#include "config.h"
#endif
-#define G_LOG_DOMAIN "freeglut-main"
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
#include <limits.h>
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/*
- * Calls a window's redraw method. This is used when
- * a redraw is forced by the incoming window messages.
+ * Handle a window configuration change. When no reshape
+ * callback is hooked, the viewport size is updated to
+ * match the new window size.
*/
-static void fghRedrawWindowByHandle
-#if TARGET_HOST_UNIX_X11
- ( Window handle )
-#elif TARGET_HOST_WIN32
- ( HWND handle )
-#endif
+static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
+ int width, int height )
{
- SFG_Window* window = fgWindowByHandle( handle );
+ SFG_Window *current_window = fgStructure.Window;
+ SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
- freeglut_return_if_fail( window->Callbacks.Display != NULL );
- freeglut_return_if_fail( window->State.Visible == TRUE );
- fgSetWindow( window );
- window->State.Redisplay = FALSE;
- window->Callbacks.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 )
+
+ XResizeWindow( fgDisplay.Display, window->Window.Handle,
+ width, height );
+ XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
+
#elif TARGET_HOST_WIN32
- ( HWND handle, int width, int height )
-#endif
-{
- SFG_Window *current_window = fgStructure.Window ;
- SFG_Window* window = fgWindowByHandle( handle );
- freeglut_return_if_fail( window != NULL );
- fgSetWindow( window );
- if( window->Callbacks.Reshape != NULL )
- window->Callbacks.Reshape( width, height );
+ {
+ 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
+ );
+ }
+
+ /*
+ * 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 );
+ }
+
+#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 ) ;
+ 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
- if( (window->Callbacks.Display != NULL) &&
- (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;
fgSetWindow( window );
- window->State.Redisplay = FALSE;
- window->Callbacks.Display();
- fgSetWindow ( current_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 ;
+ SFG_Window *current_window = fgStructure.Window;
fgSetWindow( window );
fghReshapeWindowByHandle(
window->Window.Handle,
- glutGet( GLUT_WINDOW_WIDTH ),
- glutGet( GLUT_WINDOW_HEIGHT )
+ window->State.Width,
+ window->State.Height
);
- window->State.NeedToResize = FALSE;
- fgSetWindow ( current_window ) ;
+ window->State.NeedToResize = GL_FALSE;
+ fgSetWindow ( current_window );
}
- if( (window->Callbacks.Display != NULL) &&
- (window->State.Redisplay == TRUE) &&
- (window->State.Visible == TRUE) )
+ if( window->State.Redisplay &&
+ window->State.Visible )
{
- window->State.Redisplay = FALSE;
- RedrawWindow(
- window->Window.Handle, NULL, NULL,
- RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
- );
- }
+ 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
+ RedrawWindow(
+ 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 );
}
/*
* Window enumerator callback to check for the joystick polling code
*/
-static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumerator )
+static void fghcbCheckJoystickPolls( SFG_Window *window,
+ SFG_Enumerator *enumerator )
{
- long int checkTime = fgElapsedTime();
+ long int checkTime = fgElapsedTime( );
- if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= checkTime )
+ if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
+ checkTime )
{
fgJoystickPollWindow( window );
window->State.JoystickLastPoll = checkTime;
}
+
fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
}
{
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);
+ long checkTime = fgElapsedTime( );
- /*
- * For every timer that is waiting for triggering
- */
- for( timer = (SFG_Timer *)fgState.Timers.First;
- timer;
- timer = (SFG_Timer *)next )
+ while( fgState.Timers.First )
{
- next = (SFG_Timer *)timer->Node.Next;
- if( timer->TriggerTime <= checkTime )
- {
- fgListRemove( &fgState.Timers, &timer->Node );
- fgListAppend( &timedOut, &timer->Node );
- }
- }
+ SFG_Timer *timer = fgState.Timers.First;
- /*
- * 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 );
+ if( timer->TriggerTime > checkTime )
+ break;
+
+ 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;
+ 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;
+ gettimeofday( &now, NULL );
- return( elapsed );
+ 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;
+#endif
+ }
+ else
+ {
+#if TARGET_HOST_UNIX_X11
+ gettimeofday( &fgState.Time.Value, NULL );
#elif TARGET_HOST_WIN32
- return (timeGetTime() - fgState.Time.Value);
+ fgState.Time.Value = timeGetTime ();
#endif
+ fgState.Time.Set = GL_TRUE ;
+
+ return 0 ;
+ }
}
/*
va_start( ap, fmt );
- fprintf( stderr, "freeglut (%s): ", fgState.ProgramName || "");
+ fprintf( stderr, "freeglut ");
+ if( fgState.ProgramName )
+ fprintf (stderr, "(%s): ", fgState.ProgramName);
vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( ap );
+ if ( fgState.Initialised )
+ fgDeinitialize ();
+
exit( 1 );
}
va_start( ap, fmt );
- fprintf( stderr, "freeglut (%s): ", fgState.ProgramName || "");
+ fprintf( stderr, "freeglut ");
+ if( fgState.ProgramName )
+ fprintf( stderr, "(%s): ", fgState.ProgramName );
vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" );
* 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.
+ * there is a joystick callback. We have a short-circuit early
+ * return if we find any joystick handler registered.
*
- * 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.
+ * 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( w->Callbacks.Joystick )
+ if( FETCH_WCB( *w, Joystick ) )
{
- e->found = TRUE;
- e->data = w;
+ 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->data = w;
+ 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;
-
- 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 );
+ long msec;
- if( -1 == err )
- printf( "freeglut select() error: %d\n", errno );
-
+ if( fgState.IdleCallback || fgHavePendingRedisplays( ) )
+ return;
+
+ msec = fgNextTimer( );
+ 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
+ MsgWaitForMultipleObjects( 0, NULL, FALSE, msec, QS_ALLEVENTS );
#endif
}
+#if TARGET_HOST_UNIX_X11
+/*
+ * Returns GLUT modifier mask for an XEvent.
