#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.
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Do not exagerate with the redisplaying
/*
* Remember about setting the current window...
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Check if there is a reshape callback hooked
/*
* 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,
RedrawWindow(
window->Window.Handle, NULL, NULL,
- RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE
+ RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
);
}
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
- * Executes a single iteration in the FreeGLUT processing loop.
+ * Executes a single iteration in the freeglut processing loop.
*/
void FGAPIENTRY glutMainLoopEvent( void )
{
* Grab the next event to be processed...
*/
XNextEvent( fgDisplay.Display, &event );
+ window = fgWindowByHandle ( event.xany.window ) ;
/*
* Check the event's type
/*
* Call the window closure callback, remove from the structure, etc.
*/
- fgAddToWindowDestroyList ( window, FALSE );
+ fgStructure.Window = window ;
+/* fgAddToWindowDestroyList ( window, FALSE ); */
break;
*/
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;
* We are too dumb to process partial exposes...
*/
if( event.xexpose.count == 0 )
- fghRedrawWindowByHandle( event.xexpose.window );
+ fghRedrawWindowByHandle( window->Window.Handle );
break;
case ConfigureNotify:
/*
* The window's visiblity might have changed
*/
- GETWINDOW( xvisibility );
-
/*
* Break now if no window status callback has been hooked to that window
*/
/*
* We're going to send a callback to a window. Make it current.
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Sending this event, the X server can notify us that the window has just
/*
* Mouse is over one of our windows
*/
- GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
+ GETMOUSE( xcrossing );
/*
* Is there an entry callback hooked to the window?
/*
* Mouse is no longer over one of our windows
*/
- GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
+ GETMOUSE( xcrossing );
/*
* Is there an entry callback hooked to the window?
/*
* The mouse cursor was moved...
*/
- GETWINDOW( xmotion ); GETMOUSE( xmotion );
+ GETMOUSE( xmotion );
+
+ /*
+ * Set the current window
+ */
+ fgStructure.Window = window ;
/*
* What kind of a movement was it?
* A mouse button has been pressed or released. Traditionally,
* break if the window was found within the freeglut structures.
*/
- GETWINDOW( xbutton ); GETMOUSE( xbutton );
+ GETMOUSE( xbutton );
/*
* GLUT API assumes that you can't have more than three mouse buttons, so:
{
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 */
{
/*
* Set the current window
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Remember the current modifiers state
/*
* A key has been pressed, find the window that had the focus:
*/
- GETWINDOW( xkey ); GETMOUSE( xkey );
+ GETMOUSE( xkey );
if( event.type == KeyPress )
{
/*
* Get ready to calling the keyboard/special callbacks
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* GLUT API tells us to have two separate callbacks...
}
/*
- * Enters the FreeGLUT processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
+ * Enters the freeglut processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
*/
void FGAPIENTRY glutMainLoop( void )
{
}
/*
- * Leaves the FreeGLUT processing loop.
+ * Leaves the freeglut processing loop.
*/
void FGAPIENTRY glutLeaveMainLoop( void )
{
if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
-/* if ( uMsg != 0x000f ) printf ( "message <%x>\n", uMsg ) ; */
+/* 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
case WM_ACTIVATE:
if (LOWORD(wParam) != WA_INACTIVE)
{
- //glutSetCursor( fgStructure.Window->State.Cursor );
+ /* glutSetCursor( fgStructure.Window->State.Cursor ); */
printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
glutSetCursor( window->State.Cursor );
(fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
SetCursor( NULL );
#else
- // Set the cursor AND change it for this window class.
+ /* 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.
+ /* Nuke the cursor AND change it for this window class. */
# define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
break;
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 );
+ /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */
ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
default:
/*
* 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
{
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 */
{
/*
* Set the current window
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Remember the current modifiers state.
case WM_KEYDOWN:
{
int keypress = -1;
+ POINT mouse_pos ;
/*
* Ignore the automatic key repetition if needed:
/*
* Set the current window
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Remember the current modifiers state. This is done here in order
( ( (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
*/
# define KEY(a,b) case a: keypress = b; break;
case WM_KEYUP:
{
int keypress = -1;
+ POINT mouse_pos ;
/*
* Set the current window
*/
- glutSetWindow( window->ID );
+ fgSetWindow( window );
/*
* Remember the current modifiers state. This is done here in order
( ( (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"
*/
*/
if( window->Callbacks.KeyboardUp != NULL )
window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
+
+ break ;
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 );
+ {
+ /*
+ * Call the KeyboardUp callback for a regular character if there is one.
+ */
+ BYTE state[ 256 ];
+ WORD code[ 2 ];
+
+ GetKeyboardState(state);
+
+ if ( ToAscii( wParam, 0, state, code, 0 ) == 1 )
+ wParam=code[ 0 ];
+
+ if( window->Callbacks.KeyboardUp != NULL )
+ window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY );
+ }
}
/*
/*
* Have the special callback executed:
*/
- window->Callbacks.Keyboard( wParam, window->State.MouseX, window->State.MouseY );
+ window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
/*
* Thrash the modifiers register now
if ( window->Callbacks.Display )
window->Callbacks.Display () ;
-// lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ;
+/* 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: