/*
- * freeglut_main.c
+ * fg_main.c
*
* The windows message processing methods.
*
#include <GL/freeglut.h>
#include "fg_internal.h"
-#ifdef HAVE_ERRNO_H
-# include <errno.h>
-#endif
+#include <errno.h>
#include <stdarg.h>
-#ifdef HAVE_VFPRINTF
-# define VFPRINTF(s,f,a) vfprintf((s),(f),(a))
-#elif defined(HAVE__DOPRNT)
-# define VFPRINTF(s,f,a) _doprnt((f),(a),(s))
-#else
-# define VFPRINTF(s,f,a)
-#endif
/*
* Try to get the maximum value allowed for ints, falling back to the minimum
SFG_Enumerator *enumerator )
{
if( window->State.WorkMask )
- fgProcessWork ( window );
+ fgProcessWork ( window );
fgEnumSubWindows( window, fghcbProcessWork, enumerator );
}
SFG_Enumerator *enumerator )
{
fg_time_t checkTime;
-
+
if (window->State.JoystickPollRate > 0 && FETCH_WCB( *window, Joystick ))
{
/* This window has a joystick to be polled (if pollrate <= 0, user needs to poll manually with glutForceJoystickFunc */
/*
* Check all windows for joystick polling
- *
+ *
* The real way to do this is to make use of the glutTimer() API
* to more cleanly re-implement the joystick API. Then, this code
* and all other "joystick timer" code can be yanked.
fgListRemove( &fgState.Timers, &timer->Node );
fgListAppend( &fgState.FreeTimers, &timer->Node );
- timer->Callback( timer->ID );
+ timer->Callback( timer->ID, timer->CallbackData );
}
}
-
+
/* Platform-dependent time in milliseconds, as an unsigned 64-bit integer.
* This doesn't overflow in any reasonable time, so no need to worry about
* that. The GLUT API return value will however overflow after 49.7 days,
* which means you will still get in trouble when running the
* application for more than 49.7 days.
- */
+ */
fg_time_t fgSystemTime(void)
{
- return fgPlatformSystemTime();
+ return fgPlatformSystemTime();
}
-
+
/*
* Elapsed Time
*/
va_start( ap, fmt );
/* call user set error handler here */
- fgState.ErrorFunc(fmt, ap);
+ fgState.ErrorFunc(fmt, ap, fgState.ErrorFuncData);
va_end( ap );
fprintf( stderr, "freeglut ");
if( fgState.ProgramName )
fprintf( stderr, "(%s): ", fgState.ProgramName );
- VFPRINTF( stderr, fmt, ap );
+ vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( ap );
va_start( ap, fmt );
/* call user set warning handler here */
- fgState.WarningFunc(fmt, ap);
+ fgState.WarningFunc(fmt, ap, fgState.WarningFuncData);
va_end( ap );
fprintf( stderr, "freeglut ");
if( fgState.ProgramName )
fprintf( stderr, "(%s): ", fgState.ProgramName );
- VFPRINTF( stderr, fmt, ap );
+ vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( ap );
msec = fghNextTimer( );
/* XXX Should use GLUT timers for joysticks... */
/* XXX Dumb; forces granularity to .01sec */
- if( fgState.NumActiveJoysticks>0 && ( msec > 10 ) )
+ if( fgState.NumActiveJoysticks>0 && ( msec > 10 ) )
msec = 10;
- fgPlatformSleepForEvents ( msec );
+ fgPlatformSleepForEvents ( msec );
}
fgPlatformInitWork(window);
/* Call init context callback */
- INVOKE_WCB( *window, InitContext, ());
+ INVOKE_WCB( *window, InitContext, ( ) );
/* Lastly, check if we have a display callback, error out if not
* This is the right place to do it, as the redisplay will be
void FGAPIENTRY glutMainLoopEvent( void )
{
/* Process input */
- fgPlatformProcessSingleEvent ();
+ fgPlatformProcessSingleEvent ();
if( fgState.Timers.First )
fghCheckTimers( );
/* Perform work on the window (position, reshape, display, etc) */
fghProcessWork( );
+ /* Check OpenGL error state if requested.
+ * Don't call if no more open windows (can happen if user closes window from
+ * title bar), would lead to infinite error loop in glutReportErrors
+ */
+ if (fgState.GLDebugSwitch && fgStructure.CurrentWindow)
+ glutReportErrors( );
+
fgCloseWindows( );
}
if (!fgStructure.Windows.First)
fgError(" ERROR: glutMainLoop called with no windows created.");
- fgPlatformMainLoopPreliminaryWork ();
+ fgPlatformMainLoopPreliminaryWork ();
fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
- while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
+ for(;;)
{
SFG_Window *window;
glutMainLoopEvent( );
+ if( fgState.ExecState != GLUT_EXEC_STATE_RUNNING )
+ break;
/*
* Step through the list of windows, seeing if there are any
* that are not menus
fgStructure.CurrentWindow->IsMenu )
/* fail safe */
fgSetWindow( window );
- fgState.IdleCallback( );
+ fgState.IdleCallback( fgState.IdleCallbackData );
}
else
fghSleepForEvents( );