* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
#include <limits.h>
#include <errno.h>
#include <sys/stat.h>
#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WINCE
+ // including gx.h does only work in c++ (thanks MS...),
+ // so we define this on our own...
+struct GXKeyList {
+ short vkUp; // key for up
+ POINT ptUp; // x,y position of key/button. Not on screen but in screen coordinates.
+ short vkDown;
+ POINT ptDown;
+ short vkLeft;
+ POINT ptLeft;
+ short vkRight;
+ POINT ptRight;
+ short vkA;
+ POINT ptA;
+ short vkB;
+ POINT ptB;
+ short vkC;
+ POINT ptC;
+ short vkStart;
+ POINT ptStart;
+};
+/*__declspec(dllimport) struct GXKeyList GXGetDefaultKeys(int iOptions);
+__declspec(dllimport) int GXOpenInput();
+#include "my_gx.h"*/
+
+extern void wince_GetDefaultKeys(void* nData, int iOptions);
+extern void wince_OpenInput();
+
+/*void wince_GetDefaultKeys(void* nData, int iOptions)
+{
+ *(struct GXKeyList*)nData = GXGetDefaultKeys(iOptions);
+}
+void wince_OpenInput()
+{
+ GXOpenInput();
+}*/
+
#endif
#ifndef MAX
/* -- 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 );
-
- window->State.Redisplay = GL_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( !( FETCH_WCB( *window, Reshape ) ) )
+
+#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 || TARGET_HOST_WINCE
+
+#if !TARGET_HOST_WINCE
+ {
+ RECT rect;
+
+ /*
+ * For windowed mode, get the current position of the
+ * window and resize taking the size of the frame
+ * decorations into account.
+ */
+
+ GetWindowRect( window->Window.Handle, &rect );
+ rect.right = rect.left + width;
+ rect.bottom = rect.top + height;
+
+ if ( window->Parent == NULL )
+ {
+ if ( ! window->IsMenu && !window->State.IsGameMode )
+ {
+ rect.right += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
+ rect.bottom += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
+ GetSystemMetrics( SM_CYCAPTION );
+ }
+ }
+ else
+ {
+ GetWindowRect( window->Parent->Window.Handle, &rect );
+ AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |
+ WS_CLIPCHILDREN, FALSE );
+ }
+
+ /*
+ * SWP_NOACTIVATE Do not activate the window
+ * SWP_NOOWNERZORDER Do not change position in z-order
+ * SWP_NOSENDCHANGING Supress WM_WINDOWPOSCHANGING message
+ * SWP_NOZORDER Retains the current Z order (ignore 2nd param)
+ */
+
+ SetWindowPos( window->Window.Handle,
+ HWND_TOP,
+ rect.left,
+ rect.top,
+ rect.right - rect.left,
+ rect.bottom - rect.top,
+ SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
+ SWP_NOZORDER
+ );
+ }
+#endif /* TARGET_HOST_WINCE */
+
+ /*
+ * XXX Should update {window->State.OldWidth, window->State.OldHeight}
+ * XXX to keep in lockstep with UNIX_X11 code.
+ */
+ if( FETCH_WCB( *window, Reshape ) )
+ INVOKE_WCB( *window, Reshape, ( width, height ) );
+ else
{
fgSetWindow( window );
glViewport( 0, 0, width, height );
}
- else
- INVOKE_WCB( *window, Reshape, ( width, height ) );
+
+#endif
/*
* Force a window redraw. In Windows at least this is only a partial
}
/*
- * 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 &&
- window->State.Visible )
+ SFG_Window* window = fgWindowByHandle( handle );
+ freeglut_return_if_fail( window );
+ freeglut_return_if_fail( FETCH_WCB ( *window, Display ) );
+
+ window->State.Redisplay = GL_FALSE;
+
+ freeglut_return_if_fail( window->State.Visible );
+
+ if( window->State.NeedToResize )
{
SFG_Window *current_window = fgStructure.Window;
- window->State.Redisplay = GL_FALSE;
- INVOKE_WCB( *window, Display, ( ) );
+ fgSetWindow( window );
+
+ fghReshapeWindowByHandle(
+ window->Window.Handle,
+ window->State.Width,
+ window->State.Height
+ );
+
+ window->State.NeedToResize = GL_FALSE;
fgSetWindow( current_window );
}
-#elif TARGET_HOST_WIN32
+ 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.NeedToResize )
{
SFG_Window *current_window = fgStructure.Window;
fgSetWindow( window );
- fghReshapeWindowByHandle(
+ fghReshapeWindowByHandle(
window->Window.Handle,
- glutGet( GLUT_WINDOW_WIDTH ),
- glutGet( GLUT_WINDOW_HEIGHT )
+ window->State.Width,
+ window->State.Height
);
window->State.NeedToResize = GL_FALSE;
fgSetWindow ( current_window );
}
- /*
- * XXX See above comment about the Redisplay flag...
- */
- if( ( FETCH_WCB( *window, Display ) ) &&
- window->State.Redisplay &&
+ if( window->State.Redisplay &&
window->State.Visible )
{
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 || TARGET_HOST_WINCE
RedrawWindow(
- window->Window.Handle, NULL, NULL,
+ window->Window.Handle, NULL, NULL,
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
);
- }
-
#endif
+ }
fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
}
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
- enumerator.data = NULL;
+ enumerator.data = NULL;
fgEnumWindows( fghcbDisplayWindow, &enumerator );
}
if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
checkTime )
{
+#if !TARGET_HOST_WINCE
fgJoystickPollWindow( window );
+#endif /* !TARGET_HOST_WINCE */
window->State.JoystickLastPoll = checkTime;
}
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
- enumerator.data = NULL;
+ enumerator.data = NULL;
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
}
static void fghCheckTimers( void )
{
long checkTime = fgElapsedTime( );
- SFG_Timer *timer, *next;
- SFG_List timedOut;
-
- fgListInit(&timedOut);
- for( timer = (SFG_Timer *)fgState.Timers.First;
- timer;
- timer = (SFG_Timer *)next )
+ while( fgState.Timers.First )
{
- next = (SFG_Timer *)timer->Node.Next;
+ SFG_Timer *timer = fgState.Timers.First;
- if( timer->TriggerTime <= checkTime )
- {
- fgListRemove( &fgState.Timers, &timer->Node );
- fgListAppend( &timedOut, &timer->Node );
- }
- }
+ if( timer->TriggerTime > checkTime )
+ break;
- /*
- * Now feel free to execute all the hooked and timed out timer callbacks
- * And delete the timed out timers...
- */
- while ( (timer = (SFG_Timer *)timedOut.First) )
- {
- if( timer->Callback != NULL )
- timer->Callback( timer->ID );
- fgListRemove( &timedOut, &timer->Node );
- free( timer );
+ fgListRemove( &fgState.Timers, &timer->Node );
+ fgListAppend( &fgState.FreeTimers, &timer->Node );
+
+ timer->Callback( timer->ID );
}
}
-
/*
* Elapsed Time
*/
long fgElapsedTime( void )
{
- if (fgState.Time.Set)
+ 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;
-
+
+ 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;
+#elif TARGET_HOST_WINCE
+ return GetTickCount() - fgState.Time.Value;
#endif
}
else
#if TARGET_HOST_UNIX_X11
gettimeofday( &fgState.Time.Value, NULL );
#elif TARGET_HOST_WIN32
- fgState.Time.Value = timeGetTime( );
+ fgState.Time.Value = timeGetTime ();
+#elif TARGET_HOST_WINCE
+ fgState.Time.Value = GetTickCount();
#endif
- fgState.Time.Set = GL_TRUE;
+ fgState.Time.Set = GL_TRUE ;
+
+ return 0 ;
}
}
va_start( ap, fmt );
- fprintf( stderr, "freeglut " );
+ fprintf( stderr, "freeglut ");
if( fgState.ProgramName )
- fprintf( stderr, "(%s): ", fgState.ProgramName );
+ fprintf (stderr, "(%s): ", fgState.ProgramName);
vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( ap );
if ( fgState.Initialised )
- fgDeinitialize( );
+ fgDeinitialize ();
exit( 1 );
}
va_start( ap, fmt );
- fprintf( stderr, "freeglut " );
+ fprintf( stderr, "freeglut ");
if( fgState.ProgramName )
fprintf( stderr, "(%s): ", fgState.ProgramName );
vfprintf( stderr, fmt, ap );
* Indicates whether Joystick events are being used by ANY window.
*
* The current mechanism is to walk all of the windows and ask if
- * there is a joystick callback. Certainly in some cases, maybe
- * in all cases, the joystick is attached to the system and accessed
- * from ONE point by GLUT/freeglut, so this is not the right way,
- * in general, to do this. However, the Joystick code is segregated
- * in its own little world, so we can't access the information that
- * we need in order to do that nicely.
- *
- * Some alternatives:
- * * Store Joystick data into freeglut global state.
