WM_SETTEXT : /* 0x000c */
1960 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to set the window text */
1963 case WM_GETTEXT : /* 0x000d */
1964 /* Ideally we would copy the title of the window into "lParam" */
1965 /* strncpy ( (char *)lParam, "Window Title", wParam ) ;
1966 lRet = ( wParam > 12 ) ? 12 : wParam ; */ /* the number of characters copied */
1967 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1970 case WM_GETTEXTLENGTH : /* 0x000e */
1971 /* Ideally we would get the length of the title of the window */
1972 lRet = 12 ; /* the number of characters in "Window Title\0" (see above) */
1975 case WM_ERASEBKGND : /* 0x0014 */
1976 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1979 case WM_SYNCPAINT : /* 0x0088 */
1980 /* Another window has moved, need to update this one */
1981 window->State.Redisplay = TRUE ;
1982 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Help screen says this message must be passed to "DefWindowProc" */
1985 case WM_NCPAINT : /* 0x0085 */
1986 /* Need to update the border of this window */
1987 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to repaint a standard border */
1992 * Handle unhandled messages
1994 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
2002 /*** END OF FILE ***/