Many updates from John Fay.
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@31 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
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c00890a4b5
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@ -182,8 +182,8 @@ void FGAPIENTRY glutJoystickFunc( void (* callback)( unsigned int, int, int, int
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fgStructure.Window->State.JoystickLastPoll =
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fgElapsedTime() - fgStructure.Window->State.JoystickPollRate;
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if( fgStructure.Window->State.JoystickLastPoll < 0.0 )
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fgStructure.Window->State.JoystickLastPoll = 0.0;
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if( fgStructure.Window->State.JoystickLastPoll < 0 )
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fgStructure.Window->State.JoystickLastPoll = 0;
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}
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/*
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@ -218,6 +218,19 @@ void FGAPIENTRY glutEntryFunc( void (* callback)( int ) )
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SET_CALLBACK( Entry );
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}
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/*
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* Window destruction callbacks
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*/
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void FGAPIENTRY glutCloseFunc( void (* callback)( void ) )
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{
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SET_CALLBACK( Destroy );
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}
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void FGAPIENTRY glutWMCloseFunc( void (* callback)( void ) )
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{
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glutCloseFunc( callback );
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}
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/*
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* Deprecated version of glutMenuStatusFunc callback setting method
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*/
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@ -43,7 +43,6 @@
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*
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* fgDisplayCursor() -- this waits for better times
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* glutSetCursor() -- both X and Win32 mappings are incomplete
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* glutWarpPointer() -- check the Win32 version
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*
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* It would be good to use custom mouse cursor shapes, and introduce
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* an option to display them using glBitmap() and/or texture mapping,
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@ -112,7 +111,14 @@ void FGAPIENTRY glutSetCursor( int cursorID )
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/*
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* This is a temporary solution only...
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*/
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# define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); break;
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// Set the cursor AND change it for this window class.
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# define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
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SetClassLong(fgStructure.Window->Window.Handle,GCL_HCURSOR,(LONG)LoadCursor(NULL,b)); \
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break;
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// Nuke the cursor AND change it for this window class.
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# define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
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SetClassLong(fgStructure.Window->Window.Handle,GCL_HCURSOR,(LONG)NULL); \
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break;
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switch( cursorID )
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{
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@ -126,10 +132,11 @@ void FGAPIENTRY glutSetCursor( int cursorID )
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MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
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MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
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MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
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MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO );
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//MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO );
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ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
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default:
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MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_UPARROW );
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MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
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}
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#endif
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@ -37,8 +37,7 @@
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/*
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* TODO BEFORE THE STABLE RELEASE:
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*
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* glutStrokeCharacter() -- stroke fonts not implemented, uses a bitmap font instead
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* glutStrokeWidth() -- stroke fonts not implemented, uses a bitmap font instead
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* Test things out ...
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*/
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/* -- IMPORT DECLARATIONS -------------------------------------------------- */
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@ -164,8 +163,8 @@ void FGAPIENTRY glutBitmapCharacter( void* fontID, int character )
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*/
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glBitmap(
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face[ 0 ], font->Height, /* The bitmap's width and height */
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0, 0, /* The origin -- what the hell? */
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face[ 0 ] + 1, 0, /* The raster advance -- inc. x */
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font->xorig, font->yorig, /* The origin -- what on earth? */
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(float)(face[ 0 ] + 1), 0.0, /* The raster advance -- inc. x */
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(face + 1) /* The packed bitmap data... */
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);
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@ -177,10 +176,67 @@ void FGAPIENTRY glutBitmapCharacter( void* fontID, int character )
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void FGAPIENTRY glutBitmapString( void* fontID, const char *string )
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{
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int i;
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int c;
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int numchar = strlen ( string ) ;
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for( i=0; i<strlen( string ); i++ )
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glutBitmapCharacter( fontID, string[ i ] );
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/*
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* First of all we'll need a font to use
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*/
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SFG_Font* font = fghFontByID( fontID );
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float raster_position[4] ;
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glGetFloatv ( GL_CURRENT_RASTER_POSITION, raster_position ) ;
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/*
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* Save the old pixel store settings
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*/
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glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT );
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/*
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* Set up the pixel unpacking ways
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*/
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glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
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glPixelStorei( GL_UNPACK_LSB_FIRST, GL_FALSE );
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glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
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glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 );
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glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 );
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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/*
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* Step through the string, drawing each character.
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* A carriage return will simply translate the next character's insertion point back to the
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* start of the line and down one line.
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*/
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for( c = 0; c < numchar; c++ )
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{
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if ( ( string[ c ] >= 0 ) && ( string[ c ] < 256 ) )
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{
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if ( string[c] == '\n' )
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{
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raster_position[1] -= (float)font->Height ;
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glRasterPos4fv ( raster_position ) ;
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}
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else /* Not a carriage return, draw the bitmap character */
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{
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const GLubyte* face = font->Characters[ string[ c ] - 1 ] ;
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/*
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* We'll use a glBitmap call to draw the font.
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*/
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glBitmap(
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face[ 0 ], font->Height, /* The bitmap's width and height */
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font->xorig, font->yorig, /* The origin -- what on earth? */
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(float)(face[ 0 ] + 1), 0.0, /* The raster advance -- inc. x */
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(face + 1) /* The packed bitmap data... */
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) ;
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}
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}
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}
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/*
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* Restore the old pixel store settings
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*/
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glPopClientAttrib();
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}
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/*
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@ -204,6 +260,60 @@ int FGAPIENTRY glutBitmapWidth( void* fontID, int character )
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return( *(font->Characters[ character - 1 ]) + 1 );
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}
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/*
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* Return the width of a string drawn using a bitmap font
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*/
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int FGAPIENTRY glutBitmapLength( void* fontID, const char* string )
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{
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int c, length = 0, this_line_length = 0;
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/*
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* First of all, grab the font we need
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*/
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SFG_Font* font = fghFontByID( fontID );
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/*
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* Step through the characters in the string, adding up the width of each one
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*/
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int numchar = strlen ( string ) ;
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for( c = 0; c < numchar; c++ )
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{
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if ( ( string[ c ] >= 0 ) && ( string[ c ] < 256 ) )
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{
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if ( string[ c ] == '\n' ) /* Carriage return, reset the length of this line */
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{
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if ( length < this_line_length ) length = this_line_length ;
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this_line_length = 0 ;
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}
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else /* Not a carriage return, increment the length of this line */
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this_line_length += *(font->Characters[ string[ c ] - 1 ]) + 1 ;
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}
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}
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if ( length < this_line_length ) length = this_line_length ;
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/*
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* Return the result now
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*/
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return( length );
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}
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/*
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* Returns the height of a bitmap font
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*/
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int FGAPIENTRY glutBitmapHeight( void* fontID )
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{
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/*
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* See which font are we queried about
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*/
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SFG_Font* font = fghFontByID( fontID );
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/*
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* Return the character set's height
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*/
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return( font->Height );
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}
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/*
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* Draw a stroke character
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*/
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@ -241,6 +351,55 @@ void FGAPIENTRY glutStrokeCharacter( void* fontID, int character )
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glTranslatef(schar->Right, 0.0, 0.0);
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}
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void FGAPIENTRY glutStrokeString( void* fontID, const char *string )
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{
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int c, i, j;
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int numchar = strlen ( string ) ;
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float length = 0.0 ;
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/*
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* First of all we'll need a font to use
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*/
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SFG_StrokeFont* font = fghStrokeByID( fontID );
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/*
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* Step through the string, drawing each character.
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* A carriage return will simply translate the next character's insertion point back to the
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* start of the line and down one line.
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*/
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for( c = 0; c < numchar; c++ )
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{
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if ( ( string[ c ] >= 0 ) && ( string[ c ] < font->Quantity ) )
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{
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if ( string[c] == '\n' )
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{
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glTranslatef ( -length, -(float)(font->Height), 0.0 ) ;
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length = 0.0 ;
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}
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else /* Not a carriage return, draw the bitmap character */
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{
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const SFG_StrokeChar *schar = font->Characters[string[c]];
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if ( schar != NULL )
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{
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const SFG_StrokeStrip *strip = schar->Strips;
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for (i = 0; i < schar->Number; i++, strip++)
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{
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glBegin(GL_LINE_STRIP);
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for(j = 0; j < strip->Number; j++)
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glVertex2f(strip->Vertices[j].X, strip->Vertices[j].Y);
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glEnd();
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}
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length += schar->Right ;
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glTranslatef(schar->Right, 0.0, 0.0);
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}
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}
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}
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}
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}
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/*
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* Return the width in pixels of a stroke character
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*/
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@ -255,32 +414,13 @@ int FGAPIENTRY glutStrokeWidth( void* fontID, int character )
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/*
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* Make sure the character we want to output is valid
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*/
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freeglut_return_if_fail( character >= 0 && character < font->Quantity );
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freeglut_return_val_if_fail( character >= 0 && character < font->Quantity, 0 );
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schar = font->Characters[character];
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freeglut_return_if_fail( schar );
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freeglut_return_val_if_fail( schar, 0 );
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return (schar->Right);
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}
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/*
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* Return the width of a string drawn using a bitmap font
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*/
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int FGAPIENTRY glutBitmapLength( void* fontID, const char* string )
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{
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int i, length = 0;
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/*
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* Using glutBitmapWidth() function to calculate the result
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*/
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for( i=0; i<strlen( string ); i++ )
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length += glutBitmapWidth( fontID, string[ i ] );
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/*
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* Return the result now
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*/
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return( length );
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return ((int)(schar->Right + 0.5));
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}
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/*
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@ -288,34 +428,43 @@ int FGAPIENTRY glutBitmapLength( void* fontID, const char* string )
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*/
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int FGAPIENTRY glutStrokeLength( void* fontID, const char* string )
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{
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int i, length = 0;
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int c;
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float length = 0.0;
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float this_line_length = 0.0 ;
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/*
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* Using glutStrokeWidth() function to calculate the result
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* First of all we'll need a font to use
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*/
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for( i=0; i<strlen( string ); i++ )
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length += glutStrokeWidth( fontID, string[ i ] );
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SFG_StrokeFont* font = fghStrokeByID( fontID );
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/*
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* Step through the characters in the string, adding up the width of each one
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*/
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int numchar = strlen ( string ) ;
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for( c = 0; c < numchar; c++ )
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{
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if ( ( string[ c ] >= 0 ) && ( string[ c ] < font->Quantity ) )
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{
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if ( string[ c ] == '\n' ) /* Carriage return, reset the length of this line */
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{
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if ( length < this_line_length ) length = this_line_length ;
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this_line_length = 0.0 ;
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}
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else /* Not a carriage return, increment the length of this line */
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{
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const SFG_StrokeChar *schar = font->Characters[string[c]];
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if ( schar != NULL )
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this_line_length += schar->Right ;
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}
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}
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}
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if ( length < this_line_length ) length = this_line_length ;
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/*
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* Return the result now
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*/
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return( length );
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}
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/*
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* Returns the height of a bitmap font
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*/
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int FGAPIENTRY glutBitmapHeight( void* fontID )
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{
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/*
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* See which font are we queried about
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*/
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SFG_Font* font = fghFontByID( fontID );
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/*
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* Return the character set's height
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*/
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return( font->Height );
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return( (int)(length+0.5) );
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}
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/*
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File diff suppressed because one or more lines are too long
@ -82,9 +82,9 @@ void fghRememberState( void )
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*/
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/* hack to get around my stupid cross-gcc headers */
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#define ENUM_CURRENT_SETTINGS -1
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#define FREEGLUT_ENUM_CURRENT_SETTINGS -1
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EnumDisplaySettings( NULL, ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode );
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EnumDisplaySettings( NULL, FREEGLUT_ENUM_CURRENT_SETTINGS, &fgDisplay.DisplayMode );
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/*
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* Make sure we will be restoring all settings needed
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@ -254,7 +254,7 @@ GLboolean fghChangeDisplayMode( GLboolean haveToTest )
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devMode.dmBitsPerPel, fgState.GameModeRefresh ) )
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{
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/*
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* OKi, we've found a matching display mode, remember it's number and break
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* OKi, we've found a matching display mode, remember its number and break
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*/
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mode = displayModes;
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break;
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@ -355,7 +355,7 @@ int FGAPIENTRY glutEnterGameMode( void )
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/*
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* ...if so, delete it before proceeding...
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*/
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fgDestroyWindow( fgStructure.GameMode, TRUE );
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fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
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}
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else
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{
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@ -434,9 +434,9 @@ void FGAPIENTRY glutLeaveGameMode( void )
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freeglut_return_if_fail( fgStructure.GameMode != NULL );
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/*
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* First of all, have the game mode window created
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* First of all, have the game mode window destroyed
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*/
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fgDestroyWindow( fgStructure.GameMode, TRUE );
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fgAddToWindowDestroyList( fgStructure.GameMode, TRUE );
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#if TARGET_HOST_UNIX_X11
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@ -55,7 +55,14 @@ SFG_Display fgDisplay;
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/*
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* The settings for the current freeglut session
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*/
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SFG_State fgState;
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SFG_State fgState = { { -1, -1, FALSE }, { 300, 300, TRUE }, GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH,
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FALSE, TRUE, FALSE, FALSE, FALSE, TRUE,
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#ifdef TARGET_HOST_WIN32
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{ 0, FALSE },
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#else
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{ { 0, 0 }, FALSE },
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#endif
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{ NULL, NULL }, NULL, NULL, NULL, { 640, 480, TRUE }, 16, 72, GLUT_ACTION_EXIT, GLUT_EXEC_STATE_INIT } ;
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/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
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@ -163,15 +170,13 @@ void fgInitialize( const char* displayName )
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*/
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if( atom == 0 )
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{
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GLboolean retval;
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/*
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* Make sure the unitialized fields are reset to zero
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*/
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ZeroMemory( &wc, sizeof(WNDCLASS) );
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/*
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* Each of the windows should have it's own device context...
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* Each of the windows should have its own device context...
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*/
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wc.style = CS_OWNDC;
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wc.lpfnWndProc = fgWindowProc;
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@ -187,8 +192,8 @@ void fgInitialize( const char* displayName )
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/*
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* Register the window class
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*/
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retval = RegisterClass( &wc );
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assert( retval != FALSE );
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atom = RegisterClass( &wc );
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assert( atom != 0 );
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}
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/*
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@ -250,8 +255,8 @@ void fgDeinitialize( void )
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*/
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while ( (timer = fgState.Timers.First) != NULL )
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{
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fgListRemove(&fgState.Timers, &timer->Node);
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free(timer);
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fgListRemove ( &fgState.Timers, &timer->Node ) ;
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free ( timer ) ;
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}
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/*
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@ -259,6 +264,51 @@ void fgDeinitialize( void )
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*/
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fgJoystickClose();
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/*
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* Reset the state structure
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*/
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fgState.Position.X = -1 ;
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fgState.Position.Y = -1 ;
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fgState.Position.Use = FALSE ;
|
||||
|
||||
fgState.Size.X = 300 ;
|
||||
fgState.Size.Y = 300 ;
|
||||
fgState.Size.Use = TRUE ;
|
||||
|
||||
/*
|
||||
* The default display mode to be used
|
||||
*/
|
||||
fgState.DisplayMode = GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH;
|
||||
|
||||
fgState.ForceDirectContext = FALSE;
|
||||
fgState.TryDirectContext = TRUE;
|
||||
fgState.ForceIconic = FALSE;
|
||||
fgState.GLDebugSwitch = FALSE;
|
||||
fgState.XSyncSwitch = FALSE;
|
||||
fgState.ActionOnWindowClose = GLUT_ACTION_EXIT ;
|
||||
fgState.ExecState = GLUT_EXEC_STATE_INIT ;
|
||||
|
||||
/*
|
||||
* Assume we want to ignore the automatic key repeat
|
||||
*/
|
||||
fgState.IgnoreKeyRepeat = TRUE;
|
||||
|
||||
/*
|
||||
* Set the default game mode settings
|
||||
*/
|
||||
fgState.GameModeSize.X = 640;
|
||||
fgState.GameModeSize.Y = 480;
|
||||
fgState.GameModeDepth = 16;
|
||||
fgState.GameModeRefresh = 72;
|
||||
|
||||
fgState.Time.Set = FALSE ;
|
||||
|
||||
fgState.Timers.First = fgState.Timers.Last = NULL ;
|
||||
fgState.IdleCallback = NULL ;
|
||||
fgState.MenuStateCallback = (FGCBmenuState)NULL ;
|
||||
fgState.MenuStatusCallback = (FGCBmenuStatus)NULL ;
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
|
||||
/*
|
||||
@ -283,7 +333,6 @@ void fgDeinitialize( void )
|
||||
*/
|
||||
void FGAPIENTRY glutInit( int* pargc, char** argv )
|
||||
{
|
||||
char* geometrySettings = NULL;
|
||||
char* displayName = NULL;
|
||||
int i, j, argc = *pargc;
|
||||
|
||||
@ -303,55 +352,12 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
|
||||
*/
|
||||
fgCreateStructure();
|
||||
|
||||
/*
|
||||
* Fill in the default values that have not been passed in yet.
|
||||
*/
|
||||
if( fgState.Position.Use == FALSE )
|
||||
{
|
||||
fgState.Position.X = -1;
|
||||
fgState.Position.Y = -1;
|
||||
}
|
||||
|
||||
if( fgState.Size.Use == FALSE )
|
||||
{
|
||||
fgState.Size.X = 300;
|
||||
fgState.Size.Y = 300;
|
||||
fgState.Size.Use = TRUE;
|
||||
}
|
||||
|
||||
/*
|
||||
* Some more settings to come
|
||||
*/
|
||||
fgState.ForceDirectContext = FALSE;
|
||||
fgState.TryDirectContext = TRUE;
|
||||
fgState.ForceIconic = FALSE;
|
||||
fgState.GLDebugSwitch = FALSE;
|
||||
fgState.XSyncSwitch = FALSE;
|
||||
|
||||
/*
|
||||
* Assume we want to ignore the automatic key repeat
|
||||
*/
|
||||
fgState.IgnoreKeyRepeat = TRUE;
|
||||
|
||||
/*
|
||||
* The default display mode to be used
|
||||
*/
|
||||
fgState.DisplayMode = GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH;
|
||||
|
||||
/*
|
||||
* Set the default game mode settings
|
||||
*/
|
||||
fgState.GameModeSize.X = 640;
|
||||
fgState.GameModeSize.Y = 480;
|
||||
fgState.GameModeDepth = 16;
|
||||
fgState.GameModeRefresh = 72;
|
||||
|
||||
/*
|
||||
* Remember the function's call time
|
||||
*/
|
||||
#ifndef WIN32
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
gettimeofday(&fgState.Time.Value, NULL);
|
||||
#else
|
||||
#elif TARGET_HOST_WIN32
|
||||
fgState.Time.Value = timeGetTime();
|
||||
#endif
|
||||
fgState.Time.Set = TRUE;
|
||||
@ -401,16 +407,44 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
|
||||
*/
|
||||
else if( strcmp( argv[ i ], "-geometry" ) == 0 )
|
||||
{
|
||||
int result, x, y;
|
||||
unsigned int w, h;
|
||||
|
||||
/*
|
||||
* Again, check if there is at least one more argument
|
||||
*/
|
||||
if( ++i >= argc )
|
||||
if ( ++i >= argc )
|
||||
fgError( "-geometry parameter must be followed by window geometry settings" );
|
||||
|
||||
/*
|
||||
* Otherwise make a duplicate of the geometry settings...
|
||||
* Otherwise scan the geometry settings...
|
||||
*/
|
||||
geometrySettings = strdup( argv[ i ] );
|
||||
result = sscanf ( argv[i], "%dx%d+%d+%d", &x, &y, &w, &h );
|
||||
|
||||
/*
|
||||
* Check what we have been supplied with...
|
||||
*/
|
||||
if ( result > 3 )
|
||||
fgState.Size.Y = h ;
|
||||
|
||||
if ( result > 2 )
|
||||
fgState.Size.X = w ;
|
||||
|
||||
if( result > 1 )
|
||||
{
|
||||
if( y < 0 )
|
||||
fgState.Position.Y = fgDisplay.ScreenHeight + y - fgState.Size.Y;
|
||||
else
|
||||
fgState.Position.Y = y;
|
||||
}
|
||||
|
||||
if( result > 0 )
|
||||
{
|
||||
if( x < 0 )
|
||||
fgState.Position.X = fgDisplay.ScreenWidth + x - fgState.Size.X;
|
||||
else
|
||||
fgState.Position.X = x;
|
||||
}
|
||||
|
||||
/*
|
||||
* Have both arguments removed
|
||||
@ -483,18 +517,13 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
|
||||
/*
|
||||
* Have the arguments list compacted now
|
||||
*/
|
||||
for( i=1; i<argc; i++ )
|
||||
j = 2 ;
|
||||
for( i = 1; i < *pargc; i++, j++ )
|
||||
{
|
||||
if( argv[ i ] == NULL )
|
||||
{
|
||||
for( j=i; j<argc; j++ )
|
||||
{
|
||||
if( argv[ j ] != NULL )
|
||||
{
|
||||
argv[ i ] = argv[ j ];
|
||||
argv[ j ] = NULL;
|
||||
}
|
||||
}
|
||||
while ( argv[j] == NULL ) j++ ; /* Guaranteed to end because there are "*pargc" arguments left */
|
||||
argv[i] = argv[j] ;
|
||||
}
|
||||
}
|
||||
|
||||
@ -505,55 +534,6 @@ void FGAPIENTRY glutInit( int* pargc, char** argv )
|
||||
*/
|
||||
fgInitialize( displayName );
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
/*
|
||||
* We can process the default window geometry settings safely now
|
||||
*
|
||||
* WARNING: have this rewritten to be portable. That won't be hard.
|
||||
*/
|
||||
if( geometrySettings != NULL )
|
||||
{
|
||||
int result, x, y;
|
||||
unsigned int w, h;
|
||||
|
||||
/*
|
||||
* Have the settings parsed now. This is easy.
|
||||
* We will use the XParseGeometry function.
|
||||
*/
|
||||
result = XParseGeometry( geometrySettings, &x, &y, &w, &h );
|
||||
|
||||
/*
|
||||
* Check what we have been supplied with...
|
||||
*/
|
||||
if( (result & WidthValue) && (w >= 0) )
|
||||
fgState.Size.X = w;
|
||||
|
||||
if( (result & HeightValue) && (h >= 0) )
|
||||
fgState.Size.Y = h;
|
||||
|
||||
if( result & XValue )
|
||||
{
|
||||
if( result & XNegative )
|
||||
fgState.Position.X = fgDisplay.ScreenWidth + x - fgState.Size.X;
|
||||
else
|
||||
fgState.Position.X = x;
|
||||
}
|
||||
|
||||
if( result & YValue )
|
||||
{
|
||||
if( result & YNegative )
|
||||
fgState.Position.Y = fgDisplay.ScreenHeight + y - fgState.Size.Y;
|
||||
else
|
||||
fgState.Position.Y = y;
|
||||
}
|
||||
|
||||
/*
|
||||
* Free the geometry settings string
|
||||
*/
|
||||
free( geometrySettings );
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Check for the minus one settings for both position and size...
|
||||
*/
|
||||
@ -605,7 +585,7 @@ void FGAPIENTRY glutInitWindowSize( int width, int height )
|
||||
/*
|
||||
* The settings can be disables when both values are negative
|
||||
*/
|
||||
if( (width >= 0) && (height >= 0) )
|
||||
if( (width > 0) && (height > 0) )
|
||||
{
|
||||
/*
|
||||
* We want to specify the initial size of each of the windows
|
||||
@ -617,7 +597,7 @@ void FGAPIENTRY glutInitWindowSize( int width, int height )
|
||||
else
|
||||
{
|
||||
/*
|
||||
* The initial size of each of the windows is specified by the wm
|
||||
* The initial size of each of the windows is specified by the wm (officially this is an error condition)
|
||||
*/
|
||||
fgState.Size.X = -1;
|
||||
fgState.Size.Y = -1;
|
||||
@ -845,7 +825,7 @@ void FGAPIENTRY glutInitDisplayString( char* displayMode )
|
||||
value = strtol( valueString, NULL, 0 );
|
||||
|
||||
/*
|
||||
* Now we need to match the capability string and it's ID
|
||||
* Now we need to match the capability string and its ID
|
||||
*/
|
||||
for( i=0; g_Tokens[ i ]!=NULL; i++ )
|
||||
{
|
||||
@ -921,8 +901,175 @@ void FGAPIENTRY glutInitDisplayString( char* displayMode )
|
||||
}
|
||||
#endif
|
||||
|
||||
#define NUM_TOKENS 28
|
||||
static char* Tokens[] =
|
||||
{
|
||||
"alpha", "acca", "acc", "blue", "buffer", "conformant", "depth", "double", "green",
|
||||
"index", "num", "red", "rgba", "rgb", "luminance", "stencil", "single", "stereo", "samples",
|
||||
"slow", "win32pdf", "xvisual", "xstaticgray", "xgrayscale", "xstaticcolor", "xpseudocolor",
|
||||
"xtruecolor", "xdirectcolor"
|
||||
};
|
||||
|
||||
static int TokenLengths[] =
|
||||
{
|
||||
5, 4, 3, 4, 6, 10, 5, 6, 5,
|
||||
5, 3, 3, 4, 3, 9, 7, 6, 6, 7,
|
||||
4, 8, 7, 11, 10, 12, 12,
|
||||
10, 12
|
||||
};
|
||||
|
||||
void FGAPIENTRY glutInitDisplayString( char* displayMode )
|
||||
{
|
||||
int glut_state_flag = 0 ;
|
||||
/*
|
||||
* Unpack a lot of options from a character string. The options are delimited by blanks or tabs.
|
||||
*/
|
||||
char *token ;
|
||||
int len = strlen ( displayMode ) ;
|
||||
char *buffer = malloc ( (len+1) * sizeof(char) ) ;
|
||||
memcpy ( buffer, displayMode, len ) ;
|
||||
buffer[len] = '\0' ;
|
||||
|
||||
token = strtok ( buffer, " \t" ) ;
|
||||
while ( token )
|
||||
{
|
||||
/*
|
||||
* Process this token
|
||||
*/
|
||||
int i ;
|
||||
for ( i = 0; i < NUM_TOKENS; i++ )
|
||||
{
|
||||
if ( strncmp ( token, Tokens[i], TokenLengths[i] ) == 0 ) break ;
|
||||
}
|
||||
|
||||
switch ( i )
|
||||
{
|
||||
case 0 : /* "alpha": Alpha color buffer precision in bits */
|
||||
glut_state_flag |= GLUT_ALPHA ; /* Somebody fix this for me! */
|
||||
break ;
|
||||
|
||||
case 1 : /* "acca": Red, green, blue, and alpha accumulation buffer precision in bits */
|
||||
break ;
|
||||
|
||||
case 2 : /* "acc": Red, green, and blue accumulation buffer precision in bits with zero bits alpha */
|
||||
glut_state_flag |= GLUT_ACCUM ; /* Somebody fix this for me! */
|
||||
break ;
|
||||
|
||||
case 3 : /* "blue": Blue color buffer precision in bits */
|
||||
break ;
|
||||
|
||||
case 4 : /* "buffer": Number of bits in the color index color buffer */
|
||||
break ;
|
||||
|
||||
case 5 : /* "conformant": Boolean indicating if the frame buffer configuration is conformant or not */
|
||||
break ;
|
||||
|
||||
case 6 : /* "depth": Number of bits of precsion in the depth buffer */
|
||||
glut_state_flag |= GLUT_DEPTH ; /* Somebody fix this for me! */
|
||||
break ;
|
||||
|
||||
case 7 : /* "double": Boolean indicating if the color buffer is double buffered */
|
||||
glut_state_flag |= GLUT_DOUBLE ;
|
||||
break ;
|
||||
|
||||
case 8 : /* "green": Green color buffer precision in bits */
|
||||
break ;
|
||||
|
||||
case 9 : /* "index": Boolean if the color model is color index or not */
|
||||
glut_state_flag |= GLUT_INDEX ;
|
||||
break ;
|
||||
|
||||
case 10 : /* "num": A special capability name indicating where the value represents the Nth frame buffer configuration matching the description string */
|
||||
break ;
|
||||
|
||||
case 11 : /* "red": Red color buffer precision in bits */
|
||||
break ;
|
||||
|
||||
case 12 : /* "rgba": Number of bits of red, green, blue, and alpha in the RGBA color buffer */
|
||||
glut_state_flag |= GLUT_RGBA ; /* Somebody fix this for me! */
|
||||
break ;
|
||||
|
||||
case 13 : /* "rgb": Number of bits of red, green, and blue in the RGBA color buffer with zero bits alpha */
|
||||
glut_state_flag |= GLUT_RGB ; /* Somebody fix this for me! */
|
||||
break ;
|
||||
|
||||
case 14 : /* "luminance": Number of bits of red in the RGBA and zero bits of green, blue (alpha not specified) of color buffer precision */
|
||||
glut_state_flag |= GLUT_LUMINANCE ; /* Somebody fix this for me! */
|
||||
break ;
|
||||
|
||||
case 15 : /* "stencil": Number of bits in the stencil buffer */
|
||||
glut_state_flag |= GLUT_STENCIL ; /* Somebody fix this for me! */
|
||||
break ;
|
||||
|
||||
case 16 : /* "single": Boolean indicate the color buffer is single buffered */
|
||||
glut_state_flag |= GLUT_SINGLE ;
|
||||
break ;
|
||||
|
||||
case 17 : /* "stereo": Boolean indicating the color buffer supports OpenGL-style stereo */
|
||||
glut_state_flag |= GLUT_STEREO ;
|
||||
break ;
|
||||
|
||||
case 18 : /* "samples": Indicates the number of multisamples to use based on GLX's SGIS_multisample extension (for antialiasing) */
|
||||
glut_state_flag |= GLUT_MULTISAMPLE ; /* Somebody fix this for me! */
|
||||
break ;
|
||||
|
||||
case 19 : /* "slow": Boolean indicating if the frame buffer configuration is slow or not */
|
||||
break ;
|
||||
|
||||
case 20 : /* "win32pdf": matches the Win32 Pixel Format Descriptor by number */
|
||||
#ifdef TARGET_HOST_WIN32
|
||||
#endif
|
||||
break ;
|
||||
|
||||
case 21 : /* "xvisual": matches the X visual ID by number */
|
||||
#ifdef TARGET_HOST_UNIX_X11
|
||||
#endif
|
||||
break ;
|
||||
|
||||
case 22 : /* "xstaticgray": boolean indicating if the frame buffer configuration's X visual is of type StaticGray */
|
||||
#ifdef TARGET_HOST_UNIX_X11
|
||||
#endif
|
||||
break ;
|
||||
|
||||
case 23 : /* "xgrayscale": boolean indicating if the frame buffer configuration's X visual is of type GrayScale */
|
||||
#ifdef TARGET_HOST_UNIX_X11
|
||||
#endif
|
||||
break ;
|
||||
|
||||
case 24 : /* "xstaticcolor": boolean indicating if the frame buffer configuration's X visual is of type StaticColor */
|
||||
#ifdef TARGET_HOST_UNIX_X11
|
||||
#endif
|
||||
break ;
|
||||
|
||||
case 25 : /* "xpseudocolor": boolean indicating if the frame buffer configuration's X visual is of type PseudoColor */
|
||||
#ifdef TARGET_HOST_UNIX_X11
|
||||
#endif
|
||||
break ;
|
||||
|
||||
case 26 : /* "xtruecolor": boolean indicating if the frame buffer configuration's X visual is of type TrueColor */
|
||||
#ifdef TARGET_HOST_UNIX_X11
|
||||
#endif
|
||||
break ;
|
||||
|
||||
case 27 : /* "xdirectcolor": boolean indicating if the frame buffer configuration's X visual is of type DirectColor */
|
||||
#ifdef TARGET_HOST_UNIX_X11
|
||||
#endif
|
||||
break ;
|
||||
|
||||
case 28 : /* Unrecognized */
|
||||
printf ( "WARNING - Display string token not recognized: %s\n", token ) ;
|
||||
break ;
|
||||
}
|
||||
|
||||
token = strtok ( NULL, " \t" ) ;
|
||||
}
|
||||
|
||||
free ( buffer ) ;
|
||||
|
||||
/*
|
||||
* We will make use of this value when creating a new OpenGL context...
|
||||
*/
|
||||
fgState.DisplayMode = glut_state_flag;
|
||||
}
|
||||
|
||||
/*** END OF FILE ***/
|
||||
|
@ -80,11 +80,17 @@ static void fghRedrawWindowByHandle
|
||||
*/
|
||||
glutSetWindow( window->ID );
|
||||
|
||||
/*
|
||||
* Do not exagerate with the redisplaying
|
||||
*/
|
||||
window->State.Redisplay = FALSE;
|
||||
|
||||
/*
|
||||
* Have the callback executed now. The buffers should
|
||||
* be swapped by the glutSwapBuffers() execution inside
|
||||
* the callback itself.
|
||||
*/
|
||||
|
||||
window->Callbacks.Display();
|
||||
}
|
||||
|
||||
@ -128,6 +134,14 @@ static void fghReshapeWindowByHandle
|
||||
*/
|
||||
glViewport( 0, 0, width, height );
|
||||
}
|
||||
|
||||
/*
|
||||
* Force a window redraw. In Windows at least this is only a partial solution: if the
|
||||
* window is increasing in size in either dimension, the already-drawn part does not get
|
||||
* drawn again and things look funny. But without this we get this bad behaviour whenever
|
||||
* we resize the window.
|
||||
*/
|
||||
window->State.Redisplay = TRUE ;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -183,10 +197,20 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
|
||||
/*
|
||||
* This is done in a bit different way under Windows
|
||||
*/
|
||||
if( (window->Callbacks.Display != NULL) &&
|
||||
(window->State.Redisplay == TRUE) &&
|
||||
(window->State.Visible == TRUE) )
|
||||
{
|
||||
/*
|
||||
* Do not exagerate with the redisplaying
|
||||
*/
|
||||
window->State.Redisplay = FALSE;
|
||||
|
||||
RedrawWindow(
|
||||
window->Window.Handle, NULL, NULL,
|
||||
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE
|
||||
);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@ -220,7 +244,7 @@ static void fghDisplayAll( void )
|
||||
*/
|
||||
static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumerator )
|
||||
{
|
||||
double checkTime = fgElapsedTime();
|
||||
long int checkTime = fgElapsedTime();
|
||||
|
||||
/*
|
||||
* Check if actually need to do the poll for the currently enumerated window:
|
||||
@ -307,12 +331,13 @@ static void fghCheckTimers( void )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Elapsed Time
|
||||
*/
|
||||
long fgElapsedTime( void )
|
||||
{
|
||||
#ifndef WIN32
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
struct timeval now;
|
||||
long elapsed;
|
||||
|
||||
@ -322,7 +347,7 @@ long fgElapsedTime( void )
|
||||
elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
|
||||
|
||||
return( elapsed );
|
||||
#else
|
||||
#elif TARGET_HOST_WIN32
|
||||
return (timeGetTime() - fgState.Time.Value);
|
||||
#endif
|
||||
}
|
||||
@ -358,12 +383,73 @@ void fgWarning( const char *fmt, ... )
|
||||
va_end( ap );
|
||||
}
|
||||
|
||||
/*
|
||||
* Clean up on exit
|
||||
*/
|
||||
static void fgCleanUpGlutsMess( void )
|
||||
{
|
||||
int i;
|
||||
|
||||
i = 0;
|
||||
|
||||
if ( fgStructure.Windows.First != NULL )
|
||||
{
|
||||
SFG_Window *win = fgStructure.Windows.First ;
|
||||
glEnd();
|
||||
glFinish();
|
||||
glFlush();
|
||||
while ( win != NULL )
|
||||
{
|
||||
SFG_Window *temp_win = win->Node.Next ;
|
||||
fgDestroyWindow ( win, FALSE ) ;
|
||||
win = temp_win ;
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
/* these are pointers to external handles */
|
||||
|
||||
__glutWindowListSize = 0;
|
||||
__glutStaleWindowList = NULL;
|
||||
__glutWindowList = NULL;
|
||||
__glutCurrentWindow = NULL;
|
||||
|
||||
/* make sure we no longer have a GL context */
|
||||
|
||||
if ( wglGetCurrentContext() != NULL )
|
||||
{
|
||||
wglDeleteContext( wglGetCurrentContext() );
|
||||
}
|
||||
|
||||
hInstance = GetModuleHandle(NULL);
|
||||
UnregisterClass( classname, hInstance );
|
||||
|
||||
/* clean up allocated timer memory */
|
||||
|
||||
tList = __glutTimerList;
|
||||
i = 0;
|
||||
|
||||
while ( __glutTimerList )
|
||||
{
|
||||
i++;
|
||||
tList = __glutTimerList;
|
||||
|
||||
if ( __glutTimerList )
|
||||
__glutTimerList = __glutTimerList->next;
|
||||
|
||||
if ( tList )
|
||||
free( tList );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
|
||||
|
||||
/*
|
||||
* Enters the FreeGLUT processing loop. Never returns.
|
||||
* Executes a single iteration in the FreeGLUT processing loop.
|
||||
*/
|
||||
void FGAPIENTRY glutMainLoop( void )
|
||||
void FGAPIENTRY glutMainLoopEvent( void )
|
||||
{
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
SFG_Window* window;
|
||||
@ -381,12 +467,6 @@ void FGAPIENTRY glutMainLoop( void )
|
||||
*/
|
||||
freeglut_assert_ready;
|
||||
|
||||
/*
|
||||
* Enter the loop. Iterate as long as there are
|
||||
* any windows in the freeglut structure.
|
||||
*/
|
||||
while( fgStructure.Windows.First != NULL )
|
||||
{
|
||||
/*
|
||||
* Do we have any event messages pending?
|
||||
*/
|
||||
@ -410,8 +490,13 @@ void FGAPIENTRY glutMainLoop( void )
|
||||
|
||||
case DestroyNotify:
|
||||
/*
|
||||
* This is sent to confirm the XDestroyWindow call. Ignore it.
|
||||
* This is sent to confirm the XDestroyWindow call.
|
||||
*/
|
||||
/*
|
||||
* Call the window closure callback, remove from the structure, etc.
|
||||
*/
|
||||
fgAddToWindowDestroyList ( window, FALSE );
|
||||
|
||||
break;
|
||||
|
||||
case ClientMessage:
|
||||
@ -420,10 +505,6 @@ void FGAPIENTRY glutMainLoop( void )
|
||||
*/
|
||||
if( (Atom) event.xclient.data.l[ 0 ] == fgDisplay.DeleteWindow )
|
||||
{
|
||||
/*
|
||||
* I wonder if the window still exists ;-)
|
||||
*/
|
||||
fgDestroyWindow( fgWindowByHandle( event.xclient.window ), TRUE );
|
||||
}
|
||||
break;
|
||||
|
||||
@ -597,8 +678,11 @@ void FGAPIENTRY glutMainLoop( void )
|
||||
case ButtonRelease:
|
||||
case ButtonPress:
|
||||
{
|
||||
GLboolean pressed = TRUE ;
|
||||
int button;
|
||||
|
||||
if ( event.type == ButtonRelease ) pressed = FALSE ;
|
||||
|
||||
/*
|
||||
* A mouse button has been pressed or released. Traditionally,
|
||||
* break if the window was found within the freeglut structures.
|
||||
@ -627,34 +711,51 @@ void FGAPIENTRY glutMainLoop( void )
|
||||
break;
|
||||
|
||||
/*
|
||||
* Do not execute the callback if a menu is hooked to this key.
|
||||
* In that case an appropriate private call should be generated
|
||||
* 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.
|
||||
* Near as I can tell, this is the menu behaviour:
|
||||
* - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
|
||||
* - Down-click any button outside the menu, menu active: deactivate the menu
|
||||
* - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
|
||||
* - Up-click the menu button, menu not active: nothing happens
|
||||
* - Up-click the menu button outside the menu, menu active: nothing happens
|
||||
* - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
|
||||
*/
|
||||
if( window->Menu[ button ] != NULL )
|
||||
if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
|
||||
{
|
||||
if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
|
||||
{
|
||||
fgExecuteMenuCallback ( window->ActiveMenu ) ;
|
||||
fgDeactivateMenu ( window ) ;
|
||||
}
|
||||
else /* Outside the menu, deactivate the menu if it's a downclick */
|
||||
{
|
||||
if ( pressed == TRUE ) fgDeactivateMenu ( window ) ;
|
||||
}
|
||||
|
||||
/*
|
||||
* 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 ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
|
||||
{
|
||||
/*
|
||||
* Set the current window
|
||||
* Let's make the window redraw as a result of the mouse click.
|
||||
*/
|
||||
glutSetWindow( window->ID );
|
||||
window->State.Redisplay = TRUE ;
|
||||
|
||||
if( event.type == ButtonPress )
|
||||
{
|
||||
/*
|
||||
* Activate the appropriate menu structure...
|
||||
*/
|
||||
fgActivateMenu( button );
|
||||
}
|
||||
else
|
||||
{
|
||||
/*
|
||||
* There are two general cases generated when a menu button
|
||||
* is released -- it can provoke a menu call (when released
|
||||
* over a menu area) or just deactivate the menu (when released
|
||||
* somewhere else). Unfortunately, both cases must be checked
|
||||
* recursively due to the submenu possibilities.
|
||||
*/
|
||||
fgDeactivateMenu( button );
|
||||
}
|
||||
fgActivateMenu( window, button );
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@ -873,25 +974,21 @@ void FGAPIENTRY glutMainLoop( void )
|
||||
*/
|
||||
fghDisplayAll();
|
||||
}
|
||||
}
|
||||
|
||||
#elif TARGET_HOST_WIN32
|
||||
|
||||
GLboolean bLoop = TRUE;
|
||||
MSG stMsg;
|
||||
|
||||
/*
|
||||
* The windows main loop is considerably smaller
|
||||
* The windows processing is considerably smaller
|
||||
*/
|
||||
while( bLoop )
|
||||
{
|
||||
if( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
|
||||
{
|
||||
/*
|
||||
* Grab the message now, checking for WM_QUIT
|
||||
*/
|
||||
if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
|
||||
bLoop = FALSE;
|
||||
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
|
||||
|
||||
/*
|
||||
* Translate virtual-key messages and send them to the window...
|
||||
@ -922,15 +1019,77 @@ void FGAPIENTRY glutMainLoop( void )
|
||||
* been marked for a redisplay (possibly in the idle call):
|
||||
*/
|
||||
fghDisplayAll();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
* Enters the FreeGLUT processing loop. Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
|
||||
*/
|
||||
void FGAPIENTRY glutMainLoop( void )
|
||||
{
|
||||
#if TARGET_HOST_WIN32
|
||||
SFG_Window *window = fgStructure.Windows.First ;
|
||||
#endif
|
||||
|
||||
/*
|
||||
* We need to terminate the main loop if no windows are left
|
||||
* Make sure the display has been created etc.
|
||||
*/
|
||||
bLoop = (fgStructure.Windows.First != NULL);
|
||||
freeglut_assert_ready;
|
||||
|
||||
#if TARGET_HOST_WIN32
|
||||
/*
|
||||
* Processing before the main loop: If there is a window which is open and which
|
||||
* has a visibility callback, call it. I know this is an ugly hack, but I'm not sure
|
||||
* what else to do about it. Ideally we should leave something uninitialized in the
|
||||
* create window code and initialize it in the main loop, and have that initialization
|
||||
* create a "WM_ACTIVATE" message. Then we would put the visibility callback code in
|
||||
* the "case WM_ACTIVATE" block below. - John Fay -- 10/24/02
|
||||
*/
|
||||
while ( window != NULL )
|
||||
{
|
||||
if ( window->Callbacks.Visibility != NULL )
|
||||
window->Callbacks.Visibility ( window->State.Visible ) ;
|
||||
|
||||
window = window->Node.Next ;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Set freeglut to be running
|
||||
*/
|
||||
fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
|
||||
|
||||
/*
|
||||
* Enter the main loop itself. Inside the loop, process events and check for loop exit.
|
||||
*/
|
||||
while ( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
|
||||
{
|
||||
glutMainLoopEvent () ;
|
||||
|
||||
/*
|
||||
* If an event caused a window to be closed, do the actual closing here
|
||||
*/
|
||||
fgCloseWindows () ;
|
||||
|
||||
/*
|
||||
* If there are no more windows open, stop execution
|
||||
*/
|
||||
if ( fgStructure.Windows.First == NULL )
|
||||
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
* If we got here by the user closing a window or by the application closing down, there may still be windows open.
|
||||
*/
|
||||
fgCleanUpGlutsMess () ;
|
||||
|
||||
/*
|
||||
* Check whether we return to the calling program or simply exit
|
||||
*/
|
||||
if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
|
||||
exit ( 0 ) ;
|
||||
|
||||
/*
|
||||
* When this loop terminates, destroy the display, state and structure
|
||||
@ -939,6 +1098,14 @@ void FGAPIENTRY glutMainLoop( void )
|
||||
fgDeinitialize();
|
||||
}
|
||||
|
||||
/*
|
||||
* Leaves the FreeGLUT processing loop.
|
||||
*/
|
||||
void FGAPIENTRY glutLeaveMainLoop( void )
|
||||
{
|
||||
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
|
||||
}
|
||||
|
||||
/*
|
||||
* The window procedure for handling Win32 events
|
||||
*/
|
||||
@ -949,8 +1116,10 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
PAINTSTRUCT ps;
|
||||
LONG lRet = 1;
|
||||
|
||||
# define assert_window_registered if( window == NULL ) return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
|
||||
if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
|
||||
return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
|
||||
|
||||
/* if ( uMsg != 0x000f ) printf ( "message <%x>\n", uMsg ) ; */
|
||||
/*
|
||||
* Check what type of message are we receiving
|
||||
*/
|
||||
@ -1000,11 +1169,78 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
*/
|
||||
fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) );
|
||||
break;
|
||||
#if 0
|
||||
case WM_SETFOCUS:
|
||||
printf("WM_SETFOCUS: %p\n", window );
|
||||
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
|
||||
break;
|
||||
|
||||
case WM_ACTIVATE:
|
||||
if (LOWORD(wParam) != WA_INACTIVE)
|
||||
{
|
||||
//glutSetCursor( fgStructure.Window->State.Cursor );
|
||||
printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, window->State.Cursor );
|
||||
|
||||
glutSetCursor( window->State.Cursor );
|
||||
}
|
||||
|
||||
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
|
||||
break;
|
||||
#endif
|
||||
|
||||
case WM_SETCURSOR:
|
||||
/*
|
||||
* Windows seems to need reminding to erase the cursor for NONE.
|
||||
*/
|
||||
#if 0
|
||||
if ((LOWORD(lParam) == HTCLIENT) &&
|
||||
(fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE))
|
||||
SetCursor( NULL );
|
||||
#else
|
||||
// Set the cursor AND change it for this window class.
|
||||
# define MAP_CURSOR(a,b) case a: SetCursor( LoadCursor( NULL, b ) ); \
|
||||
break;
|
||||
// Nuke the cursor AND change it for this window class.
|
||||
# define ZAP_CURSOR(a,b) case a: SetCursor( NULL ); \
|
||||
break;
|
||||
|
||||
if (LOWORD(lParam) == HTCLIENT)
|
||||
switch( window->State.Cursor )
|
||||
{
|
||||
MAP_CURSOR( GLUT_CURSOR_RIGHT_ARROW, IDC_ARROW );
|
||||
MAP_CURSOR( GLUT_CURSOR_LEFT_ARROW, IDC_ARROW );
|
||||
MAP_CURSOR( GLUT_CURSOR_INFO, IDC_HELP );
|
||||
MAP_CURSOR( GLUT_CURSOR_DESTROY, IDC_CROSS );
|
||||
MAP_CURSOR( GLUT_CURSOR_HELP, IDC_HELP );
|
||||
MAP_CURSOR( GLUT_CURSOR_CYCLE, IDC_SIZEALL );
|
||||
MAP_CURSOR( GLUT_CURSOR_SPRAY, IDC_CROSS );
|
||||
MAP_CURSOR( GLUT_CURSOR_WAIT, IDC_WAIT );
|
||||
MAP_CURSOR( GLUT_CURSOR_TEXT, IDC_UPARROW );
|
||||
MAP_CURSOR( GLUT_CURSOR_CROSSHAIR, IDC_CROSS );
|
||||
//MAP_CURSOR( GLUT_CURSOR_NONE, IDC_NO );
|
||||
ZAP_CURSOR( GLUT_CURSOR_NONE, NULL );
|
||||
|
||||
default:
|
||||
MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
|
||||
}
|
||||
#endif
|
||||
else
|
||||
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
|
||||
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 );
|
||||
|
||||
/*
|
||||
@ -1028,23 +1264,25 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
wglDeleteContext( window->Window.Context );
|
||||
}
|
||||
|
||||
/*
|
||||
* 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( window->Window.Handle );
|
||||
DestroyWindow( hWnd );
|
||||
break;
|
||||
|
||||
case WM_DESTROY:
|
||||
/*
|
||||
* The window already got destroyed, so forget about it's existence:
|
||||
* The window already got destroyed, so don't bother with it.
|
||||
*/
|
||||
fgDestroyWindow( window, FALSE );
|
||||
return( 0 );
|
||||
|
||||
case WM_MOUSEMOVE:
|
||||
{
|
||||
assert_window_registered;
|
||||
|
||||
/*
|
||||
* The mouse cursor has moved. Remember the new mouse cursor's position
|
||||
*/
|
||||
@ -1054,16 +1292,23 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
/*
|
||||
* Fallback if there's an active menu hooked to this window
|
||||
*/
|
||||
if( window->MenuActive[ 0 ] || window->MenuActive[ 1 ] || window->MenuActive[ 2 ] )
|
||||
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 ) || GetKeyState( VK_RSHIFT )) ? GLUT_ACTIVE_SHIFT : 0 |
|
||||
(GetKeyState( VK_LCONTROL ) || GetKeyState( VK_RCONTROL )) ? GLUT_ACTIVE_CTRL : 0 |
|
||||
(GetKeyState( VK_LMENU ) || GetKeyState( VK_RMENU )) ? GLUT_ACTIVE_ALT : 0;
|
||||
( ( (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...
|
||||
@ -1122,12 +1367,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
GLboolean pressed = TRUE;
|
||||
int button;
|
||||
|
||||
/*
|
||||
* A mouse button has been pressed *or* released. Again, break off
|
||||
* if the message was not directed towards a freeglut window...
|
||||
*/
|
||||
assert_window_registered;
|
||||
|
||||
/*
|
||||
* The mouse cursor has moved. Remember the new mouse cursor's position
|
||||
*/
|
||||
@ -1162,34 +1401,51 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
return( DefWindowProc( hWnd, uMsg, lParam, wParam ) );
|
||||
|
||||
/*
|
||||
* Do not execute the callback if a menu is hooked to this key.
|
||||
* In that case an appropriate private call should be generated
|
||||
* 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.
|
||||
* Near as I can tell, this is the menu behaviour:
|
||||
* - Down-click the menu button, menu not active: activate the menu with its upper left-hand corner at the mouse location.
|
||||
* - Down-click any button outside the menu, menu active: deactivate the menu
|
||||
* - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
|
||||
* - Up-click the menu button, menu not active: nothing happens
|
||||
* - Up-click the menu button outside the menu, menu active: nothing happens
|
||||
* - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
|
||||
*/
|
||||
if( window->Menu[ button ] != NULL )
|
||||
if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
|
||||
{
|
||||
if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
|
||||
{
|
||||
fgExecuteMenuCallback ( window->ActiveMenu ) ;
|
||||
fgDeactivateMenu ( window ) ;
|
||||
}
|
||||
else /* Outside the menu, deactivate the menu if it's a downclick */
|
||||
{
|
||||
if ( pressed == TRUE ) fgDeactivateMenu ( window ) ;
|
||||
}
|
||||
|
||||
/*
|
||||
* 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 ( ( window->Menu[ button ] != NULL ) && ( pressed == TRUE ) )
|
||||
{
|
||||
/*
|
||||
* Set the current window
|
||||
* Let's make the window redraw as a result of the mouse click.
|
||||
*/
|
||||
glutSetWindow( window->ID );
|
||||
window->State.Redisplay = TRUE ;
|
||||
|
||||
if( pressed == TRUE )
|
||||
{
|
||||
/*
|
||||
* Activate the appropriate menu structure...
|
||||
*/
|
||||
fgActivateMenu( button );
|
||||
}
|
||||
else
|
||||
{
|
||||
/*
|
||||
* There are two general cases generated when a menu button
|
||||
* is released -- it can provoke a menu call (when released
|
||||
* over a menu area) or just deactivate the menu (when released
|
||||
* somewhere else). Unfortunately, both cases must be checked
|
||||
* recursively due to the submenu possibilities.
|
||||
*/
|
||||
fgDeactivateMenu( button );
|
||||
}
|
||||
fgActivateMenu( window, button );
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
@ -1208,9 +1464,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
* Remember the current modifiers state.
|
||||
*/
|
||||
window->State.Modifiers =
|
||||
(GetKeyState( VK_LSHIFT ) || GetKeyState( VK_RSHIFT )) ? GLUT_ACTIVE_SHIFT : 0 |
|
||||
(GetKeyState( VK_LCONTROL ) || GetKeyState( VK_RCONTROL )) ? GLUT_ACTIVE_CTRL : 0 |
|
||||
(GetKeyState( VK_LMENU ) || GetKeyState( VK_RMENU )) ? GLUT_ACTIVE_ALT : 0;
|
||||
( ( (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
|
||||
@ -1234,25 +1490,25 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
{
|
||||
int keypress = -1;
|
||||
|
||||
/*
|
||||
* First of all, make sure that there is a window to be notified of this
|
||||
*/
|
||||
assert_window_registered;
|
||||
|
||||
/*
|
||||
* Ignore the automatic key repetition if needed:
|
||||
*/
|
||||
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
|
||||
break;
|
||||
|
||||
/*
|
||||
* Set the current window
|
||||
*/
|
||||
glutSetWindow( window->ID );
|
||||
|
||||
/*
|
||||
* Remember the current modifiers state. This is done here in order
|
||||
* to make sure the VK_DELETE keyboard callback is executed properly.
|
||||
*/
|
||||
window->State.Modifiers =
|
||||
(GetKeyState( VK_LSHIFT ) || GetKeyState( VK_RSHIFT )) ? GLUT_ACTIVE_SHIFT : 0 |
|
||||
(GetKeyState( VK_LCONTROL ) || GetKeyState( VK_RCONTROL )) ? GLUT_ACTIVE_CTRL : 0 |
|
||||
(GetKeyState( VK_LMENU ) || GetKeyState( VK_RMENU )) ? GLUT_ACTIVE_ALT : 0;
|
||||
( ( (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 );
|
||||
|
||||
/*
|
||||
* Convert the Win32 keystroke codes to GLUTtish way
|
||||
@ -1305,14 +1561,84 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_SYSKEYUP:
|
||||
case WM_KEYUP:
|
||||
{
|
||||
int keypress = -1;
|
||||
|
||||
/*
|
||||
* Set the current window
|
||||
*/
|
||||
glutSetWindow( window->ID );
|
||||
|
||||
/*
|
||||
* Remember the current modifiers state. This is done here in order
|
||||
* to make sure the VK_DELETE keyboard callback is executed properly.
|
||||
*/
|
||||
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 );
|
||||
|
||||
/*
|
||||
* Convert the Win32 keystroke codes to GLUTtish way. "KEY(a,b)" was defined under "WM_KEYDOWN"
|
||||
*/
|
||||
|
||||
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_F7, GLUT_KEY_F7 ); KEY( VK_F8, GLUT_KEY_F8 );
|
||||
KEY( VK_F9, GLUT_KEY_F9 ); KEY( VK_F10, GLUT_KEY_F10 );
|
||||
KEY( VK_F11, GLUT_KEY_F11 ); KEY( VK_F12, GLUT_KEY_F12 );
|
||||
KEY( VK_PRIOR, GLUT_KEY_PAGE_UP ); KEY( VK_NEXT, GLUT_KEY_PAGE_DOWN );
|
||||
KEY( VK_HOME, GLUT_KEY_HOME ); KEY( VK_END, GLUT_KEY_END );
|
||||
KEY( VK_LEFT, GLUT_KEY_LEFT ); KEY( VK_UP, GLUT_KEY_UP );
|
||||
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:
|
||||
*/
|
||||
if( window->Callbacks.KeyboardUp != NULL )
|
||||
window->Callbacks.KeyboardUp( 127, window->State.MouseX, window->State.MouseY );
|
||||
default:
|
||||
/*
|
||||
* Call the KeyboardUp callback for a regular character if there is one.
|
||||
*/
|
||||
if( window->Callbacks.KeyboardUp != NULL )
|
||||
window->Callbacks.KeyboardUp( 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) )
|
||||
{
|
||||
/*
|
||||
* 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:
|
||||
{
|
||||
/*
|
||||
* First of all, make sure that there is a window to be notified of this
|
||||
*/
|
||||
assert_window_registered;
|
||||
|
||||
/*
|
||||
* Ignore the automatic key repetition if needed:
|
||||
*/
|
||||
@ -1328,9 +1654,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
* Remember the current modifiers state
|
||||
*/
|
||||
window->State.Modifiers =
|
||||
(GetKeyState( VK_LSHIFT ) || GetKeyState( VK_RSHIFT )) ? GLUT_ACTIVE_SHIFT : 0 |
|
||||
(GetKeyState( VK_LCONTROL ) || GetKeyState( VK_RCONTROL )) ? GLUT_ACTIVE_CTRL : 0 |
|
||||
(GetKeyState( VK_LMENU ) || GetKeyState( VK_RMENU )) ? GLUT_ACTIVE_ALT : 0;
|
||||
( ( (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:
|
||||
@ -1345,6 +1671,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_CAPTURECHANGED : /* User has finished resizing the window, force a redraw */
|
||||
if ( window->Callbacks.Display )
|
||||
window->Callbacks.Display () ;
|
||||
|
||||
// lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ) ;
|
||||
break ;
|
||||
|
||||
default:
|
||||
/*
|
||||
* Handle unhandled messages
|
||||
|
@ -49,6 +49,7 @@
|
||||
*/
|
||||
#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13
|
||||
#define FREEGLUT_MENU_HEIGHT 15
|
||||
#define FREEGLUT_MENU_BORDER 8
|
||||
|
||||
|
||||
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
|
||||
@ -74,9 +75,8 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
|
||||
/*
|
||||
* Private static function to check for the current menu/sub menu activity state
|
||||
*/
|
||||
static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
|
||||
static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
|
||||
{
|
||||
SFG_Window* window = fgStructure.Window;
|
||||
SFG_MenuEntry* menuEntry;
|
||||
int x, y;
|
||||
|
||||
@ -92,11 +92,11 @@ static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
|
||||
if( menuEntry->SubMenu != NULL && menuEntry->IsActive == TRUE )
|
||||
{
|
||||
/*
|
||||
* OKi, have the sub-menu checked, too. If it returns TRUE, it will mean
|
||||
* OK, have the sub-menu checked, too. If it returns TRUE, it will mean
|
||||
* that it caught the mouse cursor and we do not need to regenerate
|
||||
* the activity list, and so our parents do...
|
||||
*/
|
||||
if( fghCheckMenuStatus( menuEntry->SubMenu ) == TRUE )
|
||||
if( fghCheckMenuStatus( window, menuEntry->SubMenu ) == TRUE )
|
||||
return( TRUE );
|
||||
}
|
||||
}
|
||||
@ -147,30 +147,37 @@ static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
|
||||
|
||||
/*
|
||||
* OKi, we have marked that entry as active, but it would be also
|
||||
* nice to have it's contents updated, in case it's a sub menu.
|
||||
* nice to have its contents updated, in case it's a sub menu.
|
||||
* Also, ignore the return value of the check function:
|
||||
*/
|
||||
if( menuEntry->SubMenu != NULL )
|
||||
{
|
||||
int x = window->State.MouseX;
|
||||
int y = window->State.MouseY;
|
||||
|
||||
/*
|
||||
* Set up the initial menu position now...
|
||||
*/
|
||||
|
||||
if( x > 15 ) menuEntry->SubMenu->X = x - 15; else menuEntry->SubMenu->X = 15;
|
||||
if( y > 15 ) menuEntry->SubMenu->Y = y - 15; else menuEntry->SubMenu->Y = 15;
|
||||
menuEntry->SubMenu->X = menu->X + menu->Width ;
|
||||
menuEntry->SubMenu->Y = menu->Y + menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT ;
|
||||
|
||||
if( x > (glutGet( GLUT_WINDOW_WIDTH ) - menuEntry->SubMenu->Width - 15) )
|
||||
menuEntry->SubMenu->X = glutGet( GLUT_WINDOW_WIDTH ) - menuEntry->SubMenu->Width - 15;
|
||||
if( y > (glutGet( GLUT_WINDOW_HEIGHT ) - menuEntry->SubMenu->Height - 15) )
|
||||
menuEntry->SubMenu->Y = glutGet( GLUT_WINDOW_HEIGHT ) - menuEntry->SubMenu->Height - 15;
|
||||
/*
|
||||
* Make sure the submenu stays within the window
|
||||
*/
|
||||
if ( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > glutGet ( GLUT_WINDOW_WIDTH ) )
|
||||
{
|
||||
menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width ;
|
||||
if ( menuEntry->SubMenu->X < 0 )
|
||||
menuEntry->SubMenu->X = glutGet ( GLUT_WINDOW_WIDTH ) - menuEntry->SubMenu->Width ;
|
||||
}
|
||||
|
||||
/*
|
||||
* ...then check the submenu's state:
|
||||
*/
|
||||
fghCheckMenuStatus( menuEntry->SubMenu );
|
||||
fghCheckMenuStatus( window, menuEntry->SubMenu );
|
||||
|
||||
/*
|
||||
* Even if the submenu turned up inactive, activate it because its parent entry is active
|
||||
*/
|
||||
menuEntry->SubMenu->IsActive = TRUE ;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -186,7 +193,7 @@ static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
|
||||
}
|
||||
|
||||
/*
|
||||
* Displays a menu box and all of it's submenus (if they are active)
|
||||
* Displays a menu box and all of its submenus (if they are active)
|
||||
*/
|
||||
static void fghDisplayMenuBox( SFG_Menu* menu )
|
||||
{
|
||||
@ -199,18 +206,18 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
|
||||
*/
|
||||
glColor4f( 0.0, 0.0, 0.0, 1.0 );
|
||||
glBegin( GL_QUADS );
|
||||
glVertex2f( menu->X - 8 , menu->Y - 1 );
|
||||
glVertex2f( menu->X + 8 + menu->Width, menu->Y - 1 );
|
||||
glVertex2f( menu->X + 8 + menu->Width, menu->Y + 4 + menu->Height );
|
||||
glVertex2f( menu->X - 8 , menu->Y + 4 + menu->Height );
|
||||
glVertex2f( menu->X , menu->Y - 1 );
|
||||
glVertex2f( menu->X + menu->Width, menu->Y - 1 );
|
||||
glVertex2f( menu->X + menu->Width, menu->Y + 4 + menu->Height );
|
||||
glVertex2f( menu->X , menu->Y + 4 + menu->Height );
|
||||
glEnd();
|
||||
|
||||
glColor4f( 0.3, 0.4, 0.5, 1.0 );
|
||||
glBegin( GL_QUADS );
|
||||
glVertex2f( menu->X - 6 , menu->Y + 1 );
|
||||
glVertex2f( menu->X + 6 + menu->Width, menu->Y + 1 );
|
||||
glVertex2f( menu->X + 6 + menu->Width, menu->Y + 2 + menu->Height );
|
||||
glVertex2f( menu->X - 6 , menu->Y + 2 + menu->Height );
|
||||
glVertex2f( menu->X - 2 , menu->Y + 1 );
|
||||
glVertex2f( menu->X - 2 + menu->Width, menu->Y + 1 );
|
||||
glVertex2f( menu->X - 2 + menu->Width, menu->Y + 2 + menu->Height );
|
||||
glVertex2f( menu->X - 2 , menu->Y + 2 + menu->Height );
|
||||
glEnd();
|
||||
|
||||
/*
|
||||
@ -236,10 +243,10 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
|
||||
*/
|
||||
glColor4f( 0.2, 0.3, 0.4, 1.0 );
|
||||
glBegin( GL_QUADS );
|
||||
glVertex2f( menu->X - 6 , menu->Y + (menuID + 0)*FREEGLUT_MENU_HEIGHT + 1 );
|
||||
glVertex2f( menu->X + 6 + menu->Width, menu->Y + (menuID + 0)*FREEGLUT_MENU_HEIGHT + 1 );
|
||||
glVertex2f( menu->X + 6 + menu->Width, menu->Y + (menuID + 1)*FREEGLUT_MENU_HEIGHT + 2 );
|
||||
glVertex2f( menu->X - 6 , menu->Y + (menuID + 1)*FREEGLUT_MENU_HEIGHT + 2 );
|
||||
glVertex2f( menu->X - 2 , menu->Y + (menuID + 0)*FREEGLUT_MENU_HEIGHT + 1 );
|
||||
glVertex2f( menu->X - 2 + menu->Width, menu->Y + (menuID + 0)*FREEGLUT_MENU_HEIGHT + 1 );
|
||||
glVertex2f( menu->X - 2 + menu->Width, menu->Y + (menuID + 1)*FREEGLUT_MENU_HEIGHT + 2 );
|
||||
glVertex2f( menu->X - 2 , menu->Y + (menuID + 1)*FREEGLUT_MENU_HEIGHT + 2 );
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
@ -256,7 +263,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
|
||||
* Move the raster into position...
|
||||
*/
|
||||
glRasterPos2i(
|
||||
menu->X,
|
||||
menu->X + FREEGLUT_MENU_BORDER,
|
||||
menu->Y + (i + 1)*FREEGLUT_MENU_HEIGHT
|
||||
);
|
||||
|
||||
@ -264,6 +271,32 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
|
||||
* Have the label drawn, character after character:
|
||||
*/
|
||||
glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text);
|
||||
|
||||
/*
|
||||
* If it's a submenu, draw a right arrow
|
||||
*/
|
||||
if ( menuEntry->SubMenu != NULL )
|
||||
{
|
||||
GLubyte arrow_char [] = { 0, 0, 32, 48, 56, 60, 62, 63, 62, 60, 56, 48, 32, 0, 0 } ;
|
||||
int width = glutBitmapWidth ( FREEGLUT_MENU_FONT, ' ' ) ;
|
||||
|
||||
glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT );
|
||||
|
||||
/*
|
||||
* Set up the pixel unpacking ways
|
||||
*/
|
||||
glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
|
||||
glPixelStorei( GL_UNPACK_LSB_FIRST, GL_FALSE );
|
||||
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
|
||||
glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 );
|
||||
glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 );
|
||||
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
|
||||
|
||||
glRasterPos2i ( menu->X + menu->Width - 2 - width,
|
||||
menu->Y + (i + 1)*FREEGLUT_MENU_HEIGHT ) ;
|
||||
glBitmap ( width, FREEGLUT_MENU_HEIGHT, 0, 0, 0.0, 0.0, arrow_char ) ;
|
||||
glPopClientAttrib();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -292,7 +325,6 @@ void fgDisplayMenu( void )
|
||||
{
|
||||
SFG_Window* window = fgStructure.Window;
|
||||
SFG_Menu* menu = NULL;
|
||||
int i;
|
||||
|
||||
/*
|
||||
* Make sure there is a current window available
|
||||
@ -302,17 +334,12 @@ void fgDisplayMenu( void )
|
||||
/*
|
||||
* Check if there is an active menu attached to this window...
|
||||
*/
|
||||
for( i=0; i<FREEGLUT_MAX_MENUS; i++ )
|
||||
{
|
||||
if( window->Menu[ i ] != NULL && window->MenuActive[ i ] == TRUE )
|
||||
menu = window->Menu[ i ];
|
||||
};
|
||||
menu = window->ActiveMenu;
|
||||
|
||||
/*
|
||||
* Did we find an active window?
|
||||
*/
|
||||
freeglut_return_if_fail( menu != NULL );
|
||||
|
||||
/*
|
||||
* Prepare the OpenGL state to do the rendering first:
|
||||
*/
|
||||
@ -345,7 +372,7 @@ void fgDisplayMenu( void )
|
||||
/*
|
||||
* First of all, have the exact menu status check:
|
||||
*/
|
||||
fghCheckMenuStatus( menu );
|
||||
fghCheckMenuStatus( window, menu );
|
||||
|
||||
/*
|
||||
* The status has been updated and we're ready to have the menu drawn now:
|
||||
@ -357,32 +384,29 @@ void fgDisplayMenu( void )
|
||||
*/
|
||||
glPopAttrib();
|
||||
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glPopMatrix();
|
||||
glMatrixMode( GL_PROJECTION );
|
||||
glPopMatrix();
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
/*
|
||||
* Activates a menu pointed by the function argument
|
||||
*/
|
||||
void fgActivateMenu( int button )
|
||||
void fgActivateMenu( SFG_Window* window, int button )
|
||||
{
|
||||
SFG_Window* window = fgStructure.Window;
|
||||
SFG_Menu* menu = NULL;
|
||||
int x, y;
|
||||
|
||||
freeglut_assert_window;
|
||||
/*
|
||||
* We'll be referencing this menu a lot, so remember its address:
|
||||
*/
|
||||
SFG_Menu* menu = window->Menu[ button ];
|
||||
|
||||
/*
|
||||
* Mark the menu as active, so that it gets displayed:
|
||||
*/
|
||||
window->MenuActive[ button ] = TRUE;
|
||||
|
||||
/*
|
||||
* We'll be referencing this menu a lot, so remember it's address:
|
||||
*/
|
||||
menu = window->Menu[ button ];
|
||||
window->ActiveMenu = menu;
|
||||
menu->IsActive = TRUE ;
|
||||
|
||||
/*
|
||||
* Grab the mouse cursor position respective to the current window
|
||||
@ -393,27 +417,44 @@ void fgActivateMenu( int button )
|
||||
/*
|
||||
* Set up the initial menu position now:
|
||||
*/
|
||||
if( x > 10 ) menu->X = x - 10; else menu->X = 5;
|
||||
if( y > 10 ) menu->Y = y - 10; else menu->Y = 5;
|
||||
menu->X = x ;
|
||||
menu->Y = y ;
|
||||
|
||||
if( x > (glutGet( GLUT_WINDOW_WIDTH ) - menu->Width ) )
|
||||
glutSetWindow ( window->ID ) ;
|
||||
|
||||
if( x > ( glutGet( GLUT_WINDOW_WIDTH ) - menu->Width ) )
|
||||
menu->X = glutGet( GLUT_WINDOW_WIDTH ) - menu->Width;
|
||||
if( y > (glutGet( GLUT_WINDOW_HEIGHT ) - menu->Height) )
|
||||
if( y > ( glutGet( GLUT_WINDOW_HEIGHT ) - menu->Height) )
|
||||
menu->Y = glutGet( GLUT_WINDOW_HEIGHT ) - menu->Height;
|
||||
}
|
||||
|
||||
/*
|
||||
* Private static function to check for menu entry selection on menu deactivation
|
||||
* Check whether an active menu absorbs a mouse click
|
||||
*/
|
||||
static void fghCheckMenuSelect( SFG_Menu* menu )
|
||||
GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu )
|
||||
{
|
||||
/*
|
||||
* Near as I can tell, this is the active menu behaviour:
|
||||
* - Down-click any button outside the menu, menu active: deactivate the menu
|
||||
* - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
|
||||
* - Up-click the menu button outside the menu, menu active: nothing happens
|
||||
* - Up-click the menu button inside the menu, menu active: select the menu entry and deactivate the menu
|
||||
* Since menus can have submenus, we need to check this recursively.
|
||||
*/
|
||||
return fghCheckMenuStatus ( window, menu ) ;
|
||||
}
|
||||
|
||||
/*
|
||||
* Function to check for menu entry selection on menu deactivation
|
||||
*/
|
||||
void fgExecuteMenuCallback( SFG_Menu* menu )
|
||||
{
|
||||
SFG_MenuEntry *menuEntry;
|
||||
|
||||
/*
|
||||
* First of all check any of the active sub menus...
|
||||
*/
|
||||
for( menuEntry = menu->Entries.First; menuEntry;
|
||||
menuEntry = menuEntry->Node.Next)
|
||||
for( menuEntry = menu->Entries.First; menuEntry; menuEntry = menuEntry->Node.Next)
|
||||
{
|
||||
/*
|
||||
* Is this menu entry active?
|
||||
@ -421,7 +462,7 @@ static void fghCheckMenuSelect( SFG_Menu* menu )
|
||||
if( menuEntry->IsActive == TRUE )
|
||||
{
|
||||
/*
|
||||
* If this is not a sub menu, execute the menu callback and return...
|
||||
* If there is not a sub menu, execute the menu callback and return...
|
||||
*/
|
||||
if( menuEntry->SubMenu == NULL )
|
||||
{
|
||||
@ -437,7 +478,7 @@ static void fghCheckMenuSelect( SFG_Menu* menu )
|
||||
/*
|
||||
* Otherwise recurse into the submenu.
|
||||
*/
|
||||
fghCheckMenuSelect( menuEntry->SubMenu );
|
||||
fgExecuteMenuCallback( menuEntry->SubMenu );
|
||||
|
||||
/*
|
||||
* There is little sense in dwelling the search on
|
||||
@ -450,41 +491,23 @@ static void fghCheckMenuSelect( SFG_Menu* menu )
|
||||
/*
|
||||
* Deactivates a menu pointed by the function argument.
|
||||
*/
|
||||
void fgDeactivateMenu( int button )
|
||||
void fgDeactivateMenu( SFG_Window *window )
|
||||
{
|
||||
SFG_Window* window = fgStructure.Window;
|
||||
SFG_Menu* menu = NULL;
|
||||
int i;
|
||||
|
||||
/*
|
||||
* Make sure there is a current window available...
|
||||
*/
|
||||
freeglut_assert_window;
|
||||
|
||||
/*
|
||||
* Check if there is an active menu attached to this window...
|
||||
*/
|
||||
for( i=0; i<FREEGLUT_MAX_MENUS; i++ )
|
||||
{
|
||||
if( window->Menu[ i ] != NULL && window->MenuActive[ i ] == TRUE )
|
||||
menu = window->Menu[ i ];
|
||||
};
|
||||
SFG_Menu* menu = window->ActiveMenu;
|
||||
|
||||
/*
|
||||
* Did we find an active window?
|
||||
*/
|
||||
freeglut_return_if_fail( menu != NULL );
|
||||
|
||||
/*
|
||||
* Check if there was any menu entry active. This would
|
||||
* mean the user has selected a menu entry...
|
||||
*/
|
||||
fghCheckMenuSelect( menu );
|
||||
|
||||
/*
|
||||
* Forget about having that menu active anymore, now:
|
||||
*/
|
||||
fgStructure.Window->MenuActive[ button ] = FALSE;
|
||||
window->ActiveMenu = NULL;
|
||||
menu->IsActive = FALSE ;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -524,7 +547,7 @@ void fghCalculateMenuBoxSize( void )
|
||||
* Store the menu's box size now:
|
||||
*/
|
||||
fgStructure.Menu->Height = height;
|
||||
fgStructure.Menu->Width = width;
|
||||
fgStructure.Menu->Width = width + 2 * FREEGLUT_MENU_BORDER ;
|
||||
}
|
||||
|
||||
|
||||
@ -581,7 +604,7 @@ int FGAPIENTRY glutGetMenu( void )
|
||||
}
|
||||
|
||||
/*
|
||||
* Sets the current menu given it's menu ID
|
||||
* Sets the current menu given its menu ID
|
||||
*/
|
||||
void FGAPIENTRY glutSetMenu( int menuID )
|
||||
{
|
||||
|
@ -52,7 +52,7 @@ int FGAPIENTRY glutExtensionSupported( const char* extension )
|
||||
{
|
||||
const char *extensions;
|
||||
const char *ptr;
|
||||
int i;
|
||||
int len = strlen ( extension ) ;
|
||||
|
||||
/*
|
||||
* Make sure there is a current window, and thus -- a current context available
|
||||
@ -61,7 +61,7 @@ int FGAPIENTRY glutExtensionSupported( const char* extension )
|
||||
freeglut_return_val_if_fail( fgStructure.Window != NULL, 0 );
|
||||
|
||||
/*
|
||||
* Not it is safe to query the extenstions
|
||||
* Note it is safe to query the extensions
|
||||
*/
|
||||
extensions = glGetString(GL_EXTENSIONS);
|
||||
|
||||
@ -70,8 +70,7 @@ int FGAPIENTRY glutExtensionSupported( const char* extension )
|
||||
/*
|
||||
* Check if the extension itself looks valid
|
||||
*/
|
||||
for( i=0; i<strlen( extension ); i++ )
|
||||
if( extension[ i ] == ' ' )
|
||||
if ( strchr ( extension, ' ' ) != NULL )
|
||||
return( 0 );
|
||||
|
||||
/*
|
||||
@ -79,29 +78,31 @@ int FGAPIENTRY glutExtensionSupported( const char* extension )
|
||||
*/
|
||||
for (ptr = extensions; *ptr;)
|
||||
{
|
||||
const char *str = extension;
|
||||
char c;
|
||||
/*
|
||||
* Is it the current extension?
|
||||
*/
|
||||
if ( strncmp ( extension, extensions, len ) == 0 )
|
||||
return 1 ;
|
||||
|
||||
while ( (c = *(str++)) )
|
||||
{
|
||||
if (*ptr != c)
|
||||
goto next;
|
||||
ptr++;
|
||||
}
|
||||
if ( !(c = *ptr) || c == ' ' )
|
||||
return 1;
|
||||
next:
|
||||
while ( (c = *ptr) && c != ' ' )
|
||||
ptr++;
|
||||
while (*ptr == ' ')
|
||||
ptr++;
|
||||
/*
|
||||
* No, go find the next extension. They are separated from each other by one or more blank spaces.
|
||||
*/
|
||||
ptr = strchr ( ptr + len, ' ' ) ;
|
||||
|
||||
/*
|
||||
* If we ran off the end of the "extensions" character string, we didn't find it. Return failure.
|
||||
*/
|
||||
if ( !ptr ) return 0 ;
|
||||
|
||||
while ( *ptr == ' ' )
|
||||
ptr++ ;
|
||||
}
|
||||
|
||||
return 0;
|
||||
return 0 ;
|
||||
}
|
||||
|
||||
/*
|
||||
* This function reports all the errors that happened till now
|
||||
* This function reports all the OpenGL errors that happened till now
|
||||
*/
|
||||
void FGAPIENTRY glutReportErrors( void )
|
||||
{
|
||||
@ -133,10 +134,10 @@ void FGAPIENTRY glutReportErrors( void )
|
||||
/*
|
||||
* Turns the ignore key auto repeat feature on and off
|
||||
*/
|
||||
void FGAPIENTRY glutIgnoreKeyRepeat( int ignore )
|
||||
void FGAPIENTRY glutIgnoreKeyRepeat( int ignore ) /* DEPRECATED 11/4/02 - Do not use */
|
||||
{
|
||||
/*
|
||||
* This is simple and not demanging...
|
||||
* This is simple and not damaging...
|
||||
*/
|
||||
fgState.IgnoreKeyRepeat = ignore ? TRUE : FALSE;
|
||||
}
|
||||
|
@ -47,38 +47,15 @@
|
||||
|
||||
/* -- LOCAL DEFINITIONS ---------------------------------------------------- */
|
||||
|
||||
/*
|
||||
* Those are definitions introduced to make the glutGet() more easy,
|
||||
* however they might introduce errors if someone ports GLX to Win32 :)
|
||||
*
|
||||
* Btw. this is not that a bad idea (wrapping WGL around GLX)...
|
||||
*/
|
||||
#if TARGET_HOST_WIN32
|
||||
# define GLX_RGBA 0x01
|
||||
# define GLX_DOUBLEBUFFER 0x02
|
||||
# define GLX_BUFFER_SIZE 0x03
|
||||
# define GLX_STENCIL_SIZE 0x04
|
||||
# define GLX_DEPTH_SIZE 0x05
|
||||
# define GLX_RED_SIZE 0x06
|
||||
# define GLX_GREEN_SIZE 0x07
|
||||
# define GLX_BLUE_SIZE 0x08
|
||||
# define GLX_ALPHA_SIZE 0x09
|
||||
# define GLX_ACCUM_RED_SIZE 0x0A
|
||||
# define GLX_ACCUM_GREEN_SIZE 0x0B
|
||||
# define GLX_ACCUM_BLUE_SIZE 0x0C
|
||||
# define GLX_ACCUM_ALPHA_SIZE 0x0D
|
||||
# define GLX_STEREO 0x0E
|
||||
#endif
|
||||
|
||||
|
||||
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
/*
|
||||
* Queries the GL context about some attributes
|
||||
*/
|
||||
static int fghGetConfig( int attribute )
|
||||
{
|
||||
int returnValue;
|
||||
int returnValue ;
|
||||
|
||||
/*
|
||||
* Return nothing if there is no current window set
|
||||
@ -86,57 +63,67 @@ static int fghGetConfig( int attribute )
|
||||
if( fgStructure.Window == NULL )
|
||||
return( 0 );
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
/*
|
||||
* glXGetConfig should work fine
|
||||
*/
|
||||
glXGetConfig( fgDisplay.Display, fgStructure.Window->Window.VisualInfo, attribute, &returnValue );
|
||||
|
||||
#elif TARGET_HOST_WIN32
|
||||
/*
|
||||
* This is going to be a bit harder than the X11 version...
|
||||
*/
|
||||
# pragma message( "freeglut_state.c::fghGetConfig() says hello world my name is not implemented!" )
|
||||
switch( attribute )
|
||||
{
|
||||
case GLX_RGBA:
|
||||
case GLX_DOUBLEBUFFER:
|
||||
case GLX_BUFFER_SIZE:
|
||||
case GLX_RED_SIZE:
|
||||
case GLX_GREEN_SIZE:
|
||||
case GLX_BLUE_SIZE:
|
||||
case GLX_DEPTH_SIZE:
|
||||
return( 1 );
|
||||
|
||||
case GLX_STENCIL_SIZE:
|
||||
case GLX_ALPHA_SIZE:
|
||||
case GLX_ACCUM_RED_SIZE:
|
||||
case GLX_ACCUM_GREEN_SIZE:
|
||||
case GLX_ACCUM_BLUE_SIZE:
|
||||
case GLX_ACCUM_ALPHA_SIZE:
|
||||
case GLX_STEREO:
|
||||
default:
|
||||
/*
|
||||
* Well, this looks like not implemented to me :)
|
||||
*/
|
||||
return( 0 );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
* Have the query results returned
|
||||
*/
|
||||
return( returnValue );
|
||||
return ( returnValue ) ;
|
||||
}
|
||||
#endif
|
||||
|
||||
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
|
||||
|
||||
/*
|
||||
* General settings assignment method
|
||||
*/
|
||||
void FGAPIENTRY glutSetOption( GLenum eWhat, int value )
|
||||
{
|
||||
freeglut_assert_ready;
|
||||
|
||||
/*
|
||||
* Check what is the caller querying for. In chronological code add order.
|
||||
*/
|
||||
switch( eWhat )
|
||||
{
|
||||
case GLUT_INIT_WINDOW_X: fgState.Position.X = (GLint)value ;
|
||||
break ;
|
||||
case GLUT_INIT_WINDOW_Y: fgState.Position.Y = (GLint)value ;
|
||||
break ;
|
||||
case GLUT_INIT_WINDOW_WIDTH: fgState.Size.X = (GLint)value ;
|
||||
break ;
|
||||
case GLUT_INIT_WINDOW_HEIGHT: fgState.Size.Y = (GLint)value ;
|
||||
break ;
|
||||
case GLUT_INIT_DISPLAY_MODE: fgState.DisplayMode = (unsigned int)value ;
|
||||
break ;
|
||||
|
||||
case GLUT_ACTION_ON_WINDOW_CLOSE: fgState.ActionOnWindowClose = value ;
|
||||
break ;
|
||||
|
||||
case GLUT_WINDOW_CURSOR:
|
||||
if( fgStructure.Window != NULL ) fgStructure.Window->State.Cursor = value ;
|
||||
break ;
|
||||
|
||||
default:
|
||||
/*
|
||||
* Just have it reported, so that we can see what needs to be implemented
|
||||
*/
|
||||
fgWarning( "glutSetOption(): missing enum handle %i\n", eWhat );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* General settings query method
|
||||
*/
|
||||
int FGAPIENTRY glutGet( GLenum eWhat )
|
||||
{
|
||||
int returnValue ;
|
||||
GLboolean boolValue ;
|
||||
freeglut_assert_ready;
|
||||
|
||||
/*
|
||||
@ -172,8 +159,9 @@ int FGAPIENTRY glutGet( GLenum eWhat )
|
||||
*/
|
||||
return( 0 );
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
/*
|
||||
* The rest of GLX queries is general enough to use a macro to check them
|
||||
* The rest of GLX queries under X are general enough to use a macro to check them
|
||||
*/
|
||||
# define GLX_QUERY(a,b) case a: return( fghGetConfig( b ) );
|
||||
|
||||
@ -194,7 +182,6 @@ int FGAPIENTRY glutGet( GLenum eWhat )
|
||||
|
||||
# undef GLX_QUERY
|
||||
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
/*
|
||||
* Colormap size is handled in a bit different way than all the rest
|
||||
*/
|
||||
@ -314,6 +301,60 @@ int FGAPIENTRY glutGet( GLenum eWhat )
|
||||
|
||||
#elif TARGET_HOST_WIN32
|
||||
|
||||
/*
|
||||
* Handle the OpenGL inquiries
|
||||
*/
|
||||
case GLUT_WINDOW_RGBA:
|
||||
glGetBooleanv ( GL_RGBA_MODE, &boolValue ) ; /* True if color buffers store RGBA */
|
||||
returnValue = boolValue ? 1 : 0 ;
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_DOUBLEBUFFER:
|
||||
glGetBooleanv ( GL_DOUBLEBUFFER, &boolValue ) ; /* True if front and back buffers exist */
|
||||
returnValue = boolValue ? 1 : 0 ;
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_STEREO:
|
||||
glGetBooleanv ( GL_STEREO, &boolValue ) ; /* True if left and right buffers exist */
|
||||
returnValue = boolValue ? 1 : 0 ;
|
||||
return ( returnValue ) ;
|
||||
|
||||
case GLUT_WINDOW_RED_SIZE:
|
||||
glGetIntegerv ( GL_RED_BITS, &returnValue ) ; /* Number of bits per red component in color buffers */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_GREEN_SIZE:
|
||||
glGetIntegerv ( GL_GREEN_BITS, &returnValue ) ; /* Number of bits per green component in color buffers */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_BLUE_SIZE:
|
||||
glGetIntegerv ( GL_BLUE_BITS, &returnValue ) ; /* Number of bits per blue component in color buffers */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_ALPHA_SIZE:
|
||||
glGetIntegerv ( GL_ALPHA_BITS, &returnValue ) ; /* Number of bits per alpha component in color buffers */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_ACCUM_RED_SIZE:
|
||||
glGetIntegerv ( GL_ACCUM_RED_BITS, &returnValue ) ; /* Number of bits per red component in the accumulation buffer */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_ACCUM_GREEN_SIZE:
|
||||
glGetIntegerv ( GL_ACCUM_GREEN_BITS, &returnValue ) ; /* Number of bits per green component in the accumulation buffer */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_ACCUM_BLUE_SIZE:
|
||||
glGetIntegerv ( GL_ACCUM_BLUE_BITS, &returnValue ) ; /* Number of bits per blue component in the accumulation buffer */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_ACCUM_ALPHA_SIZE:
|
||||
glGetIntegerv ( GL_ACCUM_ALPHA_BITS, &returnValue ) ; /* Number of bits per alpha component in the accumulation buffer */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_DEPTH_SIZE:
|
||||
glGetIntegerv ( GL_DEPTH_BITS, &returnValue ) ; /* Number of depth-buffer bitplanes */
|
||||
return ( returnValue ) ;
|
||||
|
||||
case GLUT_WINDOW_BUFFER_SIZE:
|
||||
returnValue = 1 ; /* ????? */
|
||||
return ( returnValue ) ;
|
||||
case GLUT_WINDOW_STENCIL_SIZE:
|
||||
returnValue = 0 ; /* ????? */
|
||||
return ( returnValue ) ;
|
||||
|
||||
/*
|
||||
* Window position and size
|
||||
*/
|
||||
case GLUT_WINDOW_X:
|
||||
case GLUT_WINDOW_Y:
|
||||
case GLUT_WINDOW_WIDTH:
|
||||
@ -411,6 +452,8 @@ int FGAPIENTRY glutGet( GLenum eWhat )
|
||||
|
||||
return( fgListLength( &fgStructure.Menu->Entries ) );
|
||||
|
||||
case GLUT_ACTION_ON_WINDOW_CLOSE: return ( fgState.ActionOnWindowClose ) ;
|
||||
|
||||
default:
|
||||
/*
|
||||
* Just have it reported, so that we can see what needs to be implemented
|
||||
|
@ -2,11 +2,14 @@
|
||||
/* This file has been automatically generated by the genstroke utility. */
|
||||
|
||||
#include "../include/GL/freeglut_internal.h"
|
||||
|
||||
#ifdef TARGET_HOST_WIN32
|
||||
#pragma warning ( once:4305 )
|
||||
#endif
|
||||
/* char: 0x20 */
|
||||
|
||||
static const SFG_StrokeStrip ch32st[] =
|
||||
{
|
||||
{ 0, NULL }
|
||||
};
|
||||
|
||||
static const SFG_StrokeChar ch32 = {104.762,0,ch32st};
|
||||
|
@ -2,11 +2,15 @@
|
||||
/* This file has been automatically generated by the genstroke utility. */
|
||||
|
||||
#include "../include/GL/freeglut_internal.h"
|
||||
#ifdef TARGET_HOST_WIN32
|
||||
#pragma warning ( once:4305 )
|
||||
#endif
|
||||
|
||||
/* char: 0x20 */
|
||||
|
||||
static const SFG_StrokeStrip ch32st[] =
|
||||
{
|
||||
{ 0, NULL }
|
||||
};
|
||||
|
||||
static const SFG_StrokeChar ch32 = {104.762,0,ch32st};
|
||||
|
@ -106,7 +106,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y,
|
||||
* Open the window now. The fgOpenWindow() function is system
|
||||
* dependant, and resides in freeglut_window.c. Uses fgState.
|
||||
*/
|
||||
fgOpenWindow( window, title, x, y, w, h, gameMode );
|
||||
fgOpenWindow( window, title, x, y, w, h, gameMode, (parent != NULL) ? TRUE : FALSE );
|
||||
|
||||
/*
|
||||
* Return a pointer to the newly created window
|
||||
@ -160,7 +160,67 @@ SFG_Menu* fgCreateMenu( FGCBmenu menuCallback )
|
||||
}
|
||||
|
||||
/*
|
||||
* This function destroys a window and all of it's subwindows. Actually,
|
||||
* Linked list of windows to destroy ... this is so we don't destroy a window from the middle of
|
||||
* its callback. Some C compilers take an extremely dim view of this.
|
||||
*/
|
||||
|
||||
static SFG_WindowList* WindowsToDestroy = (SFG_WindowList*)NULL ;
|
||||
|
||||
/*
|
||||
* Function to add a window to the linked list of windows to destroy. Subwindows are automatically
|
||||
* added because they hang from the window structure.
|
||||
*/
|
||||
void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose )
|
||||
{
|
||||
SFG_WindowList *new_list_entry = (SFG_WindowList*)malloc ( sizeof(SFG_WindowList) ) ;
|
||||
new_list_entry->window = window ;
|
||||
new_list_entry->needToClose = needToClose ;
|
||||
new_list_entry->next = WindowsToDestroy ;
|
||||
WindowsToDestroy = new_list_entry ;
|
||||
|
||||
/*
|
||||
* Check the execution state. If this has been called from "glutDestroyWindow",
|
||||
* a statement in that function will reset the "ExecState" after this function returns.
|
||||
*/
|
||||
if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
|
||||
{
|
||||
/*
|
||||
* Set the execution state flag to drop out of the main loop.
|
||||
*/
|
||||
if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
|
||||
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Function to close down all the windows in the "WindowsToDestroy" list
|
||||
*/
|
||||
void fgCloseWindows ()
|
||||
{
|
||||
fgExecutionState ExecState = fgState.ExecState ;
|
||||
|
||||
SFG_WindowList *window_ptr = WindowsToDestroy ;
|
||||
WindowsToDestroy = (SFG_WindowList*)NULL ; // In case the destroy callbacks cause more windows to be closed
|
||||
|
||||
while ( window_ptr )
|
||||
{
|
||||
SFG_WindowList *next = window_ptr->next ;
|
||||
fgDestroyWindow ( window_ptr->window, window_ptr->needToClose ) ;
|
||||
free ( window_ptr ) ;
|
||||
window_ptr = next ;
|
||||
|
||||
if ( !window_ptr ) window_ptr = WindowsToDestroy ;
|
||||
}
|
||||
|
||||
/*
|
||||
* Since the "fgDestroyWindow" function could easily have set the "ExecState" to stop,
|
||||
* let's set it back to what it was.
|
||||
*/
|
||||
fgState.ExecState = ExecState ;
|
||||
}
|
||||
|
||||
/*
|
||||
* This function destroys a window and all of its subwindows. Actually,
|
||||
* another function, defined in freeglut_window.c is called, but this is
|
||||
* a whole different story...
|
||||
*/
|
||||
@ -174,19 +234,25 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
|
||||
/*
|
||||
* Does this window have any subwindows?
|
||||
*/
|
||||
if( (subWindow = window->Children.First) != NULL )
|
||||
while ( (subWindow = window->Children.First) != NULL )
|
||||
{
|
||||
/*
|
||||
* Destroy the first window in the list (possibly destroying
|
||||
* it's subwindows too). This is not very effective, but works
|
||||
* its subwindows too). This is not very effective, but works
|
||||
*/
|
||||
fgDestroyWindow( subWindow, TRUE );
|
||||
fgDestroyWindow( subWindow, needToClose );
|
||||
}
|
||||
|
||||
/*
|
||||
* Now we should remove the reference to this window from it's parent
|
||||
* If the programmer defined a destroy callback, call it
|
||||
*/
|
||||
if( window->Parent != NULL )
|
||||
if ( window->Callbacks.Destroy != NULL )
|
||||
window->Callbacks.Destroy () ;
|
||||
|
||||
/*
|
||||
* Now we should remove the reference to this window from its parent
|
||||
*/
|
||||
if ( window->Parent != NULL )
|
||||
fgListRemove( &window->Parent->Children, &window->Node );
|
||||
else
|
||||
fgListRemove( &fgStructure.Windows, &window->Node );
|
||||
@ -212,7 +278,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
|
||||
}
|
||||
|
||||
/*
|
||||
* This is a helper static function that removes a menu (given it's pointer)
|
||||
* This is a helper static function that removes a menu (given its pointer)
|
||||
* from any windows that can be accessed from a given parent...
|
||||
*/
|
||||
static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
|
||||
@ -273,8 +339,7 @@ void fgDestroyMenu( SFG_Menu* menu )
|
||||
/*
|
||||
* First of all, have all references to this menu removed from all windows:
|
||||
*/
|
||||
for( window = fgStructure.Windows.First; window;
|
||||
window = window->Node.Next )
|
||||
for( window = fgStructure.Windows.First; window; window = window->Node.Next )
|
||||
{
|
||||
fghRemoveMenuFromWindow( window, menu );
|
||||
}
|
||||
@ -289,7 +354,7 @@ void fgDestroyMenu( SFG_Menu* menu )
|
||||
|
||||
/*
|
||||
* Now we are pretty sure the menu is not used anywhere
|
||||
* and that we can remove all of it's entries
|
||||
* and that we can remove all of its entries
|
||||
*/
|
||||
while( (entry = menu->Entries.First) != NULL )
|
||||
{
|
||||
@ -423,7 +488,7 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, SFG_Enum
|
||||
}
|
||||
|
||||
/*
|
||||
* A static helper function to look for a window given it's handle
|
||||
* A static helper function to look for a window given its handle
|
||||
*/
|
||||
static void fghcbWindowByHandle( SFG_Window *window, SFG_Enumerator *enumerator )
|
||||
{
|
||||
@ -495,7 +560,7 @@ SFG_Window* fgWindowByHandle
|
||||
}
|
||||
|
||||
/*
|
||||
* A static helper function to look for a window given it's ID
|
||||
* A static helper function to look for a window given its ID
|
||||
*/
|
||||
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
|
||||
{
|
||||
@ -554,7 +619,7 @@ SFG_Window* fgWindowByID( int windowID )
|
||||
}
|
||||
|
||||
/*
|
||||
* Looks up a menu given it's ID. This is easier that fgWindowByXXX
|
||||
* Looks up a menu given its ID. This is easier that fgWindowByXXX
|
||||
* as all menus are placed in a single doubly linked list...
|
||||
*/
|
||||
SFG_Menu* fgMenuByID( int menuID )
|
||||
|
@ -258,8 +258,13 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly )
|
||||
pfd.cAccumGreenBits = 0;
|
||||
pfd.cAccumBlueBits = 0;
|
||||
pfd.cAccumAlphaBits = 0;
|
||||
#if 0
|
||||
pfd.cDepthBits = 32;
|
||||
pfd.cStencilBits = 0;
|
||||
#else
|
||||
pfd.cDepthBits = 24;
|
||||
pfd.cStencilBits = 8;
|
||||
#endif
|
||||
pfd.cAuxBuffers = 0;
|
||||
pfd.iLayerType = PFD_MAIN_PLANE;
|
||||
pfd.bReserved = 0;
|
||||
@ -300,7 +305,7 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly )
|
||||
* Opens a window. Requires a SFG_Window object created and attached
|
||||
* to the freeglut structure. OpenGL context is created here.
|
||||
*/
|
||||
void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode )
|
||||
void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode, int isSubWindow )
|
||||
{
|
||||
#if TARGET_HOST_UNIX_X11
|
||||
XSetWindowAttributes winAttr;
|
||||
@ -471,7 +476,6 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
|
||||
WNDCLASS wc;
|
||||
int flags;
|
||||
ATOM atom;
|
||||
HWND hWnd;
|
||||
|
||||
freeglut_assert_ready;
|
||||
|
||||
@ -482,14 +486,19 @@ void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, i
|
||||
assert( atom != 0 );
|
||||
|
||||
if( gameMode == FALSE )
|
||||
{
|
||||
if ( !isSubWindow )
|
||||
{
|
||||
/*
|
||||
* Update the window position and dimensions, taking account of window decorations
|
||||
*/
|
||||
x -= (GetSystemMetrics( SM_CXSIZEFRAME ) - 1);
|
||||
y -= (GetSystemMetrics( SM_CYSIZEFRAME ) - 1);
|
||||
w += (GetSystemMetrics( SM_CXSIZEFRAME ) - 1)*2;
|
||||
h += (GetSystemMetrics( SM_CYSIZEFRAME ) - 1)*2 + GetSystemMetrics( SM_CYCAPTION );
|
||||
|
||||
x -= (GetSystemMetrics( SM_CXSIZEFRAME ) );
|
||||
y -= (GetSystemMetrics( SM_CYSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION ) );
|
||||
if ( y < 0 ) y = 0 ;
|
||||
w += (GetSystemMetrics( SM_CXSIZEFRAME ) )*2;
|
||||
h += (GetSystemMetrics( SM_CYSIZEFRAME ) )*2 + GetSystemMetrics( SM_CYCAPTION );
|
||||
}
|
||||
|
||||
/*
|
||||
* Check if the user wants us to use the default position/size
|
||||
@ -600,7 +609,7 @@ void fgCloseWindow( SFG_Window* window )
|
||||
int FGAPIENTRY glutCreateWindow( const char* title )
|
||||
{
|
||||
/*
|
||||
* Create a new window and return it's unique ID number
|
||||
* Create a new window and return its unique ID number
|
||||
*/
|
||||
return( fgCreateWindow( NULL, title, fgState.Position.X, fgState.Position.Y,
|
||||
fgState.Size.X, fgState.Size.Y, FALSE )->ID );
|
||||
@ -638,7 +647,7 @@ int FGAPIENTRY glutCreateSubWindow( int parentID, int x, int y, int w, int h )
|
||||
}
|
||||
|
||||
/*
|
||||
* Destroys a window and all of it's subwindows
|
||||
* Destroys a window and all of its subwindows
|
||||
*/
|
||||
void FGAPIENTRY glutDestroyWindow( int windowID )
|
||||
{
|
||||
@ -652,7 +661,7 @@ void FGAPIENTRY glutDestroyWindow( int windowID )
|
||||
* There is a function that performs all needed steps
|
||||
* defined in freeglut_structure.c. Let's use it:
|
||||
*/
|
||||
fgDestroyWindow( window, TRUE );
|
||||
fgAddToWindowDestroyList( window, TRUE );
|
||||
}
|
||||
|
||||
/*
|
||||
@ -955,19 +964,37 @@ void FGAPIENTRY glutReshapeWindow( int width, int height )
|
||||
#elif TARGET_HOST_WIN32
|
||||
{
|
||||
RECT winRect;
|
||||
int x, y ;
|
||||
|
||||
/*
|
||||
* First off, grab the current window's position
|
||||
*/
|
||||
GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
|
||||
x = winRect.left ;
|
||||
y = winRect.top ;
|
||||
|
||||
if ( fgStructure.Window->Parent == NULL ) /* If this is not a subwindow ... */
|
||||
{
|
||||
/*
|
||||
* Adjust the size of the window to allow for the size of the frame
|
||||
*/
|
||||
width += (GetSystemMetrics( SM_CXSIZEFRAME ) - 1)*2;
|
||||
height += (GetSystemMetrics( SM_CYSIZEFRAME ) - 1)*2 + GetSystemMetrics( SM_CYCAPTION );
|
||||
}
|
||||
else /* This is a subwindow, get the parent window's position and subtract it off */
|
||||
{
|
||||
GetWindowRect ( fgStructure.Window->Parent->Window.Handle, &winRect ) ;
|
||||
x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME ) ;
|
||||
y -= winRect.top + GetSystemMetrics( SM_CXSIZEFRAME ) + GetSystemMetrics( SM_CYCAPTION ) ;
|
||||
}
|
||||
|
||||
/*
|
||||
* Resize the window, forcing a redraw to happen
|
||||
*/
|
||||
MoveWindow(
|
||||
fgStructure.Window->Window.Handle,
|
||||
winRect.left,
|
||||
winRect.top,
|
||||
x,
|
||||
y,
|
||||
width,
|
||||
height,
|
||||
TRUE
|
||||
@ -999,6 +1026,16 @@ void FGAPIENTRY glutPositionWindow( int x, int y )
|
||||
*/
|
||||
GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
|
||||
|
||||
if ( fgStructure.Window->Parent == NULL ) /* If this is not a subwindow ... */
|
||||
{
|
||||
/*
|
||||
* Adjust the position of the window to allow for the size of the frame
|
||||
*/
|
||||
x -= (GetSystemMetrics( SM_CXSIZEFRAME ) - 1);
|
||||
y -= (GetSystemMetrics( SM_CYSIZEFRAME ) - 1 + GetSystemMetrics( SM_CYCAPTION ));
|
||||
if ( y < 0 ) y = 0 ;
|
||||
}
|
||||
|
||||
/*
|
||||
* Reposition the window, forcing a redraw to happen
|
||||
*/
|
||||
|
Reference in New Issue
Block a user