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 * Handle a window configuration change. When no reshape
69 * callback is hooked, the viewport size is updated to
70 * match the new window size.
72 static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
73 int width, int height )
75 SFG_Window *current_window = fgStructure.Window;
77 SFG_Window* window = fgWindowByHandle( handle );
78 freeglut_return_if_fail( window != NULL );
81 #if TARGET_HOST_UNIX_X11
83 XResizeWindow( fgDisplay.Display, window->Window.Handle,
85 XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
87 #elif TARGET_HOST_WIN32
93 GetWindowRect( window->Window.Handle, &winRect );
97 if ( window->Parent == NULL )
100 * Adjust the size of the window to allow for the size of the
101 * frame, if we are not a menu
103 if ( ! window->IsMenu )
105 width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
106 height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
107 GetSystemMetrics( SM_CYCAPTION );
112 GetWindowRect( window->Parent->Window.Handle,
114 x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME );
115 y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) +
116 GetSystemMetrics( SM_CYCAPTION );
120 window->Window.Handle,
131 if( !( FETCH_WCB( *window, Reshape ) ) )
133 fgSetWindow( window );
134 glViewport( 0, 0, width, height );
137 INVOKE_WCB( *window, Reshape, ( width, height ) );
140 * Force a window redraw. In Windows at least this is only a partial
141 * solution: if the window is increasing in size in either dimension,
142 * the already-drawn part does not get drawn again and things look funny.
143 * But without this we get this bad behaviour whenever we resize the
146 window->State.Redisplay = GL_TRUE;
149 fgSetWindow( current_window );
153 * Calls a window's redraw method. This is used when
154 * a redraw is forced by the incoming window messages.
156 static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
158 SFG_Window* window = fgWindowByHandle( handle );
159 freeglut_return_if_fail( window );
160 freeglut_return_if_fail( FETCH_WCB ( *window, Display ) );
162 window->State.Redisplay = GL_FALSE;
164 freeglut_return_if_fail( window->State.Visible );
166 if( window->State.NeedToResize )
168 SFG_Window *current_window = fgStructure.Window;
170 fgSetWindow( window );
172 fghReshapeWindowByHandle(
173 window->Window.Handle,
178 window->State.NeedToResize = GL_FALSE;
179 fgSetWindow ( current_window );
182 INVOKE_WCB( *window, Display, ( ) );
186 * A static helper function to execute display callback for a window
188 static void fghcbDisplayWindow( SFG_Window *window,
189 SFG_Enumerator *enumerator )
191 if( window->State.Redisplay &&
192 window->State.Visible )
194 if( window->State.NeedToResize )
196 SFG_Window *current_window = fgStructure.Window;
198 fgSetWindow( window );
200 fghReshapeWindowByHandle(
201 window->Window.Handle,
206 window->State.NeedToResize = GL_FALSE;
207 fgSetWindow ( current_window );
210 window->State.Redisplay = GL_FALSE;
212 #if TARGET_HOST_UNIX_X11
214 SFG_Window *current_window = fgStructure.Window;
216 INVOKE_WCB( *window, Display, ( ) );
217 fgSetWindow( current_window );
219 #elif TARGET_HOST_WIN32
221 window->Window.Handle, NULL, NULL,
222 RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
227 fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
231 * Make all windows perform a display call
233 static void fghDisplayAll( void )
235 SFG_Enumerator enumerator;
237 enumerator.found = GL_FALSE;
238 enumerator.data = NULL;
240 fgEnumWindows( fghcbDisplayWindow, &enumerator );
244 * Window enumerator callback to check for the joystick polling code
246 static void fghcbCheckJoystickPolls( SFG_Window *window,
247 SFG_Enumerator *enumerator )
249 long int checkTime = fgElapsedTime( );
251 if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
254 fgJoystickPollWindow( window );
255 window->State.JoystickLastPoll = checkTime;
258 fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
262 * Check all windows for joystick polling
264 static void fghCheckJoystickPolls( void )
266 SFG_Enumerator enumerator;
268 enumerator.found = GL_FALSE;
269 enumerator.data = NULL;
271 fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
275 * Check the global timers
277 static void fghCheckTimers( void )
279 long checkTime = fgElapsedTime( );
280 SFG_Timer *timer, *next;
283 fgListInit(&timedOut);
285 for( timer = (SFG_Timer *)fgState.Timers.First;
287 timer = (SFG_Timer *)next )
289 next = (SFG_Timer *)timer->Node.Next;
291 if( timer->TriggerTime <= checkTime )
293 fgListRemove( &fgState.Timers, &timer->Node );
294 fgListAppend( &timedOut, &timer->Node );
299 * Now feel free to execute all the hooked and timed out timer callbacks
300 * And delete the timed out timers...
