* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
#include <limits.h>
#include <errno.h>
#include <sys/stat.h>
#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WINCE
+
+typedef struct GXDisplayProperties GXDisplayProperties;
+typedef struct GXKeyList GXKeyList;
+#include <gx.h>
+
+typedef struct GXKeyList (*GXGETDEFAULTKEYS)(int);
+typedef int (*GXOPENINPUT)();
+
+GXGETDEFAULTKEYS GXGetDefaultKeys_ = NULL;
+GXOPENINPUT GXOpenInput_ = NULL;
+
+struct GXKeyList gxKeyList;
+
#endif
#ifndef MAX
/* -- 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".
- */
-static void fghRedrawWindowByHandle
-#if TARGET_HOST_UNIX_X11
- ( Window handle )
-#elif TARGET_HOST_WIN32
- ( HWND handle )
-#endif
-{
- 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 );
-
- window->State.Redisplay = FALSE;
- INVOKE_WCB( *window, 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 )
-#elif TARGET_HOST_WIN32
- ( HWND handle, int width, int height )
-#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 );
- if( !( FETCH_WCB( *window, Reshape ) ) )
+
+#if TARGET_HOST_UNIX_X11
+
+ XResizeWindow( fgDisplay.Display, window->Window.Handle,
+ width, height );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+
+#if !TARGET_HOST_WINCE
+ {
+ RECT rect;
+
+ /*
+ * 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
+ );
+ }
+#endif /* TARGET_HOST_WINCE */
+
+ /*
+ * 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 );
}
- else
- INVOKE_WCB( *window, Reshape, ( 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 );
}
/*
- * 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
- /*
- * 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* 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;
- window->State.Redisplay = FALSE;
- INVOKE_WCB( *window, Display, ( ) );
+ fgSetWindow( 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;
fgSetWindow( window );
- fghReshapeWindowByHandle(
+ fghReshapeWindowByHandle(
window->Window.Handle,
- glutGet( GLUT_WINDOW_WIDTH ),
- glutGet( GLUT_WINDOW_HEIGHT )
+ window->State.Width,
+ window->State.Height
);
- window->State.NeedToResize = FALSE;
+ window->State.NeedToResize = GL_FALSE;
fgSetWindow ( current_window );
}
- /*
- * XXX See above comment about the Redisplay flag...
- */
- if( ( FETCH_WCB( *window, Display ) ) &&
- ( 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;
+
+ INVOKE_WCB( *window, Display, ( ) );
+ fgSetWindow( current_window );
+ }
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
RedrawWindow(
- window->Window.Handle, NULL, NULL,
+ 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 );
if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
checkTime )
{
+#if !TARGET_HOST_WINCE
fgJoystickPollWindow( window );
+#endif /* !TARGET_HOST_WINCE */
window->State.JoystickLastPoll = 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);
-
- 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;
+#elif TARGET_HOST_WIN32
+ return timeGetTime() - fgState.Time.Value;
+#elif TARGET_HOST_WINCE
+ return GetTickCount() - fgState.Time.Value;
+#endif
+ }
+ else
+ {
#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;
+ gettimeofday( &fgState.Time.Value, NULL );
#elif TARGET_HOST_WIN32
- return timeGetTime() - fgState.Time.Value;
+ fgState.Time.Value = timeGetTime ();
+#elif TARGET_HOST_WINCE
+ fgState.Time.Value = GetTickCount();
#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( 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;
-
+ 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 );
-
-#elif TARGET_HOST_WIN32
+ 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 || TARGET_HOST_WINCE
+ MsgWaitForMultipleObjects( 0, NULL, FALSE, msec, QS_ALLEVENTS );
#endif
}
ret |= GLUT_ACTIVE_CTRL;
if( event->xkey.state & Mod1Mask )
ret |= GLUT_ACTIVE_ALT;
-
+
return ret;
}
#endif
switch( event.type )
{
- case DestroyNotify:
+ case ClientMessage:
/*
- * This is sent to confirm the XDestroyWindow call.
- * XXX WHY is this commented out? Should we re-enable it?
+ * Destroy the window when the WM_DELETE_WINDOW message arrives
*/
- /* fgAddToWindowDestroyList ( window, FALSE ); */
+ if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
+ {
+ GETWINDOW( xclient );
+
+ fgDestroyWindow ( window );
+
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
+ else if( fgState.ActionOnWindowClose == GLUT_ACTION_GLUTMAINLOOP_RETURNS )
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+
+ return;
+ }
break;
- case ClientMessage:
/*
- * Destroy the window when the WM_DELETE_WINDOW message arrives
+ * 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.
*/
- if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
+ case CreateNotify:
+ case ConfigureNotify:
+ GETWINDOW( xconfigure );
{
- GETWINDOW( xclient );
+ int width = event.xconfigure.width;
+ int height = event.xconfigure.height;
- fgCloseWindow ( window ) ;
- fgAddToWindowDestroyList ( window, FALSE );
+ 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 MapNotify:
- case UnmapNotify:
+ case DestroyNotify:
/*
- * If we never do anything with this, can we just not ask to
- * get these messages?
+ * 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 );
+ GETWINDOW( xvisibility );
+ /*
+ * XXX INVOKE_WCB() does this check for us.
+ */
if( ! FETCH_WCB( *window, WindowStatus ) )
break;
fgSetWindow( window );
{
case VisibilityUnobscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
- window->State.Visible = TRUE;
+ window->State.Visible = GL_TRUE;
break;
-
+
case VisibilityPartiallyObscured:
INVOKE_WCB( *window, WindowStatus,
( GLUT_PARTIALLY_RETAINED ) );
- window->State.Visible = TRUE;
+ window->State.Visible = GL_TRUE;
break;
-
+
case VisibilityFullyObscured:
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
- window->State.Visible = FALSE;
+ window->State.Visible = GL_FALSE;
break;
default:
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) )
- {
+#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,
*/
GETWINDOW( xbutton );
GETMOUSE( xbutton );
-
+
/*
* An X button (at least in XFree86) is numbered from 1.
* A GLUT button is numbered from 0.
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;
! FETCH_WCB( *window, MouseWheel ) )
break;
- /*
- * 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 < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
- {
INVOKE_WCB( *window, Mouse, ( button,
pressed ? GLUT_DOWN : GLUT_UP,
event.xbutton.x,
event.xbutton.y )
);
- }
else
{
/*
int direction = -1;
if( button % 2 )
direction = 1;
-
+
if( pressed )
INVOKE_WCB( *window, MouseWheel, ( wheel_number,
direction,
/*
* Trash the modifiers state
*/
- fgStructure.Window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
GETWINDOW( xkey );
GETMOUSE( xkey );
+ /* Detect auto repeated keys, if configured globally or per-window */
+
+ if ( fgState.KeyRepeat==GLUT_KEY_REPEAT_OFF || window->State.IgnoreKeyRepeat==GL_TRUE )
+ {
+ if (event.type==KeyRelease)
+ {
+ /*
+ * Look at X11 keystate to detect repeat mode.
+ * While X11 says the key is actually held down, we'll ignore KeyRelease/KeyPress pairs.
+ */
+
+ char keys[32];
+ XQueryKeymap( fgDisplay.Display, keys ); /* Look at X11 keystate to detect repeat mode */
+
+ if ( event.xkey.keycode<256 ) /* XQueryKeymap is limited to 256 keycodes */
+ {
+ if ( keys[event.xkey.keycode>>3] & (1<<(event.xkey.keycode%8)) )
+ window->State.KeyRepeating = GL_TRUE;
+ else
+ window->State.KeyRepeating = GL_FALSE;
+ }
+ }
+ }
+ else
+ window->State.KeyRepeating = GL_FALSE;
+
+ /* Cease processing this event if it is auto repeated */
+
+ if (window->State.KeyRepeating)
+ break;
+
if( event.type == KeyPress )
{
keyboard_cb = FETCH_WCB( *window, Keyboard );
* 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;
}
}
}
}
}
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
MSG stMsg;
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 );
+ }
+ else if( fgState.ActionOnWindowClose == GLUT_ACTION_GLUTMAINLOOP_RETURNS )
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+
+ return;
+ }
TranslateMessage( &stMsg );
DispatchMessage( &stMsg );
}
#endif
- fghCheckTimers( );
+ if( fgState.Timers.First )
+ fghCheckTimers( );
fghCheckJoystickPolls( );
fghDisplayAll( );
*/
void FGAPIENTRY glutMainLoop( void )
{
-#if TARGET_HOST_WIN32
+ int action;
+
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif
freeglut_assert_ready;
-#if TARGET_HOST_WIN32
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* 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,
INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window );
}
-
+
window = (SFG_Window *)window->Node.Next ;
}
#endif
fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
{
+ SFG_Window *window;
+
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( fgStructure.Windows.First == NULL )
+ if( ! window )
fgState.ExecState = GLUT_EXEC_STATE_STOP;
else
{
if( fgState.IdleCallback )
fgState.IdleCallback( );
- fgSleepForEvents();
+ fgSleepForEvents( );
}
}
- {
- fgExecutionState execState = fgState.ExecState;
-
- /*
- * 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 );
}
/*
}
-#if TARGET_HOST_WIN32
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
/*
* Determine a GLUT modifer mask based on MS-WINDOWS system info.
*/
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 );
+#if !TARGET_HOST_WINCE
+ fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+#endif
fgState.DisplayMode = current_DisplayMode;
if( fgStructure.MenuContext )
wglMakeCurrent( window->Window.Device,
- fgStructure.MenuContext->Context ) ;
+ fgStructure.MenuContext->Context
+ );
else
{
fgStructure.MenuContext =
wglCreateContext( window->Window.Device );
}
- /* window->Window.Context = wglGetCurrentContext () ; */
+ /* window->Window.Context = wglGetCurrentContext (); */
window->Window.Context = wglCreateContext( window->Window.Device );
}
else
{
- fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
+#if !TARGET_HOST_WINCE
+ fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+#endif
- 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 );
+
+#if TARGET_HOST_WINCE
+ /* Take over button handling */
+ {
+ HINSTANCE dxDllLib=LoadLibrary(_T("gx.dll"));
+ if (dxDllLib)
+ {
+ GXGetDefaultKeys_=(GXGETDEFAULTKEYS)GetProcAddress(dxDllLib, _T("?GXGetDefaultKeys@@YA?AUGXKeyList@@H@Z"));
+ GXOpenInput_=(GXOPENINPUT)GetProcAddress(dxDllLib, _T("?GXOpenInput@@YAHXZ"));
+ }
+
+ if(GXOpenInput_)
+ (*GXOpenInput_)();
+ if(GXGetDefaultKeys_)
+ gxKeyList = (*GXGetDefaultKeys_)(GX_LANDSCAPEKEYS);
+ }
+
+#endif /* TARGET_HOST_WINCE */
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;
+#if TARGET_HOST_WINCE
+ window->State.Width = HIWORD(lParam);
+ window->State.Height = LOWORD(lParam);
+#else
+ window->State.Width = LOWORD(lParam);
+ window->State.Height = HIWORD(lParam);
+#endif /* TARGET_HOST_WINCE */
+ }
+
break;
#if 0
- case WM_SETFOCUS:
+ case WM_SETFOCUS:
printf("WM_SETFOCUS: %p\n", window );
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
- case WM_ACTIVATE:
+ case WM_ACTIVATE:
if (LOWORD(wParam) != WA_INACTIVE)
{
/* glutSetCursor( fgStructure.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:
case WM_MOUSEMOVE:
{
+#if TARGET_HOST_WINCE
+ window->State.MouseX = 320-HIWORD( lParam );
+ window->State.MouseY = LOWORD( lParam );
+#else
window->State.MouseX = LOWORD( lParam );
window->State.MouseY = HIWORD( lParam );
-
+#endif /* TARGET_HOST_WINCE */
+
if ( window->ActiveMenu )
{
- window->State.Redisplay = TRUE;
+ 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 ) )
- {
INVOKE_WCB( *window, Motion, ( window->State.MouseX,
window->State.MouseY ) );
- }
else
- {
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;
+#if TARGET_HOST_WINCE
+ window->State.MouseX = 320-HIWORD( lParam );
+ window->State.MouseY = LOWORD( lParam );
+#else
window->State.MouseX = LOWORD( lParam );
window->State.MouseY = HIWORD( lParam );
+#endif /* TARGET_HOST_WINCE */
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 !TARGET_HOST_WINCE
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;
+ }
+#endif /* !TARGET_HOST_WINCE */
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 ] ) && ( pressed == TRUE ) )
+ if( window->Menu[ button ] && pressed )
{
- window->State.Redisplay = TRUE;
+ window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
break;
fgSetWindow( window );
- fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
INVOKE_WCB(
*window, Mouse,
( button,
- pressed == TRUE ? GLUT_DOWN : GLUT_UP,
+ 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 */
{
+ /*
+ * XXX THIS IS SPECULATIVE -- John Fay, 10/2/03
+ * XXX Should use WHEEL_DELTA instead of 120
+ */
int wheel_number = LOWORD( wParam );
- /* THIS IS SPECULATIVE -- John Fay, 10/2/03 */
- short ticks = HIWORD( wParam ) / 120;
- /* Should be WHEEL_DELTA instead of 120 */
