Commit of John's change to stop an infinite-loop condition when the
[freeglut] / src / freeglut_main.c
index 55e033a..4a4d9c6 100644 (file)
@@ -126,15 +126,19 @@ static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
         );
     }
 
-#endif
-
-    if( !( FETCH_WCB( *window, Reshape ) ) )
+    /*
+     * 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
@@ -191,6 +195,21 @@ static void fghcbDisplayWindow( SFG_Window *window,
     if( window->State.Redisplay &&
         window->State.Visible )
     {
+        /*
+         * 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;
@@ -423,10 +442,12 @@ static int fgHavePendingRedisplays (void)
 static long fgNextTimer( void )
 {
     long ret = INT_MAX;
-    SFG_Timer *timer;
+    SFG_Timer *timer = fgState.Timers.First;
 
-    if( (timer = fgState.Timers.First) )
+    if( timer )
         ret = timer->TriggerTime - fgElapsedTime();
+    if( ret < 0 )
+        ret = 0;
 
     return ret;
 }
@@ -452,7 +473,7 @@ static void fgSleepForEvents( void )
     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 );
@@ -542,19 +563,38 @@ void FGAPIENTRY glutMainLoopEvent( void )
              * (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:
             GETWINDOW( xconfigure );
-            window->State.NeedToResize = GL_TRUE ;
-            window->State.Width  = event.xconfigure.width ;
-            window->State.Height = event.xconfigure.height;
+            {
+                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:
@@ -568,10 +608,15 @@ void FGAPIENTRY glutMainLoopEvent( void )
         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).
+             *
+             * XXX GETWINDOW( xexpose );
+             * XXX fgSetWindow( window );
+             * XXX glutPostRedisplay( );
              */
             if( event.xexpose.count == 0 )
                 fghRedrawWindowByHandle( event.xexpose.window );
@@ -596,6 +641,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
         case VisibilityNotify:
         {
             GETWINDOW( xvisibility ); 
+            /*
+             * XXX INVOKE_WCB() does this check for us.
+             */
             if( ! FETCH_WCB( *window, WindowStatus ) )
                 break;
             fgSetWindow( window );
@@ -663,7 +711,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
 
             /*
              * 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 )
@@ -733,7 +783,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
                     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 ) )
@@ -760,12 +810,19 @@ void FGAPIENTRY glutMainLoopEvent( void )
                 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;
             }
@@ -778,6 +835,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
                 ( window->Menu[ button ] ) &&
                 pressed )
             {
+                /*
+                 * XXX Posting a requisite Redisplay seems bogus.
+                 */
                 window->State.Redisplay = GL_TRUE;
                 fgSetWindow( window );
                 fgActivateMenu( window, button );
@@ -797,7 +857,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
             /*
              * 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,
@@ -1028,16 +1088,27 @@ void FGAPIENTRY glutMainLoop( void )
     fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
     while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
     {
-        glutMainLoopEvent( );
+        SFG_Window *window;
 
-        if( fgStructure.Windows.First == NULL )
+        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( ! window )
             fgState.ExecState = GLUT_EXEC_STATE_STOP;
         else
         {
             if( fgState.IdleCallback )
                 fgState.IdleCallback( );
 
-            fgSleepForEvents();
+            fgSleepForEvents( );
         }
     }
 
@@ -1046,6 +1117,8 @@ void FGAPIENTRY glutMainLoop( void )
      * of a freeglut session, so that another glutInit() call can happen
      */
     fgDeinitialize( );
+    if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+        exit( 0 );
 }
 
 /*
@@ -1380,7 +1453,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
             break;
         }
 
-        if ( window->Menu[ button ] && pressed )
+        if( window->Menu[ button ] && pressed )
         {
             window->State.Redisplay = GL_TRUE;
             fgSetWindow( window );