* 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
+
+typedef struct GXDisplayProperties GXDisplayProperties;
+typedef struct GXKeyList GXKeyList;
+#include <gx.h>
+
+typedef struct GXKeyList (*GXGETDEFAULTKEYS)(int);
+typedef int (*GXOPENINPUT)();
+
+GXGETDEFAULTKEYS GXGetDefaultKeys_ = NULL;
+GXOPENINPUT GXOpenInput_ = NULL;
+
+struct GXKeyList gxKeyList;
+
#endif
#ifndef MAX
width, height );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#if !TARGET_HOST_WINCE
{
- RECT winRect;
- int x, y;
+ 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, &winRect );
- x = winRect.left;
- y = winRect.top;
+ GetWindowRect( window->Window.Handle, &rect );
+ rect.right = rect.left + width;
+ rect.bottom = rect.top + height;
if ( window->Parent == NULL )
{
- /*
- * Adjust the size of the window to allow for the size of the
- * frame, if we are not a menu
- */
- if ( ! window->IsMenu )
+ if ( ! window->IsMenu && !window->State.IsGameMode )
{
- width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
- height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
- GetSystemMetrics( SM_CYCAPTION );
+ rect.right += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
+ rect.bottom += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
+ GetSystemMetrics( SM_CYCAPTION );
}
}
else
{
- GetWindowRect( window->Parent->Window.Handle,
- &winRect );
- x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME );
- y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) +
- GetSystemMetrics( SM_CYCAPTION );
+ GetWindowRect( window->Parent->Window.Handle, &rect );
+ AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |
+ WS_CLIPCHILDREN, FALSE );
}
- MoveWindow(
- window->Window.Handle,
- x,
- y,
- width,
- height,
- TRUE
+ /*
+ * 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 );
- fghReshapeWindowByHandle(
+ fghReshapeWindowByHandle(
window->Window.Handle,
window->State.Width,
window->State.Height
);
window->State.NeedToResize = GL_FALSE;
- fgSetWindow ( current_window );
+ fgSetWindow( current_window );
}
INVOKE_WCB( *window, Display, ( ) );
static void fghcbDisplayWindow( SFG_Window *window,
SFG_Enumerator *enumerator )
{
- if( window->State.Redisplay &&
- window->State.Visible )
+ if( window->State.NeedToResize )
{
- /*
- * XXX Resizing should *not* depend upon whether there
- * XXX is a pending redisplay flag, as far as I can tell.
- * XXX
- * XXX Note, too, that the {NeedToResize} flag is a little
- * XXX fuzzy in its meaning, since for WIN32, this also
- * XXX means "we need to tell the application that the window has
- * XXX changed size", while in X11, it only means "we need
- * XXX to ask the window system to resize the window.
- * XXX Splitting the flag's meaning might be desirable, but
- * XXX that could complicate the code more. (On X11, the
- * XXX user callback is called as soon as the event is
- * XXX discovered, but resizing the window is postponed
- * XXX until after other events.)
- */
- if( window->State.NeedToResize )
- {
- SFG_Window *current_window = fgStructure.Window;
+ SFG_Window *current_window = fgStructure.Window;
- fgSetWindow( window );
+ fgSetWindow( window );
- fghReshapeWindowByHandle(
- window->Window.Handle,
- window->State.Width,
- window->State.Height
- );
+ fghReshapeWindowByHandle(
+ window->Window.Handle,
+ window->State.Width,
+ window->State.Height
+ );
- window->State.NeedToResize = GL_FALSE;
- fgSetWindow ( current_window );
- }
+ window->State.NeedToResize = GL_FALSE;
+ fgSetWindow ( current_window );
+ }
+ if( window->State.Redisplay &&
+ window->State.Visible )
+ {
window->State.Redisplay = GL_FALSE;
#if TARGET_HOST_UNIX_X11
INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window );
}
-#elif TARGET_HOST_WIN32
+#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
if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
checkTime )
{
+#if !TARGET_HOST_WINCE
fgJoystickPollWindow( window );
+#endif /* !TARGET_HOST_WINCE */
window->State.JoystickLastPoll = checkTime;
}
static void fghCheckTimers( void )
{
long checkTime = fgElapsedTime( );
- SFG_Timer *timer;
- while( timer = fgState.Timers.First )
+ while( fgState.Timers.First )
{
+ SFG_Timer *timer = fgState.Timers.First;
+
if( timer->TriggerTime > checkTime )
break;
return elapsed;
#elif TARGET_HOST_WIN32
return timeGetTime() - fgState.Time.Value;
+#elif TARGET_HOST_WINCE
+ return GetTickCount() - fgState.Time.Value;
#endif
}
else
gettimeofday( &fgState.Time.Value, NULL );
#elif TARGET_HOST_WIN32
fgState.Time.Value = timeGetTime ();
+#elif TARGET_HOST_WINCE
+ fgState.Time.Value = GetTickCount();
#endif
fgState.Time.Set = GL_TRUE ;
* 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.
+ * there is a joystick callback. We have a short-circuit early
+ * return if we find any joystick handler registered.
*
- * Some alternatives:
- * * Store Joystick data into freeglut global state.
- * * Provide NON-static functions or data from Joystick *.c file.
