4 * Windows and menus need tree structure
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Creation date: Sat Dec 18 1999
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
24 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
32 #define G_LOG_DOMAIN "freeglut-structure"
34 #include "../include/GL/freeglut.h"
35 #include "../include/GL/freeglut_internal.h"
38 /* -- GLOBAL EXPORTS ------------------------------------------------------- */
41 * The SFG_Structure container holds information about windows and menus
42 * created between glutInit() and glutMainLoop() return.
44 SFG_Structure fgStructure;
47 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
50 * This private function creates, opens and adds to the hierarchy
51 * a freeglut window complete with OpenGL context and stuff...
53 * If parent is set to NULL, the window created will be a topmost one.
55 SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y, int w, int h, GLboolean gameMode )
58 * Have the window object created
60 SFG_Window* window = calloc( sizeof(SFG_Window), 1 );
64 * If the freeglut internals haven't been initialized yet,
65 * do it now. Hack's idea courtesy of Chris Purnell...
67 if( !fgState.Time.Set )
68 glutInit( &fakeArgc, NULL );
71 * Initialize the object properties
73 window->ID = ++fgStructure.WindowID;
76 * Initialize the children list
78 fgListInit( &window->Children );
81 * Does this window have a parent?
86 * That's quite right, attach this windows as a child window
88 fgListAppend( &parent->Children, &window->Node );
89 window->Parent = parent;
94 * Otherwise add the newly created window to the topmost windows list
96 fgListAppend( &fgStructure.Windows, &window->Node );
100 * Set the default mouse cursor and reset the modifiers value
102 window->State.Cursor = GLUT_CURSOR_INHERIT;
103 window->State.Modifiers = 0xffffffff;
106 * Open the window now. The fgOpenWindow() function is system
107 * dependant, and resides in freeglut_window.c. Uses fgState.
109 fgOpenWindow( window, title, x, y, w, h, gameMode );
112 * Return a pointer to the newly created window
118 * This private function creates a menu and adds it to the menus list
120 SFG_Menu* fgCreateMenu( FGCBmenu menuCallback )
123 * Have the menu object created
125 SFG_Menu* menu = calloc( sizeof(SFG_Menu), 1 );
129 * If the freeglut internals haven't been initialized yet,
130 * do it now. Hack's idea courtesy of Chris Purnell...
132 if( !fgState.Time.Set )
133 glutInit( &fakeArgc, NULL );
136 * Initialize the object properties:
138 menu->ID = ++fgStructure.MenuID;
139 menu->Callback = menuCallback;
142 * Initialize the entries list
144 fgListInit( &menu->Entries );
147 * Add it to the menu structure hierarchy
149 fgListAppend( &fgStructure.Menus, &menu->Node );
152 * Newly created menus implicitly become current ones
154 fgStructure.Menu = menu;
157 * Return the result to the caller
163 * This function destroys a window and all of it's subwindows. Actually,
164 * another function, defined in freeglut_window.c is called, but this is
165 * a whole different story...
167 void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
169 SFG_Window* subWindow;
171 assert( window != NULL );
172 freeglut_assert_ready;
175 * Does this window have any subwindows?
177 if( (subWindow = window->Children.First) != NULL )
180 * Destroy the first window in the list (possibly destroying
181 * it's subwindows too). This is not very effective, but works
183 fgDestroyWindow( subWindow, TRUE );
187 * Now we should remove the reference to this window from it's parent
189 if( window->Parent != NULL )
190 fgListRemove( &window->Parent->Children, &window->Node );
192 fgListRemove( &fgStructure.Windows, &window->Node );
195 * OK, this window seems disconnected from the structure enough
196 * in order to be closed without any bigger risks...
198 if( needToClose == TRUE )
199 fgCloseWindow( window );
202 * Check if the window is the current one...
204 if( fgStructure.Window == window )
205 fgStructure.Window = NULL;
208 * Finally, we can delete the window's object. It hopefully does
209 * have everything inside it freed and we do not have to care...
