fltk/src/Fl.cxx

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//
// "$Id: Fl.cxx,v 1.24.2.41.2.3 2001/08/02 20:09:25 easysw Exp $"
//
// Main event handling code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2001 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 <string.h>
//
// Globals...
//
Fl_Widget *Fl::belowmouse_,
*Fl::pushed_,
*Fl::focus_,
*Fl::selection_owner_;
int Fl::damage_,
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;
//
// 'Fl:event_inside()' - Return whether or not the mouse event is inside
// the given rectangle.
//
int Fl::event_inside(int x,int y,int w,int h) /*const*/ {
int mx = e_x - x;
int my = e_y - y;
return (mx >= 0 && mx < w && my >= 0 && my < h);
}
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 *arg) {
elapse_timeouts();
repeat_timeout(time, cb, arg);
}
void Fl::repeat_timeout(double time, Fl_Timeout_Handler cb, void *arg) {
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 = arg;
// 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 *arg) {
for (Timeout* t = first_timeout; t; t = t->next)
if (t->cb == cb && t->arg == arg) return 1;
return 0;
}
void Fl::remove_timeout(Fl_Timeout_Handler cb, void *arg) {
// 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 == arg || !arg)) {
*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 *arg) {
Check* t = free_check;
if (t) free_check = t->next;
else t = new Check;
t->cb = cb;
t->arg = arg;
t->next = first_check;
if (next_check == first_check) next_check = t;
first_check = t;
}
void Fl::remove_check(Fl_Timeout_Handler cb, void *arg) {
for (Check** p = &first_check; *p;) {
Check* t = *p;
if (t->cb == cb && t->arg == arg) {
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_wait(double time); // in Fl_x.cxx or Fl_win32.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 *arg = 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(arg);
}
} 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* check = next_check;
next_check = check->next;
(check->cb)(check->arg);
}
next_check = first_check;
}
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)
if (window->xid == xid) {
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* x = Fl_X::first;
return x ? x->w : 0;
}
Fl_Window* Fl::next_window(const Fl_Window* w) {
Fl_X* x = Fl_X::i(w)->next;
return x ? x->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* x = Fl_X::first; x; x = x->next) x->w->redraw();
}
void Fl::flush() {
if (damage()) {
damage_ = 0;
for (Fl_X* x = Fl_X::first; x; x = x->next) {
if (x->wait_for_expose) {damage_ = 1; continue;}
Fl_Window* w = x->w;
if (!w->visible_r()) continue;
if (w->damage()) {x->flush(); w->clear_damage();}
// destroy damage regions for windows that don't use them:
if (x->region) {XDestroyRegion(x->region); x->region = 0;}
}
}
#ifdef WIN32
GdiFlush();
#else
if (fl_display) XFlush(fl_display);
#endif
}
////////////////////////////////////////////////////////////////
// Event handlers:
struct handler_link {
int (*handle)(int);
const handler_link *next;
};
static const handler_link *handlers = 0;
void Fl::add_handler(int (*h)(int)) {
handler_link *l = new handler_link;
l->handle = h;
l->next = handlers;
handlers = l;
}
static int send_handlers(int event) {
for (const handler_link *h = handlers; h; h = h->next)
if (h->handle(event)) return 1;
return 0;
}
////////////////////////////////////////////////////////////////
Fl_Widget* fl_oldfocus; // kludge for Fl_Group...
void Fl::focus(Fl_Widget *o) {
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->contains(o); p = p->parent()) {
p->handle(FL_UNFOCUS);
fl_oldfocus = p;
}
}
}
void Fl::belowmouse(Fl_Widget *o) {
if (grab()) return; // don't do anything while grab is on
Fl_Tooltip::enter(o);
Fl_Widget *p = belowmouse_;
if (o != p) {
belowmouse_ = o;
for (; p && !p->contains(o); p = p->parent()) p->handle(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
// 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) {
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);
if (!Fl::pushed()) {
// set belowmouse based on Fl::modal() and fl_xmousewin:
w = fl_xmousewin;
if (w) {
if (Fl::modal()) w = Fl::modal();
if (!w->contains(Fl::belowmouse())) {
Fl::belowmouse(w);
w->handle(FL_ENTER);
} else {
// send a FL_MOVE event so the enter/leave state is up to date
Fl::e_x = Fl::e_x_root-fl_xmousewin->x();
Fl::e_y = Fl::e_y_root-fl_xmousewin->y();
w->handle(FL_MOVE);
}
} else {
Fl::belowmouse(0);
}
}
}
#ifndef WIN32
Fl_Widget *fl_selection_requestor; // from Fl_cutpaste.C
#endif
// This function is called by ~Fl_Widget() and by Fl_Widget::deactivate
// and by Fl_Widget::hide(). It indicates that the widget does not want
// to receive any more events, and also removes all global variables that
// point at the widget.
// I changed this from the 1.0.1 behavior, the older version could send
// FL_LEAVE or FL_UNFOCUS events to the widget. This appears to not be
// desirable behavior and caused flwm to crash.
void fl_throw_focus(Fl_Widget *o) {
if (o->contains(Fl::pushed())) Fl::pushed_ = 0;
if (o->contains(Fl::selection_owner())) Fl::selection_owner_ = 0;
#ifndef WIN32
if (o->contains(fl_selection_requestor)) fl_selection_requestor = 0;
#endif
if (o->contains(Fl::belowmouse())) Fl::belowmouse_ = 0;
if (o->contains(Fl::focus())) Fl::focus_ = 0;
if (o == fl_xfocus) fl_xfocus = 0;
if (o == fl_xmousewin) fl_xmousewin = 0;
Fl_Tooltip::exit(o);
fl_fix_focus();
}
////////////////////////////////////////////////////////////////
// Call to->handle but first replace the mouse x/y with the correct
// values to account for nested X windows. 'window' is the outermost
// window the event was posted to by X:
static int send(int event, Fl_Widget* to, Fl_Window* window) {
int dx = window->x();
int dy = window->y();
for (const Fl_Widget* w = to; w; w = w->parent())
if (w->type()>=FL_WINDOW) {dx -= w->x(); dy -= w->y();}
int save_x = Fl::e_x; Fl::e_x += dx;
int save_y = Fl::e_y; Fl::e_y += dy;
int ret = to->handle(event);
Fl::e_y = save_y;
Fl::e_x = save_x;
return ret;
}
int Fl::handle(int event, Fl_Window* window)
{
Fl_Widget* w = window;
switch (event) {
case FL_CLOSE:
if (grab() || modal() && window != modal()) return 0;
w->do_callback();
return 1;
case FL_SHOW:
((Fl_Widget*)w)->show();
return 1;
case FL_HIDE:
((Fl_Widget*)w)->hide();
return 1;
case FL_PUSH:
if (!pushed()) Fl_Tooltip::enter(0);
if (grab()) w = grab();
else if (modal() && w != modal()) return 0;
pushed_ = w;
if (send(event, w, window)) return 1;
// raise windows that are clicked on:
window->show();
return 1;
case FL_MOVE:
case FL_DRAG:
fl_xmousewin = window; // this should already be set, but just in case.
if (pushed()) {
w = pushed();
event = FL_DRAG;
} else if (modal() && w != modal()) {
w = 0;
}
if (grab()) w = grab();
break;
case FL_RELEASE: {
if (pushed()) {
w = pushed();
pushed_ = 0; // must be zero before callback is done!
}
if (grab()) w = grab();
int r = send(event, w, window);
fl_fix_focus();
return r;}
case FL_UNFOCUS:
window = 0;
case FL_FOCUS:
fl_xfocus = window;
fl_fix_focus();
return 1;
case FL_KEYBOARD:
Fl_Tooltip::enter((Fl_Widget*)0);
fl_xfocus = window; // this should not happen! But maybe it does:
// Try it as keystroke, sending it to focus and all parents:
for (w = grab() ? grab() : focus(); w; w = w->parent())
if (send(FL_KEYBOARD, w, window)) return 1;
// recursive call to try shortcut:
if (handle(FL_SHORTCUT, window)) return 1;
// and then try a shortcut with the case of the text swapped, by
// changing the text and falling through to FL_SHORTCUT case:
{char* c = (char*)event_text(); // cast away const
if (!isalpha(*c)) return 0;
*c = isupper(*c) ? tolower(*c) : toupper(*c);}
event = FL_SHORTCUT;
case FL_SHORTCUT:
Fl_Tooltip::enter((Fl_Widget*)0);
if (grab()) {w = grab(); break;} // send it to grab window
// Try it as shortcut, sending to mouse widget and all parents:
w = belowmouse(); if (!w) {w = modal(); if (!w) w = window;}
for (; w; w = w->parent()) if (send(FL_SHORTCUT, w, window)) return 1;
// try using add_handle() functions:
if (send_handlers(FL_SHORTCUT)) return 1;
// make Escape key close windows:
if (event_key()==FL_Escape) {
w = modal(); if (!w) w = window;
w->do_callback();
return 1;
}
return 0;
case FL_ENTER:
fl_xmousewin = window;
fl_fix_focus();
return 1;
case FL_LEAVE:
if (window == fl_xmousewin) {fl_xmousewin = 0; fl_fix_focus();}
return 1;
default:
break;
}
if (w && send(event, w, window)) return 1;
return send_handlers(event);
}
////////////////////////////////////////////////////////////////
// hide() destroys the X window, it does not do unmap!
