#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>
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/*
- * Calls a window's redraw method. This is used when
- * a redraw is forced by the incoming window messages.
- *
- * XXX We can/should make a "unified" window handle type so that
- * XXX the function headers don't need this silly #ifdef junk.
- * XXX Make the type, say, {fgWindow}. On UNIX_X11, this is
- * XXX {Window}. On WIN32, it is {HWND}. Then do the #ifdef
- * XXX junk *once* in "freeglut_internal.h".
+ * 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 )
{
+ SFG_Window *current_window = fgStructure.Window;
+
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
- freeglut_return_if_fail( window->Callbacks.Display != NULL );
- freeglut_return_if_fail( window->State.Visible == TRUE );
- fgSetWindow( window );
- window->State.Redisplay = FALSE;
- window->Callbacks.Display();
-}
-/*
- * 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 )
+
+ XResizeWindow( fgDisplay.Display, window->Window.Handle,
+ width, height );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+
#elif TARGET_HOST_WIN32
- ( HWND handle, int width, int height )
-#endif
-{
- SFG_Window *current_window = fgStructure.Window ;
- SFG_Window* window = fgWindowByHandle( handle );
- freeglut_return_if_fail( window != NULL );
+ {
+ RECT rect;
- fgSetWindow( window );
- if( window->Callbacks.Reshape != NULL )
- window->Callbacks.Reshape( width, height );
+ /*
+ * For windowed mode, get the current position of the
+ * window and resize taking the size of the frame
+ * decorations into account.
+ */
+
+ GetWindowRect( window->Window.Handle, &rect );
+ rect.right = rect.left + width;
+ rect.bottom = rect.top + height;
+
+ if ( window->Parent == NULL )
+ {
+ 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 );
+ }
+
+ /*
+ * SWP_NOACTIVATE Do not activate the window
+ * SWP_NOOWNERZORDER Do not change position in z-order
+ * SWP_NOSENDCHANGING Supress WM_WINDOWPOSCHANGING message
+ * SWP_NOZORDER Retains the current Z order (ignore 2nd param)
+ */
+
+ SetWindowPos( window->Window.Handle,
+ HWND_TOP,
+ rect.left,
+ rect.top,
+ rect.right - rect.left,
+ rect.bottom - rect.top,
+ SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
+ SWP_NOZORDER
+ );
+ }
+
+ /*
+ * XXX Should update {window->State.OldWidth, window->State.OldHeight}
+ * XXX to keep in lockstep with UNIX_X11 code.
+ */
+ if( FETCH_WCB( *window, Reshape ) )
+ INVOKE_WCB( *window, Reshape, ( width, height ) );
else
+ {
+ fgSetWindow( window );
glViewport( 0, 0, width, height );
+ }
+
+#endif
/*
* Force a window redraw. In Windows at least this is only a partial
* 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 ) ;
+ 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
- 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 )
{
- SFG_Window *current_window = fgStructure.Window ;
+ SFG_Window *current_window = fgStructure.Window;
fgSetWindow( window );
- window->State.Redisplay = FALSE;
- window->Callbacks.Display();
- fgSetWindow( current_window ) ;
+
+ fghReshapeWindowByHandle(
+ window->Window.Handle,
+ window->State.Width,
+ window->State.Height
+ );
+
+ window->State.NeedToResize = GL_FALSE;
+ fgSetWindow( current_window );
}
-#elif TARGET_HOST_WIN32
+ INVOKE_WCB( *window, Display, ( ) );
+}
+/*
+ * 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 ;
+ 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
);
- window->State.NeedToResize = FALSE;
- fgSetWindow ( current_window ) ;
+ window->State.NeedToResize = GL_FALSE;
+ fgSetWindow ( current_window );
}
- if( (window->Callbacks.Display != NULL) &&
- (window->State.Redisplay == TRUE) &&
- (window->State.Visible == TRUE) )
+ if( window->State.Redisplay &&
+ window->State.Visible )
{
- window->State.Redisplay = FALSE;
+ window->State.Redisplay = GL_FALSE;
+
+#if TARGET_HOST_UNIX_X11
+ {
+ SFG_Window *current_window = fgStructure.Window;
- RedrawWindow(
+ 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
+ }
fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
}
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
+ enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbDisplayWindow, &enumerator );
static void fghcbCheckJoystickPolls( SFG_Window *window,
SFG_Enumerator *enumerator )
{
- long int checkTime = fgElapsedTime();
+ long int checkTime = fgElapsedTime( );
if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
checkTime )
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
+ enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
*/
static void fghCheckTimers( void )
{
- long checkTime = fgElapsedTime();
- SFG_Timer *timer, *next;
- SFG_List timedOut;
-
- fgListInit(&timedOut);
+ long checkTime = fgElapsedTime( );
- for( timer = (SFG_Timer *)fgState.Timers.First;
- timer;
- timer = (SFG_Timer *)next )
+ while( fgState.Timers.First )
{
- next = (SFG_Timer *)timer->Node.Next;
+ SFG_Timer *timer = fgState.Timers.First;
- if( timer->TriggerTime <= checkTime )
- {
- fgListRemove( &fgState.Timers, &timer->Node );
- fgListAppend( &timedOut, &timer->Node );
- }
- }
+ if( timer->TriggerTime > checkTime )
+ break;
- /*
- * Now feel free to execute all the hooked and timed out timer callbacks
- * And delete the timed out timers...
- */
- while ( (timer = (SFG_Timer *)timedOut.First) )
- {
- if( timer->Callback != NULL )
- timer->Callback( timer->ID );
- fgListRemove( &timedOut, &timer->Node );
- free( timer );
+ fgListRemove( &fgState.Timers, &timer->Node );
+ fgListAppend( &fgState.FreeTimers, &timer->Node );
+
+ timer->Callback( timer->ID );
}
}
-
/*
* Elapsed Time
*/
long fgElapsedTime( void )
{
+ if ( fgState.Time.Set )
+ {
#if TARGET_HOST_UNIX_X11
- struct timeval now;
- long elapsed;
-
- gettimeofday( &now, NULL );
-
- elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
- elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
-
- return( elapsed );
+ struct timeval now;
+ long elapsed;
+
+ gettimeofday( &now, NULL );
+
+ elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
+ elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
+
+ return elapsed;
+#elif TARGET_HOST_WIN32
+ return timeGetTime() - fgState.Time.Value;
+#endif
+ }
+ else
+ {
+#if TARGET_HOST_UNIX_X11
+ gettimeofday( &fgState.Time.Value, NULL );
#elif TARGET_HOST_WIN32
- return (timeGetTime() - fgState.Time.Value);
+ fgState.Time.Value = timeGetTime ();
#endif
+ fgState.Time.Set = GL_TRUE ;
+
+ return 0 ;
+ }
}
/*
va_end( ap );
+ if ( fgState.Initialised )
+ fgDeinitialize ();
+
exit( 1 );
}
* Indicates whether Joystick events are being used by ANY window.
*
* The current mechanism is to walk all of the windows and ask if
- * there is a joystick callback. Certainly in some cases, maybe
- * in all cases, the joystick is attached to the system and accessed
- * from ONE point by GLUT/freeglut, so this is not the right way,
- * in general, to do this. However, the Joystick code is segregated
- * in its own little world, so we can't access the information that
- * we need in order to do that nicely.
- *
- * Some alternatives:
- * * Store Joystick data into freeglut global state.
- * * Provide NON-static functions or data from Joystick *.c file.
+ * there is a joystick callback. We have a short-circuit early
+ * return if we find any joystick handler registered.
*
- * Basically, the RIGHT way to do this requires knowing something
- * about the Joystick. Right now, the Joystick code is behind
- * an opaque wall.
+ * The real way to do this is to make use of the glutTimer() API
+ * to more cleanly re-implement the joystick API. Then, this code
+ * and all other "joystick timer" code can be yanked.
*
*/
static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
{
- if( w->Callbacks.Joystick )
+ if( FETCH_WCB( *w, Joystick ) )
{
- e->found = TRUE;
+ e->found = GL_TRUE;
e->data = w;
}
fgEnumSubWindows( w, fgCheckJoystickCallback, e );
static int fgHaveJoystick( void )
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
+ enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fgCheckJoystickCallback, &enumerator );
return !!enumerator.data;
{
if( w->State.Redisplay )
{
- e->found = TRUE;
+ e->found = GL_TRUE;
e->data = w;
}
fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
static int fgHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
- enumerator.found = FALSE;
+ enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
return !!enumerator.data;
}
/*
- * Indicates whether there are any outstanding timers.
- */
-static int fgHaveTimers( void )
-{
- return !!fgState.Timers.First;
-}
-/*
* Returns the number of GLUT ticks (milliseconds) till the next timer event.
*/
static long fgNextTimer( void )
{
- long now = fgElapsedTime();
long ret = INT_MAX;
- SFG_Timer *timer;
+ SFG_Timer *timer = fgState.Timers.First;
- for( timer = (SFG_Timer *)fgState.Timers.First;
- timer;
- timer = (SFG_Timer *)timer->Node.Next )
- ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
+ if( timer )
+ ret = timer->TriggerTime - fgElapsedTime();
+ if( ret < 0 )
+ ret = 0;
return ret;
}
*/
static void fgSleepForEvents( void )
{
-#if TARGET_HOST_UNIX_X11
- fd_set fdset;
- int err;
- int socket;
- struct timeval wait;
- long msec;
-
- if( fgState.IdleCallback ||
- fgHavePendingRedisplays() )
+ long msec;
+
+ if( fgState.IdleCallback || fgHavePendingRedisplays( ) )
return;
- socket = ConnectionNumber( fgDisplay.Display );
- FD_ZERO( &fdset );
- FD_SET( socket, &fdset );
-
- msec = fgNextTimer();
- if( fgHaveJoystick() )
- msec = MIN( msec, 10 );
-
- wait.tv_sec = msec / 1000;
- wait.tv_usec = (msec % 1000) * 1000;
- err = select( socket+1, &fdset, NULL, NULL, &wait );
- if( -1 == err )
- printf( "freeglut select() error: %d\n", errno );
-
+ msec = fgNextTimer( );
+ if( fgHaveJoystick( ) ) /* XXX Use GLUT timers for joysticks... */
+ msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */
+
+#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
}
/*
* Returns GLUT modifier mask for an XEvent.
*/
-int fgGetXModifiers(XEvent *event)
+int fgGetXModifiers( XEvent *event )
{
int ret = 0;
switch( event.type )
{
- case DestroyNotify:
- /*
- * This is sent to confirm the XDestroyWindow call.
- * XXX WHY is this commented out? Should we re-enable it?
- */
- /* fgAddToWindowDestroyList ( window, FALSE ); */
- break;
-
case ClientMessage:
/*
* Destroy the window when the WM_DELETE_WINDOW message arrives
{
GETWINDOW( xclient );
- fgCloseWindow ( window ) ;
- fgAddToWindowDestroyList ( window, FALSE );
+ fgDestroyWindow ( window );
+
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
+
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ return;
}
break;
- case MapNotify:
- case UnmapNotify:
/*
- * If we never do anything with this, can we just not ask to
- * get these messages?
+ * 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 DestroyNotify:
+ /*
+ * This is sent to confirm the XDestroyWindow call.
+ *
+ * XXX WHY is this commented out? Should we re-enable it?
+ */
+ /* fgAddToWindowDestroyList ( window ); */
break;
case Expose:
/*
* We are too dumb to process partial exposes...
+ *
* XXX Well, we could do it. However, it seems to only
* XXX be potentially useful for single-buffered (since
* XXX double-buffered does not respect viewport when we
* XXX do a buffer-swap).
+ *
*/
if( event.xexpose.count == 0 )
- fghRedrawWindowByHandle( event.xexpose.window );
+ {
+ GETWINDOW( xexpose );
+ fgSetWindow( window );
+ glutPostRedisplay( );
+ }
break;
+ case MapNotify:
+ case UnmapNotify:
/*
- * 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.
- *
- * XXX NOTE that it is possible that you will more than one Reshape
- * XXX event for your top-level window, but something like this
- * XXX appears to be required for compatbility.
- *
- * GLUT presumably does this because it generally tries to treat
- * sub-windows the same as windows.
+ * If we never do anything with this, can we just not ask to
+ * get these messages?
*/
- case CreateNotify:
- case ConfigureNotify:
- fghReshapeWindowByHandle(
- event.xconfigure.window,
- event.xconfigure.width,
- event.xconfigure.height
- );
break;
case MappingNotify:
case VisibilityNotify:
{
GETWINDOW( xvisibility );
- if( window->Callbacks.WindowStatus == NULL )
+ /*
+ * XXX INVOKE_WCB() does this check for us.
+ */
+ if( ! FETCH_WCB( *window, WindowStatus ) )
break;
fgSetWindow( window );
switch( event.xvisibility.state )
{
case VisibilityUnobscured:
- window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
- window->State.Visible = TRUE;
+ INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
+ window->State.Visible = GL_TRUE;
break;
case VisibilityPartiallyObscured:
- window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
- window->State.Visible = TRUE;
+ INVOKE_WCB( *window, WindowStatus,
+ ( GLUT_PARTIALLY_RETAINED ) );
+ window->State.Visible = GL_TRUE;
break;
case VisibilityFullyObscured:
- window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
- window->State.Visible = FALSE;
+ INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
+ window->State.Visible = GL_FALSE;
break;
default:
break;
case EnterNotify:
- {
- GETWINDOW( xcrossing );
- GETMOUSE( xcrossing );
- if( window->Callbacks.Entry )
- {
- fgSetWindow( window ) ;
- window->Callbacks.Entry( GLUT_ENTERED );
- }
- }
- break;
-
case LeaveNotify:
- {
GETWINDOW( xcrossing );
GETMOUSE( xcrossing );
- if( window->Callbacks.Entry )
- {
- fgSetWindow( window ) ;
- window->Callbacks.Entry( GLUT_LEFT );
- }
- }
- break;
+ INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ?
+ GLUT_ENTERED :
+ GLUT_LEFT ) );
+ break;
case MotionNotify:
{
window->ActiveMenu->Window->State.MouseY =
event.xmotion.y_root - window->ActiveMenu->Y;
}
- window->ActiveMenu->Window->State.Redisplay = TRUE ;
- fgSetWindow( window->ActiveMenu->ParentWindow ) ;
+ window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
+ fgSetWindow( window->ActiveMenu->ParentWindow );
break;
}
/*
* XXX For more than 5 buttons, just check {event.xmotion.state},
- * XXX rather than a host of bit-masks?
+ * XXX rather than a host of bit-masks? Or maybe we need to
+ * XXX track ButtonPress/ButtonRelease events in our own
+ * XXX bit-mask?
*/
- 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 )
- {
- fgSetWindow ( window ) ;
- window->Callbacks.Motion( event.xmotion.x,
- event.xmotion.y );
- }
- }
- else if( window->Callbacks.Passive )
- {
- fgSetWindow ( window ) ;
- window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
- }
+#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;
case ButtonRelease:
case ButtonPress:
{
- GLboolean pressed = TRUE;
+ GLboolean pressed = GL_TRUE;
int button;
if( event.type == ButtonRelease )
- pressed = FALSE ;
+ pressed = GL_FALSE ;
/*
* A mouse button has been pressed or released. Traditionally,
button = event.xbutton.button - 1;
/*
+ * XXX This comment is replicated in the WIN32 section and
+ * XXX maybe also in the menu code. Can we move the info
+ * XXX to one central place and *reference* it from here?
+ *
* Do not execute the application's mouse callback if a menu
* is hooked to this button. In that case an appropriate
* private call should be generated.
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 ) == TRUE )
+ window->ActiveMenu ) )
{
/*
* Save the current window and menu and set the current
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 );
-
- window->State.Redisplay = TRUE;
+
+ /*
+ * XXX Why does an active menu require a redisplay at
+ * XXX this point? If this can come out cleanly, then
+ * XXX it probably should do so; if not, a comment should
+ * XXX explain it.
+ */
+ window->State.Redisplay = GL_TRUE;
break;
}
* No active menu, let's check whether we need to activate one.
*/
if( ( 0 <= button ) &&
- ( 2 >= button ) &&
+ ( FREEGLUT_MAX_MENUS > button ) &&
( window->Menu[ button ] ) &&
pressed )
{
- window->State.Redisplay = TRUE;
+ /*
+ * XXX Posting a requisite Redisplay seems bogus.
+ */
+ window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
break;
* Check if there is a mouse or mouse wheel callback hooked to the
* window
*/
- if( ( window->Callbacks.Mouse == NULL ) &&
- ( window->Callbacks.MouseWheel == NULL ) )
+ if( ! FETCH_WCB( *window, Mouse ) &&
+ ! FETCH_WCB( *window, MouseWheel ) )
break;
- fgSetWindow( window );
-
- /*
- * XXX Why don't we use {window}? Other code here does...
- */
- fgStructure.Window->State.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fgGetXModifiers( &event );
/*
* Finally execute the mouse or mouse wheel callback
*
- * XXX Use a symbolic constant, *not* "4"!
+ * XXX Use a symbolic constant, *not* "4"! ("3, sire!")
*/
- if( ( button < 4 ) || ( !( window->Callbacks.MouseWheel ) ) )
- {
- if( window->Callbacks.Mouse )
- fgStructure.Window->Callbacks.Mouse(
- button,
- event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
- event.xbutton.x,
- event.xbutton.y
- );
- }
+ if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
+ INVOKE_WCB( *window, Mouse, ( button,
+ pressed ? GLUT_DOWN : GLUT_UP,
+ event.xbutton.x,
+ event.xbutton.y )
+ );
else
{
- if( ( button >= 4 ) && window->Callbacks.MouseWheel )
- {
- /*
- * 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).
- */
- int wheel_number = (button - 4) / 2;
- int direction = (button & 1)*2 - 1;
-
- if( ButtonPress )
- fgStructure.Window->Callbacks.MouseWheel(
- wheel_number,
- direction,
- event.xbutton.x,
- event.xbutton.y
- );
- }
+ /*
+ * 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 )
+ );
}
/*
* Trash the modifiers state
*/
- fgStructure.Window->State.Modifiers = 0xffffffff;
- break;
+ fgState.Modifiers = 0xffffffff;
}
+ break;
case KeyRelease:
case KeyPress:
{
- FGCBkeyboard keyboard_cb;
- FGCBspecial special_cb;
+ FGCBKeyboard keyboard_cb;
+ FGCBSpecial special_cb;
GETWINDOW( xkey );
GETMOUSE( xkey );
if( event.type == KeyPress )
{
- keyboard_cb = window->Callbacks.Keyboard;
- special_cb = window->Callbacks.Special;
+ keyboard_cb = FETCH_WCB( *window, Keyboard );
+ special_cb = FETCH_WCB( *window, Special );
}
else
{
- keyboard_cb = window->Callbacks.KeyboardUp;
- special_cb = window->Callbacks.SpecialUp;
+ keyboard_cb = FETCH_WCB( *window, KeyboardUp );
+ special_cb = FETCH_WCB( *window, SpecialUp );
}
/*
* Check for the ASCII/KeySym codes associated with the event:
*/
len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode),
- &keySym, &composeStatus );
+ &keySym, &composeStatus
+ );
/*
* GLUT API tells us to have two separate callbacks...
if( keyboard_cb )
{
fgSetWindow( window );
- window->State.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fgGetXModifiers( &event );
keyboard_cb( asciiCode[ 0 ],
- event.xkey.x, event.xkey.y );
- window->State.Modifiers = 0xffffffff;
+ event.xkey.x, event.xkey.y
+ );
+ fgState.Modifiers = 0xffffffff;
}
}
else
if( special_cb && (special != -1) )
{
fgSetWindow( window );
- window->State.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fgGetXModifiers( &event );
special_cb( special, event.xkey.x, event.xkey.y );
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
}
}
}
break;
+ case ReparentNotify:
+ break; /* XXX Should disable this event */
+
default:
fgWarning ("Unknown X event type: %d", event.type);
break;
while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{
if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
- fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+ {
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ return;
+ }
TranslateMessage( &stMsg );
DispatchMessage( &stMsg );
}
#endif
- fghCheckTimers( );
+ if( fgState.Timers.First )
+ fghCheckTimers( );
fghCheckJoystickPolls( );
fghDisplayAll( );
*/
void FGAPIENTRY glutMainLoop( void )
{
+ int action;
+
#if TARGET_HOST_WIN32
SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif
*/
while( window )
{
- if ( window->Callbacks.Visibility )
+ if ( FETCH_WCB( *window, Visibility ) )
{
SFG_Window *current_window = fgStructure.Window ;
- fgSetWindow( window );
- window->Callbacks.Visibility ( window->State.Visible ) ;
+ INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window );
}
fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
{
- glutMainLoopEvent( );
+ SFG_Window *window;
- if( fgStructure.Windows.First == NULL )
+ glutMainLoopEvent( );
+ /*
+ * Step through the list of windows, seeing if there are any
+ * that are not menus
+ */
+ for( window = ( SFG_Window * )fgStructure.Windows.First;
+ window;
+ window = ( SFG_Window * )window->Node.Next )
+ if ( ! ( window->IsMenu ) )
+ break;
+
+ if( ! window )
fgState.ExecState = GLUT_EXEC_STATE_STOP;
else
{
if( fgState.IdleCallback )
fgState.IdleCallback( );
- fgSleepForEvents();
+ fgSleepForEvents( );
}
}
- {
- fgExecutionState execState = fgState.ActionOnWindowClose;
-
- /*
- * When this loop terminates, destroy the display, state and structure
- * of a freeglut session, so that another glutInit() call can happen
- */
- fgDeinitialize( );
-
- if( execState == GLUT_ACTION_EXIT )
- exit( 0 ) ;
- }
+ /*
+ * When this loop terminates, destroy the display, state and structure
+ * of a freeglut session, so that another glutInit() call can happen
+ *
+ * Save the "ActionOnWindowClose" because "fgDeinitialize" resets it.