215 * This is a helper static function that removes a menu (given it's pointer)
216 * from any windows that can be accessed from a given parent...
218 static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
220 SFG_Window *subWindow;
224 * Check if the menu is attached to the current window,
225 * if so, have it detached (by overwriting with a NULL):
229 if( window->Menu[ i ] == menu )
230 window->Menu[ i ] = NULL;
234 * Call this function for all of the window's children recursively:
236 for( subWindow = window->Children.First; subWindow;
237 subWindow = subWindow->Node.Next)
239 fghRemoveMenuFromWindow( subWindow, menu );
244 * This is a static helper function that removes menu references
245 * from another menu, given two pointers to them...
247 static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
249 SFG_MenuEntry *entry;
251 for( entry = from->Entries.First; entry; entry = entry->Node.Next )
253 if (entry->SubMenu == menu)
255 entry->SubMenu = NULL;
261 * This function destroys a menu specified by the parameter. All menus
262 * and windows are updated to make sure no ill pointers hang around.
264 void fgDestroyMenu( SFG_Menu* menu )
268 SFG_MenuEntry *entry;
270 assert( menu != NULL );
271 freeglut_assert_ready;
274 * First of all, have all references to this menu removed from all windows:
276 for( window = fgStructure.Windows.First; window;
277 window = window->Node.Next )
279 fghRemoveMenuFromWindow( window, menu );
283 * Now proceed with removing menu entries that lead to this menu
285 for( from = fgStructure.Menus.First; from; from = from->Node.Next )
287 fghRemoveMenuFromMenu( from, menu );
291 * Now we are pretty sure the menu is not used anywhere
292 * and that we can remove all of it's entries
294 while( (entry = menu->Entries.First) != NULL )
296 fgListRemove(&menu->Entries, &entry->Node);
299 * There might be a string allocated, have it freed:
304 * Deallocate the entry itself:
310 * Remove the menu from the menus list
312 fgListRemove( &fgStructure.Menus, &menu->Node );
315 * If that menu was the current one...
317 if( fgStructure.Menu == menu )
318 fgStructure.Menu = NULL;
321 * Have the menu structure freed
327 * This function should be called on glutInit(). It will prepare the internal
328 * structure of freeglut to be used in the application. The structure will be
329 * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
330 * case further use of freeglut should be preceeded with a glutInit() call.
332 void fgCreateStructure( void )
335 * We will be needing two lists: the first containing windows,
336 * and the second containing the user-defined menus.
337 * Also, no current window/menu is set, as none has been created yet.
340 fgListInit(&fgStructure.Windows);
341 fgListInit(&fgStructure.Menus);
345 * This function is automatically called on glutMainLoop() return. It should deallocate
346 * and destroy all remnants of previous glutInit()-enforced structure initialization...
348 void fgDestroyStructure( void )
354 * Just make sure we are not called in vain...
356 freeglut_assert_ready;
359 * Make sure all windows and menus have been deallocated
361 while( (window = fgStructure.Windows.First) != NULL )
362 fgDestroyWindow( window, TRUE );
364 while( (menu = fgStructure.Menus.First) != NULL )
365 fgDestroyMenu( menu );
369 * Helper function to enumerate through all registered top-level windows
371 void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
375 assert( (enumCallback != NULL) && (enumerator != NULL) );
376 freeglut_assert_ready;
379 * Check every of the top-level windows
381 for( window = fgStructure.Windows.First; window;
382 window = window->Node.Next )
385 * Execute the callback...
387 enumCallback( window, enumerator );
390 * If it has been marked as 'found', stop searching
392 if( enumerator->found == TRUE )
398 * Helper function to enumerate through all a window's subwindows (single level descent)
400 void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
404 assert( (enumCallback != NULL) && (enumerator != NULL) );
405 freeglut_assert_ready;
408 * Check every of the window's children:
410 for( child = window->Children.First; child; child = child->Node.Next )
413 * Execute the callback...
