X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fx11%2Ffg_main_x11.c;h=e3e2a2249d3862433f4d0492e4c2a70eaa1ddd49;hb=207c3128bf025b5e025bace5c0425d380dd72aa9;hp=897b7ee243f4e9bcd084397e3edacff7144d1f35;hpb=a00c7ee3552b527ac6b375d6a6ca42f90770ddc3;p=freeglut diff --git a/src/x11/fg_main_x11.c b/src/x11/fg_main_x11.c index 897b7ee..e3e2a22 100644 --- a/src/x11/fg_main_x11.c +++ b/src/x11/fg_main_x11.c @@ -1,5 +1,5 @@ /* - * freeglut_main_x11.c + * fg_main_x11.c * * The X11-specific windows message processing methods. * @@ -28,17 +28,8 @@ #include #include "../fg_internal.h" -#ifdef HAVE_ERRNO_H -# include -#endif +#include #include -#ifdef HAVE_VFPRINTF -# define VFPRINTF(s,f,a) vfprintf((s),(f),(a)) -#elif defined(HAVE__DOPRNT) -# define VFPRINTF(s,f,a) _doprnt((f),(a),(s)) -#else -# define VFPRINTF(s,f,a) -#endif /* @@ -125,10 +116,8 @@ void fgPlatformSleepForEvents( fg_time_t msec ) wait.tv_usec = (msec % 1000) * 1000; err = select( socket+1, &fdset, NULL, NULL, &wait ); -#ifdef HAVE_ERRNO_H if( ( -1 == err ) && ( errno != EINTR ) ) fgWarning ( "freeglut select() error: %d", errno ); -#endif } } @@ -818,11 +807,8 @@ void fgPlatformProcessSingleEvent ( void ) case ButtonRelease: case ButtonPress: { - GLboolean pressed = GL_TRUE; - int button; - - if( event.type == ButtonRelease ) - pressed = GL_FALSE ; + GLboolean pressed; + int button, x, y; /* * A mouse button has been pressed or released. Traditionally, @@ -840,59 +826,46 @@ void fgPlatformProcessSingleEvent ( void ) */ button = event.xbutton.button - 1; + pressed = event.type == ButtonPress ? GL_TRUE : GL_FALSE; + x = event.xbutton.x; + y = event.xbutton.y; + /* * 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. */ - if( fgCheckActiveMenu( window, button, pressed, - event.xbutton.x, event.xbutton.y ) ) + if(fgCheckActiveMenu( window, button, pressed, x, y)) break; /* * Check if there is a mouse or mouse wheel callback hooked to the * window */ - if( ! FETCH_WCB( *window, Mouse ) && - ! FETCH_WCB( *window, MouseWheel ) ) + if(!FETCH_WCB(*window, Mouse) && !FETCH_WCB(*window, MouseWheel)) break; - fgState.Modifiers = fgPlatformGetModifiers( event.xbutton.state ); + fgState.Modifiers = fgPlatformGetModifiers(event.xbutton.state); - /* Finally execute the mouse or mouse wheel callback */ - if( ( button < glutDeviceGet ( GLUT_NUM_MOUSE_BUTTONS ) ) || ( ! 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 decremented - * XXX in mapping from X button numbering to GLUT. - * - * XXX Should add support for partial wheel turns as Windows does -- 5/27/11 - */ - int wheel_number = (button - glutDeviceGet ( GLUT_NUM_MOUSE_BUTTONS )) / 2; - int direction = -1; - if( button % 2 ) - direction = 1; - - if( pressed ) - INVOKE_WCB( *window, MouseWheel, ( wheel_number, - direction, - event.xbutton.x, - event.xbutton.y ) - ); + /* Finally execute the mouse or mouse wheel callback. + * The mouse wheel is reported as buttons 4 (down) and 5 (up) by + * the X server. "button" has been converted to 0-based above, so + * that's 3 and 4 for us. + * If a wheel callback hasn't been registered, we simply treat them + * as button presses and pass them to the mouse handler. This is + * important for compatibility with the original GLUT. + */ + if(button < 3 || button > 4 || !FETCH_WCB(*window, MouseWheel)) { + INVOKE_WCB(*window, Mouse, (button, pressed ? GLUT_DOWN : GLUT_UP, x, y)); + } else { + if(pressed) { + int dir = button & 1 ? 1 : -1; + /* there's no way to know if X buttons after 5 are more + * wheels/wheel axes, or regular buttons. So we'll only + * ever invoke the wheel CB for wheel 0. + */ + INVOKE_WCB(*window, MouseWheel, (0, dir, x, y)); + } } fgState.Modifiers = INVALID_MODIFIERS; } @@ -901,8 +874,10 @@ void fgPlatformProcessSingleEvent ( void ) case KeyRelease: case KeyPress: { - FGCBKeyboard keyboard_cb; - FGCBSpecial special_cb; + FGCBKeyboardUC keyboard_cb; + FGCBSpecialUC special_cb; + FGCBUserData keyboard_ud; + FGCBUserData special_ud; GETWINDOW( xkey ); GETMOUSE( xkey ); @@ -943,13 +918,17 @@ void fgPlatformProcessSingleEvent ( void ) if( event.type == KeyPress ) { - keyboard_cb = (FGCBKeyboard)( FETCH_WCB( *window, Keyboard )); - special_cb = (FGCBSpecial) ( FETCH_WCB( *window, Special )); + keyboard_cb = (FGCBKeyboardUC)( FETCH_WCB( *window, Keyboard )); + special_cb = (FGCBSpecialUC) ( FETCH_WCB( *window, Special )); + keyboard_ud = FETCH_USER_DATA_WCB( *window, Keyboard ); + special_ud = FETCH_USER_DATA_WCB( *window, Special ); } else { - keyboard_cb = (FGCBKeyboard)( FETCH_WCB( *window, KeyboardUp )); - special_cb = (FGCBSpecial) ( FETCH_WCB( *window, SpecialUp )); + keyboard_cb = (FGCBKeyboardUC)( FETCH_WCB( *window, KeyboardUp )); + special_cb = (FGCBSpecialUC) ( FETCH_WCB( *window, SpecialUp )); + keyboard_ud = FETCH_USER_DATA_WCB( *window, KeyboardUp ); + special_ud = FETCH_USER_DATA_WCB( *window, SpecialUp ); } /* Is there a keyboard/special callback hooked for this window? */ @@ -974,7 +953,8 @@ void fgPlatformProcessSingleEvent ( void ) fgSetWindow( window ); fgState.Modifiers = fgPlatformGetModifiers( event.xkey.state ); keyboard_cb( asciiCode[ 0 ], - event.xkey.x, event.xkey.y + event.xkey.x, event.xkey.y, + keyboard_ud ); fgState.Modifiers = INVALID_MODIFIERS; } @@ -1042,7 +1022,7 @@ void fgPlatformProcessSingleEvent ( void ) { fgSetWindow( window ); fgState.Modifiers = fgPlatformGetModifiers( event.xkey.state ); - special_cb( special, event.xkey.x, event.xkey.y ); + special_cb( special, event.xkey.x, event.xkey.y, special_ud ); fgState.Modifiers = INVALID_MODIFIERS; } } @@ -1078,38 +1058,19 @@ void fgPlatformMainLoopPreliminaryWork ( void ) } -/* Step through the work list */ -void fgPlatformProcessWork(SFG_Window *window) +/* deal with work list items */ +void fgPlatformInitWork(SFG_Window* window) { - unsigned int workMask = window->State.WorkMask; - /* Now clear it so that any callback generated by the actions below can set work again */ - window->State.WorkMask = 0; - - if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */ - { - /* This is before the first display callback: call a few callbacks to inform user of window size, position, etc - * we know this is before the first display callback of a window as for all windows GLUT_INIT_WORK is set when - * they are opened, and work is done before displaying in the mainloop. + /* Notify windowStatus/visibility, position and size get notified on window creation with message handlers above + * XXX CHECK: do the messages happen too early like on windows, so client code cannot have registered + * a callback yet and the message is thus never received by client? + * -> this is a no-op */ - if (workMask & GLUT_INIT_WORK) - { - /* Notify windowStatus/visibility, position and size get notified on window creation with message handlers above - * XXX CHECK: do the messages happen too early like on windows, so client code cannot have registered - * a callback yet and the message is thus never received by client? - */ - - /* Call init context callback */ - INVOKE_WCB( *window, InitContext, ()); - - /* Lastly, check if we have a display callback, error out if not - * This is the right place to do it, as the redisplay will be - * next right after we exit this function, so there is no more - * opportunity for the user to register a callback for this window. - */ - if (!FETCH_WCB(*window, Display)) - fgError ( "ERROR: No display callback registered for window %d\n", window->ID ); - } + return; +} +void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask) +{ if (workMask & GLUT_FULL_SCREEN_WORK) fgPlatformFullScreenToggle( window ); if (workMask & GLUT_POSITION_WORK) @@ -1123,38 +1084,28 @@ void fgPlatformProcessWork(SFG_Window *window) else fgPlatformPopWindow( window ); } +} - if (workMask & GLUT_VISIBILITY_WORK) - { - /* Visibility status of window gets updated in the window message handlers above - * XXX: is this really the case? check - */ - SFG_Window *win = window; - switch (window->State.DesiredVisibility) - { - case DesireHiddenState: - fgPlatformHideWindow( window ); - break; - case DesireIconicState: - /* Call on top-level window */ - while (win->Parent) - win = win->Parent; - fgPlatformIconifyWindow( win ); - break; - case DesireNormalState: - fgPlatformShowWindow( window ); - break; - } - } - } - - if (workMask & GLUT_DISPLAY_WORK) +void fgPlatformVisibilityWork(SFG_Window* window) +{ + /* Visibility status of window gets updated in the window message handlers above + * XXX: is this really the case? check + */ + SFG_Window *win = window; + switch (window->State.DesiredVisibility) { - if( window->State.Visible ) - fghRedrawWindow ( window ); - - /* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */ - window->State.WorkMask &= ~GLUT_DISPLAY_WORK; + case DesireHiddenState: + fgPlatformHideWindow( window ); + break; + case DesireIconicState: + /* Call on top-level window */ + while (win->Parent) + win = win->Parent; + fgPlatformIconifyWindow( win ); + break; + case DesireNormalState: + fgPlatformShowWindow( window ); + break; } }