// // "$Id: Fl.cxx 7354 2010-03-29 11:07:29Z matt $" // // Main event handling code for the Fast Light Tool Kit (FLTK). // // Copyright 1998-2009 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 "config.h" #include #include #include #include #include #include #include #include "flstring.h" #if defined(__APPLE__) #import #endif #if defined(DEBUG) || defined(DEBUG_WATCH) # include #endif // DEBUG || DEBUG_WATCH #ifdef WIN32 # include 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... // #ifndef FL_DOXYGEN 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, Fl::e_original_keysym, Fl::scrollbar_size_ = 16; char *Fl::e_text = (char *)""; int Fl::e_length; int Fl::visible_focus_ = 1, Fl::dnd_text_ops_ = 1; 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 #endif // FL_DOXYGEN // // 'Fl::version()' - Return the API version number... // double /** Returns the compiled-in value of the FL_VERSION constant. This is useful for checking the version of a shared library. */ Fl::version() { return FL_VERSION; } /** Gets the default scrollbar size used by Fl_Browser_, Fl_Help_View, Fl_Scroll, and Fl_Text_Display widgets. \returns The default size for widget scrollbars, in pixels. */ int Fl::scrollbar_size() { return scrollbar_size_; } /** Sets the default scrollbar size that is used by the Fl_Browser_, Fl_Help_View, Fl_Scroll, and Fl_Text_Display widgets. \param[in] W The new default size for widget scrollbars, in pixels. */ void Fl::scrollbar_size(int W) { scrollbar_size_ = W; } /** Returns whether or not the mouse event is inside the given rectangle. Returns non-zero if the current event_x and event_y put it inside the widget or inside an arbitrary bounding box. You should always call this rather than doing your own comparison so you are consistent about edge effects. */ 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); } /** Returns whether or not the mouse event is inside the given widget. Returns non-zero if the current event_x and event_y put it inside the widget or inside an arbitrary bounding box. You should always call this rather than doing your own comparison so you are consistent about edge effects. */ 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__) /// implementation in Fl_mac.cxx #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 // 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; } /** Returns true if the timeout exists and has not been called yet. */ 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; } /** Removes a timeout callback. It is harmless to remove a timeout callback that no longer exists. */ 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; /** FLTK will call this callback just before it flushes the display and waits for events. This is different than an idle callback because it is only called once, then FLTK calls the system and tells it not to return until an event happens. This can be used by code that wants to monitor the application's state, such as to keep a display up to date. The advantage of using a check callback is that it is called only when no events are pending. If events are coming in quickly, whole blocks of them will be processed before this is called once. This can save significant time and avoid the application falling behind the events. Sample code: \code bool state_changed; // anything that changes the display turns this on void callback(void*) { if (!state_changed) return; state_changed = false; do_expensive_calculation(); widget->redraw(); } main() { Fl::add_check(callback); return Fl::run(); } \endcode */ 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; } /** Removes a check callback. It is harmless to remove a check callback that no longer exists. */ 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); } } } /** Returns 1 if the check exists and has not been called yet, 0 otherwise. */ int Fl::has_check(Fl_Timeout_Handler cb, void *argp) { for (Check** p = &first_check; *p;) { Check* t = *p; if (t->cb == cb && t->arg == argp) { return 1; } else { p = &(t->next); } } return 0; } 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; } } #ifndef WIN32 static char in_idle; #endif //////////////////////////////////////////////////////////////// // wait/run/check/ready: void (*Fl::idle)(); // see Fl_add_idle.cxx for the add/remove functions extern int fl_ready(); // in Fl_.cxx extern int fl_wait(double time); // in Fl_.cxx /** See int wait() */ 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__) run_checks(); 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; } NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; flush(); if (idle && !in_idle) // 'idle' may have been set within