X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=80178b680dc4d0bede1e90bd0b046790caab015e;hb=b047745311a0c214683451748dd67195f530f559;hp=c6eaa64baf48510a3c97c01c2d71c4375dfc804e;hpb=fa43a255b9778016ce78123712b8ff89efd2fb34;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index c6eaa64..80178b6 100644 --- a/src/freeglut_main.c +++ b/src/freeglut_main.c @@ -70,7 +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 ) @@ -78,38 +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(); } @@ -125,50 +100,27 @@ static void fghReshapeWindowByHandle ( HWND handle, int width, int height ) #endif { - SFG_Window *current_window = fgStructure.Window ; + SFG_Window *current_window = fgStructure.Window ; - /* - * Find the window that received the reshape event - */ 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 this is a menu, restore the active window - */ if ( window->IsMenu ) - fgSetWindow ( current_window ) ; + fgSetWindow ( current_window ) ; } /* @@ -177,38 +129,20 @@ 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) ) { SFG_Window *current_window = fgStructure.Window ; - /* - * OKi, this is the case: have the window set as the current one - */ fgSetWindow( window ); - - /* - * Do not exagerate with the redisplaying - */ 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 ; @@ -221,26 +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 @@ -249,9 +172,6 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator ) #endif - /* - * Process this window's children (if any) - */ fgEnumSubWindows( window, fghcbDisplayWindow, enumerator ); } @@ -262,15 +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 ); } @@ -281,25 +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 ) { - /* - * 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 ); } @@ -310,15 +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 ); } @@ -336,19 +228,14 @@ static void fghCheckTimers( void ) /* * For every timer that is waiting for triggering */ - for( timer = (SFG_Timer *)fgState.Timers.First; timer; timer = (SFG_Timer *)next ) + for( timer = (SFG_Timer *)fgState.Timers.First; + timer; + timer = (SFG_Timer *)next ) { - next = (SFG_Timer *)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 ); + fgListRemove( &fgState.Timers, &timer->Node ); fgListAppend( &timedOut, &timer->Node ); } } @@ -359,10 +246,10 @@ static void fghCheckTimers( void ) */ 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 ); } } @@ -373,17 +260,17 @@ static void fghCheckTimers( void ) long fgElapsedTime( void ) { #if TARGET_HOST_UNIX_X11 - struct timeval now; - long 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; + 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 } @@ -396,7 +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" ); @@ -411,7 +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" ); @@ -545,35 +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? - */ 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. @@ -619,6 +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 @@ -865,7 +750,7 @@ void FGAPIENTRY glutMainLoopEvent( void ) SFG_Window *save_window = fgStructure.Window ; SFG_Menu *save_menu = fgStructure.Menu ; SFG_Window *parent_window = window->ActiveMenu->ParentWindow ; - fgSetWindow ( window ) ; + fgSetWindow ( parent_window ) ; fgStructure.Menu = window->ActiveMenu ; /* Execute the menu callback */ @@ -1110,30 +995,6 @@ void FGAPIENTRY glutMainLoopEvent( void ) } } - { - /* - * 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; @@ -1156,34 +1017,11 @@ void FGAPIENTRY glutMainLoopEvent( void ) DispatchMessage( &stMsg ); } - { - /* - * 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(); - } #endif - /* - * If an event caused a window to be closed, do the actual closing here - */ + fghCheckTimers (); + fghCheckJoystickPolls (); + fghDisplayAll (); fgCloseWindows () ; } @@ -1251,7 +1089,11 @@ void FGAPIENTRY glutMainLoop( void ) if ( fgStructure.Windows.First == NULL ) fgState.ExecState = GLUT_EXEC_STATE_STOP ; else + { + if ( fgState.IdleCallback ) + fgState.IdleCallback (); fgSleepForEvents(); + } } { @@ -1643,7 +1485,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara SFG_Window *save_window = fgStructure.Window ; SFG_Menu *save_menu = fgStructure.Menu ; SFG_Window *parent_window = window->ActiveMenu->ParentWindow ; - fgSetWindow ( window ) ; + fgSetWindow ( parent_window ) ; fgStructure.Menu = window->ActiveMenu ; /* Execute the menu callback */