fgSetWindow( window );
- fghReshapeWindowByHandle(
+ fghReshapeWindowByHandle(
window->Window.Handle,
window->State.Width,
window->State.Height
fgSetWindow( window );
- fghReshapeWindowByHandle(
+ fghReshapeWindowByHandle(
window->Window.Handle,
window->State.Width,
window->State.Height
}
#elif TARGET_HOST_WIN32
RedrawWindow(
- window->Window.Handle, NULL, NULL,
+ window->Window.Handle, NULL, NULL,
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
);
#endif
e->data = w;
}
fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
-}
+}
static int fgHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
ret |= GLUT_ACTIVE_CTRL;
if( event->xkey.state & Mod1Mask )
ret |= GLUT_ACTIVE_ALT;
-
+
return ret;
}
#endif
*/
if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
{
- GETWINDOW( xclient );
+ GETWINDOW( xclient );
fgDestroyWindow ( window );
case VisibilityNotify:
{
- GETWINDOW( xvisibility );
+ GETWINDOW( xvisibility );
/*
* XXX INVOKE_WCB() does this check for us.
*/
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;
*/
GETWINDOW( xbutton );
GETMOUSE( xbutton );
-
+
/*
* An X button (at least in XFree86) is numbered from 1.
* A GLUT button is numbered from 0.
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 ) )
int direction = -1;
if( button % 2 )
direction = 1;
-
+
if( pressed )
INVOKE_WCB( *window, MouseWheel, ( wheel_number,
direction,
INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window );
}
-
+
window = (SFG_Window *)window->Node.Next ;
}
#endif
/*
* 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
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 ); */
* 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: \
{
window->State.MouseX = LOWORD( lParam );
window->State.MouseY = HIWORD( lParam );
-
+
if ( window->ActiveMenu )
{
window->State.Redisplay = GL_TRUE;
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( );
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( );
{
BYTE state[ 256 ];
WORD code[ 2 ];
-
+
GetKeyboardState( state );
-
+
if( ToAscii( wParam, 0, state, code, 0 ) == 1 )
wParam=code[ 0 ];