+ */
+int fgGetXModifiers( XEvent *event )
+{
+ int ret = 0;
+
+ if( event->xkey.state & ( ShiftMask | LockMask ) )
+ ret |= GLUT_ACTIVE_SHIFT;
+ if( event->xkey.state & ControlMask )
+ ret |= GLUT_ACTIVE_CTRL;
+ if( event->xkey.state & Mod1Mask )
+ ret |= GLUT_ACTIVE_ALT;
+
+ return ret;
+}
+#endif
+
+
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
void FGAPIENTRY glutMainLoopEvent( void )
{
#if TARGET_HOST_UNIX_X11
- SFG_Window* window;
- XEvent event;
- int modifiers;
-
- /*
- * 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;
-
- freeglut_assert_ready;
- while( XPending( fgDisplay.Display ) )
- {
- XNextEvent( fgDisplay.Display, &event );
- switch( event.type )
- {
- case DestroyNotify:
- /*
- * This is sent to confirm the XDestroyWindow call.
- */
- /*
- * Call the window closure callback, remove from the structure, etc.
- */
-/* fgAddToWindowDestroyList ( window, FALSE ); */
-
- break;
-
- case ClientMessage:
- /*
- * Destroy the window when the WM_DELETE_WINDOW message arrives
- */
- if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
- {
- GETWINDOW( xclient );
-
- /*
- * Call the XWindows functions to close the window
- */
- fgCloseWindow ( window ) ;
-
- /*
- * Call the window closure callback, remove from the structure, etc.
- */
- fgAddToWindowDestroyList ( window, FALSE );
- }
- break;
-
- case UnmapNotify:
- /*
- * A window of ours has been unmapped...
- */
- break;
-
- case Expose:
- /*
- * We are too dumb to process partial exposes...
- */
- if( event.xexpose.count == 0 )
- 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
- */
- fghReshapeWindowByHandle(
- event.xconfigure.window,
- event.xconfigure.width,
- event.xconfigure.height
- );
- break;
-
- case MappingNotify:
- /*
- * Have the client's keyboard knowledge updated (xlib.ps,
- * page 206, says that's a good thing to do)
- */
- XRefreshKeyboardMapping( (XMappingEvent *) &event );
- break;
-
- case VisibilityNotify:
- {
- /*
- * The window's visiblity might have changed
- */
- GETWINDOW( xvisibility );
-
- /*
- * Break now if no window status callback has been hooked to that window
- */
- if( window->Callbacks.WindowStatus == NULL )
- break;
-
- /*
- * We're going to send a callback to a window. Make it current.
- */
- fgSetWindow( window );
+ SFG_Window* window;
+ XEvent event;
- /*
- * Sending this event, the X server can notify us that the window has just
- * acquired one of the three possible visibility states: VisibilityUnobscured,
- * VisibilityPartiallyObscured or VisibilityFullyObscured
- */
- switch( event.xvisibility.state )
- {
- case VisibilityUnobscured:
- /*
- * We are fully visible...
- */
- window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
- window->State.Visible = TRUE;
- break;
+ /*
+ * This code was repeated constantly, so here it goes into a definition:
+ */
+#define GETWINDOW(a) \
+ window = fgWindowByHandle( event.a.window ); \
+ if( window == NULL ) \
+ break;
- case VisibilityPartiallyObscured:
- /*
- * The window is partially visible
- */
- window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
- window->State.Visible = TRUE;
- break;
+#define GETMOUSE(a) \
+ window->State.MouseX = event.a.x; \
+ window->State.MouseY = event.a.y;
- case VisibilityFullyObscured:
- /*
- * The window is totally obscured
- */
- window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
- window->State.Visible = FALSE;
- break;
- }
- }
- break;
+ freeglut_assert_ready;
- case EnterNotify:
- {
- /*
- * Mouse is over one of our windows
- */
- GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
+ while( XPending( fgDisplay.Display ) )
+ {
+ XNextEvent( fgDisplay.Display, &event );
- /*
- * Is there an entry callback hooked to the window?
- */
- if( window->Callbacks.Entry != NULL )
+ switch( event.type )
{
- /*
- * Set the current window
- */
- fgSetWindow ( window ) ;
-
- /*
- * Yeah. Notify the window about having the mouse cursor over
- */
- window->Callbacks.Entry( GLUT_ENTERED );
- }
- }
- break;
+ case ClientMessage:
+ /*
+ * Destroy the window when the WM_DELETE_WINDOW message arrives
+ */
+ if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
+ {
+ GETWINDOW( xclient );
- case LeaveNotify:
- {
- /*
- * Mouse is no longer over one of our windows
- */
- GETWINDOW( xcrossing ); GETMOUSE( xcrossing );
+ fgDestroyWindow ( window );
- /*
- * Is there an entry callback hooked to the window?
- */
- if( window->Callbacks.Entry != NULL )
- {
- /*
- * Set the current window
- */
- fgSetWindow ( window ) ;
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
- /*
- * Yeah. Notify the window about having the mouse cursor over
- */
- window->Callbacks.Entry( GLUT_LEFT );
- }
- }
- break;
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ return;
+ }
+ break;
- case MotionNotify:
- {
- /*
- * The mouse cursor was moved...
- */
- GETWINDOW( xmotion ); GETMOUSE( xmotion );
+ /*
+ * 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.
+ */
+ case CreateNotify:
+ case ConfigureNotify:
+ GETWINDOW( xconfigure );
+ {
+ int width = event.xconfigure.width;
+ int height = event.xconfigure.height;
- /*
- * Fallback if there's an active menu hooked to this window
- */
- 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 ;
+ 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 DestroyNotify:
/*
- * Let's make the window redraw as a result of the mouse motion.
+ * This is sent to confirm the XDestroyWindow call.
+ *
+ * XXX WHY is this commented out? Should we re-enable it?
*/
- window->ActiveMenu->Window->State.Redisplay = TRUE ;
+ /* fgAddToWindowDestroyList ( window ); */
+ break;
+ case Expose:
/*
- * Since the window is a menu, make the parent window current
+ * 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).
+ *
*/
- fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
-
- break; /* I think this should stay in -- an active menu should absorb the mouse motion */
- }
+ if( event.xexpose.count == 0 )
+ {
+ GETWINDOW( xexpose );
+ fgSetWindow( window );
+ glutPostRedisplay( );
+ }
+ break;
- /*
- * What kind of a movement was it?
- */
- if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) ||
- (event.xmotion.state & Button3Mask) || (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 != NULL )
- {
+ case MapNotify:
+ case UnmapNotify:
/*
- * Set the current window
+ * If we never do anything with this, can we just not ask to
+ * get these messages?
