Include freeglut header via <GL/freeglut.h> rather than "../include/GL/freeglut.h"
[freeglut] / src / freeglut_main.c
index 1c11f0d..722f075 100644 (file)
 #include "config.h"
 #endif
 
-#define  G_LOG_DOMAIN  "freeglut-main"
-
-#include "../include/GL/freeglut.h"
+#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:
  *
 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
 
 /*
- * Calls a window's redraw method. This is used when
- * a redraw is forced by the incoming window messages.
+ * Handle a window configuration change. When no reshape
+ * callback is hooked, the viewport size is updated to
+ * match the new window size.
  */
-
-static void fghRedrawWindowByHandle
-#if TARGET_HOST_UNIX_X11
-    ( Window handle )
-#elif TARGET_HOST_WIN32
-    ( HWND handle )
-#endif
+static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
+                                       int width, int height )
 {
-    /*
-     * Find the window we have to redraw...
-     */
+    SFG_Window *current_window = fgStructure.Window;
+
     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->Callbacks.Display != NULL );
 
-    /*
-     * Return if the window is not visible
-     */
-    freeglut_return_if_fail( window->State.Visible == TRUE );
+#if TARGET_HOST_UNIX_X11
 
-    /*
-     * Set the window as the current one.
-     */
-    fgSetWindow( window );
+    XResizeWindow( fgDisplay.Display, window->Window.Handle,
+                   width, height );
+    XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
 
-    /*
-     * Do not exagerate with the redisplaying
-     */
-    window->State.Redisplay = FALSE;
+#elif TARGET_HOST_WIN32
 
-    /*
-     * Have the callback executed now. The buffers should
-     * be swapped by the glutSwapBuffers() execution inside
-     * the callback itself.
-     */
+    {
+        RECT rect;
 
-    window->Callbacks.Display();
-}
+        /*
+         * For windowed mode, get the current position of the
+         * window and resize taking the size of the frame
+         * decorations into account.
+         */
 
-/*
- * Handle a window configuration change. When no reshape
- * callback is hooked, the viewport size is updated to
- * match the new window size.
- */
-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
-{
-    /*
-     * Find the window that received the reshape event
-     */
-    SFG_Window* window = fgWindowByHandle( handle );
-    freeglut_return_if_fail( window != NULL );
+        GetWindowRect( window->Window.Handle, &rect );
+        rect.right  = rect.left + width;
+        rect.bottom = rect.top  + height;
 
-    /*
-     * Remember about setting the current window...
-     */
-    fgSetWindow( window );
+        if ( window->Parent == NULL )
+        {
+            if ( ! window->IsMenu && !window->State.IsGameMode )
+            {
+                rect.right  += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
+                rect.bottom += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
+                               GetSystemMetrics( SM_CYCAPTION );
+            }
+        }
+        else
+        {
+            GetWindowRect( window->Parent->Window.Handle, &rect );
+            AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |
+                                      WS_CLIPCHILDREN, FALSE );
+        }
 
-    /*
-     * Check if there is a reshape callback hooked
-     */
-    if( window->Callbacks.Reshape != NULL )
-    {
         /*
-         * OKi, have it called immediately
+         * 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)
          */
-        window->Callbacks.Reshape( width, height );
+
+        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
+        );
     }
+
+    /*
+     * 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
     {
-        /*
-         * Otherwise just resize the viewport
-         */
+        fgSetWindow( window );
         glViewport( 0, 0, width, height );
     }
 
+#endif
+
     /*
-     * 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 ;
+    window->State.Redisplay = GL_TRUE;
+
+    if( window->IsMenu )
+        fgSetWindow( current_window );
 }
 
 /*
- * A static helper function to execute display callback for a window
+ * Calls a window's redraw method. This is used when
+ * a redraw is forced by the incoming window messages.
  */
-static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
+static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
 {
-#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* window = fgWindowByHandle( handle );
+    freeglut_return_if_fail( window );
+    freeglut_return_if_fail( FETCH_WCB ( *window, Display ) );
+
+    window->State.Redisplay = GL_FALSE;
+
+    freeglut_return_if_fail( window->State.Visible );
+
+    if( window->State.NeedToResize )
     {
-        /*
-         * OKi, this is the case: have the window set as the current one
-         */
+        SFG_Window *current_window = fgStructure.Window;
+
         fgSetWindow( window );
 
-        /*
-         * Do not exagerate with the redisplaying
-         */
-        window->State.Redisplay = FALSE;
+        fghReshapeWindowByHandle( 
+            window->Window.Handle,
+            window->State.Width,
+            window->State.Height
+        );
 
-        /*
-         * And execute the display callback immediately after
-         */
-        window->Callbacks.Display();
+        window->State.NeedToResize = GL_FALSE;
+        fgSetWindow( current_window );
     }
 
-#elif TARGET_HOST_WIN32
+    INVOKE_WCB( *window, Display, ( ) );
+}
 
-    /*
-     * Do we need to explicitly resize the window?
-     */
+/*
+ * A static helper function to execute display callback for a window
+ */
+static void fghcbDisplayWindow( SFG_Window *window,
+                                SFG_Enumerator *enumerator )
+{
     if( window->State.NeedToResize )
     {
+        SFG_Window *current_window = fgStructure.Window;
+
         fgSetWindow( window );
 
         fghReshapeWindowByHandle( 
             window->Window.Handle,
-            glutGet( GLUT_WINDOW_WIDTH ),
-            glutGet( GLUT_WINDOW_HEIGHT )
+            window->State.Width,
+            window->State.Height
         );
 
-        /*
-         * Never ever do that again:
-         */
-        window->State.NeedToResize = FALSE;
+        window->State.NeedToResize = GL_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) )
+    if( window->State.Redisplay &&
+        window->State.Visible )
     {
-      /*
-       * Do not exagerate with the redisplaying
-       */
-      window->State.Redisplay = FALSE;
-
-      RedrawWindow( 
-        window->Window.Handle, NULL, NULL, 
-        RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
-       );
-    }
+        window->State.Redisplay = GL_FALSE;
+
+#if TARGET_HOST_UNIX_X11
+        {
+            SFG_Window *current_window = fgStructure.Window;
 
+            INVOKE_WCB( *window, Display, ( ) );
+            fgSetWindow( current_window );
+        }
+#elif TARGET_HOST_WIN32
+        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 );
 }
 
@@ -227,44 +245,27 @@ static void fghDisplayAll( void )
 {
     SFG_Enumerator enumerator;
 
-    /*
-     * Uses a method very similiar for fgWindowByHandle...
-     */
-    enumerator.found = FALSE;
+    enumerator.found = GL_FALSE;
     enumerator.data  =  NULL;
 
-    /*
-     * Start the enumeration now:
-     */
     fgEnumWindows( fghcbDisplayWindow, &enumerator );
 }
 
 /*
  * Window enumerator callback to check for the joystick polling code
  */
-static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumerator )
+static void fghcbCheckJoystickPolls( SFG_Window *window,
+                                     SFG_Enumerator *enumerator )
 {
-    long int checkTime = fgElapsedTime();
+    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 );
 }
 
@@ -275,15 +276,9 @@ static void fghCheckJoystickPolls( void )
 {
     SFG_Enumerator enumerator;
 
-    /*
-     * Uses a method very similiar for fgWindowByHandle...
-     */
-    enumerator.found = FALSE;
+    enumerator.found = GL_FALSE;
     enumerator.data  =  NULL;
 
-    /*
-     * Start the enumeration now:
-     */
     fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
 }
 
@@ -292,64 +287,54 @@ static void fghCheckJoystickPolls( void )
  */
 static void fghCheckTimers( void )
 {
-    long checkTime = fgElapsedTime();
-    SFG_Timer *timer, *next;
-    SFG_List timedOut;
-
-    fgListInit(&timedOut);
+    long checkTime = fgElapsedTime( );
 
-    /*
-     * For every timer that is waiting for triggering
-     */
-    for( timer = fgState.Timers.First; timer; timer = next )
+    while( fgState.Timers.First )
     {
-       next = timer->Node.Next;
+        SFG_Timer *timer = fgState.Timers.First;
 
-        /*
-         * Check for the timeout:
-         */
-        if( timer->TriggerTime <= checkTime )
-        {
-            /*
-             * Add the timer to the timed out timers list
-             */
-           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 = 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
  */
 long fgElapsedTime( void )
 {
+    if ( fgState.Time.Set )
+    {
 #if TARGET_HOST_UNIX_X11
-       struct timeval now;
-       long elapsed;
+        struct timeval now;
+        long elapsed;
 
-       gettimeofday( &now, NULL );
+        gettimeofday( &now, NULL );
 
-       elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
-       elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
+        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
+    }
+    else
+    {
+#if TARGET_HOST_UNIX_X11
+        gettimeofday( &fgState.Time.Value, NULL );
+#elif TARGET_HOST_WIN32
+        fgState.Time.Value = timeGetTime ();
+#endif
+        fgState.Time.Set = GL_TRUE ;
+
+        return 0 ;
+    }
 }
 
 /*
@@ -361,12 +346,17 @@ void fgError( const char *fmt, ... )
 
     va_start( ap, fmt );
 
-    fprintf( stderr, "freeglut: ");
+    fprintf( stderr, "freeglut ");
+    if( fgState.ProgramName )
+        fprintf (stderr, "(%s): ", fgState.ProgramName);
     vfprintf( stderr, fmt, ap );
     fprintf( stderr, "\n" );
 
     va_end( ap );
 
+    if ( fgState.Initialised )
+        fgDeinitialize ();
+
     exit( 1 );
 }
 
@@ -376,7 +366,9 @@ void fgWarning( const char *fmt, ... )
 
     va_start( ap, fmt );
 
-    fprintf( stderr, "freeglut: ");
+    fprintf( stderr, "freeglut ");
+    if( fgState.ProgramName )
+        fprintf( stderr, "(%s): ", fgState.ProgramName );
     vfprintf( stderr, fmt, ap );
     fprintf( stderr, "\n" );
 
@@ -384,64 +376,131 @@ void fgWarning( const char *fmt, ... )
 }
 
 /*
- * Clean up on exit
+ * 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.  We have a short-circuit early
+ * return if we find any joystick handler registered.
+ *
+ * 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 fgCleanUpGlutsMess( void ) 
+static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
 {
-  int i;
-
-  i = 0;
-
-  if ( fgStructure.Windows.First != NULL ) 
-  {
-    SFG_Window *win = fgStructure.Windows.First ;
-    glEnd();
-    glFinish();
-    glFlush();
-    while ( win != NULL )
+    if( FETCH_WCB( *w, Joystick ) )
     {
-      SFG_Window *temp_win = win->Node.Next ;
-      fgDestroyWindow ( win, FALSE ) ;
-      win = temp_win ;
+        e->found = GL_TRUE;
+        e->data = w;
     }
-  }
-
-#if 0
-  /* these are pointers to external handles */
-
-  __glutWindowListSize    = 0;
-  __glutStaleWindowList   = NULL;
-  __glutWindowList        = NULL;
-  __glutCurrentWindow     = NULL;
+    fgEnumSubWindows( w, fgCheckJoystickCallback, e );
+}
+static int fgHaveJoystick( void )
+{
+    SFG_Enumerator enumerator;
+    enumerator.found = GL_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 = GL_TRUE;
+        e->data = w;
+    }
+    fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
+}        
+static int fgHavePendingRedisplays (void)
+{
+    SFG_Enumerator enumerator;
+    enumerator.found = GL_FALSE;
+    enumerator.data = NULL;
+    fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
+    return !!enumerator.data;
+}
+/*
+ * Returns the number of GLUT ticks (milliseconds) till the next timer event.
+ */
+static long fgNextTimer( void )
+{
+    long ret = INT_MAX;
+    SFG_Timer *timer = fgState.Timers.First;
 
-  /* make sure we no longer have a GL context */
+    if( timer )
+        ret = timer->TriggerTime - fgElapsedTime();
+    if( ret < 0 )
+        ret = 0;
 
-  if ( wglGetCurrentContext() != NULL ) 
-  {
-    wglDeleteContext( wglGetCurrentContext() );
-  }
+    return ret;
+}
+/*
+ * Does the magic required to relinquish the CPU until something interesting
+ * happens.
+ */
+static void fgSleepForEvents( void )
+{
+    long msec;
 
-  hInstance = GetModuleHandle(NULL);
-  UnregisterClass( classname, hInstance );
+    if( fgState.IdleCallback || fgHavePendingRedisplays( ) )
+        return;
 
-  /* clean up allocated timer memory */
+    msec = fgNextTimer( );
+    if( fgHaveJoystick( ) )     /* XXX Use GLUT timers for joysticks... */
+        msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */
 
-  tList = __glutTimerList;
-  i = 0;
+#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
+}
 
-  while ( __glutTimerList ) 
-  {
-    i++;
-    tList = __glutTimerList;
+#if TARGET_HOST_UNIX_X11
+/*
+ * Returns GLUT modifier mask for an XEvent.
+ */
+int fgGetXModifiers( XEvent *event )
+{
+    int ret = 0;
+
+    if( event->xkey.state & ( ShiftMask | LockMask ) )
+        ret |= GLUT_ACTIVE_SHIFT;
+    if( event->xkey.state & ControlMask )
+        ret |= GLUT_ACTIVE_CTRL;
+    if( event->xkey.state & Mod1Mask )
+        ret |= GLUT_ACTIVE_ALT;
     
-    if ( __glutTimerList )
-      __glutTimerList = __glutTimerList->next;
-
-    if ( tList )
-      free( tList );
-  }
-#endif
+    return ret;
 }
+#endif
 
 
 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
@@ -452,677 +511,619 @@ static void fgCleanUpGlutsMess( void )
 void FGAPIENTRY glutMainLoopEvent( void )
 {
 #if TARGET_HOST_UNIX_X11
-  SFG_Window* window;
-  XEvent event;
-  int modifiers;
-
-  /*
-   * 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;
-
-  /*
-   * Make sure the display has been created etc.
-   */
-  freeglut_assert_ready;
-
-  /*
-   * Do we have any event messages pending?
-   */
-  if( XPending( fgDisplay.Display ) )
-  {
-    /*
-     * Grab the next event to be processed...
-     */
-    XNextEvent( fgDisplay.Display, &event );
-    window = fgWindowByHandle ( event.xany.window ) ;
+    SFG_Window* window;
+    XEvent event;
 
     /*
-     * Check the event's type
+     * This code was repeated constantly, so here it goes into a definition:
      */
-    switch( event.type )
-    {
-    case CreateNotify:
-      /*
-       * The window creation confirmation
-       */
-      break;
-
-    case DestroyNotify:
-      /*
-       * This is sent to confirm the XDestroyWindow call.
-       */
-      /*
-       * Call the window closure callback, remove from the structure, etc.
-       */
-      fgStructure.Window = window ;
-/*      fgAddToWindowDestroyList ( window, FALSE ); */
-
-      break;
-
-    case ClientMessage:
-      /*
-       * Destroy the window when the WM_DELETE_WINDOW message arrives
-       */
-      if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
-      {
-        fgStructure.Window = window ;
+#define GETWINDOW(a)                             \
+    window = fgWindowByHandle( event.a.window ); \
+    if( window == NULL )                         \
+        break;
 
-        /*
-         * Call the XWindows functions to close the window
-         */
-        fgCloseWindow ( window ) ;
+#define GETMOUSE(a)                              \
+    window->State.MouseX = event.a.x;            \
+    window->State.MouseY = event.a.y;
 
-        /*
-         * Call the window closure callback, remove from the structure, etc.
-         */
-        fgAddToWindowDestroyList ( window, FALSE );
-      }
-      break;
-
-    case UnmapNotify:
-      /*
-       * A window of ours has been unmapped...
-       */
-      break;
-
-    case Expose:
-      /*
-       * We are too dumb to process partial exposes...
-       */
-      if( event.xexpose.count == 0 )
-          fghRedrawWindowByHandle( window->Window.Handle );
-      break;
-
-    case ConfigureNotify:
-      /*
-       * The window gets resized
-       */
-      fghReshapeWindowByHandle(
-          event.xconfigure.window,
-          event.xconfigure.width,
-          event.xconfigure.height
-      );
-      break;
-
-    case MappingNotify:
-      /*
-       * Have the client's keyboard knowledge updated (xlib.ps,
-       * page 206, says that's a good thing to do)
-       */
-      XRefreshKeyboardMapping( (XMappingEvent *) &event );
-      break;
-
-    case VisibilityNotify:
-      {
-        /*
-         * The window's visiblity might have changed
-         */
-        /*
-         * Break now if no window status callback has been hooked to that window
-         */
-        if( window->Callbacks.WindowStatus == NULL )
-            break;
+    freeglut_assert_ready;
 
-        /*
-         * We're going to send a callback to a window. Make it current.
-         */
-        fgSetWindow( window );
+    while( XPending( fgDisplay.Display ) )
+    {
+        XNextEvent( fgDisplay.Display, &event );
 
-        /*
-         * Sending this event, the X server can notify us that the window has just
-         * acquired one of the three possible visibility states: VisibilityUnobscured,
-         * VisibilityPartiallyObscured or VisibilityFullyObscured
-         */
-        switch( event.xvisibility.state )
+        switch( event.type )
         {
-        case VisibilityUnobscured:
-          /*
-           * We are fully visible...
-           */
-          window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
-          window->State.Visible = TRUE;
-          break;
+        case ClientMessage:
+            /*
+             * Destroy the window when the WM_DELETE_WINDOW message arrives
+             */
+            if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
+            {
+                GETWINDOW( xclient ); 
 
-        case VisibilityPartiallyObscured:
-          /*
-           * The window is partially visible
-           */
-          window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
-          window->State.Visible = TRUE;
-          break;
+                fgDestroyWindow ( window );
 
-        case VisibilityFullyObscured:
-          /*
-           * The window is totally obscured
-           */
-          window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
-          window->State.Visible = FALSE;
-          break;
-        }
-      }
-      break;
+                if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+                {
+                    fgDeinitialize( );
+                    exit( 0 );
+                }
 
-    case EnterNotify:
-      {
-        /*
-         * Mouse is over one of our windows
-         */
-        GETMOUSE( xcrossing );
+                fgState.ExecState = GLUT_EXEC_STATE_STOP;
+                return;
+            }
+            break;
 
-        /*
-         * Is there an entry callback hooked to the window?
-         */
-        if( window->Callbacks.Entry != NULL )
-        {
-          /*
-           * Yeah. Notify the window about having the mouse cursor over
-           */
-          window->Callbacks.Entry( GLUT_ENTERED );
-        }
-      }
-      break;
+            /*
+             * CreateNotify causes a configure-event so that sub-windows are
+             * handled compatibly with GLUT.  Otherwise, your sub-windows
+             * (in freeglut only) will not get an initial reshape event,
+             * which can break things.
+             *
+             * 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 );
+            {
+                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 LeaveNotify:
-      {
-        /*
-         * Mouse is no longer over one of our windows
-         */
-        GETMOUSE( xcrossing );
+        case DestroyNotify:
+            /*
+             * This is sent to confirm the XDestroyWindow call.
+             *
+             * XXX WHY is this commented out?  Should we re-enable it?
+             */
+            /* fgAddToWindowDestroyList ( window ); */
+            break;
 
-        /*
-         * Is there an entry callback hooked to the window?
-         */
-        if( window->Callbacks.Entry != NULL )
-        {
-          /*
-           * Yeah. Notify the window about having the mouse cursor over
-           */
-          window->Callbacks.Entry( GLUT_LEFT );
-        }
-      }
-      break;
-
-    case MotionNotify:
-      {
-        /*
-         * The mouse cursor was moved...
-         */
-        GETMOUSE( xmotion );
+        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 )
+            {
+                GETWINDOW( xexpose );
+                fgSetWindow( window );
+                glutPostRedisplay( );
+            }
+            break;
 
-        /*
-         * Set the current window
-         */
-        fgStructure.Window = window ;
+        case MapNotify:
+        case UnmapNotify:
+            /*
+             * If we never do anything with this, can we just not ask to
+             * get these messages?
+             */
+            break;
 
-        /*
-         * What kind of a movement was it?
-         */
-        if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) ||
-            (event.xmotion.state & Button3Mask) || (event.xmotion.state & Button4Mask) ||
-            (event.xmotion.state & Button5Mask) )
-        {
-          /*
-           * A mouse button was pressed during the movement...
-           * Is there a motion callback hooked to the window?
-           */
-          if( window->Callbacks.Motion != NULL )
-          {
+        case MappingNotify:
             /*
-             * Yup. Have it executed immediately
+             * Have the client's keyboard knowledge updated (xlib.ps,
+             * page 206, says that's a good thing to do)
              */
-            window->Callbacks.Motion( event.xmotion.x, event.xmotion.y );
-          }
-        }
-        else
+            XRefreshKeyboardMapping( (XMappingEvent *) &event );
+            break;
+
+        case VisibilityNotify:
         {
-          /*
-           * Otherwise it was a passive movement...
-           */
-          if( window->Callbacks.Passive != NULL )
-          {
+            GETWINDOW( xvisibility ); 
             /*
-             * That's right, and there is a passive callback, too.
+             * XXX INVOKE_WCB() does this check for us.
              */
-            window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
-          }
-        }
-      }
-      break;
-
-    case ButtonRelease:
-    case ButtonPress:
-      {
-        GLboolean pressed = TRUE ;
-        int button;
-
-        if ( event.type == ButtonRelease ) pressed = FALSE ;
-
-        /*
-         * A mouse button has been pressed or released. Traditionally,
-         * break if the window was found within the freeglut structures.
-         */
-        GETMOUSE( xbutton );
+            if( ! FETCH_WCB( *window, WindowStatus ) )
+                break;
+            fgSetWindow( window );
 
-        /*
-         * 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;
+            /*
+             * Sending this event, the X server can notify us that the window
+             * has just acquired one of the three possible visibility states:
+             * VisibilityUnobscured, VisibilityPartiallyObscured or
+             * VisibilityFullyObscured
+             */
+            switch( event.xvisibility.state )
+            {
+            case VisibilityUnobscured:
+                INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
+                window->State.Visible = GL_TRUE;
+                break;
+                
+            case VisibilityPartiallyObscured:
+                INVOKE_WCB( *window, WindowStatus,
+                            ( GLUT_PARTIALLY_RETAINED ) );
+                window->State.Visible = GL_TRUE;
+                break;
+                
+            case VisibilityFullyObscured:
+                INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
+                window->State.Visible = GL_FALSE;
+                break;
+
+            default:
+                fgWarning( "Uknown X visibility state: %d",
+                           event.xvisibility.state );
+                break;
+            }
         }
+        break;
 
-        /*
-         * Skip the unwanted mouse buttons...
-         */
-        if( button == -1 )
-          break;
+        case EnterNotify:
+        case LeaveNotify:
+            GETWINDOW( xcrossing );
+            GETMOUSE( xcrossing );
+            INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ?
+                                          GLUT_ENTERED :
+                                          GLUT_LEFT ) );
+            break;
 
-        /*
-         * 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
-         */
-        if ( window->ActiveMenu != NULL )  /* Window has an active menu, it absorbs any mouse click */
+        case MotionNotify:
         {
-          if ( fgCheckActiveMenu ( 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 ;
-            fgSetWindow ( window ) ;
-            fgStructure.Menu = window->ActiveMenu ;
-
-            /* Execute the menu callback */
-            fgExecuteMenuCallback ( window->ActiveMenu ) ;
-            fgDeactivateMenu ( window ) ;
-
-            /* Restore the current window and menu */
-            fgSetWindow ( save_window ) ;
-            fgStructure.Menu = save_menu ;
-          }
-          else  /* Outside the menu, deactivate the menu if it's a downclick */
-          {
-            if ( pressed == TRUE ) fgDeactivateMenu ( window ) ;
-          }
+            GETWINDOW( xmotion );
+            GETMOUSE( xmotion );
 
-          /*
-           * Let's make the window redraw as a result of the mouse click and menu activity.
-           */
-          window->State.Redisplay = TRUE ;
-
-          break ;
-        }
-
-        /*
-         * No active menu, let's check whether we need to activate one.
-         */
-        if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
-        {
-          /*
-           * Let's make the window redraw as a result of the mouse click.
-           */
-          window->State.Redisplay = TRUE ;
-
-          /*
-           * Activate the appropriate menu structure...
-           */
-          fgActivateMenu( window, button );
-
-          break;
-        }
-
-        /*
-         * Check if there is a mouse callback hooked to the window
-         */
-        if( window->Callbacks.Mouse == NULL )
-          break;
-
-        /*
-         * Set the current window
-         */
-        fgSetWindow( window );
-
-        /*
-         * Remember the current modifiers state
-         */
-        modifiers = 0;
-        if (event.xbutton.state & (ShiftMask|LockMask))
-          modifiers |= GLUT_ACTIVE_SHIFT;
-        if (event.xbutton.state & ControlMask)
-          modifiers |= GLUT_ACTIVE_CTRL;
-        if (event.xbutton.state & Mod1Mask)
-          modifiers |= GLUT_ACTIVE_ALT;
-        window->State.Modifiers = modifiers;
-
-        /*
-         * Finally execute the mouse callback
-         */
-        window->Callbacks.Mouse(
-            button,
-            event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
-            event.xbutton.x,
-            event.xbutton.y
-        );
-
-        /*
-         * Trash the modifiers state
-         */
-        window->State.Modifiers = 0xffffffff;
-      }
-      break;
-
-    case KeyRelease:
-    case KeyPress:
-      {
-        FGCBkeyboard keyboard_cb;
-        FGCBspecial special_cb;
-
-        /*
-         * A key has been pressed, find the window that had the focus:
-         */
-        GETMOUSE( xkey );
+            if( window->ActiveMenu )
+            {
+                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;
+                }
+                window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
+                fgSetWindow( window->ActiveMenu->ParentWindow );
+
+                break;
+            }
 
-        if( event.type == KeyPress )
-        {
-          keyboard_cb = window->Callbacks.Keyboard;
-          special_cb = window->Callbacks.Special;
-        }
-        else
-        {
-          keyboard_cb = window->Callbacks.KeyboardUp;
-          special_cb = window->Callbacks.SpecialUp;
+            /*
+             * XXX For more than 5 buttons, just check {event.xmotion.state},
+             * 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 )
+            if ( event.xmotion.state & BUTTON_MASK )
+                INVOKE_WCB( *window, Motion, ( event.xmotion.x,
+                                               event.xmotion.y ) );
+            else
+                INVOKE_WCB( *window, Passive, ( event.xmotion.x,
+                                                event.xmotion.y ) );
         }
+        break;
 
-        /*
-         * Is there a keyboard/special callback hooked for this window?
-         */
-        if( (keyboard_cb != NULL) || (special_cb != NULL) )
+        case ButtonRelease:
+        case ButtonPress:
         {
-          XComposeStatus composeStatus;
-          char asciiCode[ 32 ];
-          KeySym keySym;
-          int len;
+            GLboolean pressed = GL_TRUE;
+            int button;
 
-          /*
-           * Check for the ASCII/KeySym codes associated with the event:
-           */
-          len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
+            if( event.type == ButtonRelease )
+                pressed = GL_FALSE ;
 
-          /*
-           * Get ready to calling the keyboard/special callbacks
-           */
-          fgSetWindow( window );
+            /*
+             * A mouse button has been pressed or released. Traditionally,
+             * break if the window was found within the freeglut structures.
+             */
+            GETWINDOW( xbutton );
+            GETMOUSE( xbutton );
+          
+            /*
+             * 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;
 
-          /*
-           * GLUT API tells us to have two separate callbacks...
-           */
-          if( len > 0 )
-          {
             /*
-             * ...one for the ASCII translateable keypresses...
+             * 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
              */
-            if( keyboard_cb != NULL )
+            /* Window has an active menu, it absorbs any mouse click */
+            if( window->ActiveMenu )
             {
-              /*
-               * Remember the current modifiers state
-               */
-              modifiers = 0;
-              if (event.xkey.state & (ShiftMask|LockMask))
-                  modifiers |= GLUT_ACTIVE_SHIFT;
-              if (event.xkey.state & ControlMask)
-                  modifiers |= GLUT_ACTIVE_CTRL;
-              if (event.xkey.state & Mod1Mask)
-                  modifiers |= GLUT_ACTIVE_ALT;
-              window->State.Modifiers = modifiers;
-
-              /*
-               * Execute the callback
-               */
-              keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y );
+                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 );
 
-              /*
-               * Trash the modifiers state
-               */
-              window->State.Modifiers = 0xffffffff;
+                /*
+                 * 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;
             }
-          }
-          else
-          {
-            int special = -1;
 
             /*
-             * ...and one for all the others, which need to be translated to GLUT_KEY_Xs...
+             * No active menu, let's check whether we need to activate one.
              */
-            switch( keySym )
+            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 );
+                break;
+            }
+
             /*
-             * First the function keys come:
+             * Check if there is a mouse or mouse wheel callback hooked to the
+             * window
              */
-            case XK_F1:     special = GLUT_KEY_F1;     break;
-            case XK_F2:     special = GLUT_KEY_F2;     break;
-            case XK_F3:     special = GLUT_KEY_F3;     break;
-            case XK_F4:     special = GLUT_KEY_F4;     break;
-            case XK_F5:     special = GLUT_KEY_F5;     break;
-            case XK_F6:     special = GLUT_KEY_F6;     break;
-            case XK_F7:     special = GLUT_KEY_F7;     break;
-            case XK_F8:     special = GLUT_KEY_F8;     break;
-            case XK_F9:     special = GLUT_KEY_F9;     break;
-            case XK_F10:    special = GLUT_KEY_F10;    break;
-            case XK_F11:    special = GLUT_KEY_F11;    break;
-            case XK_F12:    special = GLUT_KEY_F12;    break;
+            if( ! FETCH_WCB( *window, Mouse ) &&
+                ! FETCH_WCB( *window, MouseWheel ) )
+                break;
+
+            fgState.Modifiers = fgGetXModifiers( &event );
 
             /*
-             * Then the arrows and stuff:
+             * Finally execute the mouse or mouse wheel callback
+             *
+             * XXX Use a symbolic constant, *not* "4"!  ("3, sire!")
              */
-            case XK_Left:   special = GLUT_KEY_LEFT;   break;
-            case XK_Right:  special = GLUT_KEY_RIGHT;  break;
-            case XK_Up:     special = GLUT_KEY_UP;     break;
-            case XK_Down:   special = GLUT_KEY_DOWN;   break;
-
-            case XK_KP_Prior:
-            case XK_Prior:  special = GLUT_KEY_PAGE_UP; break;
-            case XK_KP_Next:
-            case XK_Next:   special = GLUT_KEY_PAGE_DOWN; break;
-            case XK_KP_Home:
-            case XK_Home:   special = GLUT_KEY_HOME;   break;
-            case XK_KP_End:
-            case XK_End:    special = GLUT_KEY_END;    break;
-            case XK_KP_Insert:
-            case XK_Insert: special = GLUT_KEY_INSERT; break;
+            if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
+                INVOKE_WCB( *window, Mouse, ( button,
+                                              pressed ? GLUT_DOWN : GLUT_UP,
+                                              event.xbutton.x,
+                                              event.xbutton.y )
+                );
+            else
+            {
+                /*
+                 * Map 4 and 5 to wheel zero; EVEN to +1, ODD to -1
+                 *  "  6 and 7 "    "   one; ...
+                 *
+                 * XXX This *should* be behind some variables/macros,
+                 * XXX since the order and numbering isn't certain
+                 * XXX See XFree86 configuration docs (even back in the
+                 * XXX 3.x days, and especially with 4.x).
+                 *
+                 * XXX Note that {button} has already been decremeted
+                 * XXX in mapping from X button numbering to GLUT.
+                 */
+                int wheel_number = (button - 3) / 2;
+                int direction = -1;
+                if( button % 2 )
+                    direction = 1;
+                
+                if( pressed )
+                    INVOKE_WCB( *window, MouseWheel, ( wheel_number,
+                                                       direction,
+                                                       event.xbutton.x,
+                                                       event.xbutton.y )
+                    );
             }
 
             /*
-             * Execute the callback (if one has been specified),
-             * given that the special code seems to be valid...
+             * Trash the modifiers state
              */
-            if( (special_cb != NULL) && (special != -1) )
+            fgState.Modifiers = 0xffffffff;
+        }
+        break;
+
+        case KeyRelease:
+        case KeyPress:
+        {
+            FGCBKeyboard keyboard_cb;
+            FGCBSpecial special_cb;
+
+            GETWINDOW( xkey );
+            GETMOUSE( xkey );
+
+            if( event.type == KeyPress )
             {
-              /*
-               * Remember the current modifiers state
-               */
-              modifiers = 0;
-              if (event.xkey.state & (ShiftMask|LockMask))
-                modifiers |= GLUT_ACTIVE_SHIFT;
-              if (event.xkey.state & ControlMask)
-                modifiers |= GLUT_ACTIVE_CTRL;
-              if (event.xkey.state & Mod1Mask)
-                modifiers |= GLUT_ACTIVE_ALT;
-              window->State.Modifiers = modifiers;
+                keyboard_cb = FETCH_WCB( *window, Keyboard );
+                special_cb  = FETCH_WCB( *window, Special  );
+            }
+            else
+            {
+                keyboard_cb = FETCH_WCB( *window, KeyboardUp );
+                special_cb  = FETCH_WCB( *window, SpecialUp  );
+            }
 
-              special_cb( special, event.xkey.x, event.xkey.y );
+            /*
+             * Is there a keyboard/special callback hooked for this window?
+             */
+            if( keyboard_cb || special_cb )
+            {
+                XComposeStatus composeStatus;
+                char asciiCode[ 32 ];
+                KeySym keySym;
+                int len;
 
-              /*
-               * Trash the modifiers state
-               */
-              window->State.Modifiers = 0xffffffff;
+                /*
+                 * 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...
+                 */
+                if( len > 0 )
+                {
+                    /*
+                     * ...one for the ASCII translateable keypresses...
+                     */
+                    if( keyboard_cb )
+                    {
+                        fgSetWindow( window );
+                        fgState.Modifiers = fgGetXModifiers( &event );
+                        keyboard_cb( asciiCode[ 0 ],
+                                     event.xkey.x, event.xkey.y
+                        );
+                        fgState.Modifiers = 0xffffffff;
+                    }
+                }
+                else
+                {
+                    int special = -1;
+
+                    /*
+                     * ...and one for all the others, which need to be
+                     * translated to GLUT_KEY_Xs...
+                     */
+                    switch( keySym )
+                    {
+                    case XK_F1:     special = GLUT_KEY_F1;     break;
+                    case XK_F2:     special = GLUT_KEY_F2;     break;
+                    case XK_F3:     special = GLUT_KEY_F3;     break;
+                    case XK_F4:     special = GLUT_KEY_F4;     break;
+                    case XK_F5:     special = GLUT_KEY_F5;     break;
+                    case XK_F6:     special = GLUT_KEY_F6;     break;
+                    case XK_F7:     special = GLUT_KEY_F7;     break;
+                    case XK_F8:     special = GLUT_KEY_F8;     break;
+                    case XK_F9:     special = GLUT_KEY_F9;     break;
+                    case XK_F10:    special = GLUT_KEY_F10;    break;
+                    case XK_F11:    special = GLUT_KEY_F11;    break;
+                    case XK_F12:    special = GLUT_KEY_F12;    break;
+
+                    case XK_Left:   special = GLUT_KEY_LEFT;   break;
+                    case XK_Right:  special = GLUT_KEY_RIGHT;  break;
+                    case XK_Up:     special = GLUT_KEY_UP;     break;
+                    case XK_Down:   special = GLUT_KEY_DOWN;   break;
+
+                    case XK_KP_Prior:
+                    case XK_Prior:  special = GLUT_KEY_PAGE_UP; break;
+                    case XK_KP_Next:
+                    case XK_Next:   special = GLUT_KEY_PAGE_DOWN; break;
+                    case XK_KP_Home:
+                    case XK_Home:   special = GLUT_KEY_HOME;   break;
+                    case XK_KP_End:
+                    case XK_End:    special = GLUT_KEY_END;    break;
+                    case XK_KP_Insert:
+                    case XK_Insert: special = GLUT_KEY_INSERT; break;
+                    }
+
+                    /*
+                     * Execute the callback (if one has been specified),
+                     * given that the special code seems to be valid...
+                     */
+                    if( special_cb && (special != -1) )
+                    {
+                        fgSetWindow( window );
+                        fgState.Modifiers = fgGetXModifiers( &event );
+                        special_cb( special, event.xkey.x, event.xkey.y );
+                        fgState.Modifiers = 0xffffffff;
+                    }
+                }
             }
-          }
         }
-      }
-      break;
-    }
-  }
-  else
-  {
-    /*
-     * Have all the timers checked.
-     */
-    fghCheckTimers();
-
-    /*
-     * Poll the joystick and notify all windows that want to be notified...
-     */
-    fghCheckJoystickPolls();
+        break;
 
-    /*
-     * No messages in the queue, which means we are idling...
-     */
-    if( fgState.IdleCallback != NULL )
-        fgState.IdleCallback();
+        case ReparentNotify:
+            break; /* XXX Should disable this event */
 
-    /*
-     * Remember about displaying all the windows that have
-     * been marked for a redisplay (possibly in the idle call):
-     */
-    fghDisplayAll();
-  }
+        default:
+            fgWarning ("Unknown X event type: %d", event.type);
+            break;
+        }
+    }
 
 #elif TARGET_HOST_WIN32
 
-  MSG stMsg;
-
-  /*
-   * The windows processing is considerably smaller
-   */
-  if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
-  {
-    /*
-     * Grab the message now, checking for WM_QUIT
-     */
-    if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
-      fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+    MSG stMsg;
 
-    /*
-     * Translate virtual-key messages and send them to the window...
-     */
-    TranslateMessage( &stMsg );
-    DispatchMessage( &stMsg );
-  }
-  else
-  {
-    /*
-     * Have all the timers checked.
-     */
-    fghCheckTimers();
+    while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
+    {
+        if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
+        {
+            if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+            {
+                fgDeinitialize( );
+                exit( 0 );
+            }
+            fgState.ExecState = GLUT_EXEC_STATE_STOP;
+            return;
+        }
 
-    /*
-     * Poll the joystick and notify all windows that want to be notified...
-     */
-    fghCheckJoystickPolls();
+        TranslateMessage( &stMsg );
+        DispatchMessage( &stMsg );
+    }
+#endif
 
-    /*
-     * No messages in the queue, which means we are idling...
-     */
-    if( fgState.IdleCallback != NULL )
-      fgState.IdleCallback();
+    if( fgState.Timers.First )
+        fghCheckTimers( );
+    fghCheckJoystickPolls( );
+    fghDisplayAll( );
 
-    /*
-     * Remember about displaying all the windows that have
-     * been marked for a redisplay (possibly in the idle call):
-     */
-    fghDisplayAll();
-  }
-#endif
+    fgCloseWindows( );
 }
 
 /*
- * Enters the freeglut processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
+ * Enters the freeglut processing loop.
+ * Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
  */
 void FGAPIENTRY glutMainLoop( void )
 {
+    int action;
+
 #if TARGET_HOST_WIN32
-  SFG_Window *window = fgStructure.Windows.First ;
+    SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
 #endif
 
-  /*
-   * Make sure the display has been created etc.
-   */
-  freeglut_assert_ready;
+    freeglut_assert_ready;
 
 #if TARGET_HOST_WIN32
-  /*
-   * Processing before the main loop:  If there is a window which is open and which
-   * has a visibility callback, call it.  I know this is an ugly hack, but I'm not sure
-   * what else to do about it.  Ideally we should leave something uninitialized in the
-   * create window code and initialize it in the main loop, and have that initialization
-   * create a "WM_ACTIVATE" message.  Then we would put the visibility callback code in
-   * the "case WM_ACTIVATE" block below.         - John Fay -- 10/24/02
-   */
-  while ( window != NULL )
-  {
-    if ( window->Callbacks.Visibility != NULL )
-      window->Callbacks.Visibility ( window->State.Visible ) ;
-
-    window = window->Node.Next ;
-  }
-#endif
+    /*
+     * Processing before the main loop:  If there is a window which is open and
+     * which has a visibility callback, call it.  I know this is an ugly hack,
+     * but I'm not sure what else to do about it.  Ideally we should leave
+     * something uninitialized in the create window code and initialize it in
+     * the main loop, and have that initialization create a "WM_ACTIVATE"
+     * message.  Then we would put the visibility callback code in the
+     * "case WM_ACTIVATE" block below.         - John Fay -- 10/24/02
+     */
+    while( window )
+    {
+        if ( FETCH_WCB( *window, Visibility ) )
+        {
+            SFG_Window *current_window = fgStructure.Window ;
 
-  /*
-   * Set freeglut to be running
-   */
-  fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
+            INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
+            fgSetWindow( current_window );
+        }
+        
+        window = (SFG_Window *)window->Node.Next ;
+    }
+#endif
 
-  /*
-   * Enter the main loop itself.  Inside the loop, process events and check for loop exit.
-   */
-  while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
-  {
-    glutMainLoopEvent () ;
+    fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
+    while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
+    {
+        SFG_Window *window;
+
+        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( );
 
-    /*
-     * If an event caused a window to be closed, do the actual closing here
-     */
-    fgCloseWindows () ;
+            fgSleepForEvents( );
+        }
+    }
 
     /*
-     * If there are no more windows open, stop execution
+     * 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.
      */
-    if ( fgStructure.Windows.First == NULL )
-      fgState.ExecState = GLUT_EXEC_STATE_STOP ;
-  }
-
-
-  /*
-   * If we got here by the user closing a window or by the application closing down, there may still be windows open.
-   */
-  fgCleanUpGlutsMess () ;
-
-  /*
-   * Check whether we return to the calling program or simply exit
-   */
-  if ( fgState.ActionOnWindowClose == 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();
+    action = fgState.ActionOnWindowClose;
+    fgDeinitialize( );
+    if( action == GLUT_ACTION_EXIT )
+        exit( 0 );
 }
 
 /*
@@ -1130,26 +1131,40 @@ void FGAPIENTRY glutMainLoop( void )
  */
 void FGAPIENTRY glutLeaveMainLoop( void )
 {
-  fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+    fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+}
+
+
+#if TARGET_HOST_WIN32
+/*
+ * Determine a GLUT modifer mask based on MS-WINDOWS system info.
+ */
+int fgGetWin32Modifiers (void)
+{
+    return
+        ( ( ( GetKeyState( VK_LSHIFT   ) < 0 ) ||
+            ( GetKeyState( VK_RSHIFT   ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
+        ( ( ( GetKeyState( VK_LCONTROL ) < 0 ) ||
+            ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL  : 0 ) |
+        ( ( ( GetKeyState( VK_LMENU    ) < 0 ) ||
+            ( GetKeyState( VK_RMENU    ) < 0 )) ? GLUT_ACTIVE_ALT   : 0 );
 }
 
 /*
  * The window procedure for handling Win32 events
  */
-#if TARGET_HOST_WIN32
-LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
+LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
+                               LPARAM lParam )
 {
     SFG_Window* window = fgWindowByHandle( hWnd );
     PAINTSTRUCT ps;
     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 ) ; */
-    /*
-     * Check what type of message are we receiving
-     */
+    /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
+             uMsg, wParam, lParam ); */
     switch( uMsg )
     {
     case WM_CREATE:
@@ -1159,42 +1174,66 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
         window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
         assert( window != NULL );
 
-        /*
-         * We can safely store the window's handle now:
-         */
         window->Window.Handle = hWnd;
-
-        /*
-         * Get the window's device context
-         */
         window->Window.Device = GetDC( hWnd );
+        if( window->IsMenu )
+        {
+            unsigned int current_DisplayMode = fgState.DisplayMode;
+            fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
+            fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+            fgState.DisplayMode = current_DisplayMode;
+
+            if( fgStructure.MenuContext )
+                wglMakeCurrent( window->Window.Device,
+                                fgStructure.MenuContext->Context
+                );
+            else
+            {
+                fgStructure.MenuContext =
+                    (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
+                fgStructure.MenuContext->Context =
+                    wglCreateContext( window->Window.Device );
+            }
 
-        /*
-         * Setup the pixel format of our window
-         */
-        fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
+            /* window->Window.Context = wglGetCurrentContext ();   */
+            window->Window.Context = wglCreateContext( window->Window.Device );
+        }
+        else
+        {
+            fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
 
-        /*
-         * Create the OpenGL rendering context now
-         */
-        window->Window.Context = wglCreateContext( window->Window.Device );
+            if( ! fgState.UseCurrentContext )
+                window->Window.Context =
+                    wglCreateContext( window->Window.Device );
+            else
+            {
+                window->Window.Context = wglGetCurrentContext( );
+                if( ! window->Window.Context )
+                    window->Window.Context =
+                        wglCreateContext( window->Window.Device );
+            }
+        }
 
-        /*
-         * Still, we'll be needing to explicitly resize the window
-         */
-        window->State.NeedToResize = TRUE;
+        window->State.NeedToResize = GL_TRUE;
+        window->State.Width  = fgState.Size.X;
+        window->State.Height = fgState.Size.Y;
 
-        /*
-         * Finally, have the window's device context released
-         */
         ReleaseDC( window->Window.Handle, window->Window.Device );
         break;
 
     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.
          */
-        fghReshapeWindowByHandle( hWnd, LOWORD(lParam), 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: 
@@ -1205,182 +1244,109 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
     case WM_ACTIVATE: 
         if (LOWORD(wParam) != WA_INACTIVE)
         {
-          /* glutSetCursor( fgStructure.Window->State.Cursor ); */
-               printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
-
-          glutSetCursor( window->State.Cursor );
+            /* glutSetCursor( fgStructure.Window->State.Cursor ); */
+            printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
+                   window->State.Cursor );
+            glutSetCursor( window->State.Cursor );
         }
 
         lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
         break;
 #endif
 
-    case WM_SETCURSOR: 
         /*
-         * Windows seems to need reminding to erase the cursor for NONE.
+         * XXX Why not re-use some common code with the glutSetCursor()
+         * 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 and implementing a nested case in-line.
          */
-#if 0
-        if ((LOWORD(lParam) == HTCLIENT) &&
-           (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
-         SetCursor( NULL );
-#else
-       /* Set the cursor AND change it for this window class. */
-#      define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
-        break;
-       /* Nuke the cursor AND change it for this window class. */
-#      define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
-        break;
+    case WM_SETCURSOR: 
+        /* Set the cursor AND change it for this window class. */
+#define MAP_CURSOR(a,b)                 \
+    case a:                             \
+    SetCursor( LoadCursor( NULL, b ) ); \
+    break;
 
-        if (LOWORD(lParam) == HTCLIENT)
-         switch( window->State.Cursor )
-         {
-               MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW     );
-               MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW,  IDC_ARROW     );
-               MAP_CURSOR( GLUT_CURSOR_INFO,        IDC_HELP      );
-               MAP_CURSOR( GLUT_CURSOR_DESTROY,     IDC_CROSS     );
-               MAP_CURSOR( GLUT_CURSOR_HELP,        IDC_HELP      );
-               MAP_CURSOR( GLUT_CURSOR_CYCLE,       IDC_SIZEALL   );
-               MAP_CURSOR( GLUT_CURSOR_SPRAY,       IDC_CROSS     );
-               MAP_CURSOR( GLUT_CURSOR_WAIT,            IDC_WAIT      );
-               MAP_CURSOR( GLUT_CURSOR_TEXT,        IDC_UPARROW   );
-               MAP_CURSOR( GLUT_CURSOR_CROSSHAIR,   IDC_CROSS     );
-               /* MAP_CURSOR( GLUT_CURSOR_NONE,        IDC_NO             ); */
-               ZAP_CURSOR( GLUT_CURSOR_NONE,        NULL          );
-
-               default:
-               MAP_CURSOR( GLUT_CURSOR_UP_DOWN,     IDC_ARROW     );
-         }
-#endif
-       else
-         lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
-       break;
+        /* Nuke the cursor AND change it for this window class. */
+#define ZAP_CURSOR(a,b) \
+    case a:             \
+    SetCursor( NULL );  \
+    break;
+
+        if( LOWORD( lParam ) == HTCLIENT )
+            switch( window->State.Cursor )
+            {
+                MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW     );
+                MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW,  IDC_ARROW     );
+                MAP_CURSOR( GLUT_CURSOR_INFO,        IDC_HELP      );
+                MAP_CURSOR( GLUT_CURSOR_DESTROY,     IDC_CROSS     );
+                MAP_CURSOR( GLUT_CURSOR_HELP,        IDC_HELP      );
+                MAP_CURSOR( GLUT_CURSOR_CYCLE,       IDC_SIZEALL   );
+                MAP_CURSOR( GLUT_CURSOR_SPRAY,       IDC_CROSS     );
+                MAP_CURSOR( GLUT_CURSOR_WAIT,        IDC_WAIT      );
+                MAP_CURSOR( GLUT_CURSOR_TEXT,        IDC_UPARROW   );
+                MAP_CURSOR( GLUT_CURSOR_CROSSHAIR,   IDC_CROSS     );
+                /* MAP_CURSOR( GLUT_CURSOR_NONE,        IDC_NO         ); */
+                ZAP_CURSOR( GLUT_CURSOR_NONE,        NULL          );
+
+            default:
+                MAP_CURSOR( GLUT_CURSOR_UP_DOWN,     IDC_ARROW     );
+            }
+        else
+            lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+        break;
 
     case WM_SHOWWINDOW:
-        /*
-         * We are now Visible!
-         */
-        window->State.Visible = TRUE;
-        window->State.Redisplay = TRUE;
+        window->State.Visible = GL_TRUE;
+        window->State.Redisplay = GL_TRUE;
         break;
 
     case WM_PAINT:
-        /*
-         * Start the painting job
-         */
-
+        /* Turn on the visibility in case it was turned off somehow */
+        window->State.Visible = GL_TRUE;
         BeginPaint( hWnd, &ps );
-
-        /*
-         * Call the engine's main frame drawing method
-         */
         fghRedrawWindowByHandle( hWnd );
-
-        /*
-         * End the painting job, release the device context
-         */
         EndPaint( hWnd, &ps );
         break;
 
     case WM_CLOSE:
-        /*
-         * Make sure we don't close a window with current context active
-         */
-        if( fgStructure.Window == window )
-        {
-            wglMakeCurrent( NULL, NULL );
-            wglDeleteContext( window->Window.Context );
-        }
-
-        /*
-         * Put on a linked list of windows to be removed after all the callbacks have returned
-         */
-        fgAddToWindowDestroyList ( window, FALSE ) ;
-
-        /*
-         * Proceed with the window destruction
-         */
-        DestroyWindow( hWnd );
+        fgDestroyWindow ( window );
+        if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
+            PostQuitMessage(0);
         break;
 
     case WM_DESTROY:
         /*
          * The window already got destroyed, so don't bother with it.
          */
-        return( 0 );
+        return 0;
 
     case WM_MOUSEMOVE:
     {
-        /*
-         * The mouse cursor has moved. Remember the new mouse cursor's position
-         */
         window->State.MouseX = LOWORD( lParam );
         window->State.MouseY = HIWORD( lParam );
-
-        /*
-         * Fallback if there's an active menu hooked to this window
-         */
-        if( window->ActiveMenu != NULL )
+        
+        if ( window->ActiveMenu )
         {
-            /*
-             * Let's make the window redraw as a result of the mouse motion.
-             */
-            window->State.Redisplay = TRUE ;
-
+            window->State.Redisplay = GL_TRUE;
+            fgSetWindow ( window->ActiveMenu->ParentWindow );
             break;
         }
 
-        /*
-         * Remember the current modifiers state.
-         */
-        window->State.Modifiers = 
-            ( ( (GetKeyState( VK_LSHIFT   ) < 0 ) || ( GetKeyState( VK_RSHIFT   ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
-            ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL  : 0 ) |
-            ( ( (GetKeyState( VK_LMENU    ) < 0 ) || ( GetKeyState( VK_RMENU    ) < 0 )) ? GLUT_ACTIVE_ALT   : 0 );
-
-        /*
-         * Check if any of the mouse buttons is pressed...
-         */
-        if( (wParam & MK_LBUTTON) || (wParam & MK_MBUTTON) || (wParam & MK_RBUTTON) )
-        {
-            /*
-             * Yeah, indeed. We need to use the motion callback then:
-             */
-            if( window->Callbacks.Motion != NULL )
-            {
-                /*
-                 * Make sure the current window is set...
-                 */
-                fgSetWindow( window );
+        fgState.Modifiers = fgGetWin32Modifiers( );
 
-                /*
-                 * Execute the active mouse motion callback now
-                 */
-                window->Callbacks.Motion( window->State.MouseX, window->State.MouseY );
-            }
-        }
+        if( ( wParam & MK_LBUTTON ) ||
+            ( wParam & MK_MBUTTON ) ||
+            ( wParam & MK_RBUTTON ) )
+            INVOKE_WCB( *window, Motion, ( window->State.MouseX,
+                                           window->State.MouseY ) );
         else
-        {
-            /*
-             * All mouse buttons are up, execute the passive mouse motion callback
-             */
-            if( window->Callbacks.Passive != NULL )
-            {
-                /*
-                 * Make sure the current window is set
-                 */
-                fgSetWindow( window );
-
-                /*
-                 * Execute the passive mouse motion callback
-                 */
-                window->Callbacks.Passive( window->State.MouseX, window->State.MouseY );
-            }
-        }
+            INVOKE_WCB( *window, Passive, ( window->State.MouseX,
+                                            window->State.MouseY ) );
 
-        /*
-         * Thrash the current modifiers state now
-         */
-        window->State.Modifiers = 0xffffffff;
+        fgState.Modifiers = 0xffffffff;
     }
     break;
 
@@ -1391,137 +1357,207 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
     case WM_MBUTTONUP:
     case WM_RBUTTONUP:
     {
-        GLboolean pressed = TRUE;
+        GLboolean pressed = GL_TRUE;
         int button;
 
-        /*
-         * The mouse cursor has moved. Remember the new mouse cursor's position
-         */
         window->State.MouseX = LOWORD( lParam );
         window->State.MouseY = HIWORD( lParam );
 
-        /*
-         * We're curious about the GLUT API button name...
-         */
         switch( uMsg )
         {
-        case WM_LBUTTONDOWN: pressed = TRUE;  button = GLUT_LEFT_BUTTON;   break;
-        case WM_MBUTTONDOWN: pressed = TRUE;  button = GLUT_MIDDLE_BUTTON; break;
-        case WM_RBUTTONDOWN: pressed = TRUE;  button = GLUT_RIGHT_BUTTON;  break;
-        case WM_LBUTTONUP:   pressed = FALSE; button = GLUT_LEFT_BUTTON;   break;
-        case WM_MBUTTONUP:   pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
-        case WM_RBUTTONUP:   pressed = FALSE; button = GLUT_RIGHT_BUTTON;  break;
-        default:             pressed = FALSE; button = -1;                 break;
+        case WM_LBUTTONDOWN:
+            pressed = GL_TRUE;
+            button = GLUT_LEFT_BUTTON;
+            break;
+        case WM_MBUTTONDOWN:
+            pressed = GL_TRUE;
+            button = GLUT_MIDDLE_BUTTON;
+            break;
+        case WM_RBUTTONDOWN:
+            pressed = GL_TRUE;
+            button = GLUT_RIGHT_BUTTON;
+            break;
+        case WM_LBUTTONUP:
+            pressed = GL_FALSE;
+            button = GLUT_LEFT_BUTTON;
+            break;
+        case WM_MBUTTONUP:
+            pressed = GL_FALSE;
+            button = GLUT_MIDDLE_BUTTON;
+            break;
+        case WM_RBUTTONUP:
+            pressed = GL_FALSE;
+            button = GLUT_RIGHT_BUTTON;
+            break;
+        default:
+            pressed = GL_FALSE;
+            button = -1;
+            break;
         }
 
-        /*
-         * The left and right mouse buttons might have been swapped...
-         */
         if( GetSystemMetrics( SM_SWAPBUTTON ) )
-            if( button == GLUT_LEFT_BUTTON ) button = GLUT_RIGHT_BUTTON;
-            else if( button == GLUT_RIGHT_BUTTON ) button = GLUT_LEFT_BUTTON;
+        {
+            if( button == GLUT_LEFT_BUTTON )
+                button = GLUT_RIGHT_BUTTON;
+            else
+                if( button == GLUT_RIGHT_BUTTON )
+                    button = GLUT_LEFT_BUTTON;
+        }
 
-        /*
-         * Hey, what's up with you?
-         */
         if( button == -1 )
-            return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
+            return DefWindowProc( hWnd, uMsg, lParam, wParam );
 
         /*
-         * Do not execute the application's mouse callback if a menu is hooked to this button.
+         * 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
+         *  - 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
+         *  - 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
          */
-        if ( window->ActiveMenu != NULL )  /* Window has an active menu, it absorbs any mouse click */
+        /* Window has an active menu, it absorbs any mouse click */
+        if( window->ActiveMenu )
         {
-          if ( fgCheckActiveMenu ( 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 ;
-            fgSetWindow ( window ) ;
-            fgStructure.Menu = window->ActiveMenu ;
-
-            /* Execute the menu callback */
-            fgExecuteMenuCallback ( window->ActiveMenu ) ;
-            fgDeactivateMenu ( window ) ;
-
-            /* Restore the current window and menu */
-            fgSetWindow ( save_window ) ;
-            fgStructure.Menu = save_menu ;
-          }
-          else  /* Outside the menu, deactivate the menu if it's a downclick */
-          {
-            if ( pressed == TRUE ) fgDeactivateMenu ( window ) ;
-          }
+            /* 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.
-           */
-          window->State.Redisplay = TRUE ;
+            /*
+             * Let's make the window redraw as a result of the mouse
+             * click and menu activity.
+             */
+            if( ! window->IsMenu )
+                window->State.Redisplay = GL_TRUE;
 
-          break ;
+            break;
         }
 
-        /*
-         * No active menu, let's check whether we need to activate one.
-         */
-        if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+        if( window->Menu[ button ] && pressed )
         {
-            /*
-             * Let's make the window redraw as a result of the mouse click.
-             */
-            window->State.Redisplay = TRUE ;
-
-            /*
-             * Activate the appropriate menu structure...
-             */
+            window->State.Redisplay = GL_TRUE;
+            fgSetWindow( window );
             fgActivateMenu( window, button );
 
             break;
         }
 
-        /*
-         * Check if there is a mouse callback hooked to the window
-         */
-        if( window->Callbacks.Mouse == NULL )
+        if( ! FETCH_WCB( *window, Mouse ) )
             break;
 
-        /*
-         * Set the current window
-         */
         fgSetWindow( window );
+        fgState.Modifiers = fgGetWin32Modifiers( );
+
+        INVOKE_WCB(
+            *window, Mouse,
+            ( button,
+              pressed ? GLUT_DOWN : GLUT_UP,
+              window->State.MouseX,
+              window->State.MouseY
+            )
+        );
 
-        /*
-         * Remember the current modifiers state.
-         */
-        window->State.Modifiers = 
-            ( ( (GetKeyState( VK_LSHIFT   ) < 0 ) || ( GetKeyState( VK_RSHIFT   ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
-            ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL  : 0 ) |
-            ( ( (GetKeyState( VK_LMENU    ) < 0 ) || ( GetKeyState( VK_RMENU    ) < 0 )) ? GLUT_ACTIVE_ALT   : 0 );
+        fgState.Modifiers = 0xffffffff;
+    }
+    break;
 
+    case 0x020a:
+        /* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
+    {
         /*
-         * Finally execute the mouse callback
+         * XXX THIS IS SPECULATIVE -- John Fay, 10/2/03
+         * XXX Should use WHEEL_DELTA instead of 120
          */
-        window->Callbacks.Mouse(
-            button,
-            pressed == TRUE ? GLUT_DOWN : GLUT_UP,
-            window->State.MouseX,
-            window->State.MouseY
-        );
+        int wheel_number = LOWORD( wParam );
+        short ticks = ( short )HIWORD( wParam ) / 120;
+        int direction = 1;
+
+        if( ticks < 0 )
+        {
+            direction = -1;
+            ticks = -ticks;
+        }
 
         /*
-         * Trash the modifiers state
+         * The mouse cursor has moved. Remember the new mouse cursor's position
          */
-        window->State.Modifiers = 0xffffffff;
+        /*        window->State.MouseX = LOWORD( lParam ); */
+        /* Need to adjust by window position, */
+        /*        window->State.MouseY = HIWORD( lParam ); */
+        /* change "lParam" to other parameter */
+
+        if( ! FETCH_WCB( *window, MouseWheel ) &&
+            ! FETCH_WCB( *window, Mouse ) )
+            break;
+
+        fgSetWindow( window );
+        fgState.Modifiers = fgGetWin32Modifiers( );
+
+        while( ticks-- )
+            if( FETCH_WCB( *window, MouseWheel ) )
+                INVOKE_WCB( *window, MouseWheel,
+                            ( wheel_number,
+                              direction,
+                              window->State.MouseX,
+                              window->State.MouseY
+                            )
+                );
+            else  /* No mouse wheel, call the mouse button callback twice */
+            {
+                /*
+                 * XXX The below assumes that you have no more than 3 mouse
+                 * XXX buttons.  Sorry.
+                 */
+                int button = wheel_number*2 + 4;
+                if( direction > 0 )
+                    ++button;
+                INVOKE_WCB( *window, Mouse,
+                            ( button, GLUT_DOWN,
+                              window->State.MouseX, window->State.MouseY )
+                );
+                INVOKE_WCB( *window, Mouse,
+                            ( button, GLUT_UP,
+                              window->State.MouseX, window->State.MouseX )
+                );
+            }
+
+        fgState.Modifiers = 0xffffffff;
     }
-    break;
+    break ;
 
     case WM_SYSKEYDOWN:
     case WM_KEYDOWN:
@@ -1529,34 +1565,20 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
         int keypress = -1;
         POINT mouse_pos ;
 
-        /*
-         * Ignore the automatic key repetition if needed:
-         */
         if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
             break;
 
         /*
-         * Set the current window
-         */
-        fgSetWindow( window );
-
-        /*
          * Remember the current modifiers state. This is done here in order 
          * to make sure the VK_DELETE keyboard callback is executed properly.
          */
-        window->State.Modifiers = 
-            ( ( (GetKeyState( VK_LSHIFT   ) < 0 ) || ( GetKeyState( VK_RSHIFT   ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
-            ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL  : 0 ) |
-            ( ( (GetKeyState( VK_LMENU    ) < 0 ) || ( GetKeyState( VK_RMENU    ) < 0 )) ? GLUT_ACTIVE_ALT   : 0 );
+        fgState.Modifiers = fgGetWin32Modifiers( );
 
-        /*
-         * Set the mouse position
-         */
-        GetCursorPos ( &mouse_pos ) ;
-        ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
+        GetCursorPos( &mouse_pos );
+        ScreenToClient( window->Window.Handle, &mouse_pos );
 
-        window->State.MouseX = mouse_pos.x ;
-        window->State.MouseY = mouse_pos.y ;
+        window->State.MouseX = mouse_pos.x;
+        window->State.MouseY = mouse_pos.y;
 
         /*
          * Convert the Win32 keystroke codes to GLUTtish way
@@ -1565,47 +1587,44 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
 
         switch( wParam )
         {
-            /*
-             * Most of the special characters can be handled automagically...
-             */
-            KEY( VK_F1,     GLUT_KEY_F1        ); KEY( VK_F2,     GLUT_KEY_F2        );
-            KEY( VK_F3,     GLUT_KEY_F3        ); KEY( VK_F4,     GLUT_KEY_F4        );
-            KEY( VK_F5,     GLUT_KEY_F5        ); KEY( VK_F6,     GLUT_KEY_F6        );
-            KEY( VK_F7,     GLUT_KEY_F7        ); KEY( VK_F8,     GLUT_KEY_F8        );
-            KEY( VK_F9,     GLUT_KEY_F9        ); KEY( VK_F10,    GLUT_KEY_F10       );
-            KEY( VK_F11,    GLUT_KEY_F11       ); KEY( VK_F12,    GLUT_KEY_F12       );
-            KEY( VK_PRIOR,  GLUT_KEY_PAGE_UP   ); KEY( VK_NEXT,   GLUT_KEY_PAGE_DOWN );
-            KEY( VK_HOME,   GLUT_KEY_HOME      ); KEY( VK_END,    GLUT_KEY_END       );
-            KEY( VK_LEFT,   GLUT_KEY_LEFT      ); KEY( VK_UP,     GLUT_KEY_UP        );
-            KEY( VK_RIGHT,  GLUT_KEY_RIGHT     ); KEY( VK_DOWN,   GLUT_KEY_DOWN      );
+            KEY( VK_F1,     GLUT_KEY_F1        );
+            KEY( VK_F2,     GLUT_KEY_F2        );
+            KEY( VK_F3,     GLUT_KEY_F3        );
+            KEY( VK_F4,     GLUT_KEY_F4        );
+            KEY( VK_F5,     GLUT_KEY_F5        );
+            KEY( VK_F6,     GLUT_KEY_F6        );
+            KEY( VK_F7,     GLUT_KEY_F7        );
+            KEY( VK_F8,     GLUT_KEY_F8        );
+            KEY( VK_F9,     GLUT_KEY_F9        );
+            KEY( VK_F10,    GLUT_KEY_F10       );
+            KEY( VK_F11,    GLUT_KEY_F11       );
+            KEY( VK_F12,    GLUT_KEY_F12       );
+            KEY( VK_PRIOR,  GLUT_KEY_PAGE_UP   );
+            KEY( VK_NEXT,   GLUT_KEY_PAGE_DOWN );
+            KEY( VK_HOME,   GLUT_KEY_HOME      );
+            KEY( VK_END,    GLUT_KEY_END       );
+            KEY( VK_LEFT,   GLUT_KEY_LEFT      );
+            KEY( VK_UP,     GLUT_KEY_UP        );
+            KEY( VK_RIGHT,  GLUT_KEY_RIGHT     );
+            KEY( VK_DOWN,   GLUT_KEY_DOWN      );
             KEY( VK_INSERT, GLUT_KEY_INSERT    );
 
+        case VK_DELETE:
             /*
-             * ...yet there is a small exception we need to have handled...
+             * The delete key should be treated as an ASCII keypress:
              */
-            case VK_DELETE:
-                /*
-                 * The delete key should be treated as an ASCII keypress:
-                 */
-                if( window->Callbacks.Keyboard != NULL )
-                    window->Callbacks.Keyboard( 127, window->State.MouseX, window->State.MouseY );
+            INVOKE_WCB( *window, Keyboard,
+                        ( 127, window->State.MouseX, window->State.MouseY )
+            );
         }
 
-        /*
-         * Execute the special callback, if present, given the conversion was a success:
-         */
-        if( (keypress != -1) && (window->Callbacks.Special != NULL) )
-        {
-            /*
-             * Have the special callback executed:
-             */
-            window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY );
-        }
+        if( keypress != -1 )
+            INVOKE_WCB( *window, Special,
+                        ( keypress,
+                          window->State.MouseX, window->State.MouseY )
+            );
 
-        /*
-         * Thrash the modifiers register now
-         */
-        window->State.Modifiers = 0xffffffff;
+        fgState.Modifiers = 0xffffffff;
     }
     break;
 
@@ -1613,174 +1632,214 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
     case WM_KEYUP:
     {
         int keypress = -1;
-        POINT mouse_pos ;
-
-        /*
-         * Set the current window
-         */
-        fgSetWindow( window );
+        POINT mouse_pos;
 
         /*
          * Remember the current modifiers state. This is done here in order 
          * to make sure the VK_DELETE keyboard callback is executed properly.
          */
-        window->State.Modifiers = 
-            ( ( (GetKeyState( VK_LSHIFT   ) < 0 ) || ( GetKeyState( VK_RSHIFT   ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
-            ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL  : 0 ) |
-            ( ( (GetKeyState( VK_LMENU    ) < 0 ) || ( GetKeyState( VK_RMENU    ) < 0 )) ? GLUT_ACTIVE_ALT   : 0 );
+        fgState.Modifiers = fgGetWin32Modifiers( );
 
-        /*
-         * Set the mouse position
-         */
-        GetCursorPos ( &mouse_pos ) ;
-        ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
+        GetCursorPos( &mouse_pos );
+        ScreenToClient( window->Window.Handle, &mouse_pos );
 
-        window->State.MouseX = mouse_pos.x ;
-        window->State.MouseY = mouse_pos.y ;
+        window->State.MouseX = mouse_pos.x;
+        window->State.MouseY = mouse_pos.y;
 
         /*
-         * Convert the Win32 keystroke codes to GLUTtish way.  "KEY(a,b)" was defined under "WM_KEYDOWN"
+         * Convert the Win32 keystroke codes to GLUTtish way.
+         * "KEY(a,b)" was defined under "WM_KEYDOWN"
          */
 
         switch( wParam )
         {
-          /*
-           * Most of the special characters can be handled automagically...
-           */
-          KEY( VK_F1,     GLUT_KEY_F1        ); KEY( VK_F2,     GLUT_KEY_F2        );
-          KEY( VK_F3,     GLUT_KEY_F3        ); KEY( VK_F4,     GLUT_KEY_F4        );
-          KEY( VK_F5,     GLUT_KEY_F5        ); KEY( VK_F6,     GLUT_KEY_F6        );
-          KEY( VK_F7,     GLUT_KEY_F7        ); KEY( VK_F8,     GLUT_KEY_F8        );
-          KEY( VK_F9,     GLUT_KEY_F9        ); KEY( VK_F10,    GLUT_KEY_F10       );
-          KEY( VK_F11,    GLUT_KEY_F11       ); KEY( VK_F12,    GLUT_KEY_F12       );
-          KEY( VK_PRIOR,  GLUT_KEY_PAGE_UP   ); KEY( VK_NEXT,   GLUT_KEY_PAGE_DOWN );
-          KEY( VK_HOME,   GLUT_KEY_HOME      ); KEY( VK_END,    GLUT_KEY_END       );
-          KEY( VK_LEFT,   GLUT_KEY_LEFT      ); KEY( VK_UP,     GLUT_KEY_UP        );
-          KEY( VK_RIGHT,  GLUT_KEY_RIGHT     ); KEY( VK_DOWN,   GLUT_KEY_DOWN      );
-          KEY( VK_INSERT, GLUT_KEY_INSERT    );
+            KEY( VK_F1,     GLUT_KEY_F1        );
+            KEY( VK_F2,     GLUT_KEY_F2        );
+            KEY( VK_F3,     GLUT_KEY_F3        );
+            KEY( VK_F4,     GLUT_KEY_F4        );
+            KEY( VK_F5,     GLUT_KEY_F5        );
+            KEY( VK_F6,     GLUT_KEY_F6        );
+            KEY( VK_F7,     GLUT_KEY_F7        );
+            KEY( VK_F8,     GLUT_KEY_F8        );
+            KEY( VK_F9,     GLUT_KEY_F9        );
+            KEY( VK_F10,    GLUT_KEY_F10       );
+            KEY( VK_F11,    GLUT_KEY_F11       );
+            KEY( VK_F12,    GLUT_KEY_F12       );
+            KEY( VK_PRIOR,  GLUT_KEY_PAGE_UP   );
+            KEY( VK_NEXT,   GLUT_KEY_PAGE_DOWN );
+            KEY( VK_HOME,   GLUT_KEY_HOME      );
+            KEY( VK_END,    GLUT_KEY_END       );
+            KEY( VK_LEFT,   GLUT_KEY_LEFT      );
+            KEY( VK_UP,     GLUT_KEY_UP        );
+            KEY( VK_RIGHT,  GLUT_KEY_RIGHT     );
+            KEY( VK_DOWN,   GLUT_KEY_DOWN      );
+            KEY( VK_INSERT, GLUT_KEY_INSERT    );
 
-          /*
-           * ...yet there is a small exception we need to have handled...
-           */
           case VK_DELETE:
-            /*
-             * The delete key should be treated as an ASCII keypress:
-             */
-            if( window->Callbacks.KeyboardUp != NULL )
-                window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
-
-            break ;
-          default:
-            {
               /*
-               * Call the KeyboardUp callback for a regular character if there is one.
+               * The delete key should be treated as an ASCII keypress:
                */
-              BYTE state[ 256 ];
-              WORD code[ 2 ];
-
-              GetKeyboardState(state);
+              INVOKE_WCB( *window, KeyboardUp,
+                          ( 127, window->State.MouseX, window->State.MouseY )
+              );
+              break;
 
-              if ( ToAscii( wParam, 0, state, code, 0 ) == 1 )
+        default:
+        {
+            BYTE state[ 256 ];
+            WORD code[ 2 ];
+            
+            GetKeyboardState( state );
+            
+            if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
                 wParam=code[ 0 ];
 
-              if( window->Callbacks.KeyboardUp != NULL )
-                window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY );
-            }
+            INVOKE_WCB( *window, KeyboardUp,
+                        ( (char)wParam,
+                          window->State.MouseX, window->State.MouseY )
+            );
         }
-
-        /*
-         * Execute the special callback, if present, given the conversion was a success:
-         */
-        if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) )
-        {
-            /*
-             * Have the special callback executed:
-             */
-            window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
         }
 
-        /*
-         * Thrash the modifiers register now
-         */
-        window->State.Modifiers = 0xffffffff;
+        if( keypress != -1 )
+            INVOKE_WCB( *window, SpecialUp,
+                        ( keypress,
+                          window->State.MouseX, window->State.MouseY )
+            );
+
+        fgState.Modifiers = 0xffffffff;
     }
     break;
 
     case WM_SYSCHAR:
     case WM_CHAR:
     {
-        /*
-         * Ignore the automatic key repetition if needed:
-         */
         if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
             break;
 
+        fgState.Modifiers = fgGetWin32Modifiers( );
+        INVOKE_WCB( *window, Keyboard,
+                    ( (char)wParam,
+                      window->State.MouseX, window->State.MouseY )
+        );
+        fgState.Modifiers = 0xffffffff;
+    }
+    break;
+
+    case WM_CAPTURECHANGED:
+        /* User has finished resizing the window, force a redraw */
+        INVOKE_WCB( *window, Display, ( ) );
+
+        /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
+        break;
+
         /*
-         * Clear to go with the keyboard callback, if registered:
+         * Other messages that I have seen and which are not handled already
          */
-        if( window->Callbacks.Keyboard != NULL )
+    case WM_SETTEXT:  /* 0x000c */
+        lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+        /* Pass it on to "DefWindowProc" to set the window text */
+        break;
+
+    case WM_GETTEXT:  /* 0x000d */
+        /* Ideally we would copy the title of the window into "lParam" */
+        /* strncpy ( (char *)lParam, "Window Title", wParam );
+           lRet = ( wParam > 12 ) ? 12 : wParam;  */
+        /* the number of characters copied */
+        lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+        break;
+
+    case WM_GETTEXTLENGTH:  /* 0x000e */
+        /* Ideally we would get the length of the title of the window */
+        lRet = 12;
+        /* the number of characters in "Window Title\0" (see above) */
+        break;
+
+    case WM_ERASEBKGND:  /* 0x0014 */
+        lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+        break;
+
+    case WM_SYNCPAINT:  /* 0x0088 */
+        /* Another window has moved, need to update this one */
+        window->State.Redisplay = GL_TRUE;
+        lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+        /* Help screen says this message must be passed to "DefWindowProc" */
+        break;
+
+    case WM_NCPAINT:  /* 0x0085 */
+      /* Need to update the border of this window */
+        lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+        /* Pass it on to "DefWindowProc" to repaint a standard border */
+        break;
+
+    case WM_SYSCOMMAND :  /* 0x0112 */
         {
-            /*
-             * Remember the current modifiers state
-             */
-            window->State.Modifiers = 
-                ( ( (GetKeyState( VK_LSHIFT   ) < 0 ) || ( GetKeyState( VK_RSHIFT   ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) |
-                ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL  : 0 ) |
-                ( ( (GetKeyState( VK_LMENU    ) < 0 ) || ( GetKeyState( VK_RMENU    ) < 0 )) ? GLUT_ACTIVE_ALT   : 0 );
+          /*
+           * We have received a system command message.  Try to act on it.
+           * The commands are passed in through the "lParam" parameter:
+           * Clicking on a corner to resize the window gives a "F004" message
+           * but this is not defined in my header file.
+           */
+            switch ( lParam )
+            {
+            case SC_SIZE       :
+                break ;
 
-            /*
-             * Have the special callback executed:
-             */
-            window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
+            case SC_MOVE       :
+                break ;
 
-            /*
-             * Thrash the modifiers register now
-             */
-            window->State.Modifiers = 0xffffffff;
+            case SC_MINIMIZE   :
+                /* User has clicked on the "-" to minimize the window */
+                /* Turn off the visibility */
+                window->State.Visible = GL_FALSE ;
+
+                break ;
+
+            case SC_MAXIMIZE   :
+                break ;
+
+            case SC_NEXTWINDOW :
+                break ;
+
+            case SC_PREVWINDOW :
+                break ;
+
+            case SC_CLOSE      :
+                /* Followed very closely by a WM_CLOSE message */
+                break ;
+
+            case SC_VSCROLL    :
+                break ;
+
+            case SC_HSCROLL    :
+                break ;
+
+            case SC_MOUSEMENU  :
+                break ;
+
+            case SC_KEYMENU    :
+                break ;
+
+            case SC_ARRANGE    :
+                break ;
+
+            case SC_RESTORE    :
+                break ;
+
+            case SC_TASKLIST   :
+                break ;
+
+            case SC_SCREENSAVE :
+                break ;
+
+            case SC_HOTKEY     :
+                break ;
+            }
         }
-    }
-    break;
 
-    case WM_CAPTURECHANGED :  /* User has finished resizing the window, force a redraw */
-      if ( window->Callbacks.Display )
-        window->Callbacks.Display () ;
-
-/*      lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
-      break ;
-
-      /*
-       * 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 ;
-
-    case WM_GETTEXT :  /* 0x000d */
-      /* Ideally we would copy the title of the window into "lParam" */
-/*      strncpy ( (char *)lParam, "Window Title", wParam ) ;
-      lRet = ( wParam > 12 ) ? 12 : wParam ;  */ /* the number of characters copied */
-      lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
-      break ;
-
-    case WM_GETTEXTLENGTH :  /* 0x000e */
-      /* Ideally we would get the length of the title of the window */
-      lRet = 12 ;  /* the number of characters in "Window Title\0" (see above) */
-      break ;
-
-    case WM_ERASEBKGND :  /* 0x0014 */
-      lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
-      break ;
-
-    case WM_SYNCPAINT :  /* 0x0088 */
-      /* Another window has moved, need to update this one */
-      window->State.Redisplay = TRUE ;
-      lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );  /* Help screen says this message must be passed to "DefWindowProc" */
-      break ;
-
-    case WM_NCPAINT :  /* 0x0085 */
-      /* Need to update the border of this window */
-      lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );  /* Pass it on to "DefWindowProc" to repaint a standard border */
-      break ;
+        /* We need to pass the message on to the operating system as well */
+        lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+        break;
 
     default:
         /*
@@ -1790,7 +1849,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
         break;
     }
 
-    return( lRet );
+    return lRet;
 }
 #endif