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

@ -488,45 +488,24 @@ 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; /* notify windowStatus/visibility */
/* Now clear it so that any callback generated by the actions below can set work again */ INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
window->State.WorkMask = 0;
if (workMask&~GLUT_DISPLAY_WORK) /* Display work is the common case, skip all the below at once */ /* Position callback, always at 0,0 */
{ fghOnPositionNotify(window, 0, 0, GL_TRUE);
/* 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 /* Size gets notified on window creation with size detection in mainloop above
* they are opened, and work is done before displaying in the mainloop. * XXX CHECK: does this 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?
*/ */
if (workMask & GLUT_INIT_WORK) }
{
/* notify windowStatus/visibility */
INVOKE_WCB( *window, WindowStatus, ( GLUT_FULLY_RETAINED ) );
/* Position callback, always at 0,0 */
fghOnPositionNotify(window, 0, 0, GL_TRUE);
/* Size gets notified on window creation with size detection in mainloop above
* XXX CHECK: does this 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?
*/
/* 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)
@ -540,39 +519,29 @@ 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
* For now, none of these functions called below do anything, so don't worry
* about it
*/
SFG_Window *win = window;
switch (window->State.DesiredVisibility)
{ {
/* Visibility status of window should get updated in the window message handlers case DesireHiddenState:
* For now, none of these functions called below do anything, so don't worry fgPlatformHideWindow( window );
* about it break;
*/ case DesireIconicState:
SFG_Window *win = window; /* Call on top-level window */
switch (window->State.DesiredVisibility) while (win->Parent)
{ win = win->Parent;
case DesireHiddenState: fgPlatformIconifyWindow( win );
fgPlatformHideWindow( window ); break;
break; case DesireNormalState:
case DesireIconicState: fgPlatformShowWindow( window );
/* Call on top-level window */ break;
while (win->Parent)
win = win->Parent;
fgPlatformIconifyWindow( win );
break;
case DesireNormalState:
fgPlatformShowWindow( window );
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

@ -1541,251 +1541,218 @@ 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; RECT windowRect;
/* 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 */ /* Notify windowStatus/visibility */
{ fghPlatformOnWindowStatusNotify(window, window->State.Visible, GL_TRUE);
/* 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;
/* Notify windowStatus/visibility */ /* get and notify window's position */
fghPlatformOnWindowStatusNotify(window, window->State.Visible, GL_TRUE); GetWindowRect(window->Window.Handle,&windowRect);
fghOnPositionNotify(window, windowRect.left, windowRect.top, GL_TRUE);
/* get and notify window's position */ /* get and notify window's size */
GetWindowRect(window->Window.Handle,&windowRect); GetClientRect(window->Window.Handle,&windowRect);
fghOnPositionNotify(window, windowRect.left, windowRect.top, GL_TRUE); fghOnReshapeNotify(window, windowRect.right-windowRect.left, windowRect.bottom-windowRect.top, GL_TRUE);
}
/* get and notify window's size */ /* On windows we can position, resize and change z order at the same time */
GetClientRect(window->Window.Handle,&windowRect); void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask)
fghOnReshapeNotify(window, windowRect.right-windowRect.left, windowRect.bottom-windowRect.top, GL_TRUE); {
UINT flags = SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOSIZE | SWP_NOZORDER;
/* Call init context callback */ HWND insertAfter = HWND_TOP;
INVOKE_WCB( *window, InitContext, ()); RECT clientRect;
/* 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))
{
UINT flags = SWP_NOACTIVATE | SWP_NOMOVE | SWP_NOOWNERZORDER | SWP_NOSENDCHANGING | SWP_NOSIZE | SWP_NOZORDER;
HWND insertAfter = HWND_TOP;
RECT clientRect;
#if !defined(_WIN32_WCE) /* FIXME: what about WinCE */ #if !defined(_WIN32_WCE) /* FIXME: what about WinCE */
if (workMask & GLUT_FULL_SCREEN_WORK) if (workMask & GLUT_FULL_SCREEN_WORK)
{
/* This asks us to toggle fullscreen mode */
flags |= SWP_FRAMECHANGED;
if (window->State.IsFullscreen)
{ {
/* This asks us to toggle fullscreen mode */ /* If we are fullscreen, resize the current window back to its original size */
flags |= SWP_FRAMECHANGED; /* printf("OldRect %i,%i to %i,%i\n",window->State.pWState.OldRect.left,window->State.pWState.OldRect.top,window->State.pWState.OldRect.right,window->State.pWState.OldRect.bottom); */
if (window->State.IsFullscreen) /* restore style of window before making it fullscreen */
SetWindowLong(window->Window.Handle, GWL_STYLE, window->State.pWState.OldStyle);
SetWindowLong(window->Window.Handle, GWL_EXSTYLE, window->State.pWState.OldStyleEx);
/* Then set up resize/reposition, unless user already queued up reshape/position work */
if (!(workMask & GLUT_POSITION_WORK))
{ {
/* If we are fullscreen, resize the current window back to its original size */ workMask |= GLUT_POSITION_WORK;
/* printf("OldRect %i,%i to %i,%i\n",window->State.pWState.OldRect.left,window->State.pWState.OldRect.top,window->State.pWState.OldRect.right,window->State.pWState.OldRect.bottom); */ window->State.DesiredXpos = window->State.pWState.OldRect.left;
window->State.DesiredYpos = window->State.pWState.OldRect.top;
/* restore style of window before making it fullscreen */ }
SetWindowLong(window->Window.Handle, GWL_STYLE, window->State.pWState.OldStyle); if (!(workMask & GLUT_SIZE_WORK))
SetWindowLong(window->Window.Handle, GWL_EXSTYLE, window->State.pWState.OldStyleEx); {
workMask |= GLUT_SIZE_WORK;
/* Then set up resize/reposition, unless user already queued up reshape/position work */ window->State.DesiredWidth = window->State.pWState.OldRect.right - window->State.pWState.OldRect.left;
if (!(workMask & GLUT_POSITION_WORK)) window->State.DesiredHeight = window->State.pWState.OldRect.bottom - window->State.pWState.OldRect.top;
{ }
workMask |= GLUT_POSITION_WORK;
window->State.DesiredXpos = window->State.pWState.OldRect.left;
window->State.DesiredYpos = window->State.pWState.OldRect.top;
}
if (!(workMask & GLUT_SIZE_WORK))
{
workMask |= GLUT_SIZE_WORK;
window->State.DesiredWidth = window->State.pWState.OldRect.right - window->State.pWState.OldRect.left;
window->State.DesiredHeight = window->State.pWState.OldRect.bottom - window->State.pWState.OldRect.top;
}
/* We'll finish off the fullscreen operation below after the other GLUT_POSITION_WORK|GLUT_SIZE_WORK|GLUT_ZORDER_WORK */ /* We'll finish off the fullscreen operation below after the other GLUT_POSITION_WORK|GLUT_SIZE_WORK|GLUT_ZORDER_WORK */
}
else
{
/* we are currently not fullscreen, go to fullscreen:
* remove window decoration and then maximize
*/
RECT rect;
HMONITOR hMonitor;
MONITORINFO mi;
/* save current window rect, style, exstyle and maximized state */
window->State.pWState.OldMaximized = !!IsZoomed(window->Window.Handle);
if (window->State.pWState.OldMaximized)
/* We force the window into restored mode before going
* fullscreen because Windows doesn't seem to hide the
* taskbar if the window is in the maximized state.
*/
SendMessage(window->Window.Handle, WM_SYSCOMMAND, SC_RESTORE, 0);
fghGetClientArea( &window->State.pWState.OldRect, window, GL_TRUE );
window->State.pWState.OldStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);
window->State.pWState.OldStyleEx = GetWindowLong(window->Window.Handle, GWL_EXSTYLE);
/* remove decorations from style */
SetWindowLong(window->Window.Handle, GWL_STYLE,
window->State.pWState.OldStyle & ~(WS_CAPTION | WS_THICKFRAME));
SetWindowLong(window->Window.Handle, GWL_EXSTYLE,
window->State.pWState.OldStyleEx & ~(WS_EX_DLGMODALFRAME |
WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE));
/* For fullscreen mode, find the monitor that is covered the most
* by the window and get its rect as the resize target.
*/
GetWindowRect(window->Window.Handle, &rect);
hMonitor= MonitorFromRect(&rect, MONITOR_DEFAULTTONEAREST);
mi.cbSize = sizeof(mi);
GetMonitorInfo(hMonitor, &mi);
rect = mi.rcMonitor;
/* then setup window resize, overwriting other work queued on the window */
window->State.WorkMask |= GLUT_POSITION_WORK | GLUT_SIZE_WORK;
window->State.WorkMask &= ~GLUT_ZORDER_WORK;
window->State.DesiredXpos = rect.left;
window->State.DesiredYpos = rect.top;
window->State.DesiredWidth = rect.right - rect.left;
window->State.DesiredHeight = rect.bottom - rect.top;
}
} }
else
{
/* we are currently not fullscreen, go to fullscreen:
* remove window decoration and then maximize
*/
RECT rect;
HMONITOR hMonitor;
MONITORINFO mi;
/* save current window rect, style, exstyle and maximized state */
window->State.pWState.OldMaximized = !!IsZoomed(window->Window.Handle);
if (window->State.pWState.OldMaximized)
/* We force the window into restored mode before going
* fullscreen because Windows doesn't seem to hide the
* taskbar if the window is in the maximized state.
*/
SendMessage(window->Window.Handle, WM_SYSCOMMAND, SC_RESTORE, 0);
fghGetClientArea( &window->State.pWState.OldRect, window, GL_TRUE );
window->State.pWState.OldStyle = GetWindowLong(window->Window.Handle, GWL_STYLE);
window->State.pWState.OldStyleEx = GetWindowLong(window->Window.Handle, GWL_EXSTYLE);
/* remove decorations from style */
SetWindowLong(window->Window.Handle, GWL_STYLE,
window->State.pWState.OldStyle & ~(WS_CAPTION | WS_THICKFRAME));
SetWindowLong(window->Window.Handle, GWL_EXSTYLE,
window->State.pWState.OldStyleEx & ~(WS_EX_DLGMODALFRAME |
WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE | WS_EX_STATICEDGE));
/* For fullscreen mode, find the monitor that is covered the most
* by the window and get its rect as the resize target.
*/
GetWindowRect(window->Window.Handle, &rect);
hMonitor= MonitorFromRect(&rect, MONITOR_DEFAULTTONEAREST);
mi.cbSize = sizeof(mi);
GetMonitorInfo(hMonitor, &mi);
rect = mi.rcMonitor;
/* then setup window resize, overwriting other work queued on the window */
window->State.WorkMask |= GLUT_POSITION_WORK | GLUT_SIZE_WORK;
window->State.WorkMask &= ~GLUT_ZORDER_WORK;
window->State.DesiredXpos = rect.left;
window->State.DesiredYpos = rect.top;
window->State.DesiredWidth = rect.right - rect.left;
window->State.DesiredHeight = rect.bottom - rect.top;
}
}
#endif /*!defined(_WIN32_WCE) */ #endif /*!defined(_WIN32_WCE) */
/* Now deal with normal position, reshape and z order requests (some might have been set when handling GLUT_FULLSCREEN_WORK above */ /* Now deal with normal position, reshape and z order requests (some might have been set when handling GLUT_FULLSCREEN_WORK above */
{
/* get rect describing window's current position and size,
* in screen coordinates and in FreeGLUT format
* (size (right-left, bottom-top) is client area size, top and left
* are outside of window including decorations).
*/
fghGetClientArea( &clientRect, window, TRUE );
if (workMask & GLUT_POSITION_WORK)
{ {
/* get rect describing window's current position and size, flags &= ~SWP_NOMOVE;
* in screen coordinates and in FreeGLUT format
* (size (right-left, bottom-top) is client area size, top and left
* are outside of window including decorations).
*/
fghGetClientArea( &clientRect, window, TRUE );
if (workMask & GLUT_POSITION_WORK)
{
flags &= ~SWP_NOMOVE;
/* Move rect so that top-left is at requested position */ /* Move rect so that top-left is at requested position */
/* This also automatically makes sure that child window requested coordinates are relative /* This also automatically makes sure that child window requested coordinates are relative
* to top-left of parent's client area (needed input for SetWindowPos on child windows), * to top-left of parent's client area (needed input for SetWindowPos on child windows),
* so no need to further correct rect for child windows below (childs don't have decorations either). * so no need to further correct rect for child windows below (childs don't have decorations either).
*/ */
OffsetRect(&clientRect,window->State.DesiredXpos-clientRect.left,window->State.DesiredYpos-clientRect.top); OffsetRect(&clientRect,window->State.DesiredXpos-clientRect.left,window->State.DesiredYpos-clientRect.top);
}
if (workMask & GLUT_SIZE_WORK)
{
flags &= ~SWP_NOSIZE;
/* Note on maximizing behavior of Windows: the resize borders are off
* the screen such that the client area extends all the way from the
* leftmost corner to the rightmost corner to maximize screen real
* estate. A caption is still shown however to allow interaction with
* the window controls. This is default behavior of Windows that
* FreeGLUT sticks with. To alter, one would have to check if
* WS_MAXIMIZE style is set when a resize event is triggered, and
* then manually correct the windowRect to put the borders back on
* screen.
*/
/* Set new size of window, WxH specify client area */
clientRect.right = clientRect.left + window->State.DesiredWidth;
clientRect.bottom = clientRect.top + window->State.DesiredHeight;
}
if (workMask & GLUT_ZORDER_WORK)
{
flags &= ~SWP_NOZORDER;
/* Could change this to push it down or up one window at a time with some
* more code using GetWindow with GW_HWNDPREV and GW_HWNDNEXT.
* What would be consistent with X11? Win32 GLUT does what we do here...
*/
if (window->State.DesiredZOrder < 0)
insertAfter = HWND_BOTTOM;
}
} }
if (workMask & GLUT_SIZE_WORK)
{
flags &= ~SWP_NOSIZE;
/* Note on maximizing behavior of Windows: the resize borders are off
* the screen such that the client area extends all the way from the
* leftmost corner to the rightmost corner to maximize screen real
* estate. A caption is still shown however to allow interaction with
* the window controls. This is default behavior of Windows that
* FreeGLUT sticks with. To alter, one would have to check if
* WS_MAXIMIZE style is set when a resize event is triggered, and
* then manually correct the windowRect to put the borders back on
* screen.
*/
/* Adjust for window decorations /* Set new size of window, WxH specify client area */
* Child windows don't have decoration, so no need to correct clientRect.right = clientRect.left + window->State.DesiredWidth;
*/ clientRect.bottom = clientRect.top + window->State.DesiredHeight;
if (!window->Parent) }
/* get the window rect from this to feed to SetWindowPos, correct for window decorations */ if (workMask & GLUT_ZORDER_WORK)
fghComputeWindowRectFromClientArea_QueryWindow(&clientRect,window,TRUE); {
flags &= ~SWP_NOZORDER;
/* Could change this to push it down or up one window at a time with some
* more code using GetWindow with GW_HWNDPREV and GW_HWNDNEXT.
* What would be consistent with X11? Win32 GLUT does what we do here...
*/
if (window->State.DesiredZOrder < 0)
insertAfter = HWND_BOTTOM;
}
}
/* Adjust for window decorations
* Child windows don't have decoration, so no need to correct
*/
if (!window->Parent)
/* get the window rect from this to feed to SetWindowPos, correct for window decorations */
fghComputeWindowRectFromClientArea_QueryWindow(&clientRect,window,TRUE);
/* Do the requested positioning, moving, and z order push/pop. */ /* Do the requested positioning, moving, and z order push/pop. */
SetWindowPos( window->Window.Handle, SetWindowPos( window->Window.Handle,
insertAfter, insertAfter,
clientRect.left, clientRect.top, clientRect.left, clientRect.top,
clientRect.right - clientRect.left, clientRect.right - clientRect.left,
clientRect.bottom- clientRect.top, clientRect.bottom- clientRect.top,
flags flags
); );
/* Finish off the fullscreen operation we were doing, if any */ /* Finish off the fullscreen operation we were doing, if any */
if (workMask & GLUT_FULL_SCREEN_WORK) if (workMask & GLUT_FULL_SCREEN_WORK)
{
if (window->State.IsFullscreen)
{
/* leaving fullscreen, restore maximized state, if any */
if (window->State.pWState.OldMaximized)
SendMessage(window->Window.Handle, WM_SYSCOMMAND, SC_MAXIMIZE, 0);
window->State.IsFullscreen = GL_FALSE;
}
else
window->State.IsFullscreen = GL_TRUE;
}
}
if (workMask & GLUT_VISIBILITY_WORK)
{ {
/* Visibility status of window gets updated in the WM_SHOWWINDOW and WM_SIZE handlers */ if (window->State.IsFullscreen)
int cmdShow = 0;
SFG_Window *win = window;
switch (window->State.DesiredVisibility)
{ {
case DesireHiddenState: /* leaving fullscreen, restore maximized state, if any */
cmdShow = SW_HIDE; if (window->State.pWState.OldMaximized)
break; SendMessage(window->Window.Handle, WM_SYSCOMMAND, SC_MAXIMIZE, 0);
case DesireIconicState:
cmdShow = SW_MINIMIZE; window->State.IsFullscreen = GL_FALSE;
/* Call on top-level window */
while (win->Parent)
win = win->Parent;
break;
case DesireNormalState:
if (win->IsMenu && (!fgStructure.GameModeWindow || win->ActiveMenu->ParentWindow != fgStructure.GameModeWindow))
cmdShow = SW_SHOWNA; /* Just show, don't activate window if its a menu. Only exception is when the parent is a gamemode window as the menu would pop under it when we do this... */
else
cmdShow = SW_SHOW;
break;
} }
else
ShowWindow( win->Window.Handle, cmdShow ); window->State.IsFullscreen = GL_TRUE;
}
} }
}
if (workMask & GLUT_DISPLAY_WORK)
void fgPlatformVisibilityWork(SFG_Window* window)
{
/* Visibility status of window gets updated in the WM_SHOWWINDOW and WM_SIZE handlers */
int cmdShow = 0;
SFG_Window *win = window;
switch (window->State.DesiredVisibility)
{ {
if( window->State.Visible ) case DesireHiddenState:
fghRedrawWindow ( window ); cmdShow = SW_HIDE;
break;
/* Strip out display work that might have ended up on work list now as some of the above genereates callbacks */ case DesireIconicState:
window->State.WorkMask &= ~GLUT_DISPLAY_WORK; cmdShow = SW_MINIMIZE;
/* Call on top-level window */
while (win->Parent)
win = win->Parent;
break;
case DesireNormalState:
if (win->IsMenu && (!fgStructure.GameModeWindow || win->ActiveMenu->ParentWindow != fgStructure.GameModeWindow))
cmdShow = SW_SHOWNA; /* Just show, don't activate window if its a menu. Only exception is when the parent is a gamemode window as the menu would pop under it when we do this... */
else
cmdShow = SW_SHOW;
break;
} }
ShowWindow( win->Window.Handle, cmdShow );
} }

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; /* Notify windowStatus/visibility, position and size get notified on window creation with message handlers above
/* Now clear it so that any callback generated by the actions below can set work again */ * XXX CHECK: do the messages happen too early like on windows, so client code cannot have registered
window->State.WorkMask = 0; * a callback yet and the message is thus never received by client?
* -> this is a no-op
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) return;
{ }
/* 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
* a callback yet and the message 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)
@ -1123,38 +1104,28 @@ 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
* XXX: is this really the case? check
*/
SFG_Window *win = window;
switch (window->State.DesiredVisibility)
{ {
/* Visibility status of window gets updated in the window message handlers above case DesireHiddenState:
* XXX: is this really the case? check fgPlatformHideWindow( window );
*/ break;
SFG_Window *win = window; case DesireIconicState:
switch (window->State.DesiredVisibility) /* Call on top-level window */
{ while (win->Parent)
case DesireHiddenState: win = win->Parent;
fgPlatformHideWindow( window ); fgPlatformIconifyWindow( win );
break; break;
case DesireIconicState: case DesireNormalState:
/* Call on top-level window */ fgPlatformShowWindow( window );
while (win->Parent) break;
win = win->Parent;
fgPlatformIconifyWindow( win );
break;
case DesireNormalState:
fgPlatformShowWindow( window );
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;
} }
} }