Whitespace conversion - tabs to 4 spaces
[freeglut] / src / freeglut_main.c
index 95efa18..b1d7165 100644 (file)
  * 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
+  // including gx.h does only work in c++ (thanks MS...),
+  // so we define this on our own...
+struct GXKeyList {
+    short vkUp;             // key for up
+    POINT ptUp;             // x,y position of key/button.  Not on screen but in screen coordinates.
+    short vkDown;
+    POINT ptDown;
+    short vkLeft;
+    POINT ptLeft;
+    short vkRight;
+    POINT ptRight;
+    short vkA;
+    POINT ptA;
+    short vkB;
+    POINT ptB;
+    short vkC;
+    POINT ptC;
+    short vkStart;
+    POINT ptStart;
+};
+extern void wince_GetDefaultKeys(void* nData, int iOptions);
+extern void wince_OpenInput();
 #endif
 
 #ifndef MAX
@@ -84,48 +108,61 @@ static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle,
                    width, height );
     XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
 
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
 
+#if !TARGET_HOST_WINCE
     {
-        RECT winRect;
-        int x, y;
+        RECT rect;
 
-        GetWindowRect( window->Window.Handle, &winRect );
-        x = winRect.left;
-        y = winRect.top;
+        /*
+         * 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 )
         {
-            /*
-             * Adjust the size of the window to allow for the size of the
-             * frame, if we are not a menu
-             */
-            if ( ! window->IsMenu )
+            if ( ! window->IsMenu && !window->State.IsGameMode )
             {
-                width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
-                height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
-                    GetSystemMetrics( SM_CYCAPTION );
+                rect.right  += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
+                rect.bottom += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
+                               GetSystemMetrics( SM_CYCAPTION );
             }
         }
         else
         {
-            GetWindowRect( window->Parent->Window.Handle,
-                           &winRect );
-            x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME );
-            y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) +
-                GetSystemMetrics( SM_CYCAPTION );
+            GetWindowRect( window->Parent->Window.Handle, &rect );
+            AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |
+                                      WS_CLIPCHILDREN, FALSE );
         }
 
-        MoveWindow(
-            window->Window.Handle,
-            x,
-            y,
-            width,
-            height,
-            TRUE
+        /*
+         * 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
@@ -169,14 +206,14 @@ static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
 
         fgSetWindow( window );
 
-        fghReshapeWindowByHandle( 
+        fghReshapeWindowByHandle(
             window->Window.Handle,
             window->State.Width,
             window->State.Height
         );
 
         window->State.NeedToResize = GL_FALSE;
-        fgSetWindow ( current_window );
+        fgSetWindow( current_window );
     }
 
     INVOKE_WCB( *window, Display, ( ) );
@@ -188,40 +225,25 @@ static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle )
 static void fghcbDisplayWindow( SFG_Window *window,
                                 SFG_Enumerator *enumerator )
 {
-    if( window->State.Redisplay &&
-        window->State.Visible )
+    if( window->State.NeedToResize )
     {
-        /*
-         * XXX Resizing should *not* depend upon whether there
-         * XXX is a pending redisplay flag, as far as I can tell.
-         * XXX
-         * XXX Note, too, that the {NeedToResize} flag is a little
-         * XXX fuzzy in its meaning, since for WIN32, this also
-         * XXX means "we need to tell the application that the window has
-         * XXX changed size", while in X11, it only means "we need
-         * XXX to ask the window system to resize the window.
-         * XXX Splitting the flag's meaning might be desirable, but
-         * XXX that could complicate the code more.  (On X11, the
-         * XXX user callback is called as soon as the event is
-         * XXX discovered, but resizing the window is postponed
-         * XXX until after other events.)
-         */
-        if( window->State.NeedToResize )
-        {
-            SFG_Window *current_window = fgStructure.Window;
+        SFG_Window *current_window = fgStructure.Window;
 
-            fgSetWindow( window );
+        fgSetWindow( window );
 
-            fghReshapeWindowByHandle( 
-                window->Window.Handle,
-                window->State.Width,
-                window->State.Height
-            );
+        fghReshapeWindowByHandle(
+            window->Window.Handle,
+            window->State.Width,
+            window->State.Height
+        );
 
-            window->State.NeedToResize = GL_FALSE;
-            fgSetWindow ( current_window );
-        }
+        window->State.NeedToResize = GL_FALSE;
+        fgSetWindow ( current_window );
+    }
 
+    if( window->State.Redisplay &&
+        window->State.Visible )
+    {
         window->State.Redisplay = GL_FALSE;
 
 #if TARGET_HOST_UNIX_X11
@@ -231,9 +253,9 @@ static void fghcbDisplayWindow( SFG_Window *window,
             INVOKE_WCB( *window, Display, ( ) );
             fgSetWindow( current_window );
         }
-#elif TARGET_HOST_WIN32
+#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
@@ -266,7 +288,9 @@ static void fghcbCheckJoystickPolls( SFG_Window *window,
     if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
         checkTime )
     {
+#if !TARGET_HOST_WINCE
         fgJoystickPollWindow( window );
+#endif //!TARGET_HOST_WINCE
         window->State.JoystickLastPoll = checkTime;
     }
 
