diff mupdf-source/thirdparty/freeglut/src/blackberry/fg_main_blackberry.c @ 2:b50eed0cc0ef upstream

ADD: MuPDF v1.26.7: the MuPDF source as downloaded by a default build of PyMuPDF 1.26.4. The directory name has changed: no version number in the expanded directory now.
author Franz Glasner <fzglas.hg@dom66.de>
date Mon, 15 Sep 2025 11:43:07 +0200
parents
children
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/mupdf-source/thirdparty/freeglut/src/blackberry/fg_main_blackberry.c	Mon Sep 15 11:43:07 2025 +0200
@@ -0,0 +1,880 @@
+/*
+ * fg_main_blackberry.c
+ *
+ * The BlackBerry-specific windows message processing methods.
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Copied for Platform code by Evan Felix <karcaw at gmail.com>
+ * Copyright (C) 2012  Sylvain Beucler
+ * Copyright (C) 2013  Vincent Simonetti
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include <GL/freeglut.h>
+#include "fg_internal.h"
+#include "egl/fg_window_egl.h"
+
+#ifdef NDEBUG
+#define LOGI(...)
+#endif
+
+#ifdef __PLAYBOOK__
+#include <sys/slog.h>
+#ifndef LOGI
+#define LOGI(...) ((void)slogf(1337, _SLOG_INFO, __VA_ARGS__))
+#endif
+#define LOGW(...) ((void)slogf(1337, _SLOG_WARNING, __VA_ARGS__))
+#ifndef SLOG2_FA_SIGNED
+#define SLOG2_FA_SIGNED(x) (x)
+#endif
+#else
+#include <slog2.h>
+#ifndef LOGI
+#define LOGI(...) ((void)slog2fa(NULL, 1337, SLOG2_INFO, __VA_ARGS__, SLOG2_FA_END))
+#endif
+#define LOGW(...) ((void)slog2fa(NULL, 1337, SLOG2_WARNING, __VA_ARGS__, SLOG2_FA_END))
+#endif
+#include <sys/keycodes.h>
+#include <input/screen_helpers.h>
+#include <bps/bps.h>
+#include <bps/event.h>
+#include <bps/screen.h>
+#include <bps/navigator.h>
+#include <bps/virtualkeyboard.h>
+
+extern void fghOnReshapeNotify(SFG_Window *window, int width, int height, GLboolean forceNotify);
+extern void fghOnPositionNotify(SFG_Window *window, int x, int y, GLboolean forceNotify);
+extern void fgPlatformFullScreenToggle( SFG_Window *win );
+extern void fgPlatformPositionWindow( SFG_Window *window, int x, int y );
+extern void fgPlatformReshapeWindow ( SFG_Window *window, int width, int height );
+extern void fgPlatformPushWindow( SFG_Window *window );
+extern void fgPlatformPopWindow( SFG_Window *window );
+extern void fgPlatformHideWindow( SFG_Window *window );
+extern void fgPlatformIconifyWindow( SFG_Window *window );
+extern void fgPlatformShowWindow( SFG_Window *window );
+extern void fgPlatformMainLoopPostWork ( void );
+extern void fgPlatformRotateWindow( SFG_Window *window, int rotation );
+extern void fgPlatformFlushCommands ( void );
+
+static struct touchscreen touchscreen;
+
+#define ESCAPE_BUTTON_KEY 0x001B
+
+unsigned int key_special(int qnxKeycode)
+{
+    switch(qnxKeycode) {
+    case KEYCODE_F1:
+        return GLUT_KEY_F1;
+    case KEYCODE_F2:
+        return GLUT_KEY_F2;
+    case KEYCODE_F3:
+        return GLUT_KEY_F3;
+    case KEYCODE_F4:
+        return GLUT_KEY_F4;
+    case KEYCODE_F5:
+        return GLUT_KEY_F5;
+    case KEYCODE_F6:
+        return GLUT_KEY_F6;
+    case KEYCODE_F7:
+        return GLUT_KEY_F7;
+    case KEYCODE_F8:
+        return GLUT_KEY_F8;
+    case KEYCODE_F9:
+        return GLUT_KEY_F9;
+    case KEYCODE_F10:
+        return GLUT_KEY_F10;
+    case KEYCODE_F11:
+        return GLUT_KEY_F11;
+    case KEYCODE_F12:
+        return GLUT_KEY_F12;
+    case KEYCODE_PG_UP:
+        return GLUT_KEY_PAGE_UP;
+    case KEYCODE_PG_DOWN:
+        return GLUT_KEY_PAGE_DOWN;
+    case KEYCODE_HOME:
+        return GLUT_KEY_HOME;
+    case KEYCODE_END:
+        return GLUT_KEY_END;
+    case KEYCODE_INSERT:
+        return GLUT_KEY_INSERT;
+    case KEYCODE_UP:
+    //case KEYCODE_KP_UP:
+        return GLUT_KEY_UP;
+    case KEYCODE_DOWN:
+    //case KEYCODE_KP_DOWN:
+        return GLUT_KEY_DOWN;
+    case KEYCODE_LEFT:
+    //case KEYCODE_KP_LEFT:
+        return GLUT_KEY_LEFT;
+    case KEYCODE_RIGHT:
+    //case KEYCODE_KP_RIGHT:
+        return GLUT_KEY_RIGHT;
+    case KEYCODE_NUM_LOCK:
+        return GLUT_KEY_NUM_LOCK;
+    case KEYCODE_LEFT_ALT:
+        return GLUT_KEY_ALT_L;
+    case KEYCODE_RIGHT_ALT:
+        return GLUT_KEY_ALT_R;
+    case KEYCODE_LEFT_SHIFT:
+        return GLUT_KEY_SHIFT_L;
+    case KEYCODE_RIGHT_SHIFT:
+        return GLUT_KEY_SHIFT_R;
+    case KEYCODE_LEFT_CTRL:
+        return GLUT_KEY_CTRL_L;
+    case KEYCODE_RIGHT_CTRL:
+        return GLUT_KEY_CTRL_R;
+    }
+    return 0;
+}
+
+unsigned char key_ascii(int qnxKeycode)
+{
+    if (qnxKeycode >= KEYCODE_PC_KEYS && qnxKeycode <= UNICODE_PRIVATE_USE_AREA_LAST) {
+        switch (qnxKeycode) {
+        case KEYCODE_BACKSPACE:
+            return 0x0008;
+        case KEYCODE_TAB:
+            return 0x0009;
+        case KEYCODE_KP_ENTER:
+        case KEYCODE_RETURN:
+            return 0x000A;
+        case KEYCODE_ESCAPE:
+            return ESCAPE_BUTTON_KEY;
+        }
+    }
+    return qnxKeycode;
+}
+
+//From fg_main_x11
+fg_time_t fgPlatformSystemTime ( void )
+{
+#ifdef CLOCK_MONOTONIC
+    struct timespec now;
+    clock_gettime(CLOCK_MONOTONIC, &now);
+    return now.tv_nsec/1000000 + now.tv_sec*1000;
+#elif defined(HAVE_GETTIMEOFDAY)
+    struct timeval now;
+    gettimeofday( &now, NULL );
+    return now.tv_usec/1000 + now.tv_sec*1000;
+#endif
+}
+
+/*
+ * Does the magic required to relinquish the CPU until something interesting
+ * happens.
+ */
+void fgPlatformSleepForEvents( fg_time_t msec )
+{
+    if(fgStructure.CurrentWindow && fgDisplay.pDisplay.event == NULL &&
+            bps_get_event(&fgDisplay.pDisplay.event, (int)msec) != BPS_SUCCESS) {
+        LOGW("BPS couldn't get event");
+    }
+}
+
+void handle_left_mouse(int x, int y, int height, int eventType, SFG_Window* window)
+{
+    bool handled = false;
+    /* Virtual arrows PAD */
+    /* Don't interfere with existing mouse move event */
+    if (!touchscreen.in_mmotion) {
+        struct vpad_state prev_vpad = touchscreen.vpad;
+        touchscreen.vpad.left = touchscreen.vpad.right = touchscreen.vpad.up = touchscreen.vpad.down = false;
+
+        if (eventType == SCREEN_EVENT_MTOUCH_TOUCH || eventType == SCREEN_EVENT_MTOUCH_MOVE) {
+            if ((x > 0 && x < 100) && (y > (height - 100) && y < height))
+            {
+                touchscreen.vpad.left = true;
+            }
+            if ((x > 200 && x < 300) && (y > (height - 100) && y < height))
+            {
+                touchscreen.vpad.right = true;
+            }
+            if ((x > 100 && x < 200) && (y > (height - 100) && y < height))
+            {
+                touchscreen.vpad.down = true;
+            }
+            if ((x > 100 && x < 200) && (y > (height - 200) && y < (height - 100)))
+            {
+                touchscreen.vpad.up = true;
+            }
+        }
+
+        if (eventType == SCREEN_EVENT_MTOUCH_TOUCH &&
+                (touchscreen.vpad.left || touchscreen.vpad.right || touchscreen.vpad.down || touchscreen.vpad.up)) {
+            touchscreen.vpad.on = true;
+        }
+        if (eventType == SCREEN_EVENT_MTOUCH_RELEASE) {
+            touchscreen.vpad.on = false;
+        }
+
+        if (prev_vpad.left != touchscreen.vpad.left
+                || prev_vpad.right != touchscreen.vpad.right
+                || prev_vpad.up != touchscreen.vpad.up
+                || prev_vpad.down != touchscreen.vpad.down
+                || prev_vpad.on != touchscreen.vpad.on) {
+            if (FETCH_WCB(*window, Special)) {
+                if (prev_vpad.left == false && touchscreen.vpad.left == true) {
+                    INVOKE_WCB(*window, Special, (GLUT_KEY_LEFT, x, y));
+                }
+                else if (prev_vpad.right == false && touchscreen.vpad.right == true) {
+                    INVOKE_WCB(*window, Special, (GLUT_KEY_RIGHT, x, y));
+                }
+                else if (prev_vpad.up == false && touchscreen.vpad.up == true) {
+                    INVOKE_WCB(*window, Special, (GLUT_KEY_UP, x, y));
+                }
+                else if (prev_vpad.down == false && touchscreen.vpad.down == true) {
+                    INVOKE_WCB(*window, Special, (GLUT_KEY_DOWN, x, y));
+                }
+            }
+            if (FETCH_WCB(*window, SpecialUp)) {
+                if (prev_vpad.left == true && touchscreen.vpad.left == false) {
+                    INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_LEFT, x, y));
+                }
+                if (prev_vpad.right == true && touchscreen.vpad.right == false) {
+                    INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_RIGHT, x, y));
+                }
+                if (prev_vpad.up == true && touchscreen.vpad.up == false) {
+                    INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_UP, x, y));
+                }
+                if (prev_vpad.down == true && touchscreen.vpad.down == false) {
+                    INVOKE_WCB(*window, SpecialUp, (GLUT_KEY_DOWN, x, y));
+                }
+            }
+            handled = true;
+        }
+    }
+
+    /* Normal mouse events */
+    if (!handled && !touchscreen.vpad.on) {
+        window->State.MouseX = x;
+        window->State.MouseY = y;
+
+        if(eventType == SCREEN_EVENT_MTOUCH_MOVE) {
+            INVOKE_WCB(*window, Motion, (x, y));
+        } else if(FETCH_WCB(*window, Mouse)) {
+            touchscreen.in_mmotion = eventType == SCREEN_EVENT_MTOUCH_TOUCH;
+            int glutTouchType = eventType == SCREEN_EVENT_MTOUCH_TOUCH ? GLUT_DOWN : GLUT_UP;
+            INVOKE_WCB(*window, Mouse, (GLUT_LEFT_BUTTON, glutTouchType, x, y));
+        }
+    }
+}
+
+/*
+ * Determine a GLUT modifier mask based on BlackBerry modifier info.
+ */
+int fgPlatformGetModifiers (int mod)
+{
+    return (((mod & KEYMOD_SHIFT) ? GLUT_ACTIVE_SHIFT : 0) |
+            ((mod & KEYMOD_CTRL) ? GLUT_ACTIVE_CTRL : 0) |
+            ((mod & KEYMOD_ALT) ? GLUT_ACTIVE_ALT : 0));
+}
+
+void fgPlatformHandleKeyboardHeight(SFG_Window* window, int height)
+{
+    int size[2];
+    int screenHeight;
+    int nScreenHeight = -1;
+
+    screenHeight = glutGet(GLUT_WINDOW_HEIGHT); //Using this takes rotation into account
+    if(height == 0) {
+        nScreenHeight = screenHeight;
+    }
+    else if(!screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_POSITION, size)) {
+        /* Calculate the new screen size */ //XXX Make sure to use display size instead of screen size
+        nScreenHeight = ((size[1] + screenHeight) - height) - size[1];
+    }
+
+    if(nScreenHeight != -1) {
+        /* If nScreenHeight is less then zero then window is covered. If nScreenHeight == height, then no change in size. Else, change in size */
+
+        int screenWidth = glutGet(GLUT_WINDOW_WIDTH);
+        if(nScreenHeight < 0) {
+            LOGI("fgPlatformHandleKeyboardHeight: Covered window state");
+            window->State.Visible = GL_FALSE;
+            window->State.pWState.windowCovered = GL_TRUE;
+            INVOKE_WCB(*window, WindowStatus, (GLUT_FULLY_COVERED));
+            fghOnReshapeNotify(window, screenWidth, 0, GL_FALSE);
+        } else {
+            if(window->State.pWState.windowCovered == GL_TRUE) {
+                LOGI("fgPlatformHandleKeyboardHeight: Resetting window state");
+
+                /* Reset window status if it was previously covered */
+                switch(window->State.pWState.windowState) {
+                case NAVIGATOR_WINDOW_FULLSCREEN:
+                    window->State.Visible = GL_TRUE;
+                    INVOKE_WCB(*window, WindowStatus, (GLUT_FULLY_RETAINED));
+                    break;
+                case NAVIGATOR_WINDOW_THUMBNAIL:
+                    window->State.Visible = GL_TRUE;
+                    INVOKE_WCB(*window, WindowStatus, (GLUT_PARTIALLY_RETAINED));
+                    break;
+                case NAVIGATOR_WINDOW_INVISIBLE:
+                    window->State.Visible = GL_FALSE;
+                    INVOKE_WCB(*window, WindowStatus, (GLUT_HIDDEN));
+                    break;
+                }
+                window->State.pWState.windowCovered = GL_FALSE;
+            }
+            fghOnReshapeNotify(window, screenWidth, nScreenHeight, GL_FALSE);
+        }
+    }
+}
+
+void fgPlatformProcessSingleEvent ( void )
+{
+    if(fgStructure.CurrentWindow == NULL) {
+        //XXX Is this right? Would this just cause a whole lot of busy looping while we wait for events?
+        LOGW("fgPlatformProcessSingleEvent: Missing current window. Skipping event processing");
+        return;
+    }
+
+    if(fgDisplay.pDisplay.event == NULL)
+        /* Nothing to do */
+        return;
+
+    int domain;
+    do
+    {
+        SFG_Window* window = fgStructure.CurrentWindow;
+        /* Get the keyboard height before doing anything since we otherwise don't get it until it changes */
+        if(window->State.pWState.keyboardHeight == 0) {
+            virtualkeyboard_get_height(&window->State.pWState.keyboardHeight);
+        }
+        domain = bps_event_get_domain(fgDisplay.pDisplay.event);
+        if (domain == screen_get_domain()) {
+            int eventType;
+            int mod;
+            screen_event_t screenEvent = screen_event_get_event(fgDisplay.pDisplay.event);
+            screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_TYPE, &eventType);
+            switch (eventType) {
+
+            //Mostly from fg_main_android
+            case SCREEN_EVENT_MTOUCH_TOUCH:
+            case SCREEN_EVENT_MTOUCH_RELEASE:
+            case SCREEN_EVENT_MTOUCH_MOVE:
+            {
+                mtouch_event_t touchEvent;
+                screen_get_mtouch_event(screenEvent, &touchEvent, 0);
+#ifndef __PLAYBOOK__
+                screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_MODIFIERS, &mod);
+#else
+                mod = 0;
+#endif
+
+                LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_MTOUCH_*: Type: 0x%X, X: %d, Y: %d, Contact Id: %d, Mod: 0x%X", SLOG2_FA_SIGNED(eventType), SLOG2_FA_SIGNED(touchEvent.x), SLOG2_FA_SIGNED(touchEvent.y), SLOG2_FA_SIGNED(touchEvent.contact_id), SLOG2_FA_SIGNED(mod));
+
+                /* Remember the current modifiers state so user can query it from their callback */
+                fgState.Modifiers = fgPlatformGetModifiers(mod);
+
+                if(touchEvent.contact_id == 0) {
+                    int size[2];
+                    screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_BUFFER_SIZE, size);
+                    handle_left_mouse(touchEvent.x, touchEvent.y, size[1], eventType, window);
+                }
+
+                //Now handle mutlitouch (adapted from fg_main_windows)
+                if (eventType == SCREEN_EVENT_MTOUCH_TOUCH) {
+                    INVOKE_WCB( *window, MultiEntry,  ( touchEvent.contact_id, GLUT_ENTERED ) );
+                    INVOKE_WCB( *window, MultiButton, ( touchEvent.contact_id, touchEvent.x, touchEvent.y, 0, GLUT_DOWN ) );
+                } else if (eventType == SCREEN_EVENT_MTOUCH_MOVE) {
+                    INVOKE_WCB( *window, MultiMotion, ( touchEvent.contact_id, touchEvent.x, touchEvent.y ) );
+                    //XXX No motion is performed without contact, thus MultiPassive is never used
+                } else if (eventType == SCREEN_EVENT_MTOUCH_RELEASE) {
+                    INVOKE_WCB( *window, MultiButton, ( touchEvent.contact_id, touchEvent.x, touchEvent.y, 0, GLUT_UP ) );
+                    INVOKE_WCB( *window, MultiEntry,  ( touchEvent.contact_id, GLUT_LEFT ) );
+                }
+
+                fgState.Modifiers = INVALID_MODIFIERS;
+                break;
+            }
+
+            case SCREEN_EVENT_POINTER:
+            {
+                //Based off/part taken from GamePlay3d PlatformBlackBerry
+                static int mouse_pressed = 0;
+                int buttons;
+                int position[2];
+                int wheel;
+                // A move event will be fired unless a button state changed.
+                bool move = true;
+                bool left_move = false;
+                // This is a mouse move event, it is applicable to a device with a usb mouse or simulator.
+                screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_BUTTONS, &buttons);
+                screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_SOURCE_POSITION, position);
+#ifndef __PLAYBOOK__
+                screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_MOUSE_WHEEL, &wheel);
+                screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_MODIFIERS, &mod);
+#else
+                wheel = mod = 0;
+#endif
+                int size[2];
+                screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_BUFFER_SIZE, size);
+
+                LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_POINTER: Buttons: 0x%X, X: %d, Y: %d, Wheel: %d, Mod: 0x%X", SLOG2_FA_SIGNED(buttons), SLOG2_FA_SIGNED(position[0]), SLOG2_FA_SIGNED(position[1]), SLOG2_FA_SIGNED(wheel), SLOG2_FA_SIGNED(mod));
+
+                //XXX Is multitouch be handled in a good way?
+
+                /* Remember the current modifiers state so user can query it from their callback */
+                fgState.Modifiers = fgPlatformGetModifiers(mod);
+
+                // Handle left mouse. Interpret as touch if the left mouse event is not consumed.
+                if (buttons & SCREEN_LEFT_MOUSE_BUTTON) {
+                    if (mouse_pressed & SCREEN_LEFT_MOUSE_BUTTON) {
+                        left_move = true;
+                    } else {
+                        move = false;
+                        mouse_pressed |= SCREEN_LEFT_MOUSE_BUTTON;
+                        handle_left_mouse(position[0], position[1], size[1], SCREEN_EVENT_MTOUCH_TOUCH, window);
+                    }
+                } else if (mouse_pressed & SCREEN_LEFT_MOUSE_BUTTON) {
+                    move = false;
+                    mouse_pressed &= ~SCREEN_LEFT_MOUSE_BUTTON;
+                    handle_left_mouse(position[0], position[1], size[1], SCREEN_EVENT_MTOUCH_RELEASE, window);
+                }
+
+                // Handle right mouse.
+                if (buttons & SCREEN_RIGHT_MOUSE_BUTTON) {
+                    if ((mouse_pressed & SCREEN_RIGHT_MOUSE_BUTTON) == 0) {
+                        move = false;
+                        mouse_pressed |= SCREEN_RIGHT_MOUSE_BUTTON;
+                        INVOKE_WCB(*window, Mouse, (GLUT_RIGHT_BUTTON, GLUT_DOWN, position[0], position[1]));
+                    }
+                } else if (mouse_pressed & SCREEN_RIGHT_MOUSE_BUTTON) {
+                    move = false;
+                    mouse_pressed &= ~SCREEN_RIGHT_MOUSE_BUTTON;
+                    INVOKE_WCB(*window, Mouse, (GLUT_RIGHT_BUTTON, GLUT_UP, position[0], position[1]));
+                }
+
+                // Handle middle mouse.
+                if (buttons & SCREEN_MIDDLE_MOUSE_BUTTON) {
+                    if ((mouse_pressed & SCREEN_MIDDLE_MOUSE_BUTTON) == 0) {
+                        move = false;
+                        mouse_pressed |= SCREEN_MIDDLE_MOUSE_BUTTON;
+                        INVOKE_WCB(*window, Mouse, (GLUT_MIDDLE_BUTTON, GLUT_DOWN, position[0], position[1]));
+                    }
+                } else if (mouse_pressed & SCREEN_MIDDLE_MOUSE_BUTTON) {
+                    move = false;
+                    mouse_pressed &= ~SCREEN_MIDDLE_MOUSE_BUTTON;
+                    INVOKE_WCB(*window, Mouse, (GLUT_MIDDLE_BUTTON, GLUT_UP, position[0], position[1]));
+                }
+
+                // Fire a move event if none of the buttons changed.
+                if (left_move || move) {
+                    handle_left_mouse(position[0], position[1], size[1], SCREEN_EVENT_MTOUCH_MOVE, window);
+                }
+
+                if (wheel) {
+                    /* Very slightly modified from fg_main_mswin.
+                     * Because we don't want MouseWheel to be called every. single. time.
+                     * That the action occurs, we mimic the Windows version with "wheel deltas"
+                     * XXX Do we even want this?
+                     * XXX If we want this, it's possible to get horizontal scroll as well.
+                     * XXX -Vertical scroll=wheel 0, horizontal=wheel 1? */
+                    fgState.MouseWheelTicks -= wheel;
+                    if (abs(fgState.MouseWheelTicks) >= WHEEL_DELTA)
+                    {
+                        int wheel_number = 0;
+                        int direction = (fgState.MouseWheelTicks > 0) ? -1 : 1;
+
+                        if (!FETCH_WCB(*window, MouseWheel) && !FETCH_WCB(*window, Mouse))
+                            break;
+
+                        //XXX fgSetWindow(window);
+
+                        while(abs(fgState.MouseWheelTicks) >= WHEEL_DELTA)
+                        {
+                            if (FETCH_WCB(*window, MouseWheel))
+                                INVOKE_WCB(*window, MouseWheel, (wheel_number, direction, window->State.MouseX, window->State.MouseY));
+                            else /* No mouse wheel, call the mouse button callback twice */
+                            {
+                                /*
+                                 * Map wheel zero to button 3 and 4; +1 to 3, -1 to 4
+                                 *  "    "   one                     +1 to 5, -1 to 6, ...
+                                 *
+                                 * XXX The below assumes that you have no more than 3 mouse
+                                 * XXX buttons.  Sorry.
+                                 */
+                                int button = wheel_number * 2 + 3;
+                                if (direction < 0)
+                                    ++button;
+                                INVOKE_WCB(*window, Mouse, (button, GLUT_DOWN, window->State.MouseX, window->State.MouseY));
+                                INVOKE_WCB(*window, Mouse, (button, GLUT_UP, window->State.MouseX, window->State.MouseY));
+                            }
+
+                            fgState.MouseWheelTicks -= WHEEL_DELTA * direction;
+                        }
+                    }
+                }
+
+                fgState.Modifiers = INVALID_MODIFIERS;
+                break;
+            }
+
+            //Based off fg_main_android
+            case SCREEN_EVENT_KEYBOARD:
+            {
+                int flags;
+                int value;
+                screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_FLAGS, &flags);
+                screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_SYM, &value);
+                screen_get_event_property_iv(screenEvent, SCREEN_PROPERTY_KEY_MODIFIERS, &mod);
+
+                LOGI("fgPlatformProcessSingleEvent: SCREEN_EVENT_KEYBOARD. Flags: 0x%X, Sym: 0x%X, Mod: 0x%X", SLOG2_FA_SIGNED(flags), SLOG2_FA_SIGNED(value), SLOG2_FA_SIGNED(mod));
+
+                /* Suppress key repeats if desired. Based off fg_main_mswin */
+                if ((flags & KEY_REPEAT) == 0 || (fgState.KeyRepeat == GLUT_KEY_REPEAT_OFF && fgStructure.CurrentWindow->State.IgnoreKeyRepeat == GL_TRUE)) {
+                    unsigned int keypress = 0;
+                    unsigned char ascii = 0;
+
+                    /* Remember the current modifiers state so user can query it from their callback */
+                    fgState.Modifiers = fgPlatformGetModifiers(mod);
+
+                    /* Process keys */
+                    if ((keypress = key_special(value))) {
+                        if(flags & KEY_DOWN) {
+                            INVOKE_WCB(*window, Special, (keypress, window->State.MouseX, window->State.MouseY));
+                        } else {
+                            INVOKE_WCB(*window, SpecialUp, (keypress, window->State.MouseX, window->State.MouseY));
+                        }
+                    } else if((flags & KEY_SYM_VALID) && (ascii = key_ascii(value))) {
+                        if(flags & KEY_DOWN) {
+                            INVOKE_WCB(*window, Keyboard, (ascii, window->State.MouseX, window->State.MouseY));
+                        } else {
+                            INVOKE_WCB(*window, KeyboardUp, (ascii, window->State.MouseX, window->State.MouseY));
+                        }
+                    } else {
+                        LOGW("fgPlatformProcessSingleEvent: SCREEN_EVENT_KEYBOARD. Unhandled key event");
+                    }
+
+                    fgState.Modifiers = INVALID_MODIFIERS;
+                }
+                break;
+            }
+
+            case SCREEN_EVENT_PROPERTY:
+            case SCREEN_EVENT_IDLE:
+                break;
+
+            default:
+                LOGW("fgPlatformProcessSingleEvent: unknown screen event: 0x%X", SLOG2_FA_SIGNED(eventType));
+                break;
+            }
+        } else if (domain == navigator_get_domain()) {
+            unsigned int eventType = bps_event_get_code(fgDisplay.pDisplay.event);
+            switch (eventType) {
+
+            case NAVIGATOR_WINDOW_STATE:
+            {
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE");
+
+                /* Covered only happens due to keyboard. When the app is minimized, the keyboard is closed.
+                   When the keyboard is open, and the app is fullscreened, the keyboard is also closed.
+                   If a window is covered and the app is minimized, the state will be set and the keyboard event
+                   will adjust the screen size and change window status. */
+                navigator_window_state_t state = navigator_event_get_window_state(fgDisplay.pDisplay.event);
+                if(window->State.pWState.windowCovered == GL_FALSE)
+                {
+                    switch (state)
+                    {
+                    case NAVIGATOR_WINDOW_FULLSCREEN:
+                        LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE-NAVIGATOR_WINDOW_FULLSCREEN");
+                        window->State.Visible = GL_TRUE;
+                        INVOKE_WCB(*window, WindowStatus, (GLUT_FULLY_RETAINED));
+                        break;
+                    case NAVIGATOR_WINDOW_THUMBNAIL:
+                        LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE-NAVIGATOR_WINDOW_THUMBNAIL");
+                        window->State.Visible = GL_TRUE;
+                        INVOKE_WCB(*window, WindowStatus, (GLUT_PARTIALLY_RETAINED));
+                        break;
+                    case NAVIGATOR_WINDOW_INVISIBLE:
+                        LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE-NAVIGATOR_WINDOW_INVISIBLE");
+                        window->State.Visible = GL_FALSE;
+                        INVOKE_WCB(*window, WindowStatus, (GLUT_HIDDEN));
+                        break;
+                    default:
+                        LOGW("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_STATE unknown: 0x%X", SLOG2_FA_SIGNED(state));
+                        break;
+                    }
+                }
+                window->State.pWState.windowState = state;
+                break;
+            }
+
+            case NAVIGATOR_EXIT:
+            {
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_EXIT");
+
+                fgPlatformMainLoopPostWork();
+
+                /* User closed the application for good, let's kill the window */
+                SFG_Window* window = fgStructure.CurrentWindow;
+                if (window != NULL) {
+                    fgDestroyWindow(window);
+                } else {
+                    LOGW("NAVIGATOR_EXIT: No current window");
+                }
+
+                //XXX Should this be a bit more "forceful" so that it doesn't continue to loop through events?
+                break;
+            }
+
+            case NAVIGATOR_SWIPE_DOWN:
+                /* XXX Open app menu */
+                break;
+
+            /* Orientation is a bunch of handshakes.
+               - First the app get's asked if it wants to rotate (NAVIGATOR_ORIENTATION_CHECK)
+               - If the app wants to rotate, then it will be told what size it will be after rotate (NAVIGATOR_ORIENTATION_SIZE).
+               - Once the OS confirms that it's ready to rotate, it tells the app to handle rotation (NAVIGATOR_ORIENTATION).
+               - Once rotation is complete, the OS tells the app it's done (NAVIGATOR_ORIENTATION_DONE) */
+            case NAVIGATOR_ORIENTATION_CHECK:
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_ORIENTATION_CHECK");
+
+                /* Reset sizes */
+                window->State.pWState.newWidth = 0;
+                window->State.pWState.newHeight = 0;
+
+#ifdef __PLAYBOOK__
+                /* On rotation, the keyboard is closed. This prevents two resize calls */
+                window->State.pWState.keyboardOpen = GL_FALSE;
+#endif
+
+                /* Notify that we want to rotate */
+                navigator_orientation_check_response(fgDisplay.pDisplay.event, true);
+                break;
+
+            case NAVIGATOR_ORIENTATION:
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_ORIENTATION");
+
+                /* NAVIGATOR_ORIENTATION occurs before NAVIGATOR_KEYBOARD_POSITION */
+
+                /* Rotate and resize the window */
+                fgPlatformRotateWindow(window, navigator_event_get_orientation_angle(fgDisplay.pDisplay.event));
+                fgPlatformFlushCommands();
+#ifdef __PLAYBOOK__
+                /* PlayBook doesn't indicate what the new size will be, so we need to retrieve it from the window itself */
+                window->State.pWState.newWidth = glutGet(GLUT_WINDOW_WIDTH);
+                window->State.pWState.newHeight = glutGet(GLUT_WINDOW_HEIGHT);
+                fghOnReshapeNotify(window, window->State.pWState.newWidth, window->State.pWState.newHeight, GL_FALSE);
+#else
+                if(window->State.pWState.keyboardOpen == GL_FALSE) {
+                    /* On rotation, if the keyboard is open, it will get the keyboard resize events anyway. Otherwise, handle the resize. */
+                    fghOnReshapeNotify(window, window->State.pWState.newWidth, window->State.pWState.newHeight, GL_FALSE);
+                }
+#endif
+
+                /* Reset sizes */
+                window->State.pWState.newWidth = 0;
+                window->State.pWState.newHeight = 0;
+
+                /* Done rotating */
+                navigator_done_orientation(fgDisplay.pDisplay.event);
+                break;
+
+            case NAVIGATOR_BACK:
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_BACK");
+                INVOKE_WCB(*window, Keyboard, (ESCAPE_BUTTON_KEY, window->State.MouseX, window->State.MouseY));
+                INVOKE_WCB(*window, KeyboardUp, (ESCAPE_BUTTON_KEY, window->State.MouseX, window->State.MouseY));
+                break;
+
+            case NAVIGATOR_WINDOW_ACTIVE:
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_ACTIVE");
+                INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_RESUME));
+                break;
+
+            case NAVIGATOR_WINDOW_INACTIVE:
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_WINDOW_INACTIVE");
+                INVOKE_WCB(*window, AppStatus, (GLUT_APPSTATUS_PAUSE));
+                break;
+
+            case NAVIGATOR_ORIENTATION_DONE:
+            case NAVIGATOR_ORIENTATION_RESULT:
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_ORIENTATION_DONE/NAVIGATOR_ORIENTATION_RESULT");
+                break;
+
+#ifndef __PLAYBOOK__
+            case NAVIGATOR_KEYBOARD_STATE:
+            case NAVIGATOR_KEYBOARD_POSITION:
+                /* See virtual keyboard handling for info on why this is not used. */
+                break;
+
+            case NAVIGATOR_DEVICE_LOCK_STATE:
+                break;
+
+            case NAVIGATOR_WINDOW_COVER:
+            case NAVIGATOR_WINDOW_COVER_ENTER:
+            case NAVIGATOR_WINDOW_COVER_EXIT:
+                /* BlackBerry specific. Let app status and window status take care of everything */
+                break;
+
+            case NAVIGATOR_APP_STATE:
+                /* Can do the same as NAVIGATOR_WINDOW_ACTIVE/NAVIGATOR_WINDOW_INACTIVE but
+                   seems like it doesn't work when the app comes to the foreground. Might be a bug */
+                break;
+
+            case NAVIGATOR_ORIENTATION_SIZE:
+                LOGI("fgPlatformProcessSingleEvent: NAVIGATOR_ORIENTATION_SIZE");
+
+                /* Get new window size */
+                window->State.pWState.newWidth = navigator_event_get_orientation_size_width(fgDisplay.pDisplay.event);
+                window->State.pWState.newHeight = navigator_event_get_orientation_size_height(fgDisplay.pDisplay.event);
+                break;
+#endif
+
+            case 0: //Doesn't exist in header, but shows up when keyboard shows and resizes
+            case NAVIGATOR_OTHER:
+                break;
+
+            default:
+                LOGW("fgPlatformProcessSingleEvent: unknown navigator event: 0x%X", SLOG2_FA_SIGNED(eventType));
+                break;
+            }
+        }
+        /* 
+         * BlackBerry 10 navigator provides keyboard events, but they conflict with how we handle keyboard events.
+         * Causing multiple reshape messages and can leave window state incorrectly setup.