- * * Provide NON-static functions or data from Joystick *.c file.
+ * there is a joystick callback. We have a short-circuit early
+ * return if we find any joystick handler registered.
*
- * Basically, the RIGHT way to do this requires knowing something
- * about the Joystick. Right now, the Joystick code is behind
- * an opaque wall.
+ * 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.
*
*/
-static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e )
+static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
{
if( FETCH_WCB( *w, Joystick ) )
{
fgEnumWindows( fgCheckJoystickCallback, &enumerator );
return !!enumerator.data;
}
-static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e )
+static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
{
if( w->State.Redisplay )
{
e->data = w;
}
fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
-}
-static int fgHavePendingRedisplays( void )
+}
+static int fgHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
return !!enumerator.data;
}
/*
- * Indicates whether there are any outstanding timers.
- */
-static int fgHaveTimers( void )
-{
- return !!fgState.Timers.First;
-}
-/*
* Returns the number of GLUT ticks (milliseconds) till the next timer event.
*/
static long fgNextTimer( void )
{
- long now = fgElapsedTime( );
long ret = INT_MAX;
- SFG_Timer *timer;
+ SFG_Timer *timer = fgState.Timers.First;
- for( timer = ( SFG_Timer * )fgState.Timers.First;
- timer;
- timer = ( SFG_Timer * )timer->Node.Next )
- ret = MIN( ret, MAX( 0, timer->TriggerTime - now ) );
+ if( timer )
+ ret = timer->TriggerTime - fgElapsedTime();
+ if( ret < 0 )
+ ret = 0;
return ret;
}
*/
static void fgSleepForEvents( void )
{
-#if TARGET_HOST_UNIX_X11
- fd_set fdset;
- int err;
- int socket;
- struct timeval wait;
- long msec;
-
+ long msec;
+
if( fgState.IdleCallback || fgHavePendingRedisplays( ) )
return;
- socket = ConnectionNumber( fgDisplay.Display );
- FD_ZERO( &fdset );
- FD_SET( socket, &fdset );
-
+
msec = fgNextTimer( );
- if( fgHaveJoystick( ) )
- msec = MIN( msec, 10 );
-
- wait.tv_sec = msec / 1000;
- wait.tv_usec = ( msec % 1000 ) * 1000;
- err = select( socket+1, &fdset, NULL, NULL, &wait );
-
- if( -1 == err )
- fgWarning( "freeglut select() error: %d\n", errno );
-
-#elif TARGET_HOST_WIN32
+ if( fgHaveJoystick( ) ) /* XXX Use GLUT timers for joysticks... */
+ msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */
+
+#if TARGET_HOST_UNIX_X11
+ /*
+ * Possibly due to aggressive use of XFlush() and friends,
+ * it is possible to have our socket drained but still have
+ * unprocessed events. (Or, this may just be normal with
+ * X, anyway?) We do non-trivial processing of X events
+ * after tham in event-reading loop, in any case, so we
+ * need to allow that we may have an empty socket but non-
+ * empty event queue.
+ */
+ if( ! XPending( fgDisplay.Display ) )
+ {
+ fd_set fdset;
+ int err;
+ int socket;
+ struct timeval wait;
+
+ socket = ConnectionNumber( fgDisplay.Display );
+ FD_ZERO( &fdset );
+ FD_SET( socket, &fdset );
+ wait.tv_sec = msec / 1000;
+ wait.tv_usec = (msec % 1000) * 1000;
+ err = select( socket+1, &fdset, NULL, NULL, &wait );
+
+ if( -1 == err )
+ fgWarning ( "freeglut select() error: %d\n", errno );
+ }
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+ MsgWaitForMultipleObjects( 0, NULL, FALSE, msec, QS_ALLEVENTS );
#endif
}
ret |= GLUT_ACTIVE_CTRL;
if( event->xkey.state & Mod1Mask )
ret |= GLUT_ACTIVE_ALT;
-
+
return ret;
}
#endif
*/
if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
{
- GETWINDOW( xclient );
+ GETWINDOW( xclient );
- fgCloseWindow ( window );
- fgAddToWindowDestroyList ( window, GL_FALSE );
+ fgDestroyWindow ( window );
+
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
+
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ return;
}
break;
* (in freeglut only) will not get an initial reshape event,
* which can break things.
*
- * XXX NOTE that it is possible that you will more than one Reshape
- * XXX event for your top-level window, but something like this
- * XXX appears to be required for compatbility.
- *
* GLUT presumably does this because it generally tries to treat
* sub-windows the same as windows.
