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 * TODO BEFORE THE STABLE RELEASE:
40 * There are some issues concerning window redrawing under X11, and maybe
41 * some events are not handled. The Win32 version lacks some more features,
42 * but seems acceptable for not demanding purposes.
44 * Need to investigate why the X11 version breaks out with an error when
45 * closing a window (using the window manager, not glutDestroyWindow)...
48 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
51 * Calls a window's redraw method. This is used when
52 * a redraw is forced by the incoming window messages.
55 static void fghRedrawWindowByHandle
56 #if TARGET_HOST_UNIX_X11
58 #elif TARGET_HOST_WIN32
63 * Find the window we have to redraw...
65 SFG_Window* window = fgWindowByHandle( handle );
66 freeglut_return_if_fail( window != NULL );
69 * Check if there is a display callback hooked to it
71 freeglut_return_if_fail( window->Callbacks.Display != NULL );
74 * Return if the window is not visible
76 freeglut_return_if_fail( window->State.Visible == TRUE );
79 * Set the window as the current one.
81 fgSetWindow( window );
84 * Do not exagerate with the redisplaying
86 window->State.Redisplay = FALSE;
89 * Have the callback executed now. The buffers should
90 * be swapped by the glutSwapBuffers() execution inside
91 * the callback itself.
94 window->Callbacks.Display();
98 * Handle a window configuration change. When no reshape
99 * callback is hooked, the viewport size is updated to
100 * match the new window size.
102 static void fghReshapeWindowByHandle
103 #if TARGET_HOST_UNIX_X11
104 ( Window handle, int width, int height )
105 #elif TARGET_HOST_WIN32
106 ( HWND handle, int width, int height )
110 * Find the window that received the reshape event
112 SFG_Window* window = fgWindowByHandle( handle );
113 freeglut_return_if_fail( window != NULL );
116 * Remember about setting the current window...
118 fgSetWindow( window );
121 * Check if there is a reshape callback hooked
123 if( window->Callbacks.Reshape != NULL )
126 * OKi, have it called immediately
128 window->Callbacks.Reshape( width, height );
133 * Otherwise just resize the viewport
135 glViewport( 0, 0, width, height );
139 * Force a window redraw. In Windows at least this is only a partial solution: if the
140 * window is increasing in size in either dimension, the already-drawn part does not get
141 * drawn again and things look funny. But without this we get this bad behaviour whenever
142 * we resize the window.
144 window->State.Redisplay = TRUE ;
148 * A static helper function to execute display callback for a window
150 static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
152 #if TARGET_HOST_UNIX_X11
154 * Check if there is an idle callback hooked
156 if( (window->Callbacks.Display != NULL) &&
157 (window->State.Redisplay == TRUE) &&
158 (window->State.Visible == TRUE) )
161 * OKi, this is the case: have the window set as the current one
163 fgSetWindow( window );
166 * Do not exagerate with the redisplaying
168 window->State.Redisplay = FALSE;
171 * And execute the display callback immediately after
173 window->Callbacks.Display();
176 #elif TARGET_HOST_WIN32
179 * Do we need to explicitly resize the window?
181 if( window->State.NeedToResize )
183 fgSetWindow( window );
185 fghReshapeWindowByHandle(
186 window->Window.Handle,
187 glutGet( GLUT_WINDOW_WIDTH ),
188 glutGet( GLUT_WINDOW_HEIGHT )
192 * Never ever do that again:
194 window->State.NeedToResize = FALSE;
198 * This is done in a bit different way under Windows
200 if( (window->Callbacks.Display != NULL) &&
201 (window->State.Redisplay == TRUE) &&
202 (window->State.Visible == TRUE) )
205 * Do not exagerate with the redisplaying
207 window->State.Redisplay = FALSE;
210 window->Window.Handle, NULL, NULL,
211 RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
218 * Process this window's children (if any)
220 fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
224 * Make all windows perform a display call
226 static void fghDisplayAll( void )
228 SFG_Enumerator enumerator;
231 * Uses a method very similiar for fgWindowByHandle...
233 enumerator.found = FALSE;
234 enumerator.data = NULL;
237 * Start the enumeration now:
239 fgEnumWindows( fghcbDisplayWindow, &enumerator );
243 * Window enumerator callback to check for the joystick polling code
245 static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumerator )
247 long int checkTime = fgElapsedTime();
250 * Check if actually need to do the poll for the currently enumerated window:
252 if( window->State.JoystickLastPoll + window->State.JoystickPollRate >= checkTime )
255 * Yeah, that's it. Poll the joystick...
257 fgJoystickPollWindow( window );
260 * ...and reset the polling counters:
262 window->State.JoystickLastPoll = checkTime;
266 * Process this window's children (if any)
268 fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
272 * Check all windows for joystick polling
274 static void fghCheckJoystickPolls( void )
276 SFG_Enumerator enumerator;
279 * Uses a method very similiar for fgWindowByHandle...
281 enumerator.found = FALSE;
282 enumerator.data = NULL;
285 * Start the enumeration now:
287 fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
291 * Check the global timers
293 static void fghCheckTimers( void )
295 long checkTime = fgElapsedTime();
296 SFG_Timer *timer, *next;
299 fgListInit(&timedOut);
302 * For every timer that is waiting for triggering
304 for( timer = fgState.Timers.First; timer; timer = next )
306 next = timer->Node.Next;
309 * Check for the timeout:
311 if( timer->TriggerTime <= checkTime )
314 * Add the timer to the timed out timers list
316 fgListRemove( &fgState.Timers, &timer->Node );
317 fgListAppend( &timedOut, &timer->Node );
322 * Now feel free to execute all the hooked and timed out timer callbacks
323 * And delete the timed out timers...
325 while ( (timer = timedOut.First) )
327 if( timer->Callback != NULL )
328 timer->Callback( timer->ID );
329 fgListRemove( &timedOut, &timer->Node );
338 long fgElapsedTime( void )
340 #if TARGET_HOST_UNIX_X11
344 gettimeofday( &now, NULL );
346 elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
347 elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
350 #elif TARGET_HOST_WIN32
351 return (timeGetTime() - fgState.Time.Value);
358 void fgError( const char *fmt, ... )
364 fprintf( stderr, "freeglut: ");
365 vfprintf( stderr, fmt, ap );
366 fprintf( stderr, "\n" );
373 void fgWarning( const char *fmt, ... )
379 fprintf( stderr, "freeglut: ");
380 vfprintf( stderr, fmt, ap );
381 fprintf( stderr, "\n" );
389 static void fgCleanUpGlutsMess( void )
395 if ( fgStructure.Windows.First != NULL )
397 SFG_Window *win = fgStructure.Windows.First ;
401 while ( win != NULL )
403 SFG_Window *temp_win = win->Node.Next ;
404 fgDestroyWindow ( win, FALSE ) ;
410 /* these are pointers to external handles */
412 __glutWindowListSize = 0;
413 __glutStaleWindowList = NULL;
414 __glutWindowList = NULL;
415 __glutCurrentWindow = NULL;
417 /* make sure we no longer have a GL context */
419 if ( wglGetCurrentContext() != NULL )
421 wglDeleteContext( wglGetCurrentContext() );
424 hInstance = GetModuleHandle(NULL);
425 UnregisterClass( classname, hInstance );
427 /* clean up allocated timer memory */
429 tList = __glutTimerList;
432 while ( __glutTimerList )
435 tList = __glutTimerList;
437 if ( __glutTimerList )
438 __glutTimerList = __glutTimerList->next;
447 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
450 * Executes a single iteration in the freeglut processing loop.
452 void FGAPIENTRY glutMainLoopEvent( void )
454 #if TARGET_HOST_UNIX_X11
460 * This code was repeated constantly, so here it goes into a definition:
462 # define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break;
463 # define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y;
466 * Make sure the display has been created etc.
468 freeglut_assert_ready;
471 * Do we have any event messages pending?
473 if( XPending( fgDisplay.Display ) )
476 * Grab the next event to be processed...
478 XNextEvent( fgDisplay.Display, &event );
481 * Check the event's type
487 * The window creation confirmation
493 * This is sent to confirm the XDestroyWindow call.
496 * Call the window closure callback, remove from the structure, etc.
498 /* fgAddToWindowDestroyList ( window, FALSE ); */
504 * Destroy the window when the WM_DELETE_WINDOW message arrives
506 if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
508 GETWINDOW( xclient );
511 * Call the XWindows functions to close the window
513 fgCloseWindow ( window ) ;
516 * Call the window closure callback, remove from the structure, etc.
518 fgAddToWindowDestroyList ( window, FALSE );
524 * A window of ours has been unmapped...
530 * We are too dumb to process partial exposes...
