X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=55e033a2788c0ede42f15819854a7915975e282c;hb=6055caa963816364b4fefd32c3bd3d06ea968a85;hp=15020e8088a5aaa0dff5a9e9cc360341e25e3ff6;hpb=8f96cc73e71a8e4f2acb579c29132c16358191f0;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index 15020e8..55e033a 100644 --- a/src/freeglut_main.c +++ b/src/freeglut_main.c @@ -68,19 +68,9 @@ * Handle a window configuration change. When no reshape * callback is hooked, the viewport size is updated to * match the new window size. - * - * XXX We can/should make a "unified" window handle type so that - * XXX the function headers don't need this silly #ifdef junk. - * XXX Make the type, say, {fgWindow}. On UNIX_X11, this is - * XXX {Window}. On WIN32, it is {HWND}. Then do the #ifdef - * XXX junk *once* in "freeglut_internal.h". */ -static void fghReshapeWindowByHandle -#if TARGET_HOST_UNIX_X11 - ( Window handle, int width, int height ) -#elif TARGET_HOST_WIN32 - ( HWND handle, int width, int height ) -#endif +static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle, + int width, int height ) { SFG_Window *current_window = fgStructure.Window; @@ -93,18 +83,6 @@ static void fghReshapeWindowByHandle XResizeWindow( fgDisplay.Display, window->Window.Handle, width, height ); XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - /* - * XXX REALLY shouldn't be done. GLUT docs state that this - * XXX isn't even processed immediately, but rather waits - * XXX for return to the mainloop. "This allows multiple - * XXX glutReshapeWindow, glutPositionWindow, and glutFullScreen - * XXX requests to the same window to be coalesced." (This is - * XXX having some deleterious effect on a sample program of mine.) - * XXX Not only does GLUT not flush at this point, GLUT doesn't even - * XXX *do* the reshape at this point! We should probably rip this - * XXX out and do what GLUT promises. It would be more efficient, and - * XXX might be more compatible. - */ #elif TARGET_HOST_WIN32 @@ -175,33 +153,14 @@ static void fghReshapeWindowByHandle * 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 ) -#elif TARGET_HOST_WIN32 - ( HWND handle ) -#endif +static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle ) { SFG_Window* window = fgWindowByHandle( handle ); - freeglut_return_if_fail( window != NULL ); + freeglut_return_if_fail( window ); + freeglut_return_if_fail( FETCH_WCB ( *window, Display ) ); + + window->State.Redisplay = GL_FALSE; - /* - * XXX Other than clearing the Redisplay flag or not, - * XXX we may as well rely on the INVOK_WCB() doing this - * XXX pointer-check. - * XXX - * XXX If we do not invoke the display because the pointer - * XXX is not defined (should never happen, really), then - * XXX we may enter an infinite busy-loop trying to update - * XXX the window. Similarly, if we skip because the window - * XXX is not visible. However, if the window becomes visible - * XXX at a later time, the window should get its callback - * XXX invoked. I would recommend removing the first check, - * XXX and making the second check only affect whether the - * XXX callback is invoked---but always clear the flag, if - * XXX the {window} pointer is defined. - */ - freeglut_return_if_fail( FETCH_WCB( *window, Display ) ); freeglut_return_if_fail( window->State.Visible ); if( window->State.NeedToResize ) @@ -220,7 +179,6 @@ static void fghRedrawWindowByHandle fgSetWindow ( current_window ); } - window->State.Redisplay = GL_FALSE; INVOKE_WCB( *window, Display, ( ) ); } @@ -230,17 +188,7 @@ static void fghRedrawWindowByHandle static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator ) { - /* - * XXX Do we need/want to check the callback pointer here? - * XXX INVOKE_WCB() will check for us. Arguably, the - * XXX Redisplay status flag should be cleared regardless - * XXX of any concern but that {window} is a valid pointer - * XXX (which this function is assuming anyway). - * XXX Especially since old GLUT wouldn't even enter its main - * XXX loop if you didn't have a display callback defined... - */ - if( ( FETCH_WCB( *window, Display ) ) && - window->State.Redisplay && + if( window->State.Redisplay && window->State.Visible ) { if( window->State.NeedToResize ) @@ -329,38 +277,20 @@ static void fghCheckJoystickPolls( void ) static void fghCheckTimers( void ) { long checkTime = fgElapsedTime( ); - SFG_Timer *timer, *next; - SFG_List timedOut; - - fgListInit(&timedOut); + SFG_Timer *timer; - for( timer = (SFG_Timer *)fgState.Timers.First; - timer; - timer = (SFG_Timer *)next ) + while( timer = fgState.Timers.First ) { - next = (SFG_Timer *)timer->Node.Next; + if( timer->TriggerTime > checkTime ) + break; - if( timer->TriggerTime <= checkTime ) - { - fgListRemove( &fgState.Timers, &timer->Node ); - fgListAppend( &timedOut, &timer->Node ); - } - } + fgListRemove( &fgState.Timers, &timer->Node ); + fgListAppend( &fgState.FreeTimers, &timer->Node ); - /* - * Now feel free to execute all the hooked and timed out timer callbacks - * And delete the timed out timers... - */ - while ( (timer = (SFG_Timer *)timedOut.First) ) - { - if( timer->Callback != NULL ) - timer->Callback( timer->ID ); - fgListRemove( &timedOut, &timer->Node ); - free( timer ); + timer->Callback( timer->ID ); } } - /* * Elapsed Time */ @@ -371,12 +301,12 @@ long fgElapsedTime( void ) #if TARGET_HOST_UNIX_X11 struct timeval now; long elapsed; - + 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; #elif TARGET_HOST_WIN32 return timeGetTime() - fgState.Time.Value; @@ -387,7 +317,7 @@ long fgElapsedTime( void ) #if TARGET_HOST_UNIX_X11 gettimeofday( &fgState.Time.Value, NULL ); #elif TARGET_HOST_WIN32 - fgState.Time.Value = timeGetTime () ; + fgState.Time.Value = timeGetTime (); #endif fgState.Time.Set = GL_TRUE ; @@ -413,7 +343,7 @@ void fgError( const char *fmt, ... ) va_end( ap ); if ( fgState.Initialised ) - fgDeinitialize () ; + fgDeinitialize (); exit( 1 ); } @@ -488,27 +418,15 @@ static int fgHavePendingRedisplays (void) return !!enumerator.data; } /* - * Indicates whether there are any outstanding timers. - */ -#if 0 /* Not used */ -static int fgHaveTimers( void ) -{ - return !!fgState.Timers.First; -} -#endif -/* * 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; - for( timer = (SFG_Timer *)fgState.Timers.First; - timer; - timer = (SFG_Timer *)timer->Node.Next ) - ret = MIN( ret, MAX( 0, timer->TriggerTime - now ) ); + if( (timer = fgState.Timers.First) ) + ret = timer->TriggerTime - fgElapsedTime(); return ret; } @@ -605,8 +523,16 @@ void FGAPIENTRY glutMainLoopEvent( void ) { GETWINDOW( xclient ); - fgCloseWindow ( window ) ; - fgAddToWindowDestroyList ( window, GL_FALSE ); + fgDestroyWindow ( window ); + + if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT ) + { + fgDeinitialize( ); + exit( 0 ); + } + + fgState.ExecState = GLUT_EXEC_STATE_STOP; + return; } break; @@ -636,7 +562,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) * This is sent to confirm the XDestroyWindow call. * XXX WHY is this commented out? Should we re-enable it? */ - /* fgAddToWindowDestroyList ( window, GL_FALSE ); */ + /* fgAddToWindowDestroyList ( window ); */ break; case Expose: @@ -730,7 +656,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) event.xmotion.y_root - window->ActiveMenu->Y; } window->ActiveMenu->Window->State.Redisplay = GL_TRUE ; - fgSetWindow( window->ActiveMenu->ParentWindow ) ; + fgSetWindow( window->ActiveMenu->ParentWindow ); break; } @@ -866,9 +792,6 @@ void FGAPIENTRY glutMainLoopEvent( void ) ! FETCH_WCB( *window, MouseWheel ) ) break; - /* - * XXX Why don't we use {window}? Other