/*
* Check if there is an idle callback hooked
*/
-// # warning there is a redisplay hack here (see the code commented out)
+# warning there is a redisplay hack here (see the code commented out)
if( (window->Callbacks.Display != NULL) &&
/*(window->State.Redisplay == TRUE) &&*/
(window->State.Visible == TRUE) )
*/
long fgElapsedTime( void )
{
+#ifndef WIN32
struct timeval now;
long elapsed;
elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
return( elapsed );
+#else
+ return (timeGetTime() - fgState.Time.Value);
+#endif
}
/*
#elif TARGET_HOST_WIN32
- gboolean bLoop = TRUE;
+ GLboolean bLoop = TRUE;
MSG stMsg;
/*
* The window structure is passed as the creation structure paramter...
*/
window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
- g_assert( window != NULL );
+ assert( window != NULL );
/*
* We can safely store the window's handle now:
case WM_MBUTTONUP:
case WM_RBUTTONUP:
{
- gboolean pressed = TRUE;
- gint button;
+ GLboolean pressed = TRUE;
+ int button;
/*
* A mouse button has been pressed *or* released. Again, break off
case WM_SYSKEYDOWN:
case WM_KEYDOWN:
{
- gint keypress = -1;
+ int keypress = -1;
/*
* First of all, make sure that there is a window to be notified of this