void Fl_Window::hide() {
clear_visible();
if (!shown()) return;
// remove from the list of windows:
Fl_X* x = i;
Fl_X** pp = &Fl_X::first;
for (; *pp != x; pp = &(*pp)->next) if (!*pp) return;
*pp = x->next;
i = 0;
// recursively remove any subwindows:
for (Fl_X *w = Fl_X::first; w;) {
Fl_Window* W = w->w;
if (W->window() == this) {
W->hide();
W->set_visible();
w = Fl_X::first;
} else w = w->next;
}
if (this == Fl::modal_) { // we are closing the modal window, find next one:
Fl_Window* w;
for (w = Fl::first_window(); w; w = Fl::next_window(w))
if (w->modal()) break;
Fl::modal_ = w;
}
// Make sure no events are sent to this window:
fl_throw_focus(this);
handle(FL_HIDE);
#ifdef WIN32
if (x->private_dc) ReleaseDC(x->xid,x->private_dc);
if (x->xid == fl_window && fl_gc) {
ReleaseDC(fl_window, fl_gc);
fl_window = (HWND)-1;
fl_gc = 0;
}
#else
if (x->region) XDestroyRegion(x->region);
#endif
XDestroyWindow(fl_display, x->xid);
#ifdef WIN32
// Try to stop the annoying "raise another program" behavior
if (non_modal() && Fl::first_window() && Fl::first_window()->shown())
Fl::first_window()->show();
#endif
delete x;
}
Fl_Window::~Fl_Window() {
hide();
}
// FL_SHOW and FL_HIDE are called whenever the visibility of this widget
// or any parent changes. We must correctly map/unmap the system's window.
// For top-level windows it is assummed the window has already been
// mapped or unmapped!!! This is because this should only happen when
// Fl_Window::show() or Fl_Window::hide() is called, or in response to
// iconize/deiconize events from the system.
int Fl_Window::handle(int event) {
if (parent()) switch (event) {
case FL_SHOW:
if (!shown()) show();
else XMapWindow(fl_display, fl_xid(this)); // extra map calls are harmless
break;
case FL_HIDE:
if (shown()) {
// Find what really turned invisible, if is was a parent window
// we do nothing. We need to avoid unnecessary unmap calls
// because they cause the display to blink when the parent is
// remapped. However if this or any intermediate non-window
// widget has really had hide() called directly on it, we must
// unmap because when the parent window is remapped we don't
// want to reappear.
if (visible()) {
Fl_Widget* p = parent(); for (;p->visible();p = p->parent()) {}
if (p->type() >= FL_WINDOW) break; // don't do the unmap
}
XUnmapWindow(fl_display, fl_xid(this));
}
break;
}
return Fl_Group::handle(event);
}
////////////////////////////////////////////////////////////////
// ~Fl_Widget() calls this: this function must get rid of any
// global pointers to the widget. This is also called by hide()
// and deactivate().
// call this to free a selection (or change the owner):
void Fl::selection_owner(Fl_Widget *owner) {
if (selection_owner_ && owner != selection_owner_)
selection_owner_->handle(FL_SELECTIONCLEAR);
if (focus_ && owner != focus_ && focus_ != selection_owner_)
focus_->handle(FL_SELECTIONCLEAR); // clear non-X-selection highlight
selection_owner_ = owner;
}
#include <FL/fl_draw.H>
void Fl_Widget::redraw() {damage(FL_DAMAGE_ALL);}
void Fl_Widget::damage(uchar flags) {
if (type() < FL_WINDOW) {
// damage only the rectangle covered by a child widget:
damage(flags, x(), y(), w(), h());
} else {
// damage entire window by deleting the region:
Fl_X* i = Fl_X::i((Fl_Window*)this);
if (!i) return; // window not mapped, so ignore it
if (i->region) {XDestroyRegion(i->region); i->region = 0;}
damage_ |= flags;
Fl::damage(FL_DAMAGE_CHILD);
}
}
void Fl_Widget::damage(uchar flags, int X, int Y, int W, int H) {
Fl_Widget* window = this;
// mark all parent widgets between this and window with FL_DAMAGE_CHILD:
while (window->type() < FL_WINDOW) {
window->damage_ |= flags;
window = window->parent();
if (!window) return;
flags = FL_DAMAGE_CHILD;
}
Fl_X* i = Fl_X::i((Fl_Window*)window);
if (!i) return; // window not mapped, so ignore it
if (X<=0 && Y<=0 && W>=window->w() && H>=window->h()) {
// if damage covers entire window delete region:
window->damage(flags);
return;
}
// clip the damage to the window and quit if none:
if (X < 0) {W += X; X = 0;}
if (Y < 0) {H += Y; Y = 0;}
if (W > window->w()-X) W = window->w()-X;
if (H > window->h()-Y) H = window->h()-Y;
if (W <= 0 || H <= 0) return;
if (window->damage()) {
// if we already have damage we must merge with existing region:
if (i->region) {
#ifndef WIN32
XRectangle R;
R.x = X; R.y = Y; R.width = W; R.height = H;
XUnionRectWithRegion(&R, i->region, i->region);
#else
Region R = XRectangleRegion(X, Y, W, H);
CombineRgn(i->region, i->region, R, RGN_OR);
XDestroyRegion(R);
#endif
}
window->damage_ |= flags;
} else {
// create a new region:
if (i->region) XDestroyRegion(i->region);
i->region = XRectangleRegion(X,Y,W,H);
window->damage_ = flags;
}
Fl::damage(FL_DAMAGE_CHILD);
}
void Fl_Window::flush() {
make_current();
//if (damage() == FL_DAMAGE_EXPOSE && can_boxcheat(box())) fl_boxcheat = this;
fl_clip_region(i->region); i->region = 0;
draw();
}
//
// End of "$Id: Fl.cxx,v 1.24.2.41.2.3 2001/08/02 20:09:25 easysw Exp $".
//