*/
- fgSetWindow ( window ) ;
+ break;
+ case MappingNotify:
/*
- * Yup. Have it executed immediately
+ * Have the client's keyboard knowledge updated (xlib.ps,
+ * page 206, says that's a good thing to do)
*/
- window->Callbacks.Motion( event.xmotion.x, event.xmotion.y );
- }
- }
- else
+ XRefreshKeyboardMapping( (XMappingEvent *) &event );
+ break;
+
+ case VisibilityNotify:
{
- /*
- * Otherwise it was a passive movement...
- */
- if( window->Callbacks.Passive != NULL )
- {
+ GETWINDOW( xvisibility );
/*
- * Set the current window
+ * XXX INVOKE_WCB() does this check for us.
*/
- fgSetWindow ( window ) ;
+ if( ! FETCH_WCB( *window, WindowStatus ) )
+ break;
+ fgSetWindow( window );
/*
- * That's right, and there is a passive callback, too.
+ * Sending this event, the X server can notify us that the window
+ * has just acquired one of the three possible visibility states:
+ * VisibilityUnobscured, VisibilityPartiallyObscured or
+ * VisibilityFullyObscured
*/
- window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
- }
+ switch( event.xvisibility.state )
+ {
+ case VisibilityUnobscured:
+ INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
+ window->State.Visible = GL_TRUE;
+ break;
+
+ case VisibilityPartiallyObscured:
+ INVOKE_WCB( *window, WindowStatus,
+ ( GLUT_PARTIALLY_RETAINED ) );
+ window->State.Visible = GL_TRUE;
+ break;
+
+ case VisibilityFullyObscured:
+ INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
+ window->State.Visible = GL_FALSE;
+ break;
+
+ default:
+ fgWarning( "Uknown X visibility state: %d",
+ event.xvisibility.state );
+ break;
+ }
}
- }
- break;
-
- case ButtonRelease:
- case ButtonPress:
- {
- GLboolean pressed = TRUE ;
- int button;
-
- if ( event.type == ButtonRelease ) pressed = FALSE ;
+ break;
- /*
- * A mouse button has been pressed or released. Traditionally,
- * break if the window was found within the freeglut structures.
- */
- GETWINDOW( xbutton ); GETMOUSE( xbutton );
-
- /*
- * 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;
+ case EnterNotify:
+ case LeaveNotify:
+ GETWINDOW( xcrossing );
+ GETMOUSE( xcrossing );
+ INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ?
+ GLUT_ENTERED :
+ GLUT_LEFT ) );
+ break;
- /*
- * 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
- */
- if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
+ case MotionNotify:
{
- 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 ) ;
- }
+ GETWINDOW( xmotion );
+ GETMOUSE( xmotion );
- /*
- * Let's make the window redraw as a result of the mouse click and menu activity.
- */
- window->State.Redisplay = TRUE ;
+ if( window->ActiveMenu )
+ {
+ 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;
+ }
+ window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
+ fgSetWindow( window->ActiveMenu->ParentWindow );
+
+ break;
+ }
- break ;
+ /*
+ * XXX For more than 5 buttons, just check {event.xmotion.state},
+ * XXX rather than a host of bit-masks? Or maybe we need to
+ * XXX track ButtonPress/ButtonRelease events in our own
+ * XXX bit-mask?
+ */
+#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;
- /*
- * No active menu, let's check whether we need to activate one.
- */
- if (( 0 <= button ) && ( 2 >= button ) &&
- ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+ case ButtonRelease:
+ case ButtonPress:
{
- /*
- * Let's make the window redraw as a result of the mouse click.
- */
- window->State.Redisplay = TRUE ;
-
- /*
- * Set the current window
- */
- fgSetWindow( window );
+ GLboolean pressed = GL_TRUE;
+ int button;
- /*
- * Activate the appropriate menu structure...
- */
- fgActivateMenu( window, button );
+ if( event.type == ButtonRelease )
+ pressed = GL_FALSE ;
- break;
- }
-
- /*
- * Check if there is a mouse callback hooked to the window
- */
- if( window->Callbacks.Mouse == NULL )
- break;
-
- /*
- * Set the current window
- */
- fgSetWindow ( window );
-
- /*
- * Remember the current modifiers state
- */
- modifiers = 0;
- if (event.xbutton.state & (ShiftMask|LockMask))
- modifiers |= GLUT_ACTIVE_SHIFT;
- if (event.xbutton.state & ControlMask)
- modifiers |= GLUT_ACTIVE_CTRL;
- if (event.xbutton.state & Mod1Mask)
- modifiers |= GLUT_ACTIVE_ALT;
- fgStructure.Window->State.Modifiers = modifiers;
-
- /*
- * Finally execute the mouse callback
- */
- fgStructure.Window->Callbacks.Mouse(
- button,
- event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
- event.xbutton.x,
- event.xbutton.y
- );
-
- /*
- * Trash the modifiers state
- */
- fgStructure.Window->State.Modifiers = 0xffffffff;
- }
- break;
-
- case KeyRelease:
- case KeyPress:
- {
- FGCBkeyboard keyboard_cb;
- FGCBspecial special_cb;
-
- /*
- * A key has been pressed, find the window that had the focus:
- */
- GETWINDOW( xkey ); GETMOUSE( xkey );
-
- if( event.type == KeyPress )
- {
- keyboard_cb = window->Callbacks.Keyboard;
- special_cb = window->Callbacks.Special;
- }
- else
- {
- keyboard_cb = window->Callbacks.KeyboardUp;
- special_cb = window->Callbacks.SpecialUp;
- }
-
- /*
- * Is there a keyboard/special callback hooked for this window?
- */
- if( (keyboard_cb != NULL) || (special_cb != NULL) )
- {
- XComposeStatus composeStatus;
- char asciiCode[ 32 ];
- KeySym keySym;
- int len;
-
- /*
- * Check for the ASCII/KeySym codes associated with the event:
- */
- len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
+ /*
+ * A mouse button has been pressed or released. Traditionally,
+ * break if the window was found within the freeglut structures.
+ */
+ GETWINDOW( xbutton );
+ GETMOUSE( xbutton );
+
+ /*
+ * 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;
- /*
- * GLUT API tells us to have two separate callbacks...
- */
- if( len > 0 )
- {
/*
- * ...one for the ASCII translateable keypresses...