532 if( event.xexpose.count == 0 )
533 fghRedrawWindowByHandle( event.xexpose.window );
536 case ConfigureNotify:
538 * The window gets resized
540 fghReshapeWindowByHandle(
541 event.xconfigure.window,
542 event.xconfigure.width,
543 event.xconfigure.height
549 * Have the client's keyboard knowledge updated (xlib.ps,
550 * page 206, says that's a good thing to do)
552 XRefreshKeyboardMapping( (XMappingEvent *) &event );
555 case VisibilityNotify:
558 * The window's visiblity might have changed
560 GETWINDOW( xvisibility );
563 * Break now if no window status callback has been hooked to that window
565 if( window->Callbacks.WindowStatus == NULL )
569 * We're going to send a callback to a window. Make it current.
571 fgSetWindow( window );
574 * Sending this event, the X server can notify us that the window has just
575 * acquired one of the three possible visibility states: VisibilityUnobscured,
576 * VisibilityPartiallyObscured or VisibilityFullyObscured
578 switch( event.xvisibility.state )
580 case VisibilityUnobscured:
582 * We are fully visible...
584 window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
585 window->State.Visible = TRUE;
588 case VisibilityPartiallyObscured:
590 * The window is partially visible
592 window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
593 window->State.Visible = TRUE;
596 case VisibilityFullyObscured:
598 * The window is totally obscured
600 window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
601 window->State.Visible = FALSE;
610 * Mouse is over one of our windows
612 GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
615 * Is there an entry callback hooked to the window?
617 if( window->Callbacks.Entry != NULL )
620 * Yeah. Notify the window about having the mouse cursor over
622 window->Callbacks.Entry( GLUT_ENTERED );
630 * Mouse is no longer over one of our windows
632 GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
635 * Is there an entry callback hooked to the window?
637 if( window->Callbacks.Entry != NULL )
640 * Yeah. Notify the window about having the mouse cursor over
642 window->Callbacks.Entry( GLUT_LEFT );
650 * The mouse cursor was moved...
652 GETWINDOW( xmotion ); GETMOUSE( xmotion );
655 * Fallback if there's an active menu hooked to this window
657 if( window->ActiveMenu != NULL )
660 * Let's make the window redraw as a result of the mouse motion.
662 window->State.Redisplay = TRUE ;
668 * What kind of a movement was it?
670 if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) ||
671 (event.xmotion.state & Button3Mask) || (event.xmotion.state & Button4Mask) ||
672 (event.xmotion.state & Button5Mask) )
675 * A mouse button was pressed during the movement...
676 * Is there a motion callback hooked to the window?
678 if( window->Callbacks.Motion != NULL )
681 * Set the current window
683 fgStructure.Window = window ;
686 * Yup. Have it executed immediately
688 window->Callbacks.Motion( event.xmotion.x, event.xmotion.y );
694 * Otherwise it was a passive movement...
696 if( window->Callbacks.Passive != NULL )
699 * Set the current window
701 fgStructure.Window = window ;
704 * That's right, and there is a passive callback, too.
706 window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
715 GLboolean pressed = TRUE ;
718 if ( event.type == ButtonRelease ) pressed = FALSE ;
721 * A mouse button has been pressed or released. Traditionally,
722 * break if the window was found within the freeglut structures.
724 GETWINDOW( xbutton ); GETMOUSE( xbutton );
727 * GLUT API assumes that you can't have more than three mouse buttons, so:
729 switch( event.xbutton.button )
732 * WARNING: this might be wrong, if we only have two mouse buttons,
733 * Button2 might mean the right button, isn't that right?
735 case Button1: button = GLUT_LEFT_BUTTON; break;
736 case Button2: button = GLUT_MIDDLE_BUTTON; break;
737 case Button3: button = GLUT_RIGHT_BUTTON; break;
738 default: button = -1; break;
742 * Skip the unwanted mouse buttons...
748 * Do not execute the application's mouse callback if a menu is hooked to this button.
749 * In that case an appropriate private call should be generated.
750 * Near as I can tell, this is the menu behaviour:
751 * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
752 * - Down-click any button outside the menu, menu active: deactivate the menu
753 * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
754 * - Up-click the menu button, menu not active: nothing happens
755 * - Up-click the menu button outside the menu, menu active: nothing happens
756 * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
758 if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
760 if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
762 /* Save the current window and menu and set the current window to the window whose menu this is */
763 SFG_Window *save_window = fgStructure.Window ;
764 SFG_Menu *save_menu = fgStructure.Menu ;
765 fgSetWindow ( window ) ;
766 fgStructure.Menu = window->ActiveMenu ;
768 /* Execute the menu callback */
769 fgExecuteMenuCallback ( window->ActiveMenu ) ;
770 fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
772 /* Restore the current window and menu */
773 fgSetWindow ( save_window ) ;
774 fgStructure.Menu = save_menu ;
776 else /* Outside the menu, deactivate the menu if it's a downclick */
778 if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
782 * Let's make the window redraw as a result of the mouse click and menu activity.
