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qb64/internal/c/parts/core/android_core/src/fg_main.c

466 lines
12 KiB
C

/*
* freeglut_main.c
*
* The windows message processing methods.
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Fri Dec 3 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <GL/freeglut.h>
#include "fg_internal.h"
#ifdef HAVE_ERRNO_H
# include <errno.h>
#endif
#include <stdarg.h>
#ifdef HAVE_VFPRINTF
# define VFPRINTF(s,f,a) vfprintf((s),(f),(a))
#elif defined(HAVE__DOPRNT)
# define VFPRINTF(s,f,a) _doprnt((f),(a),(s))
#else
# define VFPRINTF(s,f,a)
#endif
/*
* Try to get the maximum value allowed for ints, falling back to the minimum
* guaranteed by ISO C99 if there is no suitable header.
*/
#ifdef HAVE_LIMITS_H
# include <limits.h>
#endif
#ifndef INT_MAX
# define INT_MAX 32767
#endif
#ifndef MIN
# define MIN(a,b) (((a)<(b)) ? (a) : (b))
#endif
extern void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height );
extern void fgPlatformDisplayWindow ( SFG_Window *window );
extern fg_time_t fgPlatformSystemTime ( void );
extern void fgPlatformSleepForEvents( fg_time_t msec );
extern void fgPlatformProcessSingleEvent ( void );
extern void fgPlatformMainLoopPreliminaryWork ( void );
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
static void fghReshapeWindow ( SFG_Window *window, int width, int height )
{
SFG_Window *current_window = fgStructure.CurrentWindow;
freeglut_return_if_fail( window != NULL );
fgPlatformReshapeWindow ( window, width, height );
if( FETCH_WCB( *window, Reshape ) )
INVOKE_WCB( *window, Reshape, ( width, height ) );
else
{
fgSetWindow( window );
glViewport( 0, 0, 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.
*/
void fghRedrawWindow ( SFG_Window *window )
{
SFG_Window *current_window = fgStructure.CurrentWindow;
freeglut_return_if_fail( window );
freeglut_return_if_fail( FETCH_WCB ( *window, Display ) );
window->State.Redisplay = GL_FALSE;
freeglut_return_if_fail( window->State.Visible );
fgSetWindow( window );
if( window->State.NeedToResize )
{
fghReshapeWindow(
window,
window->State.Width,
window->State.Height
);
window->State.NeedToResize = GL_FALSE;
}
INVOKE_WCB( *window, Display, ( ) );
fgSetWindow( current_window );
}
static void fghcbDisplayWindow( SFG_Window *window,
SFG_Enumerator *enumerator )
{
if( window->State.Redisplay &&
window->State.Visible )
{
window->State.Redisplay = GL_FALSE;
fgPlatformDisplayWindow ( window );
}
fgEnumSubWindows( window, fghcbDisplayWindow, enumerator );
}
/*
* Make all windows perform a display call
*/
static void fghDisplayAll( void )
{
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbDisplayWindow, &enumerator );
}
/*
* Window enumerator callback to check for the joystick polling code
*/
static void fghcbCheckJoystickPolls( SFG_Window *window,
SFG_Enumerator *enumerator )
{
fg_time_t checkTime = fgElapsedTime( );
if( window->State.JoystickLastPoll + window->State.JoystickPollRate <=
checkTime )
{
#if !defined(_WIN32_WCE)
fgJoystickPollWindow( window );
#endif /* !defined(_WIN32_WCE) */
window->State.JoystickLastPoll = checkTime;
}
fgEnumSubWindows( window, fghcbCheckJoystickPolls, enumerator );
}
/*
* Check all windows for joystick polling
*/
static void fghCheckJoystickPolls( void )
{
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghcbCheckJoystickPolls, &enumerator );
}
/*
* Check the global timers
*/
static void fghCheckTimers( void )
{
fg_time_t checkTime = fgElapsedTime( );
while( fgState.Timers.First )
{
SFG_Timer *timer = fgState.Timers.First;
if( timer->TriggerTime > checkTime )
break;
fgListRemove( &fgState.Timers, &timer->Node );
fgListAppend( &fgState.FreeTimers, &timer->Node );
timer->Callback( timer->ID );
}
}
/* Platform-dependent time in milliseconds, as an unsigned 64-bit integer.
* This doesn't overflow in any reasonable time, so no need to worry about
* that. The GLUT API return value will however overflow after 49.7 days,
* and on Windows we (currently) do not have access to a 64-bit timestamp,
* which means internal time will still get in trouble when running the
* application for more than 49.7 days.
* This value wraps every 49.7 days, but integer overflows cancel
* when subtracting an initial start time, unless the total time exceeds
* 32-bit, where the GLUT API return value is also overflowed.
*/
fg_time_t fgSystemTime(void)
{
return fgPlatformSystemTime();
}
/*
* Elapsed Time
*/
fg_time_t fgElapsedTime( void )
{
return fgSystemTime() - fgState.Time;
}
/*
* Error Messages.
*/
void fgError( const char *fmt, ... )
{
va_list ap;
if (fgState.ErrorFunc) {
va_start( ap, fmt );
/* call user set error handler here */
fgState.ErrorFunc(fmt, ap);
va_end( ap );
} else {
va_start( ap, fmt );
fprintf( stderr, "freeglut ");
if( fgState.ProgramName )
fprintf( stderr, "(%s): ", fgState.ProgramName );
VFPRINTF( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( ap );
if ( fgState.Initialised )
fgDeinitialize ();
exit( 1 );
}
}
void fgWarning( const char *fmt, ... )
{
va_list ap;
if (fgState.WarningFunc) {
va_start( ap, fmt );
/* call user set warning handler here */
fgState.WarningFunc(fmt, ap);
va_end( ap );
} else {
va_start( ap, fmt );
fprintf( stderr, "freeglut ");
if( fgState.ProgramName )
fprintf( stderr, "(%s): ", fgState.ProgramName );
VFPRINTF( stderr, fmt, ap );
fprintf( stderr, "\n" );
va_end( ap );
}
}
/*
* Indicates whether Joystick events are being used by ANY window.
*
* The current mechanism is to walk all of the windows and ask if
* there is a joystick callback. We have a short-circuit early
* return if we find any joystick handler registered.
*
* The real way to do this is to make use of the glutTimer() API
* to more cleanly re-implement the joystick API. Then, this code
* and all other "joystick timer" code can be yanked.
*
*/
static void fghCheckJoystickCallback( SFG_Window* w, SFG_Enumerator* e)
{
if( FETCH_WCB( *w, Joystick ) )
{
e->found = GL_TRUE;
e->data = w;
}
fgEnumSubWindows( w, fghCheckJoystickCallback, e );
}
static int fghHaveJoystick( void )
{
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghCheckJoystickCallback, &enumerator );
return !!enumerator.data;
}
static void fghHavePendingRedisplaysCallback( SFG_Window* w, SFG_Enumerator* e)
{
if( w->State.Redisplay && w->State.Visible )
{
e->found = GL_TRUE;
e->data = w;
}
fgEnumSubWindows( w, fghHavePendingRedisplaysCallback, e );
}
static int fghHavePendingRedisplays (void)
{
SFG_Enumerator enumerator;
enumerator.found = GL_FALSE;
enumerator.data = NULL;
fgEnumWindows( fghHavePendingRedisplaysCallback, &enumerator );
return !!enumerator.data;
}
/*
* Returns the number of GLUT ticks (milliseconds) till the next timer event.
*/
static fg_time_t fghNextTimer( void )
{
fg_time_t currentTime = fgElapsedTime();
SFG_Timer *timer = fgState.Timers.First;
if( !timer )
return INT_MAX;
if( timer->TriggerTime < currentTime )
return 0;
else
return timer->TriggerTime - currentTime;
}
static void fghSleepForEvents( void )
{
fg_time_t msec;
if( fgState.IdleCallback || fghHavePendingRedisplays( ) )
return;
msec = fghNextTimer( );
/* XXX Use GLUT timers for joysticks... */
/* XXX Dumb; forces granularity to .01sec */
if( fghHaveJoystick( ) && ( msec > 10 ) )
msec = 10;
fgPlatformSleepForEvents ( msec );
}
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
* Executes a single iteration in the freeglut processing loop.
*/
void FGAPIENTRY glutMainLoopEvent( void )
{
fgPlatformProcessSingleEvent ();
if( fgState.Timers.First )
fghCheckTimers( );
fghCheckJoystickPolls( );
fghDisplayAll( );
fgCloseWindows( );
}
/*
* Enters the freeglut processing loop.
* Stays until the "ExecState" changes to "GLUT_EXEC_STATE_STOP".
*/
void FGAPIENTRY glutMainLoop( void )
{
int action;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutMainLoop" );
fgPlatformMainLoopPreliminaryWork ();
fgState.ExecState = GLUT_EXEC_STATE_RUNNING ;
while( fgState.ExecState == GLUT_EXEC_STATE_RUNNING )
{
SFG_Window *window;
glutMainLoopEvent( );
/*
* Step through the list of windows, seeing if there are any
* that are not menus
*/
for( window = ( SFG_Window * )fgStructure.Windows.First;
window;
window = ( SFG_Window * )window->Node.Next )
if ( ! ( window->IsMenu ) )
break;
if( ! window )
fgState.ExecState = GLUT_EXEC_STATE_STOP;
else
{
if( fgState.IdleCallback )
{
if( fgStructure.CurrentWindow &&
fgStructure.CurrentWindow->IsMenu )
/* fail safe */
fgSetWindow( window );
fgState.IdleCallback( );
}
fghSleepForEvents( );
}
}
/*
* When this loop terminates, destroy the display, state and structure
* of a freeglut session, so that another glutInit() call can happen
*
* Save the "ActionOnWindowClose" because "fgDeinitialize" resets it.
*/
action = fgState.ActionOnWindowClose;
fgDeinitialize( );
if( action == GLUT_ACTION_EXIT )
exit( 0 );
}
/*
* Leaves the freeglut processing loop.
*/
void FGAPIENTRY glutLeaveMainLoop( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutLeaveMainLoop" );
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
}
/*** END OF FILE ***/