X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=6375448cc1d5c31aee70f063f7633135ce3ad8a0;hb=02d1360233aa5a71d0f46fda6c6956c5122fad80;hp=95efa1834a225088df29e7c2cb566f67173f8252;hpb=e914664550e34587f4b10d3fe52c61fbe6d61771;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index 95efa18..6375448 100644 --- a/src/freeglut_main.c +++ b/src/freeglut_main.c @@ -87,45 +87,56 @@ static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle, #elif TARGET_HOST_WIN32 { - RECT winRect; - int x, y; + RECT rect; - GetWindowRect( window->Window.Handle, &winRect ); - x = winRect.left; - y = winRect.top; + /* + * For windowed mode, get the current position of the + * window and resize taking the size of the frame + * decorations into account. + */ + + GetWindowRect( window->Window.Handle, &rect ); + rect.right = rect.left + width; + rect.bottom = rect.top + height; if ( window->Parent == NULL ) { - /* - * Adjust the size of the window to allow for the size of the - * frame, if we are not a menu - */ - if ( ! window->IsMenu ) + if ( ! window->IsMenu && !window->State.IsGameMode ) { - width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2; - height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 + - GetSystemMetrics( SM_CYCAPTION ); + rect.right += GetSystemMetrics( SM_CXSIZEFRAME ) * 2; + rect.bottom += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 + + GetSystemMetrics( SM_CYCAPTION ); } } else { - GetWindowRect( window->Parent->Window.Handle, - &winRect ); - x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME ); - y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) + - GetSystemMetrics( SM_CYCAPTION ); + GetWindowRect( window->Parent->Window.Handle, &rect ); + AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | + WS_CLIPCHILDREN, FALSE ); } - MoveWindow( - window->Window.Handle, - x, - y, - width, - height, - TRUE + /* + * SWP_NOACTIVATE Do not activate the window + * SWP_NOOWNERZORDER Do not change position in z-order + * SWP_NOSENDCHANGING Supress WM_WINDOWPOSCHANGING message + * SWP_NOZORDER Retains the current Z order (ignore 2nd param) + */ + + SetWindowPos( window->Window.Handle, + HWND_TOP, + rect.left, + rect.top, + rect.right - rect.left, + rect.bottom - rect.top, + SWP_NOACTIVATE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | + SWP_NOZORDER ); } + /* + * 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 @@ -188,40 +199,25 @@ static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle ) static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator ) { + if( window->State.NeedToResize ) + { + SFG_Window *current_window = fgStructure.Window; + + fgSetWindow( window ); + + fghReshapeWindowByHandle( + window->Window.Handle, + window->State.Width, + window->State.Height + ); + + window->State.NeedToResize = GL_FALSE; + fgSetWindow( current_window ); + } + if( window->State.Redisplay && window->State.Visible ) { - /* - * XXX Resizing should *not* depend upon whether there - * XXX is a pending redisplay flag, as far as I can tell. - * XXX - * XXX Note, too, that the {NeedToResize} flag is a little - * XXX fuzzy in its meaning, since for WIN32, this also - * XXX means "we need to tell the application that the window has - * XXX changed size", while in X11, it only means "we need - * XXX to ask the window system to resize the window. - * XXX Splitting the flag's meaning might be desirable, but - * XXX that could complicate the code more. (On X11, the - * XXX user callback is called as soon as the event is - * XXX discovered, but resizing the window is postponed - * XXX until after other events.) - */ - if( window->State.NeedToResize ) - { - SFG_Window *current_window = fgStructure.Window; - - fgSetWindow( window ); - - fghReshapeWindowByHandle( - window->Window.Handle, - window->State.Width, - window->State.Height - ); - - window->State.NeedToResize = GL_FALSE; - fgSetWindow ( current_window ); - } - window->State.Redisplay = GL_FALSE; #if TARGET_HOST_UNIX_X11 @@ -292,10 +288,11 @@ static void fghCheckJoystickPolls( void ) static void fghCheckTimers( void ) { long checkTime = fgElapsedTime( ); - SFG_Timer *timer; - while( timer = fgState.Timers.First ) + while( fgState.Timers.First ) { + SFG_Timer *timer = fgState.Timers.First; + if( timer->TriggerTime > checkTime ) break; @@ -561,6 +558,13 @@ 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 +601,15 @@ 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 +634,9 @@ 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 +704,9 @@ 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 +776,7 @@ 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 +803,19 @@ 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 +828,9 @@ 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 +850,7 @@ 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, @@ -1057,16 +1081,27 @@ void FGAPIENTRY glutMainLoop( void ) fgState.ExecState = GLUT_EXEC_STATE_RUNNING ; while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING ) { - glutMainLoopEvent( ); + SFG_Window *window; - if( fgStructure.Windows.First == NULL ) + glutMainLoopEvent( ); + /* + * Step through the list of windows, seeing if there are any + * that are not menus + */ + for( window = ( SFG_Window * )fgStructure.Windows.First; + window; + window = ( SFG_Window * )window->Node.Next ) + if ( ! ( window->IsMenu ) ) + break; + + if( ! window ) fgState.ExecState = GLUT_EXEC_STATE_STOP; else { if( fgState.IdleCallback ) fgState.IdleCallback( ); - fgSleepForEvents(); + fgSleepForEvents( ); } } @@ -1075,6 +1110,8 @@ void FGAPIENTRY glutMainLoop( void ) * of a freeglut session, so that another glutInit() call can happen */ fgDeinitialize( ); + if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT ) + exit( 0 ); } /* @@ -1340,11 +1377,14 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, break; } - if( GetSystemMetrics( SM_SWAPBUTTON ) ) - if( button == GLUT_LEFT_BUTTON ) + if ( GetSystemMetrics( SM_SWAPBUTTON ) ) + { + if ( button == GLUT_LEFT_BUTTON ) button = GLUT_RIGHT_BUTTON; - else if( button == GLUT_RIGHT_BUTTON ) + else + if ( button == GLUT_RIGHT_BUTTON ) button = GLUT_LEFT_BUTTON; + } if( button == -1 ) return DefWindowProc( hWnd, uMsg, lParam, wParam ); @@ -1409,7 +1449,7 @@ 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 );