{
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
+
+ /*
+ * XXX Other than clearing the Redisplay flag or not,
+ * XXX we may as well rely on the INVOK_WCB() doing this
+ * XXX pointer-check.
+ * XXX
+ * XXX If we do not invoke the display because the pointer
+ * XXX is not defined (should never happen, really), then
+ * XXX we may enter an infinite busy-loop trying to update
+ * XXX the window. Similarly, if we skip because the window
+ * XXX is not visible. However, if the window becomes visible
+ * XXX at a later time, the window should get its callback
+ * XXX invoked. I would recommend removing the first check,
+ * XXX and making the second check only affect whether the
+ * XXX callback is invoked---but always clear the flag, if
+ * XXX the {window} pointer is defined.
+ */
freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
freeglut_return_if_fail( window->State.Visible == TRUE );
- /* fgSetWindow( window ); */
window->State.Redisplay = FALSE;
- /* window->Callbacks.Display( ); */
INVOKE_WCB( *window, Display, ( ) );
}
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
- /*
- * fgSetWindow( window );
- * if( window->Callbacks.Reshape != NULL )
- * window->Callbacks.Reshape( width, height );
- * else
- * glViewport( 0, 0, width, height );
- */
if( !( FETCH_WCB( *window, Reshape ) ) )
{
fgSetWindow( window );
static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
{
#if TARGET_HOST_UNIX_X11
+ /*
+ * XXX Do we need/want to check the callback pointer here?
+ * XXX INVOKE_WCB() will check for us. Arguably, the
+ * XXX Redisplay status flag should be cleared regardless
+ * XXX of any concern but that {window} is a valid pointer
+ * XXX (which this function is assuming anyway).
+ * XXX Especially since old GLUT wouldn't even enter its main
+ * XXX loop if you didn't have a display callback defined...
+ */
if( ( FETCH_WCB( *window, Display ) ) &&
( window->State.Redisplay == TRUE ) &&
( window->State.Visible == TRUE ) )
{
SFG_Window *current_window = fgStructure.Window ;
- /* fgSetWindow( window ); */
window->State.Redisplay = FALSE;
- /* window->Callbacks.Display( ); */
INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window );
}
fgSetWindow ( current_window );
}
+ /*
+ * XXX See above comment about the Redisplay flag...
+ */
if( ( FETCH_WCB( *window, Display ) ) &&
( window->State.Redisplay == TRUE ) &&
( window->State.Visible == TRUE ) )
{
GETWINDOW( xcrossing );
GETMOUSE( xcrossing );
- /*
- * if( window->Callbacks.Entry )
- * {
- * fgSetWindow( window ) ;
- * window->Callbacks.Entry( GLUT_ENTERED );
- * }
- */
INVOKE_WCB( *window, Entry, ( GLUT_ENTERED ) );
}
break;
{
GETWINDOW( xcrossing );
GETMOUSE( xcrossing );
- /*
- * if( window->Callbacks.Entry )
- * {
- * fgSetWindow( window ) ;
- * window->Callbacks.Entry( GLUT_LEFT );
- * }
- */
INVOKE_WCB( *window, Entry, ( GLUT_LEFT ) );
}
break;
(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 );
- * }
- */
INVOKE_WCB( *window, Motion, ( event.xmotion.x,
- event.xmotion.y ) );
+ event.xmotion.y ) );
}
else
{
- /*
- * if( window->Callbacks.Passive )
- * {
- * fgSetWindow( window );
- * window->Callbacks.Passive( event.xmotion.x,
- * event.xmotion.y );
- * }
- */
INVOKE_WCB( *window, Passive, ( event.xmotion.x,
- event.xmotion.y ) );
+ event.xmotion.y ) );
}
}
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.
! FETCH_WCB( *window, MouseWheel ) )
break;
- /* fgSetWindow( window ); */
-
/*
* XXX Why don't we use {window}? Other code here does...
*/
*
* XXX Use a symbolic constant, *not* "4"!
*/
- if( ( button < 4 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
+ if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
{
- /*
- * if( window->Callbacks.Mouse )
- * fgStructure.Window->Callbacks.Mouse(
- * button,
- * pressed ? GLUT_DOWN : GLUT_UP,
- * event.xbutton.x,
- * event.xbutton.y
- * );
- */
INVOKE_WCB( *window, Mouse, ( button,
pressed ? GLUT_DOWN : GLUT_UP,
event.xbutton.x,
* 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 - 4) / 2;
- int direction = (button & 1)*2 - 1;
+ int wheel_number = (button - 3) / 2;
+ int direction = -1;
+ if( button % 2 )
+ direction = 1;
- /*
- * if( pressed )
- * fgStructure.Window->Callbacks.MouseWheel(
- * wheel_number,
- * direction,
- * event.xbutton.x,
- * event.xbutton.y
- * );
- */
if( pressed )
INVOKE_WCB( *window, MouseWheel, ( wheel_number,
direction,
}
break;
+ case ReparentNotify:
+ break; /* XXX Should disable this event */
+
default:
fgWarning ("Unknown X event type: %d", event.type);
break;
{
SFG_Window *current_window = fgStructure.Window ;
- /*
- * fgSetWindow( window );
- * window->Callbacks.Visibility ( window->State.Visible ) ;
- */
INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window );
}
( 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.MouseY
)
);
- /*
- * window->Callbacks.Mouse(
- * button,
- * pressed == TRUE ? GLUT_DOWN : GLUT_UP,
- * window->State.MouseX,
- * window->State.MouseY
- * );
- */
fgStructure.Window->State.Modifiers = 0xffffffff;
}
{
int wheel_number = LOWORD( wParam );
/* THIS IS SPECULATIVE -- John Fay, 10/2/03 */
- short ticks = HIWORD( lParam ) / 120;
+ short ticks = HIWORD( wParam ) / 120;
/* Should be WHEEL_DELTA instead of 120 */
int direction = 1;
)
);
}
- /*
- * 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 */
{
/*
( button, GLUT_UP,
window->State.MouseX, window->State.MouseX )
);
-
- /*
- * window->Callbacks.Mouse( button, GLUT_DOWN,
- * window->State.MouseX,
- * window->State.MouseY
- * );
- * window->Callbacks.Mouse( button, GLUT_UP,
- * window->State.MouseX,
- * window->State.MouseY
- * );
- */
}
fgStructure.Window->State.Modifiers = 0xffffffff;
/*
* 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 )
+ ( keypress,
+ window->State.MouseX, window->State.MouseY )
);
window->State.Modifiers = 0xffffffff;
/*
* 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 )
);
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,
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
break;
+ /*
+ * XXX INVOKE_WCB() takes care of the callback-pointer check.
+ * XXX We could just uncoditionally find/trash the Modifiers
+ * XXX and get rid of the "if( ... ) {" and "}". Unconditinal
+ * XXX code is simpler code. (^&
+ */
if( FETCH_WCB( *window, Keyboard ) )
{
- /* fgSetWindow( window ); */
window->State.Modifiers = fgGetWin32Modifiers( );
- /* window->Callbacks.Keyboard( (char)wParam, window->State.MouseX,
- window->State.MouseY ); */
INVOKE_WCB( *window, Keyboard,
( (char)wParam,
window->State.MouseX, window->State.MouseY )
case WM_CAPTURECHANGED:
/* User has finished resizing the window, force a redraw */
- /*
- * if( window->Callbacks.Display )
- * {
- * fgSetWindow( window );
- * window->Callbacks.Display( );
- * }
- */
INVOKE_WCB( *window, Display, ( ) );
/*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */