# define MIN(a,b) (((a)<(b)) ? (a) : (b))
#endif
+extern void fghOnReshapeNotify(SFG_Window *window, int width, int height, GLboolean forceNotify);
+extern void fghOnPositionNotify(SFG_Window *window, int x, int y, GLboolean forceNotify);
+extern void fgPlatformFullScreenToggle( SFG_Window *win );
+extern void fgPlatformPositionWindow( SFG_Window *window, int x, int y );
+extern void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height );
+extern void fgPlatformPushWindow( SFG_Window *window );
+extern void fgPlatformPopWindow( SFG_Window *window );
+extern void fgPlatformHideWindow( SFG_Window *window );
+extern void fgPlatformIconifyWindow( SFG_Window *window );
+extern void fgPlatformShowWindow( SFG_Window *window );
+
/* used in the event handling code to match and discard stale mouse motion events */
static Bool match_motion(Display *dpy, XEvent *xev, XPointer arg);
* TODO BEFORE THE STABLE RELEASE:
*
* There are some issues concerning window redrawing under X11, and maybe
- * some events are not handled. The Win32 version lacks some more features,
- * but seems acceptable for not demanding purposes.
+ * some events are not handled.
*
* Need to investigate why the X11 version breaks out with an error when
* closing a window (using the window manager, not glutDestroyWindow)...
case CreateNotify:
case ConfigureNotify:
{
- int width, height;
+ int width, height, x, y;
if( event.type == CreateNotify ) {
GETWINDOW( xcreatewindow );
width = event.xcreatewindow.width;
height = event.xcreatewindow.height;
+ x = event.xcreatewindow.x;
+ y = event.xcreatewindow.y;
} else {
GETWINDOW( xconfigure );
width = event.xconfigure.width;
height = event.xconfigure.height;
+ x = event.xconfigure.x;
+ y = event.xconfigure.y;
}
- if( ( width != window->State.pWState.OldWidth ) ||
- ( height != window->State.pWState.OldHeight ) )
- {
- SFG_Window *current_window = fgStructure.CurrentWindow;
-
- window->State.pWState.OldWidth = width;
- window->State.pWState.OldHeight = height;
- if( FETCH_WCB( *window, Reshape ) )
- INVOKE_WCB( *window, Reshape, ( width, height ) );
- else
- {
- fgSetWindow( window );
- glViewport( 0, 0, width, height );
- }
- glutPostRedisplay( );
- if( window->IsMenu )
- fgSetWindow( current_window );
- }
+ /* Update state and call callback, if there was a change */
+ fghOnPositionNotify(window, x, y, GL_FALSE);
+ /* Update state and call callback, if there was a change */
+ fghOnReshapeNotify(window, width, height, GL_FALSE);
}
break;
if( event.xexpose.count == 0 )
{
GETWINDOW( xexpose );
- window->State.Redisplay = GL_TRUE;
+ window->State.WorkMask |= GLUT_DISPLAY_WORK;
}
break;
* private call should be generated.
*/
if( fgCheckActiveMenu( window, button, pressed,
- event.xbutton.x_root, event.xbutton.y_root ) )
+ event.xbutton.x, event.xbutton.y ) )
break;
/*
if ( event.xkey.keycode<256 ) /* XQueryKeymap is limited to 256 keycodes */
{
if ( keys[event.xkey.keycode>>3] & (1<<(event.xkey.keycode%8)) )
- window->State.KeyRepeating = GL_TRUE;
+ window->State.pWState.KeyRepeating = GL_TRUE;
else
- window->State.KeyRepeating = GL_FALSE;
+ window->State.pWState.KeyRepeating = GL_FALSE;
}
}
}
else
- window->State.KeyRepeating = GL_FALSE;
+ window->State.pWState.KeyRepeating = GL_FALSE;
/* Cease processing this event if it is auto repeated */
- if (window->State.KeyRepeating)
+ if (window->State.pWState.KeyRepeating)
{
- if (event.type == KeyPress) window->State.KeyRepeating = GL_FALSE;
+ if (event.type == KeyPress) window->State.pWState.KeyRepeating = GL_FALSE;
break;
}
{
}
+
+/* deal with work list items */
+void fgPlatformInitWork(SFG_Window* window)
+{
+ /* Notify windowStatus/visibility, position and size get notified on window creation with message handlers above
+ * XXX CHECK: do the messages happen too early like on windows, so client code cannot have registered
+ * a callback yet and the message is thus never received by client?
+ * -> this is a no-op
+ */
+ return;
+}
+
+void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask)
+{
+ if (workMask & GLUT_FULL_SCREEN_WORK)
+ fgPlatformFullScreenToggle( window );
+ if (workMask & GLUT_POSITION_WORK)
+ fgPlatformPositionWindow( window, window->State.DesiredXpos, window->State.DesiredYpos );
+ if (workMask & GLUT_SIZE_WORK)
+ fgPlatformReshapeWindow ( window, window->State.DesiredWidth, window->State.DesiredHeight );
+ if (workMask & GLUT_ZORDER_WORK)
+ {
+ if (window->State.DesiredZOrder < 0)
+ fgPlatformPushWindow( window );
+ else
+ fgPlatformPopWindow( window );
+ }
+}
+
+void fgPlatformVisibilityWork(SFG_Window* window)
+{
+ /* Visibility status of window gets updated in the window message handlers above
+ * XXX: is this really the case? check
+ */
+ SFG_Window *win = window;
+ switch (window->State.DesiredVisibility)
+ {
+ case DesireHiddenState:
+ fgPlatformHideWindow( window );
+ break;
+ case DesireIconicState:
+ /* Call on top-level window */
+ while (win->Parent)
+ win = win->Parent;
+ fgPlatformIconifyWindow( win );
+ break;
+ case DesireNormalState:
+ fgPlatformShowWindow( window );
+ break;
+ }
+}
+