fltk/src/Fl.cxx
Michael R Sweet fe286dfe7b OSX fixes...
src/Fl.cxx:
    - Don't compile in static functions that aren't used.

src/Fl_mac.cxx:
    - Coding style...

src/Fl_Sys_Menu_Bar.cxx:
    - Fix FL_META handling - FL_META incorrectly set the CTRL modifier,
      and it was not possible to get all combos of modifiers.  The new
      coding should work properly for all combos...


git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@4651 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
2005-11-25 14:50:22 +00:00

1292 lines
33 KiB
C++

//
// "$Id$"
//
// Main event handling code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2005 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 on the following page:
//
// http://www.fltk.org/str.php
//
// warning: the Apple Quartz version still uses some Quickdraw calls,
// mostly to get around the single active context in QD and
// to implement clipping. This should be changed into pure
// Quartz calls in the near future.
#include <FL/Fl.H>
#include <FL/Fl_Window.H>
#include <FL/x.H>
#include <FL/Fl_Tooltip.H>
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include "flstring.h"
#ifdef DEBUG
# include <stdio.h>
#endif // DEBUG
#ifdef WIN32
# include <ole2.h>
void fl_free_fonts(void);
HBRUSH fl_brush_action(int action);
void fl_cleanup_pens(void);
void fl_release_dc(HWND,HDC);
void fl_cleanup_dc_list(void);
#endif // WIN32
//
// 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());
}
//
//
// timer support
//
#ifdef WIN32
/// implementation in Fl_win32.cxx
#elif defined(__APPLE__)
//
// MacOS X timers
//
struct MacTimeout {
Fl_Timeout_Handler callback;
void* data;
EventLoopTimerRef timer;
};
static MacTimeout* mac_timers;
static int mac_timer_alloc;
static int mac_timer_used;
static void realloc_timers()
{
if (mac_timer_alloc == 0) {
mac_timer_alloc = 8;
}
MacTimeout* new_timers = new MacTimeout[mac_timer_alloc * 2];
memmove(new_timers, mac_timers, sizeof(MacTimeout) * mac_timer_used);
MacTimeout* delete_me = mac_timers;
mac_timers = new_timers;
delete [] delete_me;
mac_timer_alloc *= 2;
}
static void delete_timer(MacTimeout& t)
{
RemoveEventLoopTimer(t.timer);
memset(&t, 0, sizeof(MacTimeout));
}
static pascal void do_timer(EventLoopTimerRef timer, void* data)
{
for (int i = 0; i < mac_timer_used; ++i) {
MacTimeout& t = mac_timers[i];
if (t.timer == timer && t.data == data) {
return (*t.callback)(data);
}
}
}
void Fl::add_timeout(double time, Fl_Timeout_Handler cb, void* data)
{
int timer_id = -1;
for (int i = 0; i < mac_timer_used; ++i) {
if ( !mac_timers[i].timer ) {
timer_id = i;
break;
}
}
if (timer_id == -1) {
if (mac_timer_used == mac_timer_alloc) {
realloc_timers();
}
timer_id = mac_timer_used++;
}
EventTimerInterval fireDelay = (EventTimerInterval) time;
EventLoopTimerUPP timerUPP = NewEventLoopTimerUPP(do_timer);
EventLoopTimerRef timerRef;
OSStatus err = InstallEventLoopTimer(GetMainEventLoop(), fireDelay, 0, timerUPP, data, &timerRef);
if (err == noErr) {
mac_timers[timer_id].callback = cb;
mac_timers[timer_id].data = data;
mac_timers[timer_id].timer = timerRef;
}
}
void Fl::repeat_timeout(double time, Fl_Timeout_Handler cb, void* data)
{
remove_timeout(cb, data);
add_timeout(time, cb, data);
}
int Fl::has_timeout(Fl_Timeout_Handler cb, void* data)
{
for (int i = 0; i < mac_timer_used; ++i) {
MacTimeout& t = mac_timers[i];
if (t.callback == cb && t.data == data) {
return 1;
}
}
return 0;
}
void Fl::remove_timeout(Fl_Timeout_Handler cb, void* data)
{
for (int i = 0; i < mac_timer_used; ++i) {
MacTimeout& t = mac_timers[i];
if (t.callback == cb && ( t.data == data || data == NULL)) {
delete_timer(t);
}
}
}
#else
//
// X11 timers
//
////////////////////////////////////////////////////////////////
// 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;
static int first_timeout_count, free_timeout_count;
#include <sys/time.h>
// 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() {
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;
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;
--free_timeout_count;
} 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);
}
}
}
#endif
////////////////////////////////////////////////////////////////
// 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);
}
}
}
#if !defined(__APPLE__)
static void run_checks()
{
// 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;
}
}