flush() time_to_wait = 0.0; double retval = fl_wait(time_to_wait); [pool release]; return retval; #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(); if (idle && !in_idle) // 'idle' may have been set within flush() time_to_wait = 0.0; return fl_wait(time_to_wait); } #endif } #define FOREVER 1e20 /** As long as any windows are displayed this calls Fl::wait() repeatedly. When all the windows are closed it returns zero (supposedly it would return non-zero on any errors, but FLTK calls exit directly for these). A normal program will end main() with return Fl::run();. */ int Fl::run() { while (Fl_X::first) wait(FOREVER); return 0; } #ifdef WIN32 class Fl_Win32_At_Exit { public: Fl_Win32_At_Exit() { } ~Fl_Win32_At_Exit() { fl_free_fonts(); // do some WIN32 cleanup fl_cleanup_pens(); OleUninitialize(); fl_brush_action(1); fl_cleanup_dc_list(); } }; static Fl_Win32_At_Exit win32_at_exit; #endif /** Waits until "something happens" and then returns. Call this repeatedly to "run" your program. You can also check what happened each time after this returns, which is quite useful for managing program state. What this really does is call all idle callbacks, all elapsed timeouts, call Fl::flush() to get the screen to update, and then wait some time (zero if there are idle callbacks, the shortest of all pending timeouts, or infinity), for any events from the user or any Fl::add_fd() callbacks. It then handles the events and calls the callbacks and then returns. The return value of the first form is non-zero if there are any visible windows - this may change in future versions of FLTK. The second form waits a maximum of time seconds. It can return much sooner if something happens. The return value is positive if an event or fd happens before the time elapsed. It is zero if nothing happens (on Win32 this will only return zero if time is zero). It is negative if an error occurs (this will happen on UNIX if a signal happens). */ int Fl::wait() { if (!Fl_X::first) return 0; wait(FOREVER); return Fl_X::first != 0; // return true if there is a window } /** Same as Fl::wait(0). Calling this during a big calculation will keep the screen up to date and the interface responsive: \code while (!calculation_done()) { calculate(); Fl::check(); if (user_hit_abort_button()) break; } \endcode The returns non-zero if any windows are displayed, and 0 if no windows are displayed (this is likely to change in future versions of FLTK). */ int Fl::check() { wait(0.0); return Fl_X::first != 0; // return true if there is a window } /** This is similar to Fl::check() except this does \e not call Fl::flush() or any callbacks, which is useful if your program is in a state where such callbacks are illegal. This returns true if Fl::check() would do anything (it will continue to return true until you call Fl::check() or Fl::wait()). \code while (!calculation_done()) { calculate(); if (Fl::ready()) { do_expensive_cleanup(); Fl::check(); if (user_hit_abort_button()) break; } } \endcode */ 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: #ifndef FL_DOXYGEN Fl_X* Fl_X::first; #endif Fl_Window* fl_find(Window xid) { Fl_X *window; for (Fl_X **pp = &Fl_X::first; (window = *pp); pp = &window->next) #if defined(WIN32) || defined(USE_X11) if (window->xid == xid) #elif defined(__APPLE_QUARTZ__) if (window->xid == xid && !window->w->window()) #else # error unsupported platform #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; } /** Returns the first top-level window in the list of shown() windows. If a modal() window is shown this is the top-most modal window, otherwise it is the most recent window to get an event. The second form sets the window that is returned by first_window. The window is removed from wherever it is in the list and inserted at the top. This is not done if Fl::modal() is on or if the window is not shown(). Because the first window is used to set the "parent" of modal windows, this is often useful. */ Fl_Window* Fl::first_window() { Fl_X* i = Fl_X::first; return i ? i->w : 0; } /** Returns the next top-level window in the list of shown() windows. You can use this call to iterate through all the windows that are shown(). */ Fl_Window* Fl::next_window(const Fl_Window* window) { Fl_X* i = Fl_X::i(window)->next; return i ? i->w : 0; } /** See Fl_Window* first_window() */ void Fl::first_window(Fl_Window* window) { if (!window || !window->shown()) return; fl_find(fl_xid(window)); } /** Redraws all widgets. */ void Fl::redraw() { for (Fl_X* i = Fl_X::first; i; i = i->next) i->w->redraw(); } /** Causes all the windows that need it to be redrawn and graphics forced out through the pipes. This is what wait() does before looking for events. Note: in multi-threaded applications you should only call Fl::flush() from the main thread. If a child thread needs to trigger a redraw event, it should instead call Fl::awake() to get the main thread to process the event queue. */ 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;} } } #if defined(USE_X11) if (fl_display) XFlush(fl_display); #elif defined(WIN32) GdiFlush(); #elif defined (__APPLE_QUARTZ__) if (fl_gc) CGContextFlush(fl_gc); #else # error unsupported platform #endif } //////////////////////////////////////////////////////////////// // Event handlers: struct handler_link { int (*handle)(int); handler_link *next; }; static handler_link *handlers = 0; /** Install a function to parse unrecognized events. If FLTK cannot figure out what to do with an event, it calls each of these functions (most recent first) until one of them returns non-zero. If none of them returns non zero then the event is ignored. Events that cause this to be called are: - FL_SHORTCUT events that are not recognized by any widget. This lets you provide global shortcut keys. - System events that FLTK does not recognize. See fl_xevent. - \e Some other events when the widget FLTK selected returns zero from its handle() method. Exactly which ones may change in future versions, however. */ void Fl::add_handler(Fl_Event_Handler ha) { handler_link *l = new handler_link; l->handle = ha; l->next = handlers; handlers = l; } /** Removes a previously added event handler. */ void Fl::remove_handler(Fl_Event_Handler ha) { 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... /** Sets the widget that will receive FL_KEYBOARD events. If you change Fl::focus(), the previous widget and all parents (that don't contain the new widget) are sent FL_UNFOCUS events. Changing the focus does \e not send FL_FOCUS to this or any widget, because sending FL_FOCUS is supposed to \e test if the widget wants the focus (by it returning non-zero from handle()). \sa Fl_Widget::take_focus() */ 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; // make sure that fl_xfocus is set to the top level window // of this widget, or fl_fix_focus will clear our focus again if (o) { Fl_Window *win = 0, *w1 = o->window(); while (w1) { win=w1; w1=win->window(); } if (win) fl_xfocus = win; } // take focus from the old focused window 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 /** Sets the widget that is below the mouse. This is for highlighting buttons. It is not used to send FL_PUSH or FL_MOVE directly, for several obscure reasons, but those events typically go to this widget. This is also the first widget tried for FL_SHORTCUT events. If you change the belowmouse widget, the previous one and all parents (that don't contain the new widget) are sent FL_LEAVE events. Changing this does \e not send FL_ENTER to this or any widget, because sending FL_ENTER is supposed to \e test if the widget wants the mouse (by it returning non-zero from handle()). */ 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; } } /** Sets the widget that is being pushed. FL_DRAG or FL_RELEASE (and any more FL_PUSH) events will be sent to this widget. If you change the pushed widget, the previous one and all parents (that don't contain the new widget) are sent FL_RELEASE events. Changing this does \e not send FL_PUSH to this or any widget, because sending FL_PUSH is supposed to \e test if the widget wants the mouse (by it returning non-zero from handle()). */ void Fl::pushed(Fl_Widget *o) { pushed_ = o; } 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) /** Sends the event to a window for processing. Returns non-zero if any widget uses the event. */ { 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->Fl_Widget::show(); // this calls Fl_Widget::show(), not Fl_Window::show() return 1; case FL_HIDE: wi->Fl_Widget::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_KEYUP: // Send the key-up to the current focus. This is not // always the same widget that received the corresponding // FL_KEYBOARD event because focus may have changed. // Sending the KEYUP to the right KEYDOWN is possible, but // would require that we track the KEYDOWN for every possible // key stroke (users may hold down multiple keys!) and then // make sure that the widget still exists before sending // a KEYUP there. I believe that the current solution is // "close enough". for (wi = grab() ? grab() : focus(); wi; wi = wi->parent()) if (send(FL_KEYUP, wi, window)) return 1; return 0; 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; } else if (wi->window() != first_window()) { if (send(FL_SHORTCUT, first_window(), first_window())) return 1; } for (; wi; wi = wi->parent()) { if (send(FL_SHORTCUT, wi, 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" first if (grab() && grab()!