+ *
+ * XXX Technically, GETWINDOW( xconfigure ) and
+ * XXX {event.xconfigure} may not be legit ways to get at
+ * XXX data for CreateNotify events. In practice, the data
+ * XXX is in a union which is laid out much the same either
+ * XXX way. But if you want to split hairs, this isn't legit,
+ * XXX and we should instead duplicate some code.
*/
case CreateNotify:
case ConfigureNotify:
- fghReshapeWindowByHandle(
- event.xconfigure.window,
- event.xconfigure.width,
- event.xconfigure.height
- );
+ GETWINDOW( xconfigure );
+ {
+ int width = event.xconfigure.width;
+ int height = event.xconfigure.height;
+
+ if( ( width != window->State.OldWidth ) ||
+ ( height != window->State.OldHeight ) )
+ {
+ window->State.OldWidth = width;
+ window->State.OldHeight = height;
+ if( FETCH_WCB( *window, Reshape ) )
+ INVOKE_WCB( *window, Reshape, ( width, height ) );
+ else
+ {
+ fgSetWindow( window );
+ glViewport( 0, 0, width, height );
+ }
+ glutPostRedisplay( );
+ }
+ }
break;
case DestroyNotify:
/*
* This is sent to confirm the XDestroyWindow call.
+ *
* XXX WHY is this commented out? Should we re-enable it?
*/
- /* fgAddToWindowDestroyList ( window, GL_FALSE ); */
+ /* fgAddToWindowDestroyList ( window ); */
break;
case Expose:
/*
* We are too dumb to process partial exposes...
+ *
* XXX Well, we could do it. However, it seems to only
* XXX be potentially useful for single-buffered (since
* XXX double-buffered does not respect viewport when we
* XXX do a buffer-swap).
+ *
*/
if( event.xexpose.count == 0 )
- fghRedrawWindowByHandle( event.xexpose.window );
+ {
+ GETWINDOW( xexpose );
+ fgSetWindow( window );
+ glutPostRedisplay( );
+ }
break;
case MapNotify:
case VisibilityNotify:
{
- GETWINDOW( xvisibility );
+ GETWINDOW( xvisibility );
+ /*
+ * XXX INVOKE_WCB() does this check for us.
+ */
if( ! FETCH_WCB( *window, WindowStatus ) )
break;
fgSetWindow( window );
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
window->State.Visible = GL_TRUE;
break;
-
+
case VisibilityPartiallyObscured:
INVOKE_WCB( *window, WindowStatus,
( GLUT_PARTIALLY_RETAINED ) );
window->State.Visible = GL_TRUE;
break;
-
+
case VisibilityFullyObscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
window->State.Visible = GL_FALSE;
window->ActiveMenu->Window->State.MouseY =
event.xmotion.y_root - window->ActiveMenu->Y;
}
- window->ActiveMenu->Window->State.Redisplay = GL_TRUE;
+ 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?
+ * XXX rather than a host of bit-masks? Or maybe we need to
+ * XXX track ButtonPress/ButtonRelease events in our own
+ * XXX bit-mask?
*/
#define BUTTON_MASK \
( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask )
- if( event.xmotion.state & BUTTON_MASK )
+ if ( event.xmotion.state & BUTTON_MASK )
INVOKE_WCB( *window, Motion, ( event.xmotion.x,
event.xmotion.y ) );
else
int button;
if( event.type == ButtonRelease )
- pressed = GL_FALSE;
+ pressed = GL_FALSE ;
/*
* A mouse button has been pressed or released. Traditionally,
*/
GETWINDOW( xbutton );
GETMOUSE( xbutton );
-
+
/*
* An X button (at least in XFree86) is numbered from 1.
* A GLUT button is numbered from 0.
window->ActiveMenu->Window->State.MouseY =
event.xbutton.y_root - window->ActiveMenu->Y;
}
-
+
/* In the menu, invoke the callback and deactivate the menu*/
if( fgCheckActiveMenu( window->ActiveMenu->Window,
window->ActiveMenu ) )
else if( pressed )
/*
* Outside the menu, deactivate if it's a downclick
+ *
* XXX This isn't enough. A downclick outside of
* XXX the interior of our freeglut windows should also
* XXX deactivate the menu. This is more complicated.
*/
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
-
+
+ /*
+ * XXX Why does an active menu require a redisplay at
+ * XXX this point? If this can come out cleanly, then
+ * XXX it probably should do so; if not, a comment should
+ * XXX explain it.