+ * 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
*/
- if( keyboard_cb != NULL )
+ /* Window has an active menu, it absorbs any mouse click */
+ if( window->ActiveMenu )
{
- /*
- * Set the current window
- */
- fgSetWindow( window );
-
- /*
- * Remember the current modifiers state
- */
- modifiers = 0;
- if (event.xkey.state & (ShiftMask|LockMask))
- modifiers |= GLUT_ACTIVE_SHIFT;
- if (event.xkey.state & ControlMask)
- modifiers |= GLUT_ACTIVE_CTRL;
- if (event.xkey.state & Mod1Mask)
- modifiers |= GLUT_ACTIVE_ALT;
- window->State.Modifiers = modifiers;
-
- /*
- * Execute the callback
- */
- keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y );
+ 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 );
- /*
- * Trash the modifiers state
- */
- window->State.Modifiers = 0xffffffff;
+ /*
+ * 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;
}
- }
- else
- {
- int special = -1;
/*
- * ...and one for all the others, which need to be translated to GLUT_KEY_Xs...
+ * No active menu, let's check whether we need to activate one.
*/
- switch( keySym )
+ 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;
+ }
+
/*
- * First the function keys come:
+ * Check if there is a mouse or mouse wheel callback hooked to the
+ * window
*/
- case XK_F1: special = GLUT_KEY_F1; break;
- case XK_F2: special = GLUT_KEY_F2; break;
- case XK_F3: special = GLUT_KEY_F3; break;
- case XK_F4: special = GLUT_KEY_F4; break;
- case XK_F5: special = GLUT_KEY_F5; break;
- case XK_F6: special = GLUT_KEY_F6; break;
- case XK_F7: special = GLUT_KEY_F7; break;
- case XK_F8: special = GLUT_KEY_F8; break;
- case XK_F9: special = GLUT_KEY_F9; break;
- case XK_F10: special = GLUT_KEY_F10; break;
- case XK_F11: special = GLUT_KEY_F11; break;
- case XK_F12: special = GLUT_KEY_F12; break;
+ if( ! FETCH_WCB( *window, Mouse ) &&
+ ! FETCH_WCB( *window, MouseWheel ) )
+ break;
+
+ fgState.Modifiers = fgGetXModifiers( &event );
/*
- * Then the arrows and stuff:
+ * Finally execute the mouse or mouse wheel callback
+ *
+ * XXX Use a symbolic constant, *not* "4"! ("3, sire!")
*/
- case XK_Left: special = GLUT_KEY_LEFT; break;
- case XK_Right: special = GLUT_KEY_RIGHT; break;
- case XK_Up: special = GLUT_KEY_UP; break;
- case XK_Down: special = GLUT_KEY_DOWN; break;
-
- case XK_KP_Prior:
- case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
- case XK_KP_Next:
- case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
- case XK_KP_Home:
- case XK_Home: special = GLUT_KEY_HOME; break;
- case XK_KP_End:
- case XK_End: special = GLUT_KEY_END; break;
- case XK_KP_Insert:
- case XK_Insert: special = GLUT_KEY_INSERT; break;
+ if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
+ INVOKE_WCB( *window, Mouse, ( button,
+ pressed ? GLUT_DOWN : GLUT_UP,
+ event.xbutton.x,
+ event.xbutton.y )
+ );
+ else
+ {
+ /*
+ * Map 4 and 5 to wheel zero; EVEN to +1, ODD to -1
+ * " 6 and 7 " " one; ...
+ *
+ * XXX This *should* be behind some variables/macros,
+ * 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 - 3) / 2;
+ int direction = -1;
+ if( button % 2 )
+ direction = 1;
+
+ if( pressed )
+ INVOKE_WCB( *window, MouseWheel, ( wheel_number,
+ direction,
+ event.xbutton.x,
+ event.xbutton.y )
+ );
}
/*
- * Execute the callback (if one has been specified),
- * given that the special code seems to be valid...
+ * Trash the modifiers state
*/
- if( (special_cb != NULL) && (special != -1) )
- {
- /*
- * Set the current window
- */
- fgSetWindow( window );
+ fgState.Modifiers = 0xffffffff;
+ }
+ break;
- /*
- * Remember the current modifiers state
- */
- modifiers = 0;
- if (event.xkey.state & (ShiftMask|LockMask))
- modifiers |= GLUT_ACTIVE_SHIFT;
- if (event.xkey.state & ControlMask)
- modifiers |= GLUT_ACTIVE_CTRL;
- if (event.xkey.state & Mod1Mask)
- modifiers |= GLUT_ACTIVE_ALT;
- window->State.Modifiers = modifiers;
+ case KeyRelease:
+ case KeyPress:
+ {
+ FGCBKeyboard keyboard_cb;
+ FGCBSpecial special_cb;
- special_cb( special, event.xkey.x, event.xkey.y );
+ GETWINDOW( xkey );
+ GETMOUSE( xkey );
- /*
- * Trash the modifiers state
- */
- window->State.Modifiers = 0xffffffff;
+ if( event.type == KeyPress )
+ {
+ keyboard_cb = FETCH_WCB( *window, Keyboard );
+ special_cb = FETCH_WCB( *window, Special );
+ }
+ else
+ {
+ keyboard_cb = FETCH_WCB( *window, KeyboardUp );
+ special_cb = FETCH_WCB( *window, SpecialUp );
}
- }
- }
- }
- break;
- }
- }
-
- {
- /*
- * Have all the timers checked.
- */
- fghCheckTimers();
- /*
- * Poll the joystick and notify all windows that want to be notified...
- */
- fghCheckJoystickPolls();
+ /*
+ * Is there a keyboard/special callback hooked for this window?
+ */
+ if( keyboard_cb || special_cb )
+ {
+ XComposeStatus composeStatus;
+ char asciiCode[ 32 ];
+ KeySym keySym;
+ int len;
- /*
- * Remember about displaying all the windows that have
- * been marked for a redisplay (possibly in the idle call):
- */
- fghDisplayAll();
- }
+ /*
+ * Check for the ASCII/KeySym codes associated with the event:
+ */
+ len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode),
+ &keySym, &composeStatus
+ );
-#elif TARGET_HOST_WIN32
+ /*
+ * GLUT API tells us to have two separate callbacks...
+ */
+ if( len > 0 )
+ {
+ /*
+ * ...one for the ASCII translateable keypresses...
+ */
+ if( keyboard_cb )
+ {
+ fgSetWindow( window );
+ fgState.Modifiers = fgGetXModifiers( &event );
+ keyboard_cb( asciiCode[ 0 ],
+ event.xkey.x, event.xkey.y
+ );
+ fgState.Modifiers = 0xffffffff;
+ }
+ }
+ else
+ {
+ int special = -1;
+
+ /*
+ * ...and one for all the others, which need to be
+ * translated to GLUT_KEY_Xs...
+ */
+ switch( keySym )
+ {
+ case XK_F1: special = GLUT_KEY_F1; break;
+ case XK_F2: special = GLUT_KEY_F2; break;
+ case XK_F3: special = GLUT_KEY_F3; break;
+ case XK_F4: special = GLUT_KEY_F4; break;
+ case XK_F5: special = GLUT_KEY_F5; break;
+ case XK_F6: special = GLUT_KEY_F6; break;
+ case XK_F7: special = GLUT_KEY_F7; break;
+ case XK_F8: special = GLUT_KEY_F8; break;
+ case XK_F9: special = GLUT_KEY_F9; break;
+ case XK_F10: special = GLUT_KEY_F10; break;
+ case XK_F11: special = GLUT_KEY_F11; break;
+ case XK_F12: special = GLUT_KEY_F12; break;
+
+ case XK_Left: special = GLUT_KEY_LEFT; break;
+ case XK_Right: special = GLUT_KEY_RIGHT; break;
+ case XK_Up: special = GLUT_KEY_UP; break;
+ case XK_Down: special = GLUT_KEY_DOWN; break;
+
+ case XK_KP_Prior:
+ case XK_Prior: special = GLUT_KEY_PAGE_UP; break;
+ case XK_KP_Next:
+ case XK_Next: special = GLUT_KEY_PAGE_DOWN; break;
+ case XK_KP_Home:
+ case XK_Home: special = GLUT_KEY_HOME; break;
+ case XK_KP_End:
+ case XK_End: special = GLUT_KEY_END; break;
+ case XK_KP_Insert:
+ case XK_Insert: special = GLUT_KEY_INSERT; break;
+ }
+
+ /*
+ * Execute the callback (if one has been specified),
+ * given that the special code seems to be valid...
+ */
+ if( special_cb && (special != -1) )
+ {
+ fgSetWindow( window );
+ fgState.Modifiers = fgGetXModifiers( &event );
+ special_cb( special, event.xkey.x, event.xkey.y );
+ fgState.Modifiers = 0xffffffff;
+ }
+ }
+ }
+ }
+ break;
- MSG stMsg;
+ case ReparentNotify:
+ break; /* XXX Should disable this event */
- /*
- * The windows processing is considerably smaller
- */
- 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 ;
+ default:
+ fgWarning ("Unknown X event type: %d", event.type);
+ break;
+ }
+ }
- /*
- * Translate virtual-key messages and send them to the window...
- */
- TranslateMessage( &stMsg );
- DispatchMessage( &stMsg );
- }
+#elif TARGET_HOST_WIN32
- {
- /*
- * Have all the timers checked.
- */
- fghCheckTimers();
+ MSG stMsg;
- /*
- * Poll the joystick and notify all windows that want to be notified...
- */
- fghCheckJoystickPolls();
+ while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
+ {
+ if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
+ {
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ return;
+ }
- /*
- * Remember about displaying all the windows that have
- * been marked for a redisplay (possibly in the idle call):
- */
- fghDisplayAll();
- }
+ TranslateMessage( &stMsg );
+ DispatchMessage( &stMsg );
+ }
#endif
- /*
- * If an event caused a window to be closed, do the actual closing here
- */
- fgCloseWindows () ;
+ if( fgState.Timers.First )
+ fghCheckTimers( );
+ fghCheckJoystickPolls( );
+ fghDisplayAll( );
+
+ fgCloseWindows( );
}
/*
- * Enters the freeglut processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
+ * Enters the freeglut processing loop.
+ * Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
*/
void FGAPIENTRY glutMainLoop( void )
{
+ int action;
+
#if TARGET_HOST_WIN32
- SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
+ SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif
- /*
- * Make sure the display has been created etc.
- */
- freeglut_assert_ready;
+ 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
- */
- while ( window != NULL )
- {
- if ( window->Callbacks.Visibility != NULL )
+ /*
+ * 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 )
{
- SFG_Window *current_window = fgStructure.Window ;
-
- /*
- * Set the current window
- */
- fgSetWindow( window );
-
- window->Callbacks.Visibility ( window->State.Visible ) ;
+ if ( FETCH_WCB( *window, Visibility ) )
+ {
+ SFG_Window *current_window = fgStructure.Window ;
- /*
- * Restore the current window
- */
- fgSetWindow( current_window );
+ INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
+ fgSetWindow( current_window );
+ }
+
+ window = (SFG_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
+ fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
+ while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
{
- if ( fgState.IdleCallback )
- fgState.IdleCallback ();
- fgSleepForEvents();
- }
- }
+ 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( ! window )
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ else
+ {
+ if( fgState.IdleCallback )
+ fgState.IdleCallback( );
- {
- fgExecutionState execState = fgState.ActionOnWindowClose;
+ fgSleepForEvents( );
+ }
+ }
/*
* 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.
*/
- fgDeinitialize();
-
- /*
- * Check whether we return to the calling program or simply exit
- */
- if ( execState == GLUT_ACTION_EXIT )
- exit ( 0 ) ;
- }
+ action = fgState.ActionOnWindowClose;
+ fgDeinitialize( );
+ if( action == GLUT_ACTION_EXIT )
+ exit( 0 );
}
/*
*/
void FGAPIENTRY glutLeaveMainLoop( void )
{
- fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+ fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+}
+
+
+#if TARGET_HOST_WIN32
+/*
+ * Determine a GLUT modifer mask based on MS-WINDOWS system info.
+ */
+int fgGetWin32Modifiers (void)
+{
+ return
+ ( ( ( 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 );
}
/*
* The window procedure for handling Win32 events
*/
-#if TARGET_HOST_WIN32
-LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
+LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
+ LPARAM lParam )
{
SFG_Window* window = fgWindowByHandle( hWnd );
PAINTSTRUCT ps;
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 ) ; */
- /*
- * Check what type of message are we receiving
- */
+ /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
+ uMsg, wParam, lParam ); */
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 )
+ if( window->IsMenu )
{
- /*
- * 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 ;
+ unsigned int current_DisplayMode = fgState.DisplayMode;
+ fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
+ fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+ fgState.DisplayMode = current_DisplayMode;
+
+ if( fgStructure.MenuContext )
+ wglMakeCurrent( window->Window.Device,
+ fgStructure.MenuContext->Context
+ );
+ else
+ {
+ fgStructure.MenuContext =
+ (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) );
+ fgStructure.MenuContext->Context =
+ wglCreateContext( window->Window.Device );
+ }
- /*
- * 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) ) ;
- fgStructure.MenuContext->Context = wglCreateContext( window->Window.Device );
- }
- else
- wglMakeCurrent ( window->Window.Device, fgStructure.MenuContext->Context ) ;
-
-/* window->Window.Context = wglGetCurrentContext () ; */
- window->Window.Context = wglCreateContext( window->Window.Device );
+ /* window->Window.Context = wglGetCurrentContext (); */
+ window->Window.Context = wglCreateContext( window->Window.Device );
}
else
{
- /*
- * Setup the pixel format of our window
- */
- fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
-
- if ( fgState.UseCurrentContext == TRUE )
- {
- window->Window.Context = wglGetCurrentContext();
- if ( ! window->Window.Context )
- window->Window.Context = wglCreateContext( window->Window.Device );
- }
- else
- window->Window.Context = wglCreateContext( window->Window.Device );
+ fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+
+ if( ! fgState.UseCurrentContext )
+ window->Window.Context =
+ wglCreateContext( window->Window.Device );
+ else
+ {
+ window->Window.Context = wglGetCurrentContext( );
+ if( ! window->Window.Context )
+ window->Window.Context =
+ wglCreateContext( window->Window.Device );
+ }
}
- /*
- * Still, we'll be needing to explicitly resize the window
- */
- window->State.NeedToResize = TRUE;
+ window->State.NeedToResize = GL_TRUE;
+ window->State.Width = fgState.Size.X;
+ window->State.Height = fgState.Size.Y;
- /*
- * Finally, have the window's device context released
- */
ReleaseDC( window->Window.Handle, window->Window.Device );
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;
+ window->State.Width = LOWORD(lParam);
+ window->State.Height = HIWORD(lParam);
+ }
+
break;
#if 0
case WM_SETFOCUS:
case WM_ACTIVATE:
if (LOWORD(wParam) != WA_INACTIVE)
{
- /* glutSetCursor( fgStructure.Window->State.Cursor ); */
- printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
-
- glutSetCursor( window->State.Cursor );
+ /* glutSetCursor( fgStructure.Window->State.Cursor ); */
+ printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
+ window->State.Cursor );
+ glutSetCursor( window->State.Cursor );
}
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
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
- /* 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;
+ 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;
- 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 );
- }
-#endif
- else
- lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
- break;
+ /* Nuke the cursor AND change it for this window class. */
+#define ZAP_CURSOR(a,b) \
+ case a: \
+ SetCursor( NULL ); \
+ break;
+
+ 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 );
+ }
+ else
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
case WM_SHOWWINDOW:
- /*
- * We are now Visible!
- */
- window->State.Visible = TRUE;
- window->State.Redisplay = TRUE;
+ window->State.Visible = GL_TRUE;
+ window->State.Redisplay = GL_TRUE;
break;
case WM_PAINT:
- /*
- * Start the painting job
- */
-
+ /* Turn on the visibility in case it was turned off somehow */
+ window->State.Visible = GL_TRUE;
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;
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 notbeing 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 ) ;
-
- /*
- * Proceed with the window destruction
- */
- DestroyWindow( hWnd );
+ fgDestroyWindow ( window );
+ if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
+ PostQuitMessage(0);
break;
case WM_DESTROY:
/*
* The window already got destroyed, so don't bother with it.
*/
- return( 0 );
+ return 0;
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 )
{
- /*
- * Let's make the window redraw as a result of the mouse motion.
- */
- window->State.Redisplay = TRUE ;
-
- /*
- * Since the window is a menu, make the parent window current
- */
- fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
-
+ window->State.Redisplay = GL_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 );
+ fgState.Modifiers = fgGetWin32Modifiers( );
- /*
- * 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 );
- }
- }
+ if( ( wParam & MK_LBUTTON ) ||
+ ( wParam & MK_MBUTTON ) ||
+ ( wParam & MK_RBUTTON ) )
+ INVOKE_WCB( *window, 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 );
- }
- }
+ INVOKE_WCB( *window, Passive, ( window->State.MouseX,
+ window->State.MouseY ) );
- /*
- * Thrash the current modifiers state now
- */
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
case WM_MBUTTONUP:
case WM_RBUTTONUP:
{
- GLboolean pressed = TRUE;
+ GLboolean pressed = GL_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;
- case WM_MBUTTONDOWN: pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break;
- case WM_RBUTTONDOWN: pressed = TRUE; button = GLUT_RIGHT_BUTTON; break;
- case WM_LBUTTONUP: pressed = FALSE; button = GLUT_LEFT_BUTTON; break;
- case WM_MBUTTONUP: pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break;
- case WM_RBUTTONUP: pressed = FALSE; button = GLUT_RIGHT_BUTTON; break;
- default: pressed = FALSE; button = -1; break;
+ case WM_LBUTTONDOWN:
+ pressed = GL_TRUE;
+ button = GLUT_LEFT_BUTTON;
+ break;
+ case WM_MBUTTONDOWN:
+ pressed = GL_TRUE;
+ button = GLUT_MIDDLE_BUTTON;
+ break;
+ case WM_RBUTTONDOWN:
+ pressed = GL_TRUE;
+ button = GLUT_RIGHT_BUTTON;
+ break;
+ case WM_LBUTTONUP:
+ pressed = GL_FALSE;
+ button = GLUT_LEFT_BUTTON;
+ break;
+ case WM_MBUTTONUP:
+ pressed = GL_FALSE;
+ button = GLUT_MIDDLE_BUTTON;
+ break;
+ case WM_RBUTTONUP:
+ pressed = GL_FALSE;
+ button = GLUT_RIGHT_BUTTON;
+ break;
+ default:
+ pressed = GL_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;
+ {
+ 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 ) );
+ return DefWindowProc( hWnd, uMsg, lParam, wParam );
/*
- * Do not execute the application's mouse callback if a menu is hooked to this button.
+ * 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
+ * - 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
+ * - 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
*/
- if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
+ /* Window has an active menu, it absorbs any mouse click */
+ if( window->ActiveMenu )
{
- 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 ;
- 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 ) ;
- }
+ /* 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 = TRUE ;
+ /*
+ * Let's make the window redraw as a result of the mouse
+ * click and menu activity.
+ */
+ if( ! window->IsMenu )
+ window->State.Redisplay = GL_TRUE;
- break ;
+ break;
}
- /*
- * No active menu, let's check whether we need to activate one.
