*/
while( window )
{
- if ( FETCH_WCB( *window, Visibility ) )
+ if ( FETCH_WCB( *window, WindowStatus ) )
{
SFG_Window *current_window = fgStructure.CurrentWindow ;
- INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
+ INVOKE_WCB( *window, WindowStatus, ( window->State.Visible?GLUT_FULLY_RETAINED:GLUT_HIDDEN ) );
fgSetWindow( current_window );
}
{
SFG_Window *window;
LRESULT lRet = 1;
+ static int setCaptureActive = 0;
FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Event Handler" ) ;
window->State.MouseX, window->State.MouseY ) )
break;
- /* Set capture so that the window captures all the mouse messages */
- /*
- * XXX - Multiple button support: Under X11, the mouse is not released
- * XXX - from the window until all buttons have been released, even if the
- * XXX - user presses a button in another window. This will take more
- * XXX - code changes than I am up to at the moment (10/5/04). The present
- * XXX - is a 90 percent solution.
+ /* Set capture so that the window captures all the mouse messages
+ *
+ * The mouse is not released from the window until all buttons have
+ * been released, even if the user presses a button in another window.
+ * This is consistent with the behavior on X11.
*/
if ( pressed == GL_TRUE )
- SetCapture ( window->Window.Handle ) ;
- else
+ {
+ if (!setCaptureActive)
+ SetCapture ( window->Window.Handle ) ;
+ setCaptureActive = 1; /* Set to false in WM_CAPTURECHANGED handler */
+ }
+ else if (!GetAsyncKeyState(VK_LBUTTON) && !GetAsyncKeyState(VK_MBUTTON) && !GetAsyncKeyState(VK_RBUTTON))
+ /* Make sure all mouse buttons are released before releasing capture */
ReleaseCapture () ;
if( ! FETCH_WCB( *window, Mouse ) )
);
fgState.Modifiers = INVALID_MODIFIERS;
+
+ /* As per docs, should return zero */
+ lRet = 0;
}
break;
break;
case WM_CAPTURECHANGED:
- /* User has finished resizing the window, force a redraw */
- INVOKE_WCB( *window, Display, ( ) );
+ if (!lParam || !fgWindowByHandle((HWND)lParam))
+ /* Capture released or capture taken by non-FreeGLUT window */
+ setCaptureActive = 0;
+ /* Docs advise a redraw */
+ InvalidateRect( hWnd, NULL, GL_FALSE );
+ UpdateWindow(hWnd);
lRet = 0; /* Per docs, should return zero */
break;