#include "../include/GL/freeglut.h"
#include "freeglut_internal.h"
+#include <limits.h>
+#if TARGET_HOST_UNIX_X11
+#include <sys/types.h>
+#include <sys/time.h>
+#include <unistd.h>
+#include <errno.h>
+#include <sys/stat.h>
+#elif TARGET_HOST_WIN32
+#endif
+
+#ifndef MAX
+#define MAX(a,b) (((a)>(b)) ? (a) : (b))
+#endif
+
+#ifndef MIN
+#define MIN(a,b) (((a)<(b)) ? (a) : (b))
+#endif
+
+
/*
* TODO BEFORE THE STABLE RELEASE:
*
( HWND handle, int width, int height )
#endif
{
+ SFG_Window *current_window = fgStructure.Window ;
+
/*
* Find the window that received the reshape event
*/
* we resize the window.
*/
window->State.Redisplay = TRUE ;
+
+ /*
+ * If this is a menu, restore the active window
+ */
+ if ( window->IsMenu )
+ fgSetWindow ( current_window ) ;
}
/*
(window->State.Redisplay == TRUE) &&
(window->State.Visible == TRUE) )
{
+ SFG_Window *current_window = fgStructure.Window ;
+
/*
* OKi, this is the case: have the window set as the current one
*/
* And execute the display callback immediately after
*/
window->Callbacks.Display();
+
+ fgSetWindow ( current_window ) ;
}
#elif TARGET_HOST_WIN32
*/
if( window->State.NeedToResize )
{
+ SFG_Window *current_window = fgStructure.Window ;
+
fgSetWindow( window );
fghReshapeWindowByHandle(
* Never ever do that again:
*/
window->State.NeedToResize = FALSE;
+
+ fgSetWindow ( current_window ) ;
}
/*
/*
* Check if actually need to do the poll for the currently enumerated window:
*/
- if( window->State.JoystickLastPoll + window->State.JoystickPollRate >= checkTime )
+ if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= checkTime )
{
/*
* Yeah, that's it. Poll the joystick...
/*
* Add the timer to the timed out timers list
*/
- fgListRemove( &fgState.Timers, &timer->Node );
+ fgListRemove( &fgState.Timers, &timer->Node );
fgListAppend( &timedOut, &timer->Node );
}
}
}
/*
- * Clean up on exit
+ * Indicates whether Joystick events are being used by ANY window.
+ *
+ * The current mechanism is to walk all of the windows and ask if
+ * there is a joystick callback. Certainly in some cases, maybe
+ * in all cases, the joystick is attached to the system and accessed
+ * from ONE point by GLUT/freeglut, so this is not the right way,
+ * in general, to do this. However, the Joystick code is segregated
+ * in its own little world, so we can't access the information that
+ * we need in order to do that nicely.
+ *
+ * Some alternatives:
+ * * Store Joystick data into freeglut global state.
+ * * Provide NON-static functions or data from Joystick *.c file.
+ *
+ * Basically, the RIGHT way to do this requires knowing something
+ * about the Joystick. Right now, the Joystick code is behind
+ * an opaque wall.
+ *
*/
-static void fgCleanUpGlutsMess( void )
+static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
{
- int i;
-
- i = 0;
-
- if ( fgStructure.Windows.First != NULL )
- {
- SFG_Window *win = (SFG_Window *)fgStructure.Windows.First ;
- glEnd();
- glFinish();
- glFlush();
- while ( win != NULL )
+ if( w->Callbacks.Joystick )
{
- SFG_Window *temp_win = (SFG_Window *)win->Node.Next ;
- fgDestroyWindow ( win, FALSE ) ;
- win = temp_win ;
+ e->found = TRUE;
+ e->data = w;
}
- }
-
-#if 0
- /* these are pointers to external handles */
-
- __glutWindowListSize = 0;
- __glutStaleWindowList = NULL;
- __glutWindowList = NULL;
- __glutCurrentWindow = NULL;
-
- /* make sure we no longer have a GL context */
-
- if ( wglGetCurrentContext() != NULL )
- {
- wglDeleteContext( wglGetCurrentContext() );
- }
-
- hInstance = GetModuleHandle(NULL);
- UnregisterClass( classname, hInstance );
-
- /* clean up allocated timer memory */
+ fgEnumSubWindows( w, fgCheckJoystickCallback, e );
+}
+static int fgHaveJoystick( void )
+{
+ SFG_Enumerator enumerator;
+ enumerator.found = FALSE;
+ enumerator.data = NULL;
+ fgEnumWindows( fgCheckJoystickCallback, &enumerator );
+ return !!enumerator.data;
+}
+static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
+{
+ if( w->State.Redisplay )
+ {
+ e->found = TRUE;
+ e->data = w;
+ }
+ fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
+}
+static int fgHavePendingRedisplays (void)
+{
+ SFG_Enumerator enumerator;
+ enumerator.found = 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;
- tList = __glutTimerList;
- i = 0;
+ for( timer = (SFG_Timer *)fgState.Timers.First;
+ timer;
+ timer = (SFG_Timer *)timer->Node.Next )
+ ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
- while ( __glutTimerList )
- {
- i++;
- tList = __glutTimerList;
+ return ret;
+}
+/*
+ * Does the magic required to relinquish the CPU until something interesting
+ * happens.
+ */
+static void fgSleepForEvents( void )
+{
+#if TARGET_HOST_UNIX_X11
+ fd_set fdset;
+ int err;
+ int socket;
+ struct timeval wait;
+ long msec;
- if ( __glutTimerList )
- __glutTimerList = __glutTimerList->next;
+ if( fgState.IdleCallback ||
+ fgHavePendingRedisplays() )
+ return;
+ socket = ConnectionNumber( fgDisplay.Display );
+ FD_ZERO( &fdset );
+ FD_SET( socket, &fdset );
+
+ msec = fgNextTimer();
+ if( fgHaveJoystick() )
+ msec = MIN( msec, 10 );
+
+ wait.tv_sec = msec / 1000;
+ wait.tv_usec = (msec % 1000) * 1000;
+ err = select( socket+1, &fdset, NULL, NULL, &wait );
- if ( tList )
- free( tList );
- }
+ if( -1 == err )
+ printf( "freeglut select() error: %d\n", errno );
+
+#elif TARGET_HOST_WIN32
#endif
}
-
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
/*
* Do we have any event messages pending?
*/
- if( XPending( fgDisplay.Display ) )
+ while( XPending( fgDisplay.Display ) )
{
/*
* Grab the next event to be processed...
*/
switch( event.type )
{
- case CreateNotify:
- /*
- * The window creation confirmation
- */
- break;
-
case DestroyNotify:
/*
* This is sent to confirm the XDestroyWindow call.
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
if( window->Callbacks.Entry != NULL )
{
/*
+ * Set the current window
+ */
+ fgSetWindow ( window ) ;
+
+ /*
* Yeah. Notify the window about having the mouse cursor over
*/
window->Callbacks.Entry( GLUT_ENTERED );
if( window->Callbacks.Entry != NULL )
{
/*
+ * Set the current window
+ */
+ fgSetWindow ( window ) ;
+
+ /*
* Yeah. Notify the window about having the mouse cursor over
*/
window->Callbacks.Entry( GLUT_LEFT );
*/
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 ;
+ }
+
/*
* Let's make the window redraw as a result of the mouse motion.
*/
- if ( window->IsMenu ) window->State.Redisplay = TRUE ;
+ window->ActiveMenu->Window->State.Redisplay = TRUE ;
- break;
+ /*
+ * Since the window is a menu, make the parent window current
+ */
+ fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
+
+ break; /* I think this should stay in -- an active menu should absorb the mouse motion */
}
/*
/*
* Set the current window
*/
- fgStructure.Window = window ;
+ fgSetWindow ( window ) ;
/*
* Yup. Have it executed immediately
/*
* Set the current window
*/
- fgStructure.Window = window ;
+ fgSetWindow ( window ) ;
/*
* That's right, and there is a passive callback, too.
*/
GETWINDOW( xbutton ); GETMOUSE( xbutton );
- /*
- * GLUT API assumes that you can't have more than three mouse buttons, so:
- */
- switch( event.xbutton.button )
- {
- /*
- * WARNING: this might be wrong, if we only have two mouse buttons,
- * Button2 might mean the right button, isn't that right?
- */
- case Button1: button = GLUT_LEFT_BUTTON; break;
- case Button2: button = GLUT_MIDDLE_BUTTON; break;
- case Button3: button = GLUT_RIGHT_BUTTON; break;
- default: button = -1; break;
- }
-
- /*
- * Skip the unwanted mouse buttons...
- */
- if( button == -1 )
- break;
+ /*
+ * 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;
/*
* Do not execute the application's mouse callback if a menu is hooked to this button.
*/
if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
{
- if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
+ 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 ;
- fgSetWindow ( window ) ;
+ SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
+ fgSetWindow ( parent_window ) ;
fgStructure.Menu = window->ActiveMenu ;
/* Execute the menu callback */
fgExecuteMenuCallback ( window->ActiveMenu ) ;
- fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
+ fgDeactivateMenu ( parent_window ) ;
/* Restore the current window and menu */
fgSetWindow ( save_window ) ;
if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
}
+ /*
+ * Let's make the window redraw as a result of the mouse click and menu activity.
+ */
+ window->State.Redisplay = TRUE ;
+
break ;
}
/*
* No active menu, let's check whether we need to activate one.
*/
- if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+ if (( 0 <= button ) && ( 2 >= button ) &&
+ ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
{
/*
+ * Let's make the window redraw as a result of the mouse click.
+ */
+ window->State.Redisplay = TRUE ;
+
+ /*
* Set the current window
*/
fgSetWindow( window );
/*
* Check if there is a mouse callback hooked to the window
*/
- if( fgStructure.Window->Callbacks.Mouse == NULL )
+ if( window->Callbacks.Mouse == NULL )
break;
/*
* Set the current window
*/
- fgSetWindow( window );
+ fgSetWindow ( window );
/*
* Remember the current modifiers state
len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus );
/*
- * Get ready to calling the keyboard/special callbacks
- */
- fgSetWindow( window );
-
- /*
* GLUT API tells us to have two separate callbacks...
*/
if( len > 0 )
if( keyboard_cb != NULL )
{
/*
+ * Set the current window
+ */
+ fgSetWindow( window );
+
+ /*
* Remember the current modifiers state
*/
modifiers = 0;
if( (special_cb != NULL) && (special != -1) )
{
/*
+ * Set the current window
+ */
+ fgSetWindow( window );
+
+ /*
* Remember the current modifiers state
*/
modifiers = 0;
break;
}
}
- else
+
{
/*
* Have all the timers checked.
/*
* No messages in the queue, which means we are idling...
*/
- if ( fgState.IdleCallback != NULL )
+ if( fgState.IdleCallback != NULL )
fgState.IdleCallback();
/*
/*
* The windows processing is considerably smaller
*/
- if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
+ while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{
/*
* Grab the message now, checking for WM_QUIT
TranslateMessage( &stMsg );
DispatchMessage( &stMsg );
}
- else
+
{
/*
* Have all the timers checked.
/*
* No messages in the queue, which means we are idling...
*/
- if ( fgState.IdleCallback != NULL )
+ if( fgState.IdleCallback != NULL )
fgState.IdleCallback();
/*
while ( window != NULL )
{
if ( window->Callbacks.Visibility != NULL )
+ {
+ SFG_Window *current_window = fgStructure.Window ;
+
+ /*
+ * Set the current window
+ */
+ fgSetWindow( window );
+
window->Callbacks.Visibility ( window->State.Visible ) ;
+ /*
+ * Restore the current window
+ */
+ fgSetWindow( current_window );
+ }
+
window = (SFG_Window *)window->Node.Next ;
}
#endif
*/
if ( fgStructure.Windows.First == NULL )
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+ else
+ fgSleepForEvents();
}
+ {
+ fgExecutionState execState = fgState.ActionOnWindowClose;
- /*
- * If we got here by the user closing a window or by the application closing down, there may still be windows open.
- */
- fgCleanUpGlutsMess () ;
-
- /*
- * Check whether we return to the calling program or simply exit
- */
- if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
- exit ( 0 ) ;
+ /*
+ * When this loop terminates, destroy the display, state and structure
+ * of a freeglut session, so that another glutInit() call can happen
+ */
+ fgDeinitialize();
- /*
- * When this loop terminates, destroy the display, state and structure
- * of a freeglut session, so that another glutInit() call can happen
- */
- fgDeinitialize();
+ /*
+ * Check whether we return to the calling program or simply exit
+ */
+ if ( execState == GLUT_ACTION_EXIT )
+ exit ( 0 ) ;
+ }
}
/*
/*
* Let's make the window redraw as a result of the mouse motion.
*/
- if ( window->IsMenu ) window->State.Redisplay = TRUE ;
+ window->State.Redisplay = TRUE ;
+
+ /*
+ * Since the window is a menu, make the parent window current
+ */
+ fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
break;
}
/* 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 ;
- fgSetWindow ( window ) ;
+ SFG_Window *parent_window = window->ActiveMenu->ParentWindow ;
+ fgSetWindow ( parent_window ) ;
fgStructure.Menu = window->ActiveMenu ;
/* Execute the menu callback */
fgExecuteMenuCallback ( window->ActiveMenu ) ;
- fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
+ fgDeactivateMenu ( parent_window ) ;
/* Restore the current window and menu */
fgSetWindow ( save_window ) ;
if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
}
+ /*
+ * Let's make the window redraw as a result of the mouse click and menu activity.
+ */
+ if ( ! window->IsMenu ) window->State.Redisplay = TRUE ;
+
break ;
}
if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
{
/*
+ * Let's make the window redraw as a result of the mouse click.
+ */
+ window->State.Redisplay = TRUE ;
+
+ /*
* Set the current window
*/
fgSetWindow( window );
/*
* Check if there is a mouse callback hooked to the window
*/
- if( fgStructure.Window->Callbacks.Mouse == NULL )
+ if( window->Callbacks.Mouse == NULL )
break;
/*
* Set the current window
*/
- fgSetWindow( window );
+ fgSetWindow ( window );
/*
* Remember the current modifiers state.
/*
* Finally execute the mouse callback
*/
- fgStructure.Window->Callbacks.Mouse(
+ window->Callbacks.Mouse(
button,
pressed == TRUE ? GLUT_DOWN : GLUT_UP,
window->State.MouseX,
break;
/*
- * Set the current window
- */
- fgSetWindow( window );
-
- /*
* Remember the current modifiers state. This is done here in order
* to make sure the VK_DELETE keyboard callback is executed properly.
*/
* 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 );
+ }
}
/*
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 );
POINT mouse_pos ;
/*
- * Set the current window
- */
- fgSetWindow( window );
-
- /*
* Remember the current modifiers state. This is done here in order
* to make sure the VK_DELETE keyboard callback is executed properly.
*/
* 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:
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 );
+ }
}
}
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 );
if( window->Callbacks.Keyboard != NULL )
{
/*
+ * Set the current window
+ */
+ fgSetWindow( window );
+
+ /*
* Remember the current modifiers state
*/
window->State.Modifiers =
case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
if ( window->Callbacks.Display )
+ {
+ /*
+ * Set the current window
+ */
+ fgSetWindow( window );
+
window->Callbacks.Display () ;
+ }
/* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
break ;