static char in_idle;
#endif // !__APPLE__
////////////////////////////////////////////////////////////////
// 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
double Fl::wait(double time_to_wait) {
// delete all widgets that were listed during callbacks
do_widget_deletion();
#ifdef WIN32
return fl_wait(time_to_wait);
#elif defined(__APPLE__)
flush();
return fl_wait(time_to_wait);
#else
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;
++free_timeout_count;
--first_timeout_count;
// 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
}
run_checks();
// 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);
}
#endif
}
#define FOREVER 0.01 //1e20
int Fl::run() {
while (Fl_X::first) wait(FOREVER);
#ifdef WIN32
fl_free_fonts(); // do some WIN32 cleanup
fl_cleanup_pens();
OleUninitialize();
fl_brush_action(1);
fl_cleanup_dc_list();
#endif
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
}
int Fl::ready() {
#if ! defined( WIN32 ) && ! defined(__APPLE__)
if (first_timeout) {
elapse_timeouts();
if (first_timeout->time <= 0) return 1;
} else {
reset_clock = 1;
}
#endif
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_QD__
if (window->xid == xid && !window->w->window()) {
#elif defined(__APPLE_QUARTZ__)
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_QD__)
GrafPtr port;
GetPort( &port );
if ( port )
QDFlushPortBuffer( port, 0 );
#elif defined (__APPLE_QUARTZ__)
if (fl_gc)
CGContextFlush(fl_gc);
#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;
int old_event = e_number;
e_number = FL_UNFOCUS;
for (; p; p = p->parent()) {
p->handle(FL_UNFOCUS);
fl_oldfocus = p;
}
e_number = old_event;
}
}
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;
int old_event = e_number;
e_number = dnd_flag ? FL_DND_LEAVE : FL_LEAVE;
for (; p && !p->contains(o); p = p->parent()) {
p->handle(e_number);
}
e_number = old_event;
}
}
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() {
#ifdef DEBUG
puts("fl_fix_focus();");
#endif // DEBUG
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) {
int saved = Fl::e_keysym;
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);
Fl::e_keysym = saved;
} else
Fl::focus(0);
// MRS: Originally we checked the button state, but a user reported that it
// broke click-to-focus in FLWM?!?
// if (!(Fl::event_state() & 0x7f00000 /*FL_BUTTONS*/)) {
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())) {
int old_event = Fl::e_number;
w->handle(Fl::e_number = FL_ENTER);
Fl::e_number = old_event;
if (!w->contains(Fl::belowmouse())) Fl::belowmouse(w);
} 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();
int old_event = Fl::e_number;
w->handle(Fl::e_number = FL_MOVE);
Fl::e_number = old_event;
}
} else {
Fl::belowmouse(0);
Fl_Tooltip::enter(0);
}
}
}
#ifndef WIN32
extern Fl_Widget *fl_selection_requestor; // from Fl_x.cxx
#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) {
#ifdef DEBUG
printf("fl_throw_focus(o=%p)\n", o);
#endif // DEBUG
if (o->contains(Fl::pushed())) Fl::pushed_ = 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_Tooltip::current()) Fl_Tooltip::current(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, dy;
int old_event = Fl::e_number;
if (window) {
dx = window->x();
dy = window->y();
} else {
dx = dy = 0;
}
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(Fl::e_number = event);
Fl::e_number = old_event;
Fl::e_y = save_y;
Fl::e_x = save_x;
return ret;
}
int Fl::handle(int e, Fl_Window* window)
{
e_number = e;
if (fl_local_grab) return fl_local_grab(e);
Fl_Widget* wi = window;
switch (e) {
case FL_CLOSE:
if (grab() || modal() && window != modal()) return 0;
wi->do_callback();
return 1;
case FL_SHOW:
wi->show(); // this calls Fl_Widget::show(), not Fl_Window::show()
return 1;
case FL_HIDE:
wi->hide(); // this calls Fl_Widget::hide(), not Fl_Window::hide()
return 1;
case FL_PUSH:
#ifdef DEBUG
printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG
if (grab()) wi = grab();
else if (modal() && wi != modal()) return 0;
pushed_ = wi;
Fl_Tooltip::current(wi);
if (send(e, wi, window)) return 1;
// raise windows that are clicked on:
window->show();
return 1;
case FL_DND_ENTER:
case FL_DND_DRAG:
dnd_flag = 1;
break;
case FL_DND_LEAVE:
dnd_flag = 1;
belowmouse(0);
dnd_flag = 0;
return 1;
case FL_DND_RELEASE:
wi = belowmouse();
break;
case FL_MOVE:
case FL_DRAG:
fl_xmousewin = window; // this should already be set, but just in case.
if (pushed()) {
wi = pushed();
if (grab()) wi = grab();
e_number = e = FL_DRAG;
break;
}
if (modal() && wi != modal()) wi = 0;
if (grab()) wi = grab();
{Fl_Widget* pbm = belowmouse();
int ret = (wi && send(e, wi, window));
if (pbm != belowmouse()) {
#ifdef DEBUG
printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG
Fl_Tooltip::enter(belowmouse());
}
return ret;}
case FL_RELEASE: {
// printf("FL_RELEASE: window=%p, pushed() = %p, grab() = %p, modal() = %p\n",
// window, pushed(), grab(), modal());
if (grab()) {
wi = grab();
pushed_ = 0; // must be zero before callback is done!
} else if (pushed()) {
wi = pushed();
pushed_ = 0; // must be zero before callback is done!
} else if (modal() && wi != modal()) return 0;
int r = send(e, wi, 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:
#ifdef DEBUG
printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG
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 (wi = grab() ? grab() : focus(); wi; wi = wi->parent())
if (send(FL_KEYBOARD, wi, 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:
{unsigned char* c = (unsigned char*)event_text(); // cast away const
if (!isalpha(*c)) return 0;
*c = isupper(*c) ? tolower(*c) : toupper(*c);}
e_number = e = FL_SHORTCUT;
case FL_SHORTCUT:
if (grab()) {wi = grab(); break;} // send it to grab window
// Try it as shortcut, sending to mouse widget and all parents:
wi = belowmouse(); if (!wi) {wi = modal(); if (!wi) wi = window;}
for (; wi; wi = wi->parent()) if (send(FL_SHORTCUT, wi, 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) {
wi = modal(); if (!wi) wi = window;
wi->do_callback();
return 1;
}
return 0;
case FL_ENTER:
#ifdef DEBUG
printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG
fl_xmousewin = window;
fl_fix_focus();
Fl_Tooltip::enter(belowmouse());
return 1;
case FL_LEAVE:
#ifdef DEBUG
printf("Fl::handle(e=%d, window=%p);\n", e, window);
#endif // DEBUG
if (!pushed_) {
belowmouse(0);
Fl_Tooltip::enter(0);
}
if (window == fl_xmousewin) {fl_xmousewin = 0; fl_fix_focus();}
return 1;
case FL_MOUSEWHEEL:
fl_xfocus = window; // this should not happen! But maybe it does:
// Try sending it to the grab and then the window:
if (grab()) {
if (send(FL_MOUSEWHEEL, grab(), window)) return 1;
}
if (send(FL_MOUSEWHEEL, window, window)) return 1;
default:
break;
}
if (wi && send(e, wi, window)) {
dnd_flag = 0;
return 1;
}
dnd_flag = 0;
return send_handlers(e);
}
////////////////////////////////////////////////////////////////
// hide() destroys the X window, it does not do unmap!
