Tidy nested if/else to suppress gcc -Wall -pedantic noise
[freeglut] / src / freeglut_main.c
index 6413363..6375448 100644 (file)
@@ -83,70 +83,69 @@ static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
     XResizeWindow( fgDisplay.Display, window->Window.Handle,
                    width, height );
     XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-    /*
-     * XXX REALLY shouldn't be done.  GLUT docs state that this
-     * XXX isn't even processed immediately, but rather waits
-     * XXX for return to the mainloop.  "This allows multiple
-     * XXX glutReshapeWindow, glutPositionWindow, and glutFullScreen
-     * XXX requests to the same window to be coalesced."  (This is
-     * XXX having some deleterious effect on a sample program of mine.)
-     * XXX Not only does GLUT not flush at this point, GLUT doesn't even
-     * XXX *do* the reshape at this point!  We should probably rip this
-     * XXX out and do what GLUT promises.  It would be more efficient, and
-     * XXX might be more compatible.
-     */
 
 #elif TARGET_HOST_WIN32
 
     {
-        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
-
-    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
@@ -168,25 +167,11 @@ static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
 static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
 {
     SFG_Window* window = fgWindowByHandle( handle );
-    freeglut_return_if_fail( window != NULL );
+    freeglut_return_if_fail( window );
+    freeglut_return_if_fail( FETCH_WCB ( *window, Display ) );
+
+    window->State.Redisplay = GL_FALSE;
 
-    /*
-     * XXX Other than clearing the Redisplay flag or not,
-     * XXX we may as well rely on the INVOK_WCB() doing this
-     * XXX pointer-check.
-     * XXX
-     * XXX If we do not invoke the display because the pointer
-     * XXX is not defined (should never happen, really), then
-     * XXX we may enter an infinite busy-loop trying to update
-     * XXX the window.  Similarly, if we skip because the window
-     * XXX is not visible.  However, if the window becomes visible
-     * XXX at a later time, the window should get its callback
-     * XXX invoked.  I would recommend removing the first check,
-     * XXX and making the second check only affect whether the
-     * XXX callback is invoked---but always clear the flag, if
-     * XXX the {window} pointer is defined.
-     */
-    freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
     freeglut_return_if_fail( window->State.Visible );
 
     if( window->State.NeedToResize )
@@ -205,7 +190,6 @@ static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
         fgSetWindow ( current_window );
     }
 
-    window->State.Redisplay = GL_FALSE;
     INVOKE_WCB( *window, Display, ( ) );
 }
 
@@ -215,35 +199,25 @@ static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
 static void fghcbDisplayWindow( SFG_Window *window,
                                 SFG_Enumerator *enumerator )
 {
-    /*
-     * XXX Do we need/want to check the callback pointer here?
-     * XXX INVOKE_WCB() will check for us.  Arguably, the
-     * XXX Redisplay status flag should be cleared regardless
-     * XXX of any concern but that {window} is a valid pointer
-     * XXX (which this function is assuming anyway).
-     * XXX Especially since old GLUT wouldn't even enter its main
-     * XXX loop if you didn't have a display callback defined...
-     */
-    if( ( FETCH_WCB( *window, Display ) ) &&
-        window->State.Redisplay &&
-        window->State.Visible )
+    if( window->State.NeedToResize )
     {
-        if( window->State.NeedToResize )
-        {
-            SFG_Window *current_window = fgStructure.Window;
-
-            fgSetWindow( window );
-
-            fghReshapeWindowByHandle( 
-                window->Window.Handle,
-                window->State.Width,
-                window->State.Height
-            );
-
-            window->State.NeedToResize = GL_FALSE;
-            fgSetWindow ( current_window );
-        }
+        SFG_Window *current_window = fgStructure.Window;
+        
+        fgSetWindow( window );
+        
+        fghReshapeWindowByHandle( 
+            window->Window.Handle,
+            window->State.Width,
+            window->State.Height
+        );
+        
+        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
@@ -314,38 +288,21 @@ static void fghCheckJoystickPolls( void )
 static void fghCheckTimers( void )
 {
     long checkTime = fgElapsedTime( );
-    SFG_Timer *timer, *next;
-    SFG_List timedOut;
-
-    fgListInit(&timedOut);
 