+ */
window->State.Redisplay = GL_TRUE;
break;
}
( window->Menu[ button ] ) &&
pressed )
{
+ /*
+ * XXX Posting a requisite Redisplay seems bogus.
+ */
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
! FETCH_WCB( *window, MouseWheel ) )
break;
- /*
- * XXX Why don't we use {window}? Other code here does...
- */
fgState.Modifiers = fgGetXModifiers( &event );
/*
* Finally execute the mouse or mouse wheel callback
*
- * XXX Use a symbolic constant, *not* "4"!
+ * XXX Use a symbolic constant, *not* "4"! ("3, sire!")
*/
if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
INVOKE_WCB( *window, Mouse, ( button,
* XXX Note that {button} has already been decremeted
* XXX in mapping from X button numbering to GLUT.
*/
- int wheel_number = ( button - 3 ) / 2;
+ int wheel_number = (button - 3) / 2;
int direction = -1;
if( button % 2 )
direction = 1;
-
+
if( pressed )
INVOKE_WCB( *window, MouseWheel, ( wheel_number,
direction,
GETWINDOW( xkey );
GETMOUSE( xkey );
+ /* Detect auto repeated keys, if configured globally or per-window */
+
+ if ( fgState.KeyRepeat==GLUT_KEY_REPEAT_OFF || window->State.IgnoreKeyRepeat==GL_TRUE )
+ {
+ if (event.type==KeyRelease)
+ {
+ /*
+ * Look at X11 keystate to detect repeat mode.
+ * While X11 says the key is actually held down, we'll ignore KeyRelease/KeyPress pairs.
+ */
+
+ char keys[32];
+ XQueryKeymap( fgDisplay.Display, keys ); /* Look at X11 keystate to detect repeat mode */
+
+ if ( keys[event.xkey.keycode>>3] & (1<<(event.xkey.keycode%8)) )
+ window->State.KeyRepeating = GL_TRUE;
+ else
+ window->State.KeyRepeating = GL_FALSE;
+ }
+ }
+ else
+ window->State.KeyRepeating = GL_FALSE;
+
+ /* Cease processing this event if it is auto repeated */
+
+ if (window->State.KeyRepeating)
+ break;
+
if( event.type == KeyPress )
{
keyboard_cb = FETCH_WCB( *window, Keyboard );
* Execute the callback (if one has been specified),
* given that the special code seems to be valid...
*/
- if( special_cb && ( special != -1 ) )
+ if( special_cb && (special != -1) )
{
fgSetWindow( window );
fgState.Modifiers = fgGetXModifiers( &event );
break; /* XXX Should disable this event */
default:
- fgWarning( "Unknown X event type: %d", event.type );
+ fgWarning ("Unknown X event type: %d", event.type);
break;
}
}
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
MSG stMsg;
while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{
if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
+ {
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ return;
+ }
TranslateMessage( &stMsg );
DispatchMessage( &stMsg );
}
#endif
- fghCheckTimers( );
+ if( fgState.Timers.First )
+ fghCheckTimers( );
fghCheckJoystickPolls( );
fghDisplayAll( );
*/
void FGAPIENTRY glutMainLoop( void )
{
-#if TARGET_HOST_WIN32
- SFG_Window *window = (SFG_Window *)fgStructure.Windows.First;
+ int action;
+
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+ SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif
freeglut_assert_ready;
-#if TARGET_HOST_WIN32
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* Processing before the main loop: If there is a window which is open and
* which has a visibility callback, call it. I know this is an ugly hack,
*/
while( window )
{
- if( FETCH_WCB( *window, Visibility ) )
+ if ( FETCH_WCB( *window, Visibility ) )
{
- SFG_Window *current_window = fgStructure.Window;
+ SFG_Window *current_window = fgStructure.Window ;
INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window );
}
-
- window = (SFG_Window *)window->Node.Next;
+
+ window = (SFG_Window *)window->Node.Next ;
}
#endif
- fgState.ExecState = GLUT_EXEC_STATE_RUNNING;
+ fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
{
+ SFG_Window *window;
+
glutMainLoopEvent( );
+ /*
+ * Step through the list of windows, seeing if there are any
+ * that are not menus
+ */
+ for( window = ( SFG_Window * )fgStructure.Windows.First;
+ window;
+ window = ( SFG_Window * )window->Node.Next )
+ if ( ! ( window->IsMenu ) )
+ break;
- if( fgStructure.Windows.First == NULL )
+ if( ! window )
fgState.ExecState = GLUT_EXEC_STATE_STOP;
else
{
}
}
- {
- fgExecutionState execState = fgState.ExecState;
-
- /*
- * When this loop terminates, destroy the display, state and structure
- * of a freeglut session, so that another glutInit() call can happen
- */
- fgDeinitialize( );
-
- if( execState == GLUT_ACTION_EXIT )
- exit( 0 );
- }
+ /*
+ * When this loop terminates, destroy the display, state and structure
+ * of a freeglut session, so that another glutInit() call can happen
+ *
+ * Save the "ActionOnWindowClose" because "fgDeinitialize" resets it.
+ */
+ action = fgState.ActionOnWindowClose;
+ fgDeinitialize( );
+ if( action == GLUT_ACTION_EXIT )
+ exit( 0 );
}
/*
*/
void FGAPIENTRY glutLeaveMainLoop( void )
{
- fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ fgState.ExecState = GLUT_EXEC_STATE_STOP ;
}
-#if TARGET_HOST_WIN32
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* Determine a GLUT modifer mask based on MS-WINDOWS system info.
*/
{
unsigned int current_DisplayMode = fgState.DisplayMode;
fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
+#if !TARGET_HOST_WINCE
fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+#endif
fgState.DisplayMode = current_DisplayMode;
if( fgStructure.MenuContext )
wglCreateContext( window->Window.Device );
}
- /* window->Window.Context = wglGetCurrentContext( ); */
+ /* window->Window.Context = wglGetCurrentContext (); */
window->Window.Context = wglCreateContext( window->Window.Device );
}
else
{
+#if !TARGET_HOST_WINCE
fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+#endif
if( ! fgState.UseCurrentContext )
window->Window.Context =
}
window->State.NeedToResize = GL_TRUE;
+ window->State.Width = fgState.Size.X;
+ window->State.Height = fgState.Size.Y;
+
ReleaseDC( window->Window.Handle, window->Window.Device );
+
+#if TARGET_HOST_WINCE
+ // Take over button handling
+ wince_OpenInput();
+#endif /* TARGET_HOST_WINCE */
break;
case WM_SIZE:
/*
- * We got resized... But check if the window has been already added...
+ * If the window is visible, then it is the user manually resizing it.
+ * If it is not, then it is the system sending us a dummy resize with
+ * zero dimensions on a "glutIconifyWindow" call.
*/
- fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
+ if( window->State.Visible )
+ {
+ window->State.NeedToResize = GL_TRUE;
+#if TARGET_HOST_WINCE
+ window->State.Width = HIWORD(lParam);
+ window->State.Height = LOWORD(lParam);
+#else
+ window->State.Width = LOWORD(lParam);
+ window->State.Height = HIWORD(lParam);
+#endif /* TARGET_HOST_WINCE */
+ }
+
break;
#if 0
- case WM_SETFOCUS:
- printf( "WM_SETFOCUS: %p\n", window );
+ case WM_SETFOCUS:
+ printf("WM_SETFOCUS: %p\n", window );
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
- case WM_ACTIVATE:
- if( LOWORD( wParam ) != WA_INACTIVE )
+ case WM_ACTIVATE:
+ if (LOWORD(wParam) != WA_INACTIVE)
{
/* glutSetCursor( fgStructure.Window->State.Cursor ); */
printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
break;
#endif
- case WM_SETCURSOR:
/*
- * Windows seems to need reminding to erase the cursor for NONE.
- */
-
- /*
- * XXX Is this #if 0 section anything that we need to worry
- * XXX about? Can we delete it? If it will ever be used,
- * XXX why not re-use some common code with the glutSetCursor()
+ * 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: \
- SetCursor( LoadCursor( NULL, b ) ); \
- break;
+#define MAP_CURSOR(a,b) \
+ case a: \
+ SetCursor( LoadCursor( NULL, b ) ); \
+ break;
/* Nuke the cursor AND change it for this window class. */
-#define ZAP_CURSOR(a,b) \
- case a: \
- SetCursor( NULL ); \
- break;
+#define ZAP_CURSOR(a,b) \
+ case a: \
+ SetCursor( NULL ); \
+ break;
if( LOWORD( lParam ) == HTCLIENT )
switch( window->State.Cursor )
default:
MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
}
-#endif
else
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
break;
case WM_CLOSE:
- /*
- * Make sure we don't close a window with current context active
- */
- if( fgStructure.Window == window )
- {
- int used = FALSE;
- SFG_Window *iter;
-
- wglMakeCurrent( NULL, NULL );
- /*
- * Step through the list of windows. If the rendering context
- * is not being used by another window, then we delete it.
- */
- for( iter = (SFG_Window *)fgStructure.Windows.First;
- iter;
- iter = (SFG_Window *)iter->Node.Next )
- {
- if( ( iter->Window.Context == window->Window.Context ) &&
- ( iter != window ) )
- used = TRUE;
- }
-
- if( used == FALSE )
- wglDeleteContext( window->Window.Context );
- }
-
- /*
- * Put on a linked list of windows to be removed after all the
- * callbacks have returned
- */
- fgAddToWindowDestroyList( window, GL_FALSE );
- DestroyWindow( hWnd );
+ fgDestroyWindow ( window );
+ if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
+ PostQuitMessage(0);
break;
case WM_DESTROY:
case WM_MOUSEMOVE:
{
+#if TARGET_HOST_WINCE
+ window->State.MouseX = 320-HIWORD( lParam );
+ window->State.MouseY = LOWORD( lParam );
+#else
window->State.MouseX = LOWORD( lParam );
window->State.MouseY = HIWORD( lParam );
-
+#endif /* TARGET_HOST_WINCE */
+
if ( window->ActiveMenu )
{
window->State.Redisplay = GL_TRUE;
GLboolean pressed = GL_TRUE;
int button;
+#if TARGET_HOST_WINCE
+ window->State.MouseX = 320-HIWORD( lParam );
+ window->State.MouseY = LOWORD( lParam );
+#else
window->State.MouseX = LOWORD( lParam );
window->State.MouseY = HIWORD( lParam );
+#endif /* TARGET_HOST_WINCE */
- /*
- * XXX Either these multi-statement lines should be broken
- * XXX in the form:
- * XXX pressed = GL_TRUE;
- * XXX button = GLUT_LEFT_BUTTON;
- * XXX break;
- * XXX ...or we should use a macro (much as I dislike freeglut's
- * XXX preponderance of using macros to "compress" code).
- */
switch( uMsg )
{
case WM_LBUTTONDOWN:
- pressed = GL_TRUE; button = GLUT_LEFT_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_LEFT_BUTTON;
+ break;
case WM_MBUTTONDOWN:
- pressed = GL_TRUE; button = GLUT_MIDDLE_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_MIDDLE_BUTTON;
+ break;
case WM_RBUTTONDOWN:
- pressed = GL_TRUE; button = GLUT_RIGHT_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_RIGHT_BUTTON;
+ break;
case WM_LBUTTONUP:
- pressed = GL_FALSE; button = GLUT_LEFT_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_LEFT_BUTTON;
+ break;
case WM_MBUTTONUP:
- pressed = GL_FALSE; button = GLUT_MIDDLE_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_MIDDLE_BUTTON;
+ break;
case WM_RBUTTONUP:
- pressed = GL_FALSE; button = GLUT_RIGHT_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_RIGHT_BUTTON;
+ break;
default:
- pressed = GL_FALSE; button = -1; break;
+ pressed = GL_FALSE;
+ button = -1;
+ break;
}
+#if !TARGET_HOST_WINCE
if( GetSystemMetrics( SM_SWAPBUTTON ) )
+ {
if( button == GLUT_LEFT_BUTTON )
button = GLUT_RIGHT_BUTTON;
- else if( button == GLUT_RIGHT_BUTTON )
- button = GLUT_LEFT_BUTTON;
+ else
+ if( button == GLUT_RIGHT_BUTTON )
+ button = GLUT_LEFT_BUTTON;
+ }
+#endif /* !TARGET_HOST_WINCE */
if( button == -1 )
return DefWindowProc( hWnd, uMsg, lParam, wParam );
break;
}
- if ( window->Menu[ button ] && pressed )
+ if( window->Menu[ button ] && pressed )
{
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgState.Modifiers = 0xffffffff;
}
- break;
+ break ;
case WM_SYSKEYDOWN:
case WM_KEYDOWN:
{
+#if TARGET_HOST_WINCE
+ struct GXKeyList gxKeyList;
+#endif /* TARGET_HOST_WINCE */
int keypress = -1;
- POINT mouse_pos;
+ POINT mouse_pos ;
- if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
+ if( ( fgState.KeyRepeat==GLUT_KEY_REPEAT_OFF || window->State.IgnoreKeyRepeat==GL_TRUE ) && (HIWORD(lParam) & KF_REPEAT) )
break;
/*
- * Remember the current modifiers state. This is done here in order
+ * Remember the current modifiers state. This is done here in order
* to make sure the VK_DELETE keyboard callback is executed properly.