#if !defined(WIN32) && USE_XFT
extern void fl_destroy_xft_draw(Window);
#endif
void Fl_Window::hide() {
clear_visible();
if (!shown()) return;
// remove from the list of windows:
Fl_X* ip = i;
Fl_X** pp = &Fl_X::first;
for (; *pp != ip; pp = &(*pp)->next) if (!*pp) return;
*pp = ip->next;
#ifdef __APPLE_QD__
// remove all childwindow links
for ( Fl_X *pc = Fl_X::first; pc; pc = pc->next )
{
if ( pc->xidNext == ip ) pc->xidNext = ip->xidNext;
if ( pc->xidChildren == ip ) pc->xidChildren = ip->xidNext;
}
#elif defined(__APPLE_QUARTZ__)
// remove all childwindow links
for ( Fl_X *pc = Fl_X::first; pc; pc = pc->next )
{
if ( pc->xidNext == ip ) pc->xidNext = ip->xidNext;
if ( pc->xidChildren == ip ) pc->xidChildren = ip->xidNext;
}
#endif // __APPLE__
i = 0;
// recursively remove any subwindows:
for (Fl_X *wi = Fl_X::first; wi;) {
Fl_Window* W = wi->w;
if (W->window() == this) {
W->hide();
W->set_visible();
wi = Fl_X::first;
} else wi = wi->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
// this little trick keeps the current clipboard alive, even if we are about
// to destroy the window that owns the selection.
if (GetClipboardOwner()==ip->xid) {
Fl_Window *w1 = Fl::first_window();
if (w1 && OpenClipboard(fl_xid(w1))) {
EmptyClipboard();
SetClipboardData(CF_TEXT, NULL);
CloseClipboard();
}
}
// Send a message to myself so that I'll get out of the event loop...
PostMessage(ip->xid, WM_APP, 0, 0);
if (ip->private_dc) fl_release_dc(ip->xid, ip->private_dc);
if (ip->xid == fl_window && fl_gc) {
fl_release_dc(fl_window, fl_gc);
fl_window = (HWND)-1;
fl_gc = 0;
}
#elif defined(__APPLE_QD__)
if ( ip->xid == fl_window )
fl_window = 0;
#elif defined(__APPLE_QUARTZ__)
Fl_X::q_release_context(ip);
if ( ip->xid == fl_window )
fl_window = 0;
#endif
if (ip->region) XDestroyRegion(ip->region);
#ifdef WIN32
XDestroyWindow(fl_display, ip->xid);
#elif defined(__APPLE_QD__)
if ( !parent() ) // don't destroy shared windows!
{
//+ RemoveTrackingHandler( dndTrackingHandler, ip->xid );
//+ RemoveReceiveHandler( dndReceiveHandler, ip->xid );
XDestroyWindow(fl_display, ip->xid);
}
#elif defined(__APPLE_QUARTZ__)
if ( !parent() ) // don't destroy shared windows!
{
//+ RemoveTrackingHandler( dndTrackingHandler, ip->xid );
//+ RemoveReceiveHandler( dndReceiveHandler, ip->xid );
XDestroyWindow(fl_display, ip->xid);
}
#else
# if USE_XFT
fl_destroy_xft_draw(ip->xid);
# endif
XDestroyWindow(fl_display, ip->xid);
#endif
#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 ip;
}
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 ev)
{
if (parent()) {
switch (ev) {
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
}
#ifdef __APPLE_QD__
hide();
set_visible();
#elif defined(__APPLE_QUARTZ__)
hide();
set_visible();
#else
XUnmapWindow(fl_display, fl_xid(this));
#endif // __APPLE__
}
break;
}
// } else if (ev == FL_FOCUS || ev == FL_UNFOCUS) {
// Fl_Tooltip::exit(Fl_Tooltip::current());
}
return Fl_Group::handle(ev);
}
////////////////////////////////////////////////////////////////
// Back compatability cut & paste functions for fltk 1.1 only:
void Fl::selection_owner(Fl_Widget *owner) {selection_owner_ = owner;}
void Fl::selection(Fl_Widget &owner, const char* text, int len) {
selection_owner_ = &owner;
Fl::copy(text, len, 0);
}
void Fl::paste(Fl_Widget &receiver) {
Fl::paste(receiver, 0);
}
////////////////////////////////////////////////////////////////
#include <FL/fl_draw.H>
void Fl_Widget::redraw() {
damage(FL_DAMAGE_ALL);
}
void Fl_Widget::redraw_label() {
if (window()) {
if (box() == FL_NO_BOX) {
// Widgets with the FL_NO_BOX boxtype need a parent to
// redraw, since it is responsible for redrawing the
// background...
int X = x() > 0 ? x() - 1 : 0;
int Y = y() > 0 ? y() - 1 : 0;
window()->damage(FL_DAMAGE_ALL, X, Y, w() + 2, h() + 2);
}
if (align() && !(align() & FL_ALIGN_INSIDE) && window()->shown()) {
// If the label is not inside the widget, compute the location of
// the label and redraw the window within that bounding box...
int W = 0, H = 0;
label_.measure(W, H);
W += 5; // Add a little to the size of the label to cover overflow
H += 5;
if (align() & FL_ALIGN_BOTTOM) {
window()->damage(FL_DAMAGE_EXPOSE, x(), y() + h(), w(), H);
} else if (align() & FL_ALIGN_TOP) {
window()->damage(FL_DAMAGE_EXPOSE, x(), y() - H, w(), H);
} else if (align() & FL_ALIGN_LEFT) {
window()->damage(FL_DAMAGE_EXPOSE, x() - W, y(), W, h());
} else if (align() & FL_ALIGN_RIGHT) {
window()->damage(FL_DAMAGE_EXPOSE, x() + w(), y(), W, h());
} else {
window()->damage(FL_DAMAGE_ALL);
}
} else {
// The label is inside the widget, so just redraw the widget itself...
damage(FL_DAMAGE_ALL);
}
}
}
void Fl_Widget::damage(uchar fl) {
if (type() < FL_WINDOW) {
// damage only the rectangle covered by a child widget:
damage(fl, 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_ |= fl;
Fl::damage(FL_DAMAGE_CHILD);
}
}
void Fl_Widget::damage(uchar fl, int X, int Y, int W, int H) {
Fl_Widget* wi = this;
// mark all parent widgets between this and window with FL_DAMAGE_CHILD:
while (wi->type() < FL_WINDOW) {
wi->damage_ |= fl;
wi = wi->parent();
if (!wi) return;
fl = FL_DAMAGE_CHILD;
}
Fl_X* i = Fl_X::i((Fl_Window*)wi);
if (!i) return; // window not mapped, so ignore it
// 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 > wi->w()-X) W = wi->w()-X;
if (H > wi->h()-Y) H = wi->h()-Y;
if (W <= 0 || H <= 0) return;
if (!X && !Y && W==wi->w() && H==wi->h()) {
// if damage covers entire window delete region:
wi->damage(fl);
return;
}
if (wi->damage()) {
// if we already have damage we must merge with existing region:
if (i->region) {
#ifdef WIN32
Fl_Region R = XRectangleRegion(X, Y, W, H);
CombineRgn(i->region, i->region, R, RGN_OR);
XDestroyRegion(R);
#elif defined(__APPLE_QD__)
Fl_Region R = NewRgn();
SetRectRgn(R, X, Y, X+W, Y+H);
UnionRgn(R, i->region, i->region);
DisposeRgn(R);
#elif defined(__APPLE_QUARTZ__)
Fl_Region R = NewRgn();
SetRectRgn(R, X, Y, X+W, Y+H);
UnionRgn(R, i->region, i->region);
DisposeRgn(R);
#else
XRectangle R;
R.x = X; R.y = Y; R.width = W; R.height = H;
XUnionRectWithRegion(&R, i->region, i->region);
#endif
}
wi->damage_ |= fl;
} else {
// create a new region:
if (i->region) XDestroyRegion(i->region);
i->region = XRectangleRegion(X,Y,W,H);
wi->damage_ = fl;
}
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();
}
#ifdef WIN32
# include "Fl_win32.cxx"
#elif defined(__APPLE__)
# include "Fl_mac.cxx"
#endif
//
// The following methods allow callbacks to schedule the deletion of
// widgets at "safe" times.
//
static int num_dwidgets = 0, alloc_dwidgets = 0;
static Fl_Widget **dwidgets = 0;
void
Fl::delete_widget(Fl_Widget *wi) {
if (!wi) return;
if (num_dwidgets >= alloc_dwidgets) {
Fl_Widget **temp;
temp = new Fl_Widget *[alloc_dwidgets + 10];
if (alloc_dwidgets) {
memcpy(temp, dwidgets, alloc_dwidgets * sizeof(Fl_Widget *));
delete[] dwidgets;
}
dwidgets = temp;
alloc_dwidgets += 10;
}
dwidgets[num_dwidgets] = wi;
num_dwidgets ++;
}
void
Fl::do_widget_deletion() {
if (!num_dwidgets) return;
for (int i = 0; i < num_dwidgets; i ++)
delete dwidgets[i];
num_dwidgets = 0;
}
//
// End of "$Id$".
//