#define G_LOG_DOMAIN "freeglut-main"
#include "../include/GL/freeglut.h"
-#include "../include/GL/freeglut_internal.h"
+#include "freeglut_internal.h"
/*
* TODO BEFORE THE STABLE RELEASE:
* Calls a window's redraw method. This is used when
* a redraw is forced by the incoming window messages.
*/
+
static void fghRedrawWindowByHandle
#if TARGET_HOST_UNIX_X11
( Window handle )
freeglut_return_if_fail( window->State.Visible == TRUE );
/*
- * Set the window as the current one. Calling glutSetWindow()
- * might seem slow and generally redundant, but it is portable.
+ * Set the window as the current one.
+ */
+ fgSetWindow( window );
+
+ /*
+ * Do not exagerate with the redisplaying
*/
- glutSetWindow( window->ID );
+ window->State.Redisplay = FALSE;
/*
* Have the callback executed now. The buffers should
* be swapped by the glutSwapBuffers() execution inside
* the callback itself.
*/
+
window->Callbacks.Display();
}
/*
* Remember about setting the current window...
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Check if there is a reshape callback hooked
*/
glViewport( 0, 0, width, height );
}
+
+ /*
+ * Force a window redraw. In Windows at least this is only a partial solution: if the
+ * window is increasing in size in either dimension, the already-drawn part does not get
+ * drawn again and things look funny. But without this we get this bad behaviour whenever
+ * we resize the window.
+ */
+ window->State.Redisplay = TRUE ;
}
/*
/*
* OKi, this is the case: have the window set as the current one
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Do not exagerate with the redisplaying
*/
if( window->State.NeedToResize )
{
- glutSetWindow( window->ID );
+ fgSetWindow( window );
fghReshapeWindowByHandle(
window->Window.Handle,
/*
* This is done in a bit different way under Windows
*/
- RedrawWindow(
+ if( (window->Callbacks.Display != NULL) &&
+ (window->State.Redisplay == TRUE) &&
+ (window->State.Visible == TRUE) )
+ {
+ /*
+ * Do not exagerate with the redisplaying
+ */
+ window->State.Redisplay = FALSE;
+
+ RedrawWindow(
window->Window.Handle, NULL, NULL,
- RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE
- );
+ RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
+ );
+ }
#endif
*/
static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumerator )
{
- double checkTime = fgElapsedTime();
+ long int checkTime = fgElapsedTime();
/*
* Check if actually need to do the poll for the currently enumerated window:
}
}
+
/*
* Elapsed Time
*/
long fgElapsedTime( void )
{
-#ifndef WIN32
+#if TARGET_HOST_UNIX_X11
struct timeval now;
long elapsed;
elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
return( elapsed );
-#else
- return (timeGetTime() - fgState.Time.Value);
+#elif TARGET_HOST_WIN32
+ return (timeGetTime() - fgState.Time.Value);
#endif
}
va_end( ap );
}
+/*
+ * Clean up on exit
+ */
+static void fgCleanUpGlutsMess( void )
+{
+ int i;
+
+ i = 0;
+
+ if ( fgStructure.Windows.First != NULL )
+ {
+ SFG_Window *win = fgStructure.Windows.First ;
+ glEnd();
+ glFinish();
+ glFlush();
+ while ( win != NULL )
+ {
+ SFG_Window *temp_win = win->Node.Next ;
+ fgDestroyWindow ( win, FALSE ) ;
+ win = temp_win ;
+ }
+ }
+
+#if 0
+ /* these are pointers to external handles */
+
+ __glutWindowListSize = 0;
+ __glutStaleWindowList = NULL;
+ __glutWindowList = NULL;
+ __glutCurrentWindow = NULL;
+
+ /* make sure we no longer have a GL context */
+
+ if ( wglGetCurrentContext() != NULL )
+ {
+ wglDeleteContext( wglGetCurrentContext() );
+ }
+
+ hInstance = GetModuleHandle(NULL);
+ UnregisterClass( classname, hInstance );
+
+ /* clean up allocated timer memory */
+
+ tList = __glutTimerList;
+ i = 0;
+
+ while ( __glutTimerList )
+ {
+ i++;
+ tList = __glutTimerList;
+
+ if ( __glutTimerList )
+ __glutTimerList = __glutTimerList->next;
+
+ if ( tList )
+ free( tList );
+ }
+#endif
+}
+
+
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
- * Enters the FreeGLUT processing loop. Never returns.
+ * Executes a single iteration in the FreeGLUT processing loop.
*/
-void FGAPIENTRY glutMainLoop( void )
+void FGAPIENTRY glutMainLoopEvent( void )
{
#if TARGET_HOST_UNIX_X11
- SFG_Window* window;
- XEvent event;
- int modifiers;
-
- /*
- * This code was repeated constantly, so here it goes into a definition:
- */
-# define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break;
-# define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y;
-
+ SFG_Window* window;
+ XEvent event;
+ int modifiers;
+
+ /*
+ * This code was repeated constantly, so here it goes into a definition:
+ */
+# define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break;
+# define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y;
+
+ /*
+ * Make sure the display has been created etc.
+ */
+ freeglut_assert_ready;
+
+ /*
+ * Do we have any event messages pending?
+ */
+ if( XPending( fgDisplay.Display ) )
+ {
/*
- * Make sure the display has been created etc.
+ * Grab the next event to be processed...
*/
- freeglut_assert_ready;
+ XNextEvent( fgDisplay.Display, &event );
+ window = fgWindowByHandle ( event.xany.window ) ;
/*
- * Enter the loop. Iterate as long as there are
- * any windows in the freeglut structure.
+ * Check the event's type
*/
- while( fgStructure.Windows.First != NULL )
+ switch( event.type )
{
+ case CreateNotify:
+ /*
+ * The window creation confirmation
+ */
+ break;
+
+ case DestroyNotify:
+ /*
+ * This is sent to confirm the XDestroyWindow call.
+ */
+ /*
+ * Call the window closure callback, remove from the structure, etc.
+ */
+ fgStructure.Window = window ;
+/* fgAddToWindowDestroyList ( window, FALSE ); */
+
+ break;
+
+ case ClientMessage:
+ /*
+ * Destroy the window when the WM_DELETE_WINDOW message arrives
+ */
+ if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
+ {
+ fgStructure.Window = window ;
+
+ /*
+ * Call the XWindows functions to close the window
+ */
+ fgCloseWindow ( window ) ;
+
+ /*
+ * Call the window closure callback, remove from the structure, etc.
+ */
+ fgAddToWindowDestroyList ( window, FALSE );
+ }
+ break;
+
+ case UnmapNotify:
+ /*
+ * A window of ours has been unmapped...
+ */
+ break;
+
+ case Expose:
+ /*
+ * We are too dumb to process partial exposes...
+ */
+ if( event.xexpose.count == 0 )
+ fghRedrawWindowByHandle( window->Window.Handle );
+ break;
+
+ case ConfigureNotify:
+ /*
+ * The window gets resized
+ */
+ fghReshapeWindowByHandle(
+ event.xconfigure.window,
+ event.xconfigure.width,
+ event.xconfigure.height
+ );
+ break;
+
+ case MappingNotify:
+ /*
+ * Have the client's keyboard knowledge updated (xlib.ps,
+ * page 206, says that's a good thing to do)
+ */
+ XRefreshKeyboardMapping( (XMappingEvent *) &event );
+ break;
+
+ case VisibilityNotify:
+ {
+ /*
+ * The window's visiblity might have changed
+ */
+ /*
+ * Break now if no window status callback has been hooked to that window
+ */
+ if( window->Callbacks.WindowStatus == NULL )
+ break;
+
+ /*
+ * We're going to send a callback to a window. Make it current.
+ */
+ fgSetWindow( window );
+
/*
- * Do we have any event messages pending?
+ * Sending this event, the X server can notify us that the window has just
+ * acquired one of the three possible visibility states: VisibilityUnobscured,
+ * VisibilityPartiallyObscured or VisibilityFullyObscured
*/
- if( XPending( fgDisplay.Display ) )
+ switch( event.xvisibility.state )
{
- /*
- * Grab the next event to be processed...
- */
- XNextEvent( fgDisplay.Display, &event );
+ case VisibilityUnobscured:
+ /*
+ * We are fully visible...
+ */
+ window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
+ window->State.Visible = TRUE;
+ break;
+
+ case VisibilityPartiallyObscured:
+ /*
+ * The window is partially visible
+ */
+ window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
+ window->State.Visible = TRUE;
+ break;
+
+ case VisibilityFullyObscured:
+ /*
+ * The window is totally obscured
+ */
+ window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
+ window->State.Visible = FALSE;
+ break;
+ }
+ }
+ break;
- /*
- * Check the event's type
- */
- switch( event.type )
- {
- case CreateNotify:
- /*
- * The window creation confirmation
- */
- break;
+ case EnterNotify:
+ {
+ /*
+ * Mouse is over one of our windows
+ */
+ GETMOUSE( xcrossing );
- case DestroyNotify:
- /*
- * This is sent to confirm the XDestroyWindow call. Ignore it.
- */
- break;
+ /*
+ * Is there an entry callback hooked to the window?
+ */
+ if( window->Callbacks.Entry != NULL )
+ {
+ /*
+ * Yeah. Notify the window about having the mouse cursor over
+ */
+ window->Callbacks.Entry( GLUT_ENTERED );
+ }
+ }
+ break;
- case ClientMessage:
- /*
- * Destroy the window when the WM_DELETE_WINDOW message arrives
- */
- if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
- {
- /*
- * I wonder if the window still exists ;-)
- */
- fgDestroyWindow( fgWindowByHandle( event.xclient.window ), TRUE );
- }
- break;
-
- case UnmapNotify:
- /*
- * A window of ours has been unmapped...
- */
- break;
+ case LeaveNotify:
+ {
+ /*
+ * Mouse is no longer over one of our windows
+ */
+ GETMOUSE( xcrossing );
- case Expose:
- /*
- * We are too dumb to process partial exposes...
- */
- if( event.xexpose.count == 0 )
- fghRedrawWindowByHandle( event.xexpose.window );
- break;
+ /*
+ * Is there an entry callback hooked to the window?
+ */
+ if( window->Callbacks.Entry != NULL )
+ {
+ /*
+ * Yeah. Notify the window about having the mouse cursor over
+ */
+ window->Callbacks.Entry( GLUT_LEFT );
+ }
+ }
+ break;
- case ConfigureNotify:
- /*
- * The window gets resized
- */
- fghReshapeWindowByHandle(
- event.xconfigure.window,
- event.xconfigure.width,
- event.xconfigure.height
- );
- break;
-
- case MappingNotify:
- /*
- * Have the client's keyboard knowledge updated (xlib.ps,
- * page 206, says that's a good thing to do)
- */
- XRefreshKeyboardMapping( (XMappingEvent *) &event );
- break;
-
- case VisibilityNotify:
- {
- /*
- * The window's visiblity might have changed
- */
- GETWINDOW( xvisibility );
-
- /*
- * Break now if no window status callback has been hooked to that window
- */
- if( window->Callbacks.WindowStatus == NULL )
- break;
-
- /*
- * We're going to send a callback to a window. Make it current.
- */
- glutSetWindow( window->ID );
-
- /*
- * Sending this event, the X server can notify us that the window has just
- * acquired one of the three possible visibility states: VisibilityUnobscured,
- * VisibilityPartiallyObscured or VisibilityFullyObscured
- */
- switch( event.xvisibility.state )
- {
- case VisibilityUnobscured:
- /*
- * We are fully visible...
- */
- window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
- window->State.Visible = TRUE;
- break;
-
- case VisibilityPartiallyObscured:
- /*
- * The window is partially visible
- */
- window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
- window->State.Visible = TRUE;
- break;
-
- case VisibilityFullyObscured:
- /*
- * The window is totally obscured
- */
- window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
- window->State.Visible = FALSE;
- break;
- }
- }
- break;
-
- case EnterNotify:
- {
- /*
- * Mouse is over one of our windows
- */
- GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
-
- /*
- * Is there an entry callback hooked to the window?
- */
- if( window->Callbacks.Entry != NULL )
- {
- /*
- * Yeah. Notify the window about having the mouse cursor over
- */
- window->Callbacks.Entry( GLUT_ENTERED );
- }
- }
- break;
-
- case LeaveNotify:
- {
- /*
- * Mouse is no longer over one of our windows
- */
- GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
-
- /*
- * Is there an entry callback hooked to the window?
- */
- if( window->Callbacks.Entry != NULL )
- {
- /*
- * Yeah. Notify the window about having the mouse cursor over
- */
- window->Callbacks.Entry( GLUT_LEFT );
- }
- }
- break;
-
- case MotionNotify:
- {
- /*
- * The mouse cursor was moved...
- */
- GETWINDOW( xmotion ); GETMOUSE( xmotion );
-
- /*
- * What kind of a movement was it?
- */
- if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) ||
- (event.xmotion.state & Button3Mask) || (event.xmotion.state & Button4Mask) ||
- (event.xmotion.state & Button5Mask) )
- {
- /*
- * A mouse button was pressed during the movement...
- * Is there a motion callback hooked to the window?
- */
- if( window->Callbacks.Motion != NULL )
- {
- /*
- * Yup. Have it executed immediately
- */
- window->Callbacks.Motion( event.xmotion.x, event.xmotion.y );
- }
- }
- else
- {
- /*
- * Otherwise it was a passive movement...
- */
- if( window->Callbacks.Passive != NULL )
- {
- /*
- * That's right, and there is a passive callback, too.
- */
- window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
- }
- }
- }
- break;
-
- case ButtonRelease:
- case ButtonPress:
- {
- int button;
-
- /*
- * A mouse button has been pressed or released. Traditionally,
- * break if the window was found within the freeglut structures.
- */
- GETWINDOW( xbutton ); GETMOUSE( xbutton );
-
- /*
- * GLUT API assumes that you can't have more than three mouse buttons, so:
- */
- switch( event.xbutton.button )
- {
- /*
- * WARNING: this might be wrong, if we only have two mouse buttons,
- * Button2 might mean the right button, isn't that right?
- */
- case Button1: button = GLUT_LEFT_BUTTON; break;
- case Button2: button = GLUT_MIDDLE_BUTTON; break;
- case Button3: button = GLUT_RIGHT_BUTTON; break;
- default: button = -1; break;
- }
-
- /*
- * Skip the unwanted mouse buttons...
- */
- if( button == -1 )
- break;
-
- /*
- * Do not execute the callback if a menu is hooked to this key.
- * In that case an appropriate private call should be generated
- */
- if( window->Menu[ button ] != NULL )
- {
- /*
- * Set the current window
- */
- glutSetWindow( window->ID );
-
- if( event.type == ButtonPress )
- {
- /*
- * Activate the appropriate menu structure...
- */
- fgActivateMenu( button );
- }
- else
- {
- /*
- * There are two general cases generated when a menu button
- * is released -- it can provoke a menu call (when released
- * over a menu area) or just deactivate the menu (when released
- * somewhere else). Unfortunately, both cases must be checked
- * recursively due to the submenu possibilities.
- */
- fgDeactivateMenu( button );
- }
- break;
- }
-
- /*
- * Check if there is a mouse callback hooked to the window
- */
- if( window->Callbacks.Mouse == NULL )
- break;
-
- /*
- * Set the current window
- */
- glutSetWindow( window->ID );
-
- /*
- * Remember the current modifiers state
- */
- modifiers = 0;
- if (event.xbutton.state & (ShiftMask|LockMask))
- modifiers |= GLUT_ACTIVE_SHIFT;
- if (event.xbutton.state & ControlMask)
- modifiers |= GLUT_ACTIVE_CTRL;
- if (event.xbutton.state & Mod1Mask)
- modifiers |= GLUT_ACTIVE_ALT;
- window->State.Modifiers = modifiers;
-
- /*
- * Finally execute the mouse callback
- */
- window->Callbacks.Mouse(
- button,
- event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
- event.xbutton.x,
- event.xbutton.y
- );
-
- /*
- * Trash the modifiers state
- */
- window->State.Modifiers = 0xffffffff;
- }
- break;
-
- case KeyRelease:
- case KeyPress:
- {
- FGCBkeyboard keyboard_cb;
- FGCBspecial special_cb;
-
- /*
- * A key has been pressed, find the window that had the focus:
- */
- GETWINDOW( xkey ); GETMOUSE( xkey );
-
- if( event.type == KeyPress )
- {
- keyboard_cb = window->Callbacks.Keyboard;
- special_cb = window->Callbacks.Special;
- }
- else
- {
- keyboard_cb = window->Callbacks.KeyboardUp;
- special_cb = window->Callbacks.SpecialUp;
- }
-
- /*
- * Is there a keyboard/special callback hooked for this window?
- */
- if( (keyboard_cb != NULL) || (special_cb != NULL) )
- {
- XComposeStatus composeStatus;
- char asciiCode[ 32 ];
- KeySym keySym;
- int len;
-
- /*
- * Check for the ASCII/KeySym codes associated with the event:
- */
- len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
-
- /*
- * Get ready to calling the keyboard/special callbacks
- */
- glutSetWindow( window->ID );
-
- /*
- * GLUT API tells us to have two separate callbacks...
- */
- if( len > 0 )
- {
- /*
- * ...one for the ASCII translateable keypresses...
- */
- if( keyboard_cb != NULL )
- {
- /*
- * Remember the current modifiers state
- */
- modifiers = 0;
- if (event.xkey.state & (ShiftMask|LockMask))
- modifiers |= GLUT_ACTIVE_SHIFT;
- if (event.xkey.state & ControlMask)
- modifiers |= GLUT_ACTIVE_CTRL;
- if (event.xkey.state & Mod1Mask)
- modifiers |= GLUT_ACTIVE_ALT;
- window->State.Modifiers = modifiers;
-
- /*
- * Execute the callback
- */
- keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y );
-
- /*
- * Trash the modifiers state
- */
- window->State.Modifiers = 0xffffffff;
- }
- }
- else
- {
- int special = -1;
-
- /*
- * ...and one for all the others, which need to be translated to GLUT_KEY_Xs...
- */
- switch( keySym )
- {
- /*
- * First the function keys come:
- */
- case XK_F1: special = GLUT_KEY_F1; break;
- case XK_F2: special = GLUT_KEY_F2; break;
- case XK_F3: special = GLUT_KEY_F3; break;
- case XK_F4: special = GLUT_KEY_F4; break;
- case XK_F5: special = GLUT_KEY_F5; break;
- case XK_F6: special = GLUT_KEY_F6; break;
- case XK_F7: special = GLUT_KEY_F7; break;
- case XK_F8: special = GLUT_KEY_F8; break;
- case XK_F9: special = GLUT_KEY_F9; break;
- case XK_F10: special = GLUT_KEY_F10; break;
- case XK_F11: special = GLUT_KEY_F11; break;
- case XK_F12: special = GLUT_KEY_F12; break;
-
- /*
- * Then the arrows and stuff:
- */
- case XK_Left: special = GLUT_KEY_LEFT; break;
- case XK_Right: special = GLUT_KEY_RIGHT; break;
- case XK_Up: special = GLUT_KEY_UP; break;
- case XK_Down: special = GLUT_KEY_DOWN; break;
-
- case XK_KP_Prior:
- case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
- case XK_KP_Next:
- case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
- case XK_KP_Home:
- case XK_Home: special = GLUT_KEY_HOME; break;
- case XK_KP_End:
- case XK_End: special = GLUT_KEY_END; break;
- case XK_KP_Insert:
- case XK_Insert: special = GLUT_KEY_INSERT; break;
- }
-
- /*
- * Execute the callback (if one has been specified),
- * given that the special code seems to be valid...
- */
- if( (special_cb != NULL) && (special != -1) )
- {
- /*
- * Remember the current modifiers state
- */
- modifiers = 0;
- if (event.xkey.state & (ShiftMask|LockMask))
- modifiers |= GLUT_ACTIVE_SHIFT;
- if (event.xkey.state & ControlMask)
- modifiers |= GLUT_ACTIVE_CTRL;
- if (event.xkey.state & Mod1Mask)
- modifiers |= GLUT_ACTIVE_ALT;
- window->State.Modifiers = modifiers;
-
- special_cb( special, event.xkey.x, event.xkey.y );
-
- /*
- * Trash the modifiers state
- */
- window->State.Modifiers = 0xffffffff;
- }
- }
- }
- }
- break;
- }
+ case MotionNotify:
+ {
+ /*
+ * The mouse cursor was moved...
+ */
+ GETMOUSE( xmotion );
+
+ /*
+ * Set the current window
+ */
+ fgStructure.Window = window ;
+
+ /*
+ * What kind of a movement was it?
+ */
+ if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) ||
+ (event.xmotion.state & Button3Mask) || (event.xmotion.state & Button4Mask) ||
+ (event.xmotion.state & Button5Mask) )
+ {
+ /*
+ * A mouse button was pressed during the movement...
+ * Is there a motion callback hooked to the window?
+ */
+ if( window->Callbacks.Motion != NULL )
+ {
+ /*
+ * Yup. Have it executed immediately
+ */
+ window->Callbacks.Motion( event.xmotion.x, event.xmotion.y );
+ }
}
else
{
+ /*
+ * Otherwise it was a passive movement...
+ */
+ if( window->Callbacks.Passive != NULL )
+ {
/*
- * Have all the timers checked.
+ * That's right, and there is a passive callback, too.
*/
- fghCheckTimers();
+ window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
+ }
+ }
+ }
+ break;
- /*
- * Poll the joystick and notify all windows that want to be notified...
- */
- fghCheckJoystickPolls();
+ case ButtonRelease:
+ case ButtonPress:
+ {
+ GLboolean pressed = TRUE ;
+ int button;
- /*
- * No messages in the queue, which means we are idling...
- */
- if( fgState.IdleCallback != NULL )
- fgState.IdleCallback();
+ if ( event.type == ButtonRelease ) pressed = FALSE ;
- /*
- * Remember about displaying all the windows that have
- * been marked for a redisplay (possibly in the idle call):
- */
- fghDisplayAll();
+ /*
+ * A mouse button has been pressed or released. Traditionally,
+ * break if the window was found within the freeglut structures.
+ */
+ GETMOUSE( xbutton );
+
+ /*
+ * GLUT API assumes that you can't have more than three mouse buttons, so:
+ */
+ switch( event.xbutton.button )
+ {
+ /*
+ * WARNING: this might be wrong, if we only have two mouse buttons,
+ * Button2 might mean the right button, isn't that right?
+ */
+ case Button1: button = GLUT_LEFT_BUTTON; break;
+ case Button2: button = GLUT_MIDDLE_BUTTON; break;
+ case Button3: button = GLUT_RIGHT_BUTTON; break;
+ default: button = -1; break;
}
- }
-#elif TARGET_HOST_WIN32
+ /*
+ * Skip the unwanted mouse buttons...
+ */
+ if( button == -1 )
+ break;
- GLboolean bLoop = TRUE;
- MSG stMsg;
+ /*
+ * Do not execute the application's mouse callback if a menu is hooked to this button.
+ * In that case an appropriate private call should be generated.
+ * Near as I can tell, this is the menu behaviour:
+ * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
+ * - Down-click any button outside the menu, menu active: deactivate the menu
+ * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
+ * - Up-click the menu button, menu not active: nothing happens
+ * - Up-click the menu button outside the menu, menu active: nothing happens
+ * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
+ */
+ if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
+ {
+ if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
+ {
+ /* Save the current window and menu and set the current window to the window whose menu this is */
+ SFG_Window *save_window = fgStructure.Window ;
+ SFG_Menu *save_menu = fgStructure.Menu ;
+ fgSetWindow ( window ) ;
+ fgStructure.Menu = window->ActiveMenu ;
+
+ /* Execute the menu callback */
+ fgExecuteMenuCallback ( window->ActiveMenu ) ;
+ fgDeactivateMenu ( window ) ;
+
+ /* Restore the current window and menu */
+ fgSetWindow ( save_window ) ;
+ fgStructure.Menu = save_menu ;
+ }
+ else /* Outside the menu, deactivate the menu if it's a downclick */
+ {
+ if ( pressed == TRUE ) fgDeactivateMenu ( window ) ;
+ }
+
+ /*
+ * Let's make the window redraw as a result of the mouse click and menu activity.
+ */
+ window->State.Redisplay = TRUE ;
+
+ break ;
+ }
- /*
- * The windows main loop is considerably smaller
- */
- while( bLoop )
- {
- if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
+ /*
+ * No active menu, let's check whether we need to activate one.
+ */
+ if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
{
- /*
- * Grab the message now, checking for WM_QUIT
- */
- if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
- bLoop = FALSE;
+ /*
+ * Let's make the window redraw as a result of the mouse click.
+ */
+ window->State.Redisplay = TRUE ;
- /*
- * Translate virtual-key messages and send them to the window...
- */
- TranslateMessage( &stMsg );
- DispatchMessage( &stMsg );
+ /*
+ * Activate the appropriate menu structure...
+ */
+ fgActivateMenu( window, button );
+
+ break;
+ }
+
+ /*
+ * Check if there is a mouse callback hooked to the window
+ */
+ if( window->Callbacks.Mouse == NULL )
+ break;
+
+ /*
+ * Set the current window
+ */
+ fgSetWindow( window );
+
+ /*
+ * Remember the current modifiers state
+ */
+ modifiers = 0;
+ if (event.xbutton.state & (ShiftMask|LockMask))
+ modifiers |= GLUT_ACTIVE_SHIFT;
+ if (event.xbutton.state & ControlMask)
+ modifiers |= GLUT_ACTIVE_CTRL;
+ if (event.xbutton.state & Mod1Mask)
+ modifiers |= GLUT_ACTIVE_ALT;
+ window->State.Modifiers = modifiers;
+
+ /*
+ * Finally execute the mouse callback
+ */
+ window->Callbacks.Mouse(
+ button,
+ event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
+ event.xbutton.x,
+ event.xbutton.y
+ );
+
+ /*
+ * Trash the modifiers state
+ */
+ window->State.Modifiers = 0xffffffff;
+ }
+ break;
+
+ case KeyRelease:
+ case KeyPress:
+ {
+ FGCBkeyboard keyboard_cb;
+ FGCBspecial special_cb;
+
+ /*
+ * A key has been pressed, find the window that had the focus:
+ */
+ GETMOUSE( xkey );
+
+ if( event.type == KeyPress )
+ {
+ keyboard_cb = window->Callbacks.Keyboard;
+ special_cb = window->Callbacks.Special;
}
else
{
+ keyboard_cb = window->Callbacks.KeyboardUp;
+ special_cb = window->Callbacks.SpecialUp;
+ }
+
+ /*
+ * Is there a keyboard/special callback hooked for this window?
+ */
+ if( (keyboard_cb != NULL) || (special_cb != NULL) )
+ {
+ XComposeStatus composeStatus;
+ char asciiCode[ 32 ];
+ KeySym keySym;
+ int len;
+
+ /*
+ * Check for the ASCII/KeySym codes associated with the event:
+ */
+ len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
+
+ /*
+ * Get ready to calling the keyboard/special callbacks
+ */
+ fgSetWindow( window );
+
+ /*
+ * GLUT API tells us to have two separate callbacks...
+ */
+ if( len > 0 )
+ {
/*
- * Have all the timers checked.
+ * ...one for the ASCII translateable keypresses...
*/
- fghCheckTimers();
+ if( keyboard_cb != NULL )
+ {
+ /*
+ * Remember the current modifiers state
+ */
+ modifiers = 0;
+ if (event.xkey.state & (ShiftMask|LockMask))
+ modifiers |= GLUT_ACTIVE_SHIFT;
+ if (event.xkey.state & ControlMask)
+ modifiers |= GLUT_ACTIVE_CTRL;
+ if (event.xkey.state & Mod1Mask)
+ modifiers |= GLUT_ACTIVE_ALT;
+ window->State.Modifiers = modifiers;
+
+ /*
+ * Execute the callback
+ */
+ keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y );
+
+ /*
+ * Trash the modifiers state
+ */
+ window->State.Modifiers = 0xffffffff;
+ }
+ }
+ else
+ {
+ int special = -1;
/*
- * Poll the joystick and notify all windows that want to be notified...
+ * ...and one for all the others, which need to be translated to GLUT_KEY_Xs...
*/
- fghCheckJoystickPolls();
-
+ switch( keySym )
+ {
/*
- * No messages in the queue, which means we are idling...
+ * First the function keys come:
*/
- if( fgState.IdleCallback != NULL )
- fgState.IdleCallback();
+ case XK_F1: special = GLUT_KEY_F1; break;
+ case XK_F2: special = GLUT_KEY_F2; break;
+ case XK_F3: special = GLUT_KEY_F3; break;
+ case XK_F4: special = GLUT_KEY_F4; break;
+ case XK_F5: special = GLUT_KEY_F5; break;
+ case XK_F6: special = GLUT_KEY_F6; break;
+ case XK_F7: special = GLUT_KEY_F7; break;
+ case XK_F8: special = GLUT_KEY_F8; break;
+ case XK_F9: special = GLUT_KEY_F9; break;
+ case XK_F10: special = GLUT_KEY_F10; break;
+ case XK_F11: special = GLUT_KEY_F11; break;
+ case XK_F12: special = GLUT_KEY_F12; break;
/*
- * Remember about displaying all the windows that have
- * been marked for a redisplay (possibly in the idle call):
+ * Then the arrows and stuff:
*/
- fghDisplayAll();
+ case XK_Left: special = GLUT_KEY_LEFT; break;
+ case XK_Right: special = GLUT_KEY_RIGHT; break;
+ case XK_Up: special = GLUT_KEY_UP; break;
+ case XK_Down: special = GLUT_KEY_DOWN; break;
+
+ case XK_KP_Prior:
+ case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
+ case XK_KP_Next:
+ case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
+ case XK_KP_Home:
+ case XK_Home: special = GLUT_KEY_HOME; break;
+ case XK_KP_End:
+ case XK_End: special = GLUT_KEY_END; break;
+ case XK_KP_Insert:
+ case XK_Insert: special = GLUT_KEY_INSERT; break;
+ }
/*
- * We need to terminate the main loop if no windows are left
+ * Execute the callback (if one has been specified),
+ * given that the special code seems to be valid...
*/
- bLoop = (g_list_length( fgStructure.Windows ) != 0);
+ if( (special_cb != NULL) && (special != -1) )
+ {
+ /*
+ * Remember the current modifiers state
+ */
+ modifiers = 0;
+ if (event.xkey.state & (ShiftMask|LockMask))
+ modifiers |= GLUT_ACTIVE_SHIFT;
+ if (event.xkey.state & ControlMask)
+ modifiers |= GLUT_ACTIVE_CTRL;
+ if (event.xkey.state & Mod1Mask)
+ modifiers |= GLUT_ACTIVE_ALT;
+ window->State.Modifiers = modifiers;
+
+ special_cb( special, event.xkey.x, event.xkey.y );
+
+ /*
+ * Trash the modifiers state
+ */
+ window->State.Modifiers = 0xffffffff;
+ }
+ }
}
+ }
+ break;
}
+ }
+ else
+ {
+ /*
+ * Have all the timers checked.
+ */
+ fghCheckTimers();
+
+ /*
+ * Poll the joystick and notify all windows that want to be notified...
+ */
+ fghCheckJoystickPolls();
+ /*
+ * No messages in the queue, which means we are idling...
+ */
+ if( fgState.IdleCallback != NULL )
+ fgState.IdleCallback();
+
+ /*
+ * Remember about displaying all the windows that have
+ * been marked for a redisplay (possibly in the idle call):
+ */
+ fghDisplayAll();
+ }
+
+#elif TARGET_HOST_WIN32
+
+ MSG stMsg;
+
+ /*
+ * The windows processing is considerably smaller
+ */
+ if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
+ {
+ /*
+ * Grab the message now, checking for WM_QUIT
+ */
+ if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
+ fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+
+ /*
+ * Translate virtual-key messages and send them to the window...
+ */
+ TranslateMessage( &stMsg );
+ DispatchMessage( &stMsg );
+ }
+ else
+ {
+ /*
+ * Have all the timers checked.
+ */
+ fghCheckTimers();
+
+ /*
+ * Poll the joystick and notify all windows that want to be notified...
+ */
+ fghCheckJoystickPolls();
+
+ /*
+ * No messages in the queue, which means we are idling...
+ */
+ if( fgState.IdleCallback != NULL )
+ fgState.IdleCallback();
+
+ /*
+ * Remember about displaying all the windows that have
+ * been marked for a redisplay (possibly in the idle call):
+ */
+ fghDisplayAll();
+ }
#endif
+}
+
+/*
+ * Enters the FreeGLUT processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
+ */
+void FGAPIENTRY glutMainLoop( void )
+{
+#if TARGET_HOST_WIN32
+ SFG_Window *window = fgStructure.Windows.First ;
+#endif
+
+ /*
+ * Make sure the display has been created etc.
+ */
+ freeglut_assert_ready;
+
+#if TARGET_HOST_WIN32
+ /*
+ * Processing before the main loop: If there is a window which is open and which
+ * has a visibility callback, call it. I know this is an ugly hack, but I'm not sure
+ * what else to do about it. Ideally we should leave something uninitialized in the
+ * create window code and initialize it in the main loop, and have that initialization
+ * create a "WM_ACTIVATE" message. Then we would put the visibility callback code in
+ * the "case WM_ACTIVATE" block below. - John Fay -- 10/24/02
+ */
+ while ( window != NULL )
+ {
+ if ( window->Callbacks.Visibility != NULL )
+ window->Callbacks.Visibility ( window->State.Visible ) ;
+
+ window = window->Node.Next ;
+ }
+#endif
+
+ /*
+ * Set freeglut to be running
+ */
+ fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
+
+ /*
+ * Enter the main loop itself. Inside the loop, process events and check for loop exit.
+ */
+ while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
+ {
+ glutMainLoopEvent () ;
/*
- * When this loop terminates, destroy the display, state and structure
- * of a freeglut session, so that another glutInit() call can happen
+ * If an event caused a window to be closed, do the actual closing here
*/
- fgDeinitialize();
+ fgCloseWindows () ;
+
+ /*
+ * If there are no more windows open, stop execution
+ */
+ if ( fgStructure.Windows.First == NULL )
+ fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+ }
+
+
+ /*
+ * If we got here by the user closing a window or by the application closing down, there may still be windows open.
+ */
+ fgCleanUpGlutsMess () ;
+
+ /*
+ * Check whether we return to the calling program or simply exit
+ */
+ if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ exit ( 0 ) ;
+
+ /*
+ * When this loop terminates, destroy the display, state and structure
+ * of a freeglut session, so that another glutInit() call can happen
+ */
+ fgDeinitialize();
+}
+
+/*
+ * Leaves the FreeGLUT processing loop.
+ */
+void FGAPIENTRY glutLeaveMainLoop( void )
+{
+ fgState.ExecState = GLUT_EXEC_STATE_STOP ;
}
/*
PAINTSTRUCT ps;
LONG lRet = 1;
-# define assert_window_registered if( window == NULL ) return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
+ if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
+ return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
+/* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, uMsg, wParam, lParam ) ; */
/*
* Check what type of message are we receiving
*/
/*
* Setup the pixel format of our window
*/
- fgSetupPixelFormat( window, FALSE );
+ fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
/*
* Create the OpenGL rendering context now
*/
fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
break;
+#if 0
+ case WM_SETFOCUS:
+ printf("WM_SETFOCUS: %p\n", window );
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
+
+ case WM_ACTIVATE:
+ if (LOWORD(wParam) != WA_INACTIVE)
+ {
+ /* glutSetCursor( fgStructure.Window->State.Cursor ); */
+ printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
+
+ glutSetCursor( window->State.Cursor );
+ }
+
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
+#endif
+
+ case WM_SETCURSOR:
+ /*
+ * Windows seems to need reminding to erase the cursor for NONE.
+ */
+#if 0
+ if ((LOWORD(lParam) == HTCLIENT) &&
+ (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
+ SetCursor( NULL );
+#else
+ /* Set the cursor AND change it for this window class. */
+# define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
+ break;
+ /* Nuke the cursor AND change it for this window class. */
+# define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
+ break;
+
+ if (LOWORD(lParam) == HTCLIENT)
+ switch( window->State.Cursor )
+ {
+ MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW );
+ MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW );
+ MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP );
+ MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS );
+ MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP );
+ MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL );
+ MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS );
+ MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
+ MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
+ MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
+ /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
+ ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
+
+ default:
+ MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
+ }
+#endif
+ else
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
+
+ case WM_SHOWWINDOW:
+ /*
+ * We are now Visible!
+ */
+ window->State.Visible = TRUE;
+ window->State.Redisplay = TRUE;
+ break;
case WM_PAINT:
/*
* Start the painting job
*/
+
BeginPaint( hWnd, &ps );
/*
}
/*
+ * Put on a linked list of windows to be removed after all the callbacks have returned
+ */
+ fgAddToWindowDestroyList ( window, FALSE ) ;
+
+ /*
* Proceed with the window destruction
*/
- DestroyWindow( window->Window.Handle );
+ DestroyWindow( hWnd );
break;
case WM_DESTROY:
/*
- * The window already got destroyed, so forget about it's existence:
+ * The window already got destroyed, so don't bother with it.
*/
- fgDestroyWindow( window, FALSE );
return( 0 );
case WM_MOUSEMOVE:
{
- assert_window_registered;
-
/*
* The mouse cursor has moved. Remember the new mouse cursor's position
*/
/*
* Fallback if there's an active menu hooked to this window
*/
- if( window->MenuActive[ 0 ] || window->MenuActive[ 1 ] || window->MenuActive[ 2 ] )
+ if( window->ActiveMenu != NULL )
+ {
+ /*
+ * Let's make the window redraw as a result of the mouse motion.
+ */
+ window->State.Redisplay = TRUE ;
+
break;
+ }
/*
* Remember the current modifiers state.
*/
window->State.Modifiers =
- (GetKeyState( VK_LSHIFT ) || GetKeyState( VK_RSHIFT )) ? GLUT_ACTIVE_SHIFT : 0 |
- (GetKeyState( VK_LCONTROL ) || GetKeyState( VK_RCONTROL )) ? GLUT_ACTIVE_CTRL : 0 |
- (GetKeyState( VK_LMENU ) || GetKeyState( VK_RMENU )) ? GLUT_ACTIVE_ALT : 0;
+ ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
+ ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
+ ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
/*
* Check if any of the mouse buttons is pressed...
/*
* Make sure the current window is set...
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Execute the active mouse motion callback now
/*
* Make sure the current window is set
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Execute the passive mouse motion callback
int button;
/*
- * A mouse button has been pressed *or* released. Again, break off
- * if the message was not directed towards a freeglut window...
- */
- assert_window_registered;
-
- /*
* The mouse cursor has moved. Remember the new mouse cursor's position
*/
window->State.MouseX = LOWORD( lParam );
return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
/*
- * Do not execute the callback if a menu is hooked to this key.
- * In that case an appropriate private call should be generated
+ * Do not execute the application's mouse callback if a menu is hooked to this button.
+ * In that case an appropriate private call should be generated.
+ * Near as I can tell, this is the menu behaviour:
+ * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
+ * - Down-click any button outside the menu, menu active: deactivate the menu
+ * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
+ * - Up-click the menu button, menu not active: nothing happens
+ * - Up-click the menu button outside the menu, menu active: nothing happens
+ * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
+ */
+ if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
+ {
+ if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
+ {
+ /* Save the current window and menu and set the current window to the window whose menu this is */
+ SFG_Window *save_window = fgStructure.Window ;
+ SFG_Menu *save_menu = fgStructure.Menu ;
+ fgSetWindow ( window ) ;
+ fgStructure.Menu = window->ActiveMenu ;
+
+ /* Execute the menu callback */
+ fgExecuteMenuCallback ( window->ActiveMenu ) ;
+ fgDeactivateMenu ( window ) ;
+
+ /* Restore the current window and menu */
+ fgSetWindow ( save_window ) ;
+ fgStructure.Menu = save_menu ;
+ }
+ else /* Outside the menu, deactivate the menu if it's a downclick */
+ {
+ if ( pressed == TRUE ) fgDeactivateMenu ( window ) ;
+ }
+
+ /*
+ * Let's make the window redraw as a result of the mouse click and menu activity.
+ */
+ window->State.Redisplay = TRUE ;
+
+ break ;
+ }
+
+ /*
+ * No active menu, let's check whether we need to activate one.
*/
- if( window->Menu[ button ] != NULL )
+ if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
{
/*
- * Set the current window
+ * Let's make the window redraw as a result of the mouse click.
*/
- glutSetWindow( window->ID );
+ window->State.Redisplay = TRUE ;
+
+ /*
+ * Activate the appropriate menu structure...
+ */
+ fgActivateMenu( window, button );
- if( pressed == TRUE )
- {
- /*
- * Activate the appropriate menu structure...
- */
- fgActivateMenu( button );
- }
- else
- {
- /*
- * There are two general cases generated when a menu button
- * is released -- it can provoke a menu call (when released
- * over a menu area) or just deactivate the menu (when released
- * somewhere else). Unfortunately, both cases must be checked
- * recursively due to the submenu possibilities.
- */
- fgDeactivateMenu( button );
- }
break;
}
/*
* Set the current window
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Remember the current modifiers state.
*/
window->State.Modifiers =
- (GetKeyState( VK_LSHIFT ) || GetKeyState( VK_RSHIFT )) ? GLUT_ACTIVE_SHIFT : 0 |
- (GetKeyState( VK_LCONTROL ) || GetKeyState( VK_RCONTROL )) ? GLUT_ACTIVE_CTRL : 0 |
- (GetKeyState( VK_LMENU ) || GetKeyState( VK_RMENU )) ? GLUT_ACTIVE_ALT : 0;
+ ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
+ ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
+ ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
/*
* Finally execute the mouse callback
case WM_KEYDOWN:
{
int keypress = -1;
-
- /*
- * First of all, make sure that there is a window to be notified of this
- */
- assert_window_registered;
+ POINT mouse_pos ;
/*
* Ignore the automatic key repetition if needed:
break;
/*
+ * Set the current window
+ */
+ fgSetWindow( window );
+
+ /*
* Remember the current modifiers state. This is done here in order
* to make sure the VK_DELETE keyboard callback is executed properly.
*/
window->State.Modifiers =
- (GetKeyState( VK_LSHIFT ) || GetKeyState( VK_RSHIFT )) ? GLUT_ACTIVE_SHIFT : 0 |
- (GetKeyState( VK_LCONTROL ) || GetKeyState( VK_RCONTROL )) ? GLUT_ACTIVE_CTRL : 0 |
- (GetKeyState( VK_LMENU ) || GetKeyState( VK_RMENU )) ? GLUT_ACTIVE_ALT : 0;
+ ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
+ ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
+ ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
+
+ /*
+ * Set the mouse position
+ */
+ GetCursorPos ( &mouse_pos ) ;
+ ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
+
+ window->State.MouseX = mouse_pos.x ;
+ window->State.MouseY = mouse_pos.y ;
/*
* Convert the Win32 keystroke codes to GLUTtish way
}
break;
- case WM_SYSCHAR:
- case WM_CHAR:
+ case WM_SYSKEYUP:
+ case WM_KEYUP:
{
+ int keypress = -1;
+ POINT mouse_pos ;
+
/*
- * First of all, make sure that there is a window to be notified of this
+ * Set the current window
+ */
+ fgSetWindow( window );
+
+ /*
+ * Remember the current modifiers state. This is done here in order
+ * to make sure the VK_DELETE keyboard callback is executed properly.
+ */
+ window->State.Modifiers =
+ ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
+ ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
+ ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
+
+ /*
+ * Set the mouse position
+ */
+ GetCursorPos ( &mouse_pos ) ;
+ ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
+
+ window->State.MouseX = mouse_pos.x ;
+ window->State.MouseY = mouse_pos.y ;
+
+ /*
+ * Convert the Win32 keystroke codes to GLUTtish way. "KEY(a,b)" was defined under "WM_KEYDOWN"
+ */
+
+ switch( wParam )
+ {
+ /*
+ * Most of the special characters can be handled automagically...
+ */
+ KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 );
+ KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 );
+ KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 );
+ KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
+ KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
+ KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
+ KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
+ KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
+ KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
+ KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
+ KEY( VK_INSERT, GLUT_KEY_INSERT );
+
+ /*
+ * ...yet there is a small exception we need to have handled...
+ */
+ case VK_DELETE:
+ /*
+ * The delete key should be treated as an ASCII keypress:
+ */
+ if( window->Callbacks.KeyboardUp != NULL )
+ window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
+ default:
+ /*
+ * Call the KeyboardUp callback for a regular character if there is one.
+ */
+ if( window->Callbacks.KeyboardUp != NULL )
+ window->Callbacks.KeyboardUp( wParam, window->State.MouseX, window->State.MouseY );
+ }
+
+ /*
+ * Execute the special callback, if present, given the conversion was a success:
*/
- assert_window_registered;
+ if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) )
+ {
+ /*
+ * Have the special callback executed:
+ */
+ window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
+ }
/*
+ * Thrash the modifiers register now
+ */
+ window->State.Modifiers = 0xffffffff;
+ }
+ break;
+
+ case WM_SYSCHAR:
+ case WM_CHAR:
+ {
+ /*
* Ignore the automatic key repetition if needed:
*/
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
* Remember the current modifiers state
*/
window->State.Modifiers =
- (GetKeyState( VK_LSHIFT ) || GetKeyState( VK_RSHIFT )) ? GLUT_ACTIVE_SHIFT : 0 |
- (GetKeyState( VK_LCONTROL ) || GetKeyState( VK_RCONTROL )) ? GLUT_ACTIVE_CTRL : 0 |
- (GetKeyState( VK_LMENU ) || GetKeyState( VK_RMENU )) ? GLUT_ACTIVE_ALT : 0;
+ ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
+ ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
+ ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
/*
* Have the special callback executed:
}
break;
+ case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
+ if ( window->Callbacks.Display )
+ window->Callbacks.Display () ;
+
+/* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
+ break ;
+
+ /*
+ * Other messages that I have seen and which are not handled already
+ */
+ case WM_SETTEXT : /* 0x000c */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to set the window text */
+ break ;
+
+ case WM_GETTEXT : /* 0x000d */
+ /* Ideally we would copy the title of the window into "lParam" */
+/* strncpy ( (char *)lParam, "Window Title", wParam ) ;
+ lRet = ( wParam > 12 ) ? 12 : wParam ; */ /* the number of characters copied */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break ;
+
+ case WM_GETTEXTLENGTH : /* 0x000e */
+ /* Ideally we would get the length of the title of the window */
+ lRet = 12 ; /* the number of characters in "Window Title\0" (see above) */
+ break ;
+
+ case WM_ERASEBKGND : /* 0x0014 */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break ;
+
+ case WM_SYNCPAINT : /* 0x0088 */
+ /* Another window has moved, need to update this one */
+ window->State.Redisplay = TRUE ;
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Help screen says this message must be passed to "DefWindowProc" */
+ break ;
+
+ case WM_NCPAINT : /* 0x0085 */
+ /* Need to update the border of this window */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to repaint a standard border */
+ break ;
+
default:
/*
* Handle unhandled messages