*/
fgState.Modifiers = fgGetWin32Modifiers( );
);
}
+#if TARGET_HOST_WINCE
+ if(!(lParam & 0x40000000)) // Prevent auto-repeat
+ {
+ wince_GetDefaultKeys(&gxKeyList, 0x03);
+
+ if(wParam==(unsigned)gxKeyList.vkRight)
+ keypress = GLUT_KEY_RIGHT;
+ else if(wParam==(unsigned)gxKeyList.vkLeft)
+ keypress = GLUT_KEY_LEFT;
+ else if(wParam==(unsigned)gxKeyList.vkUp)
+ keypress = GLUT_KEY_UP;
+ else if(wParam==(unsigned)gxKeyList.vkDown)
+ keypress = GLUT_KEY_DOWN;
+ else if(wParam==(unsigned)gxKeyList.vkA)
+ keypress = GLUT_KEY_F1;
+ else if(wParam==(unsigned)gxKeyList.vkB)
+ keypress = GLUT_KEY_F2;
+ else if(wParam==(unsigned)gxKeyList.vkC)
+ keypress = GLUT_KEY_F3;
+ else if(wParam==(unsigned)gxKeyList.vkStart)
+ keypress = GLUT_KEY_F4;
+ }
+#endif
+
if( keypress != -1 )
INVOKE_WCB( *window, Special,
( keypress,
POINT mouse_pos;
/*
- * Remember the current modifiers state. This is done here in order
+ * Remember the current modifiers state. This is done here in order
* to make sure the VK_DELETE keyboard callback is executed properly.
*/
fgState.Modifiers = fgGetWin32Modifiers( );
default:
{
+#if !TARGET_HOST_WINCE
BYTE state[ 256 ];
WORD code[ 2 ];
-
+
GetKeyboardState( state );
-
+
if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
wParam=code[ 0 ];
( (char)wParam,
window->State.MouseX, window->State.MouseY )
);
+#endif /* !TARGET_HOST_WINCE */
}
}
case WM_SYSCHAR:
case WM_CHAR:
{
- if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
+ if( (fgState.KeyRepeat==GLUT_KEY_REPEAT_OFF || window->State.IgnoreKeyRepeat==GL_TRUE) && (HIWORD(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 ) )
- {
- fgState.Modifiers = fgGetWin32Modifiers( );
- INVOKE_WCB( *window, Keyboard,
- ( (char)wParam,
- window->State.MouseX, window->State.MouseY )
- );
- fgState.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;
/*
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
+#if !TARGET_HOST_WINCE
case WM_SYNCPAINT: /* 0x0088 */
/* Another window has moved, need to update this one */
window->State.Redisplay = GL_TRUE;
*/
switch ( lParam )
{
- case SC_SIZE:
- break;
+ case SC_SIZE :
+ break ;
- case SC_MOVE:
- break;
+ case SC_MOVE :
+ break ;
- case SC_MINIMIZE:
+ case SC_MINIMIZE :
/* User has clicked on the "-" to minimize the window */
/* Turn off the visibility */
- window->State.Visible = GL_FALSE;
- break;
+ window->State.Visible = GL_FALSE ;
- case SC_MAXIMIZE:
- break;
+ break ;
- case SC_NEXTWINDOW:
- break;
+ case SC_MAXIMIZE :
+ break ;
- case SC_PREVWINDOW:
- break;
+ case SC_NEXTWINDOW :
+ break ;
+
+ case SC_PREVWINDOW :
+ break ;
- case SC_CLOSE:
+ case SC_CLOSE :
/* Followed very closely by a WM_CLOSE message */
- break;
+ break ;
- case SC_VSCROLL:
- break;
+ case SC_VSCROLL :
+ break ;
- case SC_HSCROLL:
- break;
+ case SC_HSCROLL :
+ break ;
- case SC_MOUSEMENU:
- break;
+ case SC_MOUSEMENU :
+ break ;
- case SC_KEYMENU:
- break;
+ case SC_KEYMENU :
+ break ;
- case SC_ARRANGE:
- break;
+ case SC_ARRANGE :
+ break ;
- case SC_RESTORE:
- break;
+ case SC_RESTORE :
+ break ;
- case SC_TASKLIST:
- break;
+ case SC_TASKLIST :
+ break ;
- case SC_SCREENSAVE:
- break;
+ case SC_SCREENSAVE :
+ break ;
- case SC_HOTKEY:
- break;
+ case SC_HOTKEY :
+ break ;
}
}
+#endif /* !TARGET_HOST_WINCE */
/* We need to pass the message on to the operating system as well */
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );