All changes are from John, except for:

(a) I re-inserted the meat of a comment that I still feel is relavent.
 (b) I fixed a compile-time error in the UNIX_X11 code where a variable
     is declared after executable code in a block without creating
     a new sub-block for the declaration.

Changes from John include:
 (a) Style revision.
 (b) Changes to postpone the handling of window resizes.

Lots of lines were changed, but I think that thos two cover the ground that
he hit.  See the diffs for details.


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@360 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
rkrolib 2003-11-21 00:49:51 +00:00
parent 1c7454b49d
commit 7e7ff3191d
3 changed files with 293 additions and 283 deletions

View File

@ -219,7 +219,7 @@ struct tagSFG_State
SFG_XYUse Size; /* The default windows' size */ SFG_XYUse Size; /* The default windows' size */
unsigned int DisplayMode; /* Display mode for new windows */ unsigned int DisplayMode; /* Display mode for new windows */
GLboolean Initialised; /* Freeglut has been initialised */ GLboolean Initialised; /* freeglut has been initialised */
GLboolean ForceDirectContext; /* Force direct rendering? */ GLboolean ForceDirectContext; /* Force direct rendering? */
GLboolean TryDirectContext; /* What about giving a try to? */ GLboolean TryDirectContext; /* What about giving a try to? */
@ -352,9 +352,7 @@ struct tagSFG_WindowState
GLboolean IsGameMode; /* Is this the game mode window? */ GLboolean IsGameMode; /* Is this the game mode window? */
#if TARGET_HOST_WIN32 GLboolean NeedToResize; /* Do we need to resize the window? */
GLboolean NeedToResize; /* Do we need to explicitly resize? */
#endif
}; };

View File

@ -65,8 +65,9 @@
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/* /*
* Calls a window's redraw method. This is used when * Handle a window configuration change. When no reshape
* a redraw is forced by the incoming window messages. * callback is hooked, the viewport size is updated to
* match the new window size.
* *
* XXX We can/should make a "unified" window handle type so that * XXX We can/should make a "unified" window handle type so that
* XXX the function headers don't need this silly #ifdef junk. * XXX the function headers don't need this silly #ifdef junk.
@ -74,6 +75,106 @@
* XXX {Window}. On WIN32, it is {HWND}. Then do the #ifdef * XXX {Window}. On WIN32, it is {HWND}. Then do the #ifdef
* XXX junk *once* in "freeglut_internal.h". * XXX junk *once* in "freeglut_internal.h".
*/ */
static void fghReshapeWindowByHandle
#if TARGET_HOST_UNIX_X11
( Window handle, int width, int height )
#elif TARGET_HOST_WIN32
( HWND handle, int width, int height )
#endif
{
SFG_Window *current_window = fgStructure.Window;
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
#if TARGET_HOST_UNIX_X11
XResizeWindow( fgDisplay.Display, window->Window.Handle,
width, height );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
/*
* XXX REALLY shouldn't be done. GLUT docs state that this
* XXX isn't even processed immediately, but rather waits
* XXX for return to the mainloop. "This allows multiple
* XXX glutReshapeWindow, glutPositionWindow, and glutFullScreen
* XXX requests to the same window to be coalesced." (This is
* XXX having some deleterious effect on a sample program of mine.)
* XXX Not only does GLUT not flush at this point, GLUT doesn't even
* XXX *do* the reshape at this point! We should probably rip this
* XXX out and do what GLUT promises. It would be more efficient, and
* XXX might be more compatible.
*/
#elif TARGET_HOST_WIN32
{
RECT winRect;
int x, y;
GetWindowRect( window->Window.Handle, &winRect );
x = winRect.left;
y = winRect.top;
if ( window->Parent == NULL )
{
/*
* Adjust the size of the window to allow for the size of the
* frame, if we are not a menu
*/
if ( ! window->IsMenu )
{
width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
GetSystemMetrics( SM_CYCAPTION );
}
}
else
{
GetWindowRect( window->Parent->Window.Handle,
&winRect );
x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME );
y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) +
GetSystemMetrics( SM_CYCAPTION );
}
MoveWindow(
window->Window.Handle,
x,
y,
width,
height,
TRUE
);
}
#endif
if( !( FETCH_WCB( *window, Reshape ) ) )
{
fgSetWindow( window );
glViewport( 0, 0, width, height );
}
else
INVOKE_WCB( *window, Reshape, ( 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 = GL_TRUE;
if( window->IsMenu )
fgSetWindow( current_window );
}
/*
* Calls a window's redraw method. This is used when
* a redraw is forced by the incoming window messages.
*/
static void fghRedrawWindowByHandle static void fghRedrawWindowByHandle
#if TARGET_HOST_UNIX_X11 #if TARGET_HOST_UNIX_X11
( Window handle ) ( Window handle )
@ -103,54 +204,32 @@ static void fghRedrawWindowByHandle
freeglut_return_if_fail( FETCH_WCB( *window, Display ) ); freeglut_return_if_fail( FETCH_WCB( *window, Display ) );
freeglut_return_if_fail( window->State.Visible ); freeglut_return_if_fail( window->State.Visible );
if( window->State.NeedToResize )
{
SFG_Window *current_window = fgStructure.Window;
fgSetWindow( window );
fghReshapeWindowByHandle(
window->Window.Handle,
window->State.Width,
window->State.Height
);
window->State.NeedToResize = GL_FALSE;
fgSetWindow ( current_window );
}
window->State.Redisplay = GL_FALSE; window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) ); INVOKE_WCB( *window, Display, ( ) );
} }
/*
* Handle a window configuration change. When no reshape
* callback is hooked, the viewport size is updated to
* match the new window size.
*/
static void fghReshapeWindowByHandle
#if TARGET_HOST_UNIX_X11
( Window handle, int width, int height )
#elif TARGET_HOST_WIN32
( HWND handle, int width, int height )
#endif
{
SFG_Window *current_window = fgStructure.Window;
SFG_Window* window = fgWindowByHandle( handle );
freeglut_return_if_fail( window != NULL );
if( !( FETCH_WCB( *window, Reshape ) ) )
{
fgSetWindow( window );
glViewport( 0, 0, width, height );
}
else
INVOKE_WCB( *window, Reshape, ( 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 = GL_TRUE;
if( window->IsMenu )
fgSetWindow( current_window );
}
/* /*
* A static helper function to execute display callback for a window * A static helper function to execute display callback for a window
*/ */
static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator ) static void fghcbDisplayWindow( SFG_Window *window,
SFG_Enumerator *enumerator )
{ {
#if TARGET_HOST_UNIX_X11
/* /*
* XXX Do we need/want to check the callback pointer here? * XXX Do we need/want to check the callback pointer here?
* XXX INVOKE_WCB() will check for us. Arguably, the * XXX INVOKE_WCB() will check for us. Arguably, the
@ -164,15 +243,6 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
window->State.Redisplay && window->State.Redisplay &&
window->State.Visible ) window->State.Visible )
{ {
SFG_Window *current_window = fgStructure.Window;
window->State.Redisplay = GL_FALSE;
INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window );
}
#elif TARGET_HOST_WIN32
if( window->State.NeedToResize ) if( window->State.NeedToResize )
{ {
SFG_Window *current_window = fgStructure.Window; SFG_Window *current_window = fgStructure.Window;
@ -181,30 +251,30 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
fghReshapeWindowByHandle( fghReshapeWindowByHandle(
window->Window.Handle, window->Window.Handle,
glutGet( GLUT_WINDOW_WIDTH ), window->State.Width,
glutGet( GLUT_WINDOW_HEIGHT ) window->State.Height
); );
window->State.NeedToResize = GL_FALSE; window->State.NeedToResize = GL_FALSE;
fgSetWindow ( current_window ); fgSetWindow ( current_window );
} }
/*
* XXX See above comment about the Redisplay flag...
*/
if( ( FETCH_WCB( *window, Display ) ) &&
window->State.Redisplay &&
window->State.Visible )
{
window->State.Redisplay = GL_FALSE; window->State.Redisplay = GL_FALSE;
#if TARGET_HOST_UNIX_X11
{
SFG_Window *current_window = fgStructure.Window;
INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window );
}
#elif TARGET_HOST_WIN32
RedrawWindow( RedrawWindow(
window->Window.Handle, NULL, NULL, window->Window.Handle, NULL, NULL,
RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
); );
}
#endif #endif
}
fgEnumSubWindows( window, fghcbDisplayWindow, enumerator ); fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
} }
@ -555,11 +625,10 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/ */
case CreateNotify: case CreateNotify:
case ConfigureNotify: case ConfigureNotify:
fghReshapeWindowByHandle( GETWINDOW( xconfigure );
event.xconfigure.window, window->State.NeedToResize = GL_TRUE ;
event.xconfigure.width, window->State.Width = event.xconfigure.width ;
event.xconfigure.height window->State.Height = event.xconfigure.height;
);
break; break;
case DestroyNotify: case DestroyNotify:
@ -1143,6 +1212,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
} }
window->State.NeedToResize = GL_TRUE; window->State.NeedToResize = GL_TRUE;
window->State.Width = fgState.Size.X;
window->State.Height = fgState.Size.Y;
ReleaseDC( window->Window.Handle, window->Window.Device ); ReleaseDC( window->Window.Handle, window->Window.Device );
break; break;
@ -1150,7 +1222,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
/* /*
* We got resized... But check if the window has been already added... * We got resized... But check if the window has been already added...
*/ */
fghReshapeWindowByHandle( hWnd, LOWORD(lParam), HIWORD(lParam) ); window->State.NeedToResize = GL_TRUE;
window->State.Width = LOWORD(lParam);
window->State.Height = HIWORD(lParam);
break; break;
#if 0 #if 0
case WM_SETFOCUS: case WM_SETFOCUS:
@ -1171,23 +1245,15 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
break; break;
#endif #endif
case WM_SETCURSOR:
/* /*
* Windows seems to need reminding to erase the cursor for NONE. * XXX Why not re-use some common code with the glutSetCursor()
*/
/*
* XXX Is this #if 0 section anything that we need to worry
* XXX about? Can we delete it? If it will ever be used,
* XXX why not re-use some common code with the glutSetCursor()
* XXX function (or perhaps invoke glutSetCursor())? * XXX function (or perhaps invoke glutSetCursor())?
* XXX That is, why are we duplicating code, here, from
* XXX glutSetCursor()? The WIN32 code should be able to just
* XXX call glutSetCurdsor() instead of defining two macros
* XXX and implementing a nested case in-line.
*/ */
#if 0 case WM_SETCURSOR:
if( ( LOWORD( lParam ) == HTCLIENT ) &&
( fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE ) )
SetCursor( NULL );
#else
/* Set the cursor AND change it for this window class. */ /* Set the cursor AND change it for this window class. */
#define MAP_CURSOR(a,b) \ #define MAP_CURSOR(a,b) \
case a: \ case a: \
@ -1219,7 +1285,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
default: default:
MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW ); MAP_CURSOR( GLUT_CURSOR_UP_DOWN, IDC_ARROW );
} }
#endif
else else
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break; break;
@ -1318,31 +1383,36 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
window->State.MouseX = LOWORD( lParam ); window->State.MouseX = LOWORD( lParam );
window->State.MouseY = HIWORD( lParam ); window->State.MouseY = HIWORD( lParam );
/*
* XXX Either these multi-statement lines should be broken
* XXX in the form:
* XXX pressed = GL_TRUE;
* XXX button = GLUT_LEFT_BUTTON;
* XXX break;
* XXX ...or we should use a macro (much as I dislike freeglut's
* XXX preponderance of using macros to "compress" code).
*/
switch( uMsg ) switch( uMsg )
{ {
case WM_LBUTTONDOWN: case WM_LBUTTONDOWN:
pressed = GL_TRUE; button = GLUT_LEFT_BUTTON; break; pressed = GL_TRUE;
button = GLUT_LEFT_BUTTON;
break;
case WM_MBUTTONDOWN: case WM_MBUTTONDOWN:
pressed = GL_TRUE; button = GLUT_MIDDLE_BUTTON; break; pressed = GL_TRUE;
button = GLUT_MIDDLE_BUTTON;
break;
case WM_RBUTTONDOWN: case WM_RBUTTONDOWN:
pressed = GL_TRUE; button = GLUT_RIGHT_BUTTON; break; pressed = GL_TRUE;
button = GLUT_RIGHT_BUTTON;
break;
case WM_LBUTTONUP: case WM_LBUTTONUP:
pressed = GL_FALSE; button = GLUT_LEFT_BUTTON; break; pressed = GL_FALSE;
button = GLUT_LEFT_BUTTON;
break;
case WM_MBUTTONUP: case WM_MBUTTONUP:
pressed = GL_FALSE; button = GLUT_MIDDLE_BUTTON; break; pressed = GL_FALSE;
button = GLUT_MIDDLE_BUTTON;
break;
case WM_RBUTTONUP: case WM_RBUTTONUP:
pressed = GL_FALSE; button = GLUT_RIGHT_BUTTON; break; pressed = GL_FALSE;
button = GLUT_RIGHT_BUTTON;
break;
default: default:
pressed = GL_FALSE; button = -1; break; pressed = GL_FALSE;
button = -1;
break;
} }
if( GetSystemMetrics( SM_SWAPBUTTON ) ) if( GetSystemMetrics( SM_SWAPBUTTON ) )
@ -1748,6 +1818,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
/* User has clicked on the "-" to minimize the window */ /* User has clicked on the "-" to minimize the window */
/* Turn off the visibility */ /* Turn off the visibility */
window->State.Visible = GL_FALSE ; window->State.Visible = GL_FALSE ;
break ; break ;
case SC_MAXIMIZE : case SC_MAXIMIZE :

View File

@ -793,68 +793,9 @@ void FGAPIENTRY glutReshapeWindow( int width, int height )
freeglut_assert_ready; freeglut_assert_ready;
freeglut_assert_window; freeglut_assert_window;
#if TARGET_HOST_UNIX_X11 fgStructure.Window->State.NeedToResize = GL_TRUE;
fgStructure.Window->State.Width = width ;
XResizeWindow( fgDisplay.Display, fgStructure.Window->Window.Handle, fgStructure.Window->State.Height = height;
width, height );
XFlush( fgDisplay.Display ); /* XXX Shouldn't need this */
/*
* XXX REALLY shouldn't be done. GLUT docs state that this
* XXX isn't even processed immediately, but rather waits
* XXX for return to the mainloop. "This allows multiple
* XXX glutReshapeWindow, glutPositionWindow, and glutFullScreen
* XXX requests to the same window to be coalesced." (This is
* XXX having some deleterious effect on a sample program of mine.)
* XXX Not only does GLUT not flush at this point, GLUT doesn't even
* XXX *do* the reshape at this point! We should probably rip this
* XXX out and do what GLUT promises. It would be more efficient, and
* XXX might be more compatible.
*/
#elif TARGET_HOST_WIN32
{
RECT winRect;
int x, y;
GetWindowRect( fgStructure.Window->Window.Handle, &winRect );
x = winRect.left;
y = winRect.top;
if ( fgStructure.Window->Parent == NULL )
{
/*
* Adjust the size of the window to allow for the size of the
* frame, if we are not a menu
*/
if ( ! fgStructure.Window->IsMenu )
{
width += GetSystemMetrics( SM_CXSIZEFRAME ) * 2;
height += GetSystemMetrics( SM_CYSIZEFRAME ) * 2 +
GetSystemMetrics( SM_CYCAPTION );
}
}
else
{
GetWindowRect( fgStructure.Window->Parent->Window.Handle,
&winRect );
x -= winRect.left + GetSystemMetrics( SM_CXSIZEFRAME );
y -= winRect.top + GetSystemMetrics( SM_CYSIZEFRAME ) +
GetSystemMetrics( SM_CYCAPTION );
}
MoveWindow(
fgStructure.Window->Window.Handle,
x,
y,
width,
height,
TRUE
);
}
#endif
} }
/* /*