static int fghHaveJoystick( void )
{
SFG_Enumerator enumerator;
+
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghCheckJoystickCallback, &enumerator );
static int fghHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
+
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghHavePendingRedisplaysCallback, &enumerator );
window->State.MouseX = event.a.x; \
window->State.MouseY = event.a.y;
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoopEvent" );
while( XPending( fgDisplay.Display ) )
{
button = event.xbutton.button - 1;
/*
- * XXX This comment is replicated in the WIN32 section and
- * XXX maybe also in the menu code. Can we move the info
- * XXX to one central place and *reference* it from here?
- *
* Do not execute the application's mouse callback if a menu
* is hooked to this button. In that case an appropriate
* private call should be generated.
- * Near as I can tell, this is the menu behaviour:
- * - Down-click the menu button, menu not active: activate
- * the menu with its upper left-hand corner at the mouse
- * location.
- * - Down-click any button outside the menu, menu active:
- * deactivate the menu
- * - Down-click any button inside the menu, menu active:
- * select the menu entry and deactivate the menu
- * - Up-click the menu button, menu not active: nothing happens
- * - Up-click the menu button outside the menu, menu active:
- * nothing happens
- * - Up-click the menu button inside the menu, menu active:
- * select the menu entry and deactivate the menu
*/
- /* Window has an active menu, it absorbs any mouse click */
- if( window->ActiveMenu )
- {
- 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;
- }
-
- /* In the menu, invoke the callback and deactivate the menu*/
- if( fgCheckActiveMenu( window->ActiveMenu->Window,
- window->ActiveMenu ) )
- {
- /*
- * 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( parent_window );
- fgStructure.Menu = window->ActiveMenu;
-
- /* Execute the menu callback */
- fgExecuteMenuCallback( window->ActiveMenu );
- fgDeactivateMenu( parent_window );
-
- /* Restore the current window and menu */
- fgSetWindow( save_window );
- fgStructure.Menu = save_menu;
- }
- 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. */
- 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 );
+ if( fgCheckActiveMenu( window, button, pressed,
+ event.xbutton.x_root, event.xbutton.y_root ) )
break;
- }
/*
* Check if there is a mouse or mouse wheel callback hooked to the
special_cb = FETCH_WCB( *window, SpecialUp );
}
- /*
- * Is there a keyboard/special callback hooked for this window?
- */
+ /* Is there a keyboard/special callback hooked for this window? */
if( keyboard_cb || special_cb )
{
XComposeStatus composeStatus;
KeySym keySym;
int len;
- /*
- * Check for the ASCII/KeySym codes associated with the event:
- */
+ /* Check for the ASCII/KeySym codes associated with the event: */
len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode),
&keySym, &composeStatus
);
- /*
- * GLUT API tells us to have two separate callbacks...
- */
+ /* GLUT API tells us to have two separate callbacks... */
if( len > 0 )
{
- /*
- * ...one for the ASCII translateable keypresses...
- */
+ /* ...one for the ASCII translateable keypresses... */
if( keyboard_cb )
{
fgSetWindow( window );
MSG stMsg;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoopEvent" );
+
while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{
if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoop" );
#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
*/
void FGAPIENTRY glutLeaveMainLoop( void )
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveMainLoop" );
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
}
LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
- SFG_Window* window = fgWindowByHandle( hWnd );
+ SFG_Window* window;
PAINTSTRUCT ps;
LONG lRet = 1;
+ FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Event Handler" ) ;
+
+ window = fgWindowByHandle( hWnd );
+
if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
return DefWindowProc( hWnd, uMsg, wParam, lParam );
case WM_CREATE:
/* The window structure is passed as the creation structure paramter... */
window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
- assert( window != NULL );
+ FREEGLUT_INTERNAL_ERROR_EXIT ( ( window != NULL ), "Cannot create window",
+ "fgWindowProc" );
window->Window.Handle = hWnd;
window->Window.Device = GetDC( hWnd );
* 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 call glutSetCursor() instead of defining two macros
* XXX and implementing a nested case in-line.
