/*
- * freeglut_main_mswin.c
+ * fg_main_mswin.c
*
* The Windows-specific mouse cursor related stuff.
*
extern GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type );
-extern void fgPlatformCheckMenuDeactivate();
+extern void fgPlatformCheckMenuDeactivate(HWND newFocusWnd);
#ifdef WM_TOUCH
typedef BOOL (WINAPI *pGetTouchInputInfo)(HTOUCHINPUT,UINT,PTOUCHINPUT,int);
-# if(_WIN32_WINNT >= 0x0500)
+# if(_WIN32_WINNT >= 0x0500) && defined(WM_NCXBUTTONDOWN)
DEFINE_MESSAGE(WM_NCXBUTTONDOWN),
DEFINE_MESSAGE(WM_NCXBUTTONUP),
DEFINE_MESSAGE(WM_NCXBUTTONDBLCLK),
DEFINE_MESSAGE(WM_UNINITMENUPOPUP),
DEFINE_MESSAGE(WM_MENUCOMMAND),
-# if(_WIN32_WINNT >= 0x0500)
+# if(_WIN32_WINNT >= 0x0500) && defined(WM_CHANGEUISTATE)
DEFINE_MESSAGE(WM_CHANGEUISTATE),
DEFINE_MESSAGE(WM_UPDATEUISTATE),
DEFINE_MESSAGE(WM_QUERYUISTATE),
# if (_WIN32_WINNT >= 0x0400) || (_WIN32_WINDOWS > 0x0400)
DEFINE_MESSAGE(WM_MOUSEWHEEL),
# endif
-# if (_WIN32_WINNT >= 0x0500)
+# if (_WIN32_WINNT >= 0x0500) && defined(WM_XBUTTONDOWN)
DEFINE_MESSAGE(WM_XBUTTONDOWN),
DEFINE_MESSAGE(WM_XBUTTONUP),
DEFINE_MESSAGE(WM_XBUTTONDBLCLK),
DEFINE_MESSAGE(WM_MOUSEHOVER),
DEFINE_MESSAGE(WM_MOUSELEAVE),
# endif
-# if(WINVER >= 0x0500)
+# if(WINVER >= 0x0500) && defined(WM_NCMOUSEHOVER)
DEFINE_MESSAGE(WM_NCMOUSEHOVER),
DEFINE_MESSAGE(WM_NCMOUSELEAVE),
# endif /* WINVER >= 0x0500 */
DEFINE_MESSAGE(WM_PRINTCLIENT),
# endif /* WINVER >= 0x0400 */
-# if(_WIN32_WINNT >= 0x0500)
+# if(_WIN32_WINNT >= 0x0500) && defined(WM_APPCOMMAND)
DEFINE_MESSAGE(WM_APPCOMMAND),
# endif /* _WIN32_WINNT >= 0x0500 */
( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
}
+/* Check whether a button (VK_*BUTTON) is currently depressed. Returns
+ * non-zero (not necessarily 1) if yes. */
+static SHORT fgGetKeyState(int vKey)
+{
+ /* MSDN says: "If the high-order bit is 1, the key is down; otherwise, it is up". */
+ return GetKeyState(vKey) & 0xFF00;
+}
+
static LRESULT fghWindowProcKeyPress(SFG_Window *window, UINT uMsg, GLboolean keydown, WPARAM wParam, LPARAM lParam)
{
static unsigned char lControl = 0, lShift = 0, lAlt = 0,
fgState.Modifiers = fgPlatformGetModifiers( );
/* Convert the Win32 keystroke codes to GLUTtish way */
-# define KEY(a,b) case a: keypress = b; break;
+# define FG_KEY(a,b) case a: keypress = b; break;
switch( wParam )
{
- KEY( VK_F1, GLUT_KEY_F1 );
- KEY( VK_F2, GLUT_KEY_F2 );
- KEY( VK_F3, GLUT_KEY_F3 );
- KEY( VK_F4, GLUT_KEY_F4 );
- KEY( VK_F5, GLUT_KEY_F5 );
- KEY( VK_F6, GLUT_KEY_F6 );
- KEY( VK_F7, GLUT_KEY_F7 );
- KEY( VK_F8, GLUT_KEY_F8 );
- KEY( VK_F9, GLUT_KEY_F9 );
- KEY( VK_F10, GLUT_KEY_F10 );
- KEY( VK_F11, GLUT_KEY_F11 );
- KEY( VK_F12, GLUT_KEY_F12 );
- KEY( VK_PRIOR, GLUT_KEY_PAGE_UP );
- KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
- KEY( VK_HOME, GLUT_KEY_HOME );
- KEY( VK_END, GLUT_KEY_END );
- KEY( VK_LEFT, GLUT_KEY_LEFT );
- KEY( VK_UP, GLUT_KEY_UP );
- KEY( VK_RIGHT, GLUT_KEY_RIGHT );
- KEY( VK_DOWN, GLUT_KEY_DOWN );
- KEY( VK_INSERT, GLUT_KEY_INSERT );
+ FG_KEY( VK_F1, GLUT_KEY_F1 );
+ FG_KEY( VK_F2, GLUT_KEY_F2 );
+ FG_KEY( VK_F3, GLUT_KEY_F3 );
+ FG_KEY( VK_F4, GLUT_KEY_F4 );
+ FG_KEY( VK_F5, GLUT_KEY_F5 );
+ FG_KEY( VK_F6, GLUT_KEY_F6 );
+ FG_KEY( VK_F7, GLUT_KEY_F7 );
+ FG_KEY( VK_F8, GLUT_KEY_F8 );
+ FG_KEY( VK_F9, GLUT_KEY_F9 );
+ FG_KEY( VK_F10, GLUT_KEY_F10 );
+ FG_KEY( VK_F11, GLUT_KEY_F11 );
+ FG_KEY( VK_F12, GLUT_KEY_F12 );
+ FG_KEY( VK_PRIOR, GLUT_KEY_PAGE_UP );
+ FG_KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
+ FG_KEY( VK_HOME, GLUT_KEY_HOME );
+ FG_KEY( VK_END, GLUT_KEY_END );
+ FG_KEY( VK_LEFT, GLUT_KEY_LEFT );
+ FG_KEY( VK_UP, GLUT_KEY_UP );
+ FG_KEY( VK_RIGHT, GLUT_KEY_RIGHT );
+ FG_KEY( VK_DOWN, GLUT_KEY_DOWN );
+ FG_KEY( VK_INSERT, GLUT_KEY_INSERT );
/* handle control, alt and shift. For GLUT, we want to distinguish between left and right presses.
* The VK_L* & VK_R* left and right Alt, Ctrl and Shift virtual keys are however only used as parameters to GetAsyncKeyState() and GetKeyState()
* so when we get an alt, shift or control keypress here, we manually check whether it was the left or the right
*/
-#define ASYNC_KEY_EVENT(winKey,glutKey,keyStateVar)\
- if (!keyStateVar && GetAsyncKeyState ( winKey ))\
+#define FG_KEY_EVENT(winKey,glutKey,keyStateVar)\
+ if (!keyStateVar && fgGetKeyState ( winKey ))\
{\
keypress = glutKey;\
keyStateVar = 1;\
}\
- else if (keyStateVar && !GetAsyncKeyState ( winKey ))\
+ else if (keyStateVar && !fgGetKeyState ( winKey ))\
{\
keypress = glutKey;\
keyStateVar = 0;\
}
case VK_CONTROL:
- ASYNC_KEY_EVENT(VK_LCONTROL,GLUT_KEY_CTRL_L,lControl);
- ASYNC_KEY_EVENT(VK_RCONTROL,GLUT_KEY_CTRL_R,rControl);
+ FG_KEY_EVENT(VK_LCONTROL,GLUT_KEY_CTRL_L,lControl);
+ FG_KEY_EVENT(VK_RCONTROL,GLUT_KEY_CTRL_R,rControl);
break;
case VK_SHIFT:
- ASYNC_KEY_EVENT(VK_LSHIFT,GLUT_KEY_SHIFT_L,lShift);
- ASYNC_KEY_EVENT(VK_RSHIFT,GLUT_KEY_SHIFT_R,rShift);
+ FG_KEY_EVENT(VK_LSHIFT,GLUT_KEY_SHIFT_L,lShift);
+ FG_KEY_EVENT(VK_RSHIFT,GLUT_KEY_SHIFT_R,rShift);
break;
case VK_MENU:
- ASYNC_KEY_EVENT(VK_LMENU,GLUT_KEY_ALT_L,lAlt);
- ASYNC_KEY_EVENT(VK_RMENU,GLUT_KEY_ALT_R,rAlt);
+ FG_KEY_EVENT(VK_LMENU,GLUT_KEY_ALT_L,lAlt);
+ FG_KEY_EVENT(VK_RMENU,GLUT_KEY_ALT_R,rAlt);
break;
-#undef ASYNC_KEY_EVENT
+#undef KEY_EVENT
case VK_DELETE:
/* The delete key should be treated as an ASCII keypress: */
/* Get mouse position at time of message */
DWORD mouse_pos_dw = GetMessagePos();
- POINT mouse_pos = {GET_X_LPARAM(mouse_pos_dw), GET_Y_LPARAM(mouse_pos_dw)};
+ POINT mouse_pos;
+ mouse_pos.x = GET_X_LPARAM(mouse_pos_dw);
+ mouse_pos.y = GET_Y_LPARAM(mouse_pos_dw);
ScreenToClient( window->Window.Handle, &mouse_pos );
hwnd = ChildWindowFromPoint(window->Window.Handle, mouse_pos);
* force redisplay so display keeps running during dragging.
* Screen still wont update when not moving the cursor though...
*/
- /* PRECT prect = (PRECT) lParam; */
RECT rect;
- /* printf("WM_SIZING: nc-area: %i,%i\n",prect->right-prect->left,prect->bottom-prect->top); */
+ /* PRECT prect = (PRECT) lParam;
+ printf("WM_SIZING: nc-area: %i,%i\n",prect->right-prect->left,prect->bottom-prect->top); */
/* Get client area, the rect in lParam is including non-client area. */
fghGetClientArea(&rect,window,FALSE);
/* For child window, we should return relative to upper-left
* of parent's client area.
*/
- POINT topleft = {windowRect.left,windowRect.top};
+ POINT topleft;
+ topleft.x = windowRect.left;
+ topleft.y = windowRect.top;
ScreenToClient(window->Parent->Window.Handle,&topleft);
windowRect.left = topleft.x;
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Check if there are any open menus that need to be closed */
- fgPlatformCheckMenuDeactivate();
+ fgPlatformCheckMenuDeactivate((HWND)wParam);
break;
case WM_MOUSEACTIVATE:
/* Clicks should not activate the menu.
* Especially important when clicking on a menu's submenu item which has no effect.
*/
- printf("WM_MOUSEACTIVATE\n");
+ /*printf("WM_MOUSEACTIVATE\n");*/
if (window->IsMenu)
lRet = MA_NOACTIVATEANDEAT;
else
case WM_NCRBUTTONDOWN:
{
SFG_Menu *menu;
- if (fgStructure.Menus.First && (menu = fgGetActiveMenu()))
+ if (fgState.ActiveMenus && (menu = fgGetActiveMenu()))
/* user clicked non-client area of window while a menu is open. Close menu */
fgDeactivateMenu(menu->ParentWindow);
if (wParam)
{
fghPlatformOnWindowStatusNotify(window, GL_TRUE, GL_FALSE);
- window->State.Redisplay = GL_TRUE;
+ window->State.WorkMask |= GLUT_DISPLAY_WORK;
}
else
{
fghPlatformOnWindowStatusNotify(window, GL_FALSE, GL_FALSE);
- window->State.Redisplay = GL_FALSE;
+ window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
break;
BeginPaint( hWnd, &ps );
EndPaint( hWnd, &ps );
- window->State.Redisplay = GL_TRUE;
+ window->State.WorkMask |= GLUT_DISPLAY_WORK;
}
lRet = 0; /* As per docs, should return 0 */
}
SetCapture ( window->Window.Handle ) ;
setCaptureActive = 1; /* Set to false in WM_CAPTURECHANGED handler */
}
- else if (!GetAsyncKeyState(VK_LBUTTON) && !GetAsyncKeyState(VK_MBUTTON) && !GetAsyncKeyState(VK_RBUTTON))
+ else if (!fgGetKeyState(VK_LBUTTON) && !fgGetKeyState(VK_MBUTTON) && !fgGetKeyState(VK_RBUTTON))
/* Make sure all mouse buttons are released before releasing capture */
ReleaseCapture () ;
*/
#else
/* int modkeys = GET_KEYSTATE_WPARAM( wParam ); */
- short ticks = GET_WHEEL_DELTA_WPARAM( wParam );
+ short ticks = HIWORD( wParam );
/* commented out as should not be needed here, mouse motion is processed in WM_MOUSEMOVE first:
window->State.MouseX = GET_X_LPARAM( lParam );
window->State.MouseY = GET_Y_LPARAM( lParam );
#if !defined(_WIN32_WCE)
case WM_SYNCPAINT: /* 0x0088 */
/* Another window has moved, need to update this one */
- window->State.Redisplay = GL_TRUE;
+ window->State.WorkMask |= GLUT_DISPLAY_WORK;
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Help screen says this message must be passed to "DefWindowProc" */
break;
}
-/* Step through the work list */
-void fgPlatformProcessWork(SFG_Window *window)
+/* deal with work list items */
+void fgPlatformInitWork(SFG_Window* window)
{
- unsigned int workMask = window->State.WorkMask;
- /* Now clear it so that any callback generated by the actions below can set work again */
- window->State.WorkMask = 0;
-
- /* This is before the first display callback: call a few callbacks to inform user of window size, position, etc
- * we know this is before the first display callback of a window as for all windows GLUT_INIT_WORK is set when
- * they are opened, and work is done before displaying in the mainloop.
- */
- if (workMask & GLUT_INIT_WORK)
- {
- RECT windowRect;
-
- /* Notify windowStatus/visibility */
- fghPlatformOnWindowStatusNotify(window, window->State.Visible, GL_TRUE);
+ RECT windowRect;
- /* get and notify window's position */
- GetWindowRect(window->Window.Handle,&windowRect);
- fghOnPositionNotify(window, windowRect.left, windowRect.top, GL_TRUE);
+ /* Notify windowStatus/visibility */
+ fghPlatformOnWindowStatusNotify(window, window->State.Visible, GL_TRUE);
- /* get and notify window's size */
- GetClientRect(window->Window.Handle,&windowRect);
- fghOnReshapeNotify(window, windowRect.right-windowRect.left, windowRect.bottom-windowRect.top, GL_TRUE);
+ /* get and notify window's position */
+ GetWindowRect(window->Window.Handle,&windowRect);
+ fghOnPositionNotify(window, windowRect.left, windowRect.top, GL_TRUE);
- /* Call init context callback */
- INVOKE_WCB( *window, InitContext, ());
+ /* get and notify window's size */
+ GetClientRect(window->Window.Handle,&windowRect);
+ fghOnReshapeNotify(window, windowRect.right-windowRect.left, windowRect.bottom-windowRect.top, GL_TRUE);
+}
- /* Lastly, check if we have a display callback, error out if not
- * This is the right place to do it, as the redisplay will be
- * next right after we exit this function, so there is no more
- * opportunity for the user to register a callback for this window.
