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 #include "../include/GL/freeglut.h"
33 #include "freeglut_internal.h"
36 #if TARGET_HOST_UNIX_X11
37 #include <sys/types.h>
42 #elif TARGET_HOST_WIN32
46 #define MAX(a,b) (((a)>(b)) ? (a) : (b))
50 #define MIN(a,b) (((a)<(b)) ? (a) : (b))
55 * TODO BEFORE THE STABLE RELEASE:
57 * There are some issues concerning window redrawing under X11, and maybe
58 * some events are not handled. The Win32 version lacks some more features,
59 * but seems acceptable for not demanding purposes.
61 * Need to investigate why the X11 version breaks out with an error when
62 * closing a window (using the window manager, not glutDestroyWindow)...
65 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
68 * Calls a window's redraw method. This is used when
69 * a redraw is forced by the incoming window messages.
71 * XXX We can/should make a "unified" window handle type so that
72 * XXX the function headers don't need this silly #ifdef junk.
73 * XXX Make the type, say, {fgWindow}. On UNIX_X11, this is
74 * XXX {Window}. On WIN32, it is {HWND}. Then do the #ifdef
75 * XXX junk *once* in "freeglut_internal.h".
77 static void fghRedrawWindowByHandle
78 #if TARGET_HOST_UNIX_X11
80 #elif TARGET_HOST_WIN32
84 SFG_Window* window = fgWindowByHandle( handle );
85 freeglut_return_if_fail( window != NULL );
88 * XXX Other than clearing the Redisplay flag or not,
89 * XXX we may as well rely on the INVOK_WCB() doing this
92 * XXX If we do not invoke the display because the pointer
93 * XXX is not defined (should never happen, really), then
94 * XXX we may enter an infinite busy-loop trying to update
95 * XXX the window. Similarly, if we skip because the window
96 * XXX is not visible. However, if the window becomes visible
97 * XXX at a later time, the window should get its callback
98 * XXX invoked. I would recommend removing the first check,
99 * XXX and making the second check only affect whether the
100 * XXX callback is invoked---but always clear the flag, if
101 * XXX the {window} pointer is defined.
103 freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
104 freeglut_return_if_fail( window->State.Visible == TRUE );
106 window->State.Redisplay = FALSE;
107 INVOKE_WCB( *window, Display, ( ) );
111 * Handle a window configuration change. When no reshape
112 * callback is hooked, the viewport size is updated to
113 * match the new window size.
115 static void fghReshapeWindowByHandle
116 #if TARGET_HOST_UNIX_X11
117 ( Window handle, int width, int height )
118 #elif TARGET_HOST_WIN32
119 ( HWND handle, int width, int height )
122 SFG_Window *current_window = fgStructure.Window;
124 SFG_Window* window = fgWindowByHandle( handle );
125 freeglut_return_if_fail( window != NULL );
127 if( !( FETCH_WCB( *window, Reshape ) ) )
129 fgSetWindow( window );
130 glViewport( 0, 0, width, height );
133 INVOKE_WCB( *window, Reshape, ( width, height ) );
136 * Force a window redraw. In Windows at least this is only a partial
137 * solution: if the window is increasing in size in either dimension,
138 * the already-drawn part does not get drawn again and things look funny.
139 * But without this we get this bad behaviour whenever we resize the
142 window->State.Redisplay = TRUE;
145 fgSetWindow( current_window );
149 * A static helper function to execute display callback for a window
151 static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
153 #if TARGET_HOST_UNIX_X11
155 * XXX Do we need/want to check the callback pointer here?
156 * XXX INVOKE_WCB() will check for us. Arguably, the
157 * XXX Redisplay status flag should be cleared regardless
158 * XXX of any concern but that {window} is a valid pointer
159 * XXX (which this function is assuming anyway).
160 * XXX Especially since old GLUT wouldn't even enter its main
161 * XXX loop if you didn't have a display callback defined...
163 if( ( FETCH_WCB( *window, Display ) ) &&
164 ( window->State.Redisplay == TRUE ) &&
165 ( window->State.Visible == TRUE ) )
167 SFG_Window *current_window = fgStructure.Window ;
169 window->State.Redisplay = FALSE;
170 INVOKE_WCB( *window, Display, ( ) );
171 fgSetWindow( current_window );
174 #elif TARGET_HOST_WIN32
176 if( window->State.NeedToResize )
178 SFG_Window *current_window = fgStructure.Window;
180 fgSetWindow( window );
182 fghReshapeWindowByHandle(
183 window->Window.Handle,
184 glutGet( GLUT_WINDOW_WIDTH ),
185 glutGet( GLUT_WINDOW_HEIGHT )
188 window->State.NeedToResize = FALSE;
189 fgSetWindow ( current_window );
193 * XXX See above comment about the Redisplay flag...
