#include "../include/GL/freeglut.h"
#include "freeglut_internal.h"
+#include <limits.h>
+#if TARGET_HOST_UNIX_X11
+#include <sys/types.h>
+#include <sys/time.h>
+#include <unistd.h>
+#include <errno.h>
+#include <sys/stat.h>
+#elif TARGET_HOST_WIN32
+#endif
+
+#ifndef MAX
+#define MAX(a,b) (((a)>(b)) ? (a) : (b))
+#endif
+
+#ifndef MIN
+#define MIN(a,b) (((a)<(b)) ? (a) : (b))
+#endif
+
+
/*
* TODO BEFORE THE STABLE RELEASE:
*
* Calls a window's redraw method. This is used when
* a redraw is forced by the incoming window messages.
*/
-
static void fghRedrawWindowByHandle
#if TARGET_HOST_UNIX_X11
( Window handle )
( HWND handle )
#endif
{
- /*
- * Find the window we have to redraw...
- */
SFG_Window* window = fgWindowByHandle( handle );
- freeglut_return_if_fail( window != NULL );
- /*
- * Check if there is a display callback hooked to it
- */
+ freeglut_return_if_fail( window != NULL );
freeglut_return_if_fail( window->Callbacks.Display != NULL );
-
- /*
- * Return if the window is not visible
- */
freeglut_return_if_fail( window->State.Visible == TRUE );
-
- /*
- * Set the window as the current one.
- */
fgSetWindow( window );
-
- /*
- * Do not exagerate with the redisplaying
- */
window->State.Redisplay = FALSE;
- /*
- * Have the callback executed now. The buffers should
- * be swapped by the glutSwapBuffers() execution inside
- * the callback itself.
- */
-
window->Callbacks.Display();
}
( HWND handle, int width, int height )
#endif
{
- SFG_Window *current_window = fgStructure.Window ;
+ SFG_Window *current_window = fgStructure.Window ;
- /*
- * Find the window that received the reshape event
- */
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
-
- /*
- * Remember about setting the current window...
- */
fgSetWindow( window );
-
- /*
- * Check if there is a reshape callback hooked
- */
if( window->Callbacks.Reshape != NULL )
- {
- /*
- * OKi, have it called immediately
- */
window->Callbacks.Reshape( width, height );
- }
else
- {
- /*
- * Otherwise just resize the viewport
- */
glViewport( 0, 0, width, height );
- }
/*
- * Force a window redraw. In Windows at least this is only a partial solution: if the
- * window is increasing in size in either dimension, the already-drawn part does not get
- * drawn again and things look funny. But without this we get this bad behaviour whenever
- * we resize the window.
+ * Force a window redraw. In Windows at least this is only a partial
+ * solution: if the window is increasing in size in either dimension,
+ * the already-drawn part does not get drawn again and things look funny.
+ * But without this we get this bad behaviour whenever we resize the
+ * window.
*/
window->State.Redisplay = TRUE ;
- /*
- * If this is a menu, restore the active window
- */
if ( window->IsMenu )
- fgSetWindow ( current_window ) ;
+ fgSetWindow ( current_window ) ;
}
/*
static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
{
#if TARGET_HOST_UNIX_X11
- /*
- * Check if there is an idle callback hooked
- */
if( (window->Callbacks.Display != NULL) &&
(window->State.Redisplay == TRUE) &&
(window->State.Visible == TRUE) )
{
SFG_Window *current_window = fgStructure.Window ;
- /*
- * OKi, this is the case: have the window set as the current one
- */
fgSetWindow( window );
-
- /*
- * Do not exagerate with the redisplaying
- */
window->State.Redisplay = FALSE;
-
- /*
- * And execute the display callback immediately after
- */
window->Callbacks.Display();
-
fgSetWindow ( current_window ) ;
}
#elif TARGET_HOST_WIN32
- /*
- * Do we need to explicitly resize the window?
- */
if( window->State.NeedToResize )
{
SFG_Window *current_window = fgStructure.Window ;
glutGet( GLUT_WINDOW_HEIGHT )
);
- /*
- * Never ever do that again:
- */
window->State.NeedToResize = FALSE;
-
fgSetWindow ( current_window ) ;
}
- /*
- * This is done in a bit different way under Windows
- */
if( (window->Callbacks.Display != NULL) &&
(window->State.Redisplay == TRUE) &&
(window->State.Visible == TRUE) )
{
- /*
- * Do not exagerate with the redisplaying
- */
window->State.Redisplay = FALSE;
-
RedrawWindow(
window->Window.Handle, NULL, NULL,
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
#endif
- /*
- * Process this window's children (if any)
- */
fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
}
{
SFG_Enumerator enumerator;
- /*
- * Uses a method very similiar for fgWindowByHandle...
- */
enumerator.found = FALSE;
enumerator.data = NULL;
-
- /*
- * Start the enumeration now:
- */
fgEnumWindows( fghcbDisplayWindow, &enumerator );
}
{
long int checkTime = fgElapsedTime();
- /*
- * Check if actually need to do the poll for the currently enumerated window:
- */
- if( window->State.JoystickLastPoll + window->State.JoystickPollRate >= checkTime )
+ if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= checkTime )
{
- /*
- * Yeah, that's it. Poll the joystick...
- */
fgJoystickPollWindow( window );
-
- /*
- * ...and reset the polling counters:
- */
window->State.JoystickLastPoll = checkTime;
}
-
- /*
- * Process this window's children (if any)
- */
fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
}
{
SFG_Enumerator enumerator;
- /*
- * Uses a method very similiar for fgWindowByHandle...
- */
enumerator.found = FALSE;
enumerator.data = NULL;
-
- /*
- * Start the enumeration now:
- */
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
}
/*
* For every timer that is waiting for triggering
*/
- for( timer = (SFG_Timer *)fgState.Timers.First; timer; timer = (SFG_Timer *)next )
+ for( timer = (SFG_Timer *)fgState.Timers.First;
+ timer;
+ timer = (SFG_Timer *)next )
{
- next = (SFG_Timer *)timer->Node.Next;
-
- /*
- * Check for the timeout:
- */
+ next = (SFG_Timer *)timer->Node.Next;
if( timer->TriggerTime <= checkTime )
{
- /*
- * Add the timer to the timed out timers list
- */
- fgListRemove( &fgState.Timers, &timer->Node );
+ fgListRemove( &fgState.Timers, &timer->Node );
fgListAppend( &timedOut, &timer->Node );
}
}
*/
while ( (timer = (SFG_Timer *)timedOut.First) )
{
- if( timer->Callback != NULL )
- timer->Callback( timer->ID );
+ if( timer->Callback != NULL )
+ timer->Callback( timer->ID );
fgListRemove( &timedOut, &timer->Node );
- free( timer );
+ free( timer );
}
}
long fgElapsedTime( void )
{
#if TARGET_HOST_UNIX_X11
- struct timeval now;
- long elapsed;
-
- gettimeofday( &now, NULL );
+ struct timeval now;
+ long elapsed;
- elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
- elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
+ gettimeofday( &now, NULL );
+
+ elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
+ elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
- return( elapsed );
+ return( elapsed );
#elif TARGET_HOST_WIN32
- return (timeGetTime() - fgState.Time.Value);
+ return (timeGetTime() - fgState.Time.Value);
#endif
}
va_start( ap, fmt );
- fprintf( stderr, "freeglut: ");
+ fprintf( stderr, "freeglut (%s): ", fgState.ProgramName || "");
vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_start( ap, fmt );
- fprintf( stderr, "freeglut: ");
+ fprintf( stderr, "freeglut (%s): ", fgState.ProgramName || "");
vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( 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.
+ *
+ * Basically, the RIGHT way to do this requires knowing something
+ * about the Joystick. Right now, the Joystick code is behind
+ * an opaque wall.
+ *
+ */
+static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
+{
+ if( w->Callbacks.Joystick )
+ {
+ e->found = TRUE;
+ e->data = w;
+ }
+ fgEnumSubWindows( w, fgCheckJoystickCallback, e );
+}
+static int fgHaveJoystick( void )
+{
+ SFG_Enumerator enumerator;
+ enumerator.found = FALSE;
+ enumerator.data = NULL;
+ fgEnumWindows( fgCheckJoystickCallback, &enumerator );
+ return !!enumerator.data;
+}
+static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
+{
+ if( w->State.Redisplay )
+ {
+ e->found = TRUE;
+ e->data = w;
+ }
+ fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
+}
+static int fgHavePendingRedisplays (void)
+{
+ SFG_Enumerator enumerator;
+ enumerator.found = FALSE;
+ enumerator.data = NULL;
+ fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
+ 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;
+
+ for( timer = (SFG_Timer *)fgState.Timers.First;
+ timer;
+ timer = (SFG_Timer *)timer->Node.Next )
+ ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
+
+ return ret;
+}
+/*
+ * Does the magic required to relinquish the CPU until something interesting
+ * happens.
+ */
+static void fgSleepForEvents( void )
+{
+#if TARGET_HOST_UNIX_X11
+ fd_set fdset;
+ int err;
+ int socket;
+ struct timeval wait;
+ 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 )
+ printf( "freeglut select() error: %d\n", errno );
+
+#elif TARGET_HOST_WIN32
+#endif
+}
+
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
/*
* This code was repeated constantly, so here it goes into a definition:
*/
-# define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break;
-# define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y;
+# define GETWINDOW(a) \
+ window = fgWindowByHandle( event.a.window ); \
+ if( window == NULL ) \
+ break;
+# define GETMOUSE(a) \
+ window->State.MouseX = event.a.x; \
+ window->State.MouseY = event.a.y;
- /*
- * Make sure the display has been created etc.
