#if !TARGET_HOST_WINCE
{
- RECT rect;
+ RECT winRect;
+ int x, y, w, h;
/*
* For windowed mode, get the current position of the
* decorations into account.
*/
- GetWindowRect( window->Window.Handle, &rect );
- rect.right = rect.left + width;
- rect.bottom = rect.top + height;
+ /* "GetWindowRect" returns the pixel coordinates of the outside of the window */
+ GetWindowRect( window->Window.Handle, &winRect );
+ x = winRect.left;
+ y = winRect.top;
+ w = width;
+ h = 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 );
+ w += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
+ h += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
+ GetSystemMetrics( SM_CYCAPTION );
}
}
else
{
- GetWindowRect( window->Parent->Window.Handle, &rect );
- AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS |
- WS_CLIPCHILDREN, FALSE );
+ RECT parentRect;
+ GetWindowRect( window->Parent->Window.Handle, &parentRect );
+ x -= parentRect.left + GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
+ y -= parentRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
+ GetSystemMetrics( SM_CYCAPTION );
}
/*
SetWindowPos( window->Window.Handle,
HWND_TOP,
- rect.left,
- rect.top,
- rect.right - rect.left,
- rect.bottom - rect.top,
+ x, y, w, h,
SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING |
SWP_NOZORDER
);
* and all other "joystick timer" code can be yanked.
*
*/
-static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
+static void fghCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
{
if( FETCH_WCB( *w, Joystick ) )
{
e->found = GL_TRUE;
e->data = w;
}
- fgEnumSubWindows( w, fgCheckJoystickCallback, e );
+ fgEnumSubWindows( w, fghCheckJoystickCallback, e );
}
-static int fgHaveJoystick( void )
+static int fghHaveJoystick( void )
{
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
- fgEnumWindows( fgCheckJoystickCallback, &enumerator );
+ fgEnumWindows( fghCheckJoystickCallback, &enumerator );
return !!enumerator.data;
}
-static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
+static void fghHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
{
if( w->State.Redisplay )
{
e->found = GL_TRUE;
e->data = w;
}
- fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
+ fgEnumSubWindows( w, fghHavePendingRedisplaysCallback, e );
}
-static int fgHavePendingRedisplays (void)
+static int fghHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
- fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator );
+ fgEnumWindows( fghHavePendingRedisplaysCallback, &enumerator );
return !!enumerator.data;
}
/*
* Returns the number of GLUT ticks (milliseconds) till the next timer event.
*/
-static long fgNextTimer( void )
+static long fghNextTimer( void )
{
long ret = INT_MAX;
SFG_Timer *timer = fgState.Timers.First;
* Does the magic required to relinquish the CPU until something interesting
* happens.
*/
-static void fgSleepForEvents( void )
+static void fghSleepForEvents( void )
{
long msec;
- if( fgState.IdleCallback || fgHavePendingRedisplays( ) )
+ if( fgState.IdleCallback || fghHavePendingRedisplays( ) )
return;
- msec = fgNextTimer( );
- if( fgHaveJoystick( ) ) /* XXX Use GLUT timers for joysticks... */
- msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */
+ msec = fghNextTimer( );
+ if( fghHaveJoystick( ) ) /* XXX Use GLUT timers for joysticks... */
+ msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */
#if TARGET_HOST_UNIX_X11
/*
* 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
+ * after the event-reading loop, in any case, so we
* need to allow that we may have an empty socket but non-
* empty event queue.
*/
err = select( socket+1, &fdset, NULL, NULL, &wait );
if( -1 == err )
- fgWarning ( "freeglut select() error: %d\n", errno );
+ fgWarning ( "freeglut select() error: %d", errno );
}
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
MsgWaitForMultipleObjects( 0, NULL, FALSE, msec, QS_ALLEVENTS );
/*
* Returns GLUT modifier mask for an XEvent.
*/
-int fgGetXModifiers( XEvent *event )
+static int fghGetXModifiers( XEvent *event )
{
int ret = 0;
SFG_Window* window;
XEvent event;
- /*
- * This code was repeated constantly, so here it goes into a definition:
- */
+ /* This code was repeated constantly, so here it goes into a definition: */
#define GETWINDOW(a) \
window = fgWindowByHandle( event.a.window ); \
if( window == NULL ) \
switch( event.type )
{
case ClientMessage:
- /*
- * Destroy the window when the WM_DELETE_WINDOW message arrives
- */
+ /* Destroy the window when the WM_DELETE_WINDOW message arrives */
if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
{
GETWINDOW( xclient );
break;
default:
- fgWarning( "Uknown X visibility state: %d",
+ fgWarning( "Unknown X visibility state: %d",
event.xvisibility.state );
break;
}
break;
}
- /*
- * No active menu, let's check whether we need to activate one.
- */
+ /* No active menu, let's check whether we need to activate one. */
if( ( 0 <= button ) &&
( FREEGLUT_MAX_MENUS > button ) &&
( window->Menu[ button ] ) &&
pressed )
{
- /*
- * XXX Posting a requisite Redisplay seems bogus.
- */
+ /* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
! FETCH_WCB( *window, MouseWheel ) )
break;
- fgState.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fghGetXModifiers( &event );
/*
* Finally execute the mouse or mouse wheel callback
);
}
- /*
- * Trash the modifiers state
- */
+ /* Trash the modifiers state */
fgState.Modifiers = 0xffffffff;
}
break;
if( keyboard_cb )
{
fgSetWindow( window );
- fgState.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fghGetXModifiers( &event );
keyboard_cb( asciiCode[ 0 ],
event.xkey.x, event.xkey.y
);
if( special_cb && (special != -1) )
{
fgSetWindow( window );
- fgState.Modifiers = fgGetXModifiers( &event );
+ fgState.Modifiers = fghGetXModifiers( &event );
special_cb( special, event.xkey.x, event.xkey.y );
fgState.Modifiers = 0xffffffff;
}
if( fgState.IdleCallback )
fgState.IdleCallback( );
- fgSleepForEvents( );
+ fghSleepForEvents( );
}
}
/*
* Determine a GLUT modifer mask based on MS-WINDOWS system info.
*/
-int fgGetWin32Modifiers (void)
+static int fghGetWin32Modifiers (void)
{
return
( ( ( GetKeyState( VK_LSHIFT ) < 0 ) ||
switch( uMsg )
{
case WM_CREATE:
- /*
- * The window structure is passed as the creation structure paramter...
- */
+ /* The window structure is passed as the creation structure paramter... */
window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams);
assert( window != NULL );
break;
#if 0
case WM_SETFOCUS:
- printf("WM_SETFOCUS: %p\n", window );
+/* printf("WM_SETFOCUS: %p\n", window ); */
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
if (LOWORD(wParam) != WA_INACTIVE)
{
/* glutSetCursor( fgStructure.Window->State.Cursor ); */
- printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
- window->State.Cursor );
+/* printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
+ window->State.Cursor ); */
glutSetCursor( window->State.Cursor );
}
break;
}
- fgState.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fghGetWin32Modifiers( );
if( ( wParam & MK_LBUTTON ) ||
( wParam & MK_MBUTTON ) ||
break;
fgSetWindow( window );
- fgState.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fghGetWin32Modifiers( );
INVOKE_WCB(
*window, Mouse,
break;
fgSetWindow( window );
- fgState.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fghGetWin32Modifiers( );
while( ticks-- )
if( FETCH_WCB( *window, MouseWheel ) )
* 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( );
+ fgState.Modifiers = fghGetWin32Modifiers( );
GetCursorPos( &mouse_pos );
ScreenToClient( window->Window.Handle, &mouse_pos );
* 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( );
+ fgState.Modifiers = fghGetWin32Modifiers( );
GetCursorPos( &mouse_pos );
ScreenToClient( window->Window.Handle, &mouse_pos );
if( (fgState.KeyRepeat==GLUT_KEY_REPEAT_OFF || window->State.IgnoreKeyRepeat==GL_TRUE) && (HIWORD(lParam) & KF_REPEAT) )
break;
- fgState.Modifiers = fgGetWin32Modifiers( );
+ fgState.Modifiers = fghGetWin32Modifiers( );
INVOKE_WCB( *window, Keyboard,
( (char)wParam,
window->State.MouseX, window->State.MouseY )
default:
#if _DEBUG
- fgWarning( "Unknown wParam type 0x%x\n", wParam );
+ fgWarning( "Unknown wParam type 0x%x", wParam );
#endif
break;
}