X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=36faaf9743e18012e9b2e384c0a04e15629f99fd;hb=ed6b95e994d10023d3d6a230667f019373fe50b5;hp=c7027f8cb299188910156bc230c0899ea8be8d09;hpb=d296a46a2dccdd99048541e1f8ca0ef010ac8545;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index c7027f8..36faaf9 100644 --- a/src/freeglut_main.c +++ b/src/freeglut_main.c @@ -25,23 +25,19 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ - -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - #include #include "freeglut_internal.h" - -#include -#if TARGET_HOST_UNIX_X11 -#include -#include -#include #include -#include -#elif TARGET_HOST_WIN32 -#elif TARGET_HOST_WINCE +#include +#if HAVE_VPRINTF +# define VFPRINTF(s,f,a) vfprintf((s),(f),(a)) +#elif HAVE_DOPRNT +# define VFPRINTF(s,f,a) _doprnt((f),(a),(s)) +#else +# define VFPRINTF(s,f,a) +#endif + +#if TARGET_HOST_WINCE typedef struct GXDisplayProperties GXDisplayProperties; typedef struct GXKeyList GXKeyList; @@ -57,8 +53,15 @@ struct GXKeyList gxKeyList; #endif -#ifndef MAX -#define MAX(a,b) (((a)>(b)) ? (a) : (b)) +/* + * Try to get the maximum value allowed for ints, falling back to the minimum + * guaranteed by ISO C99 if there is no suitable header. + */ +#if HAVE_LIMITS_H +# include +#endif +#ifndef INT_MAX +# define INT_MAX 32767 #endif #ifndef MIN @@ -86,7 +89,7 @@ struct GXKeyList gxKeyList; */ static void fghReshapeWindow ( SFG_Window *window, int width, int height ) { - SFG_Window *current_window = fgStructure.Window; + SFG_Window *current_window = fgStructure.CurrentWindow; freeglut_return_if_fail( window != NULL ); @@ -184,7 +187,7 @@ static void fghReshapeWindow ( SFG_Window *window, int width, int height ) */ static void fghRedrawWindow ( SFG_Window *window ) { - SFG_Window *current_window = fgStructure.Window; + SFG_Window *current_window = fgStructure.CurrentWindow; freeglut_return_if_fail( window ); freeglut_return_if_fail( FETCH_WCB ( *window, Display ) ); @@ -351,8 +354,8 @@ void fgError( const char *fmt, ... ) fprintf( stderr, "freeglut "); if( fgState.ProgramName ) - fprintf (stderr, "(%s): ", fgState.ProgramName); - vfprintf( stderr, fmt, ap ); + fprintf( stderr, "(%s): ", fgState.ProgramName ); + VFPRINTF( stderr, fmt, ap ); fprintf( stderr, "\n" ); va_end( ap ); @@ -372,7 +375,7 @@ void fgWarning( const char *fmt, ... ) fprintf( stderr, "freeglut "); if( fgState.ProgramName ) fprintf( stderr, "(%s): ", fgState.ProgramName ); - vfprintf( stderr, fmt, ap ); + VFPRINTF( stderr, fmt, ap ); fprintf( stderr, "\n" ); va_end( ap ); @@ -453,8 +456,10 @@ static void fghSleepForEvents( void ) return; msec = fghNextTimer( ); - if( fghHaveJoystick( ) ) /* XXX Use GLUT timers for joysticks... */ - msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */ + /* XXX Use GLUT timers for joysticks... */ + /* XXX Dumb; forces granularity to .01sec */ + if( fghHaveJoystick( ) && ( msec < 10 ) ) + msec = 10; #if TARGET_HOST_UNIX_X11 /* @@ -480,7 +485,7 @@ static void fghSleepForEvents( void ) wait.tv_usec = (msec % 1000) * 1000; err = select( socket+1, &fdset, NULL, NULL, &wait ); - if( -1 == err ) + if( ( -1 == err ) && ( errno != EINTR ) ) fgWarning ( "freeglut select() error: %d", errno ); } #elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE @@ -754,93 +759,13 @@ void FGAPIENTRY glutMainLoopEvent( void ) button = event.xbutton.button - 1; /* - * XXX This comment is replicated in the WIN32 section and - * XXX maybe also in the menu code. Can we move the info - * XXX to one central place and *reference* it from here? - * * Do not execute the application's mouse callback if a menu * is hooked to this button. In that case an appropriate * private call should be generated. - * Near as I can tell, this is the menu behaviour: - * - Down-click the menu button, menu not active: activate - * the menu with its upper left-hand corner at the mouse - * location. - * - Down-click any button outside the menu, menu active: - * deactivate the menu - * - Down-click any button inside the menu, menu active: - * select the menu entry and deactivate the menu - * - Up-click the menu button, menu not active: nothing happens - * - Up-click the menu button outside the menu, menu active: - * nothing happens - * - Up-click the menu button inside the menu, menu active: - * select the menu entry and deactivate the menu */ - /* Window has an active menu, it absorbs any mouse click */ - if( window->ActiveMenu ) - { - if( window == window->ActiveMenu->ParentWindow ) - { - window->ActiveMenu->Window->State.MouseX = - event.xbutton.x_root - window->ActiveMenu->X; - 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 ) ) - { - /* - * Save the current window and menu and set the current - * window to the window whose menu this is - */ - SFG_Window *save_window = fgStructure.Window; - SFG_Menu *save_menu = fgStructure.Menu; - SFG_Window *parent_window = - window->ActiveMenu->ParentWindow; - fgSetWindow( parent_window ); - fgStructure.Menu = window->ActiveMenu; - - /* Execute the menu callback */ - fgExecuteMenuCallback( window->ActiveMenu ); - fgDeactivateMenu( parent_window ); - - /* Restore the current window and menu */ - fgSetWindow( save_window ); - fgStructure.Menu = save_menu; - } - else if( pressed ) - /* - * Outside the menu, deactivate if it's a downclick - * - * XXX This isn't enough. A downclick outside of - * XXX the interior of our freeglut windows should also - * XXX deactivate the menu. This is more complicated. - */ - fgDeactivateMenu( window->ActiveMenu->ParentWindow ); - - /* - * XXX Why does an active menu require a redisplay at - * XXX this point? If this can come out cleanly, then - * XXX it probably should do so; if not, a comment should - * XXX explain it. - */ - window->State.Redisplay = GL_TRUE; + if( fgCheckActiveMenu( window, button, pressed, + event.xbutton.x_root, event.xbutton.y_root ) ) break; - } - - /* No active menu, let's check whether we need to activate one. */ - if( ( 0 <= button ) && - ( FREEGLUT_MAX_MENUS > button ) && - ( window->Menu[ button ] ) && - pressed ) - { - /* XXX Posting a requisite Redisplay seems bogus. */ - window->State.Redisplay = GL_TRUE; - fgSetWindow( window ); - fgActivateMenu( window, button ); - break; - } /* * Check if there is a mouse or mouse wheel callback hooked to the @@ -1100,7 +1025,7 @@ void FGAPIENTRY glutMainLoop( void ) { if ( FETCH_WCB( *window, Visibility ) ) { - SFG_Window *current_window = fgStructure.Window ; + SFG_Window *current_window = fgStructure.CurrentWindow ; INVOKE_WCB( *window, Visibility, ( window->State.Visible ) ); fgSetWindow( current_window ); @@ -1298,56 +1223,19 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, case WM_ACTIVATE: if (LOWORD(wParam) != WA_INACTIVE) { - /* glutSetCursor( fgStructure.Window->State.Cursor ); */ -/* printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, +/* printf("WM_ACTIVATE: fgSetCursor( %p, %d)\n", window, window->State.Cursor ); */ - glutSetCursor( window->State.Cursor ); + fgSetCursor( window, window->State.Cursor ); } lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); break; #endif - /* - * XXX Why not re-use some common code with the glutSetCursor() - * XXX function (or perhaps invoke glutSetCursor())? - * XXX That is, why are we duplicating code, here, from - * XXX glutSetCursor()? The WIN32 code should be able to just - * XXX call glutSetCursor() instead of defining two macros - * XXX and implementing a nested case in-line. - */ case WM_SETCURSOR: - /* Set the cursor AND change it for this window class. */ -#define MAP_CURSOR(a,b) \ - case a: \ - SetCursor( LoadCursor( NULL, b ) ); \ - break; - - /* Nuke the cursor AND change it for this window class. */ -#define ZAP_CURSOR(a,b) \ - case a: \ - SetCursor( NULL ); \ - break; - +/* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */ if( LOWORD( lParam ) == HTCLIENT ) - switch( window->State.Cursor ) - { - MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW ); - MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW ); - MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP ); - MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS ); - MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP ); - MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL ); - MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS ); - MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT ); - MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW ); - MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS ); - /* MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO ); */ - ZAP_CURSOR( GLUT_CURSOR_NONE, NULL ); - - default: - MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW ); - } + fgSetCursor ( window, window->State.Cursor ) ; else lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); break; @@ -1377,6 +1265,16 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, */ return 0; + /* XXX For a future patch: we need a mouse entry event. Unfortunately Windows + * XXX doesn't give us one, so we will probably need a "MouseInWindow" flag in + * XXX the SFG_Window structure. Set it to true to begin with and then have the + * XXX WM_MOUSELEAVE code set it to false. Then when we get a WM_MOUSEMOVE event, + * XXX if the flag is false we invoke the Entry callback and set the flag to true. + */ + case 0x02a2: /* This is the message we get when the mouse is leaving the window */ + INVOKE_WCB( *window, Entry, ( GLUT_LEFT ) ); + break ; + case WM_MOUSEMOVE: { #if TARGET_HOST_WINCE @@ -1483,73 +1381,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, return DefWindowProc( hWnd, uMsg, lParam, wParam ); /* - * XXX This comment is duplicated in two other spots. - * XXX Can we centralize it? - * - * Do not execute the application's mouse callback if a - * menu is hooked to this button. - * In that case an appropriate private call should be generated. - * Near as I can tell, this is the menu behaviour: - * - Down-click the menu button, menu not active: activate - * the menu with its upper left-hand corner at the mouse location. - * - Down-click any button outside the menu, menu active: - * deactivate the menu - * - Down-click any button inside the menu, menu active: - * select the menu entry and deactivate the menu - * - Up-click the menu button, menu not active: nothing happens - * - Up-click the menu button outside the menu, menu active: - * nothing happens - * - Up-click the menu button inside the menu, menu active: - * select the menu entry and deactivate the menu + * Do not execute the application's mouse callback if a menu + * is hooked to this button. In that case an appropriate + * private call should be generated. */ - /* Window has an active menu, it absorbs any mouse click */ - if( window->ActiveMenu ) - { - /* Outside the menu, deactivate the menu if it's a downclick */ - if( ! fgCheckActiveMenu( window, window->ActiveMenu ) ) - { - if( pressed ) - fgDeactivateMenu( window->ActiveMenu->ParentWindow ); - } - else /* In menu, invoke the callback and deactivate the menu*/ - { - /* - * Save the current window and menu and set the current - * window to the window whose menu this is - */ - SFG_Window *save_window = fgStructure.Window; - SFG_Menu *save_menu = fgStructure.Menu; - SFG_Window *parent_window = window->ActiveMenu->ParentWindow; - fgSetWindow( parent_window ); - fgStructure.Menu = window->ActiveMenu; - - /* Execute the menu callback */ - fgExecuteMenuCallback( window->ActiveMenu ); - fgDeactivateMenu( parent_window ); - - /* Restore the current window and menu */ - fgSetWindow( save_window ); - fgStructure.Menu = save_menu; - } - - /* - * Let's make the window redraw as a result of the mouse - * click and menu activity. - */ - if( ! window->IsMenu ) - window->State.Redisplay = GL_TRUE; - + if( fgCheckActiveMenu( window, button, pressed, + window->State.MouseX, window->State.MouseY ) ) break; - } - - if( window->Menu[ button ] && pressed ) - { - window->State.Redisplay = GL_TRUE; - fgSetWindow( window ); - fgActivateMenu( window, button ); - - break; - } /* Set capture so that the window captures all the mouse messages */ /*