/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/*
- * Calls a window's redraw method. This is used when
- * a redraw is forced by the incoming window messages.
- *
- * XXX We can/should make a "unified" window handle type so that
- * XXX the function headers don't need this silly #ifdef junk.
- * XXX Make the type, say, {fgWindow}. On UNIX_X11, this is
- * XXX {Window}. On WIN32, it is {HWND}. Then do the #ifdef
- * XXX junk *once* in "freeglut_internal.h".
- */
-static void fghRedrawWindowByHandle
-#if TARGET_HOST_UNIX_X11
- ( Window handle )
-#elif TARGET_HOST_WIN32
- ( HWND handle )
-#endif
-{
- SFG_Window* window = fgWindowByHandle( handle );
- freeglut_return_if_fail( window != NULL );
-
- /*
- * XXX Other than clearing the Redisplay flag or not,
- * XXX we may as well rely on the INVOK_WCB() doing this
- * XXX pointer-check.
- * XXX
- * XXX If we do not invoke the display because the pointer
- * XXX is not defined (should never happen, really), then
- * XXX we may enter an infinite busy-loop trying to update
- * XXX the window. Similarly, if we skip because the window
- * XXX is not visible. However, if the window becomes visible
- * XXX at a later time, the window should get its callback
- * XXX invoked. I would recommend removing the first check,
- * XXX and making the second check only affect whether the
- * XXX callback is invoked---but always clear the flag, if
- * XXX the {window} pointer is defined.
- */
- freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
- freeglut_return_if_fail( window->State.Visible == TRUE );
-
- window->State.Redisplay = FALSE;
- INVOKE_WCB( *window, Display, ( ) );
-}
-
-/*
* Handle a window configuration change. When no reshape
* callback is hooked, the viewport size is updated to
* match the new window size.
*/
-static void fghReshapeWindowByHandle
-#if TARGET_HOST_UNIX_X11
- ( Window handle, int width, int height )
-#elif TARGET_HOST_WIN32
- ( HWND handle, int width, int height )
-#endif
+static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
+ int width, int height )
{
SFG_Window *current_window = fgStructure.Window;
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
+
+#if TARGET_HOST_UNIX_X11
+
+ XResizeWindow( fgDisplay.Display, window->Window.Handle,
+ width, height );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+
+#elif TARGET_HOST_WIN32
+
+ {
+ RECT winRect;
+ int x, y;
+
+ GetWindowRect( window->Window.Handle, &winRect );
+ x = winRect.left;
+ y = winRect.top;
+
+ if ( window->Parent == NULL )
+ {
+ /*
+ * Adjust the size of the window to allow for the size of the
+ * frame, if we are not a menu
+ */
+ if ( ! window->IsMenu )
+ {
+ width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
+ height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
+ GetSystemMetrics( SM_CYCAPTION );
+ }
+ }
+ else
+ {
+ GetWindowRect( window->Parent->Window.Handle,
+ &winRect );
+ x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME );
+ y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) +
+ GetSystemMetrics( SM_CYCAPTION );
+ }
+
+ MoveWindow(
+ window->Window.Handle,
+ x,
+ y,
+ width,
+ height,
+ TRUE
+ );
+ }
+
+#endif
+
if( !( FETCH_WCB( *window, Reshape ) ) )
{
fgSetWindow( window );
* But without this we get this bad behaviour whenever we resize the
* window.
*/
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
if( window->IsMenu )
fgSetWindow( current_window );
}
/*
- * A static helper function to execute display callback for a window
+ * Calls a window's redraw method. This is used when
+ * a redraw is forced by the incoming window messages.
*/
-static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
+static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
{
-#if TARGET_HOST_UNIX_X11
- /*
- * XXX Do we need/want to check the callback pointer here?
- * XXX INVOKE_WCB() will check for us. Arguably, the
- * XXX Redisplay status flag should be cleared regardless
- * XXX of any concern but that {window} is a valid pointer
- * XXX (which this function is assuming anyway).
- * XXX Especially since old GLUT wouldn't even enter its main
- * XXX loop if you didn't have a display callback defined...
- */
- if( ( FETCH_WCB( *window, Display ) ) &&
- ( window->State.Redisplay == TRUE ) &&
- ( window->State.Visible == TRUE ) )
- {
- SFG_Window *current_window = fgStructure.Window ;
+ SFG_Window* window = fgWindowByHandle( handle );
+ freeglut_return_if_fail( window );
+ freeglut_return_if_fail( FETCH_WCB ( *window, Display ) );
- window->State.Redisplay = FALSE;
- INVOKE_WCB( *window, Display, ( ) );
- fgSetWindow( current_window );
- }
+ window->State.Redisplay = GL_FALSE;
-#elif TARGET_HOST_WIN32
+ freeglut_return_if_fail( window->State.Visible );
if( window->State.NeedToResize )
{
fghReshapeWindowByHandle(
window->Window.Handle,
- glutGet( GLUT_WINDOW_WIDTH ),
- glutGet( GLUT_WINDOW_HEIGHT )
+ window->State.Width,
+ window->State.Height
);
- window->State.NeedToResize = FALSE;
+ window->State.NeedToResize = GL_FALSE;
fgSetWindow ( current_window );
}
- /*
- * XXX See above comment about the Redisplay flag...
- */
- if( ( FETCH_WCB( *window, Display ) ) &&
- ( window->State.Redisplay == TRUE ) &&
- ( window->State.Visible == TRUE ) )
+ INVOKE_WCB( *window, Display, ( ) );
+}
+
+/*
+ * A static helper function to execute display callback for a window
+ */
+static void fghcbDisplayWindow( SFG_Window *window,
+ SFG_Enumerator *enumerator )
+{
+ if( window->State.Redisplay &&
+ window->State.Visible )
{
- window->State.Redisplay = FALSE;
+ if( window->State.NeedToResize )
+ {
+ SFG_Window *current_window = fgStructure.Window;
+
+ fgSetWindow( window );
+
+ fghReshapeWindowByHandle(
+ window->Window.Handle,
+ window->State.Width,
+ window->State.Height
+ );
+ window->State.NeedToResize = GL_FALSE;
+ fgSetWindow ( current_window );
+ }
+
+ window->State.Redisplay = GL_FALSE;
+
+#if TARGET_HOST_UNIX_X11
+ {
+ SFG_Window *current_window = fgStructure.Window;
+
+ INVOKE_WCB( *window, Display, ( ) );
+ fgSetWindow( current_window );
+ }
+#elif TARGET_HOST_WIN32
RedrawWindow(
window->Window.Handle, NULL, NULL,
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
);
- }
-
#endif
+ }
fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
}
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
+ enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbDisplayWindow, &enumerator );
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
+ enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
*/
long fgElapsedTime( void )
{
+ if ( fgState.Time.Set )
+ {
#if TARGET_HOST_UNIX_X11
- struct timeval now;
- long elapsed;
-
- gettimeofday( &now, NULL );
-
- elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
- elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
-
- return elapsed;
+ struct timeval now;
+ long elapsed;
+
+ gettimeofday( &now, NULL );
+
+ elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
+ elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
+
+ return elapsed;
#elif TARGET_HOST_WIN32
- return timeGetTime() - fgState.Time.Value;
+ return timeGetTime() - fgState.Time.Value;
#endif
+ }
+ else
+ {
+#if TARGET_HOST_UNIX_X11
+ gettimeofday( &fgState.Time.Value, NULL );
+#elif TARGET_HOST_WIN32
+ fgState.Time.Value = timeGetTime ();
+#endif
+ fgState.Time.Set = GL_TRUE ;
+
+ return 0 ;
+ }
}
/*
va_end( ap );
+ if ( fgState.Initialised )
+ fgDeinitialize ();
+
exit( 1 );
}
{
if( FETCH_WCB( *w, Joystick ) )
{
- e->found = TRUE;
+ e->found = GL_TRUE;
e->data = w;
}
fgEnumSubWindows( w, fgCheckJoystickCallback, e );
static int fgHaveJoystick( void )
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
+ enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fgCheckJoystickCallback, &enumerator );
return !!enumerator.data;
{
if( w->State.Redisplay )
{
- e->found = TRUE;
+ e->found = GL_TRUE;
e->data = w;
}
fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
static int fgHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
+ enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
return !!enumerator.data;
/*
* Indicates whether there are any outstanding timers.
*/
+#if 0 /* Not used */
static int fgHaveTimers( void )
{
return !!fgState.Timers.First;
}
+#endif
/*
* Returns the number of GLUT ticks (milliseconds) till the next timer event.
*/
for( timer = (SFG_Timer *)fgState.Timers.First;
timer;
timer = (SFG_Timer *)timer->Node.Next )
- ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
+ ret = MIN( ret, MAX( 0, timer->TriggerTime - now ) );
return ret;
}
err = select( socket+1, &fdset, NULL, NULL, &wait );
if( -1 == err )
- printf( "freeglut select() error: %d\n", errno );
+ fgWarning ( "freeglut select() error: %d\n", errno );
#elif TARGET_HOST_WIN32
#endif
{
GETWINDOW( xclient );
- fgCloseWindow ( window ) ;
- fgAddToWindowDestroyList ( window, FALSE );
+ fgCloseWindow ( window );
+ fgAddToWindowDestroyList ( window, GL_FALSE );
}
break;
*/
case CreateNotify:
case ConfigureNotify:
- fghReshapeWindowByHandle(
- event.xconfigure.window,
- event.xconfigure.width,
- event.xconfigure.height
- );
+ GETWINDOW( xconfigure );
+ window->State.NeedToResize = GL_TRUE ;
+ window->State.Width = event.xconfigure.width ;
+ window->State.Height = event.xconfigure.height;
break;
case DestroyNotify:
* This is sent to confirm the XDestroyWindow call.
* XXX WHY is this commented out? Should we re-enable it?
*/
- /* fgAddToWindowDestroyList ( window, FALSE ); */
+ /* fgAddToWindowDestroyList ( window, GL_FALSE ); */
break;
case Expose:
{
case VisibilityUnobscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
- window->State.Visible = TRUE;
+ window->State.Visible = GL_TRUE;
break;
case VisibilityPartiallyObscured:
INVOKE_WCB( *window, WindowStatus,
( GLUT_PARTIALLY_RETAINED ) );
- window->State.Visible = TRUE;
+ window->State.Visible = GL_TRUE;
break;
case VisibilityFullyObscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
- window->State.Visible = FALSE;
+ window->State.Visible = GL_FALSE;
break;
default:
window->ActiveMenu->Window->State.MouseY =
event.xmotion.y_root - window->ActiveMenu->Y;
}
- window->ActiveMenu->Window->State.Redisplay = TRUE ;
- fgSetWindow( window->ActiveMenu->ParentWindow ) ;
+ window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
+ fgSetWindow( window->ActiveMenu->ParentWindow );
break;
}
* XXX For more than 5 buttons, just check {event.xmotion.state},
* XXX rather than a host of bit-masks?
*/
- if( (event.xmotion.state & Button1Mask) ||
- (event.xmotion.state & Button2Mask) ||
- (event.xmotion.state & Button3Mask) ||
- (event.xmotion.state & Button4Mask) ||
- (event.xmotion.state & Button5Mask) )
- {
+#define BUTTON_MASK \
+ ( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask )
+ if ( event.xmotion.state & BUTTON_MASK )
INVOKE_WCB( *window, Motion, ( event.xmotion.x,
event.xmotion.y ) );
- }
else
- {
INVOKE_WCB( *window, Passive, ( event.xmotion.x,
event.xmotion.y ) );
- }
}
break;
case ButtonRelease:
case ButtonPress:
{
- GLboolean pressed = TRUE;
+ GLboolean pressed = GL_TRUE;
int button;
if( event.type == ButtonRelease )
- pressed = FALSE ;
+ pressed = GL_FALSE ;
/*
* A mouse button has been pressed or released. Traditionally,
/* In the menu, invoke the callback and deactivate the menu*/
if( fgCheckActiveMenu( window->ActiveMenu->Window,
- window->ActiveMenu ) == TRUE )
+ window->ActiveMenu ) )
{
/*
* Save the current window and menu and set the current
*/
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
break;
}
* No active menu, let's check whether we need to activate one.