-    for( timer = (SFG_Timer *)fgState.Timers.First;
-         timer;
-         timer = (SFG_Timer *)next )
+    while( fgState.Timers.First )
     {
-        next = (SFG_Timer *)timer->Node.Next;
+        SFG_Timer *timer = fgState.Timers.First;
 
-        if( timer->TriggerTime <= checkTime )
-        {
-            fgListRemove( &fgState.Timers, &timer->Node );
-            fgListAppend( &timedOut, &timer->Node );
-        }
-    }
+        if( timer->TriggerTime > checkTime )
+            break;
 
-    /*
-     * Now feel free to execute all the hooked and timed out timer callbacks
-     * And delete the timed out timers...
-     */
-    while ( (timer = (SFG_Timer *)timedOut.First) )
-    {
-        if( timer->Callback != NULL )
-            timer->Callback( timer->ID );
-        fgListRemove( &timedOut, &timer->Node );
-        free( timer );
+        fgListRemove( &fgState.Timers, &timer->Node );
+        fgListAppend( &fgState.FreeTimers, &timer->Node );
+
+        timer->Callback( timer->ID );
     }
 }
 
-
 /*
  * Elapsed Time
  */
@@ -356,12 +313,12 @@ long fgElapsedTime( void )
 #if TARGET_HOST_UNIX_X11
         struct timeval now;
         long elapsed;
-        
+
         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;
 #elif TARGET_HOST_WIN32
         return timeGetTime() - fgState.Time.Value;
@@ -473,27 +430,17 @@ static int fgHavePendingRedisplays (void)
     return !!enumerator.data;
 }
 /*
- * Indicates whether there are any outstanding timers.
- */
-#if 0 /* Not used */
-static int fgHaveTimers( void )
-{
-    return !!fgState.Timers.First;
-}
-#endif
-/*
  * 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;
+    SFG_Timer *timer = fgState.Timers.First;
 
-    for( timer = (SFG_Timer *)fgState.Timers.First;
-         timer;
-         timer = (SFG_Timer *)timer->Node.Next )
-        ret = MIN( ret, MAX( 0, timer->TriggerTime - now ) );
+    if( timer )
+        ret = timer->TriggerTime - fgElapsedTime();
+    if( ret < 0 )
+        ret = 0;
 
     return ret;
 }
@@ -519,7 +466,7 @@ 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 );
@@ -590,8 +537,16 @@ void FGAPIENTRY glutMainLoopEvent( void )
             {
                 GETWINDOW( xclient ); 
 
-                fgCloseWindow ( window );
-                fgAddToWindowDestroyList ( window, GL_FALSE );
+                fgDestroyWindow ( window );
+
+                if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+                {
+                    fgDeinitialize( );
+                    exit( 0 );
+                }
+
+                fgState.ExecState = GLUT_EXEC_STATE_STOP;
+                return;
             }
             break;
 
@@ -601,19 +556,38 @@ 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:
@@ -621,16 +595,21 @@ void FGAPIENTRY glutMainLoopEvent( void )
              * This is sent to confirm the XDestroyWindow call.
              * XXX WHY is this commented out?  Should we re-enable it?
              */
-            /* fgAddToWindowDestroyList ( window, GL_FALSE ); */
+            /* fgAddToWindowDestroyList ( window ); */
             break;
 
         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 );
@@ -655,6 +634,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
         case VisibilityNotify:
         {
             GETWINDOW( xvisibility ); 
+            /*
+             * XXX INVOKE_WCB() does this check for us.
+             */
             if( ! FETCH_WCB( *window, WindowStatus ) )
                 break;
             fgSetWindow( window );
@@ -722,7 +704,9 @@ 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 )
@@ -792,7 +776,7 @@ 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 ) )
@@ -819,12 +803,19 @@ 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;
             }
@@ -837,6 +828,9 @@ 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 );
@@ -851,15 +845,12 @@ void FGAPIENTRY glutMainLoopEvent( void )
                 ! FETCH_WCB( *window, MouseWheel ) )
                 break;
 
-            /*
-             * XXX Why don't we use {window}?  Other code here does...
-             */
             fgState.Modifiers = fgGetXModifiers( &event );
 