195 if( ( FETCH_WCB( *window, Display ) ) &&
196 ( window->State.Redisplay == TRUE ) &&
197 ( window->State.Visible == TRUE ) )
199 window->State.Redisplay = FALSE;
202 window->Window.Handle, NULL, NULL,
203 RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
209 fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
213 * Make all windows perform a display call
215 static void fghDisplayAll( void )
217 SFG_Enumerator enumerator;
219 enumerator.found = FALSE;
220 enumerator.data = NULL;
222 fgEnumWindows( fghcbDisplayWindow, &enumerator );
226 * Window enumerator callback to check for the joystick polling code
228 static void fghcbCheckJoystickPolls( SFG_Window *window,
229 SFG_Enumerator *enumerator )
231 long int checkTime = fgElapsedTime( );
233 if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
236 fgJoystickPollWindow( window );
237 window->State.JoystickLastPoll = checkTime;
240 fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
244 * Check all windows for joystick polling
246 static void fghCheckJoystickPolls( void )
248 SFG_Enumerator enumerator;
250 enumerator.found = FALSE;
251 enumerator.data = NULL;
253 fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
257 * Check the global timers
259 static void fghCheckTimers( void )
261 long checkTime = fgElapsedTime( );
262 SFG_Timer *timer, *next;
265 fgListInit(&timedOut);
267 for( timer = (SFG_Timer *)fgState.Timers.First;
269 timer = (SFG_Timer *)next )
271 next = (SFG_Timer *)timer->Node.Next;
273 if( timer->TriggerTime <= checkTime )
275 fgListRemove( &fgState.Timers, &timer->Node );
276 fgListAppend( &timedOut, &timer->Node );
281 * Now feel free to execute all the hooked and timed out timer callbacks
282 * And delete the timed out timers...
284 while ( (timer = (SFG_Timer *)timedOut.First) )
286 if( timer->Callback != NULL )
287 timer->Callback( timer->ID );
288 fgListRemove( &timedOut, &timer->Node );
297 long fgElapsedTime( void )
299 if (fgState.Time.Set)
301 #if TARGET_HOST_UNIX_X11
305 gettimeofday( &now, NULL );
307 elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
308 elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
311 #elif TARGET_HOST_WIN32
312 return timeGetTime() - fgState.Time.Value;
317 #if TARGET_HOST_UNIX_X11
318 gettimeofday( &fgState.Time.Value, NULL );
319 #elif TARGET_HOST_WIN32
320 fgState.Time.Value = timeGetTime( );
322 fgState.Time.Set = TRUE;
329 void fgError( const char *fmt, ... )
335 fprintf( stderr, "freeglut ");
336 if( fgState.ProgramName )
337 fprintf (stderr, "(%s): ", fgState.ProgramName);
338 vfprintf( stderr, fmt, ap );
339 fprintf( stderr, "\n" );
346 void fgWarning( const char *fmt, ... )
352 fprintf( stderr, "freeglut ");
353 if( fgState.ProgramName )
354 fprintf( stderr, "(%s): ", fgState.ProgramName );
355 vfprintf( stderr, fmt, ap );
356 fprintf( stderr, "\n" );
362 * Indicates whether Joystick events are being used by ANY window.
364 * The current mechanism is to walk all of the windows and ask if
365 * there is a joystick callback. Certainly in some cases, maybe
366 * in all cases, the joystick is attached to the system and accessed
367 * from ONE point by GLUT/freeglut, so this is not the right way,
368 * in general, to do this. However, the Joystick code is segregated
369 * in its own little world, so we can't access the information that
370 * we need in order to do that nicely.
373 * * Store Joystick data into freeglut global state.
374 * * Provide NON-static functions or data from Joystick *.c file.
376 * Basically, the RIGHT way to do this requires knowing something
377 * about the Joystick. Right now, the Joystick code is behind
381 static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
383 if( FETCH_WCB( *w, Joystick ) )
388 fgEnumSubWindows( w, fgCheckJoystickCallback, e );
390 static int fgHaveJoystick( void )
392 SFG_Enumerator enumerator;
393 enumerator.found = FALSE;
394 enumerator.data = NULL;
395 fgEnumWindows( fgCheckJoystickCallback, &enumerator );
396 return !!enumerator.data;
398 static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
400 if( w->State.Redisplay )
405 fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
407 static int fgHavePendingRedisplays (void)
409 SFG_Enumerator enumerator;
410 enumerator.found = FALSE;
411 enumerator.data = NULL;
412 fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
413 return !!enumerator.data;
416 * Indicates whether there are any outstanding timers.
418 static int fgHaveTimers( void )
420 return !!fgState.Timers.First;
423 * Returns the number of GLUT ticks (milliseconds) till the next timer event.
425 static long fgNextTimer( void )
427 long now = fgElapsedTime();
431 for( timer = (SFG_Timer *)fgState.Timers.First;
433 timer = (SFG_Timer *)timer->Node.Next )
434 ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
439 * Does the magic required to relinquish the CPU until something interesting
442 static void fgSleepForEvents( void )
444 #if TARGET_HOST_UNIX_X11
451 if( fgState.IdleCallback || fgHavePendingRedisplays( ) )
453 socket = ConnectionNumber( fgDisplay.Display );
455 FD_SET( socket, &fdset );
457 msec = fgNextTimer( );
458 if( fgHaveJoystick( ) )
459 msec = MIN( msec, 10 );
461 wait.tv_sec = msec / 1000;
462 wait.tv_usec = (msec % 1000) * 1000;
463 err = select( socket+1, &fdset, NULL, NULL, &wait );
466 printf( "freeglut select() error: %d\n", errno );
468 #elif TARGET_HOST_WIN32
472 #if TARGET_HOST_UNIX_X11
474 * Returns GLUT modifier mask for an XEvent.
476 int fgGetXModifiers( XEvent *event )
480 if( event->xkey.state & ( ShiftMask | LockMask ) )
481 ret |= GLUT_ACTIVE_SHIFT;
482 if( event->xkey.state & ControlMask )
483 ret |= GLUT_ACTIVE_CTRL;
484 if( event->xkey.state & Mod1Mask )
485 ret |= GLUT_ACTIVE_ALT;
492 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
495 * Executes a single iteration in the freeglut processing loop.
497 void FGAPIENTRY glutMainLoopEvent( void )
499 #if TARGET_HOST_UNIX_X11
504 * This code was repeated constantly, so here it goes into a definition:
506 #define GETWINDOW(a) \
507 window = fgWindowByHandle( event.a.window ); \
508 if( window == NULL ) \
511 #define GETMOUSE(a) \
512 window->State.MouseX = event.a.x; \
513 window->State.MouseY = event.a.y;
515 freeglut_assert_ready;
517 while( XPending( fgDisplay.Display ) )
519 XNextEvent( fgDisplay.Display, &event );
525 * Destroy the window when the WM_DELETE_WINDOW message arrives
527 if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
529 GETWINDOW( xclient );
531 fgCloseWindow ( window ) ;
532 fgAddToWindowDestroyList ( window, FALSE );
537 * CreateNotify causes a configure-event so that sub-windows are
538 * handled compatibly with GLUT. Otherwise, your sub-windows
539 * (in freeglut only) will not get an initial reshape event,
540 * which can break things.
542 * XXX NOTE that it is possible that you will more than one Reshape
543 * XXX event for your top-level window, but something like this
544 * XXX appears to be required for compatbility.
546 * GLUT presumably does this because it generally tries to treat
547 * sub-windows the same as windows.
550 case ConfigureNotify:
551 fghReshapeWindowByHandle(
552 event.xconfigure.window,
553 event.xconfigure.width,
554 event.xconfigure.height
560 * This is sent to confirm the XDestroyWindow call.
561 * XXX WHY is this commented out? Should we re-enable it?
563 /* fgAddToWindowDestroyList ( window, FALSE ); */
568 * We are too dumb to process partial exposes...
569 * XXX Well, we could do it. However, it seems to only
570 * XXX be potentially useful for single-buffered (since
571 * XXX double-buffered does not respect viewport when we
572 * XXX do a buffer-swap).
574 if( event.xexpose.count == 0 )
575 fghRedrawWindowByHandle( event.xexpose.window );
581 * If we never do anything with this, can we just not ask to
582 * get these messages?
588 * Have the client's keyboard knowledge updated (xlib.ps,
589 * page 206, says that's a good thing to do)
591 XRefreshKeyboardMapping( (XMappingEvent *) &event );
594 case VisibilityNotify:
596 GETWINDOW( xvisibility );
597 if( ! FETCH_WCB( *window, WindowStatus ) )
599 fgSetWindow( window );
602 * Sending this event, the X server can notify us that the window
603 * has just acquired one of the three possible visibility states:
604 * VisibilityUnobscured, VisibilityPartiallyObscured or
605 * VisibilityFullyObscured
607 switch( event.xvisibility.state )
609 case VisibilityUnobscured:
610 INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
611 window->State.Visible = TRUE;
614 case VisibilityPartiallyObscured:
615 INVOKE_WCB( *window, WindowStatus,
616 ( GLUT_PARTIALLY_RETAINED ) );
617 window->State.Visible = TRUE;
620 case VisibilityFullyObscured:
621 INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
622 window->State.Visible = FALSE;
626 fgWarning( "Uknown X visibility state: %d",
627 event.xvisibility.state );
635 GETWINDOW( xcrossing );
636 GETMOUSE( xcrossing );
637 INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ?
644 GETWINDOW( xmotion );
647 if( window->ActiveMenu )
649 if( window == window->ActiveMenu->ParentWindow )
651 window->ActiveMenu->Window->State.MouseX =
652 event.xmotion.x_root - window->ActiveMenu->X;
653 window->ActiveMenu->Window->State.MouseY =
654 event.xmotion.y_root - window->ActiveMenu->Y;
656 window->ActiveMenu->Window->State.Redisplay = TRUE ;
657 fgSetWindow( window->ActiveMenu->ParentWindow ) ;
663 * XXX For more than 5 buttons, just check {event.xmotion.state},
664 * XXX rather than a host of bit-masks?
666 if( (event.xmotion.state & Button1Mask) ||
667 (event.xmotion.state & Button2Mask) ||
668 (event.xmotion.state & Button3Mask) ||
669 (event.xmotion.state & Button4Mask) ||
670 (event.xmotion.state & Button5Mask) )
671 INVOKE_WCB( *window, Motion, ( event.xmotion.x,
674 INVOKE_WCB( *window, Passive, ( event.xmotion.x,
682 GLboolean pressed = TRUE;
685 if( event.type == ButtonRelease )
689 * A mouse button has been pressed or released. Traditionally,
690 * break if the window was found within the freeglut structures.
692 GETWINDOW( xbutton );
696 * An X button (at least in XFree86) is numbered from 1.
697 * A GLUT button is numbered from 0.
698 * Old GLUT passed through buttons other than just the first
699 * three, though it only gave symbolic names and official
700 * support to the first three.