784 window->State.Redisplay = TRUE ;
790 * No active menu, let's check whether we need to activate one.
792 if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
795 * Let's make the window redraw as a result of the mouse click.
797 window->State.Redisplay = TRUE ;
800 * Set the current window
802 fgSetWindow( window );
805 * Activate the appropriate menu structure...
807 fgActivateMenu( window, button );
813 * Check if there is a mouse callback hooked to the window
815 if( fgStructure.Window->Callbacks.Mouse == NULL )
818 * Set the current window
820 fgSetWindow ( window );
824 * Remember the current modifiers state
827 if (event.xbutton.state & (ShiftMask|LockMask))
828 modifiers |= GLUT_ACTIVE_SHIFT;
829 if (event.xbutton.state & ControlMask)
830 modifiers |= GLUT_ACTIVE_CTRL;
831 if (event.xbutton.state & Mod1Mask)
832 modifiers |= GLUT_ACTIVE_ALT;
833 fgStructure.Window->State.Modifiers = modifiers;
836 * Finally execute the mouse callback
838 fgStructure.Window->Callbacks.Mouse(
840 event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
846 * Trash the modifiers state
848 fgStructure.Window->State.Modifiers = 0xffffffff;
855 FGCBkeyboard keyboard_cb;
856 FGCBspecial special_cb;
859 * A key has been pressed, find the window that had the focus:
861 GETWINDOW( xkey ); GETMOUSE( xkey );
863 if( event.type == KeyPress )
865 keyboard_cb = window->Callbacks.Keyboard;
866 special_cb = window->Callbacks.Special;
870 keyboard_cb = window->Callbacks.KeyboardUp;
871 special_cb = window->Callbacks.SpecialUp;
875 * Is there a keyboard/special callback hooked for this window?
877 if( (keyboard_cb != NULL) || (special_cb != NULL) )
879 XComposeStatus composeStatus;
880 char asciiCode[ 32 ];
885 * Check for the ASCII/KeySym codes associated with the event:
887 len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
890 * Get ready to calling the keyboard/special callbacks
892 fgSetWindow( window );
895 * GLUT API tells us to have two separate callbacks...
900 * ...one for the ASCII translateable keypresses...
902 if( keyboard_cb != NULL )
905 * Remember the current modifiers state
908 if (event.xkey.state & (ShiftMask|LockMask))
909 modifiers |= GLUT_ACTIVE_SHIFT;
910 if (event.xkey.state & ControlMask)
911 modifiers |= GLUT_ACTIVE_CTRL;
912 if (event.xkey.state & Mod1Mask)
913 modifiers |= GLUT_ACTIVE_ALT;
914 window->State.Modifiers = modifiers;
917 * Execute the callback
919 keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y );
922 * Trash the modifiers state
924 window->State.Modifiers = 0xffffffff;
932 * ...and one for all the others, which need to be translated to GLUT_KEY_Xs...
937 * First the function keys come:
939 case XK_F1: special = GLUT_KEY_F1; break;
940 case XK_F2: special = GLUT_KEY_F2; break;
941 case XK_F3: special = GLUT_KEY_F3; break;
942 case XK_F4: special = GLUT_KEY_F4; break;
943 case XK_F5: special = GLUT_KEY_F5; break;
944 case XK_F6: special = GLUT_KEY_F6; break;
945 case XK_F7: special = GLUT_KEY_F7; break;
946 case XK_F8: special = GLUT_KEY_F8; break;
947 case XK_F9: special = GLUT_KEY_F9; break;
948 case XK_F10: special = GLUT_KEY_F10; break;
949 case XK_F11: special = GLUT_KEY_F11; break;
950 case XK_F12: special = GLUT_KEY_F12; break;
953 * Then the arrows and stuff:
955 case XK_Left: special = GLUT_KEY_LEFT; break;
956 case XK_Right: special = GLUT_KEY_RIGHT; break;
957 case XK_Up: special = GLUT_KEY_UP; break;
958 case XK_Down: special = GLUT_KEY_DOWN; break;
961 case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
963 case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
965 case XK_Home: special = GLUT_KEY_HOME; break;
967 case XK_End: special = GLUT_KEY_END; break;
969 case XK_Insert: special = GLUT_KEY_INSERT; break;
973 * Execute the callback (if one has been specified),
974 * given that the special code seems to be valid...
