X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=396de79611073b1741dfa140e9e983ce8579cb72;hb=6c4019c151f3dd77cf7d32efa4c0523bf633c4e1;hp=5d6cfa11542e75cf21aa1133fa4aa271465d3059;hpb=18086a5bd589f07a3a367402e4beb7eb67ccc43f;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index 5d6cfa1..396de79 100644 --- a/src/freeglut_main.c +++ b/src/freeglut_main.c @@ -34,6 +34,25 @@ #include "../include/GL/freeglut.h" #include "freeglut_internal.h" +#include +#if TARGET_HOST_UNIX_X11 +#include +#include +#include +#include +#include +#elif TARGET_HOST_WIN32 +#endif + +#ifndef MAX +#define MAX(a,b) (((a)>(b)) ? (a) : (b)) +#endif + +#ifndef MIN +#define MIN(a,b) (((a)<(b)) ? (a) : (b)) +#endif + + /* * TODO BEFORE THE STABLE RELEASE: * @@ -51,7 +70,6 @@ * Calls a window's redraw method. This is used when * a redraw is forced by the incoming window messages. */ - static void fghRedrawWindowByHandle #if TARGET_HOST_UNIX_X11 ( Window handle ) @@ -59,38 +77,14 @@ static void fghRedrawWindowByHandle ( HWND handle ) #endif { - /* - * Find the window we have to redraw... - */ SFG_Window* window = fgWindowByHandle( handle ); - freeglut_return_if_fail( window != NULL ); - /* - * Check if there is a display callback hooked to it - */ + freeglut_return_if_fail( window != NULL ); freeglut_return_if_fail( window->Callbacks.Display != NULL ); - - /* - * Return if the window is not visible - */ freeglut_return_if_fail( window->State.Visible == TRUE ); - - /* - * Set the window as the current one. - */ fgSetWindow( window ); - - /* - * Do not exagerate with the redisplaying - */ window->State.Redisplay = FALSE; - /* - * Have the callback executed now. The buffers should - * be swapped by the glutSwapBuffers() execution inside - * the callback itself. - */ - window->Callbacks.Display(); } @@ -106,42 +100,27 @@ static void fghReshapeWindowByHandle ( HWND handle, int width, int height ) #endif { - /* - * Find the window that received the reshape event - */ + SFG_Window *current_window = fgStructure.Window ; + SFG_Window* window = fgWindowByHandle( handle ); freeglut_return_if_fail( window != NULL ); - - /* - * Remember about setting the current window... - */ fgSetWindow( window ); - - /* - * Check if there is a reshape callback hooked - */ if( window->Callbacks.Reshape != NULL ) - { - /* - * OKi, have it called immediately - */ window->Callbacks.Reshape( width, height ); - } else - { - /* - * Otherwise just resize the viewport - */ glViewport( 0, 0, width, height ); - } /* - * Force a window redraw. In Windows at least this is only a partial solution: if the - * window is increasing in size in either dimension, 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. + * Force a window redraw. In Windows at least this is only a partial + * solution: if the window is increasing in size in either dimension, + * 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. */ window->State.Redisplay = TRUE ; + + if ( window->IsMenu ) + fgSetWindow ( current_window ) ; } /* @@ -150,36 +129,24 @@ static void fghReshapeWindowByHandle static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator ) { #if TARGET_HOST_UNIX_X11 - /* - * Check if there is an idle callback hooked - */ if( (window->Callbacks.Display != NULL) && (window->State.Redisplay == TRUE) && (window->State.Visible == TRUE) ) { - /* - * OKi, this is the case: have the window set as the current one - */ - fgSetWindow( window ); + SFG_Window *current_window = fgStructure.Window ; - /* - * Do not exagerate with the redisplaying - */ + fgSetWindow( window ); window->State.Redisplay = FALSE; - - /* - * And execute the display callback immediately after - */ window->Callbacks.Display(); + fgSetWindow ( current_window ) ; } #elif TARGET_HOST_WIN32 - /* - * Do we need to explicitly resize the window? - */ if( window->State.NeedToResize ) { + SFG_Window *current_window = fgStructure.Window ; + fgSetWindow( window ); fghReshapeWindowByHandle( @@ -188,24 +155,15 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator ) glutGet( GLUT_WINDOW_HEIGHT ) ); - /* - * Never ever do that again: - */ window->State.NeedToResize = FALSE; + fgSetWindow ( current_window ) ; } - /* - * This is done in a bit different way under Windows - */ if( (window->Callbacks.Display != NULL) && (window->State.Redisplay == TRUE) && (window->State.Visible == TRUE) ) { - /* - * Do not exagerate with the redisplaying - */ window->State.Redisplay = FALSE; - RedrawWindow( window->Window.Handle, NULL, NULL, RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW @@ -214,9 +172,6 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator ) #endif - /* - * Process this window's children (if any) - */ fgEnumSubWindows( window, fghcbDisplayWindow, enumerator ); } @@ -227,15 +182,8 @@ static void fghDisplayAll( void ) { SFG_Enumerator enumerator; - /* - * Uses a method very similiar for fgWindowByHandle... - */ enumerator.found = FALSE; enumerator.data = NULL; - - /* - * Start the enumeration now: - */ fgEnumWindows( fghcbDisplayWindow, &enumerator ); } @@ -246,25 +194,11 @@ static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumera { long int checkTime = fgElapsedTime(); - /* - * Check if actually need to do the poll for the currently enumerated window: - */ - if( window->State.JoystickLastPoll + window->State.JoystickPollRate >= checkTime ) + if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= checkTime ) { - /* - * Yeah, that's it. Poll the joystick... - */ fgJoystickPollWindow( window ); - - /* - * ...and reset the polling counters: - */ window->State.JoystickLastPoll = checkTime; } - - /* - * Process this window's children (if any) - */ fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator ); } @@ -275,15 +209,8 @@ static void fghCheckJoystickPolls( void ) { SFG_Enumerator enumerator; - /* - * Uses a method very similiar for fgWindowByHandle... - */ enumerator.found = FALSE; enumerator.data = NULL; - - /* - * Start the enumeration now: - */ fgEnumWindows( fghcbCheckJoystickPolls, &enumerator ); } @@ -301,18 +228,13 @@ static void fghCheckTimers( void ) /* * For every timer that is waiting for triggering */ - for( timer = fgState.Timers.First; timer; timer = next ) + for( timer = (SFG_Timer *)fgState.Timers.First; + timer; + timer = (SFG_Timer *)next ) { - next = timer->Node.Next; - - /* - * Check for the timeout: - */ + next = (SFG_Timer *)timer->Node.Next; if( timer->TriggerTime <= checkTime ) { - /* - * Add the timer to the timed out timers list - */ fgListRemove( &fgState.Timers, &timer->Node ); fgListAppend( &timedOut, &timer->Node ); } @@ -322,12 +244,12 @@ static void fghCheckTimers( void ) * Now feel free to execute all the hooked and timed out timer callbacks * And delete the timed out timers... */ - while ( (timer = timedOut.First) ) + while ( (timer = (SFG_Timer *)timedOut.First) ) { - if( timer->Callback != NULL ) - timer->Callback( timer->ID ); + if( timer->Callback != NULL ) + timer->Callback( timer->ID ); fgListRemove( &timedOut, &timer->Node ); - free( timer ); + free( timer ); } } @@ -338,17 +260,17 @@ static void fghCheckTimers( void ) long fgElapsedTime( void ) { #if TARGET_HOST_UNIX_X11 - struct timeval now; - long elapsed; - - gettimeofday( &now, NULL ); + struct timeval now; + long elapsed; - elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000; - elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000; + gettimeofday( &now, NULL ); + + elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000; + elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000; - return( elapsed ); + return( elapsed ); #elif TARGET_HOST_WIN32 - return (timeGetTime() - fgState.Time.Value); + return (timeGetTime() - fgState.Time.Value); #endif } @@ -361,7 +283,7 @@ void fgError( const char *fmt, ... ) va_start( ap, fmt ); - fprintf( stderr, "freeglut: "); + fprintf( stderr, "freeglut (%s): ", fgState.ProgramName || ""); vfprintf( stderr, fmt, ap ); fprintf( stderr, "\n" ); @@ -376,7 +298,7 @@ void fgWarning( const char *fmt, ... ) va_start( ap, fmt ); - fprintf( stderr, "freeglut: "); + fprintf( stderr, "freeglut (%s): ", fgState.ProgramName || ""); vfprintf( stderr, fmt, ap ); fprintf( stderr, "\n" ); @@ -384,66 +306,117 @@ void fgWarning( const char *fmt, ... ) } /* - * Clean up on exit + * Indicates whether Joystick events are being used by ANY window. + * + * The current mechanism is to walk all of the windows and ask if + * there is a joystick callback. Certainly in some cases, maybe + * in all cases, the joystick is attached to the system and accessed + * from