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Added input function for window damage events.
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de147988f2
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@ -344,6 +344,7 @@ void _glfwInputWindowFocus(_GLFWwindow* window, GLboolean activated);
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void _glfwInputWindowPos(_GLFWwindow* window, int x, int y);
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void _glfwInputWindowSize(_GLFWwindow* window, int width, int height);
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void _glfwInputWindowIconify(_GLFWwindow* window, int iconified);
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void _glfwInputWindowDamage(_GLFWwindow* window);
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// Input event notification
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void _glfwInputKey(_GLFWwindow* window, int key, int action);
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@ -1069,9 +1069,7 @@ static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg,
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// Was the window contents damaged?
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case WM_PAINT:
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{
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if (_glfwLibrary.windowRefreshCallback)
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_glfwLibrary.windowRefreshCallback(window);
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_glfwInputWindowDamage(window);
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break;
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}
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11
src/window.c
11
src/window.c
@ -195,6 +195,17 @@ void _glfwInputWindowIconify(_GLFWwindow* window, int iconified)
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}
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//========================================================================
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// Register window damage events
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//========================================================================
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void _glfwInputWindowDamage(_GLFWwindow* window)
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{
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if (_glfwLibrary.windowRefreshCallback)
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_glfwLibrary.windowRefreshCallback(window);
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW public API //////
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//////////////////////////////////////////////////////////////////////////
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@ -1349,9 +1349,7 @@ static void processSingleEvent(void)
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return;
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}
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if (_glfwLibrary.windowRefreshCallback)
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_glfwLibrary.windowRefreshCallback(window);
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_glfwInputWindowDamage(window);
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break;
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}
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