* Calls a window's redraw method. This is used when
* a redraw is forced by the incoming window messages.
*/
+
static void fghRedrawWindowByHandle
#if TARGET_HOST_UNIX_X11
( Window handle )
#endif
{
SFG_Window* window = fgWindowByHandle( handle );
-
freeglut_return_if_fail( window != NULL );
freeglut_return_if_fail( window->Callbacks.Display != NULL );
freeglut_return_if_fail( window->State.Visible == TRUE );
+
fgSetWindow( window );
window->State.Redisplay = FALSE;
-
window->Callbacks.Display();
}
( HWND handle, int width, int height )
#endif
{
- SFG_Window *current_window = fgStructure.Window ;
+ SFG_Window *current_window = fgStructure.Window ;
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
+
fgSetWindow( window );
if( window->Callbacks.Reshape != NULL )
window->Callbacks.Reshape( width, height );
window->State.Redisplay = TRUE ;
if ( window->IsMenu )
- fgSetWindow ( current_window ) ;
+ fgSetWindow ( current_window ) ;
}
/*
(window->State.Visible == TRUE) )
{
window->State.Redisplay = FALSE;
+
RedrawWindow(
window->Window.Handle, NULL, NULL,
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
enumerator.found = FALSE;
enumerator.data = NULL;
+
fgEnumWindows( fghcbDisplayWindow, &enumerator );
}
fgJoystickPollWindow( window );
window->State.JoystickLastPoll = checkTime;
}
+
fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
}
enumerator.found = FALSE;
enumerator.data = NULL;
+
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
}
* For every timer that is waiting for triggering
*/
for( timer = (SFG_Timer *)fgState.Timers.First;
- timer;
- timer = (SFG_Timer *)next )
+ timer;
+ timer = (SFG_Timer *)next )
{
- next = (SFG_Timer *)timer->Node.Next;
+ next = (SFG_Timer *)timer->Node.Next;
+
if( timer->TriggerTime <= checkTime )
{
- fgListRemove( &fgState.Timers, &timer->Node );
+ fgListRemove( &fgState.Timers, &timer->Node );
fgListAppend( &timedOut, &timer->Node );
}
}
*/
while ( (timer = (SFG_Timer *)timedOut.First) )
{
- if( timer->Callback != NULL )
- timer->Callback( timer->ID );
- fgListRemove( &timedOut, &timer->Node );
- free( timer );
+ if( timer->Callback != NULL )
+ timer->Callback( timer->ID );
+ fgListRemove( &timedOut, &timer->Node );
+ free( timer );
}
}
#if TARGET_HOST_UNIX_X11
struct timeval now;
long elapsed;
-
+
gettimeofday( &now, NULL );
elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
-
+
return( elapsed );
#elif TARGET_HOST_WIN32
return (timeGetTime() - fgState.Time.Value);
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 ) )
{
XNextEvent( fgDisplay.Display, &event );
+
switch( event.type )
{
case DestroyNotify:
*/
if( window->ActiveMenu != NULL )
{
- 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 ;
+ 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 ;
}
/*
*/
fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
- break; /* I think this should stay in -- an active menu should absorb the mouse motion */
+ break;
}
/*
*/
GETWINDOW( xbutton ); GETMOUSE( xbutton );
- /*
- * 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.
- *
- */
- button = event.xbutton.button - 1;
+ /*
+ * 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.
+ *
+ */
+ button = event.xbutton.button - 1;
/*
* Do not execute the application's mouse callback if a menu is hooked to this button.
*/
if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
{
- 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 ;
- }
-
- if ( fgCheckActiveMenu ( window->ActiveMenu->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 ;
- 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 /* Outside the menu, deactivate the menu if it's a downclick */
- {
- if ( pressed == TRUE ) fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
- }
-
- /*
- * Let's make the window redraw as a result of the mouse click and menu activity.
- */
- window->State.Redisplay = TRUE ;
-
- break ;
+ 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 ;
+ }
+
+ if ( fgCheckActiveMenu ( window->ActiveMenu->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 ;
+ 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 /* Outside the menu, deactivate the menu if it's a downclick */
+ if ( pressed == TRUE )
+ fgDeactivateMenu ( window->ActiveMenu->ParentWindow ) ;
+
+ /*
+ * Let's make the window redraw as a result of the mouse click and menu activity.
+ */
+ window->State.Redisplay = TRUE ;
+
+ break ;
}
/*
* No active menu, let's check whether we need to activate one.
*/
if (( 0 <= button ) && ( 2 >= button ) &&
- ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
+ ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
{
/*
* Let's make the window redraw as a result of the mouse click.
}
/*
- * Check if there is a mouse callback hooked to the window
+ * Check if there is a mouse or mouse wheel callback hooked to the window
*/
- if( window->Callbacks.Mouse == NULL )
+ if ( ( window->Callbacks.Mouse == NULL ) && ( window->Callbacks.MouseWheel == NULL ) )
break;
/*
fgStructure.Window->State.Modifiers = modifiers;
/*
- * Finally execute the mouse callback
+ * Finally execute the mouse or mouse wheel callback
*/
- fgStructure.Window->Callbacks.Mouse(
- button,
- event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
- event.xbutton.x,
- event.xbutton.y
- );
+ if ( button < 4 )
+ {
+ fgStructure.Window->Callbacks.Mouse(
+ button,
+ event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
+ event.xbutton.x,
+ event.xbutton.y
+ );
+ }
+ else
+ {
+ if ( window->Callbacks.MouseWheel != NULL )
+ {
+ int wheel_number = button / 2 - 2 ; /* Map 4 and 5 to wheel zero */
+ int direction = 9 - button * 2 ; /* Map 4 to +1 and 5 to -1 */
+
+ fgStructure.Window->Callbacks.MouseWheel(
+ wheel_number,
+ direction,
+ event.xbutton.x,
+ event.xbutton.y
+ );
+ }
+ else
+ {
+ fgStructure.Window->Callbacks.Mouse(
+ button,
+ event.type == ButtonPress ? GLUT_DOWN : GLUT_UP,
+ event.xbutton.x,
+ event.xbutton.y
+ );
+ }
+ }
/*
* Trash the modifiers state
/*
* A key has been pressed, find the window that had the focus:
*/
- GETWINDOW( xkey ); GETMOUSE( xkey );
+ GETWINDOW( xkey );
+ GETMOUSE( xkey );
if( event.type == KeyPress )
{
*/
if( (special_cb != NULL) && (special != -1) )
{
- /*
- * Set the current window
- */
fgSetWindow( window );
/*
MSG stMsg;
- /*
- * The windows processing is considerably smaller
- */
- while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
+ while ( 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 );
}
-
#endif
- fghCheckTimers ();
- fghCheckJoystickPolls ();
- fghDisplayAll ();
- fgCloseWindows () ;
+ fghCheckTimers();
+ fghCheckJoystickPolls();
+ fghDisplayAll();
+
+ fgCloseWindows () ;
}
/*
if ( window->Callbacks.Visibility != NULL )
{
SFG_Window *current_window = fgStructure.Window ;
+
fgSetWindow( window );
window->Callbacks.Visibility ( window->State.Visible ) ;
fgSetWindow( current_window );
#endif
fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
-
while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
{
glutMainLoopEvent () ;
+
if ( fgStructure.Windows.First == NULL )
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
else
{
if ( fgState.IdleCallback )
fgState.IdleCallback ();
+
fgSleepForEvents();
}
}
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
- */
switch( uMsg )
{
case WM_CREATE:
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 )
{
- /*
- * 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 ;
- /*
- * 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) ) ;
}
else
{
- /*
- * Setup the pixel format of our window
- */
fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
if ( fgState.UseCurrentContext == TRUE )
window->Window.Context = wglCreateContext( window->Window.Device );
}
- /*
- * Still, we'll be needing to explicitly resize the window
- */
window->State.NeedToResize = TRUE;
-
- /*
- * Finally, have the window's device context released
- */
ReleaseDC( window->Window.Handle, window->Window.Device );
break;
break;
case WM_SHOWWINDOW:
- /*
- * We are now Visible!
- */
window->State.Visible = TRUE;
window->State.Redisplay = TRUE;
break;
case WM_PAINT:
- /*
- * Start the painting job
- */
-
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;
SFG_Window *iter ;
wglMakeCurrent( NULL, NULL );
- /* Step through the list of windows. If the rendering context is notbeing used
+ /* Step through the list of windows. If the rendering context is not being used
* by another window, then we delete it.
*/
for ( iter = (SFG_Window *)fgStructure.Windows.First; iter; iter = (SFG_Window *)iter->Node.Next )
* 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 );
break;
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 )
{
- /*
- * Let's make the window redraw as a result of the mouse motion.
- */
window->State.Redisplay = TRUE ;
/*
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 );
- /*
- * 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 );
}
}
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 );
}
}
- /*
- * Thrash the current modifiers state now
- */
window->State.Modifiers = 0xffffffff;
}
break;
GLboolean pressed = 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;
default: pressed = 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;
- /*
- * Hey, what's up with you?
- */
if( button == -1 )
return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
break ;
}
- /*
- * No active menu, let's check whether we need to activate one.
- */
if ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
{
- /*
- * Let's make the window redraw as a result of the mouse click.
- */
window->State.Redisplay = 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( window->Callbacks.Mouse == NULL )
break;
- /*
- * Set the current window
- */
fgSetWindow ( window );
- /*
- * 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 );
- /*
- * Finally execute the mouse callback
- */
window->Callbacks.Mouse(
button,
pressed == TRUE ? GLUT_DOWN : GLUT_UP,
window->State.MouseY
);
- /*
- * Trash the modifiers state
- */
fgStructure.Window->State.Modifiers = 0xffffffff;
}
break;
+ case 0x020a : /* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
+ {
+ int wheel_number = LOWORD ( lParam ) ; /* THIS IS SPECULATIVE -- John Fay, 10/2/03 */
+ int direction = HIWORD ( lParam ) / 120 ; /* Should be WHEEL_DELTA instead of 120 */
+
+ /*
+ * The mouse cursor has moved. Remember the new mouse cursor's position
+ */
+// window->State.MouseX = LOWORD( lParam ); // Need to adjust by window position,
+// window->State.MouseY = HIWORD( lParam ); // change "lParam" to other parameter
+
+ if ( ( window->Callbacks.MouseWheel == NULL ) && ( window->Callbacks.Mouse == NULL ) )
+ break;
+
+ fgSetWindow ( window );
+ 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 );
+
+ if ( window->Callbacks.MouseWheel )
+ window->Callbacks.MouseWheel(
+ wheel_number,
+ direction,
+ window->State.MouseX,
+ window->State.MouseY
+ ) ;
+ else // No mouse wheel, call the mouse button callback twice
+ {
+ window->Callbacks.Mouse ( ( direction > 0 ) ? 4 : 5, GLUT_DOWN, window->State.MouseX, window->State.MouseY ) ;
+ window->Callbacks.Mouse ( ( direction > 0 ) ? 4 : 5, GLUT_UP, window->State.MouseX, window->State.MouseY ) ;
+ }
+
+ fgStructure.Window->State.Modifiers = 0xffffffff;
+ }
+ break ;
+
case WM_SYSKEYDOWN:
case WM_KEYDOWN:
{
int keypress = -1;
POINT mouse_pos ;
- /*
- * Ignore the automatic key repetition if needed:
- */
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
break;
( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
- /*
- * Set the mouse position
- */
GetCursorPos ( &mouse_pos ) ;
ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
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_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:
+ case VK_DELETE:
/*
* The delete key should be treated as an ASCII keypress:
*/
}
}
- /*
- * Execute the special callback, if present, given the conversion was a success:
- */
if( (keypress != -1) && (window->Callbacks.Special != NULL) )
{
- /*
- * Set the current window
- */
fgSetWindow( window );
-
- /*
- * Have the special callback executed:
- */
window->Callbacks.Special( keypress, window->State.MouseX, window->State.MouseY );
}
- /*
- * Thrash the modifiers register now
- */
window->State.Modifiers = 0xffffffff;
}
break;
( ( (GetKeyState( VK_LCONTROL ) < 0 ) || ( GetKeyState( VK_RCONTROL ) < 0 )) ? GLUT_ACTIVE_CTRL : 0 ) |
( ( (GetKeyState( VK_LMENU ) < 0 ) || ( GetKeyState( VK_RMENU ) < 0 )) ? GLUT_ACTIVE_ALT : 0 );
- /*
- * Set the mouse position
- */
GetCursorPos ( &mouse_pos ) ;
ScreenToClient ( window->Window.Handle, &mouse_pos ) ;
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_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:
break ;
default:
{
- /*
- * Call the KeyboardUp callback for a regular character if there is one.
- */
BYTE state[ 256 ];
WORD code[ 2 ];
if( window->Callbacks.KeyboardUp != NULL )
{
- /*
- * Set the current window
- */
fgSetWindow( window );
-
window->Callbacks.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) )
{
- /*
- * Set the current window
- */
fgSetWindow( window );
-
- /*
- * Have the special callback executed:
- */
window->Callbacks.SpecialUp( keypress, window->State.MouseX, window->State.MouseY );
}
- /*
- * Thrash the modifiers register now
- */
window->State.Modifiers = 0xffffffff;
}
break;
case WM_SYSCHAR:
case WM_CHAR:
{
- /*
- * Ignore the automatic key repetition if needed:
- */
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
break;
- /*
- * Clear to go with the keyboard callback, if registered:
- */
if( window->Callbacks.Keyboard != NULL )
{
- /*
- * Set the current window
- */
fgSetWindow( window );
-
- /*
- * 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 );
- /*
- * Have the special callback executed:
- */
window->Callbacks.Keyboard( (char)wParam, window->State.MouseX, window->State.MouseY );
-
- /*
- * Thrash the modifiers register now
- */
window->State.Modifiers = 0xffffffff;
}
}
case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
if ( window->Callbacks.Display )
{
- /*
- * Set the current window
- */
fgSetWindow( window );
window->Callbacks.Display () ;