- */
- if (!FETCH_WCB(*window, Display))
- fgError ( "ERROR: No display callback registered for window %d\n", window->ID );
- }
+/* On windows we can position, resize and change z order at the same time */
+void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask)
+{
+ UINT flags = SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOSIZE | SWP_NOZORDER;
+ HWND insertAfter = HWND_TOP;
+ RECT clientRect;
- /* On windows we can position, resize and change z order at the same time */
- if (workMask & (GLUT_POSITION_WORK|GLUT_SIZE_WORK|GLUT_ZORDER_WORK|GLUT_FULL_SCREEN_WORK))
+#if !defined(_WIN32_WCE) /* FIXME: what about WinCE */
+ if (workMask & GLUT_FULL_SCREEN_WORK)
{
- UINT flags = SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOSIZE | SWP_NOZORDER;
- HWND insertAfter = HWND_TOP;
- RECT clientRect;
+ /* This asks us to toggle fullscreen mode */
+ flags |= SWP_FRAMECHANGED;
-#if !defined(_WIN32_WCE) /* FIXME: what about WinCE */
- if (workMask & GLUT_FULL_SCREEN_WORK)
+ if (window->State.IsFullscreen)
{
- /* This asks us to toggle fullscreen mode */
- flags |= SWP_FRAMECHANGED;
-
- if (window->State.IsFullscreen)
- {
- /* If we are fullscreen, resize the current window back to its original size */
- /* printf("OldRect %i,%i to %i,%i\n",window->State.pWState.OldRect.left,window->State.pWState.OldRect.top,window->State.pWState.OldRect.right,window->State.pWState.OldRect.bottom); */
+ /* If we are fullscreen, resize the current window back to its original size */
+ /* printf("OldRect %i,%i to %i,%i\n",window->State.pWState.OldRect.left,window->State.pWState.OldRect.top,window->State.pWState.OldRect.right,window->State.pWState.OldRect.bottom); */
- /* restore style of window before making it fullscreen */
- SetWindowLong(window->Window.Handle, GWL_STYLE, window->State.pWState.OldStyle);
- SetWindowLong(window->Window.Handle, GWL_EXSTYLE, window->State.pWState.OldStyleEx);
+ /* restore style of window before making it fullscreen */
+ SetWindowLong(window->Window.Handle, GWL_STYLE, window->State.pWState.OldStyle);
+ SetWindowLong(window->Window.Handle, GWL_EXSTYLE, window->State.pWState.OldStyleEx);
- /* Then set up resize/reposition, unless user already queued up reshape/position work */
- if (!(workMask & GLUT_POSITION_WORK))
- {
- workMask |= GLUT_POSITION_WORK;
- window->State.DesiredXpos = window->State.pWState.OldRect.left;
- window->State.DesiredYpos = window->State.pWState.OldRect.top;
- }
- if (!(workMask & GLUT_SIZE_WORK))
- {
- workMask |= GLUT_SIZE_WORK;
- window->State.DesiredWidth = window->State.pWState.OldRect.right - window->State.pWState.OldRect.left;
- window->State.DesiredHeight = window->State.pWState.OldRect.bottom - window->State.pWState.OldRect.top;
- }
-
- /* We'll finish off the fullscreen operation below after the other GLUT_POSITION_WORK|GLUT_SIZE_WORK|GLUT_ZORDER_WORK */
+ /* Then set up resize/reposition, unless user already queued up reshape/position work */
+ if (!(workMask & GLUT_POSITION_WORK))
+ {
+ workMask |= GLUT_POSITION_WORK;
+ window->State.DesiredXpos = window->State.pWState.OldRect.left;
+ window->State.DesiredYpos = window->State.pWState.OldRect.top;
}
- else
+ if (!(workMask & GLUT_SIZE_WORK))
{
- /* we are currently not fullscreen, go to fullscreen:
- * remove window decoration and then maximize
- */
- RECT rect;
- HMONITOR hMonitor;
- MONITORINFO mi;
-
- /* save current window rect, style, exstyle and maximized state */
- window->State.pWState.OldMaximized = !!IsZoomed(window->Window.Handle);
- if (window->State.pWState.OldMaximized)
- /* We force the window into restored mode before going
- * fullscreen because Windows doesn't seem to hide the
- * taskbar if the window is in the maximized state.
- */
- SendMessage(window->Window.Handle, WM_SYSCOMMAND, SC_RESTORE, 0);
-
- fghGetClientArea( &window->State.pWState.OldRect, window, GL_TRUE );
- window->State.pWState.OldStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);
- window->State.pWState.OldStyleEx = GetWindowLong(window->Window.Handle, GWL_EXSTYLE);
-
- /* remove decorations from style */
- SetWindowLong(window->Window.Handle, GWL_STYLE,
- window->State.pWState.OldStyle & ~(WS_CAPTION | WS_THICKFRAME));
- SetWindowLong(window->Window.Handle, GWL_EXSTYLE,
- window->State.pWState.OldStyleEx & ~(WS_EX_DLGMODALFRAME |
- WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE));
-
- /* For fullscreen mode, find the monitor that is covered the most
- * by the window and get its rect as the resize target.
- */
- GetWindowRect(window->Window.Handle, &rect);
- hMonitor= MonitorFromRect(&rect, MONITOR_DEFAULTTONEAREST);
- mi.cbSize = sizeof(mi);
- GetMonitorInfo(hMonitor, &mi);
- rect = mi.rcMonitor;
-
- /* then setup window resize, overwriting other work queued on the window */
- window->State.WorkMask |= GLUT_POSITION_WORK | GLUT_SIZE_WORK;
- window->State.WorkMask &= ~GLUT_ZORDER_WORK;
- window->State.DesiredXpos = rect.left;
- window->State.DesiredYpos = rect.top;
- window->State.DesiredWidth = rect.right - rect.left;
- window->State.DesiredHeight = rect.bottom - rect.top;
+ workMask |= GLUT_SIZE_WORK;
+ window->State.DesiredWidth = window->State.pWState.OldRect.right - window->State.pWState.OldRect.left;
+ window->State.DesiredHeight = window->State.pWState.OldRect.bottom - window->State.pWState.OldRect.top;
}
+
+ /* We'll finish off the fullscreen operation below after the other GLUT_POSITION_WORK|GLUT_SIZE_WORK|GLUT_ZORDER_WORK */
}
+ else
+ {
+ /* we are currently not fullscreen, go to fullscreen:
+ * remove window decoration and then maximize
+ */
+ RECT rect;
+ HMONITOR hMonitor;
+ MONITORINFO mi;
+
+ /* save current window rect, style, exstyle and maximized state */
+ window->State.pWState.OldMaximized = !!IsZoomed(window->Window.Handle);
+ if (window->State.pWState.OldMaximized)
+ /* We force the window into restored mode before going
+ * fullscreen because Windows doesn't seem to hide the
+ * taskbar if the window is in the maximized state.
+ */
+ SendMessage(window->Window.Handle, WM_SYSCOMMAND, SC_RESTORE, 0);
+
+ fghGetClientArea( &window->State.pWState.OldRect, window, GL_TRUE );
+ window->State.pWState.OldStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);
+ window->State.pWState.OldStyleEx = GetWindowLong(window->Window.Handle, GWL_EXSTYLE);
+
+ /* remove decorations from style */
+ SetWindowLong(window->Window.Handle, GWL_STYLE,
+ window->State.pWState.OldStyle & ~(WS_CAPTION | WS_THICKFRAME));
+ SetWindowLong(window->Window.Handle, GWL_EXSTYLE,
+ window->State.pWState.OldStyleEx & ~(WS_EX_DLGMODALFRAME |
+ WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE));
+
+ /* For fullscreen mode, find the monitor that is covered the most
+ * by the window and get its rect as the resize target.
+ */
+ GetWindowRect(window->Window.Handle, &rect);
+ hMonitor= MonitorFromRect(&rect, MONITOR_DEFAULTTONEAREST);
+ mi.cbSize = sizeof(mi);
+ GetMonitorInfo(hMonitor, &mi);
+ rect = mi.rcMonitor;
+
+ /* then setup window resize, overwriting other work queued on the window */
+ window->State.WorkMask |= GLUT_POSITION_WORK | GLUT_SIZE_WORK;
+ window->State.WorkMask &= ~GLUT_ZORDER_WORK;
+ window->State.DesiredXpos = rect.left;
+ window->State.DesiredYpos = rect.top;
+ window->State.DesiredWidth = rect.right - rect.left;
+ window->State.DesiredHeight = rect.bottom - rect.top;
+ }
+ }
#endif /*!defined(_WIN32_WCE) */
- /* Now deal with normal position, reshape and z order requests (some might have been set when handling GLUT_FULLSCREEN_WORK above */
+ /* Now deal with normal position, reshape and z order requests (some might have been set when handling GLUT_FULLSCREEN_WORK above */
+ {
+ /* get rect describing window's current position and size,
+ * in screen coordinates and in FreeGLUT format
+ * (size (right-left, bottom-top) is client area size, top and left
+ * are outside of window including decorations).
+ */
+ fghGetClientArea( &clientRect, window, TRUE );
+
+ if (workMask & GLUT_POSITION_WORK)
{
- /* get rect describing window's current position and size,
- * in screen coordinates and in FreeGLUT format
- * (size (right-left, bottom-top) is client area size, top and left
- * are outside of window including decorations).
- */
- fghGetClientArea( &clientRect, window, TRUE );
-
- if (workMask & GLUT_POSITION_WORK)
- {
- flags &= ~SWP_NOMOVE;
+ flags &= ~SWP_NOMOVE;
- /* Move rect so that top-left is at requested position */
- /* This also automatically makes sure that child window requested coordinates are relative
- * to top-left of parent's client area (needed input for SetWindowPos on child windows),
- * so no need to further correct rect for child windows below (childs don't have decorations either).
- */
- OffsetRect(&clientRect,window->State.DesiredXpos-clientRect.left,window->State.DesiredYpos-clientRect.top);
- }
- if (workMask & GLUT_SIZE_WORK)
- {
- flags &= ~SWP_NOSIZE;
+ /* Move rect so that top-left is at requested position */
+ /* This also automatically makes sure that child window requested coordinates are relative
+ * to top-left of parent's client area (needed input for SetWindowPos on child windows),
+ * so no need to further correct rect for child windows below (childs don't have decorations either).
+ */
+ OffsetRect(&clientRect,window->State.DesiredXpos-clientRect.left,window->State.DesiredYpos-clientRect.top);
+ }
+ if (workMask & GLUT_SIZE_WORK)
+ {
+ flags &= ~SWP_NOSIZE;
- /* Note on maximizing behavior of Windows: the resize borders are off
- * the screen such that the client area extends all the way from the
- * leftmost corner to the rightmost corner to maximize screen real
- * estate. A caption is still shown however to allow interaction with
- * the window controls. This is default behavior of Windows that
- * FreeGLUT sticks with. To alter, one would have to check if
- * WS_MAXIMIZE style is set when a resize event is triggered, and
- * then manually correct the windowRect to put the borders back on
- * screen.
- */
-
- /* Set new size of window, WxH specify client area */
- clientRect.right = clientRect.left + window->State.DesiredWidth;
- clientRect.bottom = clientRect.top + window->State.DesiredHeight;
- }
- if (workMask & GLUT_ZORDER_WORK)
- {
- flags &= ~SWP_NOZORDER;
-
- /* Could change this to push it down or up one window at a time with some
- * more code using GetWindow with GW_HWNDPREV and GW_HWNDNEXT.
- * What would be consistent with X11? Win32 GLUT does what we do here...
- */
- if (window->State.DesiredZOrder < 0)
- insertAfter = HWND_BOTTOM;
- }
+ /* Note on maximizing behavior of Windows: the resize borders are off
+ * the screen such that the client area extends all the way from the
+ * leftmost corner to the rightmost corner to maximize screen real
+ * estate. A caption is still shown however to allow interaction with
+ * the window controls. This is default behavior of Windows that
+ * FreeGLUT sticks with. To alter, one would have to check if
+ * WS_MAXIMIZE style is set when a resize event is triggered, and
+ * then manually correct the windowRect to put the borders back on
+ * screen.
+ */
+
+ /* Set new size of window, WxH specify client area */
+ clientRect.right = clientRect.left + window->State.DesiredWidth;
+ clientRect.bottom = clientRect.top + window->State.DesiredHeight;
}
-
- /* Adjust for window decorations
- * Child windows don't have decoration, so no need to correct
- */
- if (!window->Parent)
- /* get the window rect from this to feed to SetWindowPos, correct for window decorations */
- fghComputeWindowRectFromClientArea_QueryWindow(&clientRect,window,TRUE);
-
- /* Do the requested positioning, moving, and z order push/pop. */
- SetWindowPos( window->Window.Handle,
- insertAfter,
- clientRect.left, clientRect.top,
- clientRect.right - clientRect.left,
- clientRect.bottom- clientRect.top,
- flags
- );
-
- /* Finish off the fullscreen operation we were doing, if any */
- if (workMask & GLUT_FULL_SCREEN_WORK)
+ if (workMask & GLUT_ZORDER_WORK)
{
- if (window->State.IsFullscreen)
- {
- /* leaving fullscreen, restore maximized state, if any */
- if (window->State.pWState.OldMaximized)
- SendMessage(window->Window.Handle, WM_SYSCOMMAND, SC_MAXIMIZE, 0);
-
- window->State.IsFullscreen = GL_FALSE;
- }
- else
- window->State.IsFullscreen = GL_TRUE;
+ flags &= ~SWP_NOZORDER;
+
+ /* Could change this to push it down or up one window at a time with some
+ * more code using GetWindow with GW_HWNDPREV and GW_HWNDNEXT.
+ * What would be consistent with X11? Win32 GLUT does what we do here...
+ */
+ if (window->State.DesiredZOrder < 0)
+ insertAfter = HWND_BOTTOM;
}
}
- if (workMask & GLUT_VISIBILITY_WORK)
+ /* Adjust for window decorations
+ * Child windows don't have decoration, so no need to correct
+ */
+ if (!window->Parent)
+ /* get the window rect from this to feed to SetWindowPos, correct for window decorations */
+ fghComputeWindowRectFromClientArea_QueryWindow(&clientRect,window,TRUE);
+
+ /* Do the requested positioning, moving, and z order push/pop. */
+ SetWindowPos( window->Window.Handle,
+ insertAfter,
+ clientRect.left, clientRect.top,
+ clientRect.right - clientRect.left,
+ clientRect.bottom- clientRect.top,
+ flags
+ );
+
+ /* Finish off the fullscreen operation we were doing, if any */
+ if (workMask & GLUT_FULL_SCREEN_WORK)
{
- /* Visibility status of window gets updated in the WM_SHOWWINDOW and WM_SIZE handlers */
- int cmdShow = 0;
- SFG_Window *win = window;
- switch (window->State.DesiredVisibility)
+ if (window->State.IsFullscreen)
{
- case DesireHiddenState:
- cmdShow = SW_HIDE;
- break;
- case DesireIconicState:
- cmdShow = SW_MINIMIZE;
- /* Call on top-level window */
- while (win->Parent)
- win = win->Parent;
- break;
- case DesireNormalState:
- if (win->IsMenu)
- cmdShow = SW_SHOWNOACTIVATE; /* Just show, don't activate if its a menu */
- else
- cmdShow = SW_SHOW;
- break;
+ /* leaving fullscreen, restore maximized state, if any */
+ if (window->State.pWState.OldMaximized)
+ SendMessage(window->Window.Handle, WM_SYSCOMMAND, SC_MAXIMIZE, 0);
+
+ window->State.IsFullscreen = GL_FALSE;
}
+ else
+ window->State.IsFullscreen = GL_TRUE;
+ }
+}
- ShowWindow( win->Window.Handle, cmdShow );
+
+void fgPlatformVisibilityWork(SFG_Window* window)
+{
+ /* Visibility status of window gets updated in the WM_SHOWWINDOW and WM_SIZE handlers */
+ int cmdShow = 0;
+ SFG_Window *win = window;
+ switch (window->State.DesiredVisibility)
+ {
+ case DesireHiddenState:
+ cmdShow = SW_HIDE;
+ break;
+ case DesireIconicState:
+ cmdShow = SW_MINIMIZE;
+ /* Call on top-level window */
+ while (win->Parent)
+ win = win->Parent;
+ break;
+ case DesireNormalState:
+ if (win->IsMenu && !fgStructure.GameModeWindow)
+ cmdShow = SW_SHOWNA; /* Just show, don't activate window if its a menu. Only exception is when there is a gamemode window as the menu would pop under it when we do this... */
+ else
+ cmdShow = SW_SHOW;
+ break;
}
-}
\ No newline at end of file
+
+ ShowWindow( win->Window.Handle, cmdShow );
+}