X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=fb756545f9e42b5991f3b579373c2aaef8837e97;hb=d6ccf7c81bdad11e6902a258e8e21fdbe6b9f968;hp=38745174107c31753aae6b89adcaabee802213e3;hpb=d53ecccdfecff6acb26f1593d7081974c0a33cf6;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index 3874517..fb75654 100644 --- a/src/freeglut_main.c +++ b/src/freeglut_main.c @@ -29,11 +29,28 @@ #include "config.h" #endif -#define G_LOG_DOMAIN "freeglut-main" - -#include "../include/GL/freeglut.h" +#include #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: * @@ -48,175 +65,176 @@ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ /* - * Calls a window's redraw method. This is used when - * a redraw is forced by the incoming window messages. + * Handle a window configuration change. When no reshape + * callback is hooked, the viewport size is updated to + * match the new window size. */ - -static void fghRedrawWindowByHandle -#if TARGET_HOST_UNIX_X11 - ( Window handle ) -#elif TARGET_HOST_WIN32 - ( HWND handle ) -#endif +static void fghReshapeWindowByHandle ( SFG_WindowHandleType handle, + int width, int height ) { - /* - * Find the window we have to redraw... - */ + SFG_Window *current_window = fgStructure.Window; + 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 ); +#if TARGET_HOST_UNIX_X11 - /* - * Set the window as the current one. - */ - fgSetWindow( window ); + XResizeWindow( fgDisplay.Display, window->Window.Handle, + width, height ); + XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */ - /* - * Do not exagerate with the redisplaying - */ - window->State.Redisplay = FALSE; +#elif TARGET_HOST_WIN32 - /* - * Have the callback executed now. The buffers should - * be swapped by the glutSwapBuffers() execution inside - * the callback itself. - */ + { + RECT rect; - window->Callbacks.Display(); -} + /* + * For windowed mode, get the current position of the + * window and resize taking the size of the frame + * decorations into account. + */ -/* - * Handle a window configuration change. When no reshape - * callback is hooked, the viewport size is updated to - * match the new window size. - */ -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 -{ - /* - * Find the window that received the reshape event - */ - SFG_Window* window = fgWindowByHandle( handle ); - freeglut_return_if_fail( window != NULL ); + GetWindowRect( window->Window.Handle, &rect ); + rect.right = rect.left + width; + rect.bottom = rect.top + height; - /* - * Remember about setting the current window... - */ - fgSetWindow( window ); + if ( window->Parent == NULL ) + { + if ( ! window->IsMenu && !window->State.IsGameMode ) + { + rect.right += GetSystemMetrics( SM_CXSIZEFRAME ) * 2; + rect.bottom += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 + + GetSystemMetrics( SM_CYCAPTION ); + } + } + else + { + GetWindowRect( window->Parent->Window.Handle, &rect ); + AdjustWindowRect ( &rect, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | + WS_CLIPCHILDREN, FALSE ); + } - /* - * Check if there is a reshape callback hooked - */ - if( window->Callbacks.Reshape != NULL ) - { /* - * OKi, have it called immediately + * 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) */ - window->Callbacks.Reshape( width, height ); + + 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 { - /* - * Otherwise just resize the viewport - */ + fgSetWindow( window ); glViewport( 0, 0, width, height ); } +#endif + /* - * 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 ; + window->State.Redisplay = GL_TRUE; + + if( window->IsMenu ) + fgSetWindow( current_window ); } /* - * A static helper function to execute display callback for a window + * Calls a window's redraw method. This is used when + * a redraw is forced by the incoming window messages. */ -static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator ) +static void fghRedrawWindowByHandle ( SFG_WindowHandleType handle ) { -#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* window = fgWindowByHandle( handle ); + freeglut_return_if_fail( window ); + freeglut_return_if_fail( FETCH_WCB ( *window, Display ) ); + + window->State.Redisplay = GL_FALSE; + + freeglut_return_if_fail( window->State.Visible ); + + if( window->State.NeedToResize ) { - /* - * OKi, this is the case: have the window set as the current one - */ + SFG_Window *current_window = fgStructure.Window; + fgSetWindow( window ); - /* - * Do not exagerate with the redisplaying - */ - window->State.Redisplay = FALSE; + fghReshapeWindowByHandle( + window->Window.Handle, + window->State.Width, + window->State.Height + ); - /* - * And execute the display callback immediately after - */ - window->Callbacks.Display(); + window->State.NeedToResize = GL_FALSE; + fgSetWindow( current_window ); } -#elif TARGET_HOST_WIN32 + INVOKE_WCB( *window, Display, ( ) ); +} - /* - * Do we need to explicitly resize the window? - */ +/* + * A static helper function to execute display callback for a window + */ +static void fghcbDisplayWindow( SFG_Window *window, + SFG_Enumerator *enumerator ) +{ if( window->State.NeedToResize ) { + SFG_Window *current_window = fgStructure.Window; + fgSetWindow( window ); - fghReshapeWindowByHandle( + fghReshapeWindowByHandle( window->Window.Handle, - glutGet( GLUT_WINDOW_WIDTH ), - glutGet( GLUT_WINDOW_HEIGHT ) + window->State.Width, + window->State.Height ); - /* - * Never ever do that again: - */ - window->State.NeedToResize = FALSE; + window->State.NeedToResize = GL_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) ) + if( window->State.Redisplay && + window->State.Visible ) { - /* - * Do not exagerate with the redisplaying - */ - window->State.Redisplay = FALSE; - - RedrawWindow( - window->Window.Handle, NULL, NULL, - RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW - ); - } + window->State.Redisplay = GL_FALSE; +#if TARGET_HOST_UNIX_X11 + { + SFG_Window *current_window = fgStructure.Window; + + INVOKE_WCB( *window, Display, ( ) ); + fgSetWindow( current_window ); + } +#elif TARGET_HOST_WIN32 + 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 ); } @@ -227,44 +245,27 @@ static void fghDisplayAll( void ) { SFG_Enumerator enumerator; - /* - * Uses a method very similiar for fgWindowByHandle... - */ - enumerator.found = FALSE; + enumerator.found = GL_FALSE; enumerator.data = NULL; - /* - * Start the enumeration now: - */ fgEnumWindows( fghcbDisplayWindow, &enumerator ); } /* * Window enumerator callback to check for the joystick polling code */ -static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumerator ) +static void fghcbCheckJoystickPolls( SFG_Window *window, + SFG_Enumerator *enumerator ) { - long int checkTime = fgElapsedTime(); + 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 +276,9 @@ static void fghCheckJoystickPolls( void ) { SFG_Enumerator enumerator; - /* - * Uses a method very similiar for fgWindowByHandle... - */ - enumerator.found = FALSE; + enumerator.found = GL_FALSE; enumerator.data = NULL; - /* - * Start the enumeration now: - */ fgEnumWindows( fghcbCheckJoystickPolls, &enumerator ); } @@ -292,64 +287,54 @@ static void fghCheckJoystickPolls( void ) */ static void fghCheckTimers( void ) { - long checkTime = fgElapsedTime(); - SFG_Timer *timer, *next; - SFG_List timedOut; + long checkTime = fgElapsedTime( ); - fgListInit(&timedOut); - - /* - * For every timer that is waiting for triggering - */ - for( timer = (SFG_Timer *)fgState.Timers.First; timer; timer = (SFG_Timer *)next ) + while( fgState.Timers.First ) { - next = (SFG_Timer *)timer->Node.Next; + SFG_Timer *timer = fgState.Timers.First; - /* - * Check for the timeout: - */ - if( timer->TriggerTime <= checkTime ) - { - /* - * Add the timer to the timed out timers list - */ - fgListRemove( &fgState.Timers, &timer->Node ); - fgListAppend( &timedOut, &timer->Node ); - } - } + if( timer->TriggerTime > checkTime ) + break; - /* - * 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 ); + fgListRemove( &fgState.Timers, &timer->Node ); + fgListAppend( &fgState.FreeTimers, &timer->Node ); + + timer->Callback( timer->ID ); } } - /* * Elapsed Time */ long fgElapsedTime( void ) { + if ( fgState.Time.Set ) + { #if TARGET_HOST_UNIX_X11 - struct timeval now; - long elapsed; + struct timeval now; + long elapsed; - gettimeofday( &now, NULL ); + gettimeofday( &now, NULL ); - elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000; - elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000; + 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; +#endif + } + else + { +#if TARGET_HOST_UNIX_X11 + gettimeofday( &fgState.Time.Value, NULL ); #elif TARGET_HOST_WIN32 - return (timeGetTime() - fgState.Time.Value); + fgState.Time.Value = timeGetTime (); #endif + fgState.Time.Set = GL_TRUE ; + + return 0 ; + } } /* @@ -361,12 +346,17 @@ 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" ); va_end( ap ); + if ( fgState.Initialised ) + fgDeinitialize (); + exit( 1 ); } @@ -376,7 +366,9 @@ 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" ); @@ -384,64 +376,131 @@ 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. We have a short-circuit early + * return if we find any joystick handler registered. + * + * The real way to do this is to make use of the glutTimer() API + * to more cleanly re-implement the joystick API. Then, this code + * and all other "joystick timer" code can be yanked. + * */ -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 = (SFG_Window *)fgStructure.Windows.First ; - glEnd(); - glFinish(); - glFlush(); - while ( win != NULL ) + if( FETCH_WCB( *w, Joystick ) ) { - SFG_Window *temp_win = (SFG_Window *)win->Node.Next ; - fgDestroyWindow ( win, FALSE ) ; - win = temp_win ; + e->found = GL_TRUE; + e->data = w; } - } - -#if 0 - /* these are pointers to external handles */ + fgEnumSubWindows( w, fgCheckJoystickCallback, e ); +} +static int fgHaveJoystick( void ) +{ + SFG_Enumerator enumerator; + enumerator.found = GL_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 = GL_TRUE; + e->data = w; + } + fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e ); +} +static int fgHavePendingRedisplays (void) +{ + SFG_Enumerator enumerator; + enumerator.found = GL_FALSE; + enumerator.data = NULL; + fgEnumWindows( fgHavePendingRedisplaysCallback, &enumerator ); + return !!enumerator.data; +} +/* + * Returns the number of GLUT ticks (milliseconds) till the next timer event. + */ +static long fgNextTimer( void ) +{ + long ret = INT_MAX; + SFG_Timer *timer = fgState.Timers.First; - __glutWindowListSize = 0; - __glutStaleWindowList = NULL; - __glutWindowList = NULL; - __glutCurrentWindow = NULL; + if( timer ) + ret = timer->TriggerTime - fgElapsedTime(); + if( ret < 0 ) + ret = 0; - /* make sure we no longer have a GL context */ + return ret; +} +/* + * Does the magic required to relinquish the CPU until something interesting + * happens. + */ +static void fgSleepForEvents( void ) +{ + long msec; - if ( wglGetCurrentContext() != NULL ) - { - wglDeleteContext( wglGetCurrentContext() ); - } + if( fgState.IdleCallback || fgHavePendingRedisplays( ) ) + return; - hInstance = GetModuleHandle(NULL); - UnregisterClass( classname, hInstance ); + msec = fgNextTimer( ); + if( fgHaveJoystick( ) ) /* XXX Use GLUT timers for joysticks... */ + msec = MIN( msec, 10 ); /* XXX Dumb; forces granularity to .01sec */ - /* clean up allocated timer memory */ +#if TARGET_HOST_UNIX_X11 + /* + * Possibly due to aggressive use of XFlush() and friends, + * it is possible to have our socket drained but still have + * unprocessed events. (Or, this may just be normal with + * X, anyway?) We do non-trivial processing of X events + * after tham in event-reading loop, in any case, so we + * need to allow that we may have an empty socket but non- + * empty event queue. + */ + if( ! XPending( fgDisplay.Display ) ) + { + fd_set fdset; + int err; + int socket; + struct timeval wait; + + socket = ConnectionNumber( fgDisplay.Display ); + FD_ZERO( &fdset ); + FD_SET( socket, &fdset ); + wait.tv_sec = msec / 1000; + wait.tv_usec = (msec % 1000) * 1000; + err = select( socket+1, &fdset, NULL, NULL, &wait ); + + if( -1 == err ) + fgWarning ( "freeglut select() error: %d\n", errno ); + } +#elif TARGET_HOST_WIN32 + MsgWaitForMultipleObjects( 0, NULL, FALSE, msec, QS_ALLEVENTS ); +#endif +} - tList = __glutTimerList; - i = 0; +#if TARGET_HOST_UNIX_X11 +/* + * Returns GLUT modifier mask for an XEvent. + */ +int fgGetXModifiers( XEvent *event ) +{ + int ret = 0; - while ( __glutTimerList ) - { - i++; - tList = __glutTimerList; - - if ( __glutTimerList ) - __glutTimerList = __glutTimerList->next; + if( event->xkey.state & ( ShiftMask | LockMask ) ) + ret |= GLUT_ACTIVE_SHIFT; + if( event->xkey.state & ControlMask ) + ret |= GLUT_ACTIVE_CTRL; + if( event->xkey.state & Mod1Mask ) + ret |= GLUT_ACTIVE_ALT; - if ( tList ) - free( tList ); - } -#endif + return ret; } +#endif /* -- INTERFACE FUNCTIONS -------------------------------------------------- */ @@ -452,690 +511,619 @@ static void fgCleanUpGlutsMess( void ) void FGAPIENTRY glutMainLoopEvent( void ) { #if TARGET_HOST_UNIX_X11 - SFG_Window* window; - XEvent event; - int modifiers; - - /* - * 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; - - /* - * Make sure the display has been created etc. - */ - freeglut_assert_ready; - - /* - * Do we have any event messages pending? - */ - if( XPending( fgDisplay.Display ) ) - { - /* - * Grab the next event to be processed... - */ - XNextEvent( fgDisplay.Display, &event ); + SFG_Window* window; + XEvent event; /* - * Check the event's type + * This code was repeated constantly, so here it goes into a definition: */ - switch( event.type ) +#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; + + freeglut_assert_ready; + + while( XPending( fgDisplay.Display ) ) { - case CreateNotify: - /* - * The window creation confirmation - */ - break; - - case DestroyNotify: - /* - * This is sent to confirm the XDestroyWindow call. - */ - /* - * Call the window closure callback, remove from the structure, etc. - */ -/* fgAddToWindowDestroyList ( window, FALSE ); */ - - break; - - case ClientMessage: - /* - * Destroy the window when the WM_DELETE_WINDOW message arrives - */ - if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow ) - { - GETWINDOW( xclient ); + XNextEvent( fgDisplay.Display, &event ); - /* - * Call the XWindows functions to close the window - */ - fgCloseWindow ( window ) ; + switch( event.type ) + { + case ClientMessage: + /* + * Destroy the window when the WM_DELETE_WINDOW message arrives + */ + if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow ) + { + GETWINDOW( xclient ); - /* - * Call the window closure callback, remove from the structure, etc. - */ - fgAddToWindowDestroyList ( window, FALSE ); - } - break; - - case UnmapNotify: - /* - * A window of ours has been unmapped... - */ - break; - - case Expose: - /* - * We are too dumb to process partial exposes... - */ - if( event.xexpose.count == 0 ) - fghRedrawWindowByHandle( event.xexpose.window ); - break; - - case ConfigureNotify: - /* - * The window gets resized - */ - fghReshapeWindowByHandle( - event.xconfigure.window, - event.xconfigure.width, - event.xconfigure.height - ); - break; - - case MappingNotify: - /* - * Have the client's keyboard knowledge updated (xlib.ps, - * page 206, says that's a good thing to do) - */ - XRefreshKeyboardMapping( (XMappingEvent *) &event ); - break; - - case VisibilityNotify: - { - /* - * The window's visiblity might have changed - */ - GETWINDOW( xvisibility ); + fgDestroyWindow ( window ); - /* - * Break now if no window status callback has been hooked to that window - */ - if( window->Callbacks.WindowStatus == NULL ) + if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT ) + { + fgDeinitialize( ); + exit( 0 ); + } + + fgState.ExecState = GLUT_EXEC_STATE_STOP; + return; + } break; - /* - * We're going to send a callback to a window. Make it current. - */ - fgSetWindow( window ); + /* + * CreateNotify causes a configure-event so that sub-windows are + * handled compatibly with GLUT. Otherwise, your sub-windows + * (in freeglut only) will not get an initial reshape event, + * which can break things. + * + * 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: + GETWINDOW( xconfigure ); + { + int width = event.xconfigure.width; + int height = event.xconfigure.height; + + if( ( width != window->State.OldWidth ) || + ( height != window->State.OldHeight ) ) + { + window->State.OldWidth = width; + window->State.OldHeight = height; + if( FETCH_WCB( *window, Reshape ) ) + INVOKE_WCB( *window, Reshape, ( width, height ) ); + else + { + fgSetWindow( window ); + glViewport( 0, 0, width, height ); + } + glutPostRedisplay( ); + } + } + break; - /* - * Sending this event, the X server can notify us that the window has just - * acquired one of the three possible visibility states: VisibilityUnobscured, - * VisibilityPartiallyObscured or VisibilityFullyObscured - */ - switch( event.xvisibility.state ) - { - case VisibilityUnobscured: - /* - * We are fully visible... - */ - window->Callbacks.WindowStatus( GLUT_FULLY_RETAINED ); - window->State.Visible = TRUE; - break; + case DestroyNotify: + /* + * This is sent to confirm the XDestroyWindow call. + * + * XXX WHY is this commented out? Should we re-enable it? + */ + /* fgAddToWindowDestroyList ( window ); */ + break; - case VisibilityPartiallyObscured: - /* - * The window is partially visible - */ - window->Callbacks.WindowStatus( GLUT_PARTIALLY_RETAINED ); - window->State.Visible = TRUE; - break; + 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). + * + */ + if( event.xexpose.count == 0 ) + { + GETWINDOW( xexpose ); + fgSetWindow( window ); + glutPostRedisplay( ); + } + break; - case VisibilityFullyObscured: - /* - * The window is totally obscured - */ - window->Callbacks.WindowStatus( GLUT_FULLY_COVERED ); - window->State.Visible = FALSE; - break; - } - } - break; + case MapNotify: + case UnmapNotify: + /* + * If we never do anything with this, can we just not ask to + * get these messages? + */ + break; - case EnterNotify: - { - /* - * Mouse is over one of our windows - */ - GETWINDOW( xcrossing ); GETMOUSE( xcrossing ); + case MappingNotify: + /* + * Have the client's keyboard knowledge updated (xlib.ps, + * page 206, says that's a good thing to do) + */ + XRefreshKeyboardMapping( (XMappingEvent *) &event ); + break; - /* - * Is there an entry callback hooked to the window? - */ - if( window->Callbacks.Entry != NULL ) + case VisibilityNotify: { - /* - * Yeah. Notify the window about having the mouse cursor over - */ - window->Callbacks.Entry( GLUT_ENTERED ); + GETWINDOW( xvisibility ); + /* + * XXX INVOKE_WCB() does this check for us. + */ + if( ! FETCH_WCB( *window, WindowStatus ) ) + break; + fgSetWindow( window ); + + /* + * Sending this event, the X server can notify us that the window + * has just acquired one of the three possible visibility states: + * VisibilityUnobscured, VisibilityPartiallyObscured or + * VisibilityFullyObscured + */ + switch( event.xvisibility.state ) + { + case VisibilityUnobscured: + INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) ); + window->State.Visible = GL_TRUE; + break; + + case VisibilityPartiallyObscured: + INVOKE_WCB( *window, WindowStatus, + ( GLUT_PARTIALLY_RETAINED ) ); + window->State.Visible = GL_TRUE; + break; + + case VisibilityFullyObscured: + INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_COVERED ) ); + window->State.Visible = GL_FALSE; + break; + + default: + fgWarning( "Uknown X visibility state: %d", + event.xvisibility.state ); + break; + } } - } - break; + break; - case LeaveNotify: - { - /* - * Mouse is no longer over one of our windows - */ - GETWINDOW( xcrossing ); GETMOUSE( xcrossing ); + case EnterNotify: + case LeaveNotify: + GETWINDOW( xcrossing ); + GETMOUSE( xcrossing ); + INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ? + GLUT_ENTERED : + GLUT_LEFT ) ); + break; - /* - * Is there an entry callback hooked to the window? - */ - if( window->Callbacks.Entry != NULL ) + case MotionNotify: { - /* - * Yeah. Notify the window about having the mouse cursor over - */ - window->Callbacks.Entry( GLUT_LEFT ); - } - } - break; + GETWINDOW( xmotion ); + GETMOUSE( xmotion ); - case MotionNotify: - { - /* - * The mouse cursor was moved... - */ - GETWINDOW( xmotion ); GETMOUSE( xmotion ); + if( window->ActiveMenu ) + { + 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; + } + window->ActiveMenu->Window->State.Redisplay = GL_TRUE ; + fgSetWindow( window->ActiveMenu->ParentWindow ); + + break; + } - /* - * Fallback if there's an active menu hooked to this window - */ - if( window->ActiveMenu != NULL ) - { /* - * Let's make the window redraw as a result of the mouse motion. + * XXX For more than 5 buttons, just check {event.xmotion.state}, + * XXX rather than a host of bit-masks? Or maybe we need to + * XXX track ButtonPress/ButtonRelease events in our own + * XXX bit-mask? */ - if ( window->IsMenu ) window->State.Redisplay = TRUE ; - - break; +#define BUTTON_MASK \ + ( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask ) + if ( event.xmotion.state & BUTTON_MASK ) + INVOKE_WCB( *window, Motion, ( event.xmotion.x, + event.xmotion.y ) ); + else + INVOKE_WCB( *window, Passive, ( event.xmotion.x, + event.xmotion.y ) ); } + break; - /* - * What kind of a movement was it? - */ - if( (event.xmotion.state & Button1Mask) || (event.xmotion.state & Button2Mask) || - (event.xmotion.state & Button3Mask) || (event.xmotion.state & Button4Mask) || - (event.xmotion.state & Button5Mask) ) + case ButtonRelease: + case ButtonPress: { - /* - * A mouse button was pressed during the movement... - * Is there a motion callback hooked to the window? - */ - if( window->Callbacks.Motion != NULL ) - { - /* - * Set the current window - */ - fgStructure.Window = window ; + GLboolean pressed = GL_TRUE; + int button; + + if( event.type == ButtonRelease ) + pressed = GL_FALSE ; /* - * Yup. Have it executed immediately + * A mouse button has been pressed or released. Traditionally, + * break if the window was found within the freeglut structures. */ - window->Callbacks.Motion( event.xmotion.x, event.xmotion.y ); - } - } - else - { - /* - * Otherwise it was a passive movement... - */ - if( window->Callbacks.Passive != NULL ) - { + GETWINDOW( xbutton ); + GETMOUSE( xbutton ); + /* - * Set the current window + * 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. */ - fgStructure.Window = window ; + button = event.xbutton.button - 1; /* - * That's right, and there is a passive callback, too. + * XXX This comment is replicated in the WIN32 section and + * XXX maybe also in the menu code. Can we move the info + * XXX to one central place and *reference* it from here? + * + * Do not execute the application's mouse callback if a menu + * is hooked to this button. In that case an appropriate + * private call should be generated. + * Near as I can tell, this is the menu behaviour: + * - Down-click the menu button, menu not active: activate + * the menu with its upper left-hand corner at the mouse + * location. + * - Down-click any button outside the menu, menu active: + * deactivate the menu + * - Down-click any button inside the menu, menu active: + * select the menu entry and deactivate the menu + * - Up-click the menu button, menu not active: nothing happens + * - Up-click the menu button outside the menu, menu active: + * nothing happens + * - Up-click the menu button inside the menu, menu active: + * select the menu entry and deactivate the menu */ - window->Callbacks.Passive( event.xmotion.x, event.xmotion.y ); - } - } - } - break; - - case ButtonRelease: - case ButtonPress: - { - GLboolean pressed = TRUE ; - int button; - - if ( event.type == ButtonRelease ) pressed = FALSE ; - - /* - * A mouse button has been pressed or released. Traditionally, - * break if the window was found within the freeglut structures. - */ - GETWINDOW( xbutton ); 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; - } - - /* - * Skip the unwanted mouse buttons... - */ - if( button == -1 ) - break; - - /* - * Do not execute the application's mouse callback if a menu is hooked to this button. - * In that case an appropriate private call should be generated. - * Near as I can tell, this is the menu behaviour: - * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location. - * - Down-click any button outside the menu, menu active: deactivate the menu - * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu - * - Up-click the menu button, menu not active: nothing happens - * - Up-click the menu button outside the menu, menu active: nothing happens - * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu - */ - 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->ActiveMenu->ParentWindow ) ; - - /* 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 ; - } - - /* - * No active menu, let's check whether we need to activate one. - */ - if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) ) - { - /* - * Set the current window - */ - fgSetWindow( window ); - - /* - * Activate the appropriate menu structure... - */ - fgActivateMenu( window, button ); - - break; - } - - /* - * Check if there is a mouse callback hooked to the window - */ - if( fgStructure.Window->Callbacks.Mouse == NULL ) - break; - - /* - * Set the current window - */ - fgSetWindow( window ); - - /* - * Remember the current modifiers state - */ - modifiers = 0; - if (event.xbutton.state & (ShiftMask|LockMask)) - modifiers |= GLUT_ACTIVE_SHIFT; - if (event.xbutton.state & ControlMask) - modifiers |= GLUT_ACTIVE_CTRL; - if (event.xbutton.state & Mod1Mask) - modifiers |= GLUT_ACTIVE_ALT; - fgStructure.Window->State.Modifiers = modifiers; - - /* - * Finally execute the mouse callback - */ - fgStructure.Window->Callbacks.Mouse( - button, - event.type == ButtonPress ? GLUT_DOWN : GLUT_UP, - event.xbutton.x, - event.xbutton.y - ); - - /* - * Trash the modifiers state - */ - fgStructure.Window->State.Modifiers = 0xffffffff; - } - break; - - case KeyRelease: - case KeyPress: - { - FGCBkeyboard keyboard_cb; - FGCBspecial special_cb; - - /* - * A key has been pressed, find the window that had the focus: - */ - GETWINDOW( xkey ); GETMOUSE( xkey ); - - if( event.type == KeyPress ) - { - keyboard_cb = window->Callbacks.Keyboard; - special_cb = window->Callbacks.Special; - } - else - { - keyboard_cb = window->Callbacks.KeyboardUp; - special_cb = window->Callbacks.SpecialUp; - } - - /* - * Is there a keyboard/special callback hooked for this window? - */ - if( (keyboard_cb != NULL) || (special_cb != NULL) ) - { - XComposeStatus composeStatus; - char asciiCode[ 32 ]; - KeySym keySym; - int len; - - /* - * Check for the ASCII/KeySym codes associated with the event: - */ - len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), &keySym, &composeStatus ); + /* Window has an active menu, it absorbs any mouse click */ + if( window->ActiveMenu ) + { + 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; + } + + /* In the menu, invoke the callback and deactivate the menu*/ + if( fgCheckActiveMenu( window->ActiveMenu->Window, + window->ActiveMenu ) ) + { + /* + * 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 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 ); - /* - * Get ready to calling the keyboard/special callbacks - */ - fgSetWindow( window ); + /* + * 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; + } - /* - * GLUT API tells us to have two separate callbacks... - */ - if( len > 0 ) - { /* - * ...one for the ASCII translateable keypresses... + * No active menu, let's check whether we need to activate one. */ - if( keyboard_cb != NULL ) + if( ( 0 <= button ) && + ( FREEGLUT_MAX_MENUS > button ) && + ( window->Menu[ button ] ) && + pressed ) { - /* - * Remember the current modifiers state - */ - modifiers = 0; - if (event.xkey.state & (ShiftMask|LockMask)) - modifiers |= GLUT_ACTIVE_SHIFT; - if (event.xkey.state & ControlMask) - modifiers |= GLUT_ACTIVE_CTRL; - if (event.xkey.state & Mod1Mask) - modifiers |= GLUT_ACTIVE_ALT; - window->State.Modifiers = modifiers; - - /* - * Execute the callback - */ - keyboard_cb( asciiCode[ 0 ], event.xkey.x, event.xkey.y ); - - /* - * Trash the modifiers state - */ - window->State.Modifiers = 0xffffffff; + /* + * XXX Posting a requisite Redisplay seems bogus. + */ + window->State.Redisplay = GL_TRUE; + fgSetWindow( window ); + fgActivateMenu( window, button ); + break; } - } - else - { - int special = -1; /* - * ...and one for all the others, which need to be translated to GLUT_KEY_Xs... + * Check if there is a mouse or mouse wheel callback hooked to the + * window */ - switch( keySym ) - { + if( ! FETCH_WCB( *window, Mouse ) && + ! FETCH_WCB( *window, MouseWheel ) ) + break; + + fgState.Modifiers = fgGetXModifiers( &event ); + /* - * First the function keys come: + * Finally execute the mouse or mouse wheel callback + * + * XXX Use a symbolic constant, *not* "4"! ("3, sire!") */ - case XK_F1: special = GLUT_KEY_F1; break; - case XK_F2: special = GLUT_KEY_F2; break; - case XK_F3: special = GLUT_KEY_F3; break; - case XK_F4: special = GLUT_KEY_F4; break; - case XK_F5: special = GLUT_KEY_F5; break; - case XK_F6: special = GLUT_KEY_F6; break; - case XK_F7: special = GLUT_KEY_F7; break; - case XK_F8: special = GLUT_KEY_F8; break; - case XK_F9: special = GLUT_KEY_F9; break; - case XK_F10: special = GLUT_KEY_F10; break; - case XK_F11: special = GLUT_KEY_F11; break; - case XK_F12: special = GLUT_KEY_F12; break; + if( ( button < 3 ) || ( ! FETCH_WCB( *window, MouseWheel ) ) ) + INVOKE_WCB( *window, Mouse, ( button, + pressed ? GLUT_DOWN : GLUT_UP, + event.xbutton.x, + event.xbutton.y ) + ); + else + { + /* + * 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). + * + * XXX Note that {button} has already been decremeted + * XXX in mapping from X button numbering to GLUT. + */ + int wheel_number = (button - 3) / 2; + int direction = -1; + if( button % 2 ) + direction = 1; + + if( pressed ) + INVOKE_WCB( *window, MouseWheel, ( wheel_number, + direction, + event.xbutton.x, + event.xbutton.y ) + ); + } /* - * Then the arrows and stuff: + * Trash the modifiers state */ - case XK_Left: special = GLUT_KEY_LEFT; break; - case XK_Right: special = GLUT_KEY_RIGHT; break; - case XK_Up: special = GLUT_KEY_UP; break; - case XK_Down: special = GLUT_KEY_DOWN; break; - - case XK_KP_Prior: - case XK_Prior: special = GLUT_KEY_PAGE_UP; break; - case XK_KP_Next: - case XK_Next: special = GLUT_KEY_PAGE_DOWN; break; - case XK_KP_Home: - case XK_Home: special = GLUT_KEY_HOME; break; - case XK_KP_End: - case XK_End: special = GLUT_KEY_END; break; - case XK_KP_Insert: - case XK_Insert: special = GLUT_KEY_INSERT; break; + fgState.Modifiers = 0xffffffff; + } + break; + + case KeyRelease: + case KeyPress: + { + FGCBKeyboard keyboard_cb; + FGCBSpecial special_cb; + + GETWINDOW( xkey ); + GETMOUSE( xkey ); + + if( event.type == KeyPress ) + { + keyboard_cb = FETCH_WCB( *window, Keyboard ); + special_cb = FETCH_WCB( *window, Special ); + } + else + { + keyboard_cb = FETCH_WCB( *window, KeyboardUp ); + special_cb = FETCH_WCB( *window, SpecialUp ); } /* - * Execute the callback (if one has been specified), - * given that the special code seems to be valid... + * Is there a keyboard/special callback hooked for this window? */ - if( (special_cb != NULL) && (special != -1) ) + if( keyboard_cb || special_cb ) { - /* - * Remember the current modifiers state - */ - modifiers = 0; - if (event.xkey.state & (ShiftMask|LockMask)) - modifiers |= GLUT_ACTIVE_SHIFT; - if (event.xkey.state & ControlMask) - modifiers |= GLUT_ACTIVE_CTRL; - if (event.xkey.state & Mod1Mask) - modifiers |= GLUT_ACTIVE_ALT; - window->State.Modifiers = modifiers; + XComposeStatus composeStatus; + char asciiCode[ 32 ]; + KeySym keySym; + int len; - special_cb( special, event.xkey.x, event.xkey.y ); + /* + * Check for the ASCII/KeySym codes associated with the event: + */ + len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode), + &keySym, &composeStatus + ); - /* - * Trash the modifiers state - */ - window->State.Modifiers = 0xffffffff; + /* + * GLUT API tells us to have two separate callbacks... + */ + if( len > 0 ) + { + /* + * ...one for the ASCII translateable keypresses... + */ + if( keyboard_cb ) + { + fgSetWindow( window ); + fgState.Modifiers = fgGetXModifiers( &event ); + keyboard_cb( asciiCode[ 0 ], + event.xkey.x, event.xkey.y + ); + fgState.Modifiers = 0xffffffff; + } + } + else + { + int special = -1; + + /* + * ...and one for all the others, which need to be + * translated to GLUT_KEY_Xs... + */ + switch( keySym ) + { + case XK_F1: special = GLUT_KEY_F1; break; + case XK_F2: special = GLUT_KEY_F2; break; + case XK_F3: special = GLUT_KEY_F3; break; + case XK_F4: special = GLUT_KEY_F4; break; + case XK_F5: special = GLUT_KEY_F5; break; + case XK_F6: special = GLUT_KEY_F6; break; + case XK_F7: special = GLUT_KEY_F7; break; + case XK_F8: special = GLUT_KEY_F8; break; + case XK_F9: special = GLUT_KEY_F9; break; + case XK_F10: special = GLUT_KEY_F10; break; + case XK_F11: special = GLUT_KEY_F11; break; + case XK_F12: special = GLUT_KEY_F12; break; + + case XK_Left: special = GLUT_KEY_LEFT; break; + case XK_Right: special = GLUT_KEY_RIGHT; break; + case XK_Up: special = GLUT_KEY_UP; break; + case XK_Down: special = GLUT_KEY_DOWN; break; + + case XK_KP_Prior: + case XK_Prior: special = GLUT_KEY_PAGE_UP; break; + case XK_KP_Next: + case XK_Next: special = GLUT_KEY_PAGE_DOWN; break; + case XK_KP_Home: + case XK_Home: special = GLUT_KEY_HOME; break; + case XK_KP_End: + case XK_End: special = GLUT_KEY_END; break; + case XK_KP_Insert: + case XK_Insert: special = GLUT_KEY_INSERT; break; + } + + /* + * Execute the callback (if one has been specified), + * given that the special code seems to be valid... + */ + if( special_cb && (special != -1) ) + { + fgSetWindow( window ); + fgState.Modifiers = fgGetXModifiers( &event ); + special_cb( special, event.xkey.x, event.xkey.y ); + fgState.Modifiers = 0xffffffff; + } + } } - } } - } - break; - } - } - else - { - /* - * Have all the timers checked. - */ - fghCheckTimers(); - - /* - * Poll the joystick and notify all windows that want to be notified... - */ - fghCheckJoystickPolls(); + break; - /* - * No messages in the queue, which means we are idling... - */ - if ( fgState.IdleCallback != NULL ) - fgState.IdleCallback(); + case ReparentNotify: + break; /* XXX Should disable this event */ - /* - * Remember about displaying all the windows that have - * been marked for a redisplay (possibly in the idle call): - */ - fghDisplayAll(); - } + default: + fgWarning ("Unknown X event type: %d", event.type); + break; + } + } #elif TARGET_HOST_WIN32 - MSG stMsg; + MSG stMsg; - /* - * The windows processing is considerably smaller - */ - if( 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(); - - /* - * No messages in the queue, which means we are idling... - */ - if ( fgState.IdleCallback != NULL ) - fgState.IdleCallback(); + while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) ) + { + if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 ) + { + if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT ) + { + fgDeinitialize( ); + exit( 0 ); + } + fgState.ExecState = GLUT_EXEC_STATE_STOP; + return; + } - /* - * Remember about displaying all the windows that have - * been marked for a redisplay (possibly in the idle call): - */ - fghDisplayAll(); - } + TranslateMessage( &stMsg ); + DispatchMessage( &stMsg ); + } #endif - /* - * If an event caused a window to be closed, do the actual closing here - */ - fgCloseWindows () ; + if( fgState.Timers.First ) + fghCheckTimers( ); + fghCheckJoystickPolls( ); + fghDisplayAll( ); + + fgCloseWindows( ); } /* - * Enters the freeglut processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP". + * Enters the freeglut processing loop. + * Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP". */ void FGAPIENTRY glutMainLoop( void ) { + int action; + #if TARGET_HOST_WIN32 - SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ; + SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ; #endif - /* - * Make sure the display has been created etc. - */ - freeglut_assert_ready; + 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 - */ - while ( window != NULL ) - { - if ( window->Callbacks.Visibility != NULL ) - window->Callbacks.Visibility ( window->State.Visible ) ; - - window = (SFG_Window *)window->Node.Next ; - } + /* + * 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 ) + { + if ( FETCH_WCB( *window, Visibility ) ) + { + SFG_Window *current_window = fgStructure.Window ; + + INVOKE_WCB( *window, Visibility, ( window->State.Visible ) ); + fgSetWindow( current_window ); + } + + window = (SFG_Window *)window->Node.Next ; + } #endif - /* - * Set freeglut to be running - */ - fgState.ExecState = GLUT_EXEC_STATE_RUNNING ; + fgState.ExecState = GLUT_EXEC_STATE_RUNNING ; + while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING ) + { + SFG_Window *window; + + 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; - /* - * Enter the main loop itself. Inside the loop, process events and check for loop exit. - */ - while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING ) - { - glutMainLoopEvent () ; + if( ! window ) + fgState.ExecState = GLUT_EXEC_STATE_STOP; + else + { + if( fgState.IdleCallback ) + fgState.IdleCallback( ); + + fgSleepForEvents( ); + } + } /* - * If there are no more windows open, stop execution + * When this loop terminates, destroy the display, state and structure + * of a freeglut session, so that another glutInit() call can happen + * + * Save the "ActionOnWindowClose" because "fgDeinitialize" resets it. */ - if ( fgStructure.Windows.First == NULL ) - fgState.ExecState = GLUT_EXEC_STATE_STOP ; - } - - - /* - * If we got here by the user closing a window or by the application closing down, there may still be windows open. - */ - fgCleanUpGlutsMess () ; - - /* - * 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(); + action = fgState.ActionOnWindowClose; + fgDeinitialize( ); + if( action == GLUT_ACTION_EXIT ) + exit( 0 ); } /* @@ -1143,26 +1131,40 @@ void FGAPIENTRY glutMainLoop( void ) */ void FGAPIENTRY glutLeaveMainLoop( void ) { - fgState.ExecState = GLUT_EXEC_STATE_STOP ; + fgState.ExecState = GLUT_EXEC_STATE_STOP ; +} + + +#if TARGET_HOST_WIN32 +/* + * Determine a GLUT modifer mask based on MS-WINDOWS system info. + */ +int fgGetWin32Modifiers (void) +{ + return + ( ( ( 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 ); } /* * The window procedure for handling Win32 events */ -#if TARGET_HOST_WIN32 -LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) +LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, + LPARAM lParam ) { SFG_Window* window = fgWindowByHandle( hWnd ); PAINTSTRUCT ps; 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 ) ; */ - /* - * Check what type of message are we receiving - */ + /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, + uMsg, wParam, lParam ); */ switch( uMsg ) { case WM_CREATE: @@ -1172,274 +1174,179 @@ 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 ); - - /* - * Create or get the OpenGL rendering context now - */ - if ( fgState.BuildingAMenu ) + if( window->IsMenu ) { - /* - * Setup the pixel format of our window - */ - unsigned int current_DisplayMode = fgState.DisplayMode ; - fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ; - fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); - fgState.DisplayMode = current_DisplayMode ; + unsigned int current_DisplayMode = fgState.DisplayMode; + fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH; + fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE ); + fgState.DisplayMode = current_DisplayMode; + + if( fgStructure.MenuContext ) + wglMakeCurrent( window->Window.Device, + fgStructure.MenuContext->Context + ); + else + { + fgStructure.MenuContext = + (SFG_MenuContext *)malloc( sizeof(SFG_MenuContext) ); + fgStructure.MenuContext->Context = + wglCreateContext( window->Window.Device ); + } - /* - * If there isn't already an OpenGL rendering context for menu windows, make one - */ - 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 ) ; - -/* window->Window.Context = wglGetCurrentContext () ; */ - window->Window.Context = wglCreateContext( window->Window.Device ); + /* window->Window.Context = wglGetCurrentContext (); */ + window->Window.Context = wglCreateContext( window->Window.Device ); } else { - /* - * Setup the pixel format of our window - */ - fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE ); - - 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 ); + fgSetupPixelFormat( window, GL_FALSE, PFD_MAIN_PLANE ); + + if( ! fgState.UseCurrentContext ) + window->Window.Context = + wglCreateContext( window->Window.Device ); + else + { + window->Window.Context = wglGetCurrentContext( ); + if( ! window->Window.Context ) + window->Window.Context = + wglCreateContext( window->Window.Device ); + } } - /* - * Still, we'll be needing to explicitly resize the window - */ - window->State.NeedToResize = TRUE; + window->State.NeedToResize = GL_TRUE; + window->State.Width = fgState.Size.X; + window->State.Height = fgState.Size.Y; - /* - * Finally, have the window's device context released - */ ReleaseDC( window->Window.Handle, window->Window.Device ); break; case WM_SIZE: /* - * We got resized... But check if the window has been already added... + * If the window is visible, then it is the user manually resizing it. + * If it is not, then it is the system sending us a dummy resize with + * zero dimensions on a "glutIconifyWindow" call. */ - fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) ); + if( window->State.Visible ) + { + window->State.NeedToResize = GL_TRUE; + window->State.Width = LOWORD(lParam); + window->State.Height = HIWORD(lParam); + } + break; #if 0 - case WM_SETFOCUS: + case WM_SETFOCUS: printf("WM_SETFOCUS: %p\n", window ); lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); break; - case WM_ACTIVATE: + case WM_ACTIVATE: if (LOWORD(wParam) != WA_INACTIVE) { - /* glutSetCursor( fgStructure.Window->State.Cursor ); */ - printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor ); - - glutSetCursor( window->State.Cursor ); + /* glutSetCursor( fgStructure.Window->State.Cursor ); */ + printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, + window->State.Cursor ); + glutSetCursor( window->State.Cursor ); } lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); break; #endif - case WM_SETCURSOR: /* - * Windows seems to need reminding to erase the cursor for NONE. + * XXX Why not re-use some common code with the glutSetCursor() + * XXX function (or perhaps invoke glutSetCursor())? + * XXX That is, why are we duplicating code, here, from + * XXX glutSetCursor()? The WIN32 code should be able to just + * XXX call glutSetCurdsor() instead of defining two macros + * XXX and implementing a nested case in-line. */ -#if 0 - if ((LOWORD(lParam) == HTCLIENT) && - (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 ) ); \ - break; - /* Nuke the cursor AND change it for this window class. */ -# define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \ - break; + case WM_SETCURSOR: + /* Set the cursor AND change it for this window class. */ +#define MAP_CURSOR(a,b) \ + case a: \ + SetCursor( LoadCursor( NULL, b ) ); \ + 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 ); - } -#endif - else - lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); - break; + /* 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 ); + } + else + lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); + break; case WM_SHOWWINDOW: - /* - * We are now Visible! - */ - window->State.Visible = TRUE; - window->State.Redisplay = TRUE; + window->State.Visible = GL_TRUE; + window->State.Redisplay = GL_TRUE; break; case WM_PAINT: - /* - * Start the painting job - */ - + /* Turn on the visibility in case it was turned off somehow */ + window->State.Visible = GL_TRUE; 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; 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 notbeing 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 == FALSE ) wglDeleteContext( window->Window.Context ); - } - - /* - * 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 ); + fgDestroyWindow ( window ); + if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION ) + PostQuitMessage(0); break; case WM_DESTROY: /* * The window already got destroyed, so don't bother with it. */ - return( 0 ); + return 0; 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 ) { - /* - * Let's make the window redraw as a result of the mouse motion. - */ - if ( window->IsMenu ) window->State.Redisplay = TRUE ; - + window->State.Redisplay = GL_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 ); + fgState.Modifiers = fgGetWin32Modifiers( ); - /* - * 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 ); - } - } + if( ( wParam & MK_LBUTTON ) || + ( wParam & MK_MBUTTON ) || + ( wParam & MK_RBUTTON ) ) + INVOKE_WCB( *window, 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 ); - } - } + INVOKE_WCB( *window, Passive, ( window->State.MouseX, + window->State.MouseY ) ); - /* - * Thrash the current modifiers state now - */ - window->State.Modifiers = 0xffffffff; + fgState.Modifiers = 0xffffffff; } break; @@ -1450,132 +1357,207 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara case WM_MBUTTONUP: case WM_RBUTTONUP: { - GLboolean pressed = TRUE; + GLboolean pressed = GL_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; - case WM_MBUTTONDOWN: pressed = TRUE; button = GLUT_MIDDLE_BUTTON; break; - case WM_RBUTTONDOWN: pressed = TRUE; button = GLUT_RIGHT_BUTTON; break; - case WM_LBUTTONUP: pressed = FALSE; button = GLUT_LEFT_BUTTON; break; - case WM_MBUTTONUP: pressed = FALSE; button = GLUT_MIDDLE_BUTTON; break; - case WM_RBUTTONUP: pressed = FALSE; button = GLUT_RIGHT_BUTTON; break; - default: pressed = FALSE; button = -1; break; + case WM_LBUTTONDOWN: + pressed = GL_TRUE; + button = GLUT_LEFT_BUTTON; + break; + case WM_MBUTTONDOWN: + pressed = GL_TRUE; + button = GLUT_MIDDLE_BUTTON; + break; + case WM_RBUTTONDOWN: + pressed = GL_TRUE; + button = GLUT_RIGHT_BUTTON; + break; + case WM_LBUTTONUP: + pressed = GL_FALSE; + button = GLUT_LEFT_BUTTON; + break; + case WM_MBUTTONUP: + pressed = GL_FALSE; + button = GLUT_MIDDLE_BUTTON; + break; + case WM_RBUTTONUP: + pressed = GL_FALSE; + button = GLUT_RIGHT_BUTTON; + break; + default: + pressed = GL_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; + { + 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 ) ); + return DefWindowProc( hWnd, uMsg, lParam, wParam ); /* - * Do not execute the application's mouse callback if a menu is hooked to this button. + * XXX This comment is duplicated in two other spots. + * XXX Can we centralize it? + * + * Do not execute the application's mouse callback if a + * menu is hooked to this button. * In that case an appropriate private call should be generated. * Near as I can tell, this is the menu behaviour: - * - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location. - * - Down-click any button outside the menu, menu active: deactivate the menu - * - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu + * - Down-click the menu button, menu not active: activate + * the menu with its upper left-hand corner at the mouse location. + * - Down-click any button outside the menu, menu active: + * deactivate the menu + * - Down-click any button inside the menu, menu active: + * select the menu entry and deactivate the menu * - Up-click the menu button, menu not active: nothing happens - * - Up-click the menu button outside the menu, menu active: nothing happens - * - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu + * - Up-click the menu button outside the menu, menu active: + * nothing happens + * - Up-click the menu button inside the menu, menu active: + * select the menu entry and deactivate the menu */ - if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */ + /* Window has an active menu, it absorbs any mouse click */ + if( window->ActiveMenu ) { - 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->ActiveMenu->ParentWindow ) ; - - /* 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 ; - } + /* Outside the menu, deactivate the menu if it's a downclick */ + if( ! fgCheckActiveMenu( window, window->ActiveMenu ) ) + { + if( pressed ) + fgDeactivateMenu( window->ActiveMenu->ParentWindow ); + } + else /* In 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; + } - /* - * No active menu, let's check whether we need to activate one. - */ - if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) ) - { /* - * Set the current window + * Let's make the window redraw as a result of the mouse + * click and menu activity. */ - fgSetWindow( window ); + if( ! window->IsMenu ) + window->State.Redisplay = GL_TRUE; - /* - * Activate the appropriate menu structure... - */ + break; + } + + if( window->Menu[ button ] && pressed ) + { + window->State.Redisplay = GL_TRUE; + fgSetWindow( window ); fgActivateMenu( window, button ); break; } - /* - * Check if there is a mouse callback hooked to the window - */ - if( fgStructure.Window->Callbacks.Mouse == NULL ) + if( ! FETCH_WCB( *window, Mouse ) ) break; - /* - * Set the current window - */ fgSetWindow( window ); + fgState.Modifiers = fgGetWin32Modifiers( ); + + INVOKE_WCB( + *window, Mouse, + ( button, + pressed ? GLUT_DOWN : GLUT_UP, + window->State.MouseX, + window->State.MouseY + ) + ); - /* - * Remember the current modifiers state. - */ - 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 ); + fgState.Modifiers = 0xffffffff; + } + break; + case 0x020a: + /* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */ + { /* - * Finally execute the mouse callback + * XXX THIS IS SPECULATIVE -- John Fay, 10/2/03 + * XXX Should use WHEEL_DELTA instead of 120 */ - fgStructure.Window->Callbacks.Mouse( - button, - pressed == TRUE ? GLUT_DOWN : GLUT_UP, - window->State.MouseX, - window->State.MouseY - ); + int wheel_number = LOWORD( wParam ); + short ticks = ( short )HIWORD( wParam ) / 120; + int direction = 1; + + if( ticks < 0 ) + { + direction = -1; + ticks = -ticks; + } /* - * Trash the modifiers state + * The mouse cursor has moved. Remember the new mouse cursor's position */ - fgStructure.Window->State.Modifiers = 0xffffffff; + /* window->State.MouseX = LOWORD( lParam ); */ + /* Need to adjust by window position, */ + /* window->State.MouseY = HIWORD( lParam ); */ + /* change "lParam" to other parameter */ + + if( ! FETCH_WCB( *window, MouseWheel ) && + ! FETCH_WCB( *window, Mouse ) ) + break; + + fgSetWindow( window ); + fgState.Modifiers = fgGetWin32Modifiers( ); + + while( ticks-- ) + if( FETCH_WCB( *window, MouseWheel ) ) + INVOKE_WCB( *window, 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; + if( direction > 0 ) + ++button; + INVOKE_WCB( *window, Mouse, + ( button, GLUT_DOWN, + window->State.MouseX, window->State.MouseY ) + ); + INVOKE_WCB( *window, Mouse, + ( button, GLUT_UP, + window->State.MouseX, window->State.MouseX ) + ); + } + + fgState.Modifiers = 0xffffffff; } - break; + break ; case WM_SYSKEYDOWN: case WM_KEYDOWN: @@ -1583,34 +1565,20 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara int keypress = -1; POINT mouse_pos ; - /* - * Ignore the automatic key repetition if needed: - */ - if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) ) + if( fgState.IgnoreKeyRepeat && (HIWORD(lParam) & KF_REPEAT) ) break; /* - * Set the current window - */ - fgSetWindow( window ); - - /* - * Remember the current modifiers state. This is done here in order + * Remember the current modifiers state. This is done here in order * to make sure the VK_DELETE keyboard callback is executed properly. */ - 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 ); + fgState.Modifiers = fgGetWin32Modifiers( ); - /* - * Set the mouse position - */ - GetCursorPos ( &mouse_pos ) ; - ScreenToClient ( window->Window.Handle, &mouse_pos ) ; + GetCursorPos( &mouse_pos ); + ScreenToClient( window->Window.Handle, &mouse_pos ); - window->State.MouseX = mouse_pos.x ; - window->State.MouseY = mouse_pos.y ; + window->State.MouseX = mouse_pos.x; + window->State.MouseY = mouse_pos.y; /* * Convert the Win32 keystroke codes to GLUTtish way @@ -1619,47 +1587,44 @@ 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 ); - KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 ); - KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 ); - KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 ); - KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN ); - KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END ); - KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP ); - KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN ); + 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 ); + KEY( VK_F7, GLUT_KEY_F7 ); + KEY( VK_F8, GLUT_KEY_F8 ); + KEY( VK_F9, GLUT_KEY_F9 ); + KEY( VK_F10, GLUT_KEY_F10 ); + KEY( VK_F11, GLUT_KEY_F11 ); + KEY( VK_F12, GLUT_KEY_F12 ); + KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); + KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN ); + KEY( VK_HOME, GLUT_KEY_HOME ); + KEY( VK_END, GLUT_KEY_END ); + KEY( VK_LEFT, GLUT_KEY_LEFT ); + KEY( VK_UP, GLUT_KEY_UP ); + KEY( VK_RIGHT, GLUT_KEY_RIGHT ); + KEY( VK_DOWN, GLUT_KEY_DOWN ); KEY( VK_INSERT, GLUT_KEY_INSERT ); + case VK_DELETE: /* - * ...yet there is a small exception we need to have handled... + * The delete key should be treated as an ASCII keypress: */ - case VK_DELETE: - /* - * The delete key should be treated as an ASCII keypress: - */ - if( window->Callbacks.Keyboard != NULL ) - window->Callbacks.Keyboard( 127, window->State.MouseX, window->State.MouseY ); + INVOKE_WCB( *window, 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: - */ - window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY ); - } + if( keypress != -1 ) + INVOKE_WCB( *window, Special, + ( keypress, + window->State.MouseX, window->State.MouseY ) + ); - /* - * Thrash the modifiers register now - */ - window->State.Modifiers = 0xffffffff; + fgState.Modifiers = 0xffffffff; } break; @@ -1667,174 +1632,214 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara case WM_KEYUP: { int keypress = -1; - POINT mouse_pos ; + POINT mouse_pos; /* - * Set the current window - */ - fgSetWindow( window ); - - /* - * Remember the current modifiers state. This is done here in order + * Remember the current modifiers state. This is done here in order * to make sure the VK_DELETE keyboard callback is executed properly. */ - 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 ); + fgState.Modifiers = fgGetWin32Modifiers( ); - /* - * Set the mouse position - */ - GetCursorPos ( &mouse_pos ) ; - ScreenToClient ( window->Window.Handle, &mouse_pos ) ; + GetCursorPos( &mouse_pos ); + ScreenToClient( window->Window.Handle, &mouse_pos ); - window->State.MouseX = mouse_pos.x ; - window->State.MouseY = mouse_pos.y ; + window->State.MouseX = mouse_pos.x; + window->State.MouseY = mouse_pos.y; /* - * Convert the Win32 keystroke codes to GLUTtish way. "KEY(a,b)" was defined under "WM_KEYDOWN" + * Convert the Win32 keystroke codes to GLUTtish way. + * "KEY(a,b)" was defined under "WM_KEYDOWN" */ 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 ); - KEY( VK_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 ); - KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 ); - KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 ); - KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN ); - KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END ); - KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP ); - KEY( VK_RIGHT, GLUT_KEY_RIGHT ); KEY( VK_DOWN, GLUT_KEY_DOWN ); - KEY( VK_INSERT, GLUT_KEY_INSERT ); + 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 ); + KEY( VK_F7, GLUT_KEY_F7 ); + KEY( VK_F8, GLUT_KEY_F8 ); + KEY( VK_F9, GLUT_KEY_F9 ); + KEY( VK_F10, GLUT_KEY_F10 ); + KEY( VK_F11, GLUT_KEY_F11 ); + KEY( VK_F12, GLUT_KEY_F12 ); + KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); + KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN ); + KEY( VK_HOME, GLUT_KEY_HOME ); + KEY( VK_END, GLUT_KEY_END ); + KEY( VK_LEFT, GLUT_KEY_LEFT ); + KEY( VK_UP, GLUT_KEY_UP ); + 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 ) - window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY ); - - break ; - default: - { /* - * Call the KeyboardUp callback for a regular character if there is one. + * The delete key should be treated as an ASCII keypress: */ - BYTE state[ 256 ]; - WORD code[ 2 ]; + INVOKE_WCB( *window, KeyboardUp, + ( 127, window->State.MouseX, window->State.MouseY ) + ); + break; - GetKeyboardState(state); + default: + { + BYTE state[ 256 ]; + WORD code[ 2 ]; + + GetKeyboardState( state ); - if ( ToAscii( wParam, 0, state, code, 0 ) == 1 ) + if( ToAscii( wParam, 0, state, code, 0 ) == 1 ) wParam=code[ 0 ]; - if( window->Callbacks.KeyboardUp != NULL ) - window->Callbacks.KeyboardUp( (char)wParam, window->State.MouseX, window->State.MouseY ); - } + INVOKE_WCB( *window, 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: - */ - window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY ); } - /* - * Thrash the modifiers register now - */ - window->State.Modifiers = 0xffffffff; + if( keypress != -1 ) + INVOKE_WCB( *window, SpecialUp, + ( keypress, + window->State.MouseX, window->State.MouseY ) + ); + + fgState.Modifiers = 0xffffffff; } break; case WM_SYSCHAR: case WM_CHAR: { - /* - * Ignore the automatic key repetition if needed: - */ - if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) ) + if( fgState.IgnoreKeyRepeat && (HIWORD(lParam) & KF_REPEAT) ) break; + fgState.Modifiers = fgGetWin32Modifiers( ); + INVOKE_WCB( *window, Keyboard, + ( (char)wParam, + window->State.MouseX, window->State.MouseY ) + ); + fgState.Modifiers = 0xffffffff; + } + break; + + case WM_CAPTURECHANGED: + /* User has finished resizing the window, force a redraw */ + INVOKE_WCB( *window, Display, ( ) ); + + /*lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); */ + break; + /* - * Clear to go with the keyboard callback, if registered: + * Other messages that I have seen and which are not handled already */ - if( window->Callbacks.Keyboard != NULL ) + case WM_SETTEXT: /* 0x000c */ + lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); + /* Pass it on to "DefWindowProc" to set the window text */ + break; + + case WM_GETTEXT: /* 0x000d */ + /* Ideally we would copy the title of the window into "lParam" */ + /* strncpy ( (char *)lParam, "Window Title", wParam ); + lRet = ( wParam > 12 ) ? 12 : wParam; */ + /* the number of characters copied */ + lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); + break; + + case WM_GETTEXTLENGTH: /* 0x000e */ + /* Ideally we would get the length of the title of the window */ + lRet = 12; + /* the number of characters in "Window Title\0" (see above) */ + break; + + case WM_ERASEBKGND: /* 0x0014 */ + lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); + break; + + case WM_SYNCPAINT: /* 0x0088 */ + /* Another window has moved, need to update this one */ + window->State.Redisplay = GL_TRUE; + lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); + /* Help screen says this message must be passed to "DefWindowProc" */ + break; + + case WM_NCPAINT: /* 0x0085 */ + /* Need to update the border of this window */ + lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); + /* Pass it on to "DefWindowProc" to repaint a standard border */ + break; + + case WM_SYSCOMMAND : /* 0x0112 */ { - /* - * 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 ); + /* + * We have received a system command message. Try to act on it. + * The commands are passed in through the "lParam" parameter: + * Clicking on a corner to resize the window gives a "F004" message + * but this is not defined in my header file. + */ + switch ( lParam ) + { + case SC_SIZE : + break ; - /* - * Have the special callback executed: - */ - window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY ); + case SC_MOVE : + break ; - /* - * Thrash the modifiers register now - */ - window->State.Modifiers = 0xffffffff; + case SC_MINIMIZE : + /* User has clicked on the "-" to minimize the window */ + /* Turn off the visibility */ + window->State.Visible = GL_FALSE ; + + break ; + + case SC_MAXIMIZE : + break ; + + case SC_NEXTWINDOW : + break ; + + case SC_PREVWINDOW : + break ; + + case SC_CLOSE : + /* Followed very closely by a WM_CLOSE message */ + break ; + + case SC_VSCROLL : + break ; + + case SC_HSCROLL : + break ; + + case SC_MOUSEMENU : + break ; + + case SC_KEYMENU : + break ; + + case SC_ARRANGE : + break ; + + case SC_RESTORE : + break ; + + case SC_TASKLIST : + break ; + + case SC_SCREENSAVE : + break ; + + case SC_HOTKEY : + break ; + } } - } - break; - case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */ - if ( window->Callbacks.Display ) - window->Callbacks.Display () ; - -/* lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ; */ - break ; - - /* - * Other messages that I have seen and which are not handled already - */ - case WM_SETTEXT : /* 0x000c */ - lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to set the window text */ - break ; - - case WM_GETTEXT : /* 0x000d */ - /* Ideally we would copy the title of the window into "lParam" */ -/* strncpy ( (char *)lParam, "Window Title", wParam ) ; - lRet = ( wParam > 12 ) ? 12 : wParam ; */ /* the number of characters copied */ - lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); - break ; - - case WM_GETTEXTLENGTH : /* 0x000e */ - /* Ideally we would get the length of the title of the window */ - lRet = 12 ; /* the number of characters in "Window Title\0" (see above) */ - break ; - - case WM_ERASEBKGND : /* 0x0014 */ - lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); - break ; - - case WM_SYNCPAINT : /* 0x0088 */ - /* Another window has moved, need to update this one */ - window->State.Redisplay = TRUE ; - lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Help screen says this message must be passed to "DefWindowProc" */ - break ; - - case WM_NCPAINT : /* 0x0085 */ - /* Need to update the border of this window */ - lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); /* Pass it on to "DefWindowProc" to repaint a standard border */ - break ; + /* We need to pass the message on to the operating system as well */ + lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); + break; default: /* @@ -1844,7 +1849,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara break; } - return( lRet ); + return lRet; } #endif