In glutMainLoop, the checking of ExecState, and wether it's equal to
GLUT_EXEC_STATE_RUNNING should not have been at the top of the loop, but rather right after glutMainLoopEvent returns, after it processes a single event. As it was, we would be sleeping, waiting for further events even if the user just called glutLeaveMainLoop (which sets ExecState to GLUT_EXEC_STATE_STOP). Also fixed a couple cases if inconsistent use of tabs/spaces for indentation which was causing gcc to emit bogus warnings about misleading indentation around braceless ifs. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1803 7f0cb862-5218-0410-a997-914c9d46530a
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@ -324,7 +324,7 @@ static void fghJoystickRawRead( SFG_Joystick* joy, int* buttons, float* axes )
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if( joy->error )
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return;
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fgPlatformJoystickRawRead ( joy, buttons, axes );
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fgPlatformJoystickRawRead ( joy, buttons, axes );
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}
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/*
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@ -154,7 +154,7 @@ static void fghcbProcessWork( SFG_Window *window,
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SFG_Enumerator *enumerator )
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{
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if( window->State.WorkMask )
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fgProcessWork ( window );
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fgProcessWork ( window );
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fgEnumSubWindows( window, fghcbProcessWork, enumerator );
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}
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@ -376,10 +376,10 @@ static void fghSleepForEvents( void )
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msec = fghNextTimer( );
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/* XXX Should use GLUT timers for joysticks... */
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/* XXX Dumb; forces granularity to .01sec */
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if( fgState.NumActiveJoysticks>0 && ( msec > 10 ) )
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if( fgState.NumActiveJoysticks>0 && ( msec > 10 ) )
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msec = 10;
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fgPlatformSleepForEvents ( msec );
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fgPlatformSleepForEvents ( msec );
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}
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@ -479,14 +479,16 @@ void FGAPIENTRY glutMainLoop( void )
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if (!fgStructure.Windows.First)
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fgError(" ERROR: glutMainLoop called with no windows created.");
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fgPlatformMainLoopPreliminaryWork ();
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fgPlatformMainLoopPreliminaryWork ();
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fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
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while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
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for(;;)
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{
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SFG_Window *window;
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glutMainLoopEvent( );
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if( fgState.ExecState != GLUT_EXEC_STATE_RUNNING )
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break;
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/*
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* Step through the list of windows, seeing if there are any
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* that are not menus
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