X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_main.c;h=9acfc31c9390df39e5475a8d9dfc585481b4546d;hb=bac05204a224d9cabe6b7d52c00d2e0601825cb4;hp=99040afebaf28ef8001119e9624ed5b918c7807c;hpb=5e0c2363eddcc91af3574ea5777e686e8998e390;p=freeglut diff --git a/src/fg_main.c b/src/fg_main.c index 99040af..9acfc31 100644 --- a/src/fg_main.c +++ b/src/fg_main.c @@ -74,13 +74,7 @@ static void fghReshapeWindow ( SFG_Window *window, int width, int height ) fgPlatformReshapeWindow ( window, width, height ); - if( FETCH_WCB( *window, Reshape ) ) - INVOKE_WCB( *window, Reshape, ( width, height ) ); - else - { - fgSetWindow( window ); - glViewport( 0, 0, width, height ); - } + INVOKE_WCB( *window, Reshape, ( width, height ) ); /* * Force a window redraw. In Windows at least this is only a partial @@ -88,6 +82,7 @@ static void fghReshapeWindow ( SFG_Window *window, int width, int height ) * the already-drawn part does not get drawn again and things look funny. * But without this we get this bad behaviour whenever we resize the * window. + * DN: Hmm.. the above sounds like a concern only in single buffered mode... */ window->State.Redisplay = GL_TRUE; @@ -120,13 +115,17 @@ void fghRedrawWindow ( SFG_Window *window ) if( window->State.NeedToResize ) { + /* Set need to resize to false before calling fghReshapeWindow, otherwise + in the case the user's reshape callback calls glutReshapeWindow, + his request would get canceled after fghReshapeWindow gets called. + */ + window->State.NeedToResize = GL_FALSE; + fghReshapeWindow( window, window->State.Width, window->State.Height ); - - window->State.NeedToResize = GL_FALSE; } INVOKE_WCB( *window, Display, ( ) ); @@ -167,15 +166,21 @@ static void fghDisplayAll( void ) static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumerator ) { - fg_time_t checkTime = fgElapsedTime( ); - - if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= - checkTime ) + fg_time_t checkTime; + + if (window->State.JoystickPollRate > 0 && FETCH_WCB( *window, Joystick )) { + /* This window has a joystick to be polled (if pollrate <= 0, user needs to poll manually with glutForceJoystickFunc */ + checkTime= fgElapsedTime( ); + + if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= + checkTime ) + { #if !defined(_WIN32_WCE) - fgJoystickPollWindow( window ); + fgJoystickPollWindow( window ); #endif /* !defined(_WIN32_WCE) */ - window->State.JoystickLastPoll = checkTime; + window->State.JoystickLastPoll = checkTime; + } } fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator ); @@ -183,6 +188,10 @@ static void fghcbCheckJoystickPolls( SFG_Window *window, /* * Check all windows for joystick polling + * + * The real way to do this is to make use of the glutTimer() API + * to more cleanly re-implement the joystick API. Then, this code + * and all other "joystick timer" code can be yanked. */ static void fghCheckJoystickPolls( void ) { @@ -206,6 +215,7 @@ static void fghCheckTimers( void ) SFG_Timer *timer = fgState.Timers.First; if( timer->TriggerTime > checkTime ) + /* XXX: are timers always sorted by triggerTime? If not, this and fghNextTimer are wrong */ break; fgListRemove( &fgState.Timers, &timer->Node ); @@ -219,12 +229,8 @@ static void fghCheckTimers( void ) /* Platform-dependent time in milliseconds, as an unsigned 64-bit integer. * This doesn't overflow in any reasonable time, so no need to worry about * that. The GLUT API return value will however overflow after 49.7 days, - * and on Windows we (currently) do not have access to a 64-bit timestamp, - * which means internal time will still get in trouble when running the + * which means you will still get in trouble when running the * application for more than 49.7 days. - * This value wraps every 49.7 days, but integer overflows cancel - * when subtracting an initial start time, unless the total time exceeds - * 32-bit, where the GLUT API return value is also overflowed. */ fg_time_t fgSystemTime(void) { @@ -256,7 +262,7 @@ void fgError( const char *fmt, ... ) va_end( ap ); } else { - +#if FREEGLUT_ERRORS va_start( ap, fmt ); fprintf( stderr, "freeglut "); @@ -266,6 +272,7 @@ void fgError( const char *fmt, ... ) fprintf( stderr, "\n" ); va_end( ap ); +#endif if ( fgState.Initialised ) fgDeinitialize (); @@ -288,7 +295,7 @@ void fgWarning( const char *fmt, ... ) va_end( ap ); } else { - +#if FREEGLUT_WARNINGS va_start( ap, fmt ); fprintf( stderr, "freeglut "); @@ -298,46 +305,25 @@ void fgWarning( const char *fmt, ... ) fprintf( stderr, "\n" ); va_end( ap ); +#endif } } /* - * Indicates whether Joystick events are being used by ANY window. + * Indicates whether a redisplay is pending for ANY window. * * The current mechanism is to walk all of the windows and ask if - * there is a joystick callback. We have a short-circuit early - * return if we find any joystick handler registered. - * - * The real way to do this is to make use of the glutTimer() API - * to more cleanly re-implement the joystick API. Then, this code - * and all other "joystick timer" code can be yanked. - * + * a redisplay is pending. We have a short-circuit early + * return if we find any. */ -static void fghCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e) -{ - if( FETCH_WCB( *w, Joystick ) ) - { - e->found = GL_TRUE; - e->data = w; - } - fgEnumSubWindows( w, fghCheckJoystickCallback, e ); -} -static int fghHaveJoystick( void ) -{ - SFG_Enumerator enumerator; - - enumerator.found = GL_FALSE; - enumerator.data = NULL; - fgEnumWindows( fghCheckJoystickCallback, &enumerator ); - return !!enumerator.data; -} static void fghHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e) { if( w->State.Redisplay && w->State.Visible ) { e->found = GL_TRUE; e->data = w; + return; } fgEnumSubWindows( w, fghHavePendingRedisplaysCallback, e ); } @@ -350,6 +336,7 @@ static int fghHavePendingRedisplays (void) fgEnumWindows( fghHavePendingRedisplaysCallback, &enumerator ); return !!enumerator.data; } + /* * Returns the number of GLUT ticks (milliseconds) till the next timer event. */ @@ -371,13 +358,13 @@ static void fghSleepForEvents( void ) { fg_time_t msec; - if( fgState.IdleCallback || fghHavePendingRedisplays( ) ) + if( fghHavePendingRedisplays( ) ) return; msec = fghNextTimer( ); - /* XXX Use GLUT timers for joysticks... */ + /* XXX Should use GLUT timers for joysticks... */ /* XXX Dumb; forces granularity to .01sec */ - if( fghHaveJoystick( ) && ( msec > 10 ) ) + if( fgState.NumActiveJoysticks>0 && ( msec > 10 ) ) msec = 10; fgPlatformSleepForEvents ( msec ); @@ -395,7 +382,8 @@ void FGAPIENTRY glutMainLoopEvent( void ) if( fgState.Timers.First ) fghCheckTimers( ); - fghCheckJoystickPolls( ); + if (fgState.NumActiveJoysticks>0) /* If zero, don't poll joysticks */ + fghCheckJoystickPolls( ); fghDisplayAll( ); fgCloseWindows( ); @@ -411,6 +399,9 @@ void FGAPIENTRY glutMainLoop( void ) FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoop" ); + if (!fgStructure.Windows.First) + fgError(" ERROR: glutMainLoop called with no windows created."); + fgPlatformMainLoopPreliminaryWork (); fgState.ExecState = GLUT_EXEC_STATE_RUNNING ; @@ -441,8 +432,8 @@ void FGAPIENTRY glutMainLoop( void ) fgSetWindow( window ); fgState.IdleCallback( ); } - - fghSleepForEvents( ); + else + fghSleepForEvents( ); } }