From: Sylvain Beucler Date: Fri, 4 May 2012 14:52:52 +0000 (+0000) Subject: Add documentation for geometry (ML rip-off) and Android corner-cases X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=commitdiff_plain;h=18530d133238f83763d65e8384111eafe21fd382;p=freeglut Add documentation for geometry (ML rip-off) and Android corner-cases git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@1300 7f0cb862-5218-0410-a997-914c9d46530a --- diff --git a/src/android/fg_main_android.c b/src/android/fg_main_android.c index 54bb583..77d5b96 100644 --- a/src/android/fg_main_android.c +++ b/src/android/fg_main_android.c @@ -185,10 +185,13 @@ int32_t handle_input(struct android_app* app, AInputEvent* event) { if (window == NULL) return EVENT_NOT_HANDLED; - /* FIXME: in Android, when key is repeated, down and up events - happen most often at the exact same time. This makes it - impossible to animate based on key press time. */ - /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */ + /* FIXME: in Android, when a key is repeated, down + and up events happen most often at the exact same time. This + makes it impossible to animate based on key press time. */ + /* e.g. down/up/wait/down/up rather than down/wait/down/wait/up */ + /* This looks like a bug in the virtual keyboard system :/ Real + buttons such as the Back button appear to work correctly (series + of down events with proper getRepeatCount value */ if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_KEY) { /* LOGI("action: %d", AKeyEvent_getAction(event)); */ @@ -317,10 +320,10 @@ void handle_cmd(struct android_app* app, int32_t cmd) { break; case APP_CMD_INIT_WINDOW: /* surfaceCreated */ /* The window is being shown, get it ready. */ - LOGI("handle_cmd: APP_CMD_INIT_WINDOW"); + LOGI("handle_cmd: APP_CMD_INIT_WINDOW %p", app->window); fgDisplay.pDisplay.single_native_window = app->window; - /* glPlatformOpenWindow was waiting for Handle to be defined and - will now return from fgPlatformProcessSingleEvent() */ + /* start|resume: glPlatformOpenWindow was waiting for Handle to be + defined and will now continue processing */ break; case APP_CMD_GAINED_FOCUS: LOGI("handle_cmd: APP_CMD_GAINED_FOCUS"); @@ -450,6 +453,9 @@ void fgPlatformProcessSingleEvent ( void ) if (app->destroyRequested != 1) { /* Android is full-screen only, simplified call.. */ /* Ideally we'd have a fgPlatformReopenWindow() */ + /* If we're hidden by a non-fullscreen or translucent activity, + we'll be paused but not stopped, and keep the current + surface; in which case fgPlatformOpenWindow will no-op. */ fgPlatformOpenWindow(window, "", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_FALSE); /* TODO: INVOKE_WCB(*window, Pause?); */ /* TODO: INVOKE_WCB(*window, LoadResources/ContextLost/...?); */ diff --git a/src/fg_geometry.c b/src/fg_geometry.c index 07e4159..0ab14ac 100644 --- a/src/fg_geometry.c +++ b/src/fg_geometry.c @@ -55,6 +55,8 @@ * from face to face. */ +/** See comment for fghDrawGeometryWire **/ + /* Version for OpenGL (ES) 1.1 */ #ifndef GL_ES_VERSION_2_0 static void fghDrawGeometryWire11(GLfloat *vertices, GLfloat *normals, @@ -198,6 +200,20 @@ static void fghDrawGeometryWire20(GLfloat *vertices, GLfloat *normals, GLsizei n fghDeleteBuffers(1, &ibo_elements2); } +/** + * Draw geometric shape in wire mode (only edges) + * + * Arguments: the sphere, in wire mode, consists of multiple line + * loops for the stacks, and for the slices. The vertex indices for + * all slices are thrown together. numParts is how many separate loops + * are in the array, numVertIdxsPerPart is how many vertices there are + * per loop. For those suffixed with 2, its exactly the same + * principle, the number of stacks and slices is not the same. + * + * Feel free to contribute better naming ;) + * + * See comment for fghDrawGeometrySolid + */ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numVertices, GLushort *vertIdxs, GLsizei numParts, GLsizei numVertPerPart, GLenum vertexMode, GLushort *vertIdxs2, GLsizei numParts2, GLsizei numVertPerPart2 @@ -221,15 +237,6 @@ static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei num } -/* Draw the geometric shape with filled triangles - * - * - If the shape is naturally triangulated (numEdgePerFace==3), each - * vertex+normal pair is used only once, so no vertex indices. - * - * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some - * vertex+normal pairs are reused, so use vertex indices. - */ - /* Version for OpenGL (ES) 1.1 */ #ifndef GL_ES_VERSION_2_0 static void fghDrawGeometrySolid11(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs, @@ -346,6 +353,14 @@ static void fghDrawGeometrySolid20(GLfloat *vertices, GLfloat *normals, GLushort fghDeleteBuffers(1, &ibo_elements); } +/* Draw the geometric shape with filled triangles + * + * - If the shape is naturally triangulated (numEdgePerFace==3), each + * vertex+normal pair is used only once, so no vertex indices. + * + * - If the shape was triangulated (DECOMPOSE_TO_TRIANGLE), some + * vertex+normal pairs are reused, so use vertex indices. + */ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort *vertIdxs, GLsizei numVertices, GLsizei numParts, GLsizei numVertIdxsPerPart) { @@ -364,6 +379,8 @@ static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLushort * #endif } + + /* Shape decomposition to triangles * We'll use glDrawElements to draw all shapes that are not naturally * composed of triangles, so generate an index vector here, using the