redisplay is now also on the work list instead of handled separately
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1614 7f0cb862-5218-0410-a997-914c9d46530a
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28539c8e95
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5658b01337
@ -495,6 +495,8 @@ void fgPlatformProcessWork(SFG_Window *window)
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/* Now clear it so that any callback generated by the actions below can set work again */
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window->State.WorkMask = 0;
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if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */
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{
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/* This is before the first display callback: call a few callbacks to inform user of window size, position, etc
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* we know this is before the first display callback of a window as for all windows GLUT_INIT_WORK is set when
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* they are opened, and work is done before displaying in the mainloop.
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@ -564,3 +566,13 @@ void fgPlatformProcessWork(SFG_Window *window)
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}
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}
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if (workMask & GLUT_DISPLAY_WORK)
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{
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if( window->State.Visible )
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fghRedrawWindow ( window );
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/* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */
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window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
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}
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}
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@ -47,7 +47,7 @@ void FGAPIENTRY glutPostRedisplay( void )
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" with no current window defined.", "glutPostRedisplay" ) ;
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}
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fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
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fgStructure.CurrentWindow->State.WorkMask |= GLUT_DISPLAY_WORK;
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}
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/*
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@ -98,7 +98,7 @@ void FGAPIENTRY glutPostWindowRedisplay( int windowID )
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutPostWindowRedisplay" );
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window = fgWindowByID( windowID );
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freeglut_return_if_fail( window );
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window->State.Redisplay = GL_TRUE;
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window->State.WorkMask |= GLUT_DISPLAY_WORK;
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}
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/*** END OF FILE ***/
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@ -392,6 +392,7 @@ struct tagSFG_Context
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#define GLUT_SIZE_WORK (1<<3)
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#define GLUT_ZORDER_WORK (1<<4)
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#define GLUT_FULL_SCREEN_WORK (1<<5)
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#define GLUT_DISPLAY_WORK (1<<6)
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/*
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* An enumeration containing the state of the GLUT execution:
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@ -457,12 +458,8 @@ struct tagSFG_WindowState /* as per notes above, sizes always refer to the cli
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int DesiredZOrder; /* desired window Z Order position */
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fgDesiredVisibility DesiredVisibility;/* desired visibility (hidden, iconic, shown/normal) */
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SFG_PlatformWindowState pWState; /* Window width/height (X11) or rectangle/style (Windows) from before a resize, and other stuff only needed on specific platforms */
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GLboolean Redisplay; /* Do we have to redisplay? */
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long JoystickPollRate; /* The joystick polling rate */
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fg_time_t JoystickLastPoll; /* When the last poll happened */
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@ -92,7 +92,7 @@ void fghOnReshapeNotify(SFG_Window *window, int width, int height, GLboolean for
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* window.
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* DN: Hmm.. the above sounds like a concern only in single buffered mode...
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*/
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glutPostRedisplay( );
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window->State.WorkMask |= GLUT_DISPLAY_WORK;
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if( window->IsMenu )
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fgSetWindow( saved_window );
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}
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@ -179,33 +179,6 @@ static void fghProcessWork( void )
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fgEnumWindows( fghcbProcessWork, &enumerator );
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}
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static void fghcbDisplayWindow( SFG_Window *window,
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SFG_Enumerator *enumerator )
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{
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if( window->State.Redisplay &&
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window->State.Visible )
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{
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window->State.Redisplay = GL_FALSE;
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fghRedrawWindow ( window );
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}
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fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
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}
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/*
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* Make all windows perform a display call
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*/
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static void fghDisplayAll( void )
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{
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SFG_Enumerator enumerator;
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enumerator.found = GL_FALSE;
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enumerator.data = NULL;
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fgEnumWindows( fghcbDisplayWindow, &enumerator );
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}
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/*
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* Window enumerator callback to check for the joystick polling code
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*/
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@ -357,29 +330,28 @@ void fgWarning( const char *fmt, ... )
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/*
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* Indicates whether a redisplay is pending for ANY window.
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* Indicates whether work is pending for ANY window.
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*
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* The current mechanism is to walk all of the windows and ask if
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* a redisplay is pending. We have a short-circuit early
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* return if we find any.
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* work is pending. We have a short-circuit early return if we find any.
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*/
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static void fghHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
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static void fghHavePendingWorkCallback( SFG_Window* w, SFG_Enumerator* e)
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{
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if( w->State.Redisplay && w->State.Visible )
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if( w->State.WorkMask )
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{
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e->found = GL_TRUE;
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e->data = w;
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return;
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}
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fgEnumSubWindows( w, fghHavePendingRedisplaysCallback, e );
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fgEnumSubWindows( w, fghHavePendingWorkCallback, e );
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}
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static int fghHavePendingRedisplays (void)
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static int fghHavePendingWork (void)
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{
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SFG_Enumerator enumerator;
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enumerator.found = GL_FALSE;
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enumerator.data = NULL;
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fgEnumWindows( fghHavePendingRedisplaysCallback, &enumerator );
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fgEnumWindows( fghHavePendingWorkCallback, &enumerator );
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return !!enumerator.data;
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}
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@ -405,7 +377,7 @@ static void fghSleepForEvents( void )
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{
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fg_time_t msec;
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if( fghHavePendingRedisplays( ) )
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if( fghHavePendingWork( ) )
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return;
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msec = fghNextTimer( );
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@ -433,12 +405,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
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if (fgState.NumActiveJoysticks>0) /* If zero, don't poll joysticks */
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fghCheckJoystickPolls( );
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/* Perform work on the window (position, reshape, etc) */
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/* Perform work on the window (position, reshape, display, etc) */
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fghProcessWork( );
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/* Display */
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fghDisplayAll( );
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fgCloseWindows( );
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}
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@ -207,7 +207,7 @@ static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
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if( menuEntry != menu->ActiveEntry )
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{
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menu->Window->State.Redisplay = GL_TRUE;
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menu->Window->State.WorkMask |= GLUT_DISPLAY_WORK;
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if( menu->ActiveEntry )
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menu->ActiveEntry->IsActive = GL_FALSE;
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}
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@ -277,7 +277,7 @@ static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
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( !menu->ActiveEntry->SubMenu ||
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!menu->ActiveEntry->SubMenu->IsActive ) )
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{
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menu->Window->State.Redisplay = GL_TRUE;
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menu->Window->State.WorkMask |= GLUT_DISPLAY_WORK;
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menu->ActiveEntry->IsActive = GL_FALSE;
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menu->ActiveEntry = NULL;
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}
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@ -295,7 +295,7 @@ void FGAPIENTRY glutShowWindow( void )
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fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
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fgStructure.CurrentWindow->State.DesiredVisibility = DesireNormalState;
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fgStructure.CurrentWindow->State.Redisplay = GL_TRUE;
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fgStructure.CurrentWindow->State.WorkMask |= GLUT_DISPLAY_WORK;
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}
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/*
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@ -309,7 +309,7 @@ void FGAPIENTRY glutHideWindow( void )
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fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
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fgStructure.CurrentWindow->State.DesiredVisibility = DesireHiddenState;
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fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
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fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
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}
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/*
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@ -323,7 +323,7 @@ void FGAPIENTRY glutIconifyWindow( void )
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fgStructure.CurrentWindow->State.WorkMask |= GLUT_VISIBILITY_WORK;
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fgStructure.CurrentWindow->State.DesiredVisibility = DesireIconicState;
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fgStructure.CurrentWindow->State.Redisplay = GL_FALSE;
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fgStructure.CurrentWindow->State.WorkMask &= ~GLUT_DISPLAY_WORK;
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}
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/*
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@ -893,9 +893,9 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
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* force redisplay so display keeps running during dragging.
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* Screen still wont update when not moving the cursor though...
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*/
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/* PRECT prect = (PRECT) lParam; */
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RECT rect;
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/* printf("WM_SIZING: nc-area: %i,%i\n",prect->right-prect->left,prect->bottom-prect->top); */
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/* PRECT prect = (PRECT) lParam;
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printf("WM_SIZING: nc-area: %i,%i\n",prect->right-prect->left,prect->bottom-prect->top); */
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/* Get client area, the rect in lParam is including non-client area. */
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fghGetClientArea(&rect,window,FALSE);
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@ -1066,12 +1066,12 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
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if (wParam)
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{
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fghPlatformOnWindowStatusNotify(window, GL_TRUE, GL_FALSE);
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window->State.Redisplay = GL_TRUE;
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window->State.WorkMask |= GLUT_DISPLAY_WORK;
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}
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else
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{
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fghPlatformOnWindowStatusNotify(window, GL_FALSE, GL_FALSE);
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window->State.Redisplay = GL_FALSE;
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window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
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}
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break;
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@ -1092,7 +1092,7 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
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BeginPaint( hWnd, &ps );
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EndPaint( hWnd, &ps );
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window->State.Redisplay = GL_TRUE;
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window->State.WorkMask |= GLUT_DISPLAY_WORK;
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}
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lRet = 0; /* As per docs, should return 0 */
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}
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@ -1384,7 +1384,7 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
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#if !defined(_WIN32_WCE)
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case WM_SYNCPAINT: /* 0x0088 */
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/* Another window has moved, need to update this one */
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window->State.Redisplay = GL_TRUE;
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window->State.WorkMask |= GLUT_DISPLAY_WORK;
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lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
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/* Help screen says this message must be passed to "DefWindowProc" */
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break;
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@ -1548,6 +1548,8 @@ void fgPlatformProcessWork(SFG_Window *window)
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/* Now clear it so that any callback generated by the actions below can set work again */
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window->State.WorkMask = 0;
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if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */
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{
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/* This is before the first display callback: call a few callbacks to inform user of window size, position, etc
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* we know this is before the first display callback of a window as for all windows GLUT_INIT_WORK is set when
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* they are opened, and work is done before displaying in the mainloop.
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@ -1777,3 +1779,13 @@ void fgPlatformProcessWork(SFG_Window *window)
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ShowWindow( win->Window.Handle, cmdShow );
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}
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}
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if (workMask & GLUT_DISPLAY_WORK)
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{
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if( window->State.Visible )
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fghRedrawWindow ( window );
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/* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */
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window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
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}
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}
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@ -698,7 +698,7 @@ void fgPlatformProcessSingleEvent ( void )
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if( event.xexpose.count == 0 )
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{
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GETWINDOW( xexpose );
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window->State.Redisplay = GL_TRUE;
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window->State.WorkMask |= GLUT_DISPLAY_WORK;
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}
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break;
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@ -1085,6 +1085,8 @@ void fgPlatformProcessWork(SFG_Window *window)
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/* Now clear it so that any callback generated by the actions below can set work again */
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window->State.WorkMask = 0;
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if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */
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{
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/* This is before the first display callback: call a few callbacks to inform user of window size, position, etc
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* we know this is before the first display callback of a window as for all windows GLUT_INIT_WORK is set when
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* they are opened, and work is done before displaying in the mainloop.
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@ -1146,3 +1148,13 @@ void fgPlatformProcessWork(SFG_Window *window)
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}
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}
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if (workMask & GLUT_DISPLAY_WORK)
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{
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if( window->State.Visible )
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fghRedrawWindow ( window );
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/* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */
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window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
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}
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}
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