ONE point by GLUT/freeglut, so this is not the right way, + * in general, to do this. However, the Joystick code is segregated + * in its own little world, so we can't access the information that + * we need in order to do that nicely. + * + * Some alternatives: + * * Store Joystick data into freeglut global state. + * * Provide NON-static functions or data from Joystick *.c file. + * + * Basically, the RIGHT way to do this requires knowing something + * about the Joystick. Right now, the Joystick code is behind + * an opaque wall. + * */ -static void fgCleanUpGlutsMess( void ) +static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e) { - int i; - - i = 0; - - if ( fgStructure.Windows.First != NULL ) - { - SFG_Window *win = fgStructure.Windows.First ; - glEnd(); - glFinish(); - glFlush(); - while ( win != NULL ) + if( w->Callbacks.Joystick ) { - SFG_Window *temp_win = win->Node.Next ; - fgDestroyWindow ( win, FALSE ) ; - win = temp_win ; + e->found = TRUE; + e->data = w; } - } - -#if 0 - /* these are pointers to external handles */ - - __glutWindowListSize = 0; - __glutStaleWindowList = NULL; - __glutWindowList = NULL; - __glutCurrentWindow = NULL; - - /* make sure we no longer have a GL context */ - - if ( wglGetCurrentContext() != NULL ) - { - wglDeleteContext( wglGetCurrentContext() ); - } - - hInstance = GetModuleHandle(NULL); - UnregisterClass( classname, hInstance ); - - /* clean up allocated timer memory */ + fgEnumSubWindows( w, fgCheckJoystickCallback, e ); +} +static int fgHaveJoystick( void ) +{ + SFG_Enumerator enumerator; + enumerator.found = FALSE; + enumerator.data = NULL; + fgEnumWindows( fgCheckJoystickCallback, &enumerator ); + return !!enumerator.data; +} +static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e) +{ + if( w->State.Redisplay ) + { + e->found = TRUE; + e->data = w; + } + fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e ); +} +static int fgHavePendingRedisplays (void) +{ + SFG_Enumerator enumerator; + enumerator.found = FALSE; + enumerator.data = NULL; + fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator ); + return !!enumerator.data; +} +/* + * Indicates whether there are any outstanding timers. + */ +static int fgHaveTimers( void ) +{ + return !!fgState.Timers.First; +} +/* + * Returns the number of GLUT ticks (milliseconds) till the next timer event. + */ +static long fgNextTimer( void ) +{ + long now = fgElapsedTime(); + long ret = INT_MAX; + SFG_Timer *timer; - tList = __glutTimerList; - i = 0; + for( timer = (SFG_Timer *)fgState.Timers.First; + timer; + timer = (SFG_Timer *)timer->Node.Next ) + ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) ); - while ( __glutTimerList ) - { - i++; - tList = __glutTimerList; + return ret; +} +/* + * Does the magic required to relinquish the CPU until something interesting + * happens. + */ +static void fgSleepForEvents( void ) +{ +#if TARGET_HOST_UNIX_X11 + fd_set fdset; + int err; + int socket; + struct timeval wait; + long msec; - if ( __glutTimerList ) - __glutTimerList = __glutTimerList->next; + if( fgState.IdleCallback || + fgHavePendingRedisplays() ) + return; + socket = ConnectionNumber( fgDisplay.Display ); + FD_ZERO( &fdset ); + FD_SET( socket, &fdset ); + + msec = fgNextTimer(); + if( fgHaveJoystick() ) + msec = MIN( msec, 10 ); + + wait.tv_sec = msec / 1000; + wait.tv_usec = (msec % 1000) * 1000; + err = select( socket+1, &fdset, NULL, NULL, &wait ); - if ( tList ) - free( tList ); - } + if( -1 == err ) + printf( "freeglut select() error: %d\n", errno ); + +#elif TARGET_HOST_WIN32 #endif } - /* -- INTERFACE FUNCTIONS -------------------------------------------------- */ /* @@ -459,35 +432,20 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * This code was repeated constantly, so here it goes into a definition: */ -# define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break; -# define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y; +# define GETWINDOW(a) \ + window = fgWindowByHandle( event.a.window ); \ + if( window == NULL ) \ + break; +# define GETMOUSE(a) \ + window->State.MouseX = event.a.x; \ + window->State.MouseY = event.a.y; - /* - * Make sure the display has been created etc. - */ freeglut_assert_ready; - - /* - * Do we have any event messages