UNTITLED LOCAL UNTITLED
NAME
glutMainLoopEvent -- Dispatches all pending events.
LIBRARY
OpenGLUT - mainloop
SYNOPSIS
#include <openglut.h>
void
glutMainLoopEvent(void);
DESCRIPTION
The general outline of this function is to first drain the queue of windowsystem events, in most cases dispatching each as it is found.
After the queue is empty, we check for timer-based events, coalesced window events (e.g., redisplays), and windows that need to be closed.
The cross-reference section for this function's documentation should ideally contain every callback, but the list would be tediously long and
prone to omissions.
CAVEATS
Does not necessarily dispatch events that are received after this function starts processing.
At first glance, this function may not seem to afford any new capability that you couldn't get with an idle callback or glutLeaveMainLoop().
However there are other GLUT-like libraries that may have their own window event processing loops. Having glutMainLoopEvent() allows you to
ask OpenGLUT to do its work in a batch, then return to whatever processing the other library (or libraries) require.
SEE ALSO glutIdleFunc(3)glutLeaveMainLoop(3)glutMainLoop(3)
Epoch
Check Out this Related Man Page
glutIdleFunc(3GLUT) GLUT glutIdleFunc(3GLUT)NAME
glutIdleFunc - sets the global idle callback.
SYNTAX
void glutIdleFunc(void (*func)(void));
ARGUMENTS
func The new idle callback function.
DESCRIPTION
glutIdleFunc sets the global idle callback to be func so a GLUT program can perform background processing tasks or continuous animation
when window system events are not being received. If enabled, the idle callback is continuously called when events are not being received.
The callback routine has no parameters. The current window and current menu will not be changed before the idle callback. Programs with
multiple windows and/or menus should explicitly set the current window and/or current menu and not rely on its current setting.
The amount of computation and rendering done in an idle callback should be minimized to avoid affecting the program's interactive response.
In general, not more than a single frame of rendering should be done in an idle callback.
Passing NULL to glutIdleFunc disables the generation of the idle callback.
EXAMPLE
A typical idle callback to animate a window might look like:
void
idle(void)
{
time += 0.05;
glutSetWindow(window);
glutPostRedisplay();
}
Notice how the idle callback does not do any actual drawing; it only advances the time scene state global variable. That is left to the
window's display callback which will be triggered by the call to glutPostRedisplay.
If you use the idle callback for animation, you should be sure to stop rendering when the window is not visible. This is easy to set up
with a visibility callback. For example:
void
visible(int vis)
{
if (vis == GLUT_VISIBLE)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
}
If you do use the idle callback for animation, one thing you should not do is setup the idle callback before calling glutMainLoop. It is
much better to use the visibility callback to install idle callback when the window first becomes visible on the screen.
SEE ALSO
glutTimerFunc, glutVisibilityFunc
AUTHOR
Mark J. Kilgard (mjk@nvidia.com)
GLUT 3.7 glutIdleFunc(3GLUT)
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