=modal() && grab()!=window) { if (send(FL_MOUSEWHEEL, grab(), window)) return 1; } // Now try sending it to the "modal" window if (modal()) { send(FL_MOUSEWHEEL, modal(), window); return 1; } // Finally try sending it to the window, the event occured in 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__ MacUnlinkWindow(ip); // MacOS X manages a single pointer per application. Make sure that hiding // a toplevel window will not leave us with some random pointer shape, or // worst case, an invisible pointer if (!parent()) cursor(FL_CURSOR_DEFAULT); #endif 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); #if defined(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; # ifdef USE_CAIRO if (Fl::cairo_autolink_context()) Fl::cairo_make_current((Fl_Window*) 0); # endif } #elif defined(__APPLE_QUARTZ__) Fl_X::q_release_context(ip); if ( ip->xid == fl_window && !parent() ) fl_window = 0; #endif if (ip->region) XDestroyRegion(ip->region); #if defined(USE_X11) # if USE_XFT fl_destroy_xft_draw(ip->xid); # endif XDestroyWindow(fl_display, ip->xid); #elif defined(WIN32) // this little trickery seems to avoid the popup window stacking problem HWND p = GetForegroundWindow(); if (p==GetParent(ip->xid)) { ShowWindow(ip->xid, SW_HIDE); ShowWindow(p, SW_SHOWNA); } XDestroyWindow(fl_display, ip->xid); #elif defined(__APPLE_QUARTZ__) MacDestroyWindow(this, ip->xid); #else # error unsupported platform #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 assumed 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 { #if defined(USE_X11) || defined(WIN32) XMapWindow(fl_display, fl_xid(this)); // extra map calls are harmless #elif defined(__APPLE_QUARTZ__) MacMapWindow(this, i->xid); #else # error unsupported platform #endif // __APPLE__ } 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 } #if defined(USE_X11) || defined(WIN32) XUnmapWindow(fl_display, fl_xid(this)); #elif defined(__APPLE_QUARTZ__) MacUnmapWindow(this, i->xid); #else # error platform unsupported #endif } break; } // } else if (ev == FL_FOCUS || ev == FL_UNFOCUS) { // Fl_Tooltip::exit(Fl_Tooltip::current()); } return Fl_Group::handle(ev); } //////////////////////////////////////////////////////////////// // Back compatibility cut & paste functions for fltk 1.1 only: /** Back-compatibility only: The single-argument call can be used to move the selection to another widget or to set the owner to NULL, without changing the actual text of the selection. FL_SELECTIONCLEAR is sent to the previous selection owner, if any. Copying the buffer every time the selection is changed is obviously wasteful, especially for large selections. An interface will probably be added in a future version to allow the selection to be made by a callback function. The current interface will be emulated on top of this. */ void Fl::selection_owner(Fl_Widget *owner) {selection_owner_ = owner;} /** Changes the current selection. The block of text is copied to an internal buffer by FLTK (be careful if doing this in response to an FL_PASTE as this \e may be the same buffer returned by event_text()). The selection_owner() widget is set to the passed owner. */ void Fl::selection(Fl_Widget &owner, const char* text, int len) { selection_owner_ = &owner; Fl::copy(text, len, 0); } /** Backward compatibility only: Set things up so the receiver widget will be called with an FL_PASTE event some time in the future for the specified clipboard. The reciever should be prepared to be called \e directly by this, or for it to happen \e later, or possibly not at all. This allows the window system to take as long as necessary to retrieve the paste buffer (or even to screw up completely) without complex and error-prone synchronization code in FLTK. \see Fl::paste(Fl_Widget &receiver, int clipboard) */ void Fl::paste(Fl_Widget &receiver) { Fl::paste(receiver, 0); } //////////////////////////////////////////////////////////////// #include 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) { #if defined(USE_X11) XRectangle R; R.x = X; R.y = Y; R.width = W; R.height = H; XUnionRectWithRegion(&R, i->region, i->region); #elif defined(WIN32) Fl_Region R = XRectangleRegion(X, Y, W, H); CombineRgn(i->region, i->region, R, RGN_OR); XDestroyRegion(R); #elif defined(__APPLE_QUARTZ__) CGRect arg = fl_cgrectmake_cocoa(X, Y, W, H); int j; // don't add a rectangle totally inside the Fl_Region for(j = 0; j < i->region->count; j++) { if(CGRectContainsRect(i->region->rects[j], arg)) break; } if( j >= i->region->count) { i->region->rects = (CGRect*)realloc(i->region->rects, (++(i->region->count)) * sizeof(CGRect)); i->region->rects[i->region->count - 1] = arg; } #else # error unsupported platform #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_cocoa.mm" #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; /** Schedules a widget for deletion at the next call to the event loop. Use this method to delete a widget inside a callback function. To avoid early deletion of widgets, this function should be called toward the end of a callback and only after any call to the event loop (Fl::wait(), Fl::flush(), Fl::check(), fl_ask(), etc.). When deleting groups or windows, you must only delete the group or window widget and not the individual child widgets. \since FLTK 1.3 it is not necessary to remove widgets from their parent groups or windows before calling this, because it will be done in the widget's destructor, but it is not a failure to do this nevertheless. \note In FLTK 1.1 you \b must remove widgets from their parent group (or window) before deleting them. \see Fl_Widget::~Fl_Widget() */ 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 ++; } /** Deletes widgets previously scheduled for deletion. This is for internal use only. You should never call this directly. Fl::do_widget_deletion() is called from the FLTK event loop or whenever you call Fl::wait(). The previously scheduled widgets are deleted in the same order they were scheduled by calling Fl::delete_widget(). \see Fl::delete_widget(Fl_Widget *wi) */ void Fl::do_widget_deletion() { if (!num_dwidgets) return; for (int i = 0; i < num_dwidgets; i ++) delete dwidgets[i]; num_dwidgets = 0; } static Fl_Widget ***widget_watch = 0; static int num_widget_watch = 0; static int max_widget_watch = 0; /** Adds a widget pointer to the widget watch list. \note Internal use only, please use class Fl_Widget_Tracker instead. This can be used, if it is possible that a widget might be deleted during a callback or similar function. The widget pointer must be added to the watch list before calling the callback. After the callback the widget pointer can be queried, if it is NULL. \e If it is NULL, then the widget has been deleted during the callback and must not be accessed anymore. If the widget pointer is \e not NULL, then the widget has not been deleted and can be accessed safely. After accessing the widget, the widget pointer must be released from the watch list by calling Fl::release_widget_pointer(). Example for a button that is clicked (from its handle() method): \code Fl_Widget *wp = this; // save 'this' in a pointer variable Fl::watch_widget_pointer(wp); // add the pointer to the watch list set_changed(); // set the changed flag do_callback(); // call the callback if (!wp) { // the widget has been deleted // DO NOT ACCESS THE DELETED WIDGET ! } else { // the widget still exists clear_changed(); // reset the changed flag } Fl::release_widget_pointer(wp); // remove the pointer from the watch list \endcode This works, because all widgets call Fl::clear_widget_pointer() in their destructors. \see Fl::release_widget_pointer() \see Fl::clear_widget_pointer() An easier and more convenient method to control widget deletion during callbacks is to use the class Fl_Widget_Tracker with a local (automatic) variable. \see class Fl_Widget_Tracker */ void Fl::watch_widget_pointer(Fl_Widget *&w) { Fl_Widget **wp = &w; int i; for (i=0; i %8p\n", num_widget_watch,num_widget_watch,wp,*wp); fflush(stdout); #endif // DEBUG_WATCH } /** Releases a widget pointer from the watch list. This is used to remove a widget pointer that has been added to the watch list with Fl::watch_widget_pointer(), when it is not needed anymore. \note Internal use only, please use class Fl_Widget_Tracker instead. \see Fl::watch_widget_pointer() */ void Fl::release_widget_pointer(Fl_Widget *&w) { Fl_Widget **wp = &w; int i,j=0; for (i=0; i %8p\n", i+1,num_widget_watch,wp,*wp); } #endif //DEBUG_WATCH } num_widget_watch = j; #ifdef DEBUG_WATCH printf (" num_widget_watch = %d\n\n",num_widget_watch); fflush(stdout); #endif // DEBUG_WATCH return; } /** Clears a widget pointer \e in the watch list. This is called when a widget is destroyed (by its destructor). You should never call this directly. \note Internal use only ! This method searches the widget watch list for pointers to the widget and clears each pointer that points to it. Widget pointers can be added to the widget watch list by calling Fl::watch_widget_pointer() or by using the helper class Fl_Widget_Tracker (recommended). \see Fl::watch_widget_pointer() \see class Fl_Widget_Tracker */ void Fl::clear_widget_pointer(Fl_Widget const *w) { if (w==0L) return; int i; for (i=0; i