+ */
+ action = fgState.ActionOnWindowClose;
+ fgDeinitialize( );
+ if( action == GLUT_ACTION_EXIT )
+ exit( 0 );
}
/*
LONG lRet = 1;
if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
- return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
+ return DefWindowProc( hWnd, uMsg, wParam, lParam );
/* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
uMsg, wParam, lParam ); */
window->Window.Handle = hWnd;
window->Window.Device = GetDC( hWnd );
- if( fgState.BuildingAMenu )
+ if( window->IsMenu )
{
- unsigned int current_DisplayMode = fgState.DisplayMode;
- fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
- fgSetupPixelFormat( window, 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 );
- }
-
- /* window->Window.Context = wglGetCurrentContext () ; */
- window->Window.Context = wglCreateContext( window->Window.Device );
+ 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 );
+ }
+
+ /* window->Window.Context = wglGetCurrentContext (); */
+ window->Window.Context = wglCreateContext( window->Window.Device );
}
else
{
- fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
+ fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
- if( fgState.UseCurrentContext != TRUE )
+ if( ! fgState.UseCurrentContext )
window->Window.Context =
wglCreateContext( window->Window.Device );
else
}
}
- window->State.NeedToResize = TRUE;
+ window->State.NeedToResize = GL_TRUE;
+ window->State.Width = fgState.Size.X;
+ window->State.Height = fgState.Size.Y;
+
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:
/* glutSetCursor( fgStructure.Window->State.Cursor ); */
printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
window->State.Cursor );
-
glutSetCursor( window->State.Cursor );
}
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
-
+ case WM_SETCURSOR:
/* Set the cursor AND change it for this window class. */
#define MAP_CURSOR(a,b) \
case a: \
default:
MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
}
-#endif
else
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
case WM_SHOWWINDOW:
- window->State.Visible = TRUE;
- window->State.Redisplay = TRUE;
+ window->State.Visible = GL_TRUE;
+ window->State.Redisplay = GL_TRUE;
break;
case WM_PAINT:
+ /* Turn on the visibility in case it was turned off somehow */
+ window->State.Visible = GL_TRUE;
BeginPaint( hWnd, &ps );
fghRedrawWindowByHandle( hWnd );
EndPaint( hWnd, &ps );
break;
case WM_CLOSE:
- /*
- * Make sure we don't close a window with current context active
- */
- if( fgStructure.Window == window )
- {
- int used = FALSE ;
- SFG_Window *iter ;
-
- wglMakeCurrent( NULL, NULL );
- /*
- * Step through the list of windows. If the rendering context
- * is not being used by another window, then we delete it.
- */
- for( iter = (SFG_Window *)fgStructure.Windows.First;
- iter;
- iter = (SFG_Window *)iter->Node.Next )
- {
- if( ( iter->Window.Context == window->Window.Context ) &&
- ( iter != window ) )
- used = TRUE;
- }
-
- if( used == FALSE )
- wglDeleteContext( window->Window.Context );
- }
-
- /*
- * Put on a linked list of windows to be removed after all the
- * callbacks have returned
- */
- fgAddToWindowDestroyList( window, FALSE ) ;
- 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:
{
if ( window->ActiveMenu )
{
- window->State.Redisplay = TRUE ;
-
- /*
- * Since the window is a menu, make the parent window current
- */
- fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
-
+ window->State.Redisplay = GL_TRUE;
+ fgSetWindow ( window->ActiveMenu->ParentWindow );
break;
}
- window->State.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
if( ( wParam & MK_LBUTTON ) ||
( wParam & MK_MBUTTON ) ||
( wParam & MK_RBUTTON ) )
- {
- if( window->Callbacks.Motion )
- {
- fgSetWindow( window );
- window->Callbacks.Motion( window->State.MouseX,
- window->State.MouseY );
- }
- }
+ INVOKE_WCB( *window, Motion, ( window->State.MouseX,
+ window->State.MouseY ) );
else
- {
- if( window->Callbacks.Passive )
- {
- fgSetWindow( window );
- window->Callbacks.Passive( window->State.MouseX,
- window->State.MouseY );
- }
- }
+ INVOKE_WCB( *window, Passive, ( window->State.MouseX,
+ window->State.MouseY ) );
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
case WM_MBUTTONUP:
case WM_RBUTTONUP:
{
- GLboolean pressed = TRUE;
+ GLboolean pressed = GL_TRUE;
int button;
window->State.MouseX = LOWORD( lParam );
switch( uMsg )
{
case WM_LBUTTONDOWN:
- pressed = TRUE; button = GLUT_LEFT_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_LEFT_BUTTON;
+ break;
case WM_MBUTTONDOWN:
- pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_MIDDLE_BUTTON;
+ break;
case WM_RBUTTONDOWN:
- pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
+ pressed = GL_TRUE;
+ button = GLUT_RIGHT_BUTTON;
+ break;
case WM_LBUTTONUP:
- pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_LEFT_BUTTON;
+ break;
case WM_MBUTTONUP:
- pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_MIDDLE_BUTTON;
+ break;
case WM_RBUTTONUP:
- pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
+ pressed = GL_FALSE;
+ button = GLUT_RIGHT_BUTTON;
+ break;
default:
- pressed = FALSE; button = -1; break;
+ pressed = GL_FALSE;
+ button = -1;
+ break;
}
if( GetSystemMetrics( SM_SWAPBUTTON ) )
+ {
if( button == GLUT_LEFT_BUTTON )
button = GLUT_RIGHT_BUTTON;
- else if( button == GLUT_RIGHT_BUTTON )
- button = GLUT_LEFT_BUTTON;
+ else
+ if( button == GLUT_RIGHT_BUTTON )
+ button = GLUT_LEFT_BUTTON;
+ }
if( button == -1 )
return DefWindowProc( hWnd, uMsg, lParam, wParam );
/*
+ * 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.
/* Window has an active menu, it absorbs any mouse click */
if( window->ActiveMenu )
{
- /* Inside the menu, invoke the callback and deactivate the menu*/
- if( fgCheckActiveMenu( window, window->ActiveMenu ) == TRUE )
+ /* 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
fgSetWindow( save_window );
fgStructure.Menu = save_menu;
}
- else /* Out of menu, deactivate the menu if it's a downclick */
- {
- if( pressed == TRUE )
- fgDeactivateMenu( window->ActiveMenu->ParentWindow );
- }
/*
* Let's make the window redraw as a result of the mouse
* click and menu activity.
*/
if( ! window->IsMenu )
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
break;
}
- if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+ if( window->Menu[ button ] && pressed )
{
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
break;
}
- if( window->Callbacks.Mouse == NULL )
+ if( ! FETCH_WCB( *window, Mouse ) )
break;
fgSetWindow( window );
- fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
-
- window->Callbacks.Mouse(
- button,
- pressed == TRUE ? GLUT_DOWN : GLUT_UP,
- window->State.MouseX,
- window->State.MouseY
+ fgState.Modifiers = fgGetWin32Modifiers( );
+
+ INVOKE_WCB(
+ *window, Mouse,
+ ( button,
+ pressed ? GLUT_DOWN : GLUT_UP,
+ window->State.MouseX,
+ window->State.MouseY
+ )
);
- fgStructure.Window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
case 0x020a:
/* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
{
- int wheel_number = LOWORD( lParam );
- /* THIS IS SPECULATIVE -- John Fay, 10/2/03 */
- int ticks = HIWORD( lParam ) / 120;
- /* Should be WHEEL_DELTA instead of 120 */
+ /*
+ * XXX THIS IS SPECULATIVE -- John Fay, 10/2/03
+ * XXX Should use WHEEL_DELTA instead of 120
+ */
+ int wheel_number = LOWORD( wParam );
+ short ticks = ( short )HIWORD( wParam ) / 120;
int direction = 1;
if( ticks < 0 )
/* window->State.MouseY = HIWORD( lParam ); */
/* change "lParam" to other parameter */
- if( ( window->Callbacks.MouseWheel == NULL ) &&
- ( window->Callbacks.Mouse == NULL ) )
+ if( ! FETCH_WCB( *window, MouseWheel ) &&
+ ! FETCH_WCB( *window, Mouse ) )
break;
fgSetWindow( window );
- fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
while( ticks-- )
- if( window->Callbacks.MouseWheel )
- window->Callbacks.MouseWheel(
- wheel_number,
- direction,
- window->State.MouseX,
- window->State.MouseY
+ 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 buttons. Sorry.
*/
int button = wheel_number*2 + 4;
- button += (1 + direction)/2;
- window->Callbacks.Mouse( button, GLUT_DOWN,
- window->State.MouseX,
- window->State.MouseY ) ;
- window->Callbacks.Mouse( button, GLUT_UP,
- window->State.MouseX,
- window->State.MouseY ) ;
+ 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 )
+ );
}
- fgStructure.Window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break ;
* 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 = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
GetCursorPos( &mouse_pos );
ScreenToClient( window->Window.Handle, &mouse_pos );
/*
* The delete key should be treated as an ASCII keypress:
*/
- if( window->Callbacks.Keyboard )
- {
- fgSetWindow( window );
- window->Callbacks.Keyboard( 127, window->State.MouseX,
- window->State.MouseY );
- }
+ INVOKE_WCB( *window, Keyboard,
+ ( 127, window->State.MouseX, window->State.MouseY )
+ );
}
- if( ( keypress != -1 ) && window->Callbacks.Special )
- {
- fgSetWindow( window );
- window->Callbacks.Special( keypress, window->State.MouseX,
- window->State.MouseY );
- }
+ if( keypress != -1 )
+ INVOKE_WCB( *window, Special,
+ ( keypress,
+ window->State.MouseX, window->State.MouseY )
+ );
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
case WM_KEYUP:
{
int keypress = -1;
- POINT mouse_pos ;
+ 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 = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
GetCursorPos( &mouse_pos );
ScreenToClient( window->Window.Handle, &mouse_pos );
/*
* The delete key should be treated as an ASCII keypress:
*/
- if( window->Callbacks.KeyboardUp )
- {
- fgSetWindow( window );
- window->Callbacks.KeyboardUp( 127, window->State.MouseX,
- window->State.MouseY );
- }
-
+ INVOKE_WCB( *window, KeyboardUp,
+ ( 127, window->State.MouseX, window->State.MouseY )
+ );
break;
default:
if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
wParam=code[ 0 ];
- if( window->Callbacks.KeyboardUp )
- {
- fgSetWindow( window );
- window->Callbacks.KeyboardUp( (char)wParam,
- window->State.MouseX,
- window->State.MouseY );
- }
+ INVOKE_WCB( *window, KeyboardUp,
+ ( (char)wParam,
+ window->State.MouseX, window->State.MouseY )
+ );
}
}
- if( (keypress != -1) && window->Callbacks.SpecialUp )
- {
- fgSetWindow( window );
- window->Callbacks.SpecialUp( keypress, window->State.MouseX,
- window->State.MouseY );
- }
+ if( keypress != -1 )
+ INVOKE_WCB( *window, SpecialUp,
+ ( keypress,
+ window->State.MouseX, window->State.MouseY )
+ );
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
break;
- if( window->Callbacks.Keyboard )
- {
- fgSetWindow( window );
- window->State.Modifiers = fgGetWin32Modifiers( );
- window->Callbacks.Keyboard( (char)wParam, window->State.MouseX,
- window->State.MouseY );
- window->State.Modifiers = 0xffffffff;
- }
+ 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 */
- if( window->Callbacks.Display )
- {
- fgSetWindow( window );
+ INVOKE_WCB( *window, Display, ( ) );
- window->Callbacks.Display( );
- }
-
- /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
+ /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
break;
/*
case WM_SYNCPAINT: /* 0x0088 */
/* Another window has moved, need to update this one */
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Help screen says this message must be passed to "DefWindowProc" */
break;
/* Pass it on to "DefWindowProc" to repaint a standard border */
break;
+ case WM_SYSCOMMAND : /* 0x0112 */
+ {
+ /*
+ * 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 ;
+
+ case SC_MOVE :
+ break ;
+
+ 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 ;
+ }
+ }
+
+ /* We need to pass the message on to the operating system as well */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
+
default:
/*
* Handle unhandled messages
break;
}
- return lRet ;
+ return lRet;
}
#endif