+         */
+        else if(domain == virtualkeyboard_get_domain()) {
+            unsigned int eventType = bps_event_get_code(fgDisplay.pDisplay.event);
+            switch (eventType) {
+            case VIRTUALKEYBOARD_EVENT_VISIBLE:
+                LOGI("fgPlatformProcessSingleEvent: VIRTUALKEYBOARD_EVENT_VISIBLE");
+                if(window->State.pWState.keyboardOpen != GL_TRUE) {
+                    window->State.pWState.keyboardOpen = GL_TRUE;
+                    fgPlatformHandleKeyboardHeight(window, window->State.pWState.keyboardHeight);
+                }
+                break;
+
+            case VIRTUALKEYBOARD_EVENT_HIDDEN:
+                LOGI("fgPlatformProcessSingleEvent: VIRTUALKEYBOARD_EVENT_HIDDEN");
+                if(window->State.pWState.keyboardOpen != GL_FALSE) {
+                    window->State.pWState.keyboardOpen = GL_FALSE;
+                    fgPlatformHandleKeyboardHeight(window, 0);
+                }
+                break;
+
+            case VIRTUALKEYBOARD_EVENT_INFO:
+                LOGI("fgPlatformProcessSingleEvent: VIRTUALKEYBOARD_EVENT_INFO");
+                window->State.pWState.keyboardHeight = virtualkeyboard_event_get_height(fgDisplay.pDisplay.event);
+                if(window->State.pWState.keyboardOpen == GL_TRUE) {
+                    fgPlatformHandleKeyboardHeight(window, window->State.pWState.keyboardHeight);
+                }
+                break;
+
+            default:
+                LOGW("fgPlatformProcessSingleEvent: unknown virtualkeyboard event: 0x%X", eventType);
+                break;
+            }
+        }
+    } while(bps_get_event(&fgDisplay.pDisplay.event, 1) == BPS_SUCCESS && fgDisplay.pDisplay.event != NULL);
+
+    /* Reset event to reduce chances of triggering something */
+    fgDisplay.pDisplay.event = NULL;
+}
+
+void fgPlatformMainLoopPreliminaryWork ( void )
+{
+    LOGI("fgPlatformMainLoopPreliminaryWork");
+
+    /* Request navigator events */
+    navigator_request_events(NAVIGATOR_EXTENDED_DATA);
+
+    /* Allow rotation */
+    navigator_rotation_lock(false);
+
+    /* Request keyboard events */
+    virtualkeyboard_request_events(0);
+
+    /* Request window events */
+    screen_request_events(fgDisplay.pDisplay.screenContext);
+}
+
+void fgPlatformMainLoopPostWork ( void )
+{
+    LOGI("fgPlatformMainLoopPostWork");
+
+    /* Stop all events */
+    screen_stop_events(fgDisplay.pDisplay.screenContext);
+
+#ifndef __PLAYBOOK__
+    navigator_stop_events(0);
+#endif
+}
+
+/* deal with work list items */
+void fgPlatformInitWork(SFG_Window* window)
+{
+    LOGI("fgPlatformInitWork");
+
+    /* Position callback, always at 0,0 */
+    fghOnPositionNotify(window, 0, 0, GL_TRUE);
+
+    /* Get window size */
+    int size[2];
+    screen_get_window_property_iv(window->Window.Handle, SCREEN_PROPERTY_BUFFER_SIZE, size);
+    fghOnReshapeNotify(window, size[0], size[1], GL_FALSE);
+
+    /* Size gets notified on window creation with size detection in mainloop above
+     * XXX CHECK: does this messages happen too early like on windows,
+     * so client code cannot have registered a callback yet and the message
+     * is thus never received by client?
+     */
+}
+
+void fgPlatformPosResZordWork(SFG_Window* window, unsigned int workMask)
+{
+    if (workMask & GLUT_FULL_SCREEN_WORK)
+        fgPlatformFullScreenToggle( window );
+    if (workMask & GLUT_POSITION_WORK)
+        fgPlatformPositionWindow( window, window->State.DesiredXpos, window->State.DesiredYpos );
+    if (workMask & GLUT_SIZE_WORK)
+        fgPlatformReshapeWindow ( window, window->State.DesiredWidth, window->State.DesiredHeight );
+    if (workMask & GLUT_ZORDER_WORK)
+    {
+        if (window->State.DesiredZOrder < 0)
+            fgPlatformPushWindow( window );
+        else
+            fgPlatformPopWindow( window );
+    }
+}
+
+void fgPlatformVisibilityWork(SFG_Window* window)
+{
+    /* Visibility status of window should get updated in the window message handlers
+     * For now, none of these functions called below do anything, so don't worry
+     * about it
+     */
+    SFG_Window *win = window;
+    switch (window->State.DesiredVisibility)
+    {
+    case DesireHiddenState:
+        fgPlatformHideWindow( window );
+        break;
+    case DesireIconicState:
+        /* Call on top-level window */
+        while (win->Parent)
+            win = win->Parent;
+        fgPlatformIconifyWindow( win );
+        break;
+    case DesireNormalState:
+        fgPlatformShowWindow( window );
+        break;
+    }
+}