*/
case WM_SETCURSOR:
SetCursor( NULL ); \
break;
+/* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */
if( LOWORD( lParam ) == HTCLIENT )
switch( window->State.Cursor )
{
window->State.MouseX = LOWORD( lParam );
window->State.MouseY = HIWORD( lParam );
#endif /* TARGET_HOST_WINCE */
+ /* Restrict to [-32768, 32767] to match X11 behaviour */
+ /* See comment in "freeglut_developer" mailing list 10/4/04 */
+ if ( window->State.MouseX > 32767 ) window->State.MouseX -= 65536;
+ if ( window->State.MouseY > 32767 ) window->State.MouseY -= 65536;
if ( window->ActiveMenu )
{
window->State.MouseY = HIWORD( lParam );
#endif /* TARGET_HOST_WINCE */
+ /* Restrict to [-32768, 32767] to match X11 behaviour */
+ /* See comment in "freeglut_developer" mailing list 10/4/04 */
+ if ( window->State.MouseX > 32767 ) window->State.MouseX -= 65536;
+ if ( window->State.MouseY > 32767 ) window->State.MouseY -= 65536;
+
switch( uMsg )
{
case WM_LBUTTONDOWN:
return DefWindowProc( hWnd, uMsg, lParam, wParam );
/*
- * XXX This comment is duplicated in two other spots.
- * XXX Can we centralize it?
- *
- * Do not execute the application's mouse callback if a
- * menu is hooked to this button.
- * In that case an appropriate private call should be generated.
- * Near as I can tell, this is the menu behaviour:
- * - Down-click the menu button, menu not active: activate
- * the menu with its upper left-hand corner at the mouse location.
- * - Down-click any button outside the menu, menu active:
- * deactivate the menu
- * - Down-click any button inside the menu, menu active:
- * select the menu entry and deactivate the menu
- * - Up-click the menu button, menu not active: nothing happens
- * - Up-click the menu button outside the menu, menu active:
- * nothing happens
- * - Up-click the menu button inside the menu, menu active:
- * select the menu entry and deactivate the menu
+ * Do not execute the application's mouse callback if a menu
+ * is hooked to this button. In that case an appropriate
+ * private call should be generated.
*/
- /* Window has an active menu, it absorbs any mouse click */
- if( window->ActiveMenu )
- {
- /* Outside the menu, deactivate the menu if it's a downclick */
- if( ! fgCheckActiveMenu( window, window->ActiveMenu ) )
- {
- if( pressed )
- fgDeactivateMenu( window->ActiveMenu->ParentWindow );
- }
- else /* In 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( parent_window );
- fgStructure.Menu = window->ActiveMenu;
-
- /* Execute the menu callback */
- fgExecuteMenuCallback( window->ActiveMenu );
- fgDeactivateMenu( parent_window );
-
- /* Restore the current window and menu */
- fgSetWindow( save_window );
- fgStructure.Menu = save_menu;
- }
-
- /*
- * Let's make the window redraw as a result of the mouse
- * click and menu activity.
- */
- if( ! window->IsMenu )
- window->State.Redisplay = GL_TRUE;
-
+ if( fgCheckActiveMenu( window, button, pressed,
+ window->State.MouseX, window->State.MouseY ) )
break;
- }
if( window->Menu[ button ] && pressed )
{
break;
}
+ /* Set capture so that the window captures all the mouse messages */
+ /*
+ * XXX - Multiple button support: Under X11, the mouse is not released
+ * XXX - from the window until all buttons have been released, even if the
+ * XXX - user presses a button in another window. This will take more
+ * XXX - code changes than I am up to at the moment (10/5/04). The present
+ * XXX - is a 90 percent solution.
+ */
+ if ( pressed == GL_TRUE )
+ SetCapture ( window->Window.Handle ) ;
+ else
+ ReleaseCapture () ;
+
if( ! FETCH_WCB( *window, Mouse ) )
break;
window->State.MouseX = mouse_pos.x;
window->State.MouseY = mouse_pos.y;
- /*
- * Convert the Win32 keystroke codes to GLUTtish way
- */
+ /* Convert the Win32 keystroke codes to GLUTtish way */
# define KEY(a,b) case a: keypress = b; break;
switch( wParam )
KEY( VK_INSERT, GLUT_KEY_INSERT );
case VK_DELETE:
- /*
- * The delete key should be treated as an ASCII keypress:
- */
+ /* The delete key should be treated as an ASCII keypress: */
INVOKE_WCB( *window, Keyboard,
( 127, window->State.MouseX, window->State.MouseY )
);
KEY( VK_INSERT, GLUT_KEY_INSERT );
case VK_DELETE:
- /*
- * The delete key should be treated as an ASCII keypress:
- */
+ /* The delete key should be treated as an ASCII keypress: */
INVOKE_WCB( *window, KeyboardUp,
( 127, window->State.MouseX, window->State.MouseY )
);
/*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
break;
- /*
- * Other messages that I have seen and which are not handled already
- */
+ /* Other messages that I have seen and which are not handled already */
case WM_SETTEXT: /* 0x000c */
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Pass it on to "DefWindowProc" to set the window text */
break;
default:
- /*
- * Handle unhandled messages
- */
+ /* Handle unhandled messages */
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
}