part of dealing with work is platform independent, so moved it to platform independent part of code

git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1615 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
dcnieho 2013-04-07 12:21:03 +00:00
parent 5658b01337
commit 8d979f3c7e
4 changed files with 306 additions and 346 deletions

View File

@ -488,20 +488,8 @@ void fgPlatformMainLoopPreliminaryWork ( void )
} }
/* Step through the work list */ /* deal with work list items */
void fgPlatformProcessWork(SFG_Window *window) void fgPlatformInitWork(SFG_Window* window)
{
unsigned int workMask = window->State.WorkMask;
/* Now clear it so that any callback generated by the actions below can set work again */
window->State.WorkMask = 0;
if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */
{
/* This is before the first display callback: call a few callbacks to inform user of window size, position, etc
* we know this is before the first display callback of a window as for all windows GLUT_INIT_WORK is set when
* they are opened, and work is done before displaying in the mainloop.
*/
if (workMask & GLUT_INIT_WORK)
{ {
/* notify windowStatus/visibility */ /* notify windowStatus/visibility */
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) ); INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
@ -514,19 +502,10 @@ void fgPlatformProcessWork(SFG_Window *window)
* so client code cannot have registered a callback yet and the message * so client code cannot have registered a callback yet and the message
* is thus never received by client? * is thus never received by client?
*/ */
/* Call init context callback */
INVOKE_WCB( *window, InitContext, ());
/* Lastly, check if we have a display callback, error out if not
* This is the right place to do it, as the redisplay will be
* next right after we exit this function, so there is no more
* opportunity for the user to register a callback for this window.
*/
if (!FETCH_WCB(*window, Display))
fgError ( "ERROR: No display callback registered for window %d\n", window->ID );
} }
void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask)
{
if (workMask & GLUT_FULL_SCREEN_WORK) if (workMask & GLUT_FULL_SCREEN_WORK)
fgPlatformFullScreenToggle( window ); fgPlatformFullScreenToggle( window );
if (workMask & GLUT_POSITION_WORK) if (workMask & GLUT_POSITION_WORK)
@ -540,8 +519,9 @@ void fgPlatformProcessWork(SFG_Window *window)
else else
fgPlatformPopWindow( window ); fgPlatformPopWindow( window );
} }
}
if (workMask & GLUT_VISIBILITY_WORK) void fgPlatformVisibilityWork(SFG_Window* window)
{ {
/* Visibility status of window should get updated in the window message handlers /* Visibility status of window should get updated in the window message handlers
* For now, none of these functions called below do anything, so don't worry * For now, none of these functions called below do anything, so don't worry
@ -564,15 +544,4 @@ void fgPlatformProcessWork(SFG_Window *window)
break; break;
} }
} }
}
if (workMask & GLUT_DISPLAY_WORK)
{
if( window->State.Visible )
fghRedrawWindow ( window );
/* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */
window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
}

View File

@ -60,7 +60,9 @@ extern void fgPlatformSleepForEvents( fg_time_t msec );
extern void fgPlatformProcessSingleEvent ( void ); extern void fgPlatformProcessSingleEvent ( void );
extern void fgPlatformMainLoopPreliminaryWork ( void ); extern void fgPlatformMainLoopPreliminaryWork ( void );
extern void fgPlatformInitWork(SFG_Window* window);
extern void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask);
extern void fgPlatformVisibilityWork(SFG_Window* window);
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
@ -390,6 +392,57 @@ static void fghSleepForEvents( void )
} }
/* Step through the work list */
void fgPlatformProcessWork(SFG_Window *window)
{
unsigned int workMask = window->State.WorkMask;
/* Now clear it so that any callback generated by the actions below can set work again */
window->State.WorkMask = 0;
if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */
{
if (workMask & GLUT_INIT_WORK)
{
/* This is before the first display callback: if needed for the platform,
* call a few callbacks to inform user of window size, position, etc
*/
fgPlatformInitWork(window);
/* Call init context callback */
INVOKE_WCB( *window, InitContext, ());
/* Lastly, check if we have a display callback, error out if not
* This is the right place to do it, as the redisplay will be
* next right after we exit this function, so there is no more
* opportunity for the user to register a callback for this window.
*/
if (!FETCH_WCB(*window, Display))
fgError ( "ERROR: No display callback registered for window %d\n", window->ID );
}
/* On windows we can position, resize and change z order at the same time */
if (workMask & (GLUT_POSITION_WORK|GLUT_SIZE_WORK|GLUT_ZORDER_WORK|GLUT_FULL_SCREEN_WORK))
{
fgPlatformPosResZordWork(window,workMask);
}
if (workMask & GLUT_VISIBILITY_WORK)
{
fgPlatformVisibilityWork(window);
}
}
if (workMask & GLUT_DISPLAY_WORK)
{
if( window->State.Visible )
fghRedrawWindow ( window );
/* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */
window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
}
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */ /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/* /*

View File

@ -1541,20 +1541,8 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
} }
/* Step through the work list */ /* deal with work list items */
void fgPlatformProcessWork(SFG_Window *window) void fgPlatformInitWork(SFG_Window* window)
{
unsigned int workMask = window->State.WorkMask;
/* Now clear it so that any callback generated by the actions below can set work again */
window->State.WorkMask = 0;
if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */
{
/* This is before the first display callback: call a few callbacks to inform user of window size, position, etc
* we know this is before the first display callback of a window as for all windows GLUT_INIT_WORK is set when
* they are opened, and work is done before displaying in the mainloop.
*/
if (workMask & GLUT_INIT_WORK)
{ {
RECT windowRect; RECT windowRect;
@ -1568,21 +1556,10 @@ void fgPlatformProcessWork(SFG_Window *window)
/* get and notify window's size */ /* get and notify window's size */
GetClientRect(window->Window.Handle,&windowRect); GetClientRect(window->Window.Handle,&windowRect);
fghOnReshapeNotify(window, windowRect.right-windowRect.left, windowRect.bottom-windowRect.top, GL_TRUE); fghOnReshapeNotify(window, windowRect.right-windowRect.left, windowRect.bottom-windowRect.top, GL_TRUE);
/* Call init context callback */
INVOKE_WCB( *window, InitContext, ());
/* Lastly, check if we have a display callback, error out if not
* This is the right place to do it, as the redisplay will be
* next right after we exit this function, so there is no more
* opportunity for the user to register a callback for this window.
*/
if (!FETCH_WCB(*window, Display))
fgError ( "ERROR: No display callback registered for window %d\n", window->ID );
} }
/* On windows we can position, resize and change z order at the same time */ /* On windows we can position, resize and change z order at the same time */
if (workMask & (GLUT_POSITION_WORK|GLUT_SIZE_WORK|GLUT_ZORDER_WORK|GLUT_FULL_SCREEN_WORK)) void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask)
{ {
UINT flags = SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOSIZE | SWP_NOZORDER; UINT flags = SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOSIZE | SWP_NOZORDER;
HWND insertAfter = HWND_TOP; HWND insertAfter = HWND_TOP;
@ -1752,7 +1729,8 @@ void fgPlatformProcessWork(SFG_Window *window)
} }
} }
if (workMask & GLUT_VISIBILITY_WORK)
void fgPlatformVisibilityWork(SFG_Window* window)
{ {
/* Visibility status of window gets updated in the WM_SHOWWINDOW and WM_SIZE handlers */ /* Visibility status of window gets updated in the WM_SHOWWINDOW and WM_SIZE handlers */
int cmdShow = 0; int cmdShow = 0;
@ -1778,14 +1756,3 @@ void fgPlatformProcessWork(SFG_Window *window)
ShowWindow( win->Window.Handle, cmdShow ); ShowWindow( win->Window.Handle, cmdShow );
} }
}
if (workMask & GLUT_DISPLAY_WORK)
{
if( window->State.Visible )
fghRedrawWindow ( window );
/* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */
window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
}

View File

@ -1078,38 +1078,19 @@ void fgPlatformMainLoopPreliminaryWork ( void )
} }
/* Step through the work list */ /* deal with work list items */
void fgPlatformProcessWork(SFG_Window *window) void fgPlatformInitWork(SFG_Window* window)
{
unsigned int workMask = window->State.WorkMask;
/* Now clear it so that any callback generated by the actions below can set work again */
window->State.WorkMask = 0;
if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */
{
/* This is before the first display callback: call a few callbacks to inform user of window size, position, etc
* we know this is before the first display callback of a window as for all windows GLUT_INIT_WORK is set when
* they are opened, and work is done before displaying in the mainloop.
*/
if (workMask & GLUT_INIT_WORK)
{ {
/* Notify windowStatus/visibility, position and size get notified on window creation with message handlers above /* Notify windowStatus/visibility, position and size get notified on window creation with message handlers above
* XXX CHECK: do the messages happen too early like on windows, so client code cannot have registered * XXX CHECK: do the messages happen too early like on windows, so client code cannot have registered
* a callback yet and the message is thus never received by client? * a callback yet and the message is thus never received by client?
* -> this is a no-op
*/ */
return;
/* Call init context callback */
INVOKE_WCB( *window, InitContext, ());
/* Lastly, check if we have a display callback, error out if not
* This is the right place to do it, as the redisplay will be
* next right after we exit this function, so there is no more
* opportunity for the user to register a callback for this window.
*/
if (!FETCH_WCB(*window, Display))
fgError ( "ERROR: No display callback registered for window %d\n", window->ID );
} }
void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask)
{
if (workMask & GLUT_FULL_SCREEN_WORK) if (workMask & GLUT_FULL_SCREEN_WORK)
fgPlatformFullScreenToggle( window ); fgPlatformFullScreenToggle( window );
if (workMask & GLUT_POSITION_WORK) if (workMask & GLUT_POSITION_WORK)
@ -1123,8 +1104,9 @@ void fgPlatformProcessWork(SFG_Window *window)
else else
fgPlatformPopWindow( window ); fgPlatformPopWindow( window );
} }
}
if (workMask & GLUT_VISIBILITY_WORK) void fgPlatformVisibilityWork(SFG_Window* window)
{ {
/* Visibility status of window gets updated in the window message handlers above /* Visibility status of window gets updated in the window message handlers above
* XXX: is this really the case? check * XXX: is this really the case? check
@ -1146,15 +1128,4 @@ void fgPlatformProcessWork(SFG_Window *window)
break; break;
} }
} }
}
if (workMask & GLUT_DISPLAY_WORK)
{
if( window->State.Visible )
fghRedrawWindow ( window );
/* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */
window->State.WorkMask &= ~GLUT_DISPLAY_WORK;
}
}