* XXX the {window} pointer is defined.
*/
freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
- freeglut_return_if_fail( window->State.Visible == TRUE );
+ freeglut_return_if_fail( window->State.Visible );
- window->State.Redisplay = FALSE;
+ window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) );
}
* 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 );
* XXX loop if you didn't have a display callback defined...
*/
if( ( FETCH_WCB( *window, Display ) ) &&
- ( window->State.Redisplay == TRUE ) &&
- ( window->State.Visible == TRUE ) )
+ window->State.Redisplay &&
+ window->State.Visible )
{
SFG_Window *current_window = fgStructure.Window;
- window->State.Redisplay = FALSE;
+ window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window );
}
glutGet( GLUT_WINDOW_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 ) )
+ window->State.Redisplay &&
+ window->State.Visible )
{
- window->State.Redisplay = FALSE;
+ window->State.Redisplay = GL_FALSE;
RedrawWindow(
window->Window.Handle, NULL, NULL,
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
- enumerator.data = NULL;
+ enumerator.found = GL_FALSE;
+ enumerator.data = NULL;
fgEnumWindows( fghcbDisplayWindow, &enumerator );
}
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
- enumerator.data = NULL;
+ enumerator.found = GL_FALSE;
+ enumerator.data = NULL;
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
}
#elif TARGET_HOST_WIN32
fgState.Time.Value = timeGetTime( );
#endif
- fgState.Time.Set = TRUE;
+ fgState.Time.Set = GL_TRUE;
}
}
{
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;
GETWINDOW( xclient );
fgCloseWindow ( window );
- fgAddToWindowDestroyList ( window, FALSE );
+ fgAddToWindowDestroyList ( window, GL_FALSE );
}
break;
* 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;
+ window->ActiveMenu->Window->State.Redisplay = GL_TRUE;
fgSetWindow( window->ActiveMenu->ParentWindow );
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;
}
( window->Menu[ button ] ) &&
pressed )
{
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
break;
{
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 )
}
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;
ReleaseDC( window->Window.Handle, window->Window.Device );
break;
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:
* 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;
}
case WM_MBUTTONUP:
case WM_RBUTTONUP:
{
- GLboolean pressed = TRUE;
+ GLboolean pressed = GL_TRUE;
int button;
window->State.MouseX = LOWORD( lParam );
/*
* XXX Either these multi-statement lines should be broken
* XXX in the form:
- * XXX pressed = TRUE;
+ * XXX pressed = GL_TRUE;
* XXX button = GLUT_LEFT_BUTTON;
* XXX break;
* XXX ...or we should use a macro (much as I dislike freeglut's
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 ) )
if( window->ActiveMenu )
{
/* Outside the menu, deactivate the menu if it's a downclick */
- if( fgCheckActiveMenu( window, window->ActiveMenu ) != TRUE )
+ if( ! fgCheckActiveMenu( window, window->ActiveMenu ) )
{
- if( pressed == TRUE )
+ if( pressed )
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
}
else /* In menu, invoke the callback and deactivate the menu*/
* 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 );
INVOKE_WCB(
*window, Mouse,
( button,
- pressed == TRUE ? GLUT_DOWN : GLUT_UP,
+ pressed ? GLUT_DOWN : GLUT_UP,
window->State.MouseX,
window->State.MouseY
)
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;