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 )
448 fgEnumSubWindows( w, fgCheckJoystickCallback, e );
450 static int fgHaveJoystick( void )
452 SFG_Enumerator enumerator;
453 enumerator.found = FALSE;
454 enumerator.data = NULL;
455 fgEnumWindows( fgCheckJoystickCallback, &enumerator );
456 return !!enumerator.data;
458 static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
460 if( w->State.Redisplay )
465 fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
467 static int fgHavePendingRedisplays (void)
469 SFG_Enumerator enumerator;
470 enumerator.found = FALSE;
471 enumerator.data = NULL;
472 fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
473 return !!enumerator.data;
476 * Indicates whether there are any outstanding timers.
478 static int fgHaveTimers( void )
480 return !!fgState.Timers.First;
483 * Returns the number of GLUT ticks (milliseconds) till the next timer event.
485 static long fgNextTimer( void )
487 long now = fgElapsedTime();
491 for( timer = (SFG_Timer *)fgState.Timers.First;
493 timer = (SFG_Timer *)timer->Node.Next )
494 ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
499 * Does the magic required to relinquish the CPU until something interesting
502 static void fgSleepForEvents( void )
504 #if TARGET_HOST_UNIX_X11
511 if( fgState.IdleCallback ||
512 fgHavePendingRedisplays() )
514 socket = ConnectionNumber( fgDisplay.Display );
516 FD_SET( socket, &fdset );
518 msec = fgNextTimer();
519 if( fgHaveJoystick() )
520 msec = MIN( msec, 10 );
522 wait.tv_sec = msec / 1000;
523 wait.tv_usec = (msec % 1000) * 1000;
524 err = select( socket+1, &fdset, NULL, NULL, &wait );
527 printf( "freeglut select() error: %d\n", errno );
529 #elif TARGET_HOST_WIN32
533 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
536 * Executes a single iteration in the freeglut processing loop.
538 void FGAPIENTRY glutMainLoopEvent( void )
540 #if TARGET_HOST_UNIX_X11
546 * This code was repeated constantly, so here it goes into a definition:
548 # define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break;
549 # define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y;
552 * Make sure the display has been created etc.
554 freeglut_assert_ready;
557 * Do we have any event messages pending?
559 while( XPending( fgDisplay.Display ) )
562 * Grab the next event to be processed...
564 XNextEvent( fgDisplay.Display, &event );
567 * Check the event's type
573 * This is sent to confirm the XDestroyWindow call.
576 * Call the window closure callback, remove from the structure, etc.
578 /* fgAddToWindowDestroyList ( window, FALSE ); */
584 * Destroy the window when the WM_DELETE_WINDOW message arrives
586 if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
588 GETWINDOW( xclient );
591 * Call the XWindows functions to close the window
593 fgCloseWindow ( window ) ;
596 * Call the window closure callback, remove from the structure, etc.
598 fgAddToWindowDestroyList ( window, FALSE );
604 * A window of ours has been unmapped...
610 * We are too dumb to process partial exposes...
612 if( event.xexpose.count == 0 )
613 fghRedrawWindowByHandle( event.xexpose.window );
617 * CreateNotify causes a configure-event so that sub-windows are
618 * handled compatibly with GLUT.
620 * NOTE that it is possible that you will more than one Reshape
621 * event for your top-level window, but something like this appears
622 * to be required for compatbility.
624 * GLUT presumably does this because it generally tries to treat
625 * sub-windows the same as windows.
629 case ConfigureNotify:
631 * The window gets resized
633 fghReshapeWindowByHandle(
634 event.xconfigure.window,
635 event.xconfigure.width,
636 event.xconfigure.height
642 * Have the client's keyboard knowledge updated (xlib.ps,
643 * page 206, says that's a good thing to do)
645 XRefreshKeyboardMapping( (XMappingEvent *) &event );
648 case VisibilityNotify:
651 * The window's visiblity might have changed
653 GETWINDOW( xvisibility );
656 * Break now if no window status callback has been hooked to that window
658 if( window->Callbacks.WindowStatus == NULL )
662 * We're going to send a callback to a window. Make it current.
664 fgSetWindow( window );
667 * Sending this event, the X server can notify us that the window has just
668 * acquired one of the three possible visibility states: VisibilityUnobscured,
669 * VisibilityPartiallyObscured or VisibilityFullyObscured
671 switch( event.xvisibility.state )
673 case VisibilityUnobscured:
675 * We are fully visible...
677 window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
678 window->State.Visible = TRUE;
681 case VisibilityPartiallyObscured:
683 * The window is partially visible
685 window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
686 window->State.Visible = TRUE;
689 case VisibilityFullyObscured:
691 * The window is totally obscured
693 window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
694 window->State.Visible = FALSE;
703 * Mouse is over one of our windows
705 GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
708 * Is there an entry callback hooked to the window?
710 if( window->Callbacks.Entry != NULL )
713 * Set the current window
715 fgSetWindow ( window ) ;
718 * Yeah. Notify the window about having the mouse cursor over
720 window->Callbacks.Entry( GLUT_ENTERED );
728 * Mouse is no longer over one of our windows
730 GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
733 * Is there an entry callback hooked to the window?
735 if( window->Callbacks.Entry != NULL )
738 * Set the current window
740 fgSetWindow ( window ) ;
743 * Yeah. Notify the window about having the mouse cursor over
745 window->Callbacks.Entry( GLUT_LEFT );
753 * The mouse cursor was moved...
755 GETWINDOW( xmotion ); GETMOUSE( xmotion );
758 * Fallback if there's an active menu hooked to this window
760 if( window->ActiveMenu != NULL )
762 if ( window == window->ActiveMenu->ParentWindow )
764 window->ActiveMenu->Window->State.MouseX = event.xmotion.x_root - window->ActiveMenu->X ;
765 window->ActiveMenu->Window->State.MouseY = event.xmotion.y_root - window->ActiveMenu->Y ;
769 * Let's make the window redraw as a result of the mouse motion.
771 window->ActiveMenu->Window->State.Redisplay = TRUE ;
774 * Since the window is a menu, make the parent window current
776 fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
778 break; /* I think this should stay in -- an active menu should absorb the mouse motion */
782 * What kind of a movement was it?
784 if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) ||
785 (event.xmotion.state & Button3Mask) || (event.xmotion.state & Button4Mask) ||
786 (event.xmotion.state & Button5Mask) )
789 * A mouse button was pressed during the movement...
790 * Is there a motion callback hooked to the window?
792 if( window->Callbacks.Motion != NULL )
795 * Set the current window
797 fgSetWindow ( window ) ;
800 * Yup. Have it executed immediately
802 window->Callbacks.Motion( event.xmotion.x, event.xmotion.y );
808 * Otherwise it was a passive movement...
810 if( window->Callbacks.Passive != NULL )
813 * Set the current window
815 fgSetWindow ( window ) ;
818 * That's right, and there is a passive callback, too.
820 window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
829 GLboolean pressed = TRUE ;
832 if ( event.type == ButtonRelease ) pressed = FALSE ;
835 * A mouse button has been pressed or released. Traditionally,
836 * break if the window was found within the freeglut structures.
838 GETWINDOW( xbutton ); GETMOUSE( xbutton );
841 * An X button (at least in XFree86) is numbered from 1.
842 * A GLUT button is numbered from 0.
843 * Old GLUT passed through buttons other than just the first
844 * three, though it only gave symbolic names and official
845 * support to the first three.
848 button = event.xbutton.button - 1;
851 * Do not execute the application's mouse callback if a menu is hooked to this button.
852 * In that case an appropriate private call should be generated.
853 * Near as I can tell, this is the menu behaviour:
854 * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
855 * - Down-click any button outside the menu, menu active: deactivate the menu
856 * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
857 * - Up-click the menu button, menu not active: nothing happens
858 * - Up-click the menu button outside the menu, menu active: nothing happens
859 * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
861 if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
863 if ( window == window->ActiveMenu->ParentWindow )
865 window->ActiveMenu->Window->State.MouseX = event.xbutton.x_root - window->ActiveMenu->X ;
866 window->ActiveMenu->Window->State.MouseY = event.xbutton.y_root - window->ActiveMenu->Y ;
869 if ( fgCheckActiveMenu ( window->ActiveMenu->Window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
871 /* Save the current window and menu and set the current window to the window whose menu this is */
872 SFG_Window *save_window = fgStructure.Window ;
873 SFG_Menu *save_menu = fgStructure.Menu ;
874 SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
875 fgSetWindow ( parent_window ) ;
876 fgStructure.Menu = window->ActiveMenu ;
878 /* Execute the menu callback */
879 fgExecuteMenuCallback ( window->ActiveMenu ) ;
880 fgDeactivateMenu ( parent_window ) ;
882 /* Restore the current window and menu */
883 fgSetWindow ( save_window ) ;
884 fgStructure.Menu = save_menu ;
886 else /* Outside the menu, deactivate the menu if it's a downclick */
888 if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
892 * Let's make the window redraw as a result of the mouse click and menu activity.
894 window->State.Redisplay = TRUE ;
900 * No active menu, let's check whether we need to activate one.
902 if (( 0 <= button ) && ( 2 >= button ) &&
903 ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
906 * Let's make the window redraw as a result of the mouse click.
908 window->State.Redisplay = TRUE ;
911 * Set the current window
913 fgSetWindow( window );
916 * Activate the appropriate menu structure...
918 fgActivateMenu( window, button );
924 * Check if there is a mouse callback hooked to the window
926 if( window->Callbacks.Mouse == NULL )
930 * Set the current window
932 fgSetWindow ( window );
935 * Remember the current modifiers state
938 if (event.xbutton.state & (ShiftMask|LockMask))
939 modifiers |= GLUT_ACTIVE_SHIFT;
940 if (event.xbutton.state & ControlMask)
941 modifiers |= GLUT_ACTIVE_CTRL;
942 if (event.xbutton.state & Mod1Mask)
943 modifiers |= GLUT_ACTIVE_ALT;
944 fgStructure.Window->State.Modifiers = modifiers;
947 * Finally execute the mouse callback
949 fgStructure.Window->Callbacks.Mouse(
951 event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
957 * Trash the modifiers state
959 fgStructure.Window->State.Modifiers = 0xffffffff;
966 FGCBkeyboard keyboard_cb;
967 FGCBspecial special_cb;
970 * A key has been pressed, find the window that had the focus:
972 GETWINDOW( xkey ); GETMOUSE( xkey );
974 if( event.type == KeyPress )
976 keyboard_cb = window->Callbacks.Keyboard;
977 special_cb = window->Callbacks.Special;
981 keyboard_cb = window->Callbacks.KeyboardUp;
982 special_cb = window->Callbacks.SpecialUp;
986 * Is there a keyboard/special callback hooked for this window?
988 if( (keyboard_cb != NULL) || (special_cb != NULL) )
990 XComposeStatus composeStatus;
991 char asciiCode[ 32 ];
996 * Check for the ASCII/KeySym codes associated with the event:
998 len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
1001 * GLUT API tells us to have two separate callbacks...
1006 * ...one for the ASCII translateable keypresses...
1008 if( keyboard_cb != NULL )
1011 * Set the current window
1013 fgSetWindow( window );
1016 * Remember the current modifiers state
1019 if (event.xkey.state & (ShiftMask|LockMask))
1020 modifiers |= GLUT_ACTIVE_SHIFT;
1021 if (event.xkey.state & ControlMask)
1022 modifiers |= GLUT_ACTIVE_CTRL;
1023 if (event.xkey.state & Mod1Mask)
1024 modifiers |= GLUT_ACTIVE_ALT;
1025 window->State.Modifiers = modifiers;
1028 * Execute the callback
1030 keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y );
1033 * Trash the modifiers state
1035 window->State.Modifiers = 0xffffffff;
1043 * ...and one for all the others, which need to be translated to GLUT_KEY_Xs...
1048 * First the function keys come:
1050 case XK_F1: special = GLUT_KEY_F1; break;
1051 case XK_F2: special = GLUT_KEY_F2; break;
1052 case XK_F3: special = GLUT_KEY_F3; break;
1053 case XK_F4: special = GLUT_KEY_F4; break;
1054 case XK_F5: special = GLUT_KEY_F5; break;
1055 case XK_F6: special = GLUT_KEY_F6; break;
1056 case XK_F7: special = GLUT_KEY_F7; break;
1057 case XK_F8: special = GLUT_KEY_F8; break;
1058 case XK_F9: special = GLUT_KEY_F9; break;
1059 case XK_F10: special = GLUT_KEY_F10; break;
1060 case XK_F11: special = GLUT_KEY_F11; break;
1061 case XK_F12: special = GLUT_KEY_F12; break;
1064 * Then the arrows and stuff:
1066 case XK_Left: special = GLUT_KEY_LEFT; break;
1067 case XK_Right: special = GLUT_KEY_RIGHT; break;
1068 case XK_Up: special = GLUT_KEY_UP; break;
1069 case XK_Down: special = GLUT_KEY_DOWN; break;
1072 case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
1074 case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
1076 case XK_Home: special = GLUT_KEY_HOME; break;
1078 case XK_End: special = GLUT_KEY_END; break;
1080 case XK_Insert: special = GLUT_KEY_INSERT; break;
1084 * Execute the callback (if one has been specified),
1085 * given that the special code seems to be valid...
1087 if( (special_cb != NULL) && (special != -1) )
1090 * Set the current window
1092 fgSetWindow( window );
1095 * Remember the current modifiers state
1098 if (event.xkey.state & (ShiftMask|LockMask))
1099 modifiers |= GLUT_ACTIVE_SHIFT;
1100 if (event.xkey.state & ControlMask)
1101 modifiers |= GLUT_ACTIVE_CTRL;
1102 if (event.xkey.state & Mod1Mask)
1103 modifiers |= GLUT_ACTIVE_ALT;
1104 window->State.Modifiers = modifiers;
1106 special_cb( special, event.xkey.x, event.xkey.y );
1109 * Trash the modifiers state
1111 window->State.Modifiers = 0xffffffff;
1122 * Have all the timers checked.
1127 * Poll the joystick and notify all windows that want to be notified...
1129 fghCheckJoystickPolls();
1132 * No messages in the queue, which means we are idling...
1134 if( fgState.IdleCallback != NULL )
1135 fgState.IdleCallback();
1138 * Remember about displaying all the windows that have
1139 * been marked for a redisplay (possibly in the idle call):
1144 #elif TARGET_HOST_WIN32
1149 * The windows processing is considerably smaller
1151 while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
1154 * Grab the message now, checking for WM_QUIT
1156 if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
1157 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1160 * Translate virtual-key messages and send them to the window...
1162 TranslateMessage( &stMsg );
1163 DispatchMessage( &stMsg );
1168 * Have all the timers checked.
1173 * Poll the joystick and notify all windows that want to be notified...
1175 fghCheckJoystickPolls();
1178 * No messages in the queue, which means we are idling...
1180 if( fgState.IdleCallback != NULL )
1181 fgState.IdleCallback();
1184 * Remember about displaying all the windows that have
1185 * been marked for a redisplay (possibly in the idle call):
1192 * If an event caused a window to be closed, do the actual closing here
1198 * Enters the freeglut processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
1200 void FGAPIENTRY glutMainLoop( void )
1202 #if TARGET_HOST_WIN32
1203 SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
1207 * Make sure the display has been created etc.
1209 freeglut_assert_ready;
1211 #if TARGET_HOST_WIN32
1213 * Processing before the main loop: If there is a window which is open and which
1214 * has a visibility callback, call it. I know this is an ugly hack, but I'm not sure
1215 * what else to do about it. Ideally we should leave something uninitialized in the
1216 * create window code and initialize it in the main loop, and have that initialization
1217 * create a "WM_ACTIVATE" message. Then we would put the visibility callback code in
1218 * the "case WM_ACTIVATE" block below. - John Fay -- 10/24/02
1220 while ( window != NULL )
1222 if ( window->Callbacks.Visibility != NULL )
1224 SFG_Window *current_window = fgStructure.Window ;
1227 * Set the current window
1229 fgSetWindow( window );
1231 window->Callbacks.Visibility ( window->State.Visible ) ;
1234 * Restore the current window
1236 fgSetWindow( current_window );
1239 window = (SFG_Window *)window->Node.Next ;
1244 * Set freeglut to be running
1246 fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
1249 * Enter the main loop itself. Inside the loop, process events and check for loop exit.
1251 while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
1253 glutMainLoopEvent () ;
1256 * If there are no more windows open, stop execution
1258 if ( fgStructure.Windows.First == NULL )
1259 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1265 fgExecutionState execState = fgState.ActionOnWindowClose;
1268 * When this loop terminates, destroy the display, state and structure
1269 * of a freeglut session, so that another glutInit() call can happen
1274 * Check whether we return to the calling program or simply exit
1276 if ( execState == GLUT_ACTION_EXIT )
1282 * Leaves the freeglut processing loop.
1284 void FGAPIENTRY glutLeaveMainLoop( void )
1286 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1290 * The window procedure for handling Win32 events
1292 #if TARGET_HOST_WIN32
1293 LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
1295 SFG_Window* window = fgWindowByHandle( hWnd );
1299 if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
1300 return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
1302 /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, uMsg, wParam, lParam ) ; */
1304 * Check what type of message are we receiving
1310 * The window structure is passed as the creation structure paramter...
1312 window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
1313 assert( window != NULL );
1316 * We can safely store the window's handle now:
1318 window->Window.Handle = hWnd;
1321 * Get the window's device context
1323 window->Window.Device = GetDC( hWnd );
1326 * Create or get the OpenGL rendering context now
1328 if ( fgState.BuildingAMenu )
1331 * Setup the pixel format of our window
1333 unsigned int current_DisplayMode = fgState.DisplayMode ;
1334 fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
1335 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1336 fgState.DisplayMode = current_DisplayMode ;
1339 * If there isn't already an OpenGL rendering context for menu windows, make one
1341 if ( !fgStructure.MenuContext )
1343 fgStructure.MenuContext = (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ) ;
1344 fgStructure.MenuContext->Context = wglCreateContext( window->Window.Device );
1347 wglMakeCurrent ( window->Window.Device, fgStructure.MenuContext->Context ) ;
1349 /* window->Window.Context = wglGetCurrentContext () ; */
1350 window->Window.Context = wglCreateContext( window->Window.Device );
1355 * Setup the pixel format of our window
1357 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1359 if ( fgState.UseCurrentContext == TRUE )
1361 window->Window.Context = wglGetCurrentContext();
1362 if ( ! window->Window.Context )
1363 window->Window.Context = wglCreateContext( window->Window.Device );
1366 window->Window.Context = wglCreateContext( window->Window.Device );
1370 * Still, we'll be needing to explicitly resize the window
1372 window->State.NeedToResize = TRUE;
1375 * Finally, have the window's device context released
1377 ReleaseDC( window->Window.Handle, window->Window.Device );
1382 * We got resized... But check if the window has been already added...
1384 fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
1388 printf("WM_SETFOCUS: %p\n", window );
1389 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1393 if (LOWORD(wParam) != WA_INACTIVE)
1395 /* glutSetCursor( fgStructure.Window->State.Cursor ); */
1396 printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
1398 glutSetCursor( window->State.Cursor );
1401 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1407 * Windows seems to need reminding to erase the cursor for NONE.
1410 if ((LOWORD(lParam) == HTCLIENT) &&
1411 (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
1414 /* Set the cursor AND change it for this window class. */
1415 # define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
1417 /* Nuke the cursor AND change it for this window class. */
1418 # define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
1421 if (LOWORD(lParam) == HTCLIENT)
1422 switch( window->State.Cursor )
1424 MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW );
1425 MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW );
1426 MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP );
1427 MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS );
1428 MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP );
1429 MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL );
1430 MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS );
1431 MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
1432 MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
1433 MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
1434 /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
1435 ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
1438 MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
1442 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1447 * We are now Visible!
1449 window->State.Visible = TRUE;
1450 window->State.Redisplay = TRUE;
1455 * Start the painting job
1458 BeginPaint( hWnd, &ps );
1461 * Call the engine's main frame drawing method
1463 fghRedrawWindowByHandle( hWnd );
1466 * End the painting job, release the device context
1468 EndPaint( hWnd, &ps );
1473 * Make sure we don't close a window with current context active
1475 if( fgStructure.Window == window )
1480 wglMakeCurrent( NULL, NULL );
1481 /* Step through the list of windows. If the rendering context is notbeing used
1482 * by another window, then we delete it.
1484 for ( iter = (SFG_Window *)fgStructure.Windows.First; iter; iter = (SFG_Window *)iter->Node.Next )
1486 if ( ( iter->Window.Context == window->Window.Context ) && ( iter != window ) )
1490 if ( used == FALSE ) wglDeleteContext( window->Window.Context );
1494 * Put on a linked list of windows to be removed after all the callbacks have returned
1496 fgAddToWindowDestroyList ( window, FALSE ) ;
1499 * Proceed with the window destruction
1501 DestroyWindow( hWnd );
1506 * The window already got destroyed, so don't bother with it.
1513 * The mouse cursor has moved. Remember the new mouse cursor's position
1515 window->State.MouseX = LOWORD( lParam );
1516 window->State.MouseY = HIWORD( lParam );
1519 * Fallback if there's an active menu hooked to this window
1521 if ( window->ActiveMenu != NULL )
1524 * Let's make the window redraw as a result of the mouse motion.
1526 window->State.Redisplay = TRUE ;
1529 * Since the window is a menu, make the parent window current
1531 fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
1537 * Remember the current modifiers state.
1539 window->State.Modifiers =
1540 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1541 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1542 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1545 * Check if any of the mouse buttons is pressed...
1547 if( (wParam & MK_LBUTTON) || (wParam & MK_MBUTTON) || (wParam & MK_RBUTTON) )
1550 * Yeah, indeed. We need to use the motion callback then:
1552 if( window->Callbacks.Motion != NULL )
1555 * Make sure the current window is set...
1557 fgSetWindow( window );
1560 * Execute the active mouse motion callback now
1562 window->Callbacks.Motion( window->State.MouseX, window->State.MouseY );
1568 * All mouse buttons are up, execute the passive mouse motion callback
1570 if( window->Callbacks.Passive != NULL )
1573 * Make sure the current window is set
1575 fgSetWindow( window );
1578 * Execute the passive mouse motion callback
1580 window->Callbacks.Passive( window->State.MouseX, window->State.MouseY );
1585 * Thrash the current modifiers state now
1587 window->State.Modifiers = 0xffffffff;
1591 case WM_LBUTTONDOWN:
1592 case WM_MBUTTONDOWN:
1593 case WM_RBUTTONDOWN:
1598 GLboolean pressed = TRUE;
1602 * The mouse cursor has moved. Remember the new mouse cursor's position
1604 window->State.MouseX = LOWORD( lParam );
1605 window->State.MouseY = HIWORD( lParam );
1608 * We're curious about the GLUT API button name...
1612 case WM_LBUTTONDOWN: pressed = TRUE; button = GLUT_LEFT_BUTTON; break;
1613 case WM_MBUTTONDOWN: pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
1614 case WM_RBUTTONDOWN: pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
1615 case WM_LBUTTONUP: pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
1616 case WM_MBUTTONUP: pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
1617 case WM_RBUTTONUP: pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
1618 default: pressed = FALSE; button = -1; break;
1622 * The left and right mouse buttons might have been swapped...
1624 if( GetSystemMetrics( SM_SWAPBUTTON ) )
1625 if( button == GLUT_LEFT_BUTTON ) button = GLUT_RIGHT_BUTTON;
1626 else if( button == GLUT_RIGHT_BUTTON ) button = GLUT_LEFT_BUTTON;
1629 * Hey, what's up with you?
1632 return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
1635 * Do not execute the application's mouse callback if a menu is hooked to this button.
1636 * In that case an appropriate private call should be generated.
1637 * Near as I can tell, this is the menu behaviour:
1638 * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
1639 * - Down-click any button outside the menu, menu active: deactivate the menu
1640 * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
1641 * - Up-click the menu button, menu not active: nothing happens
1642 * - Up-click the menu button outside the menu, menu active: nothing happens
1643 * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
1645 if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
1647 if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
1649 /* Save the current window and menu and set the current window to the window whose menu this is */
1650 SFG_Window *save_window = fgStructure.Window ;
1651 SFG_Menu *save_menu = fgStructure.Menu ;
1652 SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
1653 fgSetWindow ( parent_window ) ;
1654 fgStructure.Menu = window->ActiveMenu ;
1656 /* Execute the menu callback */
1657 fgExecuteMenuCallback ( window->ActiveMenu ) ;
1658 fgDeactivateMenu ( parent_window ) ;
1660 /* Restore the current window and menu */
1661 fgSetWindow ( save_window ) ;
1662 fgStructure.Menu = save_menu ;
1664 else /* Outside the menu, deactivate the menu if it's a downclick */
1666 if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
1670 * Let's make the window redraw as a result of the mouse click and menu activity.
1672 if ( ! window->IsMenu ) window->State.Redisplay = TRUE ;
1678 * No active menu, let's check whether we need to activate one.
1680 if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
1683 * Let's make the window redraw as a result of the mouse click.
1685 window->State.Redisplay = TRUE ;
1688 * Set the current window
1690 fgSetWindow( window );
1693 * Activate the appropriate menu structure...
1695 fgActivateMenu( window, button );
1701 * Check if there is a mouse callback hooked to the window
1703 if( window->Callbacks.Mouse == NULL )
1707 * Set the current window
1709 fgSetWindow ( window );
1712 * Remember the current modifiers state.
1714 fgStructure.Window->State.Modifiers =
1715 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1716 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1717 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1720 * Finally execute the mouse callback
1722 window->Callbacks.Mouse(
1724 pressed == TRUE ? GLUT_DOWN : GLUT_UP,
1725 window->State.MouseX,
1726 window->State.MouseY
1730 * Trash the modifiers state
1732 fgStructure.Window->State.Modifiers = 0xffffffff;
1743 * Ignore the automatic key repetition if needed:
1745 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1749 * Remember the current modifiers state. This is done here in order
1750 * to make sure the VK_DELETE keyboard callback is executed properly.
1752 window->State.Modifiers =
1753 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1754 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1755 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1758 * Set the mouse position
1760 GetCursorPos ( &mouse_pos ) ;
1761 ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
1763 window->State.MouseX = mouse_pos.x ;
1764 window->State.MouseY = mouse_pos.y ;
1767 * Convert the Win32 keystroke codes to GLUTtish way
1769 # define KEY(a,b) case a: keypress = b; break;
1774 * Most of the special characters can be handled automagically...
1776 KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
1777 KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
1778 KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
1779 KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
1780 KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
1781 KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
1782 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1783 KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
1784 KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
1785 KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
1786 KEY( VK_INSERT, GLUT_KEY_INSERT );
1789 * ...yet there is a small exception we need to have handled...
1793 * The delete key should be treated as an ASCII keypress:
1795 if( window->Callbacks.Keyboard != NULL )
1797 fgSetWindow( window );
1798 window->Callbacks.Keyboard( 127, window->State.MouseX, window->State.MouseY );
1803 * Execute the special callback, if present, given the conversion was a success:
1805 if( (keypress != -1) && (window->Callbacks.Special != NULL) )
1808 * Set the current window
1810 fgSetWindow( window );
1813 * Have the special callback executed:
1815 window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY );
1819 * Thrash the modifiers register now
1821 window->State.Modifiers = 0xffffffff;
1832 * Remember the current modifiers state. This is done here in order
1833 * to make sure the VK_DELETE keyboard callback is executed properly.
1835 window->State.Modifiers =
1836 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1837 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1838 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1841 * Set the mouse position
1843 GetCursorPos ( &mouse_pos ) ;
1844 ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
1846 window->State.MouseX = mouse_pos.x ;
1847 window->State.MouseY = mouse_pos.y ;
1850 * Convert the Win32 keystroke codes to GLUTtish way. "KEY(a,b)" was defined under "WM_KEYDOWN"
1856 * Most of the special characters can be handled automagically...
1858 KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
1859 KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
1860 KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
1861 KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
1862 KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
1863 KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
1864 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1865 KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
1866 KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
1867 KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
1868 KEY( VK_INSERT, GLUT_KEY_INSERT );
1871 * ...yet there is a small exception we need to have handled...
1875 * The delete key should be treated as an ASCII keypress:
1877 if( window->Callbacks.KeyboardUp != NULL )
1879 fgSetWindow ( window ) ;
1880 window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
1887 * Call the KeyboardUp callback for a regular character if there is one.
1892 GetKeyboardState(state);
1894 if ( ToAscii( wParam, 0, state, code, 0 ) == 1 )
1897 if( window->Callbacks.KeyboardUp != NULL )
1900 * Set the current window
1902 fgSetWindow( window );
1904 window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY );
1910 * Execute the special callback, if present, given the conversion was a success:
1912 if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) )
1915 * Set the current window
1917 fgSetWindow( window );
1920 * Have the special callback executed:
1922 window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
1926 * Thrash the modifiers register now
1928 window->State.Modifiers = 0xffffffff;
1936 * Ignore the automatic key repetition if needed:
1938 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1942 * Clear to go with the keyboard callback, if registered:
1944 if( window->Callbacks.Keyboard != NULL )
1947 * Set the current window
1949 fgSetWindow( window );
1952 * Remember the current modifiers state
1954 window->State.Modifiers =
1955 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1956 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1957 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1960 * Have the special callback executed:
1962 window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
1965 * Thrash the modifiers register now
1967 window->State.Modifiers = 0xffffffff;
1972 case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
1973 if ( window->Callbacks.Display )
1976 * Set the current window
1978 fgSetWindow( window );
1980 window->Callbacks.Display () ;
1983 /* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
1987 * Other messages that I have seen and which are not handled already
1989 case WM_SETTEXT : /* 0x000c */
1990 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to set the window text */
1993 case WM_GETTEXT : /* 0x000d */
1994 /* Ideally we would copy the title of the window into "lParam" */
1995 /* strncpy ( (char *)lParam, "Window Title", wParam ) ;
1996 lRet = ( wParam > 12 ) ? 12 : wParam ; */ /* the number of characters copied */
1997 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
2000 case WM_GETTEXTLENGTH : /* 0x000e */
2001 /* Ideally we would get the length of the title of the window */
2002 lRet = 12 ; /* the number of characters in "Window Title\0" (see above) */
2005 case WM_ERASEBKGND : /* 0x0014 */
2006 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
2009 case WM_SYNCPAINT : /* 0x0088 */
2010 /* Another window has moved, need to update this one */
2011 window->State.Redisplay = TRUE ;
2012 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Help screen says this message must be passed to "DefWindowProc" */
2015 case WM_NCPAINT : /* 0x0085 */
2016 /* Need to update the border of this window */
2017 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to repaint a standard border */
2022 * Handle unhandled messages
2024 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
2032 /*** END OF FILE ***/