#include "../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:
*
( HWND handle )
#endif
{
- /*
- * Find the window we have to redraw...
- */
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 );
- /*
- * Set the window as the current one.
- */
fgSetWindow( window );
-
- /*
- * Do not exagerate with the redisplaying
- */
window->State.Redisplay = FALSE;
-
- /*
- * Have the callback executed now. The buffers should
- * be swapped by the glutSwapBuffers() execution inside
- * the callback itself.
- */
-
window->Callbacks.Display();
}
( HWND handle, int width, int height )
#endif
{
- /*
- * Find the window that received the reshape event
- */
+ SFG_Window *current_window = fgStructure.Window ;
+
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
- /*
- * Remember about setting the current window...
- */
fgSetWindow( window );
-
- /*
- * Check if there is a reshape callback hooked
- */
if( window->Callbacks.Reshape != NULL )
- {
- /*
- * OKi, have it called immediately
- */
window->Callbacks.Reshape( width, height );
- }
else
- {
- /*
- * Otherwise just resize the viewport
- */
glViewport( 0, 0, width, height );
- }
/*
- * 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 ;
+
+ if ( window->IsMenu )
+ fgSetWindow ( current_window ) ;
}
/*
static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
{
#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) )
{
- /*
- * OKi, this is the case: have the window set as the current one
- */
- fgSetWindow( window );
+ SFG_Window *current_window = fgStructure.Window ;
- /*
- * Do not exagerate with the redisplaying
- */
+ fgSetWindow( window );
window->State.Redisplay = FALSE;
-
- /*
- * And execute the display callback immediately after
- */
window->Callbacks.Display();
+ fgSetWindow ( current_window ) ;
}
#elif TARGET_HOST_WIN32
- /*
- * Do we need to explicitly resize the window?
- */
if( window->State.NeedToResize )
{
+ SFG_Window *current_window = fgStructure.Window ;
+
fgSetWindow( window );
fghReshapeWindowByHandle(
glutGet( GLUT_WINDOW_HEIGHT )
);
- /*
- * Never ever do that again:
- */
window->State.NeedToResize = 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) )
{
- /*
- * Do not exagerate with the redisplaying
- */
window->State.Redisplay = FALSE;
RedrawWindow(
#endif
- /*
- * Process this window's children (if any)
- */
fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
}
{
SFG_Enumerator enumerator;
- /*
- * Uses a method very similiar for fgWindowByHandle...
- */
enumerator.found = FALSE;
enumerator.data = NULL;
- /*
- * Start the enumeration now:
- */
fgEnumWindows( fghcbDisplayWindow, &enumerator );
}
{
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 );
}
{
SFG_Enumerator enumerator;
- /*
- * Uses a method very similiar for fgWindowByHandle...
- */
enumerator.found = FALSE;
enumerator.data = NULL;
- /*
- * Start the enumeration now:
- */
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
}
/*
* For every timer that is waiting for triggering
*/
- for( timer = fgState.Timers.First; timer; timer = next )
+ for( timer = (SFG_Timer *)fgState.Timers.First;
+ timer;
+ timer = (SFG_Timer *)next )
{
- next = timer->Node.Next;
+ next = (SFG_Timer *)timer->Node.Next;
- /*
- * Check for the timeout:
- */
if( timer->TriggerTime <= checkTime )
{
- /*
- * Add the timer to the timed out timers list
- */
- fgListRemove( &fgState.Timers, &timer->Node );
+ fgListRemove( &fgState.Timers, &timer->Node );
fgListAppend( &timedOut, &timer->Node );
}
}
* Now feel free to execute all the hooked and timed out timer callbacks
* And delete the timed out timers...
*/
- while ( (timer = timedOut.First) )
+ while ( (timer = (SFG_Timer *)timedOut.First) )
{
if( timer->Callback != NULL )
timer->Callback( timer->ID );
- fgListRemove( &timedOut, &timer->Node );
+ fgListRemove( &timedOut, &timer->Node );
free( timer );
}
}
long fgElapsedTime( void )
{
#if TARGET_HOST_UNIX_X11
- struct timeval now;
- long elapsed;
-
- gettimeofday( &now, NULL );
-
- elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
- elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
-
- return( elapsed );
+ 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);
+ return (timeGetTime() - fgState.Time.Value);
#endif
}
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_start( ap, fmt );
- fprintf( stderr, "freeglut: ");
+ fprintf( stderr, "freeglut ");
+ if( fgState.ProgramName )
+ fprintf( stderr, "(%s): ", fgState.ProgramName );
vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" );
}
/*
- * 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. 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.
+ *
+ * Basically, the RIGHT way to do this requires knowing something
+ * about the Joystick. Right now, the Joystick code is behind
+ * an opaque wall.
+ *
*/
-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( w->Callbacks.Joystick )
{
- SFG_Window *temp_win = win->Node.Next ;
- fgDestroyWindow ( win, FALSE ) ;
- win = temp_win ;
+ e->found = TRUE;
+ e->data = w;
}
- }
-
-#if 0
- /* these are pointers to external handles */
-
- __glutWindowListSize = 0;
- __glutStaleWindowList = NULL;
- __glutWindowList = NULL;
- __glutCurrentWindow = NULL;
-
- /* make sure we no longer have a GL context */
-
- if ( wglGetCurrentContext() != NULL )
- {
- wglDeleteContext( wglGetCurrentContext() );
- }
-
- hInstance = GetModuleHandle(NULL);
- UnregisterClass( classname, hInstance );
-
- /* clean up allocated timer memory */
+ fgEnumSubWindows( w, fgCheckJoystickCallback, e );
+}
+static int fgHaveJoystick( void )
+{
+ SFG_Enumerator enumerator;
+ enumerator.found = 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 = TRUE;
+ e->data = w;
+ }
+ fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
+}
+static int fgHavePendingRedisplays (void)
+{
+ SFG_Enumerator enumerator;
+ enumerator.found = 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;
- tList = __glutTimerList;
- i = 0;
+ for( timer = (SFG_Timer *)fgState.Timers.First;
+ timer;
+ timer = (SFG_Timer *)timer->Node.Next )
+ ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
- while ( __glutTimerList )
- {
- i++;
- tList = __glutTimerList;
+ return ret;
+}
+/*
+ * Does the magic required to relinquish the CPU until something interesting
+ * happens.
+ */
+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() )
+ return;
+ socket = ConnectionNumber( fgDisplay.Display );
+ FD_ZERO( &fdset );
+ FD_SET( socket, &fdset );
+
+ msec = fgNextTimer();
+ if( fgHaveJoystick() )
+ msec = MIN( msec, 10 );
- if ( __glutTimerList )
- __glutTimerList = __glutTimerList->next;
+ wait.tv_sec = msec / 1000;
+ wait.tv_usec = (msec % 1000) * 1000;
+ err = select( socket+1, &fdset, NULL, NULL, &wait );
- if ( tList )
- free( tList );
- }
+ if( -1 == err )
+ printf( "freeglut select() error: %d\n", errno );
+
+#elif TARGET_HOST_WIN32
#endif
}
-
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
/*
* 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;
+# 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 ) )
+ while( XPending( fgDisplay.Display ) )
{
- /*
- * Grab the next event to be processed...
- */
XNextEvent( fgDisplay.Display, &event );
- /*
- * Check the event's type
- */
switch( event.type )
{
- case CreateNotify:
- /*
- * The window creation confirmation
- */
- break;
-
case DestroyNotify:
/*
* This is sent to confirm the XDestroyWindow call.
fghRedrawWindowByHandle( event.xexpose.window );
break;
+ /*
+ * CreateNotify causes a configure-event so that sub-windows are
+ * handled compatibly with GLUT.
+ *
+ * NOTE that it is possible that you will more than one Reshape
+ * event for your top-level window, but something like this appears
+ * to be required for compatbility.
+ *
+ * GLUT presumably does this because it generally tries to treat
+ * sub-windows the same as windows.
+ *
+ */
+ case CreateNotify:
case ConfigureNotify:
/*
* The window gets resized
if( window->Callbacks.Entry != NULL )
{
/*
+ * Set the current window
+ */
+ fgSetWindow ( window ) ;
+
+ /*
* Yeah. Notify the window about having the mouse cursor over
*/
window->Callbacks.Entry( GLUT_ENTERED );
if( window->Callbacks.Entry != NULL )
{
/*
+ * Set the current window
+ */
+ fgSetWindow ( window ) ;
+
+ /*
* Yeah. Notify the window about having the mouse cursor over
*/
window->Callbacks.Entry( GLUT_LEFT );
*/
if( window->ActiveMenu != NULL )
{
+ 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 ;
+ }
+
/*
* Let's make the window redraw as a result of the mouse motion.
*/
- window->State.Redisplay = TRUE ;
+ window->ActiveMenu->Window->State.Redisplay = TRUE ;
+
+ /*
+ * Since the window is a menu, make the parent window current
+ */
+ fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
break;
}
/*
* Set the current window
*/
- fgStructure.Window = window ;
+ fgSetWindow ( window ) ;
/*
* Yup. Have it executed immediately
/*
* Set the current window
*/
- fgStructure.Window = window ;
+ fgSetWindow ( window ) ;
/*
* That's right, and there is a passive callback, too.
GETWINDOW( xbutton ); GETMOUSE( xbutton );
/*
- * 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;
- }
-
- /*
- * Skip the unwanted mouse buttons...
- */
- if( button == -1 )
- break;
+ * 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;
/*
* Do not execute the application's mouse callback if a menu is hooked to this button.
*/
if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
{
- 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->ActiveMenu->ParentWindow ) ;
-
- /* 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->ActiveMenu->ParentWindow ) ;
- }
-
- /*
- * Let's make the window redraw as a result of the mouse click and menu activity.
- */
- window->State.Redisplay = TRUE ;
-
- break ;
+ 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 ;
+ }
+
+ if ( fgCheckActiveMenu ( window->ActiveMenu->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 ;
+ 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 /* Outside the 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.
+ */
+ window->State.Redisplay = TRUE ;
+
+ break ;
}
/*
* No active menu, let's check whether we need to activate one.
*/
- if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+ if (( 0 <= button ) && ( 2 >= button ) &&
+ ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
{
/*
* Let's make the window redraw as a result of the mouse click.
}
/*
- * Check if there is a mouse callback hooked to the window
+ * Check if there is a mouse or mouse wheel callback hooked to the window
*/
- if( fgStructure.Window->Callbacks.Mouse == NULL )
+ if ( ( window->Callbacks.Mouse == NULL ) && ( window->Callbacks.MouseWheel == NULL ) )
break;
+
/*
* Set the current window
*/
fgSetWindow ( window );
-
/*
* Remember the current modifiers state
*/
fgStructure.Window->State.Modifiers = modifiers;
/*
- * Finally execute the mouse callback
+ * Finally execute the mouse or mouse wheel callback
*/
- fgStructure.Window->Callbacks.Mouse(
- button,
- event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
- event.xbutton.x,
- event.xbutton.y
- );
+ if ( button < 4 )
+ {
+ fgStructure.Window->Callbacks.Mouse(
+ button,
+ event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
+ event.xbutton.x,
+ event.xbutton.y
+ );
+ }
+ else
+ {
+ if ( window->Callbacks.MouseWheel != NULL )
+ {
+ int wheel_number = button / 2 - 2 ; /* Map 4 and 5 to wheel zero */
+ int direction = 9 - button * 2 ; /* Map 4 to +1 and 5 to -1 */
+
+ fgStructure.Window->Callbacks.MouseWheel(
+ wheel_number,
+ direction,
+ event.xbutton.x,
+ event.xbutton.y
+ );
+ }
+ else
+ {
+ fgStructure.Window->Callbacks.Mouse(
+ button,
+ event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
+ event.xbutton.x,
+ event.xbutton.y
+ );
+ }
+ }
/*
* Trash the modifiers state
/*
* A key has been pressed, find the window that had the focus:
*/
- GETWINDOW( xkey ); GETMOUSE( xkey );
+ GETWINDOW( xkey );
+ GETMOUSE( xkey );
if( event.type == KeyPress )
{
len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
/*
- * Get ready to calling the keyboard/special callbacks
- */
- fgSetWindow( window );
-
- /*
* GLUT API tells us to have two separate callbacks...
*/
if( len > 0 )
if( keyboard_cb != NULL )
{
/*
+ * Set the current window
+ */
+ fgSetWindow( window );
+
+ /*
* Remember the current modifiers state
*/
modifiers = 0;
*/
if( (special_cb != NULL) && (special != -1) )
{
+ fgSetWindow( window );
+
/*
* Remember the current modifiers state
*/
break;
}
}
- else
- {
- /*
- * Have all the timers checked.
- */
- fghCheckTimers();
-
- /*
- * Poll the joystick and notify all windows that want to be notified...
- */
- fghCheckJoystickPolls();
-
- /*
- * No messages in the queue, which means we are idling...
- */
- if( fgState.IdleCallback != NULL )
- fgState.IdleCallback();
-
- /*
- * Remember about displaying all the windows that have
- * been marked for a redisplay (possibly in the idle call):
- */
- fghDisplayAll();
- }
#elif TARGET_HOST_WIN32
MSG stMsg;
- /*
- * The windows processing is considerably smaller
- */
- if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
+ while ( 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 ;
- /*
- * Translate virtual-key messages and send them to the window...
- */
TranslateMessage( &stMsg );
DispatchMessage( &stMsg );
}
- else
- {
- /*
- * Have all the timers checked.
- */
- fghCheckTimers();
-
- /*
- * Poll the joystick and notify all windows that want to be notified...
- */
- fghCheckJoystickPolls();
-
- /*
- * No messages in the queue, which means we are idling...
- */
- if( fgState.IdleCallback != NULL )
- fgState.IdleCallback();
-
- /*
- * Remember about displaying all the windows that have
- * been marked for a redisplay (possibly in the idle call):
- */
- fghDisplayAll();
- }
#endif
- /*
- * If an event caused a window to be closed, do the actual closing here
- */
- fgCloseWindows () ;
+ fghCheckTimers();
+ fghCheckJoystickPolls();
+ fghDisplayAll();
+
+ fgCloseWindows () ;
}
/*
void FGAPIENTRY glutMainLoop( void )
{
#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;
#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
+ * 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 )
+ {
+ SFG_Window *current_window = fgStructure.Window ;
+
+ fgSetWindow( window );
window->Callbacks.Visibility ( window->State.Visible ) ;
+ fgSetWindow( current_window );
+ }
- window = window->Node.Next ;
+ window = (SFG_Window *)window->Node.Next ;
}
#endif
- /*
- * Set freeglut to be running
- */
fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
-
- /*
- * Enter the main loop itself. Inside the loop, process events and check for loop exit.
- */
while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
{
glutMainLoopEvent () ;
- /*
- * If there are no more windows open, stop execution
- */
if ( fgStructure.Windows.First == NULL )
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
- }
+ else
+ {
+ if ( fgState.IdleCallback )
+ fgState.IdleCallback ();
+ fgSleepForEvents();
+ }
+ }
- /*
- * If we got here by the user closing a window or by the application closing down, there may still be windows open.
- */
- fgCleanUpGlutsMess () ;
+ {
+ fgExecutionState execState = fgState.ActionOnWindowClose;
- /*
- * 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();
- /*
- * 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 ) ;
+ }
}
/*
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
- */
switch( uMsg )
{
case WM_CREATE:
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 );
-
- /*
- * Create or get the OpenGL rendering context now
- */
if ( fgState.BuildingAMenu )
{
- /*
- * Setup the pixel format of our window
- */
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 there isn't already an OpenGL rendering context for menu windows, make one
- */
if ( !fgStructure.MenuContext )
{
fgStructure.MenuContext = (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ) ;
}
else
{
- /*
- * Setup the pixel format of our window
- */
fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
if ( fgState.UseCurrentContext == TRUE )
window->Window.Context = wglCreateContext( window->Window.Device );
}
- /*
- * Still, we'll be needing to explicitly resize the window
- */
window->State.NeedToResize = TRUE;
-
- /*
- * Finally, have the window's device context released
- */
ReleaseDC( window->Window.Handle, window->Window.Device );
break;
break;
case WM_SHOWWINDOW:
- /*
- * We are now Visible!
- */
window->State.Visible = TRUE;
window->State.Redisplay = TRUE;
break;
case WM_PAINT:
- /*
- * Start the painting job
- */
-
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;
SFG_Window *iter ;
wglMakeCurrent( NULL, NULL );
- /* Step through the list of windows. If the rendering context is notbeing used
+ /* Step through the list of windows. If the rendering context is not being used
* by another window, then we delete it.
*/
- for ( iter = fgStructure.Windows.First; iter; iter = iter->Node.Next )
+ 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 ;
* 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 );
break;
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 != NULL )
{
+ window->State.Redisplay = TRUE ;
+
/*
- * Let's make the window redraw as a result of the mouse motion.
+ * Since the window is a menu, make the parent window current
*/
- window->State.Redisplay = 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 );
-
- /*
- * Execute the active mouse motion callback now
- */
window->Callbacks.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 );
}
}
- /*
- * Thrash the current modifiers state now
- */
window->State.Modifiers = 0xffffffff;
}
break;
GLboolean pressed = 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;
default: pressed = 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;
- /*
- * Hey, what's up with you?
- */
if( button == -1 )
return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
/* 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 ) ;
+ SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
+ fgSetWindow ( parent_window ) ;
fgStructure.Menu = window->ActiveMenu ;
/* Execute the menu callback */
fgExecuteMenuCallback ( window->ActiveMenu ) ;
- fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
+ fgDeactivateMenu ( parent_window ) ;
/* Restore the current window and menu */
fgSetWindow ( save_window ) ;
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 ;
-
- /*
- * Set the current window
- */
fgSetWindow( window );
-
- /*
- * Activate the appropriate menu structure...
- */
fgActivateMenu( window, button );
break;
}
- /*
- * Check if there is a mouse callback hooked to the window
- */
- if( fgStructure.Window->Callbacks.Mouse == NULL )
+ if( window->Callbacks.Mouse == NULL )
break;
- /*
- * Remember the current modifiers state.
- */
+ fgSetWindow ( window );
+
fgStructure.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 );
- /*
- * Set the current window
- */
- fgSetWindow ( window );
-
- /*
- * Finally execute the mouse callback
- */
- fgStructure.Window->Callbacks.Mouse(
+ window->Callbacks.Mouse(
button,
pressed == TRUE ? GLUT_DOWN : GLUT_UP,
window->State.MouseX,
window->State.MouseY
);
- /*
- * Trash the modifiers state
- */
fgStructure.Window->State.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 direction = HIWORD ( lParam ) / 120 ; /* Should be WHEEL_DELTA instead of 120 */
+
+ /*
+ * The mouse cursor has moved. Remember the new mouse cursor's position
+ */
+// window->State.MouseX = LOWORD( lParam ); // Need to adjust by window position,
+// window->State.MouseY = HIWORD( lParam ); // change "lParam" to other parameter
+
+ if ( ( window->Callbacks.MouseWheel == NULL ) && ( window->Callbacks.Mouse == NULL ) )
+ break;
+
+ fgSetWindow ( window );
+ fgStructure.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 );
+
+ if ( window->Callbacks.MouseWheel )
+ window->Callbacks.MouseWheel(
+ wheel_number,
+ direction,
+ window->State.MouseX,
+ window->State.MouseY
+ ) ;
+ else // No mouse wheel, call the mouse button callback twice
+ {
+ window->Callbacks.Mouse ( ( direction > 0 ) ? 4 : 5, GLUT_DOWN, window->State.MouseX, window->State.MouseY ) ;
+ window->Callbacks.Mouse ( ( direction > 0 ) ? 4 : 5, GLUT_UP, window->State.MouseX, window->State.MouseY ) ;
+ }
+
+ fgStructure.Window->State.Modifiers = 0xffffffff;
+ }
+ break ;
+
case WM_SYSKEYDOWN:
case WM_KEYDOWN:
{
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.
*/
( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
- /*
- * Set the mouse position
- */
GetCursorPos ( &mouse_pos ) ;
ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
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_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:
+ case VK_DELETE:
/*
* The delete key should be treated as an ASCII keypress:
*/
if( window->Callbacks.Keyboard != NULL )
+ {
+ fgSetWindow( window );
window->Callbacks.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:
- */
+ fgSetWindow( window );
window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY );
}
- /*
- * Thrash the modifiers register now
- */
window->State.Modifiers = 0xffffffff;
}
break;
POINT mouse_pos ;
/*
- * 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.
*/
( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
- /*
- * Set the mouse position
- */
GetCursorPos ( &mouse_pos ) ;
ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
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_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 )
+ {
+ fgSetWindow ( window ) ;
window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
+ }
break ;
default:
{
- /*
- * Call the KeyboardUp callback for a regular character if there is one.
- */
BYTE state[ 256 ];
WORD code[ 2 ];
wParam=code[ 0 ];
if( window->Callbacks.KeyboardUp != NULL )
+ {
+ fgSetWindow( window );
window->Callbacks.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:
- */
+ fgSetWindow( window );
window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
}
- /*
- * Thrash the modifiers register now
- */
window->State.Modifiers = 0xffffffff;
}
break;
case WM_SYSCHAR:
case WM_CHAR:
{
- /*
- * Ignore the automatic key repetition if needed:
- */
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
break;
- /*
- * Clear to go with the keyboard callback, if registered:
- */
if( window->Callbacks.Keyboard != NULL )
{
- /*
- * Remember the current modifiers state
- */
+ fgSetWindow( window );
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 );
- /*
- * Have the special callback executed:
- */
window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
-
- /*
- * Thrash the modifiers register now
- */
window->State.Modifiers = 0xffffffff;
}
}
case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
if ( window->Callbacks.Display )
+ {
+ fgSetWindow( window );
+
window->Callbacks.Display () ;
+ }
/* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
break ;