- *
- * 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)
e->data = w;
}
fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
-}
+}
static int fgHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
*/
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 );
+ msec = fgNextTimer( );
+ if( fgHaveJoystick( ) ) /* XXX Use GLUT timers for joysticks... */
+ msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */
- if( -1 == err )
- fgWarning ( "freeglut select() error: %d\n", errno );
-
-#elif TARGET_HOST_WIN32
+#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 the 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
SFG_Window* window;
XEvent event;
- /*
- * This code was repeated constantly, so here it goes into a definition:
- */
+ /* This code was repeated constantly, so here it goes into a definition: */
#define GETWINDOW(a) \
window = fgWindowByHandle( event.a.window ); \
if( window == NULL ) \
switch( event.type )
{
case ClientMessage:
- /*
- * Destroy the window when the WM_DELETE_WINDOW message arrives
- */
+ /* Destroy the window when the WM_DELETE_WINDOW message arrives */
if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
{
- GETWINDOW( xclient );
+ GETWINDOW( xclient );
fgDestroyWindow ( window );
fgDeinitialize( );
exit( 0 );
}
+ else if( fgState.ActionOnWindowClose == GLUT_ACTION_GLUTMAINLOOP_RETURNS )
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
- fgState.ExecState = GLUT_EXEC_STATE_STOP;
return;
}
break;
*
* 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:
case DestroyNotify:
/*
* This is sent to confirm the XDestroyWindow call.
+ *
* XXX WHY is this commented out? Should we re-enable it?
*/
/* fgAddToWindowDestroyList ( window ); */
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;
/*
* 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 )
*/
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;
}
- /*
- * No active menu, let's check whether we need to activate one.
- */
+ /* No active menu, let's check whether we need to activate one. */
if( ( 0 <= button ) &&
( FREEGLUT_MAX_MENUS > button ) &&
( window->Menu[ button ] ) &&
pressed )
{
+ /* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
/*
* 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,
int direction = -1;
if( button % 2 )
direction = 1;
-
+
if( pressed )
INVOKE_WCB( *window, MouseWheel, ( wheel_number,
direction,
);
}
- /*
- * Trash the modifiers state
- */
+ /* Trash the modifiers state */
fgState.Modifiers = 0xffffffff;
}
break;
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 ( event.xkey.keycode<256 ) /* XQueryKeymap is limited to 256 keycodes */
+ {
+ 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 );
}
}
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
MSG stMsg;
fgDeinitialize( );
exit( 0 );
}
- fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ else if( fgState.ActionOnWindowClose == GLUT_ACTION_GLUTMAINLOOP_RETURNS )
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+
return;
}
*/
void FGAPIENTRY glutMainLoop( void )
{
-#if TARGET_HOST_WIN32
+ 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,
INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window );
}
-
+
window = (SFG_Window *)window->Node.Next ;
}
#endif
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
{
if( fgState.IdleCallback )
fgState.IdleCallback( );
- fgSleepForEvents();
+ fgSleepForEvents( );
}
}
/*
* 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 );
}
/*
}
-#if TARGET_HOST_WIN32
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* Determine a GLUT modifer mask based on MS-WINDOWS system info.
*/
switch( uMsg )
{
case WM_CREATE:
- /*
- * The window structure is passed as the creation structure paramter...
- */
+ /* The window structure is passed as the creation structure paramter... */
window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
assert( window != NULL );
{
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 )
}
else
{
+#if !TARGET_HOST_WINCE
fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+#endif
if( ! fgState.UseCurrentContext )
window->Window.Context =
window->State.Height = fgState.Size.Y;
ReleaseDC( window->Window.Handle, window->Window.Device );
+
+#if TARGET_HOST_WINCE
+ /* Take over button handling */
+ {
+ HINSTANCE dxDllLib=LoadLibrary(_T("gx.dll"));
+ if (dxDllLib)
+ {
+ GXGetDefaultKeys_=(GXGETDEFAULTKEYS)GetProcAddress(dxDllLib, _T("?GXGetDefaultKeys@@YA?AUGXKeyList@@H@Z"));
+ GXOpenInput_=(GXOPENINPUT)GetProcAddress(dxDllLib, _T("?GXOpenInput@@YAHXZ"));
+ }
+
+ if(GXOpenInput_)
+ (*GXOpenInput_)();
+ if(GXGetDefaultKeys_)
+ gxKeyList = (*GXGetDefaultKeys_)(GX_LANDSCAPEKEYS);
+ }
+
+#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.
*/
- window->State.NeedToResize = GL_TRUE;
- window->State.Width = LOWORD(lParam);
- window->State.Height = 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:
+ case WM_ACTIVATE:
if (LOWORD(wParam) != WA_INACTIVE)
{
/* glutSetCursor( fgStructure.Window->State.Cursor ); */
- printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
- window->State.Cursor );
+/* printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
+ window->State.Cursor ); */
glutSetCursor( window->State.Cursor );
}
* XXX call glutSetCurdsor() instead of defining two macros
* XXX and implementing a nested case in-line.
*/
- case WM_SETCURSOR:
+ case WM_SETCURSOR:
/* Set the cursor AND change it for this window class. */
#define MAP_CURSOR(a,b) \
case a: \
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 */
switch( uMsg )
{
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 );
int keypress = -1;
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 */
+ {
+ 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;
fgState.Modifiers = fgGetWin32Modifiers( );
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;
{
/*
* We have received a system command message. Try to act on it.
- * The commands are passed in through the "lParam" parameter:
- * Clicking on a corner to resize the window gives a "F004" message
- * but this is not defined in my header file.
+ * The commands are passed in through the "wParam" parameter:
+ * The least significant digit seems to be which edge of the window
+ * is being used for a resize event:
+ * 4 3 5
+ * 1 2
+ * 7 6 8
+ * Congratulations and thanks to Richard Rauch for figuring this out..
*/
- switch ( lParam )
+ switch ( wParam & 0xfff0 )
{
case SC_SIZE :
break ;
case SC_HOTKEY :
break ;
+
+ default:
+#if _DEBUG
+ fgWarning( "Unknown wParam type 0x%x\n", wParam );
+#endif
+ break;
}
}
+#endif /* !TARGET_HOST_WINCE */
/* We need to pass the message on to the operating system as well */
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );