#include "freeglut_internal.h"
#include <errno.h>
#include <stdarg.h>
-#if HAVE_VPRINTF
+#if TARGET_HOST_WIN32
# define VFPRINTF(s,f,a) vfprintf((s),(f),(a))
-#elif HAVE_DOPRNT
-# define VFPRINTF(s,f,a) _doprnt((f),(a),(s))
#else
-# define VFPRINTF(s,f,a)
+# if HAVE_VPRINTF
+# define VFPRINTF(s,f,a) vfprintf((s),(f),(a))
+# elif HAVE_DOPRNT
+# define VFPRINTF(s,f,a) _doprnt((f),(a),(s))
+# else
+# define VFPRINTF(s,f,a)
+# endif
#endif
#if TARGET_HOST_WINCE
width, height );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
-#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
-
-#if !TARGET_HOST_WINCE
+#elif TARGET_HOST_WIN32
{
RECT winRect;
int x, y, w, h;
SWP_NOZORDER
);
}
-#endif /* TARGET_HOST_WINCE */
+#endif
/*
* XXX Should update {window->State.OldWidth, window->State.OldHeight}
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,
msec = fghNextTimer( );
/* XXX Use GLUT timers for joysticks... */
/* XXX Dumb; forces granularity to .01sec */
- if( fghHaveJoystick( ) && ( msec < 10 ) )
+ if( fghHaveJoystick( ) && ( msec > 10 ) )
msec = 10;
#if TARGET_HOST_UNIX_X11
if( ( width != window->State.OldWidth ) ||
( height != window->State.OldHeight ) )
{
+ SFG_Window *current_window = fgStructure.CurrentWindow;
+
window->State.OldWidth = width;
window->State.OldHeight = height;
if( FETCH_WCB( *window, Reshape ) )
glViewport( 0, 0, width, height );
}
glutPostRedisplay( );
+ if( window->IsMenu )
+ fgSetWindow( current_window );
}
}
break;
if( event.xexpose.count == 0 )
{
GETWINDOW( xexpose );
- fgSetWindow( window );
- glutPostRedisplay( );
+ window->State.Redisplay = GL_TRUE;
}
break;
case LeaveNotify:
GETWINDOW( xcrossing );
GETMOUSE( xcrossing );
+ if( ( event.type == LeaveNotify ) && window->IsMenu &&
+ window->ActiveMenu && window->ActiveMenu->IsActive )
+ fgUpdateMenuHighlight( window->ActiveMenu );
+
INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ?
GLUT_ENTERED :
GLUT_LEFT ) );
window->ActiveMenu->Window->State.MouseY =
event.xmotion.y_root - window->ActiveMenu->Y;
}
- window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
- fgSetWindow( window->ActiveMenu->ParentWindow );
+
+ fgUpdateMenuHighlight( window->ActiveMenu );
break;
}
else
{
if( fgState.IdleCallback )
+ {
+ if( fgStructure.CurrentWindow &&
+ fgStructure.CurrentWindow->IsMenu )
+ /* fail safe */
+ fgSetWindow( window );
fgState.IdleCallback( );
+ }
fghSleepForEvents( );
}
* XXX if the flag is false we invoke the Entry callback and set the flag to true.
*/
case 0x02a2: /* This is the message we get when the mouse is leaving the window */
+ if( window->IsMenu &&
+ window->ActiveMenu && window->ActiveMenu->IsActive )
+ fgUpdateMenuHighlight( window->ActiveMenu );
+
INVOKE_WCB( *window, Entry, ( GLUT_LEFT ) );
break ;
if ( window->ActiveMenu )
{
- window->State.Redisplay = GL_TRUE;
- fgSetWindow ( window->ActiveMenu->ParentWindow );
+ fgUpdateMenuHighlight( window->ActiveMenu );
break;
}
else /* No mouse wheel, call the mouse button callback twice */
{
/*
+ * Map wheel zero to button 3 and 4; +1 to 3, -1 to 4
+ * " " one +1 to 5, -1 to 6, ...
+ *
* XXX The below assumes that you have no more than 3 mouse
* XXX buttons. Sorry.
*/
- int button = wheel_number*2 + 4;
- if( direction > 0 )
+ int button = wheel_number * 2 + 3;
+ if( direction < 0 )
++button;
INVOKE_WCB( *window, Mouse,
( button, GLUT_DOWN,
);
INVOKE_WCB( *window, Mouse,
( button, GLUT_UP,
- window->State.MouseX, window->State.MouseX )
+ window->State.MouseX, window->State.MouseY )
);
}