976 if( (special_cb != NULL) && (special != -1) )
979 * Remember the current modifiers state
982 if (event.xkey.state & (ShiftMask|LockMask))
983 modifiers |= GLUT_ACTIVE_SHIFT;
984 if (event.xkey.state & ControlMask)
985 modifiers |= GLUT_ACTIVE_CTRL;
986 if (event.xkey.state & Mod1Mask)
987 modifiers |= GLUT_ACTIVE_ALT;
988 window->State.Modifiers = modifiers;
990 special_cb( special, event.xkey.x, event.xkey.y );
993 * Trash the modifiers state
995 window->State.Modifiers = 0xffffffff;
1006 * Have all the timers checked.
1011 * Poll the joystick and notify all windows that want to be notified...
1013 fghCheckJoystickPolls();
1016 * No messages in the queue, which means we are idling...
1018 if( fgState.IdleCallback != NULL )
1019 fgState.IdleCallback();
1022 * Remember about displaying all the windows that have
1023 * been marked for a redisplay (possibly in the idle call):
1028 #elif TARGET_HOST_WIN32
1033 * The windows processing is considerably smaller
1035 if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
1038 * Grab the message now, checking for WM_QUIT
1040 if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
1041 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1044 * Translate virtual-key messages and send them to the window...
1046 TranslateMessage( &stMsg );
1047 DispatchMessage( &stMsg );
1052 * Have all the timers checked.
1057 * Poll the joystick and notify all windows that want to be notified...
1059 fghCheckJoystickPolls();
1062 * No messages in the queue, which means we are idling...
1064 if( fgState.IdleCallback != NULL )
1065 fgState.IdleCallback();
1068 * Remember about displaying all the windows that have
1069 * been marked for a redisplay (possibly in the idle call):
1076 * If an event caused a window to be closed, do the actual closing here
1082 * Enters the freeglut processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
1084 void FGAPIENTRY glutMainLoop( void )
1086 #if TARGET_HOST_WIN32
1087 SFG_Window *window = fgStructure.Windows.First ;
1091 * Make sure the display has been created etc.
1093 freeglut_assert_ready;
1095 #if TARGET_HOST_WIN32
1097 * Processing before the main loop: If there is a window which is open and which
1098 * has a visibility callback, call it. I know this is an ugly hack, but I'm not sure
1099 * what else to do about it. Ideally we should leave something uninitialized in the
1100 * create window code and initialize it in the main loop, and have that initialization
1101 * create a "WM_ACTIVATE" message. Then we would put the visibility callback code in
1102 * the "case WM_ACTIVATE" block below. - John Fay -- 10/24/02
1104 while ( window != NULL )
1106 if ( window->Callbacks.Visibility != NULL )
1107 window->Callbacks.Visibility ( window->State.Visible ) ;
1109 window = window->Node.Next ;
1114 * Set freeglut to be running
1116 fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
1119 * Enter the main loop itself. Inside the loop, process events and check for loop exit.
1121 while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
1123 glutMainLoopEvent () ;
1126 * If there are no more windows open, stop execution
1128 if ( fgStructure.Windows.First == NULL )
1129 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1134 * If we got here by the user closing a window or by the application closing down, there may still be windows open.
1136 fgCleanUpGlutsMess () ;
1139 * Check whether we return to the calling program or simply exit
1141 if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
1145 * When this loop terminates, destroy the display, state and structure
1146 * of a freeglut session, so that another glutInit() call can happen
1152 * Leaves the freeglut processing loop.
1154 void FGAPIENTRY glutLeaveMainLoop( void )
1156 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1160 * The window procedure for handling Win32 events
1162 #if TARGET_HOST_WIN32
1163 LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
1165 SFG_Window* window = fgWindowByHandle( hWnd );
1169 if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
1170 return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
1172 /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, uMsg, wParam, lParam ) ; */
1174 * Check what type of message are we receiving
1180 * The window structure is passed as the creation structure paramter...
1182 window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
1183 assert( window != NULL );
1186 * We can safely store the window's handle now:
1188 window->Window.Handle = hWnd;
1191 * Get the window's device context
1193 window->Window.Device = GetDC( hWnd );
1196 * Create or get the OpenGL rendering context now
1198 if ( fgState.BuildingAMenu )
1201 * Setup the pixel format of our window
1203 unsigned int current_DisplayMode = fgState.DisplayMode ;
1204 fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
1205 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1206 fgState.DisplayMode = current_DisplayMode ;
1209 * If there isn't already an OpenGL rendering context for menu windows, make one
1211 if ( !fgStructure.MenuContext )
1213 fgStructure.MenuContext = (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ) ;
1214 fgStructure.MenuContext->Context = wglCreateContext( window->Window.Device );
1217 wglMakeCurrent ( window->Window.Device, fgStructure.MenuContext->Context ) ;
1219 /* window->Window.Context = wglGetCurrentContext () ; */
1220 window->Window.Context = wglCreateContext( window->Window.Device );
1225 * Setup the pixel format of our window
1227 fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
1229 if ( fgState.UseCurrentContext == TRUE )
1231 window->Window.Context = wglGetCurrentContext();
1232 if ( ! window->Window.Context )
1233 window->Window.Context = wglCreateContext( window->Window.Device );
1236 window->Window.Context = wglCreateContext( window->Window.Device );
1240 * Still, we'll be needing to explicitly resize the window
1242 window->State.NeedToResize = TRUE;
1245 * Finally, have the window's device context released
1247 ReleaseDC( window->Window.Handle, window->Window.Device );
1252 * We got resized... But check if the window has been already added...
1254 fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
1258 printf("WM_SETFOCUS: %p\n", window );
1259 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1263 if (LOWORD(wParam) != WA_INACTIVE)
1265 /* glutSetCursor( fgStructure.Window->State.Cursor ); */
1266 printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
1268 glutSetCursor( window->State.Cursor );
1271 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1277 * Windows seems to need reminding to erase the cursor for NONE.
1280 if ((LOWORD(lParam) == HTCLIENT) &&
1281 (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
1284 /* Set the cursor AND change it for this window class. */
1285 # define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
1287 /* Nuke the cursor AND change it for this window class. */
1288 # define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
1291 if (LOWORD(lParam) == HTCLIENT)
1292 switch( window->State.Cursor )
1294 MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW );
1295 MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW );
1296 MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP );
1297 MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS );
1298 MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP );
1299 MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL );
1300 MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS );
1301 MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
1302 MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
1303 MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
1304 /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
1305 ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
1308 MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
1312 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1317 * We are now Visible!
1319 window->State.Visible = TRUE;
1320 window->State.Redisplay = TRUE;
1325 * Start the painting job
1328 BeginPaint( hWnd, &ps );
1331 * Call the engine's main frame drawing method
1333 fghRedrawWindowByHandle( hWnd );
1336 * End the painting job, release the device context
1338 EndPaint( hWnd, &ps );
1343 * Make sure we don't close a window with current context active
1345 if( fgStructure.Window == window )
1350 wglMakeCurrent( NULL, NULL );
1351 /* Step through the list of windows. If the rendering context is notbeing used
1352 * by another window, then we delete it.
1354 for ( iter = fgStructure.Windows.First; iter; iter = iter->Node.Next )
1356 if ( ( iter->Window.Context == window->Window.Context ) && ( iter != window ) )
1360 if ( used == FALSE ) wglDeleteContext( window->Window.Context );
1364 * Put on a linked list of windows to be removed after all the callbacks have returned
1366 fgAddToWindowDestroyList ( window, FALSE ) ;
1369 * Proceed with the window destruction
1371 DestroyWindow( hWnd );
1376 * The window already got destroyed, so don't bother with it.
1383 * The mouse cursor has moved. Remember the new mouse cursor's position
1385 window->State.MouseX = LOWORD( lParam );
1386 window->State.MouseY = HIWORD( lParam );
1389 * Fallback if there's an active menu hooked to this window
1391 if( window->ActiveMenu != NULL )
1394 * Let's make the window redraw as a result of the mouse motion.
1396 window->State.Redisplay = TRUE ;
1402 * Remember the current modifiers state.
1404 window->State.Modifiers =
1405 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1406 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1407 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1410 * Check if any of the mouse buttons is pressed...
1412 if( (wParam & MK_LBUTTON) || (wParam & MK_MBUTTON) || (wParam & MK_RBUTTON) )
1415 * Yeah, indeed. We need to use the motion callback then:
1417 if( window->Callbacks.Motion != NULL )
1420 * Make sure the current window is set...
1422 fgSetWindow( window );
1425 * Execute the active mouse motion callback now
1427 window->Callbacks.Motion( window->State.MouseX, window->State.MouseY );
1433 * All mouse buttons are up, execute the passive mouse motion callback
1435 if( window->Callbacks.Passive != NULL )
1438 * Make sure the current window is set
1440 fgSetWindow( window );
1443 * Execute the passive mouse motion callback
1445 window->Callbacks.Passive( window->State.MouseX, window->State.MouseY );
1450 * Thrash the current modifiers state now
1452 window->State.Modifiers = 0xffffffff;
1456 case WM_LBUTTONDOWN:
1457 case WM_MBUTTONDOWN:
1458 case WM_RBUTTONDOWN:
1463 GLboolean pressed = TRUE;
1467 * The mouse cursor has moved. Remember the new mouse cursor's position
1469 window->State.MouseX = LOWORD( lParam );
1470 window->State.MouseY = HIWORD( lParam );
1473 * We're curious about the GLUT API button name...
1477 case WM_LBUTTONDOWN: pressed = TRUE; button = GLUT_LEFT_BUTTON; break;
1478 case WM_MBUTTONDOWN: pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
1479 case WM_RBUTTONDOWN: pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
1480 case WM_LBUTTONUP: pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
1481 case WM_MBUTTONUP: pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
1482 case WM_RBUTTONUP: pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
1483 default: pressed = FALSE; button = -1; break;
1487 * The left and right mouse buttons might have been swapped...
1489 if( GetSystemMetrics( SM_SWAPBUTTON ) )
1490 if( button == GLUT_LEFT_BUTTON ) button = GLUT_RIGHT_BUTTON;
1491 else if( button == GLUT_RIGHT_BUTTON ) button = GLUT_LEFT_BUTTON;
1494 * Hey, what's up with you?
1497 return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
1500 * Do not execute the application's mouse callback if a menu is hooked to this button.
1501 * In that case an appropriate private call should be generated.
1502 * Near as I can tell, this is the menu behaviour:
1503 * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
1504 * - Down-click any button outside the menu, menu active: deactivate the menu
1505 * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
1506 * - Up-click the menu button, menu not active: nothing happens
1507 * - Up-click the menu button outside the menu, menu active: nothing happens
1508 * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
1510 if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
1512 if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
1514 /* Save the current window and menu and set the current window to the window whose menu this is */
1515 SFG_Window *save_window = fgStructure.Window ;
1516 SFG_Menu *save_menu = fgStructure.Menu ;
1517 fgSetWindow ( window ) ;
1518 fgStructure.Menu = window->ActiveMenu ;
1520 /* Execute the menu callback */
1521 fgExecuteMenuCallback ( window->ActiveMenu ) ;
1522 fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
1524 /* Restore the current window and menu */
1525 fgSetWindow ( save_window ) ;
1526 fgStructure.Menu = save_menu ;
1528 else /* Outside the menu, deactivate the menu if it's a downclick */
1530 if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
1534 * Let's make the window redraw as a result of the mouse click and menu activity.
1536 if ( ! window->IsMenu ) window->State.Redisplay = TRUE ;
1542 * No active menu, let's check whether we need to activate one.
1544 if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
1547 * Let's make the window redraw as a result of the mouse click.
1549 window->State.Redisplay = TRUE ;
1552 * Set the current window
1554 fgSetWindow( window );
1557 * Activate the appropriate menu structure...
1559 fgActivateMenu( window, button );
1565 * Check if there is a mouse callback hooked to the window
1567 if( fgStructure.Window->Callbacks.Mouse == NULL )
1571 * Remember the current modifiers state.
1573 fgStructure.Window->State.Modifiers =
1574 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1575 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1576 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1579 * Set the current window
1581 fgSetWindow ( window );
1584 * Finally execute the mouse callback
1586 fgStructure.Window->Callbacks.Mouse(
1588 pressed == TRUE ? GLUT_DOWN : GLUT_UP,
1589 window->State.MouseX,
1590 window->State.MouseY
1594 * Trash the modifiers state
1596 fgStructure.Window->State.Modifiers = 0xffffffff;
1607 * Ignore the automatic key repetition if needed:
1609 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1613 * Set the current window
1615 fgSetWindow( window );
1618 * Remember the current modifiers state. This is done here in order
1619 * to make sure the VK_DELETE keyboard callback is executed properly.
1621 window->State.Modifiers =
1622 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1623 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1624 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1627 * Set the mouse position
1629 GetCursorPos ( &mouse_pos ) ;
1630 ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
1632 window->State.MouseX = mouse_pos.x ;
1633 window->State.MouseY = mouse_pos.y ;
1636 * Convert the Win32 keystroke codes to GLUTtish way
1638 # define KEY(a,b) case a: keypress = b; break;
1643 * Most of the special characters can be handled automagically...
1645 KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
1646 KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
1647 KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
1648 KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
1649 KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
1650 KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
1651 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1652 KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
1653 KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
1654 KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
1655 KEY( VK_INSERT, GLUT_KEY_INSERT );
1658 * ...yet there is a small exception we need to have handled...
1662 * The delete key should be treated as an ASCII keypress:
1664 if( window->Callbacks.Keyboard != NULL )
1665 window->Callbacks.Keyboard( 127, window->State.MouseX, window->State.MouseY );
1669 * Execute the special callback, if present, given the conversion was a success:
1671 if( (keypress != -1) && (window->Callbacks.Special != NULL) )
1674 * Have the special callback executed:
1676 window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY );
1680 * Thrash the modifiers register now
1682 window->State.Modifiers = 0xffffffff;
1693 * Set the current window
1695 fgSetWindow( window );
1698 * Remember the current modifiers state. This is done here in order
1699 * to make sure the VK_DELETE keyboard callback is executed properly.
1701 window->State.Modifiers =
1702 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1703 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1704 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1707 * Set the mouse position
1709 GetCursorPos ( &mouse_pos ) ;
1710 ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
1712 window->State.MouseX = mouse_pos.x ;
1713 window->State.MouseY = mouse_pos.y ;
1716 * Convert the Win32 keystroke codes to GLUTtish way. "KEY(a,b)" was defined under "WM_KEYDOWN"
1722 * Most of the special characters can be handled automagically...
1724 KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
1725 KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
1726 KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
1727 KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
1728 KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
1729 KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
1730 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1731 KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
1732 KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
1733 KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
1734 KEY( VK_INSERT, GLUT_KEY_INSERT );
1737 * ...yet there is a small exception we need to have handled...
1741 * The delete key should be treated as an ASCII keypress:
1743 if( window->Callbacks.KeyboardUp != NULL )
1744 window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
1750 * Call the KeyboardUp callback for a regular character if there is one.
1755 GetKeyboardState(state);
1757 if ( ToAscii( wParam, 0, state, code, 0 ) == 1 )
1760 if( window->Callbacks.KeyboardUp != NULL )
1761 window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY );
1766 * Execute the special callback, if present, given the conversion was a success:
1768 if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) )
1771 * Have the special callback executed:
1773 window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
1777 * Thrash the modifiers register now
1779 window->State.Modifiers = 0xffffffff;
1787 * Ignore the automatic key repetition if needed:
1789 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1793 * Clear to go with the keyboard callback, if registered:
1795 if( window->Callbacks.Keyboard != NULL )
1798 * Remember the current modifiers state
1800 window->State.Modifiers =
1801 ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1802 ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1803 ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1806 * Have the special callback executed:
1808 window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
1811 * Thrash the modifiers register now
1813 window->State.Modifiers = 0xffffffff;
1818 case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
1819 if ( window->Callbacks.Display )
1820 window->Callbacks.Display () ;
1822 /* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
1826 * Other messages that I have seen and which are not handled already
1828 case WM_SETTEXT : /* 0x000c */
1829 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to set the window text */
1832 case WM_GETTEXT : /* 0x000d */
1833 /* Ideally we would copy the title of the window into "lParam" */
1834 /* strncpy ( (char *)lParam, "Window Title", wParam ) ;
1835 lRet = ( wParam > 12 ) ? 12 : wParam ; */ /* the number of characters copied */
1836 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1839 case WM_GETTEXTLENGTH : /* 0x000e */
1840 /* Ideally we would get the length of the title of the window */
1841 lRet = 12 ; /* the number of characters in "Window Title\0" (see above) */
1844 case WM_ERASEBKGND : /* 0x0014 */
1845 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1848 case WM_SYNCPAINT : /* 0x0088 */
1849 /* Another window has moved, need to update this one */
1850 window->State.Redisplay = TRUE ;
1851 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Help screen says this message must be passed to "DefWindowProc" */
1854 case WM_NCPAINT : /* 0x0085 */
1855 /* Need to update the border of this window */
1856 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to repaint a standard border */
1861 * Handle unhandled messages
1863 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1871 /*** END OF FILE ***/