* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
#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
-#elif TARGET_HOST_WINCE
+#include <stdarg.h>
+#if TARGET_HOST_WIN32
+# define VFPRINTF(s,f,a) vfprintf((s),(f),(a))
+#else
+# 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
typedef struct GXDisplayProperties GXDisplayProperties;
typedef struct GXKeyList GXKeyList;
#endif
-#ifndef MAX
-#define MAX(a,b) (((a)>(b)) ? (a) : (b))
+/*
+ * Try to get the maximum value allowed for ints, falling back to the minimum
+ * guaranteed by ISO C99 if there is no suitable header.
+ */
+#if HAVE_LIMITS_H
+# include <limits.h>
+#endif
+#ifndef INT_MAX
+# define INT_MAX 32767
#endif
#ifndef MIN
* callback is hooked, the viewport size is updated to
* match the new window size.
*/
-static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
- int width, int height )
+static void fghReshapeWindow ( SFG_Window *window, int width, int height )
{
- SFG_Window *current_window = fgStructure.Window;
+ SFG_Window *current_window = fgStructure.CurrentWindow;
- SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
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,
* Calls a window's redraw method. This is used when
* a redraw is forced by the incoming window messages.
*/
-static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
+static void fghRedrawWindow ( SFG_Window *window )
{
- SFG_Window* window = fgWindowByHandle( handle );
+ SFG_Window *current_window = fgStructure.CurrentWindow;
+
freeglut_return_if_fail( window );
freeglut_return_if_fail( FETCH_WCB ( *window, Display ) );
freeglut_return_if_fail( window->State.Visible );
+ fgSetWindow( window );
+
if( window->State.NeedToResize )
{
- SFG_Window *current_window = fgStructure.Window;
-
- fgSetWindow( window );
-
- fghReshapeWindowByHandle(
- window->Window.Handle,
+ fghReshapeWindow(
+ window,
window->State.Width,
window->State.Height
);
window->State.NeedToResize = GL_FALSE;
- fgSetWindow( current_window );
}
INVOKE_WCB( *window, Display, ( ) );
+
+ fgSetWindow( current_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,
- window->State.Width,
- window->State.Height
- );
-
- window->State.NeedToResize = GL_FALSE;
- fgSetWindow ( current_window );
- }
-
if( window->State.Redisplay &&
window->State.Visible )
{
window->State.Redisplay = GL_FALSE;
#if TARGET_HOST_UNIX_X11
- {
- SFG_Window *current_window = fgStructure.Window;
-
- INVOKE_WCB( *window, Display, ( ) );
- fgSetWindow( current_window );
- }
+ fghRedrawWindow ( window ) ;
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
RedrawWindow(
window->Window.Handle, NULL, NULL,
fprintf( stderr, "freeglut ");
if( fgState.ProgramName )
- fprintf (stderr, "(%s): ", fgState.ProgramName);
- vfprintf( stderr, fmt, ap );
+ fprintf( stderr, "(%s): ", fgState.ProgramName );
+ VFPRINTF( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( ap );
fprintf( stderr, "freeglut ");
if( fgState.ProgramName )
fprintf( stderr, "(%s): ", fgState.ProgramName );
- vfprintf( stderr, fmt, ap );
+ VFPRINTF( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( ap );
static int fghHaveJoystick( void )
{
SFG_Enumerator enumerator;
+
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghCheckJoystickCallback, &enumerator );
static int fghHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
+
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghHavePendingRedisplaysCallback, &enumerator );
return;
msec = fghNextTimer( );
- if( fghHaveJoystick( ) ) /* XXX Use GLUT timers for joysticks... */
- msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */
+ /* XXX Use GLUT timers for joysticks... */
+ /* XXX Dumb; forces granularity to .01sec */
+ if( fghHaveJoystick( ) && ( msec > 10 ) )
+ msec = 10;
#if TARGET_HOST_UNIX_X11
/*
wait.tv_usec = (msec % 1000) * 1000;
err = select( socket+1, &fdset, NULL, NULL, &wait );
- if( -1 == err )
+ if( ( -1 == err ) && ( errno != EINTR ) )
fgWarning ( "freeglut select() error: %d", errno );
}
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
window->State.MouseX = event.a.x; \
window->State.MouseY = event.a.y;
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoopEvent" );
while( XPending( fgDisplay.Display ) )
{
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;
}
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.
- * 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
*/
- /* Window has an active menu, it absorbs any mouse click */
- if( window->ActiveMenu )
- {
- 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 );
-
- /*
- * 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;
+ if( fgCheckActiveMenu( window, button, pressed,
+ event.xbutton.x_root, event.xbutton.y_root ) )
break;
- }
-
- /* No active menu, let's check whether we need to activate one. */
- 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;
- }
/*
* Check if there is a mouse or mouse wheel callback hooked to the
fgState.Modifiers = fghGetXModifiers( &event );
- /*
- * Finally execute the mouse or mouse wheel callback
- *
- * XXX Use a symbolic constant, *not* "4"! ("3, sire!")
- */
- if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
+ /* Finally execute the mouse or mouse wheel callback */
+ if( ( button < glutDeviceGet ( GLUT_NUM_MOUSE_BUTTONS ) ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
INVOKE_WCB( *window, Mouse, ( button,
pressed ? GLUT_DOWN : GLUT_UP,
event.xbutton.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 wheel_number = (button - glutDeviceGet ( GLUT_NUM_MOUSE_BUTTONS )) / 2;
int direction = -1;
if( button % 2 )
direction = 1;
if( event.type == KeyPress )
{
- keyboard_cb = FETCH_WCB( *window, Keyboard );
- special_cb = FETCH_WCB( *window, Special );
+ keyboard_cb = (FGCBKeyboard)( FETCH_WCB( *window, Keyboard ));
+ special_cb = (FGCBSpecial) ( FETCH_WCB( *window, Special ));
}
else
{
- keyboard_cb = FETCH_WCB( *window, KeyboardUp );
- special_cb = FETCH_WCB( *window, SpecialUp );
+ keyboard_cb = (FGCBKeyboard)( FETCH_WCB( *window, KeyboardUp ));
+ special_cb = (FGCBSpecial) ( FETCH_WCB( *window, SpecialUp ));
}
- /*
- * Is there a keyboard/special callback hooked for this window?
- */
+ /* Is there a keyboard/special callback hooked for this window? */
if( keyboard_cb || special_cb )
{
XComposeStatus composeStatus;
KeySym keySym;
int len;
- /*
- * Check for the ASCII/KeySym codes associated with the event:
- */
+ /* 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...
- */
+ /* GLUT API tells us to have two separate callbacks... */
if( len > 0 )
{
- /*
- * ...one for the ASCII translateable keypresses...
- */
+ /* ...one for the ASCII translateable keypresses... */
if( keyboard_cb )
{
fgSetWindow( window );
MSG stMsg;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoopEvent" );
+
while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{
if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoop" );
#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
{
if ( FETCH_WCB( *window, Visibility ) )
{
- SFG_Window *current_window = fgStructure.Window ;
+ SFG_Window *current_window = fgStructure.CurrentWindow ;
INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window );
else
{
if( fgState.IdleCallback )
+ {
+ if( fgStructure.CurrentWindow &&
+ fgStructure.CurrentWindow->IsMenu )
+ /* fail safe */
+ fgSetWindow( window );
fgState.IdleCallback( );
+ }
fghSleepForEvents( );
}
*/
void FGAPIENTRY glutLeaveMainLoop( void )
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveMainLoop" );
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
}
LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
- SFG_Window* window = fgWindowByHandle( hWnd );
+ SFG_Window* window;
PAINTSTRUCT ps;
LONG lRet = 1;
+ FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Event Handler" ) ;
+
+ window = fgWindowByHandle( hWnd );
+
if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
return DefWindowProc( hWnd, uMsg, wParam, lParam );
case WM_CREATE:
/* The window structure is passed as the creation structure paramter... */
window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
- assert( window != NULL );
+ FREEGLUT_INTERNAL_ERROR_EXIT ( ( window != NULL ), "Cannot create window",
+ "fgWindowProc" );
window->Window.Handle = hWnd;
window->Window.Device = GetDC( hWnd );
case WM_ACTIVATE:
if (LOWORD(wParam) != WA_INACTIVE)
{
- /* glutSetCursor( fgStructure.Window->State.Cursor ); */
-/* printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
+/* printf("WM_ACTIVATE: fgSetCursor( %p, %d)\n", window,
window->State.Cursor ); */
- glutSetCursor( window->State.Cursor );
+ fgSetCursor( window, window->State.Cursor );
}
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
#endif
- /*
- * 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.
- */
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;
-
- /* Nuke the cursor AND change it for this window class. */
-#define ZAP_CURSOR(a,b) \
- case a: \
- SetCursor( NULL ); \
- break;
-
+/* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */
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 );
- }
+ fgSetCursor ( window, window->State.Cursor ) ;
else
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
/* Turn on the visibility in case it was turned off somehow */
window->State.Visible = GL_TRUE;
BeginPaint( hWnd, &ps );
- fghRedrawWindowByHandle( hWnd );
+ fghRedrawWindow( window );
EndPaint( hWnd, &ps );
break;
*/
return 0;
+ /* XXX For a future patch: we need a mouse entry event. Unfortunately Windows
+ * XXX doesn't give us one, so we will probably need a "MouseInWindow" flag in
+ * XXX the SFG_Window structure. Set it to true to begin with and then have the
+ * XXX WM_MOUSELEAVE code set it to false. Then when we get a WM_MOUSEMOVE event,
+ * 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 ;
+
case WM_MOUSEMOVE:
{
#if TARGET_HOST_WINCE
window->State.MouseX = LOWORD( lParam );
window->State.MouseY = HIWORD( lParam );
#endif /* TARGET_HOST_WINCE */
+ /* Restrict to [-32768, 32767] to match X11 behaviour */
+ /* See comment in "freeglut_developer" mailing list 10/4/04 */
+ if ( window->State.MouseX > 32767 ) window->State.MouseX -= 65536;
+ if ( window->State.MouseY > 32767 ) window->State.MouseY -= 65536;
if ( window->ActiveMenu )
{
- window->State.Redisplay = GL_TRUE;
- fgSetWindow ( window->ActiveMenu->ParentWindow );
+ fgUpdateMenuHighlight( window->ActiveMenu );
break;
}
window->State.MouseY = HIWORD( lParam );
#endif /* TARGET_HOST_WINCE */
+ /* Restrict to [-32768, 32767] to match X11 behaviour */
+ /* See comment in "freeglut_developer" mailing list 10/4/04 */
+ if ( window->State.MouseX > 32767 ) window->State.MouseX -= 65536;
+ if ( window->State.MouseY > 32767 ) window->State.MouseY -= 65536;
+
switch( uMsg )
{
case WM_LBUTTONDOWN:
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.
- * 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
+ * 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 )
- {
- /* 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.
- */
- if( ! window->IsMenu )
- window->State.Redisplay = GL_TRUE;
-
+ if( fgCheckActiveMenu( window, button, pressed,
+ window->State.MouseX, window->State.MouseY ) )
break;
- }
- if( window->Menu[ button ] && pressed )
- {
- window->State.Redisplay = GL_TRUE;
- fgSetWindow( window );
- fgActivateMenu( window, button );
-
- break;
- }
+ /* Set capture so that the window captures all the mouse messages */
+ /*
+ * XXX - Multiple button support: Under X11, the mouse is not released
+ * XXX - from the window until all buttons have been released, even if the
+ * XXX - user presses a button in another window. This will take more
+ * XXX - code changes than I am up to at the moment (10/5/04). The present
+ * XXX - is a 90 percent solution.
+ */
+ if ( pressed == GL_TRUE )
+ SetCapture ( window->Window.Handle ) ;
+ else
+ ReleaseCapture () ;
if( ! FETCH_WCB( *window, Mouse ) )
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 )
);
}
window->State.MouseX = mouse_pos.x;
window->State.MouseY = mouse_pos.y;
- /*
- * Convert the Win32 keystroke codes to GLUTtish way
- */
+ /* Convert the Win32 keystroke codes to GLUTtish way */
# define KEY(a,b) case a: keypress = b; break;
switch( wParam )
KEY( VK_INSERT, GLUT_KEY_INSERT );
case VK_DELETE:
- /*
- * The delete key should be treated as an ASCII keypress:
- */
+ /* The delete key should be treated as an ASCII keypress: */
INVOKE_WCB( *window, Keyboard,
( 127, window->State.MouseX, window->State.MouseY )
);
KEY( VK_INSERT, GLUT_KEY_INSERT );
case VK_DELETE:
- /*
- * The delete key should be treated as an ASCII keypress:
- */
+ /* The delete key should be treated as an ASCII keypress: */
INVOKE_WCB( *window, KeyboardUp,
( 127, window->State.MouseX, window->State.MouseY )
);
/*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
break;
- /*
- * Other messages that I have seen and which are not handled already
- */
+ /* 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;
default:
- /*
- * Handle unhandled messages
- */
+ /* Handle unhandled messages */
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
}