Commit, mostly of work from John:

* Removed some say-nothing-useful comments.
 * Added some tentative mouse-wheel support.
 * Fairly massive reformatting of code.

I made some secondary changes to his changes:

 * One compilation error was fixed (missing close-paren + semicolon).
 * Deleted a few ore say-nothing-useful comments.
 * Some of John's code was strangely formatted to the point that it
   seemed completely out of place, so I took the liberty of reformatting
   it.  Since I used GNU EMACS's <tab> key (which re-indents rather than
   inserts TAB characters), I had to propogate some indentation changes
   a little further than the bare necessity to match up with John's
   changes.  (John seems to shoot for 2-space indents, while EMACS
   (and I, I confess) strongly prefer 4-space indents.  The code that
   I was re-indenting had been put to 8-space indents, however.)

I have *not* tested the code beyond compiling.  I assume that John did
(and that the compilation error was a result a minor change just before
asking me to commit).


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@255 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
rkrolib 2003-10-28 20:17:39 +00:00
parent 12bdb86d17
commit 4672072aa7
5 changed files with 175 additions and 304 deletions

View File

@ -66,6 +66,7 @@ FGAPI void FGAPIENTRY glutLeaveMainLoop( void );
/*
* Window-specific callback functions, see freeglut_callbacks.c
*/
FGAPI void FGAPIENTRY glutMouseWheelFunc( void (* callback)( int, int, int, int ) );
FGAPI void FGAPIENTRY glutCloseFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutWMCloseFunc( void (* callback)( void ) );
/* A. Donev: Also a destruction callback for menus */

View File

@ -49,8 +49,8 @@
void FGAPIENTRY glutDisplayFunc( void (* callback)( void ) )
{
if( !callback )
fgError ("Fatal error in program. NULL display callback not "
"permitted in GLUT 3.0+ or freeglut 2.0.1+\n");
fgError ("Fatal error in program. NULL display callback not "
"permitted in GLUT 3.0+ or freeglut 2.0.1+\n");
SET_CALLBACK( Display );
fgStructure.Window->State.Redisplay = TRUE;
}
@ -99,8 +99,8 @@ void FGAPIENTRY glutTimerFunc( unsigned int timeOut, void (* callback)( int ), i
timer = (SFG_Timer *)calloc( sizeof(SFG_Timer), 1 );
if (!timer)
fgError ("Fatal error: "
"Memory allocation failure in glutTimerFunc()\n");
fgError ("Fatal error: "
"Memory allocation failure in glutTimerFunc()\n");
timer->Callback = callback;
timer->ID = timerID;
@ -172,6 +172,14 @@ void FGAPIENTRY glutMouseFunc( void (* callback)( int, int, int, int ) )
SET_CALLBACK( Mouse );
}
/*
* Sets the mouse wheel callback for the current window
*/
void FGAPIENTRY glutMouseWheelFunc( void (* callback)( int, int, int, int ) )
{
SET_CALLBACK( MouseWheel );
}
/*
* Sets the mouse motion callback for the current window (one or more buttons
* are pressed)
@ -215,7 +223,7 @@ void FGAPIENTRY glutWMCloseFunc( void (* callback)( void ) )
void FGAPIENTRY glutMenuDestroyFunc( void (* callback)( void ) )
{
if( fgStructure.Menu == NULL )
return;
return;
fgStructure.Menu->Destroy = callback;
}

View File

@ -89,6 +89,7 @@ static struct name_address_pair glut_functions[] = {
{ "glutReshapeFunc", (void *) glutReshapeFunc },
{ "glutKeyboardFunc", (void *) glutKeyboardFunc },
{ "glutMouseFunc", (void *) glutMouseFunc },
{ "glutMouseWheelFunc", (void *) glutMouseWheelFunc },
{ "glutMotionFunc", (void *) glutMotionFunc },
{ "glutPassiveMotionFunc", (void *) glutPassiveMotionFunc },
{ "glutEntryFunc", (void *) glutEntryFunc },

View File

@ -120,6 +120,7 @@ typedef void (* FGCBvisibility )( int );
typedef void (* FGCBkeyboard )( unsigned char, int, int );
typedef void (* FGCBspecial )( int, int, int );
typedef void (* FGCBmouse )( int, int, int, int );
typedef void (* FGCBmousewheel )( int, int, int, int );
typedef void (* FGCBmotion )( int, int );
typedef void (* FGCBpassive )( int, int );
typedef void (* FGCBentry )( int );
@ -244,9 +245,10 @@ struct tagSFG_State
int GameModeDepth; /* The pixel depth for game mode */
int GameModeRefresh; /* The refresh rate for game mode */
int ActionOnWindowClose; /* Action when user clicks "x" on window header bar */
fgExecutionState ExecState; /* Current state of the GLUT execution */
char *ProgramName;
int ActionOnWindowClose ; /* Action when user clicks "x" on window header bar */
fgExecutionState ExecState ; /* Current state of the GLUT execution */
char *ProgramName ; /* Name of the program invoking the "freeglut" library" */
};
/*
@ -368,6 +370,7 @@ struct tagSFG_WindowCallbacks
FGCBspecial Special;
FGCBspecialUp SpecialUp;
FGCBmouse Mouse;
FGCBmousewheel MouseWheel;
FGCBmotion Motion;
FGCBpassive Passive;
FGCBentry Entry;

View File

@ -70,6 +70,7 @@
* Calls a window's redraw method. This is used when
* a redraw is forced by the incoming window messages.
*/
static void fghRedrawWindowByHandle
#if TARGET_HOST_UNIX_X11
( Window handle )
@ -78,13 +79,12 @@ static void fghRedrawWindowByHandle
#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();
}
@ -100,10 +100,11 @@ static void fghReshapeWindowByHandle
( 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 );
@ -120,7 +121,7 @@ static void fghReshapeWindowByHandle
window->State.Redisplay = TRUE ;
if ( window->IsMenu )
fgSetWindow ( current_window ) ;
fgSetWindow ( current_window ) ;
}
/*
@ -164,6 +165,7 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
(window->State.Visible == TRUE) )
{
window->State.Redisplay = FALSE;
RedrawWindow(
window->Window.Handle, NULL, NULL,
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
@ -184,6 +186,7 @@ static void fghDisplayAll( void )
enumerator.found = FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbDisplayWindow, &enumerator );
}
@ -199,6 +202,7 @@ static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumera
fgJoystickPollWindow( window );
window->State.JoystickLastPoll = checkTime;
}
fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
}
@ -211,6 +215,7 @@ static void fghCheckJoystickPolls( void )
enumerator.found = FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
}
@ -229,13 +234,14 @@ static void fghCheckTimers( void )
* For every timer that is waiting for triggering
*/
for( timer = (SFG_Timer *)fgState.Timers.First;
timer;
timer = (SFG_Timer *)next )
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 );
}
}
@ -246,10 +252,10 @@ static void fghCheckTimers( void )
*/
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 );
}
}
@ -262,12 +268,12 @@ long fgElapsedTime( void )
#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);
@ -436,14 +442,17 @@ void FGAPIENTRY glutMainLoopEvent( void )
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:
@ -637,10 +646,10 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/
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 ;
}
/*
@ -653,7 +662,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/
fgSetWindow ( window->ActiveMenu->ParentWindow ) ;
break; /* I think this should stay in -- an active menu should absorb the mouse motion */
break;
}
/*
@ -715,15 +724,15 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/
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.
@ -738,47 +747,46 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/
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 ( 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 ;
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 ) ;
/* 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 ) ;
/* 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 ;
/*
* 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.
@ -799,9 +807,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
}
/*
* 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;
/*
@ -822,14 +830,41 @@ void FGAPIENTRY glutMainLoopEvent( void )
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
@ -847,7 +882,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
/*
* A key has been pressed, find the window that had the focus:
*/
GETWINDOW( xkey ); GETMOUSE( xkey );
GETWINDOW( xkey );
GETMOUSE( xkey );
if( event.type == KeyPress )
{
@ -964,9 +1000,6 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/
if( (special_cb != NULL) && (special != -1) )
{
/*
* Set the current window
*/
fgSetWindow( window );
/*
@ -999,30 +1032,21 @@ void FGAPIENTRY glutMainLoopEvent( void )
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 () ;
}
/*
@ -1051,6 +1075,7 @@ void FGAPIENTRY glutMainLoop( void )
if ( window->Callbacks.Visibility != NULL )
{
SFG_Window *current_window = fgStructure.Window ;
fgSetWindow( window );
window->Callbacks.Visibility ( window->State.Visible ) ;
fgSetWindow( current_window );
@ -1061,16 +1086,17 @@ void FGAPIENTRY glutMainLoop( void )
#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();
}
}
@ -1111,9 +1137,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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:
@ -1123,32 +1146,15 @@ 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 )
{
/*
* 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) ) ;
@ -1162,9 +1168,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
}
else
{
/*
* Setup the pixel format of our window
*/
fgSetupPixelFormat( window, FALSE, PFD_MAIN_PLANE );
if ( fgState.UseCurrentContext == TRUE )
@ -1177,14 +1180,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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;
@ -1254,28 +1250,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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;
@ -1289,7 +1270,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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 )
@ -1305,10 +1286,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
* 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;
@ -1320,20 +1297,11 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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 ;
/*
@ -1344,57 +1312,28 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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;
@ -1409,15 +1348,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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;
@ -1429,16 +1362,10 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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 ) );
@ -1485,51 +1412,25 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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,
@ -1537,22 +1438,53 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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;
@ -1565,9 +1497,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
( ( (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 ) ;
@ -1581,9 +1510,6 @@ 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 );
@ -1596,10 +1522,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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:
*/
@ -1610,25 +1533,12 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
}
}
/*
* 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;
@ -1648,9 +1558,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
( ( (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 ) ;
@ -1663,9 +1570,6 @@ 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 );
@ -1678,9 +1582,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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:
@ -1694,9 +1595,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
break ;
default:
{
/*
* Call the KeyboardUp callback for a regular character if there is one.
*/
BYTE state[ 256 ];
WORD code[ 2 ];
@ -1707,35 +1605,18 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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;
@ -1743,38 +1624,18 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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;
}
}
@ -1783,9 +1644,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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 () ;