@@ -292,10 +316,11 @@ static void fghCheckJoystickPolls( void )
 static void fghCheckTimers( void )
 {
     long checkTime = fgElapsedTime( );
-    SFG_Timer *timer;
 
-    while( timer = fgState.Timers.First )
+    while( fgState.Timers.First )
     {
+        SFG_Timer *timer = fgState.Timers.First;
+
         if( timer->TriggerTime > checkTime )
             break;
 
@@ -325,6 +350,8 @@ long fgElapsedTime( void )
         return elapsed;
 #elif TARGET_HOST_WIN32
         return timeGetTime() - fgState.Time.Value;
+#elif TARGET_HOST_WINCE
+        return GetTickCount() - fgState.Time.Value;
 #endif
     }
     else
@@ -333,6 +360,8 @@ long fgElapsedTime( void )
         gettimeofday( &fgState.Time.Value, NULL );
 #elif TARGET_HOST_WIN32
         fgState.Time.Value = timeGetTime ();
+#elif TARGET_HOST_WINCE
+        fgState.Time.Value = GetTickCount();
 #endif
         fgState.Time.Set = GL_TRUE ;
 
@@ -382,20 +411,12 @@ void fgWarning( const char *fmt, ... )
  * 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)
@@ -423,7 +444,7 @@ static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
         e->data = w;
     }
     fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
-}        
+}
 static int fgHavePendingRedisplays (void)
 {
     SFG_Enumerator enumerator;
@@ -453,31 +474,44 @@ static long fgNextTimer( void )
  */
 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 );
+    msec = fgNextTimer( );
+    if( fgHaveJoystick( ) )     /* XXX Use GLUT timers for joysticks... */
+        msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */
 
-    if( -1 == err )
-        fgWarning ( "freeglut select() error: %d\n", errno );
-    
-#elif TARGET_HOST_WIN32
+#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
 }
 
@@ -495,7 +529,7 @@ int fgGetXModifiers( XEvent *event )
         ret |= GLUT_ACTIVE_CTRL;
     if( event->xkey.state & Mod1Mask )
         ret |= GLUT_ACTIVE_ALT;
-    
+
     return ret;
 }
 #endif
@@ -538,7 +572,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
              */
             if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
             {
-                GETWINDOW( xclient ); 
+                GETWINDOW( xclient );
 
                 fgDestroyWindow ( window );
 
@@ -561,6 +595,13 @@ void FGAPIENTRY glutMainLoopEvent( void )
              *
              * 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:
@@ -589,6 +630,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
         case DestroyNotify:
             /*
              * This is sent to confirm the XDestroyWindow call.
+             *
              * XXX WHY is this commented out?  Should we re-enable it?
              */
             /* fgAddToWindowDestroyList ( window ); */
@@ -597,13 +639,19 @@ void FGAPIENTRY glutMainLoopEvent( void )
         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:
@@ -624,7 +672,10 @@ void FGAPIENTRY glutMainLoopEvent( void )
 
         case VisibilityNotify:
         {
-            GETWINDOW( xvisibility ); 
+            GETWINDOW( xvisibility );
+            /*
+             * XXX INVOKE_WCB() does this check for us.
+             */
             if( ! FETCH_WCB( *window, WindowStatus ) )
                 break;
             fgSetWindow( window );
@@ -641,13 +692,13 @@ void FGAPIENTRY glutMainLoopEvent( void )
                 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;
@@ -692,7 +743,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
 
             /*
              * 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?
              */
 #define BUTTON_MASK \
   ( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask )
@@ -720,7 +773,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
              */
             GETWINDOW( xbutton );
             GETMOUSE( xbutton );
-          
+
             /*
              * An X button (at least in XFree86) is numbered from 1.
              * A GLUT button is numbered from 0.
@@ -762,7 +815,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
                     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 ) )
@@ -789,12 +842,19 @@ void FGAPIENTRY glutMainLoopEvent( void )
                 else if( pressed )
                     /*
                      * Outside the menu, deactivate if it's a downclick
+                     *
                      * XXX This isn't enough.  A downclick outside of
                      * XXX the interior of our freeglut windows should also
                      * XXX deactivate the menu.  This is more complicated.
                      */
                     fgDeactivateMenu( window->ActiveMenu->ParentWindow );
-              
+
+                /*
+                 * XXX Why does an active menu require a redisplay at
+                 * XXX this point?  If this can come out cleanly, then
+                 * XXX it probably should do so; if not, a comment should
+                 * XXX explain it.
+                 */
                 window->State.Redisplay = GL_TRUE;
                 break;
             }
@@ -807,6 +867,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
                 ( window->Menu[ button ] ) &&
                 pressed )
             {
+                /*
+                 * XXX Posting a requisite Redisplay seems bogus.
+                 */
                 window->State.Redisplay = GL_TRUE;
                 fgSetWindow( window );
                 fgActivateMenu( window, button );
@@ -826,7 +889,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
             /*
              * 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,
@@ -852,7 +915,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
                 int direction = -1;
                 if( button % 2 )
                     direction = 1;
-                
+
                 if( pressed )
                     INVOKE_WCB( *window, MouseWheel, ( wheel_number,
                                                        direction,
@@ -877,6 +940,34 @@ void FGAPIENTRY glutMainLoopEvent( void )
             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 ( 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 );
@@ -988,7 +1079,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
         }
     }
 
