#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
#include <limits.h>
* Handle a window configuration change. When no reshape
* callback is hooked, the viewport size is updated to
* match the new window size.
- *
- * XXX We can/should make a "unified" window handle type so that
- * XXX the function headers don't need this silly #ifdef junk.
- * XXX Make the type, say, {fgWindow}. On UNIX_X11, this is
- * XXX {Window}. On WIN32, it is {HWND}. Then do the #ifdef
- * XXX junk *once* in "freeglut_internal.h".
*/
-static void fghReshapeWindowByHandle
-#if TARGET_HOST_UNIX_X11
- ( Window handle, int width, int height )
-#elif TARGET_HOST_WIN32
- ( HWND handle, int width, int height )
-#endif
+static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
+ int width, int height )
{
SFG_Window *current_window = fgStructure.Window;
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;
- GetWindowRect( window->Window.Handle, &winRect );
- x = winRect.left;
- y = winRect.top;
+ /*
+ * 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, &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
* 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 )
-#elif TARGET_HOST_WIN32
- ( HWND handle )
-#endif
+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 )
);
window->State.NeedToResize = GL_FALSE;
- fgSetWindow ( current_window );
+ fgSetWindow( current_window );
}
- window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) );
}
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;
+ 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
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
*/
#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;
#if TARGET_HOST_UNIX_X11
gettimeofday( &fgState.Time.Value, NULL );
#elif TARGET_HOST_WIN32
- fgState.Time.Value = timeGetTime () ;
+ fgState.Time.Value = timeGetTime ();
#endif
fgState.Time.Set = GL_TRUE ;
va_end( ap );
if ( fgState.Initialised )
- fgDeinitialize () ;
+ fgDeinitialize ();
exit( 1 );
}
* 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.
+ * there is a joystick callback. We have a short-circuit early
+ * return if we find any joystick handler registered.
*
- * 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)
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;
}
*/
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 );
+ 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 );
-
+#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 tham in 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
+ MsgWaitForMultipleObjects( 0, NULL, FALSE, msec, QS_ALLEVENTS );
#endif
}
{
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;
* (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:
/*
* 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).
+ *
*/
if( event.xexpose.count == 0 )
- fghRedrawWindowByHandle( event.xexpose.window );
+ {
+ GETWINDOW( xexpose );
+ fgSetWindow( window );
+ glutPostRedisplay( );
+ }
break;
case MapNotify:
case VisibilityNotify:
{
GETWINDOW( xvisibility );
+ /*
+ * XXX INVOKE_WCB() does this check for us.
+ */
if( ! FETCH_WCB( *window, WindowStatus ) )
break;
fgSetWindow( window );
event.xmotion.y_root - window->ActiveMenu->Y;
}
window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
- fgSetWindow( window->ActiveMenu->ParentWindow ) ;
+ fgSetWindow( window->ActiveMenu->ParentWindow );
break;
}
/*
* 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 )
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;
}
( window->Menu[ button ] ) &&
pressed )
{
+ /*
+ * XXX Posting a requisite Redisplay seems bogus.
+ */
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
! 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,
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( );
*/
void FGAPIENTRY glutMainLoop( void )
{
+ int action;
+
#if TARGET_HOST_WIN32
SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif
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
+ *
+ * Save the "ActionOnWindowClose" because "fgDeinitialize" resets it.
+ */
+ action = fgState.ActionOnWindowClose;
+ fgDeinitialize( );
+ if( action == GLUT_ACTION_EXIT )
+ exit( 0 );
}
/*
LONG lRet = 1;
if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
- return DefWindowProc( hWnd, uMsg, wParam, lParam ) ;
+ return DefWindowProc( hWnd, uMsg, wParam, lParam );
/* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
uMsg, wParam, lParam ); */
if( fgStructure.MenuContext )
wglMakeCurrent( window->Window.Device,
fgStructure.MenuContext->Context
- ) ;
+ );
else
{
fgStructure.MenuContext =
wglCreateContext( window->Window.Device );
}
- /* window->Window.Context = wglGetCurrentContext () ; */
+ /* window->Window.Context = wglGetCurrentContext (); */
window->Window.Context = wglCreateContext( window->Window.Device );
}
else
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;
+ window->State.Width = LOWORD(lParam);
+ window->State.Height = HIWORD(lParam);
+ }
+
break;
#if 0
case WM_SETFOCUS:
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:
}
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;
+ }
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 );
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;
/* User has finished resizing the window, force a redraw */
INVOKE_WCB( *window, Display, ( ) );
- /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
+ /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
break;
/*