{
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
- freeglut_return_if_fail( window->Callbacks.Display != NULL );
+
+ /*
+ * XXX Other than clearing the Redisplay flag or not,
+ * XXX we may as well rely on the INVOK_WCB() doing this
+ * XXX pointer-check.
+ * XXX
+ * XXX If we do not invoke the display because the pointer
+ * XXX is not defined (should never happen, really), then
+ * XXX we may enter an infinite busy-loop trying to update
+ * XXX the window. Similarly, if we skip because the window
+ * XXX is not visible. However, if the window becomes visible
+ * XXX at a later time, the window should get its callback
+ * XXX invoked. I would recommend removing the first check,
+ * XXX and making the second check only affect whether the
+ * XXX callback is invoked---but always clear the flag, if
+ * XXX the {window} pointer is defined.
+ */
+ freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
freeglut_return_if_fail( window->State.Visible == TRUE );
- fgSetWindow( window );
window->State.Redisplay = FALSE;
- window->Callbacks.Display( );
+ INVOKE_WCB( *window, Display, ( ) );
}
/*
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
- fgSetWindow( window );
- if( window->Callbacks.Reshape != NULL )
- window->Callbacks.Reshape( width, height );
- else
+ if( !( FETCH_WCB( *window, Reshape ) ) )
+ {
+ fgSetWindow( window );
glViewport( 0, 0, width, height );
+ }
+ else
+ INVOKE_WCB( *window, Reshape, ( width, height ) );
/*
* Force a window redraw. In Windows at least this is only a partial
static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
{
#if TARGET_HOST_UNIX_X11
- if( (window->Callbacks.Display != NULL) &&
- (window->State.Redisplay == TRUE) &&
- (window->State.Visible == TRUE) )
+ /*
+ * XXX Do we need/want to check the callback pointer here?
+ * XXX INVOKE_WCB() will check for us. Arguably, the
+ * XXX Redisplay status flag should be cleared regardless
+ * XXX of any concern but that {window} is a valid pointer
+ * XXX (which this function is assuming anyway).
+ * XXX Especially since old GLUT wouldn't even enter its main
+ * XXX loop if you didn't have a display callback defined...
+ */
+ if( ( FETCH_WCB( *window, Display ) ) &&
+ ( window->State.Redisplay == TRUE ) &&
+ ( window->State.Visible == TRUE ) )
{
SFG_Window *current_window = fgStructure.Window ;
- fgSetWindow( window );
window->State.Redisplay = FALSE;
- window->Callbacks.Display( );
+ INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window );
}
fgSetWindow ( current_window );
}
- if( (window->Callbacks.Display != NULL) &&
- (window->State.Redisplay == TRUE) &&
- (window->State.Visible == TRUE) )
+ /*
+ * XXX See above comment about the Redisplay flag...
+ */
+ if( ( FETCH_WCB( *window, Display ) ) &&
+ ( window->State.Redisplay == TRUE ) &&
+ ( window->State.Visible == TRUE ) )
{
window->State.Redisplay = FALSE;
- RedrawWindow(
+ RedrawWindow(
window->Window.Handle, NULL, NULL,
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
);
*/
static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
{
- if( w->Callbacks.Joystick )
+ if( FETCH_WCB( *w, Joystick ) )
{
e->found = TRUE;
e->data = w;
case VisibilityNotify:
{
GETWINDOW( xvisibility );
- if( window->Callbacks.WindowStatus == NULL )
+ if( ! FETCH_WCB( *window, WindowStatus ) )
break;
fgSetWindow( window );
switch( event.xvisibility.state )
{
case VisibilityUnobscured:
- window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED );
+ INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
window->State.Visible = TRUE;
break;
case VisibilityPartiallyObscured:
- window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED );
+ INVOKE_WCB( *window, WindowStatus,
+ ( GLUT_PARTIALLY_RETAINED ) );
window->State.Visible = TRUE;
break;
case VisibilityFullyObscured:
- window->Callbacks.WindowStatus( GLUT_FULLY_COVERED );
+ INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) );
window->State.Visible = FALSE;
break;
{
GETWINDOW( xcrossing );
GETMOUSE( xcrossing );
- if( window->Callbacks.Entry )
- {
- fgSetWindow( window ) ;
- window->Callbacks.Entry( GLUT_ENTERED );
- }
+ INVOKE_WCB( *window, Entry, ( GLUT_ENTERED ) );
}
break;
-
+ /* XXX Combine EnterNotify and LeaveNotify */
case LeaveNotify:
{
GETWINDOW( xcrossing );
GETMOUSE( xcrossing );
- if( window->Callbacks.Entry )
- {
- fgSetWindow( window ) ;
- window->Callbacks.Entry( GLUT_LEFT );
- }
+ INVOKE_WCB( *window, Entry, ( GLUT_LEFT ) );
}
break;
(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 )
- {
- fgSetWindow ( window ) ;
- window->Callbacks.Motion( event.xmotion.x,
- event.xmotion.y );
- }
+ INVOKE_WCB( *window, Motion, ( event.xmotion.x,
+ event.xmotion.y ) );
}
- else if( window->Callbacks.Passive )
+ else
{
- fgSetWindow ( window ) ;
- window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
+ INVOKE_WCB( *window, Passive, ( event.xmotion.x,
+ event.xmotion.y ) );
}
}
break;
button = event.xbutton.button - 1;
/*
+ * 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.
* Check if there is a mouse or mouse wheel callback hooked to the
* window
*/
- if( ( window->Callbacks.Mouse == NULL ) &&
- ( window->Callbacks.MouseWheel == NULL ) )
+ if( ! FETCH_WCB( *window, Mouse ) &&
+ ! FETCH_WCB( *window, MouseWheel ) )
break;
- fgSetWindow( window );
-
/*
* XXX Why don't we use {window}? Other code here does...
*/
*
* XXX Use a symbolic constant, *not* "4"!
*/
- if( ( button < 4 ) || ( !( window->Callbacks.MouseWheel ) ) )
+ if( ( button < 4 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) )
{
- if( window->Callbacks.Mouse )
- fgStructure.Window->Callbacks.Mouse(
- button,
- event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
- event.xbutton.x,
- event.xbutton.y
- );
+ INVOKE_WCB( *window, Mouse, ( button,
+ pressed ? GLUT_DOWN : GLUT_UP,
+ event.xbutton.x,
+ event.xbutton.y )
+ );
}
else
{
- if( ( button >= 4 ) && window->Callbacks.MouseWheel )
- {
- /*
- * 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).
- */
- int wheel_number = (button - 4) / 2;
- int direction = (button & 1)*2 - 1;
-
- if( ButtonPress )
- fgStructure.Window->Callbacks.MouseWheel(
- wheel_number,
- direction,
- event.xbutton.x,
- event.xbutton.y
- );
- }
+ /*
+ * 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).
+ */
+ int wheel_number = (button - 4) / 2;
+ int direction = (button & 1)*2 - 1;
+
+ if( pressed )
+ INVOKE_WCB( *window, MouseWheel, ( wheel_number,
+ direction,
+ event.xbutton.x,
+ event.xbutton.y )
+ );
}
/*
* Trash the modifiers state
*/
fgStructure.Window->State.Modifiers = 0xffffffff;
- break;
}
+ break;
case KeyRelease:
case KeyPress:
{
- FGCBkeyboard keyboard_cb;
- FGCBspecial special_cb;
+ FGCBKeyboard keyboard_cb;
+ FGCBSpecial special_cb;
GETWINDOW( xkey );
GETMOUSE( xkey );
if( event.type == KeyPress )
{
- keyboard_cb = window->Callbacks.Keyboard;
- special_cb = window->Callbacks.Special;
+ keyboard_cb = FETCH_WCB( *window, Keyboard );
+ special_cb = FETCH_WCB( *window, Special );
}
else
{
- keyboard_cb = window->Callbacks.KeyboardUp;
- special_cb = window->Callbacks.SpecialUp;
+ keyboard_cb = FETCH_WCB( *window, KeyboardUp );
+ special_cb = FETCH_WCB( *window, SpecialUp );
}
/*
*/
while( window )
{
- if ( window->Callbacks.Visibility )
+ if ( FETCH_WCB( *window, Visibility ) )
{
SFG_Window *current_window = fgStructure.Window ;
- fgSetWindow( window );
- window->Callbacks.Visibility ( window->State.Visible ) ;
+ INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window );
}
}
{
- fgExecutionState execState = fgState.ActionOnWindowClose;
+ fgExecutionState execState = fgState.ExecState;
/*
* When this loop terminates, destroy the display, state and structure
( wParam & MK_MBUTTON ) ||
( wParam & MK_RBUTTON ) )
{
- if( window->Callbacks.Motion )
- {
- fgSetWindow( window );
- window->Callbacks.Motion( window->State.MouseX,
- window->State.MouseY );
- }
+ INVOKE_WCB( *window, Motion, ( window->State.MouseX,
+ window->State.MouseY ) );
}
else
{
- if( window->Callbacks.Passive )
- {
- fgSetWindow( window );
- window->Callbacks.Passive( window->State.MouseX,
- window->State.MouseY );
- }
+ INVOKE_WCB( *window, Passive, ( window->State.MouseX,
+ window->State.MouseY ) );
}
window->State.Modifiers = 0xffffffff;
break;
}
- if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+ if ( ( window->Menu[ button ] ) && ( pressed == TRUE ) )
{
window->State.Redisplay = TRUE;
fgSetWindow( window );
break;
}
- if( window->Callbacks.Mouse == NULL )
+ if( ! FETCH_WCB( *window, Mouse ) )
break;
fgSetWindow( window );
fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
- window->Callbacks.Mouse(
- button,
- pressed == TRUE ? GLUT_DOWN : GLUT_UP,
- window->State.MouseX,
- window->State.MouseY
+ INVOKE_WCB(
+ *window, Mouse,
+ ( button,
+ pressed == TRUE ? GLUT_DOWN : GLUT_UP,
+ window->State.MouseX,
+ window->State.MouseY
+ )
);
fgStructure.Window->State.Modifiers = 0xffffffff;
case 0x020a:
/* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
{
- int wheel_number = LOWORD( lParam );
+ int wheel_number = LOWORD( wParam );
/* THIS IS SPECULATIVE -- John Fay, 10/2/03 */
- int ticks = HIWORD( lParam ) / 120;
+ short ticks = HIWORD( lParam ) / 120;
/* Should be WHEEL_DELTA instead of 120 */
int direction = 1;
/* window->State.MouseY = HIWORD( lParam ); */
/* change "lParam" to other parameter */
- if( ( window->Callbacks.MouseWheel == NULL ) &&
- ( window->Callbacks.Mouse == NULL ) )
+ if( ! FETCH_WCB( *window, MouseWheel ) &&
+ ! FETCH_WCB( *window, Mouse ) )
break;
fgSetWindow( window );
fgStructure.Window->State.Modifiers = fgGetWin32Modifiers( );
while( ticks-- )
- if( window->Callbacks.MouseWheel )
- window->Callbacks.MouseWheel(
- wheel_number,
- direction,
- window->State.MouseX,
- window->State.MouseY
+ 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 */
{
/*
int button = wheel_number*2 + 4;
if( direction > 0 )
++button;
- window->Callbacks.Mouse( button, GLUT_DOWN,
- window->State.MouseX,
- window->State.MouseY
+ INVOKE_WCB( *window, Mouse,
+ ( button, GLUT_DOWN,
+ window->State.MouseX, window->State.MouseY )
);
- window->Callbacks.Mouse( button, GLUT_UP,
- window->State.MouseX,
- window->State.MouseY
+ INVOKE_WCB( *window, Mouse,
+ ( button, GLUT_UP,
+ window->State.MouseX, window->State.MouseX )
);
}
/*
* The delete key should be treated as an ASCII keypress:
*/
- if( window->Callbacks.Keyboard )
- {
- fgSetWindow( window );
- window->Callbacks.Keyboard( 127, window->State.MouseX,
- window->State.MouseY );
- }
+ INVOKE_WCB( *window, Keyboard,
+ ( 127, window->State.MouseX, window->State.MouseY )
+ );
}
- if( ( keypress != -1 ) && window->Callbacks.Special )
- {
- fgSetWindow( window );
- window->Callbacks.Special( keypress, window->State.MouseX,
- window->State.MouseY );
- }
+ if( keypress != -1 )
+ INVOKE_WCB( *window, Special,
+ ( keypress,
+ window->State.MouseX, window->State.MouseY )
+ );
window->State.Modifiers = 0xffffffff;
}
/*
* The delete key should be treated as an ASCII keypress:
*/
- if( window->Callbacks.KeyboardUp )
- {
- fgSetWindow( window );
- window->Callbacks.KeyboardUp( 127, window->State.MouseX,
- window->State.MouseY );
- }
-
+ INVOKE_WCB( *window, KeyboardUp,
+ ( 127, window->State.MouseX, window->State.MouseY )
+ );
break;
default:
if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
wParam=code[ 0 ];
- if( window->Callbacks.KeyboardUp )
- {
- 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 )
+ );
}
}
- if( (keypress != -1) && window->Callbacks.SpecialUp )
- {
- fgSetWindow( window );
- window->Callbacks.SpecialUp( keypress, window->State.MouseX,
- window->State.MouseY );
- }
+ if( keypress != -1 )
+ INVOKE_WCB( *window, SpecialUp,
+ ( keypress,
+ window->State.MouseX, window->State.MouseY )
+ );
window->State.Modifiers = 0xffffffff;
}
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
break;
- if( window->Callbacks.Keyboard )
+ /*
+ * XXX INVOKE_WCB() takes care of the callback-pointer check.
+ * XXX We could just uncoditionally find/trash the Modifiers
+ * XXX and get rid of the "if( ... ) {" and "}". Unconditinal
+ * XXX code is simpler code. (^&
+ */
+ if( FETCH_WCB( *window, Keyboard ) )
{
- fgSetWindow( window );
window->State.Modifiers = fgGetWin32Modifiers( );
- window->Callbacks.Keyboard( (char)wParam, window->State.MouseX,
- window->State.MouseY );
+ INVOKE_WCB( *window, Keyboard,
+ ( (char)wParam,
+ window->State.MouseX, window->State.MouseY )
+ );
window->State.Modifiers = 0xffffffff;
}
}
case WM_CAPTURECHANGED:
/* User has finished resizing the window, force a redraw */
- if( window->Callbacks.Display )
- {
- fgSetWindow( window );
- window->Callbacks.Display( );
- }
+ INVOKE_WCB( *window, Display, ( ) );
/*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */
break;