+ short ticks = ( short )HIWORD( wParam ) / 120;
int direction = 1;
if( ticks < 0 )
break;
fgSetWindow( window );
- fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fgGetWin32Modifiers( );
while( ticks-- )
if( FETCH_WCB( *window, MouseWheel ) )
- {
INVOKE_WCB( *window, MouseWheel,
( wheel_number,
direction,
window->State.MouseY
)
);
- }
else /* No mouse wheel, call the mouse button callback twice */
{
/*
);
}
- fgStructure.Window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break ;
int keypress = -1;
POINT mouse_pos ;
- if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
+ if( ( fgState.KeyRepeat==GLUT_KEY_REPEAT_OFF || window->State.IgnoreKeyRepeat==GL_TRUE ) && (HIWORD(lParam) & KF_REPEAT) )
break;
/*
- * Remember the current modifiers state. This is done here in order
+ * 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 );
);
}
+#if TARGET_HOST_WINCE
+ if(!(lParam & 0x40000000)) /* Prevent auto-repeat */
+ {
+ if(wParam==(unsigned)gxKeyList.vkRight)
+ keypress = GLUT_KEY_RIGHT;
+ else if(wParam==(unsigned)gxKeyList.vkLeft)
+ keypress = GLUT_KEY_LEFT;
+ else if(wParam==(unsigned)gxKeyList.vkUp)
+ keypress = GLUT_KEY_UP;
+ else if(wParam==(unsigned)gxKeyList.vkDown)
+ keypress = GLUT_KEY_DOWN;
+ else if(wParam==(unsigned)gxKeyList.vkA)
+ keypress = GLUT_KEY_F1;
+ else if(wParam==(unsigned)gxKeyList.vkB)
+ keypress = GLUT_KEY_F2;
+ else if(wParam==(unsigned)gxKeyList.vkC)
+ keypress = GLUT_KEY_F3;
+ else if(wParam==(unsigned)gxKeyList.vkStart)
+ keypress = GLUT_KEY_F4;
+ }
+#endif
+
if( keypress != -1 )
INVOKE_WCB( *window, Special,
( keypress,
window->State.MouseX, window->State.MouseY )
);
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
POINT mouse_pos;
/*
- * Remember the current modifiers state. This is done here in order
+ * 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 );
default:
{
+#if !TARGET_HOST_WINCE
BYTE state[ 256 ];
WORD code[ 2 ];
-
+
GetKeyboardState( state );
-
+
if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
wParam=code[ 0 ];
( (char)wParam,
window->State.MouseX, window->State.MouseY )
);
+#endif /* !TARGET_HOST_WINCE */
}
}
window->State.MouseX, window->State.MouseY )
);
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
case WM_SYSCHAR:
case WM_CHAR:
{
- if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
+ if( (fgState.KeyRepeat==GLUT_KEY_REPEAT_OFF || window->State.IgnoreKeyRepeat==GL_TRUE) && (HIWORD(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 ) )
- {
- window->State.Modifiers = fgGetWin32Modifiers( );
- INVOKE_WCB( *window, 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;
/* User has finished resizing the window, force a redraw */
INVOKE_WCB( *window, Display, ( ) );
- /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
+ /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
break;
/*
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
+#if !TARGET_HOST_WINCE
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 "wParam" parameter:
+ * The least significant digit seems to be which edge of the window
+ * is being used for a resize event:
+ * 4 3 5
+ * 1 2
+ * 7 6 8
+ * Congratulations and thanks to Richard Rauch for figuring this out..
+ */
+ switch ( wParam & 0xfff0 )
+ {
+ 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 ;
+
+ default:
+#if _DEBUG
+ fgWarning( "Unknown wParam type 0x%x\n", wParam );
+#endif
+ break;
+ }
+ }
+#endif /* !TARGET_HOST_WINCE */
+
+ /* We need to pass the message on to the operating system as well */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
+
default:
/*
* Handle unhandled messages