302 while ( (timer = (SFG_Timer *)timedOut.First) )
304 if( timer->Callback != NULL )
305 timer->Callback( timer->ID );
306 fgListRemove( &timedOut, &timer->Node );
315 long fgElapsedTime( void )
317 if ( fgState.Time.Set )
319 #if TARGET_HOST_UNIX_X11
323 gettimeofday( &now, NULL );
325 elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
326 elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
329 #elif TARGET_HOST_WIN32
330 return timeGetTime() - fgState.Time.Value;
335 #if TARGET_HOST_UNIX_X11
336 gettimeofday( &fgState.Time.Value, NULL );
337 #elif TARGET_HOST_WIN32
338 fgState.Time.Value = timeGetTime ();
340 fgState.Time.Set = GL_TRUE ;
349 void fgError( const char *fmt, ... )
355 fprintf( stderr, "freeglut ");
356 if( fgState.ProgramName )
357 fprintf (stderr, "(%s): ", fgState.ProgramName);
358 vfprintf( stderr, fmt, ap );
359 fprintf( stderr, "\n" );
363 if ( fgState.Initialised )
369 void fgWarning( const char *fmt, ... )
375 fprintf( stderr, "freeglut ");
376 if( fgState.ProgramName )
377 fprintf( stderr, "(%s): ", fgState.ProgramName );
378 vfprintf( stderr, fmt, ap );
379 fprintf( stderr, "\n" );
385 * Indicates whether Joystick events are being used by ANY window.
387 * The current mechanism is to walk all of the windows and ask if
388 * there is a joystick callback. Certainly in some cases, maybe
389 * in all cases, the joystick is attached to the system and accessed
390 * from ONE point by GLUT/freeglut, so this is not the right way,
391 * in general, to do this. However, the Joystick code is segregated
392 * in its own little world, so we can't access the information that
393 * we need in order to do that nicely.
396 * * Store Joystick data into freeglut global state.
397 * * Provide NON-static functions or data from Joystick *.c file.
399 * Basically, the RIGHT way to do this requires knowing something
400 * about the Joystick. Right now, the Joystick code is behind
404 static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
406 if( FETCH_WCB( *w, Joystick ) )
411 fgEnumSubWindows( w, fgCheckJoystickCallback, e );
413 static int fgHaveJoystick( void )
415 SFG_Enumerator enumerator;
416 enumerator.found = GL_FALSE;
417 enumerator.data = NULL;
418 fgEnumWindows( fgCheckJoystickCallback, &enumerator );
419 return !!enumerator.data;
421 static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
423 if( w->State.Redisplay )
428 fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
430 static int fgHavePendingRedisplays (void)
432 SFG_Enumerator enumerator;
433 enumerator.found = GL_FALSE;
434 enumerator.data = NULL;
435 fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
436 return !!enumerator.data;
439 * Indicates whether there are any outstanding timers.
442 static int fgHaveTimers( void )
444 return !!fgState.Timers.First;
448 * Returns the number of GLUT ticks (milliseconds) till the next timer event.
450 static long fgNextTimer( void )
452 long now = fgElapsedTime();
456 for( timer = (SFG_Timer *)fgState.Timers.First;
458 timer = (SFG_Timer *)timer->Node.Next )
459 ret = MIN( ret, MAX( 0, timer->TriggerTime - now ) );
464 * Does the magic required to relinquish the CPU until something interesting
467 static void fgSleepForEvents( void )
469 #if TARGET_HOST_UNIX_X11
476 if( fgState.IdleCallback || fgHavePendingRedisplays( ) )
478 socket = ConnectionNumber( fgDisplay.Display );
480 FD_SET( socket, &fdset );
482 msec = fgNextTimer( );
483 if( fgHaveJoystick( ) )
484 msec = MIN( msec, 10 );
486 wait.tv_sec = msec / 1000;
487 wait.tv_usec = (msec % 1000) * 1000;
488 err = select( socket+1, &fdset, NULL, NULL, &wait );
491 fgWarning ( "freeglut select() error: %d\n", errno );
493 #elif TARGET_HOST_WIN32
497 #if TARGET_HOST_UNIX_X11
499 * Returns GLUT modifier mask for an XEvent.
501 int fgGetXModifiers( XEvent *event )
505 if( event->xkey.state & ( ShiftMask | LockMask ) )
506 ret |= GLUT_ACTIVE_SHIFT;
507 if( event->xkey.state & ControlMask )
508 ret |= GLUT_ACTIVE_CTRL;
509 if( event->xkey.state & Mod1Mask )
510 ret |= GLUT_ACTIVE_ALT;
517 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
520 * Executes a single iteration in the freeglut processing loop.
522 void FGAPIENTRY glutMainLoopEvent( void )
524 #if TARGET_HOST_UNIX_X11
529 * This code was repeated constantly, so here it goes into a definition:
531 #define GETWINDOW(a) \
532 window = fgWindowByHandle( event.a.window ); \
533 if( window == NULL ) \
536 #define GETMOUSE(a) \
537 window->State.MouseX = event.a.x; \
538 window->State.MouseY = event.a.y;
540 freeglut_assert_ready;
542 while( XPending( fgDisplay.Display ) )
544 XNextEvent( fgDisplay.Display, &event );
550 * Destroy the window when the WM_DELETE_WINDOW message arrives
552 if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
554 GETWINDOW( xclient );
556 fgCloseWindow ( window );
557 fgAddToWindowDestroyList ( window, GL_FALSE );
562 * CreateNotify causes a configure-event so that sub-windows are
563 * handled compatibly with GLUT. Otherwise, your sub-windows
564 * (in freeglut only) will not get an initial reshape event,
565 * which can break things.
567 * XXX NOTE that it is possible that you will more than one Reshape
568 * XXX event for your top-level window, but something like this
569 * XXX appears to be required for compatbility.
571 * GLUT presumably does this because it generally tries to treat
572 * sub-windows the same as windows.
575 case ConfigureNotify:
576 GETWINDOW( xconfigure );
577 window->State.NeedToResize = GL_TRUE ;
578 window->State.Width = event.xconfigure.width ;
579 window->State.Height = event.xconfigure.height;
584 * This is sent to confirm the XDestroyWindow call.
585 * XXX WHY is this commented out? Should we re-enable it?
587 /* fgAddToWindowDestroyList ( window, GL_FALSE ); */
592 * We are too dumb to process partial exposes...
593 * XXX Well, we could do it. However, it seems to only
594 * XXX be potentially useful for single-buffered (since
595 * XXX double-buffered does not respect viewport when we
596 * XXX do a buffer-swap).
598 if( event.xexpose.count == 0 )
599 fghRedrawWindowByHandle( event.xexpose.window );
605 * If we never do anything with this, can we just not ask to
606 * get these messages?
612 * Have the client's keyboard knowledge updated (xlib.ps,
613 * page 206, says that's a good thing to do)
615 XRefreshKeyboardMapping( (XMappingEvent *) &event );
618 case VisibilityNotify:
620 GETWINDOW( xvisibility );
621 if( ! FETCH_WCB( *window, WindowStatus ) )
623 fgSetWindow( window );
626 * Sending this event, the X server can notify us that the window
627 * has just acquired one of the three possible visibility states:
628 * VisibilityUnobscured, VisibilityPartiallyObscured or
629 * VisibilityFullyObscured
631 switch( event.xvisibility.state )
633 case VisibilityUnobscured:
634 INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
635 window->State.Visible = GL_TRUE;
638 case VisibilityPartiallyObscured:
639 INVOKE_WCB( *window, WindowStatus,
640 ( GLUT_PARTIALLY_RETAINED ) );
641 window->State.Visible = GL_TRUE;
644 case VisibilityFullyObscured:
645 INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
646 window->State.Visible = GL_FALSE;
650 fgWarning( "Uknown X visibility state: %d",
651 event.xvisibility.state );
659 GETWINDOW( xcrossing );
660 GETMOUSE( xcrossing );
661 INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ?
668 GETWINDOW( xmotion );
671 if( window->ActiveMenu )
673 if( window == window->ActiveMenu->ParentWindow )
675 window->ActiveMenu->Window->State.MouseX =
676 event.xmotion.x_root - window->ActiveMenu->X;
677 window->ActiveMenu->Window->State.MouseY =
678 event.xmotion.y_root - window->ActiveMenu->Y;
680 window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
681 fgSetWindow( window->ActiveMenu->ParentWindow );
687 * XXX For more than 5 buttons, just check {event.xmotion.state},
688 * XXX rather than a host of bit-masks?
690 #define BUTTON_MASK \
691 ( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask )
692 if ( event.xmotion.state & BUTTON_MASK )
693 INVOKE_WCB( *window, Motion, ( event.xmotion.x,
696 INVOKE_WCB( *window, Passive, ( event.xmotion.x,
704 GLboolean pressed = GL_TRUE;
707 if( event.type == ButtonRelease )
711 * A mouse button has been pressed or released. Traditionally,
712 * break if the window was found within the freeglut structures.
714 GETWINDOW( xbutton );
718 * An X button (at least in XFree86) is numbered from 1.
719 * A GLUT button is numbered from 0.
720 * Old GLUT passed through buttons other than just the first
721 * three, though it only gave symbolic names and official
722 * support to the first three.
724 button = event.xbutton.button - 1;
727 * XXX This comment is replicated in the WIN32 section and
728 * XXX maybe also in the menu code. Can we move the info
729 * XXX to one central place and *reference* it from here?
731 * Do not execute the application's mouse callback if a menu
732 * is hooked to this button. In that case an appropriate
733 * private call should be generated.
734 * Near as I can tell, this is the menu behaviour:
735 * - Down-click the menu button, menu not active: activate
736 * the menu with its upper left-hand corner at the mouse
738 * - Down-click any button outside the menu, menu active:
739 * deactivate the menu
740 * - Down-click any button inside the menu, menu active:
741 * select the menu entry and deactivate the menu
742 * - Up-click the menu button, menu not active: nothing happens
743 * - Up-click the menu button outside the menu, menu active:
745 * - Up-click the menu button inside the menu, menu active:
746 * select the menu entry and deactivate the menu
748 /* Window has an active menu, it absorbs any mouse click */
749 if( window->ActiveMenu )
751 if( window == window->ActiveMenu->ParentWindow )
753 window->ActiveMenu->Window->State.MouseX =
754 event.xbutton.x_root - window->ActiveMenu->X;
755 window->ActiveMenu->Window->State.MouseY =
756 event.xbutton.y_root - window->ActiveMenu->Y;
759 /* In the menu, invoke the callback and deactivate the menu*/
760 if( fgCheckActiveMenu( window->ActiveMenu->Window,
761 window->ActiveMenu ) )
764 * Save the current window and menu and set the current
765 * window to the window whose menu this is
767 SFG_Window *save_window = fgStructure.Window;
768 SFG_Menu *save_menu = fgStructure.Menu;
769 SFG_Window *parent_window =
770 window->ActiveMenu->ParentWindow;
771 fgSetWindow( parent_window );
772 fgStructure.Menu = window->ActiveMenu;
774 /* Execute the menu callback */
775 fgExecuteMenuCallback( window->ActiveMenu );
776 fgDeactivateMenu( parent_window );
778 /* Restore the current window and menu */
779 fgSetWindow( save_window );
780 fgStructure.Menu = save_menu;
784 * Outside the menu, deactivate if it's a downclick
785 * XXX This isn't enough. A downclick outside of
786 * XXX the interior of our freeglut windows should also
787 * XXX deactivate the menu. This is more complicated.
789 fgDeactivateMenu( window->ActiveMenu->ParentWindow );
791 window->State.Redisplay = GL_TRUE;
796 * No active menu, let's check whether we need to activate one.
798 if( ( 0 <= button ) &&
799 ( FREEGLUT_MAX_MENUS > button ) &&
800 ( window->Menu[ button ] ) &&
803 window->State.Redisplay = GL_TRUE;
804 fgSetWindow( window );
805 fgActivateMenu( window, button );
810 * Check if there is a mouse or mouse wheel callback hooked to the
813 if( ! FETCH_WCB( *window, Mouse ) &&
814 ! FETCH_WCB( *window, MouseWheel ) )
817 fgState.Modifiers = fgGetXModifiers( &event );
820 * Finally execute the mouse or mouse wheel callback
822 * XXX Use a symbolic constant, *not* "4"!
824 if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
825 INVOKE_WCB( *window, Mouse, ( button,
826 pressed ? GLUT_DOWN : GLUT_UP,
833 * Map 4 and 5 to wheel zero; EVEN to +1, ODD to -1
834 * " 6 and 7 " " one; ...
836 * XXX This *should* be behind some variables/macros,
837 * XXX since the order and numbering isn't certain
838 * XXX See XFree86 configuration docs (even back in the
839 * XXX 3.x days, and especially with 4.x).
841 * XXX Note that {button} has already been decremeted
842 * XXX in mapping from X button numbering to GLUT.
844 int wheel_number = (button - 3) / 2;
850 INVOKE_WCB( *window, MouseWheel, ( wheel_number,
858 * Trash the modifiers state
860 fgState.Modifiers = 0xffffffff;
867 FGCBKeyboard keyboard_cb;
868 FGCBSpecial special_cb;
873 if( event.type == KeyPress )
875 keyboard_cb = FETCH_WCB( *window, Keyboard );
876 special_cb = FETCH_WCB( *window, Special );
880 keyboard_cb = FETCH_WCB( *window, KeyboardUp );
881 special_cb = FETCH_WCB( *window, SpecialUp );
885 * Is there a keyboard/special callback hooked for this window?
887 if( keyboard_cb || special_cb )
889 XComposeStatus composeStatus;
890 char asciiCode[ 32 ];
895 * Check for the ASCII/KeySym codes associated with the event:
897 len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode),
898 &keySym, &composeStatus
902 * GLUT API tells us to have two separate callbacks...
907 * ...one for the ASCII translateable keypresses...
911 fgSetWindow( window );
912 fgState.Modifiers = fgGetXModifiers( &event );
913 keyboard_cb( asciiCode[ 0 ],
914 event.xkey.x, event.xkey.y
916 fgState.Modifiers = 0xffffffff;
924 * ...and one for all the others, which need to be
925 * translated to GLUT_KEY_Xs...
929 case XK_F1: special = GLUT_KEY_F1; break;
930 case XK_F2: special = GLUT_KEY_F2; break;
931 case XK_F3: special = GLUT_KEY_F3; break;
932 case XK_F4: special = GLUT_KEY_F4; break;
933 case XK_F5: special = GLUT_KEY_F5; break;
934 case XK_F6: special = GLUT_KEY_F6; break;
935 case XK_F7: special = GLUT_KEY_F7; break;
936 case XK_F8: special = GLUT_KEY_F8; break;
937 case XK_F9: special = GLUT_KEY_F9; break;
938 case XK_F10: special = GLUT_KEY_F10; break;
939 case XK_F11: special = GLUT_KEY_F11; break;
940 case XK_F12: special = GLUT_KEY_F12; break;
942 case XK_Left: special = GLUT_KEY_LEFT; break;
943 case XK_Right: special = GLUT_KEY_RIGHT; break;
944 case XK_Up: special = GLUT_KEY_UP; break;
945 case XK_Down: special = GLUT_KEY_DOWN; break;
948 case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
950 case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
952 case XK_Home: special = GLUT_KEY_HOME; break;
954 case XK_End: special = GLUT_KEY_END; break;
956 case XK_Insert: special = GLUT_KEY_INSERT; break;
960 * Execute the callback (if one has been specified),
961 * given that the special code seems to be valid...