code here does... - */ fgState.Modifiers = fgGetXModifiers( &event ); /* @@ -1043,14 +966,23 @@ void FGAPIENTRY glutMainLoopEvent( void ) while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) ) { if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 ) - fgState.ExecState = GLUT_EXEC_STATE_STOP ; + { + if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT ) + { + fgDeinitialize( ); + exit( 0 ); + } + fgState.ExecState = GLUT_EXEC_STATE_STOP; + return; + } TranslateMessage( &stMsg ); DispatchMessage( &stMsg ); } #endif - fghCheckTimers( ); + if( fgState.Timers.First ) + fghCheckTimers( ); fghCheckJoystickPolls( ); fghDisplayAll( ); @@ -1109,18 +1041,11 @@ void FGAPIENTRY glutMainLoop( void ) } } - { - fgExecutionState execState = fgState.ExecState; - - /* - * When this loop terminates, destroy the display, state and structure - * of a freeglut session, so that another glutInit() call can happen - */ - fgDeinitialize( ); - - if( execState == 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( ); } /* @@ -1158,7 +1083,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LONG lRet = 1; if ( ( window == NULL ) && ( uMsg != WM_CREATE ) ) - return DefWindowProc( hWnd, uMsg, wParam, lParam ) ; + return DefWindowProc( hWnd, uMsg, wParam, lParam ); /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, uMsg, wParam, lParam ); */ @@ -1183,7 +1108,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, if( fgStructure.MenuContext ) wglMakeCurrent( window->Window.Device, fgStructure.MenuContext->Context - ) ; + ); else { fgStructure.MenuContext = @@ -1192,7 +1117,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, wglCreateContext( window->Window.Device ); } - /* window->Window.Context = wglGetCurrentContext () ; */ + /* window->Window.Context = wglGetCurrentContext (); */ window->Window.Context = wglCreateContext( window->Window.Device ); } else @@ -1303,38 +1228,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, break; case WM_CLOSE: - /* - * Make sure we don't close a window with current context active - */ - if( fgStructure.Window == window ) - { - int used = FALSE ; - SFG_Window *iter ; - - wglMakeCurrent( NULL, NULL ); - /* - * Step through the list of windows. If the rendering context - * is not being used by another window, then we delete it. - */ - 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; - } - - if( ! used ) - wglDeleteContext( window->Window.Context ); - } - - /* - * Put on a linked list of windows to be removed after all the - * callbacks have returned - */ - fgAddToWindowDestroyList( window, GL_FALSE ); - DestroyWindow( hWnd ); + fgDestroyWindow ( window ); + if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION ) + PostQuitMessage(0); break; case WM_DESTROY: @@ -1734,21 +1630,12 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) ) break; - /* - * XXX INVOKE_WCB() takes care of the callback-pointer check. - * XXX We could just uncoditionally find/trash the Modifiers - * XXX and get rid of the "if( ... ) {" and "}". Unconditinal - * XXX code is simpler code. (^& - */ - if( FETCH_WCB( *window, Keyboard ) ) - { - fgState.Modifiers = fgGetWin32Modifiers( ); - INVOKE_WCB( *window, Keyboard, - ( (char)wParam, - window->State.MouseX, window->State.MouseY ) - ); - fgState.Modifiers = 0xffffffff; - } + fgState.Modifiers = fgGetWin32Modifiers( ); + INVOKE_WCB( *window, Keyboard, + ( (char)wParam, + window->State.MouseX, window->State.MouseY ) + ); + fgState.Modifiers = 0xffffffff; } break; @@ -1756,7 +1643,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, /* User has finished resizing the window, force a redraw */ INVOKE_WCB( *window, Display, ( ) ); - /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */ + /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */ break; /*