X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=5fbce0c7ee3053cceffc5527fd695bff8191fb70;hb=5800cecd9ce89911e948c2e0abc982bfb5e8b675;hp=95efa1834a225088df29e7c2cb566f67173f8252;hpb=e914664550e34587f4b10d3fe52c61fbe6d61771;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index 95efa18..5fbce0c 100644 --- a/src/freeglut_main.c +++ b/src/freeglut_main.c @@ -126,6 +126,10 @@ static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle, ); } + /* + * XXX Should update {window->State.OldWidth, window->State.OldHeight} + * XXX to keep in lockstep with UNIX_X11 code. + */ if( FETCH_WCB( *window, Reshape ) ) INVOKE_WCB( *window, Reshape, ( width, height ) ); else @@ -561,6 +565,13 @@ void FGAPIENTRY glutMainLoopEvent( void ) * * GLUT presumably does this because it generally tries to treat * sub-windows the same as windows. + * + * XXX Technically, GETWINDOW( xconfigure ) and + * XXX {event.xconfigure} may not be legit ways to get at + * XXX data for CreateNotify events. In practice, the data + * XXX is in a union which is laid out much the same either + * XXX way. But if you want to split hairs, this isn't legit, + * XXX and we should instead duplicate some code. */ case CreateNotify: case ConfigureNotify: @@ -597,10 +608,15 @@ void FGAPIENTRY glutMainLoopEvent( void ) case Expose: /* * We are too dumb to process partial exposes... + * * XXX Well, we could do it. However, it seems to only * XXX be potentially useful for single-buffered (since * XXX double-buffered does not respect viewport when we * XXX do a buffer-swap). + * + * XXX GETWINDOW( xexpose ); + * XXX fgSetWindow( window ); + * XXX glutPostRedisplay( ); */ if( event.xexpose.count == 0 ) fghRedrawWindowByHandle( event.xexpose.window ); @@ -625,6 +641,9 @@ void FGAPIENTRY glutMainLoopEvent( void ) case VisibilityNotify: { GETWINDOW( xvisibility ); + /* + * XXX INVOKE_WCB() does this check for us. + */ if( ! FETCH_WCB( *window, WindowStatus ) ) break; fgSetWindow( window ); @@ -692,7 +711,9 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * XXX For more than 5 buttons, just check {event.xmotion.state}, - * XXX rather than a host of bit-masks? + * XXX rather than a host of bit-masks? Or maybe we need to + * XXX track ButtonPress/ButtonRelease events in our own + * XXX bit-mask? */ #define BUTTON_MASK \ ( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask ) @@ -762,7 +783,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) window->ActiveMenu->Window->State.MouseY = event.xbutton.y_root - window->ActiveMenu->Y; } - + /* In the menu, invoke the callback and deactivate the menu*/ if( fgCheckActiveMenu( window->ActiveMenu->Window, window->ActiveMenu ) ) @@ -789,12 +810,19 @@ void FGAPIENTRY glutMainLoopEvent( void ) else if( pressed ) /* * Outside the menu, deactivate if it's a downclick + * * XXX This isn't enough. A downclick outside of * XXX the interior of our freeglut windows should also * XXX deactivate the menu. This is more complicated. */ fgDeactivateMenu( window->ActiveMenu->ParentWindow ); - + + /* + * XXX Why does an active menu require a redisplay at + * XXX this point? If this can come out cleanly, then + * XXX it probably should do so; if not, a comment should + * XXX explain it. + */ window->State.Redisplay = GL_TRUE; break; } @@ -807,6 +835,9 @@ void FGAPIENTRY glutMainLoopEvent( void ) ( window->Menu[ button ] ) && pressed ) { + /* + * XXX Posting a requisite Redisplay seems bogus. + */ window->State.Redisplay = GL_TRUE; fgSetWindow( window ); fgActivateMenu( window, button ); @@ -826,7 +857,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) /* * Finally execute the mouse or mouse wheel callback * - * XXX Use a symbolic constant, *not* "4"! + * XXX Use a symbolic constant, *not* "4"! ("3, sire!") */ if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) ) INVOKE_WCB( *window, Mouse, ( button, @@ -1409,7 +1440,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, break; } - if ( window->Menu[ button ] && pressed ) + if( window->Menu[ button ] && pressed ) { window->State.Redisplay = GL_TRUE; fgSetWindow( window );