963 if( special_cb && (special != -1) )
965 fgSetWindow( window );
966 fgState.Modifiers = fgGetXModifiers( &event );
967 special_cb( special, event.xkey.x, event.xkey.y );
968 fgState.Modifiers = 0xffffffff;
976 break; /* XXX Should disable this event */
979 fgWarning ("Unknown X event type: %d", event.type);
984 #elif TARGET_HOST_WIN32
988 while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
990 if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
991 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
993 TranslateMessage( &stMsg );
994 DispatchMessage( &stMsg );
999 fghCheckJoystickPolls( );
1006 * Enters the freeglut processing loop.
1007 * Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
1009 void FGAPIENTRY glutMainLoop( void )
1011 #if TARGET_HOST_WIN32
1012 SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
1015 freeglut_assert_ready;
1017 #if TARGET_HOST_WIN32
1019 * Processing before the main loop: If there is a window which is open and
1020 * which has a visibility callback, call it. I know this is an ugly hack,
1021 * but I'm not sure what else to do about it. Ideally we should leave
1022 * something uninitialized in the create window code and initialize it in
1023 * the main loop, and have that initialization create a "WM_ACTIVATE"
1024 * message. Then we would put the visibility callback code in the
1025 * "case WM_ACTIVATE" block below. - John Fay -- 10/24/02
1029 if ( FETCH_WCB( *window, Visibility ) )
1031 SFG_Window *current_window = fgStructure.Window ;
1033 INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
1034 fgSetWindow( current_window );
1037 window = (SFG_Window *)window->Node.Next ;
1041 fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
1042 while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
1044 glutMainLoopEvent( );
1046 if( fgStructure.Windows.First == NULL )
1047 fgState.ExecState = GLUT_EXEC_STATE_STOP;
1050 if( fgState.IdleCallback )
1051 fgState.IdleCallback( );
1058 fgExecutionState execState = fgState.ExecState;
1061 * When this loop terminates, destroy the display, state and structure
1062 * of a freeglut session, so that another glutInit() call can happen
1066 if( execState == GLUT_ACTION_EXIT )
1072 * Leaves the freeglut processing loop.
1074 void FGAPIENTRY glutLeaveMainLoop( void )
1076 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
1080 #if TARGET_HOST_WIN32
1082 * Determine a GLUT modifer mask based on MS-WINDOWS system info.
1084 int fgGetWin32Modifiers (void)
1087 ( ( ( GetKeyState( VK_LSHIFT ) < 0 ) ||
1088 ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
1089 ( ( ( GetKeyState( VK_LCONTROL ) < 0 ) ||
1090 ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
1091 ( ( ( GetKeyState( VK_LMENU ) < 0 ) ||
1092 ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
1096 * The window procedure for handling Win32 events
1098 LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
1101 SFG_Window* window = fgWindowByHandle( hWnd );
1105 if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
1106 return DefWindowProc( hWnd, uMsg, wParam, lParam );
1108 /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
1109 uMsg, wParam, lParam ); */
1114 * The window structure is passed as the creation structure paramter...
1116 window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
1117 assert( window != NULL );
1119 window->Window.Handle = hWnd;
1120 window->Window.Device = GetDC( hWnd );
1121 if( window->IsMenu )
1123 unsigned int current_DisplayMode = fgState.DisplayMode;
1124 fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
1125 fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
1126 fgState.DisplayMode = current_DisplayMode;
1128 if( fgStructure.MenuContext )
1129 wglMakeCurrent( window->Window.Device,
1130 fgStructure.MenuContext->Context
1134 fgStructure.MenuContext =
1135 (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
1136 fgStructure.MenuContext->Context =
1137 wglCreateContext( window->Window.Device );
1140 /* window->Window.Context = wglGetCurrentContext (); */
1141 window->Window.Context = wglCreateContext( window->Window.Device );
1145 fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
1147 if( ! fgState.UseCurrentContext )
1148 window->Window.Context =
1149 wglCreateContext( window->Window.Device );
1152 window->Window.Context = wglGetCurrentContext( );
1153 if( ! window->Window.Context )
1154 window->Window.Context =
1155 wglCreateContext( window->Window.Device );
1159 window->State.NeedToResize = GL_TRUE;
1160 window->State.Width = fgState.Size.X;
1161 window->State.Height = fgState.Size.Y;
1163 ReleaseDC( window->Window.Handle, window->Window.Device );
1168 * We got resized... But check if the window has been already added...
1170 window->State.NeedToResize = GL_TRUE;
1171 window->State.Width = LOWORD(lParam);
1172 window->State.Height = HIWORD(lParam);
1176 printf("WM_SETFOCUS: %p\n", window );
1177 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1181 if (LOWORD(wParam) != WA_INACTIVE)
1183 /* glutSetCursor( fgStructure.Window->State.Cursor ); */
1184 printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
1185 window->State.Cursor );
1186 glutSetCursor( window->State.Cursor );
1189 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1194 * XXX Why not re-use some common code with the glutSetCursor()
1195 * XXX function (or perhaps invoke glutSetCursor())?
1196 * XXX That is, why are we duplicating code, here, from
1197 * XXX glutSetCursor()? The WIN32 code should be able to just
1198 * XXX call glutSetCurdsor() instead of defining two macros
1199 * XXX and implementing a nested case in-line.
1202 /* Set the cursor AND change it for this window class. */
1203 #define MAP_CURSOR(a,b) \
1205 SetCursor( LoadCursor( NULL, b ) ); \
1208 /* Nuke the cursor AND change it for this window class. */
1209 #define ZAP_CURSOR(a,b) \
1211 SetCursor( NULL ); \
1214 if( LOWORD( lParam ) == HTCLIENT )
1215 switch( window->State.Cursor )
1217 MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW );
1218 MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW );
1219 MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP );
1220 MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS );
1221 MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP );
1222 MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL );
1223 MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS );
1224 MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
1225 MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
1226 MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
1227 /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
1228 ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
1231 MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
1234 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1238 window->State.Visible = GL_TRUE;
1239 window->State.Redisplay = GL_TRUE;
1243 /* Turn on the visibility in case it was turned off somehow */
1244 window->State.Visible = GL_TRUE;
1245 BeginPaint( hWnd, &ps );
1246 fghRedrawWindowByHandle( hWnd );
1247 EndPaint( hWnd, &ps );
1252 * Make sure we don't close a window with current context active
1254 if( fgStructure.Window == window )
1259 wglMakeCurrent( NULL, NULL );
1261 * Step through the list of windows. If the rendering context
1262 * is not being used by another window, then we delete it.
1264 for( iter = (SFG_Window *)fgStructure.Windows.First;
1266 iter = (SFG_Window *)iter->Node.Next )
1268 if( ( iter->Window.Context == window->Window.Context ) &&
1269 ( iter != window ) )
1274 wglDeleteContext( window->Window.Context );
1278 * Put on a linked list of windows to be removed after all the
1279 * callbacks have returned
1281 fgAddToWindowDestroyList( window, GL_FALSE );
1282 DestroyWindow( hWnd );
1287 * The window already got destroyed, so don't bother with it.
1293 window->State.MouseX = LOWORD( lParam );
1294 window->State.MouseY = HIWORD( lParam );
1296 if ( window->ActiveMenu )
1298 window->State.Redisplay = GL_TRUE;
1299 fgSetWindow ( window->ActiveMenu->ParentWindow );
1303 fgState.Modifiers = fgGetWin32Modifiers( );
1305 if( ( wParam & MK_LBUTTON ) ||
1306 ( wParam & MK_MBUTTON ) ||
1307 ( wParam & MK_RBUTTON ) )
1308 INVOKE_WCB( *window, Motion, ( window->State.MouseX,
1309 window->State.MouseY ) );
1311 INVOKE_WCB( *window, Passive, ( window->State.MouseX,
1312 window->State.MouseY ) );
1314 fgState.Modifiers = 0xffffffff;
1318 case WM_LBUTTONDOWN:
1319 case WM_MBUTTONDOWN:
1320 case WM_RBUTTONDOWN:
1325 GLboolean pressed = GL_TRUE;
1328 window->State.MouseX = LOWORD( lParam );
1329 window->State.MouseY = HIWORD( lParam );
1333 case WM_LBUTTONDOWN:
1335 button = GLUT_LEFT_BUTTON;
1337 case WM_MBUTTONDOWN:
1339 button = GLUT_MIDDLE_BUTTON;
1341 case WM_RBUTTONDOWN:
1343 button = GLUT_RIGHT_BUTTON;
1347 button = GLUT_LEFT_BUTTON;
1351 button = GLUT_MIDDLE_BUTTON;
1355 button = GLUT_RIGHT_BUTTON;
1363 if( GetSystemMetrics( SM_SWAPBUTTON ) )
1364 if( button == GLUT_LEFT_BUTTON )
1365 button = GLUT_RIGHT_BUTTON;
1366 else if( button == GLUT_RIGHT_BUTTON )
1367 button = GLUT_LEFT_BUTTON;
1370 return DefWindowProc( hWnd, uMsg, lParam, wParam );
1373 * XXX This comment is duplicated in two other spots.
1374 * XXX Can we centralize it?
1376 * Do not execute the application's mouse callback if a
1377 * menu is hooked to this button.
1378 * In that case an appropriate private call should be generated.
1379 * Near as I can tell, this is the menu behaviour:
1380 * - Down-click the menu button, menu not active: activate
1381 * the menu with its upper left-hand corner at the mouse location.
1382 * - Down-click any button outside the menu, menu active:
1383 * deactivate the menu
1384 * - Down-click any button inside the menu, menu active:
1385 * select the menu entry and deactivate the menu
1386 * - Up-click the menu button, menu not active: nothing happens
1387 * - Up-click the menu button outside the menu, menu active:
1389 * - Up-click the menu button inside the menu, menu active:
1390 * select the menu entry and deactivate the menu
1392 /* Window has an active menu, it absorbs any mouse click */
1393 if( window->ActiveMenu )
1395 /* Outside the menu, deactivate the menu if it's a downclick */
1396 if( ! fgCheckActiveMenu( window, window->ActiveMenu ) )
1399 fgDeactivateMenu( window->ActiveMenu->ParentWindow );
1401 else /* In menu, invoke the callback and deactivate the menu*/
1404 * Save the current window and menu and set the current
1405 * window to the window whose menu this is
1407 SFG_Window *save_window = fgStructure.Window;
1408 SFG_Menu *save_menu = fgStructure.Menu;
1409 SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
1410 fgSetWindow( parent_window );
1411 fgStructure.Menu = window->ActiveMenu;
1413 /* Execute the menu callback */
1414 fgExecuteMenuCallback( window->ActiveMenu );
1415 fgDeactivateMenu( parent_window );
1417 /* Restore the current window and menu */
1418 fgSetWindow( save_window );
1419 fgStructure.Menu = save_menu;
1423 * Let's make the window redraw as a result of the mouse
1424 * click and menu activity.
1426 if( ! window->IsMenu )
1427 window->State.Redisplay = GL_TRUE;
1432 if ( window->Menu[ button ] && pressed )
1434 window->State.Redisplay = GL_TRUE;
1435 fgSetWindow( window );
1436 fgActivateMenu( window, button );
1441 if( ! FETCH_WCB( *window, Mouse ) )
1444 fgSetWindow( window );
1445 fgState.Modifiers = fgGetWin32Modifiers( );
1450 pressed ? GLUT_DOWN : GLUT_UP,
1451 window->State.MouseX,
1452 window->State.MouseY
1456 fgState.Modifiers = 0xffffffff;
1461 /* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
1464 * XXX THIS IS SPECULATIVE -- John Fay, 10/2/03
1465 * XXX Should use WHEEL_DELTA instead of 120
1467 int wheel_number = LOWORD( wParam );
1468 short ticks = ( short )HIWORD( wParam ) / 120;
1478 * The mouse cursor has moved. Remember the new mouse cursor's position
1480 /* window->State.MouseX = LOWORD( lParam ); */
1481 /* Need to adjust by window position, */
1482 /* window->State.MouseY = HIWORD( lParam ); */
1483 /* change "lParam" to other parameter */
1485 if( ! FETCH_WCB( *window, MouseWheel ) &&
1486 ! FETCH_WCB( *window, Mouse ) )
1489 fgSetWindow( window );
1490 fgState.Modifiers = fgGetWin32Modifiers( );
1493 if( FETCH_WCB( *window, MouseWheel ) )
1494 INVOKE_WCB( *window, MouseWheel,
1497 window->State.MouseX,
1498 window->State.MouseY
1501 else /* No mouse wheel, call the mouse button callback twice */
1504 * XXX The below assumes that you have no more than 3 mouse
1505 * XXX buttons. Sorry.
1507 int button = wheel_number*2 + 4;
1510 INVOKE_WCB( *window, Mouse,
1511 ( button, GLUT_DOWN,
1512 window->State.MouseX, window->State.MouseY )
1514 INVOKE_WCB( *window, Mouse,
1516 window->State.MouseX, window->State.MouseX )
1520 fgState.Modifiers = 0xffffffff;
1530 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1534 * Remember the current modifiers state. This is done here in order
1535 * to make sure the VK_DELETE keyboard callback is executed properly.
1537 fgState.Modifiers = fgGetWin32Modifiers( );
1539 GetCursorPos( &mouse_pos );
1540 ScreenToClient( window->Window.Handle, &mouse_pos );
1542 window->State.MouseX = mouse_pos.x;
1543 window->State.MouseY = mouse_pos.y;
1546 * Convert the Win32 keystroke codes to GLUTtish way
1548 # define KEY(a,b) case a: keypress = b; break;
1552 KEY( VK_F1, GLUT_KEY_F1 );
1553 KEY( VK_F2, GLUT_KEY_F2 );
1554 KEY( VK_F3, GLUT_KEY_F3 );
1555 KEY( VK_F4, GLUT_KEY_F4 );
1556 KEY( VK_F5, GLUT_KEY_F5 );
1557 KEY( VK_F6, GLUT_KEY_F6 );
1558 KEY( VK_F7, GLUT_KEY_F7 );
1559 KEY( VK_F8, GLUT_KEY_F8 );
1560 KEY( VK_F9, GLUT_KEY_F9 );
1561 KEY( VK_F10, GLUT_KEY_F10 );
1562 KEY( VK_F11, GLUT_KEY_F11 );
1563 KEY( VK_F12, GLUT_KEY_F12 );
1564 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP );
1565 KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1566 KEY( VK_HOME, GLUT_KEY_HOME );
1567 KEY( VK_END, GLUT_KEY_END );
1568 KEY( VK_LEFT, GLUT_KEY_LEFT );
1569 KEY( VK_UP, GLUT_KEY_UP );
1570 KEY( VK_RIGHT, GLUT_KEY_RIGHT );
1571 KEY( VK_DOWN, GLUT_KEY_DOWN );
1572 KEY( VK_INSERT, GLUT_KEY_INSERT );
1576 * The delete key should be treated as an ASCII keypress:
1578 INVOKE_WCB( *window, Keyboard,
1579 ( 127, window->State.MouseX, window->State.MouseY )
1583 if( keypress != -1 )
1584 INVOKE_WCB( *window, Special,
1586 window->State.MouseX, window->State.MouseY )
1589 fgState.Modifiers = 0xffffffff;
1600 * Remember the current modifiers state. This is done here in order
1601 * to make sure the VK_DELETE keyboard callback is executed properly.