702 button = event.xbutton.button - 1;
705 * XXX This comment is replicated in the WIN32 section and
706 * XXX maybe also in the menu code. Can we move the info
707 * XXX to one central place and *reference* it from here?
709 * Do not execute the application's mouse callback if a menu
710 * is hooked to this button. In that case an appropriate
711 * private call should be generated.
712 * Near as I can tell, this is the menu behaviour:
713 * - Down-click the menu button, menu not active: activate
714 * the menu with its upper left-hand corner at the mouse
716 * - Down-click any button outside the menu, menu active:
717 * deactivate the menu
718 * - Down-click any button inside the menu, menu active:
719 * select the menu entry and deactivate the menu
720 * - Up-click the menu button, menu not active: nothing happens
721 * - Up-click the menu button outside the menu, menu active:
723 * - Up-click the menu button inside the menu, menu active:
724 * select the menu entry and deactivate the menu
726 /* Window has an active menu, it absorbs any mouse click */
727 if( window->ActiveMenu )
729 if( window == window->ActiveMenu->ParentWindow )
731 window->ActiveMenu->Window->State.MouseX =
732 event.xbutton.x_root - window->ActiveMenu->X;
733 window->ActiveMenu->Window->State.MouseY =
734 event.xbutton.y_root - window->ActiveMenu->Y;
737 /* In the menu, invoke the callback and deactivate the menu*/
738 if( fgCheckActiveMenu( window->ActiveMenu->Window,
739 window->ActiveMenu ) == TRUE )
742 * Save the current window and menu and set the current
743 * window to the window whose menu this is
745 SFG_Window *save_window = fgStructure.Window;
746 SFG_Menu *save_menu = fgStructure.Menu;
747 SFG_Window *parent_window =
748 window->ActiveMenu->ParentWindow;
749 fgSetWindow( parent_window );
750 fgStructure.Menu = window->ActiveMenu;
752 /* Execute the menu callback */
753 fgExecuteMenuCallback( window->ActiveMenu );
754 fgDeactivateMenu( parent_window );
756 /* Restore the current window and menu */
757 fgSetWindow( save_window );
758 fgStructure.Menu = save_menu;
762 * Outside the menu, deactivate if it's a downclick
763 * XXX This isn't enough. A downclick outside of
764 * XXX the interior of our freeglut windows should also
765 * XXX deactivate the menu. This is more complicated.
767 fgDeactivateMenu( window->ActiveMenu->ParentWindow );
769 window->State.Redisplay = TRUE;
774 * No active menu, let's check whether we need to activate one.
776 if( ( 0 <= button ) &&
778 ( window->Menu[ button ] ) &&
781 window->State.Redisplay = TRUE;
782 fgSetWindow( window );
783 fgActivateMenu( window, button );
788 * Check if there is a mouse or mouse wheel callback hooked to the
791 if( ! FETCH_WCB( *window, Mouse ) &&
792 ! FETCH_WCB( *window, MouseWheel ) )
796 * XXX Why don't we use {window}? Other code here does...
798 fgStructure.Window->State.Modifiers = fgGetXModifiers( &event );
801 * Finally execute the mouse or mouse wheel callback
803 * XXX Use a symbolic constant, *not* "4"!
805 if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
806 INVOKE_WCB( *window, Mouse, ( button,
807 pressed ? GLUT_DOWN : GLUT_UP,
814 * Map 4 and 5 to wheel zero; EVEN to +1, ODD to -1
815 * " 6 and 7 " " one; ...
817 * XXX This *should* be behind some variables/macros,
818 * XXX since the order and numbering isn't certain
819 * XXX See XFree86 configuration docs (even back in the
820 * XXX 3.x days, and especially with 4.x).
822 * XXX Note that {button} has already been decremeted
823 * XXX in mapping from X button numbering to GLUT.
825 int wheel_number = (button - 3) / 2;
831 INVOKE_WCB( *window, MouseWheel, ( wheel_number,
839 * Trash the modifiers state
841 fgStructure.Window->State.Modifiers = 0xffffffff;
848 FGCBKeyboard keyboard_cb;
849 FGCBSpecial special_cb;
854 if( event.type == KeyPress )
856 keyboard_cb = FETCH_WCB( *window, Keyboard );
857 special_cb = FETCH_WCB( *window, Special );
861 keyboard_cb = FETCH_WCB( *window, KeyboardUp );
862 special_cb = FETCH_WCB( *window, SpecialUp );
866 * Is there a keyboard/special callback hooked for this window?
868 if( keyboard_cb || special_cb )
870 XComposeStatus composeStatus;
871 char asciiCode[ 32 ];
876 * Check for the ASCII/KeySym codes associated with the event:
878 len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode),
879 &keySym, &composeStatus );
882 * GLUT API tells us to have two separate callbacks...
887 * ...one for the ASCII translateable keypresses...
891 fgSetWindow( window );
892 window->State.Modifiers = fgGetXModifiers( &event );
893 keyboard_cb( asciiCode[ 0 ],
894 event.xkey.x, event.xkey.y );
895 window->State.Modifiers = 0xffffffff;
903 * ...and one for all the others, which need to be
904 * translated to GLUT_KEY_Xs...
908 case XK_F1: special = GLUT_KEY_F1; break;
909 case XK_F2: special = GLUT_KEY_F2; break;
910 case XK_F3: special = GLUT_KEY_F3; break;
911 case XK_F4: special = GLUT_KEY_F4; break;
912 case XK_F5: special = GLUT_KEY_F5; break;
913 case XK_F6: special = GLUT_KEY_F6; break;
914 case XK_F7: special = GLUT_KEY_F7; break;
915 case XK_F8: special = GLUT_KEY_F8; break;
916 case XK_F9: special = GLUT_KEY_F9; break;
917 case XK_F10: special = GLUT_KEY_F10; break;
918 case XK_F11: special = GLUT_KEY_F11; break;
919 case XK_F12: special = GLUT_KEY_F12; break;
921 case XK_Left: special = GLUT_KEY_LEFT; break;
922 case XK_Right: special = GLUT_KEY_RIGHT; break;
923 case XK_Up: special = GLUT_KEY_UP; break;
924 case XK_Down: special = GLUT_KEY_DOWN; break;
927 case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
929 case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
931 case XK_Home: special = GLUT_KEY_HOME; break;
933 case XK_End: special = GLUT_KEY_END; break;
935 case XK_Insert: special = GLUT_KEY_INSERT; break;
939 * Execute the callback (if one has been specified),
940 * given that the special code seems to be valid...
942 if( special_cb && (special != -1) )
944 fgSetWindow( window );
945 window->State.Modifiers = fgGetXModifiers( &event );
946 special_cb( special, event.xkey.x, event.xkey.y );
947 window->State.Modifiers = 0xffffffff;
955 break; /* XXX Should disable this event */
958 fgWarning ("Unknown X event type: %d", event.type);
963 #elif TARGET_HOST_WIN32
967 while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
969 if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
970 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
972 TranslateMessage( &stMsg );
973 DispatchMessage( &stMsg );
978 fghCheckJoystickPolls( );
985 * Enters the freeglut processing loop.
986 * Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
988 void FGAPIENTRY glutMainLoop( void )
990 #if TARGET_HOST_WIN32
991 SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
994 freeglut_assert_ready;
996 #if TARGET_HOST_WIN32
998 * Processing before the main loop: If there is a window which is open and
999 * which has a visibility callback, call it. I know this is an ugly hack,
1000 * but I'm not sure what else to do about it. Ideally we should leave
1001 * something uninitialized in the create window code and initialize it in
1002 * the main loop, and have that initialization create a "WM_ACTIVATE"
1003 * message. Then we would put the visibility callback code in the
1004 * "case WM_ACTIVATE" block below. - John Fay -- 10/24/02
1008 if ( FETCH_WCB( *window, Visibility ) )
1010 SFG_Window *current_window = fgStructure.Window ;
1012 INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
1013 fgSetWindow( current_window );
1016 window = (SFG_Window *)window->Node.Next ;
1020 fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
1021 while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
1023 glutMainLoopEvent( );
1025 if( fgStructure.Windows.First == NULL )
1026 fgState.ExecState = GLUT_EXEC_STATE_STOP;
1029 if( fgState.IdleCallback )
1030 fgState.IdleCallback( );
1037 fgExecutionState execState = fgState.ExecState;
1040 * When this loop terminates, destroy the display, state and structure
1041 * of a freeglut session, so that another glutInit() call can happen
1045 if( execState == GLUT_ACTION_EXIT )
1051 * Leaves the freeglut processing loop.
1053 void FGAPIENTRY glutLeaveMainLoop( void )
1055 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1059 #if TARGET_HOST_WIN32
1061 * Determine a GLUT modifer mask based on MS-WINDOWS system info.
1063 int fgGetWin32Modifiers (void)
1066 ( ( ( GetKeyState( VK_LSHIFT ) < 0 ) ||
1067 ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1068 ( ( ( GetKeyState( VK_LCONTROL ) < 0 ) ||
1069 ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1070 ( ( ( GetKeyState( VK_LMENU ) < 0 ) ||
1071 ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1075 * The window procedure for handling Win32 events
1077 LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
1080 SFG_Window* window = fgWindowByHandle( hWnd );
1084 if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
1085 return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
1087 /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
1088 uMsg, wParam, lParam ); */
1093 * The window structure is passed as the creation structure paramter...
1095 window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
1096 assert( window != NULL );
1098 window->Window.Handle = hWnd;
1099 window->Window.Device = GetDC( hWnd );
1100 if( fgState.BuildingAMenu )
1102 unsigned int current_DisplayMode = fgState.DisplayMode;
1103 fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
1104 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1105 fgState.DisplayMode = current_DisplayMode;
1107 if( fgStructure.MenuContext )
1108 wglMakeCurrent( window->Window.Device,
1109 fgStructure.MenuContext->Context ) ;
1112 fgStructure.MenuContext =
1113 (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
1114 fgStructure.MenuContext->Context =
1115 wglCreateContext( window->Window.Device );
1118 /* window->Window.Context = wglGetCurrentContext () ; */
1119 window->Window.Context = wglCreateContext( window->Window.Device );
1123 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1125 if( fgState.UseCurrentContext != TRUE )
1126 window->Window.Context =
1127 wglCreateContext( window->Window.Device );
1130 window->Window.Context = wglGetCurrentContext( );
1131 if( ! window->Window.Context )
1132 window->Window.Context =
1133 wglCreateContext( window->Window.Device );
1137 window->State.NeedToResize = TRUE;
1138 ReleaseDC( window->Window.Handle, window->Window.Device );
1143 * We got resized... But check if the window has been already added...
1145 fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
1149 printf("WM_SETFOCUS: %p\n", window );
1150 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1154 if (LOWORD(wParam) != WA_INACTIVE)
1156 /* glutSetCursor( fgStructure.Window->State.Cursor ); */
1157 printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
1158 window->State.Cursor );
1159 glutSetCursor( window->State.Cursor );
1162 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1168 * Windows seems to need reminding to erase the cursor for NONE.
1171 if ((LOWORD(lParam) == HTCLIENT) &&
1172 (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
1176 /* Set the cursor AND change it for this window class. */
1177 #define MAP_CURSOR(a,b) \
1179 SetCursor( LoadCursor( NULL, b ) ); \
1182 /* Nuke the cursor AND change it for this window class. */
1183 #define ZAP_CURSOR(a,b) \
1185 SetCursor( NULL ); \
1188 if( LOWORD( lParam ) == HTCLIENT )
1189 switch( window->State.Cursor )
1191 MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW );
1192 MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW );
1193 MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP );
1194 MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS );
1195 MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP );
1196 MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL );
1197 MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS );
1198 MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
1199 MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
1200 MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
1201 /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
1202 ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
1205 MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
1209 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1213 window->State.Visible = TRUE;
1214 window->State.Redisplay = TRUE;
1218 /* Turn on the visibility in case it was turned off somehow */
1219 window->State.Visible = GL_TRUE;
1220 BeginPaint( hWnd, &ps );
1221 fghRedrawWindowByHandle( hWnd );
1222 EndPaint( hWnd, &ps );
1227 * Make sure we don't close a window with current context active
1229 if( fgStructure.Window == window )
1234 wglMakeCurrent( NULL, NULL );
1236 * Step through the list of windows. If the rendering context
1237 * is not being used by another window, then we delete it.
1239 for( iter = (SFG_Window *)fgStructure.Windows.First;
1241 iter = (SFG_Window *)iter->Node.Next )
1243 if( ( iter->Window.Context == window->Window.Context ) &&
1244 ( iter != window ) )
1249 wglDeleteContext( window->Window.Context );
1253 * Put on a linked list of windows to be removed after all the
1254 * callbacks have returned
1256 fgAddToWindowDestroyList( window, FALSE );
1257 DestroyWindow( hWnd );
1262 * The window already got destroyed, so don't bother with it.
1268 window->State.MouseX = LOWORD( lParam );
1269 window->State.MouseY = HIWORD( lParam );
1271 if ( window->ActiveMenu )
1273 window->State.Redisplay = TRUE;
1274 fgSetWindow ( window->ActiveMenu->ParentWindow );
1278 window->State.Modifiers = fgGetWin32Modifiers( );
1280 if( ( wParam & MK_LBUTTON ) ||
1281 ( wParam & MK_MBUTTON ) ||
1282 ( wParam & MK_RBUTTON ) )
1283 INVOKE_WCB( *window, Motion, ( window->State.MouseX,
1284 window->State.MouseY ) );
1286 INVOKE_WCB( *window, Passive, ( window->State.MouseX,
1287 window->State.MouseY ) );
1289 window->State.Modifiers = 0xffffffff;
1293 case WM_LBUTTONDOWN:
1294 case WM_MBUTTONDOWN:
1295 case WM_RBUTTONDOWN:
1300 GLboolean pressed = TRUE;
1303 window->State.MouseX = LOWORD( lParam );
1304 window->State.MouseY = HIWORD( lParam );
1308 case WM_LBUTTONDOWN:
1309 pressed = TRUE; button = GLUT_LEFT_BUTTON; break;
1310 case WM_MBUTTONDOWN:
1311 pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
1312 case WM_RBUTTONDOWN:
1313 pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
1315 pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
1317 pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
1319 pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
1321 pressed = FALSE; button = -1; break;
1324 if( GetSystemMetrics( SM_SWAPBUTTON ) )
1325 if( button == GLUT_LEFT_BUTTON )
1326 button = GLUT_RIGHT_BUTTON;
1327 else if( button == GLUT_RIGHT_BUTTON )
1328 button = GLUT_LEFT_BUTTON;
1331 return DefWindowProc( hWnd, uMsg, lParam, wParam );
1334 * Do not execute the application's mouse callback if a
1335 * menu is hooked to this button.
1336 * In that case an appropriate private call should be generated.
1337 * Near as I can tell, this is the menu behaviour:
1338 * - Down-click the menu button, menu not active: activate
1339 * the menu with its upper left-hand corner at the mouse location.