- */
freeglut_assert_ready;
-
- /*
- * Do we have any event messages pending?
- */
- if( XPending( fgDisplay.Display ) )
+ while( XPending( fgDisplay.Display ) )
{
- /*
- * Grab the next event to be processed...
- */
XNextEvent( fgDisplay.Display, &event );
-
- /*
- * Check the event's type
- */
switch( event.type )
{
- case CreateNotify:
- /*
- * The window creation confirmation
- */
- break;
-
case DestroyNotify:
/*
* This is sent to confirm the XDestroyWindow call.
fghRedrawWindowByHandle( event.xexpose.window );
break;
+ /*
+ * CreateNotify causes a configure-event so that sub-windows are
+ * handled compatibly with GLUT.
+ *
+ * NOTE that it is possible that you will more than one Reshape
+ * event for your top-level window, but something like this appears
+ * to be required for compatbility.
+ *
+ * GLUT presumably does this because it generally tries to treat
+ * sub-windows the same as windows.
+ *
+ */
+ case CreateNotify:
case ConfigureNotify:
/*
* The window gets resized
*/
if( window->ActiveMenu != NULL )
{
+ if ( window == window->ActiveMenu->ParentWindow )
+ {
+ window->ActiveMenu->Window->State.MouseX = event.xmotion.x_root - window->ActiveMenu->X ;
+ window->ActiveMenu->Window->State.MouseY = event.xmotion.y_root - window->ActiveMenu->Y ;
+ }
+
/*
* Let's make the window redraw as a result of the mouse motion.
*/
- window->State.Redisplay = TRUE ;
+ window->ActiveMenu->Window->State.Redisplay = TRUE ;
/*
* Since the window is a menu, make the parent window current
*/
fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
- break;
+ break; /* I think this should stay in -- an active menu should absorb the mouse motion */
}
/*
*/
GETWINDOW( xbutton ); GETMOUSE( xbutton );
- /*
- * GLUT API assumes that you can't have more than three mouse buttons, so:
- */
- switch( event.xbutton.button )
- {
- /*
- * WARNING: this might be wrong, if we only have two mouse buttons,
- * Button2 might mean the right button, isn't that right?
- */
- case Button1: button = GLUT_LEFT_BUTTON; break;
- case Button2: button = GLUT_MIDDLE_BUTTON; break;
- case Button3: button = GLUT_RIGHT_BUTTON; break;
- default: button = -1; break;
- }
-
- /*
- * Skip the unwanted mouse buttons...
- */
- if( button == -1 )
- break;
+ /*
+ * An X button (at least in XFree86) is numbered from 1.
+ * A GLUT button is numbered from 0.
+ * Old GLUT passed through buttons other than just the first
+ * three, though it only gave symbolic names and official
+ * support to the first three.
+ *
+ */
+ button = event.xbutton.button - 1;
/*
* Do not execute the application's mouse callback if a menu is hooked to this button.
*/
if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
{
- if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
+ if ( window == window->ActiveMenu->ParentWindow )
+ {
+ window->ActiveMenu->Window->State.MouseX = event.xbutton.x_root - window->ActiveMenu->X ;
+ window->ActiveMenu->Window->State.MouseY = event.xbutton.y_root - window->ActiveMenu->Y ;
+ }
+
+ if ( fgCheckActiveMenu ( window->ActiveMenu->Window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
{
/* Save the current window and menu and set the current window to the window whose menu this is */
SFG_Window *save_window = fgStructure.Window ;
SFG_Menu *save_menu = fgStructure.Menu ;
SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
- fgSetWindow ( window ) ;
+ fgSetWindow ( parent_window ) ;
fgStructure.Menu = window->ActiveMenu ;
/* Execute the menu callback */
/*
* No active menu, let's check whether we need to activate one.
*/
- if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+ if (( 0 <= button ) && ( 2 >= button ) &&
+ ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
{
/*
* Let's make the window redraw as a result of the mouse click.
break;
}
}
- else
+
{
/*
* Have all the timers checked.
/*
* The windows processing is considerably smaller
*/
- if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
+ while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{
/*
* Grab the message now, checking for WM_QUIT
TranslateMessage( &stMsg );
DispatchMessage( &stMsg );
}
- else
+
{
/*
* Have all the timers checked.
*/
if ( fgStructure.Windows.First == NULL )
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+ else
+ fgSleepForEvents();
}
{
SFG_Window *save_window = fgStructure.Window ;
SFG_Menu *save_menu = fgStructure.Menu ;
SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
- fgSetWindow ( window ) ;
+ fgSetWindow ( parent_window ) ;
fgStructure.Menu = window->ActiveMenu ;
/* Execute the menu callback */