1603 fgState.Modifiers = fgGetWin32Modifiers( );
1605 GetCursorPos( &mouse_pos );
1606 ScreenToClient( window->Window.Handle, &mouse_pos );
1608 window->State.MouseX = mouse_pos.x;
1609 window->State.MouseY = mouse_pos.y;
1612 * Convert the Win32 keystroke codes to GLUTtish way.
1613 * "KEY(a,b)" was defined under "WM_KEYDOWN"
1618 KEY( VK_F1, GLUT_KEY_F1 );
1619 KEY( VK_F2, GLUT_KEY_F2 );
1620 KEY( VK_F3, GLUT_KEY_F3 );
1621 KEY( VK_F4, GLUT_KEY_F4 );
1622 KEY( VK_F5, GLUT_KEY_F5 );
1623 KEY( VK_F6, GLUT_KEY_F6 );
1624 KEY( VK_F7, GLUT_KEY_F7 );
1625 KEY( VK_F8, GLUT_KEY_F8 );
1626 KEY( VK_F9, GLUT_KEY_F9 );
1627 KEY( VK_F10, GLUT_KEY_F10 );
1628 KEY( VK_F11, GLUT_KEY_F11 );
1629 KEY( VK_F12, GLUT_KEY_F12 );
1630 KEY( VK_PRIOR, GLUT_KEY_PAGE_UP );
1631 KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
1632 KEY( VK_HOME, GLUT_KEY_HOME );
1633 KEY( VK_END, GLUT_KEY_END );
1634 KEY( VK_LEFT, GLUT_KEY_LEFT );
1635 KEY( VK_UP, GLUT_KEY_UP );
1636 KEY( VK_RIGHT, GLUT_KEY_RIGHT );
1637 KEY( VK_DOWN, GLUT_KEY_DOWN );
1638 KEY( VK_INSERT, GLUT_KEY_INSERT );
1642 * The delete key should be treated as an ASCII keypress:
1644 INVOKE_WCB( *window, KeyboardUp,
1645 ( 127, window->State.MouseX, window->State.MouseY )
1654 GetKeyboardState( state );
1656 if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
1659 INVOKE_WCB( *window, KeyboardUp,
1661 window->State.MouseX, window->State.MouseY )
1666 if( keypress != -1 )
1667 INVOKE_WCB( *window, SpecialUp,
1669 window->State.MouseX, window->State.MouseY )
1672 fgState.Modifiers = 0xffffffff;
1679 if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
1682 fgState.Modifiers = fgGetWin32Modifiers( );
1683 INVOKE_WCB( *window, Keyboard,
1685 window->State.MouseX, window->State.MouseY )
1687 fgState.Modifiers = 0xffffffff;
1691 case WM_CAPTURECHANGED:
1692 /* User has finished resizing the window, force a redraw */
1693 INVOKE_WCB( *window, Display, ( ) );
1695 /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
1699 * Other messages that I have seen and which are not handled already
1701 case WM_SETTEXT: /* 0x000c */
1702 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1703 /* Pass it on to "DefWindowProc" to set the window text */
1706 case WM_GETTEXT: /* 0x000d */
1707 /* Ideally we would copy the title of the window into "lParam" */
1708 /* strncpy ( (char *)lParam, "Window Title", wParam );
1709 lRet = ( wParam > 12 ) ? 12 : wParam; */
1710 /* the number of characters copied */
1711 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1714 case WM_GETTEXTLENGTH: /* 0x000e */
1715 /* Ideally we would get the length of the title of the window */
1717 /* the number of characters in "Window Title\0" (see above) */
1720 case WM_ERASEBKGND: /* 0x0014 */
1721 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1724 case WM_SYNCPAINT: /* 0x0088 */
1725 /* Another window has moved, need to update this one */
1726 window->State.Redisplay = GL_TRUE;
1727 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1728 /* Help screen says this message must be passed to "DefWindowProc" */
1731 case WM_NCPAINT: /* 0x0085 */
1732 /* Need to update the border of this window */
1733 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1734 /* Pass it on to "DefWindowProc" to repaint a standard border */
1737 case WM_SYSCOMMAND : /* 0x0112 */
1740 * We have received a system command message. Try to act on it.
1741 * The commands are passed in through the "lParam" parameter:
1742 * Clicking on a corner to resize the window gives a "F004" message
1743 * but this is not defined in my header file.
1754 /* User has clicked on the "-" to minimize the window */
1755 /* Turn off the visibility */
1756 window->State.Visible = GL_FALSE ;
1763 case SC_NEXTWINDOW :
1766 case SC_PREVWINDOW :
1770 /* Followed very closely by a WM_CLOSE message */
1794 case SC_SCREENSAVE :
1802 /* We need to pass the message on to the operating system as well */
1803 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1808 * Handle unhandled messages
1810 lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
1818 /*** END OF FILE ***/