1340 * - Down-click any button outside the menu, menu active:
1341 * deactivate the menu
1342 * - Down-click any button inside the menu, menu active:
1343 * select the menu entry and deactivate the menu
1344 * - Up-click the menu button, menu not active: nothing happens
1345 * - Up-click the menu button outside the menu, menu active:
1347 * - Up-click the menu button inside the menu, menu active:
1348 * select the menu entry and deactivate the menu
1350 /* Window has an active menu, it absorbs any mouse click */
1351 if( window->ActiveMenu )
1353 /* Inside the menu, invoke the callback and deactivate the menu*/
1354 if( fgCheckActiveMenu( window, window->ActiveMenu ) == TRUE )
1357 * Save the current window and menu and set the current
1358 * window to the window whose menu this is
1360 SFG_Window *save_window = fgStructure.Window;
1361 SFG_Menu *save_menu = fgStructure.Menu;
1362 SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
1363 fgSetWindow( parent_window );
1364 fgStructure.Menu = window->ActiveMenu;
1366 /* Execute the menu callback */
1367 fgExecuteMenuCallback( window->ActiveMenu );
1368 fgDeactivateMenu( parent_window );
1370 /* Restore the current window and menu */
1371 fgSetWindow( save_window );
1372 fgStructure.Menu = save_menu;
1374 else /* Out of menu, deactivate the menu if it's a downclick */
1376 if( pressed == TRUE )
1377 fgDeactivateMenu( window->ActiveMenu->ParentWindow );
1381 * Let's make the window redraw as a result of the mouse
1382 * click and menu activity.
1384 if( ! window->IsMenu )
1385 window->State.Redisplay = TRUE;
1390 if ( ( window->Menu[ button ] ) && ( pressed == TRUE ) )
1392 window->State.Redisplay = TRUE;
1393 fgSetWindow( window );
1394 fgActivateMenu( window, button );
1399 if( ! FETCH_WCB( *window, Mouse ) )
1402 fgSetWindow( window );
1403 fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
1408 pressed == TRUE ? GLUT_DOWN : GLUT_UP,
1409 window->State.MouseX,
1410 window->State.MouseY
1414 fgStructure.Window->State.Modifiers = 0xffffffff;
1419 /* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
1421 int wheel_number = LOWORD( wParam );
1422 /* THIS IS SPECULATIVE -- John Fay, 10/2/03 */
1423 short ticks = ( short )HIWORD( wParam ) / 120;
1424 /* Should be WHEEL_DELTA instead of 120 */
1434 * The mouse cursor has moved. Remember the new mouse cursor's position
1436 /* window->State.MouseX = LOWORD( lParam ); */
1437 /* Need to adjust by window position, */
1438 /* window->State.MouseY = HIWORD( lParam ); */
1439 /* change "lParam" to other parameter */
1441 if( ! FETCH_WCB( *window, MouseWheel ) &&
1442 ! FETCH_WCB( *window, Mouse ) )
1445 fgSetWindow( window );
1446 fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
1449 if( FETCH_WCB( *window, MouseWheel ) )
1450 INVOKE_WCB( *window, MouseWheel,
1453 window->State.MouseX,
1454 window->State.MouseY
1457 else /* No mouse wheel, call the mouse button callback twice */
1460 * XXX The below assumes that you have no more than 3 mouse
1461 * XXX buttons. Sorry.
1463 int button = wheel_number*2 + 4;
1466 INVOKE_WCB( *window, Mouse,
1467 ( button, GLUT_DOWN,
1468 window->State.MouseX, window->State.MouseY )
1470 INVOKE_WCB( *window, Mouse,
1472 window->State.MouseX, window->State.MouseX )
1476 fgStructure.Window->State.Modifiers = 0xffffffff;
1486 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1490 * Remember the current modifiers state. This is done here in order
1491 * to make sure the VK_DELETE keyboard callback is executed properly.
1493 window->State.Modifiers = fgGetWin32Modifiers( );
1495 GetCursorPos( &mouse_pos );
1496 ScreenToClient( window->Window.Handle, &mouse_pos );
1498 window->State.MouseX = mouse_pos.x;
1499 window->State.MouseY = mouse_pos.y;
1502 * Convert the Win32 keystroke codes to GLUTtish way
1504 # define KEY(a,b) case a: keypress = b; break;
1508 KEY( VK_F1, GLUT_KEY_F1 );
1509 KEY( VK_F2, GLUT_KEY_F2 );
1510 KEY( VK_F3, GLUT_KEY_F3 );
1511 KEY( VK_F4, GLUT_KEY_F4 );
1512 KEY( VK_F5, GLUT_KEY_F5 );
1513 KEY( VK_F6, GLUT_KEY_F6 );
1514 KEY( VK_F7, GLUT_KEY_F7 );
1515 KEY( VK_F8, GLUT_KEY_F8 );
1516 KEY( VK_F9, GLUT_KEY_F9 );
1517 KEY( VK_F10, GLUT_KEY_F10 );
1518 KEY( VK_F11, GLUT_KEY_F11 );
1519 KEY( VK_F12, GLUT_KEY_F12 );
1520 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP );
1521 KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1522 KEY( VK_HOME, GLUT_KEY_HOME );
1523 KEY( VK_END, GLUT_KEY_END );
1524 KEY( VK_LEFT, GLUT_KEY_LEFT );
1525 KEY( VK_UP, GLUT_KEY_UP );
1526 KEY( VK_RIGHT, GLUT_KEY_RIGHT );
1527 KEY( VK_DOWN, GLUT_KEY_DOWN );
1528 KEY( VK_INSERT, GLUT_KEY_INSERT );
1532 * The delete key should be treated as an ASCII keypress:
1534 INVOKE_WCB( *window, Keyboard,
1535 ( 127, window->State.MouseX, window->State.MouseY )
1539 if( keypress != -1 )
1540 INVOKE_WCB( *window, Special,
1542 window->State.MouseX, window->State.MouseY )
1545 window->State.Modifiers = 0xffffffff;
1556 * Remember the current modifiers state. This is done here in order
1557 * to make sure the VK_DELETE keyboard callback is executed properly.
