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

@ -207,7 +207,7 @@ typedef enum
GLUT_EXEC_STATE_INIT, GLUT_EXEC_STATE_INIT,
GLUT_EXEC_STATE_RUNNING, GLUT_EXEC_STATE_RUNNING,
GLUT_EXEC_STATE_STOP GLUT_EXEC_STATE_STOP
} fgExecutionState; } fgExecutionState ;
/* /*
* This structure holds different freeglut settings * This structure holds different freeglut settings
@ -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
}; };
@ -531,12 +529,12 @@ struct tagSFG_Window
/* /*
* A linked list structure of windows * A linked list structure of windows
*/ */
typedef struct tagSFG_WindowList SFG_WindowList; typedef struct tagSFG_WindowList SFG_WindowList ;
struct tagSFG_WindowList struct tagSFG_WindowList
{ {
SFG_Window *window; SFG_Window *window ;
GLboolean needToClose; GLboolean needToClose ;
SFG_WindowList *next; SFG_WindowList *next ;
}; };
/* /*
@ -656,7 +654,7 @@ extern SFG_State fgState;
return; return;
#define freeglut_return_val_if_fail( expr, val ) \ #define freeglut_return_val_if_fail( expr, val ) \
if( !(expr) ) \ if( !(expr) ) \
return val; return val ;
/* /*
* A call to those macros assures us that there is a current * A call to those macros assures us that there is a current
@ -707,14 +705,14 @@ GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
int x, int y, int w, int h, int x, int y, int w, int h,
GLboolean gameMode, GLboolean isMenu ); GLboolean gameMode, GLboolean isMenu );
void fgSetWindow ( SFG_Window *window ); void fgSetWindow ( SFG_Window *window ) ;
void fgOpenWindow( SFG_Window* window, const char* title, void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, GLboolean gameMode, int x, int y, int w, int h, GLboolean gameMode,
GLboolean isSubWindow ); GLboolean isSubWindow );
void fgCloseWindow( SFG_Window* window ); void fgCloseWindow( SFG_Window* window );
void fgAddToWindowDestroyList ( SFG_Window* window, void fgAddToWindowDestroyList ( SFG_Window* window,
GLboolean needToClose ); GLboolean needToClose ) ;
void fgCloseWindows( ); void fgCloseWindows ();
void fgDestroyWindow( SFG_Window* window, GLboolean needToClose ); void fgDestroyWindow( SFG_Window* window, GLboolean needToClose );
void fgClearCallBacks( SFG_Window *window ); void fgClearCallBacks( SFG_Window *window );

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 );
} }
@ -296,7 +366,7 @@ static void fghCheckTimers( void )
*/ */
long fgElapsedTime( void ) long fgElapsedTime( void )
{ {
if (fgState.Time.Set) if ( fgState.Time.Set )
{ {
#if TARGET_HOST_UNIX_X11 #if TARGET_HOST_UNIX_X11
struct timeval now; struct timeval now;
@ -304,12 +374,12 @@ long fgElapsedTime( void )
gettimeofday( &now, NULL ); gettimeofday( &now, NULL );
elapsed = ( now.tv_usec - fgState.Time.Value.tv_usec ) / 1000; elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
elapsed += ( now.tv_sec - fgState.Time.Value.tv_sec ) * 1000; elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
return elapsed; return elapsed;
#elif TARGET_HOST_WIN32 #elif TARGET_HOST_WIN32
return timeGetTime( ) - fgState.Time.Value; return timeGetTime() - fgState.Time.Value;
#endif #endif
} }
else else
@ -317,11 +387,11 @@ long fgElapsedTime( void )
#if TARGET_HOST_UNIX_X11 #if TARGET_HOST_UNIX_X11
gettimeofday( &fgState.Time.Value, NULL ); gettimeofday( &fgState.Time.Value, NULL );
#elif TARGET_HOST_WIN32 #elif TARGET_HOST_WIN32
fgState.Time.Value = timeGetTime( ); fgState.Time.Value = timeGetTime () ;
#endif #endif
fgState.Time.Set = GL_TRUE; fgState.Time.Set = GL_TRUE ;
return 0; return 0 ;
} }
} }
@ -334,16 +404,16 @@ void fgError( const char *fmt, ... )
va_start( ap, fmt ); va_start( ap, fmt );
fprintf( stderr, "freeglut " ); fprintf( stderr, "freeglut ");
if( fgState.ProgramName ) if( fgState.ProgramName )
fprintf( stderr, "(%s): ", fgState.ProgramName ); fprintf (stderr, "(%s): ", fgState.ProgramName);
vfprintf( stderr, fmt, ap ); vfprintf( stderr, fmt, ap );
fprintf( stderr, "\n" ); fprintf( stderr, "\n" );
va_end( ap ); va_end( ap );
if ( fgState.Initialised ) if ( fgState.Initialised )
fgDeinitialize( ); fgDeinitialize () ;
exit( 1 ); exit( 1 );
} }
@ -354,7 +424,7 @@ void fgWarning( const char *fmt, ... )
va_start( ap, fmt ); va_start( ap, fmt );
fprintf( stderr, "freeglut " ); fprintf( stderr, "freeglut ");
if( fgState.ProgramName ) if( fgState.ProgramName )
fprintf( stderr, "(%s): ", fgState.ProgramName ); fprintf( stderr, "(%s): ", fgState.ProgramName );
vfprintf( stderr, fmt, ap ); vfprintf( stderr, fmt, ap );
@ -383,7 +453,7 @@ void fgWarning( const char *fmt, ... )
* an opaque wall. * an opaque wall.
* *
*/ */
static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e ) static void fgCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
{ {
if( FETCH_WCB( *w, Joystick ) ) if( FETCH_WCB( *w, Joystick ) )
{ {
@ -400,7 +470,7 @@ static int fgHaveJoystick( void )
fgEnumWindows( fgCheckJoystickCallback, &enumerator ); fgEnumWindows( fgCheckJoystickCallback, &enumerator );
return !!enumerator.data; return !!enumerator.data;
} }
static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e ) static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
{ {
if( w->State.Redisplay ) if( w->State.Redisplay )
{ {
@ -409,7 +479,7 @@ static void fgHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e )
} }
fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e ); fgEnumSubWindows( w, fgHavePendingRedisplaysCallback, e );
} }
static int fgHavePendingRedisplays( void ) static int fgHavePendingRedisplays (void)
{ {
SFG_Enumerator enumerator; SFG_Enumerator enumerator;
enumerator.found = GL_FALSE; enumerator.found = GL_FALSE;
@ -431,13 +501,13 @@ static int fgHaveTimers( void )
*/ */
static long fgNextTimer( void ) static long fgNextTimer( void )
{ {
long now = fgElapsedTime( ); long now = fgElapsedTime();
long ret = INT_MAX; long ret = INT_MAX;
SFG_Timer *timer; SFG_Timer *timer;
for( timer = ( SFG_Timer * )fgState.Timers.First; for( timer = (SFG_Timer *)fgState.Timers.First;
timer; timer;
timer = ( SFG_Timer * )timer->Node.Next ) timer = (SFG_Timer *)timer->Node.Next )
ret = MIN( ret, MAX( 0, timer->TriggerTime - now ) ); ret = MIN( ret, MAX( 0, timer->TriggerTime - now ) );
return ret; return ret;
@ -466,11 +536,11 @@ static void fgSleepForEvents( void )
msec = MIN( msec, 10 ); msec = MIN( msec, 10 );
wait.tv_sec = msec / 1000; wait.tv_sec = msec / 1000;
wait.tv_usec = ( msec % 1000 ) * 1000; wait.tv_usec = (msec % 1000) * 1000;
err = select( socket+1, &fdset, NULL, NULL, &wait ); err = select( socket+1, &fdset, NULL, NULL, &wait );
if( -1 == err ) if( -1 == err )
fgWarning( "freeglut select() error: %d\n", errno ); fgWarning ( "freeglut select() error: %d\n", errno );
#elif TARGET_HOST_WIN32 #elif TARGET_HOST_WIN32
#endif #endif
@ -535,7 +605,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
{ {
GETWINDOW( xclient ); GETWINDOW( xclient );
fgCloseWindow ( window ); fgCloseWindow ( window ) ;
fgAddToWindowDestroyList ( window, GL_FALSE ); fgAddToWindowDestroyList ( window, GL_FALSE );
} }
break; break;
@ -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:
@ -660,8 +729,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
window->ActiveMenu->Window->State.MouseY = window->ActiveMenu->Window->State.MouseY =
event.xmotion.y_root - window->ActiveMenu->Y; event.xmotion.y_root - window->ActiveMenu->Y;
} }
window->ActiveMenu->Window->State.Redisplay = GL_TRUE; window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
fgSetWindow( window->ActiveMenu->ParentWindow ); fgSetWindow( window->ActiveMenu->ParentWindow ) ;
break; break;
} }
@ -672,7 +741,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
*/ */
#define BUTTON_MASK \ #define BUTTON_MASK \
( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask ) ( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask )
if( event.xmotion.state & BUTTON_MASK ) if ( event.xmotion.state & BUTTON_MASK )
INVOKE_WCB( *window, Motion, ( event.xmotion.x, INVOKE_WCB( *window, Motion, ( event.xmotion.x,
event.xmotion.y ) ); event.xmotion.y ) );
else else
@ -688,7 +757,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
int button; int button;
if( event.type == ButtonRelease ) if( event.type == ButtonRelease )
pressed = GL_FALSE; pressed = GL_FALSE ;
/* /*
* A mouse button has been pressed or released. Traditionally, * A mouse button has been pressed or released. Traditionally,
@ -827,7 +896,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
* XXX Note that {button} has already been decremeted * XXX Note that {button} has already been decremeted
* XXX in mapping from X button numbering to GLUT. * XXX in mapping from X button numbering to GLUT.
*/ */
int wheel_number = ( button - 3 ) / 2; int wheel_number = (button - 3) / 2;
int direction = -1; int direction = -1;
if( button % 2 ) if( button % 2 )
direction = 1; direction = 1;
@ -946,7 +1015,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
* Execute the callback (if one has been specified), * Execute the callback (if one has been specified),
* given that the special code seems to be valid... * given that the special code seems to be valid...
*/ */
if( special_cb && ( special != -1 ) ) if( special_cb && (special != -1) )
{ {
fgSetWindow( window ); fgSetWindow( window );
fgState.Modifiers = fgGetXModifiers( &event ); fgState.Modifiers = fgGetXModifiers( &event );
@ -962,7 +1031,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
break; /* XXX Should disable this event */ break; /* XXX Should disable this event */
default: default:
fgWarning( "Unknown X event type: %d", event.type ); fgWarning ("Unknown X event type: %d", event.type);
break; break;
} }
} }
@ -974,7 +1043,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) ) while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{ {
if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 ) if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
fgState.ExecState = GLUT_EXEC_STATE_STOP; fgState.ExecState = GLUT_EXEC_STATE_STOP ;
TranslateMessage( &stMsg ); TranslateMessage( &stMsg );
DispatchMessage( &stMsg ); DispatchMessage( &stMsg );
@ -995,7 +1064,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
void FGAPIENTRY glutMainLoop( void ) void FGAPIENTRY glutMainLoop( void )
{ {
#if TARGET_HOST_WIN32 #if TARGET_HOST_WIN32
SFG_Window *window = (SFG_Window *)fgStructure.Windows.First; SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
#endif #endif
freeglut_assert_ready; freeglut_assert_ready;
@ -1012,19 +1081,19 @@ void FGAPIENTRY glutMainLoop( void )
*/ */
while( window ) while( window )
{ {
if( FETCH_WCB( *window, Visibility ) ) if ( FETCH_WCB( *window, Visibility ) )
{ {
SFG_Window *current_window = fgStructure.Window; SFG_Window *current_window = fgStructure.Window ;
INVOKE_WCB( *window, Visibility, ( window->State.Visible ) ); INVOKE_WCB( *window, Visibility, ( window->State.Visible ) );
fgSetWindow( current_window ); fgSetWindow( current_window );
} }
window = (SFG_Window *)window->Node.Next; window = (SFG_Window *)window->Node.Next ;
} }
#endif #endif
fgState.ExecState = GLUT_EXEC_STATE_RUNNING; fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING ) while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
{ {
glutMainLoopEvent( ); glutMainLoopEvent( );
@ -1036,7 +1105,7 @@ void FGAPIENTRY glutMainLoop( void )
if( fgState.IdleCallback ) if( fgState.IdleCallback )
fgState.IdleCallback( ); fgState.IdleCallback( );
fgSleepForEvents( ); fgSleepForEvents();
} }
} }
@ -1050,7 +1119,7 @@ void FGAPIENTRY glutMainLoop( void )
fgDeinitialize( ); fgDeinitialize( );
if( execState == GLUT_ACTION_EXIT ) if( execState == GLUT_ACTION_EXIT )
exit( 0 ); exit( 0 ) ;
} }
} }
@ -1059,7 +1128,7 @@ void FGAPIENTRY glutMainLoop( void )
*/ */
void FGAPIENTRY glutLeaveMainLoop( void ) void FGAPIENTRY glutLeaveMainLoop( void )
{ {
fgState.ExecState = GLUT_EXEC_STATE_STOP; fgState.ExecState = GLUT_EXEC_STATE_STOP ;
} }
@ -1089,7 +1158,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LONG lRet = 1; LONG lRet = 1;
if ( ( window == NULL ) && ( uMsg != WM_CREATE ) ) if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
return DefWindowProc( hWnd, uMsg, wParam, lParam ); return DefWindowProc( hWnd, uMsg, wParam, lParam ) ;
/* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0, /* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
uMsg, wParam, lParam ); */ uMsg, wParam, lParam ); */
@ -1114,7 +1183,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
if( fgStructure.MenuContext ) if( fgStructure.MenuContext )
wglMakeCurrent( window->Window.Device, wglMakeCurrent( window->Window.Device,
fgStructure.MenuContext->Context fgStructure.MenuContext->Context
); ) ;
else else
{ {
fgStructure.MenuContext = fgStructure.MenuContext =
@ -1123,7 +1192,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
wglCreateContext( window->Window.Device ); wglCreateContext( window->Window.Device );
} }
/* window->Window.Context = wglGetCurrentContext( ); */ /* window->Window.Context = wglGetCurrentContext () ; */
window->Window.Context = wglCreateContext( window->Window.Device ); window->Window.Context = wglCreateContext( window->Window.Device );
} }
else else
@ -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;
@ -1150,16 +1222,18 @@ 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:
printf( "WM_SETFOCUS: %p\n", window ); printf("WM_SETFOCUS: %p\n", window );
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break; break;
case WM_ACTIVATE: case WM_ACTIVATE:
if( LOWORD( wParam ) != WA_INACTIVE ) if (LOWORD(wParam) != WA_INACTIVE)
{ {
/* glutSetCursor( fgStructure.Window->State.Cursor ); */ /* glutSetCursor( fgStructure.Window->State.Cursor ); */
printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
@ -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;
@ -1243,8 +1308,8 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
*/ */
if( fgStructure.Window == window ) if( fgStructure.Window == window )
{ {
int used = FALSE; int used = FALSE ;
SFG_Window *iter; SFG_Window *iter ;
wglMakeCurrent( NULL, NULL ); wglMakeCurrent( NULL, NULL );
/* /*
@ -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 ) )
@ -1504,13 +1574,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
fgState.Modifiers = 0xffffffff; fgState.Modifiers = 0xffffffff;
} }
break; break ;
case WM_SYSKEYDOWN: case WM_SYSKEYDOWN:
case WM_KEYDOWN: case WM_KEYDOWN:
{ {
int keypress = -1; int keypress = -1;
POINT mouse_pos; POINT mouse_pos ;
if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) ) if( fgState.IgnoreKeyRepeat && (lParam & KF_REPEAT) )
break; break;
@ -1738,57 +1808,58 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
*/ */
switch ( lParam ) switch ( lParam )
{ {
case SC_SIZE: case SC_SIZE :
break; break ;
case SC_MOVE: case SC_MOVE :
break; break ;
case SC_MINIMIZE: case SC_MINIMIZE :
/* 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;
case SC_MAXIMIZE: break ;
break;
case SC_NEXTWINDOW: case SC_MAXIMIZE :
break; break ;
case SC_PREVWINDOW: case SC_NEXTWINDOW :
break; break ;
case SC_CLOSE: case SC_PREVWINDOW :
break ;
case SC_CLOSE :
/* Followed very closely by a WM_CLOSE message */ /* Followed very closely by a WM_CLOSE message */
break; break ;
case SC_VSCROLL: case SC_VSCROLL :
break; break ;
case SC_HSCROLL: case SC_HSCROLL :
break; break ;
case SC_MOUSEMENU: case SC_MOUSEMENU :
break; break ;
case SC_KEYMENU: case SC_KEYMENU :
break; break ;
case SC_ARRANGE: case SC_ARRANGE :
break; break ;
case SC_RESTORE: case SC_RESTORE :
break; break ;
case SC_TASKLIST: case SC_TASKLIST :
break; break ;
case SC_SCREENSAVE: case SC_SCREENSAVE :
break; break ;
case SC_HOTKEY: case SC_HOTKEY :
break; break ;
} }
} }

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
} }
/* /*