- */
- if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+ if( window->Menu[ button ] && pressed )
{
- /*
- * Let's make the window redraw as a result of the mouse click.
- */
- window->State.Redisplay = TRUE ;
-
- /*
- * Set the current window
- */
+ window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
-
- /*
- * Activate the appropriate menu structure...
- */
fgActivateMenu( window, button );
break;
}
- /*
- * Check if there is a mouse callback hooked to the window
- */
- if( window->Callbacks.Mouse == NULL )
+ if( ! FETCH_WCB( *window, Mouse ) )
break;
- /*
- * Set the current window
- */
- fgSetWindow ( window );
+ fgSetWindow( window );
+ fgState.Modifiers = fgGetWin32Modifiers( );
+
+ INVOKE_WCB(
+ *window, Mouse,
+ ( button,
+ pressed ? GLUT_DOWN : GLUT_UP,
+ window->State.MouseX,
+ window->State.MouseY
+ )
+ );
- /*
- * Remember the current modifiers state.
- */
- 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 );
+ fgState.Modifiers = 0xffffffff;
+ }
+ break;
+ case 0x020a:
+ /* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
+ {
/*
- * Finally execute the mouse callback
+ * XXX THIS IS SPECULATIVE -- John Fay, 10/2/03
+ * XXX Should use WHEEL_DELTA instead of 120
*/
- window->Callbacks.Mouse(
- button,
- pressed == TRUE ? GLUT_DOWN : GLUT_UP,
- window->State.MouseX,
- window->State.MouseY
- );
+ int wheel_number = LOWORD( wParam );
+ short ticks = ( short )HIWORD( wParam ) / 120;
+ int direction = 1;
+
+ if( ticks < 0 )
+ {
+ direction = -1;
+ ticks = -ticks;
+ }
/*
- * Trash the modifiers state
+ * The mouse cursor has moved. Remember the new mouse cursor's position
*/
- fgStructure.Window->State.Modifiers = 0xffffffff;
+ /* window->State.MouseX = LOWORD( lParam ); */
+ /* Need to adjust by window position, */
+ /* window->State.MouseY = HIWORD( lParam ); */
+ /* change "lParam" to other parameter */
+
+ if( ! FETCH_WCB( *window, MouseWheel ) &&
+ ! FETCH_WCB( *window, Mouse ) )
+ break;
+
+ fgSetWindow( window );
+ fgState.Modifiers = fgGetWin32Modifiers( );
+
+ while( ticks-- )
+ if( FETCH_WCB( *window, MouseWheel ) )
+ INVOKE_WCB( *window, MouseWheel,
+ ( wheel_number,
+ direction,
+ window->State.MouseX,
+ window->State.MouseY
+ )
+ );
+ else /* No mouse wheel, call the mouse button callback twice */
+ {
+ /*
+ * XXX The below assumes that you have no more than 3 mouse
+ * XXX buttons. Sorry.
+ */
+ int button = wheel_number*2 + 4;
+ if( direction > 0 )
+ ++button;
+ INVOKE_WCB( *window, Mouse,
+ ( button, GLUT_DOWN,
+ window->State.MouseX, window->State.MouseY )
+ );
+ INVOKE_WCB( *window, Mouse,
+ ( button, GLUT_UP,
+ window->State.MouseX, window->State.MouseX )
+ );
+ }
+
+ fgState.Modifiers = 0xffffffff;
}
- break;
+ 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) )
+ if( fgState.IgnoreKeyRepeat && (HIWORD(lParam) & KF_REPEAT) )
break;
/*
* 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 =
- ( ( (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 );
+ fgState.Modifiers = fgGetWin32Modifiers( );
- /*
- * Set the mouse position
- */
- GetCursorPos ( &mouse_pos ) ;
- ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
+ GetCursorPos( &mouse_pos );
+ ScreenToClient( window->Window.Handle, &mouse_pos );
- window->State.MouseX = mouse_pos.x ;
- window->State.MouseY = mouse_pos.y ;
+ window->State.MouseX = mouse_pos.x;
+ window->State.MouseY = mouse_pos.y;
/*
* Convert the Win32 keystroke codes to GLUTtish way
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_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
- KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
- KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
- KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
- KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
- KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
- KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
+ 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_F7, GLUT_KEY_F7 );
+ KEY( VK_F8, GLUT_KEY_F8 );
+ KEY( VK_F9, GLUT_KEY_F9 );
+ KEY( VK_F10, GLUT_KEY_F10 );
+ KEY( VK_F11, GLUT_KEY_F11 );
+ KEY( VK_F12, GLUT_KEY_F12 );
+ KEY( VK_PRIOR, GLUT_KEY_PAGE_UP );
+ KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
+ KEY( VK_HOME, GLUT_KEY_HOME );
+ KEY( VK_END, GLUT_KEY_END );
+ KEY( VK_LEFT, GLUT_KEY_LEFT );
+ KEY( VK_UP, GLUT_KEY_UP );
+ KEY( VK_RIGHT, GLUT_KEY_RIGHT );
+ KEY( VK_DOWN, GLUT_KEY_DOWN );
KEY( VK_INSERT, GLUT_KEY_INSERT );
+ case VK_DELETE:
/*
- * ...yet there is a small exception we need to have handled...
+ * The delete key should be treated as an ASCII keypress:
*/
- 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 );
- }
+ INVOKE_WCB( *window, 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) )
- {
- /*
- * Set the current window
- */
- fgSetWindow( window );
-
- /*
- * Have the special callback executed:
- */
- window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY );
- }
+ if( keypress != -1 )
+ INVOKE_WCB( *window, Special,
+ ( keypress,
+ window->State.MouseX, window->State.MouseY )
+ );
- /*
- * Thrash the modifiers register now
- */
- window->State.Modifiers = 0xffffffff;
+ fgState.Modifiers = 0xffffffff;
}
break;
case WM_KEYUP:
{
int keypress = -1;
- POINT mouse_pos ;
+ POINT mouse_pos;
/*
* 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 =
- ( ( (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 );
+ fgState.Modifiers = fgGetWin32Modifiers( );
- /*
- * Set the mouse position
- */
- GetCursorPos ( &mouse_pos ) ;
- ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
+ GetCursorPos( &mouse_pos );
+ ScreenToClient( window->Window.Handle, &mouse_pos );
- window->State.MouseX = mouse_pos.x ;
- window->State.MouseY = mouse_pos.y ;
+ window->State.MouseX = mouse_pos.x;
+ window->State.MouseY = mouse_pos.y;
/*
- * Convert the Win32 keystroke codes to GLUTtish way. "KEY(a,b)" was defined under "WM_KEYDOWN"
+ * Convert the Win32 keystroke codes to GLUTtish way.
+ * "KEY(a,b)" was defined under "WM_KEYDOWN"
*/
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_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
- KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
- KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
- KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
- KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
- KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
- KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN );
- KEY( VK_INSERT, GLUT_KEY_INSERT );
+ 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_F7, GLUT_KEY_F7 );
+ KEY( VK_F8, GLUT_KEY_F8 );
+ KEY( VK_F9, GLUT_KEY_F9 );
+ KEY( VK_F10, GLUT_KEY_F10 );
+ KEY( VK_F11, GLUT_KEY_F11 );
+ KEY( VK_F12, GLUT_KEY_F12 );
+ KEY( VK_PRIOR, GLUT_KEY_PAGE_UP );
+ KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
+ KEY( VK_HOME, GLUT_KEY_HOME );
+ KEY( VK_END, GLUT_KEY_END );
+ KEY( VK_LEFT, GLUT_KEY_LEFT );
+ KEY( VK_UP, GLUT_KEY_UP );
+ 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.
+ * The delete key should be treated as an ASCII keypress:
*/
- BYTE state[ 256 ];
- WORD code[ 2 ];
+ INVOKE_WCB( *window, KeyboardUp,
+ ( 127, window->State.MouseX, window->State.MouseY )
+ );
+ break;
- GetKeyboardState(state);
-
- if ( ToAscii( wParam, 0, state, code, 0 ) == 1 )
+ default:
+ {
+ BYTE state[ 256 ];
+ WORD code[ 2 ];
+
+ GetKeyboardState( state );
+
+ if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
wParam=code[ 0 ];
- if( window->Callbacks.KeyboardUp != NULL )
- {
- /*
- * Set the current window
- */
- 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 )
+ );
}
-
- /*
- * Execute the special callback, if present, given the conversion was a success:
- */
- if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) )
- {
- /*
- * Set the current window
- */
- fgSetWindow( window );
-
- /*
- * Have the special callback executed:
- */
- window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
}
- /*
- * Thrash the modifiers register now
- */
- window->State.Modifiers = 0xffffffff;
+ if( keypress != -1 )
+ INVOKE_WCB( *window, SpecialUp,
+ ( keypress,
+ window->State.MouseX, window->State.MouseY )
+ );
+
+ fgState.Modifiers = 0xffffffff;
}
break;
case WM_SYSCHAR:
case WM_CHAR:
{
- /*
- * Ignore the automatic key repetition if needed:
- */
- if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
+ if( fgState.IgnoreKeyRepeat && (HIWORD(lParam) & KF_REPEAT) )
break;
+ fgState.Modifiers = fgGetWin32Modifiers( );
+ INVOKE_WCB( *window, Keyboard,
+ ( (char)wParam,
+ window->State.MouseX, window->State.MouseY )
+ );
+ fgState.Modifiers = 0xffffffff;
+ }
+ break;
+
+ case WM_CAPTURECHANGED:
+ /* User has finished resizing the window, force a redraw */
+ INVOKE_WCB( *window, Display, ( ) );
+
+ /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */
+ break;
+
/*
- * Clear to go with the keyboard callback, if registered:
+ * Other messages that I have seen and which are not handled already
*/
- if( window->Callbacks.Keyboard != NULL )
- {
- /*
- * Set the current window
- */
- fgSetWindow( window );
+ case WM_SETTEXT: /* 0x000c */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ /* Pass it on to "DefWindowProc" to set the window text */
+ 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 );
+ case WM_GETTEXT: /* 0x000d */
+ /* Ideally we would copy the title of the window into "lParam" */
+ /* strncpy ( (char *)lParam, "Window Title", wParam );
+ lRet = ( wParam > 12 ) ? 12 : wParam; */
+ /* the number of characters copied */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
- /*
- * Have the special callback executed:
- */
- window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
+ case WM_GETTEXTLENGTH: /* 0x000e */
+ /* Ideally we would get the length of the title of the window */
+ lRet = 12;
+ /* the number of characters in "Window Title\0" (see above) */
+ break;
- /*
- * Thrash the modifiers register now
- */
- window->State.Modifiers = 0xffffffff;
- }
- }
- break;
+ case WM_ERASEBKGND: /* 0x0014 */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
- case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
- if ( window->Callbacks.Display )
- {
- /*
- * Set the current window
- */
- fgSetWindow( window );
+ case WM_SYNCPAINT: /* 0x0088 */
+ /* Another window has moved, need to update this one */
+ window->State.Redisplay = GL_TRUE;
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ /* Help screen says this message must be passed to "DefWindowProc" */
+ break;
- window->Callbacks.Display () ;
- }
-
-/* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
- break ;
-
- /*
- * 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 ;
-
- case WM_GETTEXT : /* 0x000d */
- /* Ideally we would copy the title of the window into "lParam" */
-/* strncpy ( (char *)lParam, "Window Title", wParam ) ;
- lRet = ( wParam > 12 ) ? 12 : wParam ; */ /* the number of characters copied */
- lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
- break ;
-
- case WM_GETTEXTLENGTH : /* 0x000e */
- /* Ideally we would get the length of the title of the window */
- lRet = 12 ; /* the number of characters in "Window Title\0" (see above) */
- break ;
-
- case WM_ERASEBKGND : /* 0x0014 */
- lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
- break ;
-
- case WM_SYNCPAINT : /* 0x0088 */
- /* Another window has moved, need to update this one */
- window->State.Redisplay = TRUE ;
- lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Help screen says this message must be passed to "DefWindowProc" */
- break ;
-
- case WM_NCPAINT : /* 0x0085 */
+ case WM_NCPAINT: /* 0x0085 */
/* Need to update the border of this window */
- lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to repaint a standard border */
- break ;
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ /* 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 "lParam" parameter:
+ * Clicking on a corner to resize the window gives a "F004" message
+ * but this is not defined in my header file.
+ */
+ switch ( lParam )
+ {
+ 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 ;
+ }
+ }
+
+ /* We need to pass the message on to the operating system as well */
+ lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
+ break;
default:
/*
break;
}
- return( lRet );
+ return lRet;
}
#endif