*/
if( ( 0 <= button ) &&
- ( 2 >= button ) &&
+ ( FREEGLUT_MAX_MENUS > button ) &&
( window->Menu[ button ] ) &&
pressed )
{
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
break;
! FETCH_WCB( *window, MouseWheel ) )
break;
- /*
- * XXX Why don't we use {window}? Other code here does...
- */
- fgStructure.Window->State.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fgGetXModifiers( &event );
/*
* Finally execute the mouse or mouse wheel callback
* XXX Use a symbolic constant, *not* "4"!
*/
if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
- {
INVOKE_WCB( *window, Mouse, ( button,
pressed ? GLUT_DOWN : GLUT_UP,
event.xbutton.x,
event.xbutton.y )
);
- }
else
{
/*
/*
* Trash the modifiers state
*/
- fgStructure.Window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
* Check for the ASCII/KeySym codes associated with the event:
*/
len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode),
- &keySym, &composeStatus );
+ &keySym, &composeStatus
+ );
/*
* GLUT API tells us to have two separate callbacks...
if( keyboard_cb )
{
fgSetWindow( window );
- window->State.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fgGetXModifiers( &event );
keyboard_cb( asciiCode[ 0 ],
- event.xkey.x, event.xkey.y );
- window->State.Modifiers = 0xffffffff;
+ event.xkey.x, event.xkey.y
+ );
+ fgState.Modifiers = 0xffffffff;
}
}
else
if( special_cb && (special != -1) )
{
fgSetWindow( window );
- window->State.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fgGetXModifiers( &event );
special_cb( special, event.xkey.x, event.xkey.y );
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
}
}
fgDeinitialize( );
if( execState == GLUT_ACTION_EXIT )
- exit( 0 ) ;
+ exit( 0 );
}
}
LONG lRet = 1;
if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
- return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
+ return DefWindowProc( hWnd, uMsg, wParam, lParam );
/* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
uMsg, wParam, lParam ); */
window->Window.Handle = hWnd;
window->Window.Device = GetDC( hWnd );
- if( fgState.BuildingAMenu )
+ if( window->IsMenu )
{
unsigned int current_DisplayMode = fgState.DisplayMode;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
- fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
+ fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
fgState.DisplayMode = current_DisplayMode;
if( fgStructure.MenuContext )
wglMakeCurrent( window->Window.Device,
- fgStructure.MenuContext->Context ) ;
+ fgStructure.MenuContext->Context
+ );
else
{
fgStructure.MenuContext =
wglCreateContext( window->Window.Device );
}
- /* window->Window.Context = wglGetCurrentContext () ; */
+ /* window->Window.Context = wglGetCurrentContext (); */
window->Window.Context = wglCreateContext( window->Window.Device );
}
else
{
- fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
+ fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
- if( fgState.UseCurrentContext != TRUE )
+ if( ! fgState.UseCurrentContext )
window->Window.Context =
wglCreateContext( window->Window.Device );
else
}
}
- window->State.NeedToResize = TRUE;
+ window->State.NeedToResize = GL_TRUE;
+ window->State.Width = fgState.Size.X;
+ window->State.Height = fgState.Size.Y;
+
ReleaseDC( window->Window.Handle, window->Window.Device );
break;
/*
* We got resized... But check if the window has been already added...
*/
- fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
+ window->State.NeedToResize = GL_TRUE;
+ window->State.Width = LOWORD(lParam);
+ window->State.Height = HIWORD(lParam);
break;
#if 0
case WM_SETFOCUS:
break;
#endif
- case WM_SETCURSOR:
/*
- * Windows seems to need reminding to erase the cursor for NONE.
+ * XXX Why not re-use some common code with the glutSetCursor()
+ * XXX function (or perhaps invoke glutSetCursor())?
+ * XXX That is, why are we duplicating code, here, from
+ * XXX glutSetCursor()? The WIN32 code should be able to just
+ * XXX call glutSetCurdsor() instead of defining two macros
+ * XXX and implementing a nested case in-line.
*/
-#if 0
- if ((LOWORD(lParam) == HTCLIENT) &&
- (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
- SetCursor( NULL );
-#else
-
+ case WM_SETCURSOR:
/* Set the cursor AND change it for this window class. */
#define MAP_CURSOR(a,b) \
case a: \
default:
MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
}
-#endif
else
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
case WM_SHOWWINDOW:
- window->State.Visible = TRUE;
- window->State.Redisplay = TRUE;
+ window->State.Visible = GL_TRUE;
+ window->State.Redisplay = GL_TRUE;
break;
case WM_PAINT:
+ /* Turn on the visibility in case it was turned off somehow */
+ window->State.Visible = GL_TRUE;
BeginPaint( hWnd, &ps );
fghRedrawWindowByHandle( hWnd );
EndPaint( hWnd, &ps );
used = TRUE;
}
- if( used == FALSE )
+ if( ! used )
wglDeleteContext( window->Window.Context );
}
* Put on a linked list of windows to be removed after all the
* callbacks have returned
*/
- fgAddToWindowDestroyList( window, FALSE );
+ fgAddToWindowDestroyList( window, GL_FALSE );
DestroyWindow( hWnd );
break;
if ( window->ActiveMenu )
{
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
fgSetWindow ( window->ActiveMenu->ParentWindow );
break;
}
- window->State.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
if( ( wParam & MK_LBUTTON ) ||
( wParam & MK_MBUTTON ) ||
( wParam & MK_RBUTTON ) )
- {
INVOKE_WCB( *window, Motion, ( window->State.MouseX,
window->State.MouseY ) );
- }
else
- {
INVOKE_WCB( *window, Passive, ( window->State.MouseX,
window->State.MouseY ) );
- }
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
case WM_MBUTTONUP:
case WM_RBUTTONUP:
{
- GLboolean pressed = TRUE;
+ GLboolean pressed = GL_TRUE;
int button;
window->State.MouseX = LOWORD( lParam );
switch( uMsg )
{
case WM_LBUTTONDOWN:
- pressed = TRUE; button = GLUT_LEFT_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_LEFT_BUTTON;
+ break;
case WM_MBUTTONDOWN:
- pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_MIDDLE_BUTTON;
+ break;
case WM_RBUTTONDOWN:
- pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_RIGHT_BUTTON;
+ break;
case WM_LBUTTONUP:
- pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_LEFT_BUTTON;
+ break;
case WM_MBUTTONUP:
- pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_MIDDLE_BUTTON;
+ break;
case WM_RBUTTONUP:
- pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_RIGHT_BUTTON;
+ break;
default:
- pressed = FALSE; button = -1; break;
+ pressed = GL_FALSE;
+ button = -1;
+ break;
}
if( GetSystemMetrics( SM_SWAPBUTTON ) )
return DefWindowProc( hWnd, uMsg, lParam, wParam );
/*
+ * XXX This comment is duplicated in two other spots.
+ * XXX Can we centralize it?
+ *
* 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.
/* Window has an active menu, it absorbs any mouse click */
if( window->ActiveMenu )
{
- /* Inside the menu, invoke the callback and deactivate the menu*/
- if( fgCheckActiveMenu( window, window->ActiveMenu ) == TRUE )
+ /* Outside the menu, deactivate the menu if it's a downclick */
+ if( ! fgCheckActiveMenu( window, window->ActiveMenu ) )
+ {
+ if( pressed )
+ fgDeactivateMenu( window->ActiveMenu->ParentWindow );
+ }
+ else /* In menu, invoke the callback and deactivate the menu*/
{
/*
* Save the current window and menu and set the current
fgSetWindow( save_window );
fgStructure.Menu = save_menu;
}
- else /* Out of menu, deactivate the menu if it's a downclick */
- {
- if( pressed == TRUE )
- fgDeactivateMenu( window->ActiveMenu->ParentWindow );
- }
/*
* Let's make the window redraw as a result of the mouse
* click and menu activity.
*/
if( ! window->IsMenu )
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
break;
}
- if ( ( window->Menu[ button ] ) && ( pressed == TRUE ) )
+ if ( window->Menu[ button ] && pressed )
{
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
break;
fgSetWindow( window );
- fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
INVOKE_WCB(
*window, Mouse,
( button,
- pressed == TRUE ? GLUT_DOWN : GLUT_UP,
+ pressed ? GLUT_DOWN : GLUT_UP,
window->State.MouseX,
window->State.MouseY
)
);
- fgStructure.Window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
case 0x020a:
/* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
{
+ /*
+ * XXX THIS IS SPECULATIVE -- John Fay, 10/2/03
+ * XXX Should use WHEEL_DELTA instead of 120
+ */
int wheel_number = LOWORD( wParam );
- /* THIS IS SPECULATIVE -- John Fay, 10/2/03 */
- short ticks = HIWORD( wParam ) / 120;
- /* Should be WHEEL_DELTA instead of 120 */
+ short ticks = ( short )HIWORD( wParam ) / 120;
int direction = 1;
if( ticks < 0 )
break;
fgSetWindow( window );
- fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
while( ticks-- )
if( FETCH_WCB( *window, MouseWheel ) )
- {
INVOKE_WCB( *window, MouseWheel,
( wheel_number,
direction,
window->State.MouseY
)
);
- }
else /* No mouse wheel, call the mouse button callback twice */
{
/*
);
}
- fgStructure.Window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break ;
* 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 = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
GetCursorPos( &mouse_pos );
ScreenToClient( window->Window.Handle, &mouse_pos );
window->State.MouseX, window->State.MouseY )
);
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
* 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 = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
GetCursorPos( &mouse_pos );
ScreenToClient( window->Window.Handle, &mouse_pos );
window->State.MouseX, window->State.MouseY )
);
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
break;
- /*
- * XXX INVOKE_WCB() takes care of the callback-pointer check.
- * XXX We could just uncoditionally find/trash the Modifiers
- * XXX and get rid of the "if( ... ) {" and "}". Unconditinal
- * XXX code is simpler code. (^&
- */
- if( FETCH_WCB( *window, Keyboard ) )
- {
- window->State.Modifiers = fgGetWin32Modifiers( );
- INVOKE_WCB( *window, Keyboard,
- ( (char)wParam,
- window->State.MouseX, window->State.MouseY )
- );
- window->State.Modifiers = 0xffffffff;
- }
+ fgState.Modifiers = fgGetWin32Modifiers( );
+ INVOKE_WCB( *window, Keyboard,
+ ( (char)wParam,
+ window->State.MouseX, window->State.MouseY )
+ );
+ fgState.Modifiers = 0xffffffff;
}
break;
/* User has finished resizing the window, force a redraw */
INVOKE_WCB( *window, Display, ( ) );
- /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
+ /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
break;
/*
case WM_SYNCPAINT: /* 0x0088 */
/* Another window has moved, need to update this one */
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Help screen says this message must be passed to "DefWindowProc" */
break;
/* Pass it on to "DefWindowProc" to repaint a standard border */
break;
+ case WM_SYSCOMMAND : /* 0x0112 */
+ {
+ /*
+ * We have received a system command message. Try to act on it.
+ * The commands are passed in through the "lParam" parameter:
+ * Clicking on a corner to resize the window gives a "F004" message
+ * but this is not defined in my header file.
+ */
+ switch ( lParam )
+ {
+ case SC_SIZE :
+ break ;
+
+ case SC_MOVE :
+ break ;
+
+ case SC_MINIMIZE :
+ /* User has clicked on the "-" to minimize the window */
+ /* Turn off the visibility */
+ window->State.Visible = GL_FALSE ;
+
+ break ;
+
+ case SC_MAXIMIZE :
+ break ;
+
+ case SC_NEXTWINDOW :
+ break ;
+
+ case SC_PREVWINDOW :
+ break ;
+
+ case SC_CLOSE :
+ /* Followed very closely by a WM_CLOSE message */
+ break ;
+
+ case SC_VSCROLL :
+ break ;
+
+ case SC_HSCROLL :
+ break ;
+
+ case SC_MOUSEMENU :
+ break ;
+
+ case SC_KEYMENU :
+ break ;
+
+ case SC_ARRANGE :
+ break ;
+
+ case SC_RESTORE :
+ break ;
+
+ case SC_TASKLIST :
+ break ;
+
+ case SC_SCREENSAVE :
+ break ;
+
+ case SC_HOTKEY :
+ break ;
+ }
+ }
+
+ /* We need to pass the message on to the operating system as well */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
+
default:
/*
* Handle unhandled messages