Superficial cleanup of the code. Mostly taking lines such as:
... /* * <Enslish recapituation of the single following C statement> */ <single C statement> ...and rewrote as: ... <single C statement> freeglut_main.c still has a lot of that in it, but it looks a bit better, now. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@241 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
parent
14801c8908
commit
9464f61d1f
@ -70,7 +70,6 @@
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* Calls a window's redraw method. This is used when
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* Calls a window's redraw method. This is used when
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* a redraw is forced by the incoming window messages.
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* a redraw is forced by the incoming window messages.
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*/
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*/
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static void fghRedrawWindowByHandle
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static void fghRedrawWindowByHandle
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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( Window handle )
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( Window handle )
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@ -78,38 +77,14 @@ static void fghRedrawWindowByHandle
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( HWND handle )
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( HWND handle )
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#endif
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#endif
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{
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{
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/*
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* Find the window we have to redraw...
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*/
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SFG_Window* window = fgWindowByHandle( handle );
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SFG_Window* window = fgWindowByHandle( handle );
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freeglut_return_if_fail( window != NULL );
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freeglut_return_if_fail( window != NULL );
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/*
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* Check if there is a display callback hooked to it
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*/
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freeglut_return_if_fail( window->Callbacks.Display != NULL );
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freeglut_return_if_fail( window->Callbacks.Display != NULL );
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/*
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* Return if the window is not visible
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*/
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freeglut_return_if_fail( window->State.Visible == TRUE );
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freeglut_return_if_fail( window->State.Visible == TRUE );
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/*
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* Set the window as the current one.
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*/
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fgSetWindow( window );
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fgSetWindow( window );
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/*
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* Do not exagerate with the redisplaying
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*/
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window->State.Redisplay = FALSE;
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window->State.Redisplay = FALSE;
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/*
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* Have the callback executed now. The buffers should
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* be swapped by the glutSwapBuffers() execution inside
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* the callback itself.
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*/
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window->Callbacks.Display();
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window->Callbacks.Display();
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}
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}
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@ -125,50 +100,27 @@ static void fghReshapeWindowByHandle
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( HWND handle, int width, int height )
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( HWND handle, int width, int height )
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#endif
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#endif
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{
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{
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SFG_Window *current_window = fgStructure.Window ;
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SFG_Window *current_window = fgStructure.Window ;
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/*
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* Find the window that received the reshape event
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*/
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SFG_Window* window = fgWindowByHandle( handle );
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SFG_Window* window = fgWindowByHandle( handle );
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freeglut_return_if_fail( window != NULL );
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freeglut_return_if_fail( window != NULL );
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/*
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* Remember about setting the current window...
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*/
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fgSetWindow( window );
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fgSetWindow( window );
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/*
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* Check if there is a reshape callback hooked
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*/
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if( window->Callbacks.Reshape != NULL )
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if( window->Callbacks.Reshape != NULL )
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{
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/*
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* OKi, have it called immediately
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*/
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window->Callbacks.Reshape( width, height );
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window->Callbacks.Reshape( width, height );
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}
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else
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else
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{
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/*
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* Otherwise just resize the viewport
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*/
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glViewport( 0, 0, width, height );
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glViewport( 0, 0, width, height );
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}
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/*
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/*
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* Force a window redraw. In Windows at least this is only a partial solution: if the
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* Force a window redraw. In Windows at least this is only a partial
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* window is increasing in size in either dimension, the already-drawn part does not get
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* solution: if the window is increasing in size in either dimension,
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* drawn again and things look funny. But without this we get this bad behaviour whenever
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* the already-drawn part does not get drawn again and things look funny.
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* we resize the window.
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* But without this we get this bad behaviour whenever we resize the
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* window.
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*/
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*/
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window->State.Redisplay = TRUE ;
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window->State.Redisplay = TRUE ;
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/*
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* If this is a menu, restore the active window
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*/
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if ( window->IsMenu )
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if ( window->IsMenu )
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fgSetWindow ( current_window ) ;
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fgSetWindow ( current_window ) ;
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}
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}
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/*
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/*
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@ -177,38 +129,20 @@ static void fghReshapeWindowByHandle
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static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
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static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
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{
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{
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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/*
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* Check if there is an idle callback hooked
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*/
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if( (window->Callbacks.Display != NULL) &&
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if( (window->Callbacks.Display != NULL) &&
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(window->State.Redisplay == TRUE) &&
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(window->State.Redisplay == TRUE) &&
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(window->State.Visible == TRUE) )
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(window->State.Visible == TRUE) )
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{
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{
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SFG_Window *current_window = fgStructure.Window ;
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SFG_Window *current_window = fgStructure.Window ;
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/*
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* OKi, this is the case: have the window set as the current one
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*/
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fgSetWindow( window );
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fgSetWindow( window );
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/*
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* Do not exagerate with the redisplaying
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*/
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window->State.Redisplay = FALSE;
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window->State.Redisplay = FALSE;
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/*
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* And execute the display callback immediately after
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*/
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window->Callbacks.Display();
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window->Callbacks.Display();
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fgSetWindow ( current_window ) ;
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fgSetWindow ( current_window ) ;
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}
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}
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#elif TARGET_HOST_WIN32
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#elif TARGET_HOST_WIN32
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/*
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* Do we need to explicitly resize the window?
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*/
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if( window->State.NeedToResize )
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if( window->State.NeedToResize )
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{
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{
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SFG_Window *current_window = fgStructure.Window ;
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SFG_Window *current_window = fgStructure.Window ;
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@ -221,26 +155,15 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
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glutGet( GLUT_WINDOW_HEIGHT )
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glutGet( GLUT_WINDOW_HEIGHT )
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);
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);
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/*
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* Never ever do that again:
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*/
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window->State.NeedToResize = FALSE;
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window->State.NeedToResize = FALSE;
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fgSetWindow ( current_window ) ;
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fgSetWindow ( current_window ) ;
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}
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}
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/*
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* This is done in a bit different way under Windows
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*/
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if( (window->Callbacks.Display != NULL) &&
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if( (window->Callbacks.Display != NULL) &&
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(window->State.Redisplay == TRUE) &&
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(window->State.Redisplay == TRUE) &&
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(window->State.Visible == TRUE) )
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(window->State.Visible == TRUE) )
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{
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{
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/*
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* Do not exagerate with the redisplaying
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*/
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window->State.Redisplay = FALSE;
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window->State.Redisplay = FALSE;
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RedrawWindow(
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RedrawWindow(
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window->Window.Handle, NULL, NULL,
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window->Window.Handle, NULL, NULL,
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RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
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RDW_NOERASE | RDW_INTERNALPAINT | RDW_INVALIDATE | RDW_UPDATENOW
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@ -249,9 +172,6 @@ static void fghcbDisplayWindow( SFG_Window *window, SFG_Enumerator *enumerator )
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#endif
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#endif
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/*
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* Process this window's children (if any)
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*/
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fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
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fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
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}
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}
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@ -262,15 +182,8 @@ static void fghDisplayAll( void )
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{
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{
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SFG_Enumerator enumerator;
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SFG_Enumerator enumerator;
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/*
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* Uses a method very similiar for fgWindowByHandle...
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*/
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enumerator.found = FALSE;
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enumerator.found = FALSE;
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enumerator.data = NULL;
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enumerator.data = NULL;
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/*
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* Start the enumeration now:
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*/
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fgEnumWindows( fghcbDisplayWindow, &enumerator );
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fgEnumWindows( fghcbDisplayWindow, &enumerator );
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}
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}
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@ -281,25 +194,11 @@ static void fghcbCheckJoystickPolls( SFG_Window *window, SFG_Enumerator *enumera
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{
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{
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long int checkTime = fgElapsedTime();
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long int checkTime = fgElapsedTime();
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/*
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* Check if actually need to do the poll for the currently enumerated window:
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*/
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if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= checkTime )
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if( window->State.JoystickLastPoll + window->State.JoystickPollRate <= checkTime )
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{
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{
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/*
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* Yeah, that's it. Poll the joystick...
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*/
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fgJoystickPollWindow( window );
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fgJoystickPollWindow( window );
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/*
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* ...and reset the polling counters:
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*/
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window->State.JoystickLastPoll = checkTime;
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window->State.JoystickLastPoll = checkTime;
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}
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}
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/*
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* Process this window's children (if any)
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*/
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fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
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fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
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}
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}
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@ -310,15 +209,8 @@ static void fghCheckJoystickPolls( void )
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{
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{
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SFG_Enumerator enumerator;
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SFG_Enumerator enumerator;
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/*
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* Uses a method very similiar for fgWindowByHandle...
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*/
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enumerator.found = FALSE;
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enumerator.found = FALSE;
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enumerator.data = NULL;
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enumerator.data = NULL;
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/*
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* Start the enumeration now:
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*/
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fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
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fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
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}
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}
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@ -336,19 +228,14 @@ static void fghCheckTimers( void )
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/*
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/*
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* For every timer that is waiting for triggering
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* For every timer that is waiting for triggering
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*/
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*/
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for( timer = (SFG_Timer *)fgState.Timers.First; timer; timer = (SFG_Timer *)next )
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for( timer = (SFG_Timer *)fgState.Timers.First;
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timer;
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timer = (SFG_Timer *)next )
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{
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{
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next = (SFG_Timer *)timer->Node.Next;
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next = (SFG_Timer *)timer->Node.Next;
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/*
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* Check for the timeout:
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*/
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if( timer->TriggerTime <= checkTime )
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if( timer->TriggerTime <= checkTime )
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{
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{
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/*
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fgListRemove( &fgState.Timers, &timer->Node );
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* Add the timer to the timed out timers list
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*/
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fgListRemove( &fgState.Timers, &timer->Node );
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fgListAppend( &timedOut, &timer->Node );
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fgListAppend( &timedOut, &timer->Node );
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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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while ( (timer = (SFG_Timer *)timedOut.First) )
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while ( (timer = (SFG_Timer *)timedOut.First) )
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{
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{
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if( timer->Callback != NULL )
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if( timer->Callback != NULL )
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timer->Callback( timer->ID );
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timer->Callback( timer->ID );
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fgListRemove( &timedOut, &timer->Node );
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fgListRemove( &timedOut, &timer->Node );
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free( timer );
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free( timer );
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}
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}
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}
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}
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long fgElapsedTime( void )
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long fgElapsedTime( void )
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{
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{
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#if TARGET_HOST_UNIX_X11
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#if TARGET_HOST_UNIX_X11
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struct timeval now;
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struct timeval now;
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long elapsed;
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long elapsed;
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gettimeofday( &now, NULL );
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gettimeofday( &now, NULL );
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elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
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elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
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elapsed = (now.tv_usec - fgState.Time.Value.tv_usec) / 1000;
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return( elapsed );
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elapsed += (now.tv_sec - fgState.Time.Value.tv_sec) * 1000;
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return( elapsed );
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#elif TARGET_HOST_WIN32
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#elif TARGET_HOST_WIN32
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return (timeGetTime() - fgState.Time.Value);
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return (timeGetTime() - fgState.Time.Value);
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#endif
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#endif
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}
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}
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@ -545,27 +432,18 @@ void FGAPIENTRY glutMainLoopEvent( void )
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/*
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/*
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* This code was repeated constantly, so here it goes into a definition:
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* This code was repeated constantly, so here it goes into a definition:
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*/
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*/
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# define GETWINDOW(a) window = fgWindowByHandle( event.a.window );if( window == NULL ) break;
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# define GETWINDOW(a) \
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# define GETMOUSE(a) window->State.MouseX = event.a.x; window->State.MouseY = event.a.y;
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window = fgWindowByHandle( event.a.window ); \
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if( window == NULL ) \
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break;
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# define GETMOUSE(a) \
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window->State.MouseX = event.a.x; \
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window->State.MouseY = event.a.y;
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/*
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* Make sure the display has been created etc.
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*/
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freeglut_assert_ready;
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freeglut_assert_ready;
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/*
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* Do we have any event messages pending?
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*/
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while( XPending( fgDisplay.Display ) )
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while( XPending( fgDisplay.Display ) )
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{
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{
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/*
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* Grab the next event to be processed...
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*/
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XNextEvent( fgDisplay.Display, &event );
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XNextEvent( fgDisplay.Display, &event );
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/*
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* Check the event's type
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*/
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switch( event.type )
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switch( event.type )
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{
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{
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case DestroyNotify:
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case DestroyNotify:
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Reference in New Issue
Block a user