pending? - */ - if( XPending( fgDisplay.Display ) ) + while( XPending( fgDisplay.Display ) ) { - /* - * Grab the next event to be processed... - */ XNextEvent( fgDisplay.Display, &event ); - - /* - * Check the event's type - */ switch( event.type ) { - case CreateNotify: - /* - * The window creation confirmation - */ - break; - case DestroyNotify: /* * This is sent to confirm the XDestroyWindow call. @@ -533,6 +491,19 @@ void FGAPIENTRY glutMainLoopEvent( void ) fghRedrawWindowByHandle( event.xexpose.window ); break; + /* + * CreateNotify causes a configure-event so that sub-windows are + * handled compatibly with GLUT. + * + * NOTE that it is possible that you will more than one Reshape + * event for your top-level window, but something like this appears + * to be required for compatbility. + * + * GLUT presumably does this because it generally tries to treat + * sub-windows the same as windows. + * + */ + case CreateNotify: case ConfigureNotify: /* * The window gets resized @@ -617,6 +588,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) if( window->Callbacks.Entry != NULL ) { /* + * Set the current window + */ + fgSetWindow ( window ) ; + + /* * Yeah. Notify the window about having the mouse cursor over */ window->Callbacks.Entry( GLUT_ENTERED ); @@ -637,6 +613,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) if( window->Callbacks.Entry != NULL ) { /* + * Set the current window + */ + fgSetWindow ( window ) ; + + /* * Yeah. Notify the window about having the mouse cursor over */ window->Callbacks.Entry( GLUT_LEFT ); @@ -652,9 +633,28 @@ void FGAPIENTRY glutMainLoopEvent( void ) GETWINDOW( xmotion ); GETMOUSE( xmotion ); /* - * Set the current window + * Fallback if there's an active menu hooked to this window */ - fgStructure.Window = window ; + if( window->ActiveMenu != NULL ) + { + if ( window == window->ActiveMenu->ParentWindow ) + { + window->ActiveMenu->Window->State.MouseX = event.xmotion.x_root - window->ActiveMenu->X ; + window->ActiveMenu->Window->State.MouseY = event.xmotion.y_root - window->ActiveMenu->Y ; + } + + /* + * Let's make the window redraw as a result of the mouse motion. + */ + window->ActiveMenu->Window->State.Redisplay = TRUE ; + + /* + * Since the window is a menu, make the parent window current + */ + fgSetWindow ( window->ActiveMenu->ParentWindow ) ; + + break; /* I think this should stay in -- an active menu should absorb the mouse motion */ + } /* * What kind of a movement was it? @@ -670,6 +670,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) if( window->Callbacks.Motion != NULL ) { /* + * Set the current window + */ + fgSetWindow ( window ) ; + + /* * Yup. Have it executed immediately */ window->Callbacks.Motion( event.xmotion.x, event.xmotion.y ); @@ -683,6 +688,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) if( window->Callbacks.Passive != NULL ) { /* + * Set the current window + */ + fgSetWindow ( window ) ; + + /* * That's right, and there is a passive callback, too. */ window->Callbacks.Passive( event.xmotion.x, event.xmotion.y ); @@ -705,26 +715,15 @@ void FGAPIENTRY glutMainLoopEvent( void ) */ GETWINDOW( xbutton ); GETMOUSE( xbutton ); - /* - * GLUT API assumes that you can't have more than three mouse buttons, so: - */ - switch( event.xbutton.button ) - { - /* - * WARNING: this might be wrong, if we only have two mouse buttons, - * Button2 might mean the right button, isn't that right? - */ - case Button1: button = GLUT_LEFT_BUTTON; break; - case Button2: button = GLUT_MIDDLE_BUTTON; break; - case Button3: button = GLUT_RIGHT_BUTTON; break; - default: button = -1; break; - } - - /* - * Skip the unwanted mouse buttons... - */ - if( button == -1 ) - break; + /* + * An X button (at least in XFree86) is numbered from 1. + * A GLUT button is numbered from 0. + * Old GLUT passed through buttons other than just the first + * three, though it only gave symbolic names and official + * support to the first three. + * + */ + button = event.xbutton.button - 1; /* * Do not execute the application's mouse callback if a menu is hooked to this button. @@ -739,17 +738,24 @@ void FGAPIENTRY glutMainLoopEvent( void ) */ if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */ { - if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/ + 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 ; + } + + if ( fgCheckActiveMenu ( window->ActiveMenu->Window, window->ActiveMenu ) == TRUE ) /* Inside the 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 ; - fgSetWindow ( window ) ; + SFG_Window *parent_window = window->ActiveMenu->ParentWindow ; + fgSetWindow ( parent_window ) ; fgStructure.Menu = window->ActiveMenu ; /* Execute the menu callback */ fgExecuteMenuCallback ( window->ActiveMenu ) ; - fgDeactivateMenu ( window ) ; + fgDeactivateMenu ( parent_window ) ; /* Restore the current window and menu */ fgSetWindow ( save_window ) ; @@ -757,7 +763,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) } else /* Outside the menu, deactivate the menu if it's a downclick */ { - if ( pressed == TRUE ) fgDeactivateMenu ( window ) ; + if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ; } /* @@ -771,7 +777,8 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * No active menu, let's check whether we need to activate one. */ - if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) ) + if (( 0 <= button ) && ( 2 >= button ) && + ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) ) { /* * Let's make the window redraw as a result of the mouse click. @@ -779,6 +786,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) window->State.Redisplay = TRUE ; /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Activate the appropriate menu structure... */ fgActivateMenu( window, button ); @@ -795,7 +807,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * Set the current window */ - fgSetWindow( window ); + fgSetWindow ( window ); /* * Remember the current modifiers state @@ -807,12 +819,12 @@ void FGAPIENTRY glutMainLoopEvent( void ) modifiers |= GLUT_ACTIVE_CTRL; if (event.xbutton.state & Mod1Mask) modifiers |= GLUT_ACTIVE_ALT; - window->State.Modifiers = modifiers; + fgStructure.Window->State.Modifiers = modifiers; /* * Finally execute the mouse callback */ - window->Callbacks.Mouse( + fgStructure.Window->Callbacks.Mouse( button, event.type == ButtonPress ? GLUT_DOWN : GLUT_UP, event.xbutton.x, @@ -822,7 +834,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * Trash the modifiers state */ - window->State.Modifiers = 0xffffffff; + fgStructure.Window->State.Modifiers = 0xffffffff; } break; @@ -864,11 +876,6 @@ void FGAPIENTRY glutMainLoopEvent( void ) len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus ); /* - * Get ready to calling the keyboard/special callbacks - */ - fgSetWindow( window ); - - /* * GLUT API tells us to have two separate callbacks... */ if( len > 0 ) @@ -879,6 +886,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) if( keyboard_cb != NULL ) { /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Remember the current modifiers state */ modifiers = 0; @@ -953,6 +965,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) if( (special_cb != NULL) && (special != -1) ) { /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Remember the current modifiers state */ modifiers = 0; @@ -977,7 +994,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) break; } } - else + { /* * Have all the timers checked. @@ -1009,7 +1026,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * The windows processing is considerably smaller */ - if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) ) + while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) ) { /* * Grab the message now, checking for WM_QUIT @@ -1023,7 +1040,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) TranslateMessage( &stMsg ); DispatchMessage( &stMsg ); } - else + { /* * Have all the timers checked. @@ -1048,6 +1065,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) fghDisplayAll(); } #endif + + /* + * If an event caused a window to be closed, do the actual closing here + */ + fgCloseWindows () ; } /* @@ -1056,7 +1078,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) void FGAPIENTRY glutMainLoop( void ) { #if TARGET_HOST_WIN32 - SFG_Window *window = fgStructure.Windows.First ; + SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ; #endif /* @@ -1076,9 +1098,23 @@ void FGAPIENTRY glutMainLoop( void ) while ( window != NULL ) { if ( window->Callbacks.Visibility != NULL ) + { + SFG_Window *current_window = fgStructure.Window ; + + /* + * Set the current window + */ + fgSetWindow( window ); + window->Callbacks.Visibility ( window->State.Visible ) ; - window = window->Node.Next ; + /* + * Restore the current window + */ + fgSetWindow( current_window ); + } + + window = (SFG_Window *)window->Node.Next ; } #endif @@ -1095,34 +1131,29 @@ void FGAPIENTRY glutMainLoop( void ) glutMainLoopEvent () ; /* - * If an event caused a window to be closed, do the actual closing here - */ - fgCloseWindows () ; - - /* * If there are no more windows open, stop execution */ if ( fgStructure.Windows.First == NULL ) fgState.ExecState = GLUT_EXEC_STATE_STOP ; + else + fgSleepForEvents(); } + { + fgExecutionState execState = fgState.ActionOnWindowClose; - /* - * If we got here by the user closing a window or by the application closing down, there may still be windows open. - */ - fgCleanUpGlutsMess () ; - - /* - * Check whether we return to the calling program or simply exit - */ - if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT ) - exit ( 0 ) ; + /* + * When this loop terminates, destroy the display, state and structure + * of a freeglut session, so that another glutInit() call can happen + */ + fgDeinitialize(); - /* - * When this loop terminates, destroy the display, state and structure - * of a freeglut session, so that another glutInit() call can happen - */ - fgDeinitialize(); + /* + * Check whether we return to the calling program or simply exit + */ + if ( execState == GLUT_ACTION_EXIT ) + exit ( 0 ) ; + } } /* @@ -1170,17 +1201,48 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara window->Window.Device = GetDC( hWnd ); /* - * Setup the pixel format of our window - */ - fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); - - /* * Create or get the OpenGL rendering context now */ - if ( fgState.UseCurrentContext == TRUE ) - window->Window.Context = wglGetCurrentContext(); - else + if ( fgState.BuildingAMenu ) + { + /* + * Setup the pixel format of our window + */ + unsigned int current_DisplayMode = fgState.DisplayMode ; + fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ; + fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); + fgState.DisplayMode = current_DisplayMode ; + + /* + * If there isn't already an OpenGL rendering context for menu windows, make one + */ + if ( !fgStructure.MenuContext ) + { + fgStructure.MenuContext = (SFG_MenuContext *)malloc ( sizeof(SFG_MenuContext) ) ; + fgStructure.MenuContext->Context = wglCreateContext( window->Window.Device ); + } + else + wglMakeCurrent ( window->Window.Device, fgStructure.MenuContext->Context ) ; + +/* window->Window.Context = wglGetCurrentContext () ; */ window->Window.Context = wglCreateContext( window->Window.Device ); + } + else + { + /* + * Setup the pixel format of our window + */ + fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); + + if ( fgState.UseCurrentContext == TRUE ) + { + window->Window.Context = wglGetCurrentContext(); + if ( ! window->Window.Context ) + window->Window.Context = wglCreateContext( window->Window.Device ); + } + else + window->Window.Context = wglCreateContext( window->Window.Device ); + } /* * Still, we'll be needing to explicitly resize the window @@ -1297,7 +1359,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara /* Step through the list of windows. If the rendering context is notbeing used * by another window, then we delete it. */ - for ( iter = fgStructure.Windows.First; iter; iter = iter->Node.Next ) + for ( iter = (SFG_Window *)fgStructure.Windows.First; iter; iter = (SFG_Window *)iter->Node.Next ) { if ( ( iter->Window.Context == window->Window.Context ) && ( iter != window ) ) used = TRUE ; @@ -1334,13 +1396,18 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara /* * Fallback if there's an active menu hooked to this window */ - if( window->ActiveMenu != NULL ) + if ( window->ActiveMenu != NULL ) { /* * Let's make the window redraw as a result of the mouse motion. */ window->State.Redisplay = TRUE ; + /* + * Since the window is a menu, make the parent window current + */ + fgSetWindow ( window->ActiveMenu->ParentWindow ) ; + break; } @@ -1460,12 +1527,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara /* 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 ; - fgSetWindow ( window ) ; + SFG_Window *parent_window = window->ActiveMenu->ParentWindow ; + fgSetWindow ( parent_window ) ; fgStructure.Menu = window->ActiveMenu ; /* Execute the menu callback */ fgExecuteMenuCallback ( window->ActiveMenu ) ; - fgDeactivateMenu ( window ) ; + fgDeactivateMenu ( parent_window ) ; /* Restore the current window and menu */ fgSetWindow ( save_window ) ; @@ -1473,13 +1541,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara } else /* Outside the menu, deactivate the menu if it's a downclick */ { - if ( pressed == TRUE ) fgDeactivateMenu ( window ) ; + if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ; } /* * Let's make the window redraw as a result of the mouse click and menu activity. */ - window->State.Redisplay = TRUE ; + if ( ! window->IsMenu ) window->State.Redisplay = TRUE ; break ; } @@ -1495,6 +1563,11 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara window->State.Redisplay = TRUE ; /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Activate the appropriate menu structure... */ fgActivateMenu( window, button ); @@ -1511,12 +1584,12 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara /* * Set the current window */ - fgSetWindow( window ); + fgSetWindow ( window ); /* * Remember the current modifiers state. */ - window->State.Modifiers = + fgStructure.Window->State.Modifiers = ( ( (GetKeyState( VK_LSHIFT ) < 0 ) || ( GetKeyState( VK_RSHIFT ) < 0 )) ? GLUT_ACTIVE_SHIFT : 0 ) | ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) | ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 ); @@ -1534,7 +1607,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara /* * Trash the modifiers state */ - window->State.Modifiers = 0xffffffff; + fgStructure.Window->State.Modifiers = 0xffffffff; } break; @@ -1551,11 +1624,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara break; /* - * Set the current window - */ - fgSetWindow( window ); - - /* * Remember the current modifiers state. This is done here in order * to make sure the VK_DELETE keyboard callback is executed properly. */ @@ -1603,7 +1671,10 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara * The delete key should be treated as an ASCII keypress: */ if( window->Callbacks.Keyboard != NULL ) + { + fgSetWindow( window ); window->Callbacks.Keyboard( 127, window->State.MouseX, window->State.MouseY ); + } } /* @@ -1612,6 +1683,11 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara if( (keypress != -1) && (window->Callbacks.Special != NULL) ) { /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Have the special callback executed: */ window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY ); @@ -1631,11 +1707,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara POINT mouse_pos ; /* - * Set the current window - */ - fgSetWindow( window ); - - /* * Remember the current modifiers state. This is done here in order * to make sure the VK_DELETE keyboard callback is executed properly. */ @@ -1682,7 +1753,10 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara * The delete key should be treated as an ASCII keypress: */ if( window->Callbacks.KeyboardUp != NULL ) + { + fgSetWindow ( window ) ; window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY ); + } break ; default: @@ -1699,7 +1773,14 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara wParam=code[ 0 ]; if( window->Callbacks.KeyboardUp != NULL ) + { + /* + * Set the current window + */ + fgSetWindow( window ); + window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY ); + } } } @@ -1709,6 +1790,11 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) ) { /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Have the special callback executed: */ window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY ); @@ -1736,6 +1822,11 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara if( window->Callbacks.Keyboard != NULL ) { /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Remember the current modifiers state */ window->State.Modifiers = @@ -1758,7 +1849,14 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */ if ( window->Callbacks.Display ) + { + /* + * Set the current window + */ + fgSetWindow( window ); + window->Callbacks.Display () ; + } /* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */ break ;