#include "config.h"
#endif
-#define G_LOG_DOMAIN "freeglut-callbacks"
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
* All of the callbacks setting methods can be generalized to this:
*/
-#define SET_CALLBACK(a) if( fgStructure.Window == NULL ) return;\
- fgStructure.Window->Callbacks.a = callback;
+#define SET_CALLBACK(a) \
+ if( fgStructure.Window == NULL ) \
+ return; \
+ SET_WCB( ( *( fgStructure.Window ) ), a, callback );
/*
* Sets the Display callback for the current window
*/
void FGAPIENTRY glutDisplayFunc( void (* callback)( void ) )
{
+ if( !callback )
+ fgError( "Fatal error in program. NULL display callback not "
+ "permitted in GLUT 3.0+ or freeglut 2.0.1+\n" );
SET_CALLBACK( Display );
}
/*
* Sets the Keyboard callback for the current window
*/
-void FGAPIENTRY glutKeyboardFunc( void (* callback)( unsigned char, int, int ) )
+void FGAPIENTRY glutKeyboardFunc( void (* callback)
+ ( unsigned char, int, int ) )
{
SET_CALLBACK( Keyboard );
}
void FGAPIENTRY glutIdleFunc( void (* callback)( void ) )
{
freeglut_assert_ready;
-
- /*
- * The global idle callback pointer is stored in fgState structure
- */
fgState.IdleCallback = callback;
}
/*
* Sets the Timer callback for the current window
*/
-void FGAPIENTRY glutTimerFunc( unsigned int timeOut, void (* callback)( int ), int timerID )
+void FGAPIENTRY glutTimerFunc( unsigned int timeOut, void (* callback)( int ),
+ int timerID )
{
- SFG_Timer* timer;
+ SFG_Timer *timer, *node;
freeglut_assert_ready;
- /*
- * Create a new freeglut timer hook structure
- */
- timer = calloc( sizeof(SFG_Timer), 1 );
+ if( (timer = fgState.FreeTimers.Last) )
+ {
+ fgListRemove( &fgState.FreeTimers, &timer->Node );
+ }
+ else
+ {
+ if( ! (timer = malloc(sizeof(SFG_Timer))) )
+ fgError( "Fatal error: "
+ "Memory allocation failure in glutTimerFunc()\n" );
+ }
- /*
- * Remember the callback address and timer hook's ID
- */
timer->Callback = callback;
timer->ID = timerID;
-
- /*
- * When will the time out happen (in terms of window's timer)
- */
timer->TriggerTime = fgElapsedTime() + timeOut;
- /*
- * Have the new hook attached to the current window
- */
- fgListAppend( &fgState.Timers, &timer->Node );
+ for( node = fgState.Timers.First; node; node = node->Node.Next )
+ {
+ if( node->TriggerTime > timer->TriggerTime )
+ break;
+ }
+
+ fgListInsert( &fgState.Timers, &node->Node, &timer->Node );
}
/*
* Sets the Visibility callback for the current window.
- *
- * I had to peer to GLUT sources to clean up the mess.
- * Can anyone please explain me what is going on here?!?
*/
static void fghVisibility( int status )
{
- freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Window != NULL );
- freeglut_return_if_fail( fgStructure.Window->Callbacks.Visibility != NULL );
+ int glut_status = GLUT_VISIBLE;
- if( status == GLUT_HIDDEN || status == GLUT_FULLY_COVERED )
- fgStructure.Window->Callbacks.Visibility( GLUT_NOT_VISIBLE );
- else
- fgStructure.Window->Callbacks.Visibility( GLUT_VISIBLE );
+ freeglut_assert_ready;
+ freeglut_return_if_fail( fgStructure.Window );
+
+ if( ( GLUT_HIDDEN == status ) || ( GLUT_FULLY_COVERED == status ) )
+ glut_status = GLUT_NOT_VISIBLE;
+ INVOKE_WCB( *( fgStructure.Window ), Visibility, ( glut_status ) );
}
void FGAPIENTRY glutVisibilityFunc( void (* callback)( int ) )
/*
* Sets the keyboard key release callback for the current window
*/
-void FGAPIENTRY glutKeyboardUpFunc( void (* callback)( unsigned char, int, int ) )
+void FGAPIENTRY glutKeyboardUpFunc( void (* callback)
+ ( unsigned char, int, int ) )
{
SET_CALLBACK( KeyboardUp );
}
/*
* Sets the joystick callback and polling rate for the current window
*/
-void FGAPIENTRY glutJoystickFunc( void (* callback)( unsigned int, int, int, int ), int pollInterval )
+void FGAPIENTRY glutJoystickFunc( void (* callback)
+ ( unsigned int, int, int, int ),
+ int pollInterval )
{
SET_CALLBACK( Joystick );
-
- freeglut_return_if_fail( fgStructure.Window != NULL );
-
- /*
- * Do not forget setting the joystick poll rate
- */
fgStructure.Window->State.JoystickPollRate = pollInterval;
- /*
- * Make sure the joystick polling routine gets called as early as possible:
- */
fgStructure.Window->State.JoystickLastPoll =
fgElapsedTime() - fgStructure.Window->State.JoystickPollRate;
}
/*
- * Sets the mouse motion callback for the current window (one or more buttons are pressed)
+ * Sets the mouse wheel callback for the current window
+ */
+void FGAPIENTRY glutMouseWheelFunc( void (* callback)( int, int, int, int ) )
+{
+ SET_CALLBACK( MouseWheel );
+}
+
+/*
+ * Sets the mouse motion callback for the current window (one or more buttons
+ * are pressed)
*/
void FGAPIENTRY glutMotionFunc( void (* callback)( int, int ) )
{
}
/*
- * Sets the passive mouse motion callback for the current window (no mouse buttons are pressed)
+ * Sets the passive mouse motion callback for the current window (no mouse
+ * buttons are pressed)
*/
void FGAPIENTRY glutPassiveMotionFunc( void (* callback)( int, int ) )
{
/* A. Donev: Destruction callback for menus */
void FGAPIENTRY glutMenuDestroyFunc( void (* callback)( void ) )
{
- if( fgStructure.Menu == NULL ) return;
- fgStructure.Menu->Destroy = callback;
+ if( fgStructure.Menu )
+ fgStructure.Menu->Destroy = callback;
}
/*
void FGAPIENTRY glutMenuStateFunc( void (* callback)( int ) )
{
freeglut_assert_ready;
-
fgState.MenuStateCallback = callback;
}
void FGAPIENTRY glutMenuStatusFunc( void (* callback)( int, int, int ) )
{
freeglut_assert_ready;
-
fgState.MenuStatusCallback = callback;
}