             /*
              * 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,
@@ -1028,14 +1019,23 @@ void FGAPIENTRY glutMainLoopEvent( void )
     while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
     {
         if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
-            fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+        {
+            if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+            {
+                fgDeinitialize( );
+                exit( 0 );
+            }
+            fgState.ExecState = GLUT_EXEC_STATE_STOP;
+            return;
+        }
 
         TranslateMessage( &stMsg );
         DispatchMessage( &stMsg );
     }
 #endif
 
-    fghCheckTimers( );
+    if( fgState.Timers.First )
+        fghCheckTimers( );
     fghCheckJoystickPolls( );
     fghDisplayAll( );
 
@@ -1081,31 +1081,37 @@ 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( );
         }
     }
 
-    {
-        fgExecutionState execState = fgState.ExecState;
-        
-        /*
-         * When this loop terminates, destroy the display, state and structure
-         * of a freeglut session, so that another glutInit() call can happen
-         */
-        fgDeinitialize( );
-
-        if( execState == GLUT_ACTION_EXIT )
-            exit( 0 );
-    }
+    /*
+     * When this loop terminates, destroy the display, state and structure
+     * of a freeglut session, so that another glutInit() call can happen
+     */
+    fgDeinitialize( );
+    if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+        exit( 0 );
 }
 
 /*
@@ -1288,38 +1294,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
         break;
 
     case WM_CLOSE:
-        /*
-         * Make sure we don't close a window with current context active
-         */
-        if( fgStructure.Window == window )
-        {
-            int used = FALSE ;
-            SFG_Window *iter ;
-
-            wglMakeCurrent( NULL, NULL );
-            /*
-             * Step through the list of windows.  If the rendering context
-             * is not being used by another window, then we delete it.
-             */
-            for( iter = (SFG_Window *)fgStructure.Windows.First;
-                 iter;
-                 iter = (SFG_Window *)iter->Node.Next )
-            {
-                if( ( iter->Window.Context == window->Window.Context ) &&
-                    ( iter != window ) )
-                    used = TRUE;
-            }
-
-            if( ! used )
-                wglDeleteContext( window->Window.Context );
-        }
-
-        /*
-         * Put on a linked list of windows to be removed after all the
-         * callbacks have returned
-         */
-        fgAddToWindowDestroyList( window, GL_FALSE );
-        DestroyWindow( hWnd );
+        fgDestroyWindow ( window );
+        if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
+            PostQuitMessage(0);
         break;
 
     case WM_DESTROY:
@@ -1400,11 +1377,14 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
             break;
         }
 
-        if( GetSystemMetrics( SM_SWAPBUTTON ) )
-            if( button == GLUT_LEFT_BUTTON )
+        if ( GetSystemMetrics( SM_SWAPBUTTON ) )
+        {
+            if ( button == GLUT_LEFT_BUTTON )
                 button = GLUT_RIGHT_BUTTON;
-            else if( button == GLUT_RIGHT_BUTTON )
+            else
+                if ( button == GLUT_RIGHT_BUTTON )
                 button = GLUT_LEFT_BUTTON;
+        }
 
         if( button == -1 )
             return DefWindowProc( hWnd, uMsg, lParam, wParam );
@@ -1469,7 +1449,7 @@ 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 );
@@ -1719,21 +1699,12 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
         if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
             break;
 
-        /*
-         * XXX INVOKE_WCB() takes care of the callback-pointer check.
-         * XXX We could just uncoditionally find/trash the Modifiers
-         * XXX and get rid of the "if( ... ) {" and "}".  Unconditinal
-         * XXX code is simpler code.  (^&
-         */
-        if( FETCH_WCB( *window, Keyboard ) )
-        {
-            fgState.Modifiers = fgGetWin32Modifiers( );
-            INVOKE_WCB( *window, Keyboard,
-                        ( (char)wParam,
-                          window->State.MouseX, window->State.MouseY )
-            );
-            fgState.Modifiers = 0xffffffff;
-        }
+        fgState.Modifiers = fgGetWin32Modifiers( );
+        INVOKE_WCB( *window, Keyboard,
+                    ( (char)wParam,
+                      window->State.MouseX, window->State.MouseY )
+        );
+        fgState.Modifiers = 0xffffffff;
     }
     break;