1559 window->State.Modifiers = fgGetWin32Modifiers( );
1561 GetCursorPos( &mouse_pos );
1562 ScreenToClient( window->Window.Handle, &mouse_pos );
1564 window->State.MouseX = mouse_pos.x;
1565 window->State.MouseY = mouse_pos.y;
1568 * Convert the Win32 keystroke codes to GLUTtish way.
1569 * "KEY(a,b)" was defined under "WM_KEYDOWN"
1574 KEY( VK_F1, GLUT_KEY_F1 );
1575 KEY( VK_F2, GLUT_KEY_F2 );
1576 KEY( VK_F3, GLUT_KEY_F3 );
1577 KEY( VK_F4, GLUT_KEY_F4 );
1578 KEY( VK_F5, GLUT_KEY_F5 );
1579 KEY( VK_F6, GLUT_KEY_F6 );
1580 KEY( VK_F7, GLUT_KEY_F7 );
1581 KEY( VK_F8, GLUT_KEY_F8 );
1582 KEY( VK_F9, GLUT_KEY_F9 );
1583 KEY( VK_F10, GLUT_KEY_F10 );
1584 KEY( VK_F11, GLUT_KEY_F11 );
1585 KEY( VK_F12, GLUT_KEY_F12 );
1586 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP );
1587 KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1588 KEY( VK_HOME, GLUT_KEY_HOME );
1589 KEY( VK_END, GLUT_KEY_END );
1590 KEY( VK_LEFT, GLUT_KEY_LEFT );
1591 KEY( VK_UP, GLUT_KEY_UP );
1592 KEY( VK_RIGHT, GLUT_KEY_RIGHT );
1593 KEY( VK_DOWN, GLUT_KEY_DOWN );
1594 KEY( VK_INSERT, GLUT_KEY_INSERT );
1598 * The delete key should be treated as an ASCII keypress:
1600 INVOKE_WCB( *window, KeyboardUp,
1601 ( 127, window->State.MouseX, window->State.MouseY )
1610 GetKeyboardState( state );
1612 if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
1615 INVOKE_WCB( *window, KeyboardUp,
1617 window->State.MouseX, window->State.MouseY )
1622 if( keypress != -1 )
1623 INVOKE_WCB( *window, SpecialUp,
1625 window->State.MouseX, window->State.MouseY )
1628 window->State.Modifiers = 0xffffffff;
1635 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1639 * XXX INVOKE_WCB() takes care of the callback-pointer check.
1640 * XXX We could just uncoditionally find/trash the Modifiers
1641 * XXX and get rid of the "if( ... ) {" and "}". Unconditinal
1642 * XXX code is simpler code. (^&
1644 if( FETCH_WCB( *window, Keyboard ) )
1646 window->State.Modifiers = fgGetWin32Modifiers( );
1647 INVOKE_WCB( *window, Keyboard,
1649 window->State.MouseX, window->State.MouseY )
1651 window->State.Modifiers = 0xffffffff;
1656 case WM_CAPTURECHANGED:
1657 /* User has finished resizing the window, force a redraw */
1658 INVOKE_WCB( *window, Display, ( ) );
1660 /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
1664 * Other messages that I have seen and which are not handled already
1666 case WM_SETTEXT: /* 0x000c */
1667 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1668 /* Pass it on to "DefWindowProc" to set the window text */
1671 case WM_GETTEXT: /* 0x000d */
1672 /* Ideally we would copy the title of the window into "lParam" */
1673 /* strncpy ( (char *)lParam, "Window Title", wParam );
1674 lRet = ( wParam > 12 ) ? 12 : wParam; */
1675 /* the number of characters copied */
1676 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1679 case WM_GETTEXTLENGTH: /* 0x000e */
1680 /* Ideally we would get the length of the title of the window */
1682 /* the number of characters in "Window Title\0" (see above) */
1685 case WM_ERASEBKGND: /* 0x0014 */
1686 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1689 case WM_SYNCPAINT: /* 0x0088 */
1690 /* Another window has moved, need to update this one */
1691 window->State.Redisplay = TRUE;
1692 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1693 /* Help screen says this message must be passed to "DefWindowProc" */
1696 case WM_NCPAINT: /* 0x0085 */
1697 /* Need to update the border of this window */
1698 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1699 /* Pass it on to "DefWindowProc" to repaint a standard border */
1702 case WM_SYSCOMMAND : /* 0x0112 */
1705 * We have received a system command message. Try to act on it.
1706 * The commands are passed in through the "lParam" parameter:
1707 * Clicking on a corner to resize the window gives a "F004" message
1708 * but this is not defined in my header file.
1719 /* User has clicked on the "-" to minimize the window */
1720 /* Turn off the visibility */
1721 window->State.Visible = GL_FALSE ;
1728 case SC_NEXTWINDOW :
1731 case SC_PREVWINDOW :
1735 /* Followed very closely by a WM_CLOSE message */
1759 case SC_SCREENSAVE :
1767 /* We need to pass the message on to the operating system as well */
1768 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1773 * Handle unhandled messages
1775 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1783 /*** END OF FILE ***/