-#elif TARGET_HOST_WIN32
+#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
 
     MSG stMsg;
 
@@ -1024,13 +1115,15 @@ void FGAPIENTRY glutMainLoopEvent( void )
  */
 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,
@@ -1049,7 +1142,7 @@ void FGAPIENTRY glutMainLoop( void )
             INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
             fgSetWindow( current_window );
         }
-        
+
         window = (SFG_Window *)window->Node.Next ;
     }
 #endif
@@ -1057,24 +1150,40 @@ void FGAPIENTRY glutMainLoop( void )
     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( );
         }
     }
 
     /*
      * 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 );
 }
 
 /*
@@ -1086,7 +1195,7 @@ void FGAPIENTRY glutLeaveMainLoop( void )
 }
 
 
-#if TARGET_HOST_WIN32
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
 /*
  * Determine a GLUT modifer mask based on MS-WINDOWS system info.
  */
@@ -1131,7 +1240,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
         {
             unsigned int current_DisplayMode = fgState.DisplayMode;
             fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH;
+#if !TARGET_HOST_WINCE
             fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+#endif
             fgState.DisplayMode = current_DisplayMode;
 
             if( fgStructure.MenuContext )
@@ -1151,7 +1262,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
         }
         else
         {
+#if !TARGET_HOST_WINCE
             fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE );
+#endif
 
             if( ! fgState.UseCurrentContext )
                 window->Window.Context =
@@ -1170,23 +1283,39 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
         window->State.Height = fgState.Size.Y;
 
         ReleaseDC( window->Window.Handle, window->Window.Device );
+
+#if TARGET_HOST_WINCE
+        // Take over button handling
+        wince_OpenInput();
+#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.
          */
-        window->State.NeedToResize = GL_TRUE;
-        window->State.Width  = LOWORD(lParam);
-        window->State.Height = 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 ); */
@@ -1207,7 +1336,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
          * XXX call glutSetCurdsor() instead of defining two macros
          * XXX and implementing a nested case in-line.
          */
-    case WM_SETCURSOR: 
+    case WM_SETCURSOR:
         /* Set the cursor AND change it for this window class. */
 #define MAP_CURSOR(a,b)                 \
     case a:                             \
@@ -1270,9 +1399,14 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
 
     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 = GL_TRUE;
@@ -1305,8 +1439,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
         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 )
         {
@@ -1340,11 +1479,16 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
             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 );
@@ -1409,7 +1553,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
             break;
         }
 
-        if ( window->Menu[ button ] && pressed )
+        if( window->Menu[ button ] && pressed )
         {
             window->State.Redisplay = GL_TRUE;
             fgSetWindow( window );
@@ -1504,14 +1648,17 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
     case WM_SYSKEYDOWN:
     case WM_KEYDOWN:
     {
+#if TARGET_HOST_WINCE
+        struct GXKeyList gxKeyList;
+#endif //TARGET_HOST_WINCE
         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.
          */
         fgState.Modifiers = fgGetWin32Modifiers( );
@@ -1560,6 +1707,30 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
             );
         }
 
+#if TARGET_HOST_WINCE
+        if(!(lParam & 0x40000000)) // Prevent auto-repeat
+        {
+            wince_GetDefaultKeys(&gxKeyList, 0x03);
+
+            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,
@@ -1577,7 +1748,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
         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.
          */
         fgState.Modifiers = fgGetWin32Modifiers( );
@@ -1628,11 +1799,12 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
 
         default:
         {
+#if !TARGET_HOST_WINCE
             BYTE state[ 256 ];
             WORD code[ 2 ];
-            
+
             GetKeyboardState( state );
-            
+
             if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
                 wParam=code[ 0 ];
 
@@ -1640,6 +1812,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
                         ( (char)wParam,
                           window->State.MouseX, window->State.MouseY )
             );
+#endif //!TARGET_HOST_WINCE
         }
         }
 
@@ -1656,7 +1829,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
     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;
 
         fgState.Modifiers = fgGetWin32Modifiers( );
@@ -1701,6 +1874,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
         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 = GL_TRUE;
@@ -1778,6 +1952,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
                 break ;
             }
         }
+#endif //!TARGET_HOST_WINCE
 
         /* We need to pass the message on to the operating system as well */
         lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );