📄 fl.cxx
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//
// "$Id: Fl.cxx,v 1.1.1.1 2003/06/03 22:25:41 agno Exp $"
//
// Main event handling code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2003 by Bill Spitzak and others.
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
// USA.
//
// Please report all bugs and problems to "fltk-bugs@fltk.org".
//
#include <FL/Fl.H>
#include <FL/Fl_Window.H>
#include <FL/x.H>
#include <FL/Fl_Tooltip.H>
#include <ctype.h>
#include <stdlib.h>
#include "flstring.h"
//
// Globals...
//
Fl_Widget *Fl::belowmouse_,
*Fl::pushed_,
*Fl::focus_,
*Fl::selection_owner_;
int Fl::damage_,
Fl::e_number,
Fl::e_x,
Fl::e_y,
Fl::e_x_root,
Fl::e_y_root,
Fl::e_dx,
Fl::e_dy,
Fl::e_state,
Fl::e_clicks,
Fl::e_is_click,
Fl::e_keysym;
char *Fl::e_text = (char *)"";
int Fl::e_length;
int Fl::visible_focus_ = 1,
Fl::dnd_text_ops_ = 1;
//
// 'Fl::version()' - Return the API version number...
//
double
Fl::version() {
return FL_VERSION;
}
//
// 'Fl:event_inside()' - Return whether or not the mouse event is inside
// the given rectangle.
//
int Fl::event_inside(int xx,int yy,int ww,int hh) /*const*/ {
int mx = e_x - xx;
int my = e_y - yy;
return (mx >= 0 && mx < ww && my >= 0 && my < hh);
}
int Fl::event_inside(const Fl_Widget *o) /*const*/ {
int mx = e_x - o->x();
int my = e_y - o->y();
return (mx >= 0 && mx < o->w() && my >= 0 && my < o->h());
}
////////////////////////////////////////////////////////////////
// Timeouts are stored in a sorted list, so only the first one needs
// to be checked to see if any should be called.
struct Timeout {
double time;
void (*cb)(void*);
void* arg;
Timeout* next;
};
static Timeout* first_timeout, *free_timeout;
#ifndef WIN32
# include <sys/time.h>
#endif
// I avoid the overhead of getting the current time when we have no
// timeouts by setting this flag instead of getting the time.
// In this case calling elapse_timeouts() does nothing, but records
// the current time, and the next call will actualy elapse time.
static char reset_clock = 1;
static void elapse_timeouts() {
#ifdef WIN32
unsigned long newclock = GetTickCount();
static unsigned long prevclock;
double elapsed = (newclock-prevclock)/1000.0;
prevclock = newclock;
#else
static struct timeval prevclock;
struct timeval newclock;
gettimeofday(&newclock, NULL);
double elapsed = newclock.tv_sec - prevclock.tv_sec +
(newclock.tv_usec - prevclock.tv_usec)/1000000.0;
prevclock.tv_sec = newclock.tv_sec;
prevclock.tv_usec = newclock.tv_usec;
#endif
if (reset_clock) {
reset_clock = 0;
} else if (elapsed > 0) {
for (Timeout* t = first_timeout; t; t = t->next) t->time -= elapsed;
}
}
// Continuously-adjusted error value, this is a number <= 0 for how late
// we were at calling the last timeout. This appears to make repeat_timeout
// very accurate even when processing takes a significant portion of the
// time interval:
static double missed_timeout_by;
void Fl::add_timeout(double time, Fl_Timeout_Handler cb, void *argp) {
elapse_timeouts();
repeat_timeout(time, cb, argp);
}
void Fl::repeat_timeout(double time, Fl_Timeout_Handler cb, void *argp) {
time += missed_timeout_by; if (time < -.05) time = 0;
Timeout* t = free_timeout;
if (t) free_timeout = t->next;
else t = new Timeout;
t->time = time;
t->cb = cb;
t->arg = argp;
// insert-sort the new timeout:
Timeout** p = &first_timeout;
while (*p && (*p)->time <= time) p = &((*p)->next);
t->next = *p;
*p = t;
}
int Fl::has_timeout(Fl_Timeout_Handler cb, void *argp) {
for (Timeout* t = first_timeout; t; t = t->next)
if (t->cb == cb && t->arg == argp) return 1;
return 0;
}
void Fl::remove_timeout(Fl_Timeout_Handler cb, void *argp) {
// This version removes all matching timeouts, not just the first one.
// This may change in the future.
for (Timeout** p = &first_timeout; *p;) {
Timeout* t = *p;
if (t->cb == cb && (t->arg == argp || !argp)) {
*p = t->next;
t->next = free_timeout;
free_timeout = t;
} else {
p = &(t->next);
}
}
}
////////////////////////////////////////////////////////////////
// Checks are just stored in a list. They are called in the reverse
// order that they were added (this may change in the future).
// This is a bit messy because I want to allow checks to be added,
// removed, and have wait() called from inside them, to do this
// next_check points at the next unprocessed one for the outermost
// call to Fl::wait().
struct Check {
void (*cb)(void*);
void* arg;
Check* next;
};
static Check* first_check, *next_check, *free_check;
void Fl::add_check(Fl_Timeout_Handler cb, void *argp) {
Check* t = free_check;
if (t) free_check = t->next;
else t = new Check;
t->cb = cb;
t->arg = argp;
t->next = first_check;
if (next_check == first_check) next_check = t;
first_check = t;
}
void Fl::remove_check(Fl_Timeout_Handler cb, void *argp) {
for (Check** p = &first_check; *p;) {
Check* t = *p;
if (t->cb == cb && t->arg == argp) {
if (next_check == t) next_check = t->next;
*p = t->next;
t->next = free_check;
free_check = t;
} else {
p = &(t->next);
}
}
}
////////////////////////////////////////////////////////////////
// wait/run/check/ready:
void (*Fl::idle)(); // see Fl_add_idle.cxx for the add/remove functions
extern int fl_ready(); // in Fl_<platform>.cxx
extern int fl_wait(double time); // in Fl_<platform>.cxx
static char in_idle;
double Fl::wait(double time_to_wait) {
if (first_timeout) {
elapse_timeouts();
Timeout *t;
while ((t = first_timeout)) {
if (t->time > 0) break;
// The first timeout in the array has expired.
missed_timeout_by = t->time;
// We must remove timeout from array before doing the callback:
void (*cb)(void*) = t->cb;
void *argp = t->arg;
first_timeout = t->next;
t->next = free_timeout;
free_timeout = t;
// Now it is safe for the callback to do add_timeout:
cb(argp);
}
} else {
reset_clock = 1; // we are not going to check the clock
}
// checks are a bit messy so that add/remove and wait may be called
// from inside them without causing an infinite loop:
if (next_check == first_check) {
while (next_check) {
Check* checkp = next_check;
next_check = checkp->next;
(checkp->cb)(checkp->arg);
}
next_check = first_check;
}
// if (idle && !fl_ready()) {
if (idle) {
if (!in_idle) {
in_idle = 1;
idle();
in_idle = 0;
}
// the idle function may turn off idle, we can then wait:
if (idle) time_to_wait = 0.0;
}
if (first_timeout && first_timeout->time < time_to_wait)
time_to_wait = first_timeout->time;
if (time_to_wait <= 0.0) {
// do flush second so that the results of events are visible:
int ret = fl_wait(0.0);
flush();
return ret;
} else {
// do flush first so that user sees the display:
flush();
return fl_wait(time_to_wait);
}
}
#define FOREVER 1e20
int Fl::run() {
while (Fl_X::first) wait(FOREVER);
return 0;
}
int Fl::wait() {
wait(FOREVER);
return Fl_X::first != 0; // return true if there is a window
}
int Fl::check() {
wait(0.0);
return Fl_X::first != 0; // return true if there is a window
}
extern int fl_ready();
int Fl::ready() {
if (first_timeout) {
elapse_timeouts();
if (first_timeout->time <= 0) return 1;
} else {
reset_clock = 1;
}
return fl_ready();
}
////////////////////////////////////////////////////////////////
// Window list management:
Fl_X* Fl_X::first;
Fl_Window* fl_find(Window xid) {
Fl_X *window;
for (Fl_X **pp = &Fl_X::first; (window = *pp); pp = &window->next)
#ifdef __APPLE__
if (window->xid == xid && !window->w->window()) {
#else
if (window->xid == xid) {
#endif // __APPLE__
if (window != Fl_X::first && !Fl::modal()) {
// make this window be first to speed up searches
// this is not done if modal is true to avoid messing up modal stack
*pp = window->next;
window->next = Fl_X::first;
Fl_X::first = window;
}
return window->w;
}
return 0;
}
Fl_Window* Fl::first_window() {
Fl_X* i = Fl_X::first;
return i ? i->w : 0;
}
Fl_Window* Fl::next_window(const Fl_Window* window) {
Fl_X* i = Fl_X::i(window)->next;
return i ? i->w : 0;
}
void Fl::first_window(Fl_Window* window) {
if (!window || !window->shown()) return;
fl_find(fl_xid(window));
}
void Fl::redraw() {
for (Fl_X* i = Fl_X::first; i; i = i->next) i->w->redraw();
}
void Fl::flush() {
if (damage()) {
damage_ = 0;
for (Fl_X* i = Fl_X::first; i; i = i->next) {
if (i->wait_for_expose) {damage_ = 1; continue;}
Fl_Window* wi = i->w;
if (!wi->visible_r()) continue;
if (wi->damage()) {i->flush(); wi->clear_damage();}
// destroy damage regions for windows that don't use them:
if (i->region) {XDestroyRegion(i->region); i->region = 0;}
}
}
#ifdef WIN32
GdiFlush();
#elif defined (__APPLE__)
GrafPtr port; GetPort( &port );
if ( port )
{
QDFlushPortBuffer( port, 0 );
}
#else
if (fl_display) XFlush(fl_display);
#endif
}
////////////////////////////////////////////////////////////////
// Event handlers:
struct handler_link {
int (*handle)(int);
handler_link *next;
};
static handler_link *handlers = 0;
void Fl::add_handler(int (*ha)(int)) {
handler_link *l = new handler_link;
l->handle = ha;
l->next = handlers;
handlers = l;
}
void Fl::remove_handler(int (*ha)(int)) {
handler_link *l, *p;
// Search for the handler in the list...
for (l = handlers, p = 0; l && l->handle != ha; p = l, l = l->next);
if (l) {
// Found it, so remove it from the list...
if (p) p->next = l->next;
else handlers = l->next;
// And free the record...
delete l;
}
}
int (*fl_local_grab)(int); // used by fl_dnd.cxx
static int send_handlers(int e) {
for (const handler_link *hl = handlers; hl; hl = hl->next)
if (hl->handle(e)) return 1;
return 0;
}
////////////////////////////////////////////////////////////////
Fl_Widget* fl_oldfocus; // kludge for Fl_Group...
void Fl::focus(Fl_Widget *o) {
if (o && !o->visible_focus()) return;
if (grab()) return; // don't do anything while grab is on
Fl_Widget *p = focus_;
if (o != p) {
Fl::compose_reset();
focus_ = o;
fl_oldfocus = 0;
for (; p; p = p->parent()) {
p->handle(FL_UNFOCUS);
fl_oldfocus = p;
}
}
}
static char dnd_flag = 0; // make 'belowmouse' send DND_LEAVE instead of LEAVE
void Fl::belowmouse(Fl_Widget *o) {
if (grab()) return; // don't do anything while grab is on
Fl_Widget *p = belowmouse_;
if (o != p) {
belowmouse_ = o;
for (; p && !p->contains(o); p = p->parent()) {
p->handle(dnd_flag ? FL_DND_LEAVE : FL_LEAVE);
}
}
}
void Fl::pushed(Fl_Widget *o) {
pushed_ = o;
}
Fl_Window *fl_xfocus; // which window X thinks has focus
Fl_Window *fl_xmousewin;// which window X thinks has FL_ENTER
Fl_Window *Fl::grab_; // most recent Fl::grab()
Fl_Window *Fl::modal_; // topmost modal() window
static void nothing(Fl_Widget *) {}
void (*Fl_Tooltip::enter)(Fl_Widget *) = nothing;
void (*Fl_Tooltip::exit)(Fl_Widget *) = nothing;
// Update modal(), focus() and other state according to system state,
// and send FL_ENTER, FL_LEAVE, FL_FOCUS, and/or FL_UNFOCUS events.
// This is the only function that produces these events in response
// to system activity.
// This is called whenever a window is added or hidden, and whenever
// X says the focus or mouse window have changed.
void fl_fix_focus() {
if (Fl::grab()) return; // don't do anything while grab is on.
// set focus based on Fl::modal() and fl_xfocus
Fl_Widget* w = fl_xfocus;
if (w) {
if (Fl::e_keysym < (FL_Button + FL_LEFT_MOUSE) ||
Fl::e_keysym > (FL_Button + FL_RIGHT_MOUSE))
Fl::e_keysym = 0; // make sure widgets don't think a keystroke moved focus
while (w->parent()) w = w->parent();
if (Fl::modal()) w = Fl::modal();
if (!w->contains(Fl::focus()))
if (!w->take_focus()) Fl::focus(w);
} else
Fl::focus(0);
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