X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=5ddf37582b24320ecc9433e04672cc31e549d019;hb=67f09037126cd24e4cd3f48ab8e04ed1cce4dfae;hp=7984f58a5a43f4925aed07ce050435e61d105817;hpb=9b943faa4f374b5a37b1bf6d544f826078cd361b;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index 7984f58..5ddf375 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: * @@ -59,38 +78,13 @@ 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->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 +100,28 @@ 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 +130,24 @@ 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( @@ -188,35 +156,24 @@ 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 - ); + ); } #endif - /* - * Process this window's children (if any) - */ fgEnumSubWindows( window, fghcbDisplayWindow, enumerator ); } @@ -227,15 +184,9 @@ 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 +197,12 @@ 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 +213,9 @@ 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 ); } @@ -301,19 +233,15 @@ 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; + next = (SFG_Timer *)timer->Node.Next; - /* - * Check for the timeout: - */ if( timer->TriggerTime <= checkTime ) { - /* - * Add the timer to the timed out timers list - */ - fgListRemove( &fgState.Timers, &timer->Node ); + fgListRemove( &fgState.Timers, &timer->Node ); fgListAppend( &timedOut, &timer->Node ); } } @@ -322,11 +250,11 @@ 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 ); - fgListRemove( &timedOut, &timer->Node ); + fgListRemove( &timedOut, &timer->Node ); free( timer ); } } @@ -338,17 +266,17 @@ static void fghCheckTimers( void ) 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 ); + 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); + return (timeGetTime() - fgState.Time.Value); #endif } @@ -361,7 +289,9 @@ void fgError( const char *fmt, ... ) va_start( ap, fmt ); - fprintf( stderr, "freeglut: "); + fprintf( stderr, "freeglut "); + if( fgState.ProgramName ) + fprintf (stderr, "(%s): ", fgState.ProgramName); vfprintf( stderr, fmt, ap ); fprintf( stderr, "\n" ); @@ -376,7 +306,9 @@ void fgWarning( const char *fmt, ... ) va_start( ap, fmt ); - fprintf( stderr, "freeglut: "); + fprintf( stderr, "freeglut "); + if( fgState.ProgramName ) + fprintf( stderr, "(%s): ", fgState.ProgramName ); vfprintf( stderr, fmt, ap ); fprintf( stderr, "\n" ); @@ -384,66 +316,117 @@ 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( fgState.IdleCallback || + fgHavePendingRedisplays() ) + return; + socket = ConnectionNumber( fgDisplay.Display ); + FD_ZERO( &fdset ); + FD_SET( socket, &fdset ); + + msec = fgNextTimer(); + if( fgHaveJoystick() ) + msec = MIN( msec, 10 ); - if ( __glutTimerList ) - __glutTimerList = __glutTimerList->next; + 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 -------------------------------------------------- */ /* @@ -459,36 +442,23 @@ 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 ); - window = fgWindowByHandle ( event.xany.window ) ; - /* - * 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. @@ -496,7 +466,6 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * Call the window closure callback, remove from the structure, etc. */ - fgStructure.Window = window ; /* fgAddToWindowDestroyList ( window, FALSE ); */ break; @@ -507,7 +476,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) */ if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow ) { - fgStructure.Window = window ; + GETWINDOW( xclient ); /* * Call the XWindows functions to close the window @@ -532,9 +501,22 @@ void FGAPIENTRY glutMainLoopEvent( void ) * We are too dumb to process partial exposes... */ if( event.xexpose.count == 0 ) - fghRedrawWindowByHandle( window->Window.Handle ); + 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 @@ -559,6 +541,8 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * The window's visiblity might have changed */ + GETWINDOW( xvisibility ); + /* * Break now if no window status callback has been hooked to that window */ @@ -609,7 +593,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * Mouse is over one of our windows */ - GETMOUSE( xcrossing ); + GETWINDOW( xcrossing ); GETMOUSE( xcrossing ); /* * Is there an entry callback hooked to the window? @@ -617,6 +601,11 @@ 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 ); @@ -629,7 +618,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * Mouse is no longer over one of our windows */ - GETMOUSE( xcrossing ); + GETWINDOW( xcrossing ); GETMOUSE( xcrossing ); /* * Is there an entry callback hooked to the window? @@ -637,6 +626,11 @@ 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 ); @@ -649,12 +643,31 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * The mouse cursor was moved... */ - GETMOUSE( xmotion ); + 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; + } /* * What kind of a movement was it? @@ -670,6 +683,11 @@ 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 +701,11 @@ 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 ); @@ -703,28 +726,17 @@ void FGAPIENTRY glutMainLoopEvent( void ) * A mouse button has been pressed or released. Traditionally, * break if the window was found within the freeglut structures. */ - 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; - } + GETWINDOW( xbutton ); GETMOUSE( xbutton ); /* - * 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. @@ -739,39 +751,46 @@ 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*/ - { - /* 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 ) ; - fgStructure.Menu = window->ActiveMenu ; - - /* Execute the menu callback */ - fgExecuteMenuCallback ( window->ActiveMenu ) ; - fgDeactivateMenu ( window ) ; - - /* Restore the current window and menu */ - fgSetWindow ( save_window ) ; - fgStructure.Menu = save_menu ; - } - else /* Outside the menu, deactivate the menu if it's a downclick */ - { - if ( pressed == TRUE ) fgDeactivateMenu ( window ) ; - } - - /* - * Let's make the window redraw as a result of the mouse click and menu activity. - */ - window->State.Redisplay = TRUE ; + 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 ; + 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 /* Outside the menu, deactivate the menu if it's a downclick */ + if ( pressed == TRUE ) + fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ; - break ; + /* + * Let's make the window redraw as a result of the mouse click and menu activity. + */ + window->State.Redisplay = TRUE ; + + break ; } /* * 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 +798,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) window->State.Redisplay = TRUE ; /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Activate the appropriate menu structure... */ fgActivateMenu( window, button ); @@ -787,19 +811,15 @@ void FGAPIENTRY glutMainLoopEvent( void ) } /* - * Check if there is a mouse callback hooked to the window + * Check if there is a mouse or mouse wheel callback hooked to the + * window */ - if( window->Callbacks.Mouse == NULL ) + if ( ( window->Callbacks.Mouse == NULL ) && + ( window->Callbacks.MouseWheel == NULL ) ) break; - /* - * Set the current window - */ - fgSetWindow( window ); + fgSetWindow ( window ); - /* - * Remember the current modifiers state - */ modifiers = 0; if (event.xbutton.state & (ShiftMask|LockMask)) modifiers |= GLUT_ACTIVE_SHIFT; @@ -807,22 +827,61 @@ 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 + * Finally execute the mouse or mouse wheel callback + * + * XXX Use a symbolic constant, *not* "4"! */ - window->Callbacks.Mouse( - button, - event.type == ButtonPress ? GLUT_DOWN : GLUT_UP, - event.xbutton.x, - event.xbutton.y - ); + if ( button < 4 ) + { + fgStructure.Window->Callbacks.Mouse( + button, + event.type == ButtonPress ? GLUT_DOWN : GLUT_UP, + event.xbutton.x, + event.xbutton.y + ); + } + else + { + if ( window->Callbacks.MouseWheel ) + { + /* + * Map 4 and 5 to wheel zero; EVEN to +1, ODD to -1 + * " 6 and 7 " " one; ... + * + * XXX This *should* be behind some variables/macros, + * XXX since the order and numbering isn't certain + * XXX See XFree86 configuration docs (even back in the + * XXX 3.x days, and especially with 4.x). + */ + int wheel_number = (button - 4) / 2; + int direction = (button & 1)*2 - 1; + + if( ButtonPress ) + fgStructure.Window->Callbacks.MouseWheel( + wheel_number, + direction, + event.xbutton.x, + event.xbutton.y + ); + } + else + { + fgStructure.Window->Callbacks.Mouse( + button, + event.type == ButtonPress ? GLUT_DOWN : GLUT_UP, + event.xbutton.x, + event.xbutton.y + ); + } + } /* * Trash the modifiers state */ - window->State.Modifiers = 0xffffffff; + fgStructure.Window->State.Modifiers = 0xffffffff; } break; @@ -835,6 +894,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * A key has been pressed, find the window that had the focus: */ + GETWINDOW( xkey ); GETMOUSE( xkey ); if( event.type == KeyPress ) @@ -864,11 +924,6 @@ 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 +934,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) if( keyboard_cb != NULL ) { /* + * Set the current window + */ + fgSetWindow( window ); + + /* * Remember the current modifiers state */ modifiers = 0; @@ -952,6 +1012,8 @@ void FGAPIENTRY glutMainLoopEvent( void ) */ if( (special_cb != NULL) && (special != -1) ) { + fgSetWindow( window ); + /* * Remember the current modifiers state */ @@ -977,77 +1039,26 @@ void FGAPIENTRY glutMainLoopEvent( void ) break; } } - else - { - /* - * Have all the timers checked. - */ - fghCheckTimers(); - - /* - * Poll the joystick and notify all windows that want to be notified... - */ - fghCheckJoystickPolls(); - - /* - * No messages in the queue, which means we are idling... - */ - if( fgState.IdleCallback != NULL ) - fgState.IdleCallback(); - - /* - * Remember about displaying all the windows that have - * been marked for a redisplay (possibly in the idle call): - */ - fghDisplayAll(); - } #elif TARGET_HOST_WIN32 MSG stMsg; - /* - * 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 - */ if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 ) fgState.ExecState = GLUT_EXEC_STATE_STOP ; - /* - * Translate virtual-key messages and send them to the window... - */ TranslateMessage( &stMsg ); DispatchMessage( &stMsg ); } - else - { - /* - * Have all the timers checked. - */ - fghCheckTimers(); - - /* - * Poll the joystick and notify all windows that want to be notified... - */ - fghCheckJoystickPolls(); +#endif - /* - * No messages in the queue, which means we are idling... - */ - if( fgState.IdleCallback != NULL ) - fgState.IdleCallback(); + fghCheckTimers(); + fghCheckJoystickPolls(); + fghDisplayAll(); - /* - * Remember about displaying all the windows that have - * been marked for a redisplay (possibly in the idle call): - */ - fghDisplayAll(); - } -#endif + fgCloseWindows () ; } /* @@ -1056,73 +1067,64 @@ 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 - /* - * Make sure the display has been created etc. - */ freeglut_assert_ready; #if TARGET_HOST_WIN32 /* - * Processing before the main loop: If there is a window which is open and which - * has a visibility callback, call it. I know this is an ugly hack, but I'm not sure - * what else to do about it. Ideally we should leave something uninitialized in the - * create window code and initialize it in the main loop, and have that initialization - * create a "WM_ACTIVATE" message. Then we would put the visibility callback code in - * the "case WM_ACTIVATE" block below. - John Fay -- 10/24/02 + * Processing before the main loop: If there is a window which is open and + * which has a visibility callback, call it. I know this is an ugly hack, + * but I'm not sure what else to do about it. Ideally we should leave + * something uninitialized in the create window code and initialize it in + * the main loop, and have that initialization create a "WM_ACTIVATE" + * message. Then we would put the visibility callback code in the + * "case WM_ACTIVATE" block below. - John Fay -- 10/24/02 */ while ( window != NULL ) { if ( window->Callbacks.Visibility != NULL ) + { + SFG_Window *current_window = fgStructure.Window ; + + fgSetWindow( window ); window->Callbacks.Visibility ( window->State.Visible ) ; + fgSetWindow( current_window ); + } - window = window->Node.Next ; + window = (SFG_Window *)window->Node.Next ; } #endif - /* - * Set freeglut to be running - */ fgState.ExecState = GLUT_EXEC_STATE_RUNNING ; - - /* - * Enter the main loop itself. Inside the loop, process events and check for loop exit. - */ while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING ) { 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 + { + if ( fgState.IdleCallback ) + fgState.IdleCallback (); + fgSleepForEvents(); + } + } - /* - * If we got here by the user closing a window or by the application closing down, there may still be windows open. - */ - fgCleanUpGlutsMess () ; + { + fgExecutionState execState = fgState.ActionOnWindowClose; - /* - * 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(); + if ( execState == GLUT_ACTION_EXIT ) + exit ( 0 ) ; + } } /* @@ -1147,9 +1149,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara return( DefWindowProc( hWnd, uMsg, wParam, lParam ) ); /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, uMsg, wParam, lParam ) ; */ - /* - * Check what type of message are we receiving - */ switch( uMsg ) { case WM_CREATE: @@ -1159,37 +1158,41 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara window = (SFG_Window *) (((LPCREATESTRUCT) lParam)->lpCreateParams); assert( window != NULL ); - /* - * We can safely store the window's handle now: - */ window->Window.Handle = hWnd; - - /* - * Get the window's device context - */ window->Window.Device = GetDC( hWnd ); + if ( fgState.BuildingAMenu ) + { + unsigned int current_DisplayMode = fgState.DisplayMode ; + fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ; + fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); + fgState.DisplayMode = current_DisplayMode ; - /* - * Setup the pixel format of our window - */ - fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); + 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 ) ; - /* - * Create or get the OpenGL rendering context now - */ - if ( fgState.UseCurrentContext == TRUE ) - window->Window.Context = wglGetCurrentContext(); - else +/* window->Window.Context = wglGetCurrentContext () ; */ window->Window.Context = wglCreateContext( window->Window.Device ); + } + else + { + fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); - /* - * Still, we'll be needing to explicitly resize the window - */ - window->State.NeedToResize = TRUE; + 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 ); + } - /* - * Finally, have the window's device context released - */ + window->State.NeedToResize = TRUE; ReleaseDC( window->Window.Handle, window->Window.Device ); break; @@ -1209,7 +1212,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara if (LOWORD(wParam) != WA_INACTIVE) { /* glutSetCursor( fgStructure.Window->State.Cursor ); */ - printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor ); + printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor ); glutSetCursor( window->State.Cursor ); } @@ -1224,63 +1227,48 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara */ #if 0 if ((LOWORD(lParam) == HTCLIENT) && - (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE)) - SetCursor( NULL ); + (fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE)) + SetCursor( NULL ); #else - /* Set the cursor AND change it for this window class. */ -# define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \ + /* 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 ); \ + /* Nuke the cursor AND change it for this window class. */ +# define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \ break; 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 ); - } + 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 ); + } #endif - else - lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); - break; + else + lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); + break; case WM_SHOWWINDOW: - /* - * We are now Visible! - */ window->State.Visible = TRUE; window->State.Redisplay = TRUE; break; case WM_PAINT: - /* - * Start the painting job - */ - BeginPaint( hWnd, &ps ); - - /* - * Call the engine's main frame drawing method - */ fghRedrawWindowByHandle( hWnd ); - - /* - * End the painting job, release the device context - */ EndPaint( hWnd, &ps ); break; @@ -1294,10 +1282,10 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara SFG_Window *iter ; wglMakeCurrent( NULL, NULL ); - /* Step through the list of windows. If the rendering context is notbeing used + /* Step through the list of windows. If the rendering context is not being 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 ; @@ -1310,10 +1298,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara * Put on a linked list of windows to be removed after all the callbacks have returned */ fgAddToWindowDestroyList ( window, FALSE ) ; - - /* - * Proceed with the window destruction - */ DestroyWindow( hWnd ); break; @@ -1325,76 +1309,43 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara case WM_MOUSEMOVE: { - /* - * The mouse cursor has moved. Remember the new mouse cursor's position - */ window->State.MouseX = LOWORD( lParam ); window->State.MouseY = HIWORD( lParam ); - /* - * Fallback if there's an active menu hooked to this window - */ - if( window->ActiveMenu != NULL ) + if ( window->ActiveMenu != NULL ) { + window->State.Redisplay = TRUE ; + /* - * Let's make the window redraw as a result of the mouse motion. + * Since the window is a menu, make the parent window current */ - window->State.Redisplay = TRUE ; + fgSetWindow ( window->ActiveMenu->ParentWindow ) ; break; } - /* - * Remember the current modifiers state. - */ 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 ); - /* - * Check if any of the mouse buttons is pressed... - */ if( (wParam & MK_LBUTTON) || (wParam & MK_MBUTTON) || (wParam & MK_RBUTTON) ) { - /* - * Yeah, indeed. We need to use the motion callback then: - */ if( window->Callbacks.Motion != NULL ) { - /* - * Make sure the current window is set... - */ fgSetWindow( window ); - - /* - * Execute the active mouse motion callback now - */ window->Callbacks.Motion( window->State.MouseX, window->State.MouseY ); } } else { - /* - * All mouse buttons are up, execute the passive mouse motion callback - */ if( window->Callbacks.Passive != NULL ) { - /* - * Make sure the current window is set - */ fgSetWindow( window ); - - /* - * Execute the passive mouse motion callback - */ window->Callbacks.Passive( window->State.MouseX, window->State.MouseY ); } } - /* - * Thrash the current modifiers state now - */ window->State.Modifiers = 0xffffffff; } break; @@ -1409,15 +1360,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara GLboolean pressed = TRUE; int button; - /* - * The mouse cursor has moved. Remember the new mouse cursor's position - */ window->State.MouseX = LOWORD( lParam ); window->State.MouseY = HIWORD( lParam ); - /* - * We're curious about the GLUT API button name... - */ switch( uMsg ) { case WM_LBUTTONDOWN: pressed = TRUE; button = GLUT_LEFT_BUTTON; break; @@ -1429,16 +1374,10 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara default: pressed = FALSE; button = -1; break; } - /* - * The left and right mouse buttons might have been swapped... - */ if( GetSystemMetrics( SM_SWAPBUTTON ) ) if( button == GLUT_LEFT_BUTTON ) button = GLUT_RIGHT_BUTTON; else if( button == GLUT_RIGHT_BUTTON ) button = GLUT_LEFT_BUTTON; - /* - * Hey, what's up with you? - */ if( button == -1 ) return( DefWindowProc( hWnd, uMsg, lParam, wParam ) ); @@ -1460,12 +1399,13 @@ 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 ) ; @@ -1473,57 +1413,36 @@ 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 ; } - /* - * No active menu, let's check whether we need to activate one. - */ if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) ) { - /* - * Let's make the window redraw as a result of the mouse click. - */ window->State.Redisplay = TRUE ; - - /* - * Activate the appropriate menu structure... - */ + fgSetWindow( window ); fgActivateMenu( window, button ); break; } - /* - * Check if there is a mouse callback hooked to the window - */ if( window->Callbacks.Mouse == NULL ) break; - /* - * 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 ); - /* - * Finally execute the mouse callback - */ window->Callbacks.Mouse( button, pressed == TRUE ? GLUT_DOWN : GLUT_UP, @@ -1531,31 +1450,84 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara window->State.MouseY ); - /* - * Trash the modifiers state - */ - window->State.Modifiers = 0xffffffff; + fgStructure.Window->State.Modifiers = 0xffffffff; } break; + case 0x020a: + /* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */ + { + int wheel_number = LOWORD ( lParam ) ; + /* THIS IS SPECULATIVE -- John Fay, 10/2/03 */ + int ticks = HIWORD ( lParam ) / 120 ; + /* Should be WHEEL_DELTA instead of 120 */ + int direction = 1; + + if( ticks < 0 ) + { + direction = -1; + ticks = -ticks; + } + + /* + * The mouse cursor has moved. Remember the new mouse cursor's position + */ + /* window->State.MouseX = LOWORD( lParam ); */ + /* Need to adjust by window position, */ + /* window->State.MouseY = HIWORD( lParam ); */ + /* change "lParam" to other parameter */ + + if ( ( window->Callbacks.MouseWheel == NULL ) && + ( window->Callbacks.Mouse == NULL ) ) + break; + + fgSetWindow ( window ); + 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 ); + + while( ticks-- ) + if ( window->Callbacks.MouseWheel ) + window->Callbacks.MouseWheel( + wheel_number, + direction, + window->State.MouseX, + window->State.MouseY + ) ; + else /* No mouse wheel, call the mouse button callback twice */ + { + /* + * XXX The below assumes that you have no more than 3 mouse + * XXX buttons. Sorry. + */ + int button = wheel_number * 2 + 4; + button += (1 + direction)/2; + window->Callbacks.Mouse ( button, GLUT_DOWN, + window->State.MouseX, + window->State.MouseY ) ; + window->Callbacks.Mouse ( button, GLUT_UP, + window->State.MouseX, + window->State.MouseY ) ; + } + + fgStructure.Window->State.Modifiers = 0xffffffff; + } + break ; + case WM_SYSKEYDOWN: case WM_KEYDOWN: { int keypress = -1; POINT mouse_pos ; - /* - * Ignore the automatic key repetition if needed: - */ if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) ) 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. */ @@ -1564,9 +1536,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) | ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 ); - /* - * Set the mouse position - */ GetCursorPos ( &mouse_pos ) ; ScreenToClient ( window->Window.Handle, &mouse_pos ) ; @@ -1580,9 +1549,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara switch( wParam ) { - /* - * Most of the special characters can be handled automagically... - */ KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 ); KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 ); KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 ); @@ -1595,31 +1561,23 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN ); KEY( VK_INSERT, GLUT_KEY_INSERT ); - /* - * ...yet there is a small exception we need to have handled... - */ - case VK_DELETE: + case VK_DELETE: /* * 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 ); + } } - /* - * Execute the special callback, if present, given the conversion was a success: - */ if( (keypress != -1) && (window->Callbacks.Special != NULL) ) { - /* - * Have the special callback executed: - */ + fgSetWindow( window ); window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY ); } - /* - * Thrash the modifiers register now - */ window->State.Modifiers = 0xffffffff; } break; @@ -1631,11 +1589,6 @@ 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. */ @@ -1644,9 +1597,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara ( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) | ( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 ); - /* - * Set the mouse position - */ GetCursorPos ( &mouse_pos ) ; ScreenToClient ( window->Window.Handle, &mouse_pos ) ; @@ -1659,9 +1609,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara switch( wParam ) { - /* - * Most of the special characters can be handled automagically... - */ KEY( VK_F1, GLUT_KEY_F1 ); KEY( VK_F2, GLUT_KEY_F2 ); KEY( VK_F3, GLUT_KEY_F3 ); KEY( VK_F4, GLUT_KEY_F4 ); KEY( VK_F5, GLUT_KEY_F5 ); KEY( VK_F6, GLUT_KEY_F6 ); @@ -1674,22 +1621,19 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN ); KEY( VK_INSERT, GLUT_KEY_INSERT ); - /* - * ...yet there is a small exception we need to have handled... - */ case VK_DELETE: /* * 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: { - /* - * Call the KeyboardUp callback for a regular character if there is one. - */ BYTE state[ 256 ]; WORD code[ 2 ]; @@ -1699,24 +1643,19 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara wParam=code[ 0 ]; if( window->Callbacks.KeyboardUp != NULL ) + { + fgSetWindow( window ); window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY ); + } } } - /* - * Execute the special callback, if present, given the conversion was a success: - */ if( (keypress != -1) && (window->Callbacks.SpecialUp != NULL) ) { - /* - * Have the special callback executed: - */ + fgSetWindow( window ); window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY ); } - /* - * Thrash the modifiers register now - */ window->State.Modifiers = 0xffffffff; } break; @@ -1724,33 +1663,18 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara case WM_SYSCHAR: case WM_CHAR: { - /* - * Ignore the automatic key repetition if needed: - */ if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) ) break; - /* - * Clear to go with the keyboard callback, if registered: - */ if( window->Callbacks.Keyboard != NULL ) { - /* - * Remember the current modifiers state - */ + fgSetWindow( window ); 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 ); - /* - * Have the special callback executed: - */ window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY ); - - /* - * Thrash the modifiers register now - */ window->State.Modifiers = 0xffffffff; } } @@ -1758,7 +1682,11 @@ 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 ) + { + fgSetWindow( window ); + window->Callbacks.Display () ; + } /* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */ break ;