415 enumCallback( child, enumerator );
418 * If it has been marked as 'found', stop searching
420 if( enumerator->found == TRUE )
426 * A static helper function to look for a window given it's handle
428 static void fghcbWindowByHandle( SFG_Window *window, SFG_Enumerator *enumerator )
431 * Make sure we do not overwrite our precious results...
433 freeglut_return_if_fail( enumerator->found == FALSE );
435 #if TARGET_HOST_UNIX_X11
436 #define WBHANDLE (Window)
437 #elif TARGET_HOST_WIN32
438 #define WBHANDLE (HWND)
442 * Check the window's handle. Hope this works. Looks ugly. That's for sure.
444 if( window->Window.Handle == WBHANDLE (enumerator->data) )
446 enumerator->found = TRUE;
447 enumerator->data = window;
453 * Otherwise, check this window's children
455 fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
461 * fgWindowByHandle returns a (SFG_Window *) value pointing to the
462 * first window in the queue matching the specified window handle.
463 * The function is defined in freeglut_structure.c file.
465 SFG_Window* fgWindowByHandle
466 #if TARGET_HOST_UNIX_X11
468 #elif TARGET_HOST_WIN32
472 SFG_Enumerator enumerator;
475 * This is easy and makes use of the windows enumeration defined above
477 enumerator.found = FALSE;
478 enumerator.data = (void *)hWindow;
481 * Start the enumeration now:
483 fgEnumWindows( fghcbWindowByHandle, &enumerator );
486 * Check if the window has been found or not:
488 if( enumerator.found == TRUE )
489 return( (SFG_Window *) enumerator.data );
492 * Otherwise return NULL to mark the failure
498 * A static helper function to look for a window given it's ID
500 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
503 * Make sure we do not overwrite our precious results...
505 freeglut_return_if_fail( enumerator->found == FALSE );
508 * Check the window's handle. Hope this works. Looks ugly. That's for sure.
510 if( window->ID == (int) (enumerator->data) )
512 enumerator->found = TRUE;
513 enumerator->data = window;
519 * Otherwise, check this window's children
521 fgEnumSubWindows( window, fghcbWindowByID, enumerator );
525 * This function is similiar to the previous one, except it is
526 * looking for a specified (sub)window identifier. The function
527 * is defined in freeglut_structure.c file.
529 SFG_Window* fgWindowByID( int windowID )
531 SFG_Enumerator enumerator;
534 * Uses a method very similiar for fgWindowByHandle...
536 enumerator.found = FALSE;
537 enumerator.data = (void *) windowID;
540 * Start the enumeration now:
542 fgEnumWindows( fghcbWindowByID, &enumerator );
545 * Check if the window has been found or not:
547 if( enumerator.found == TRUE )
548 return( (SFG_Window *) enumerator.data );
551 * Otherwise return NULL to mark the failure
557 * Looks up a menu given it's ID. This is easier that fgWindowByXXX
558 * as all menus are placed in a single doubly linked list...
560 SFG_Menu* fgMenuByID( int menuID )
562 SFG_Menu *menu = NULL;
564 freeglut_assert_ready;
567 * It's enough to check all entries in fgStructure.Menus...
569 for( menu = fgStructure.Menus.First; menu; menu = menu->Node.Next )
572 * Does the ID number match?
574 if( menu->ID == menuID )
579 * We have not found the requested menu ID
587 void fgListInit(SFG_List *list)
593 void fgListAppend(SFG_List *list, SFG_Node *node)
597 if ( (ln = list->Last) != NULL )
612 void fgListRemove(SFG_List *list, SFG_Node *node)
616 if ( (ln = node->Next) != NULL )
617 ln->Prev = node->Prev;
618 if ( (ln = node->Prev) != NULL )
619 ln->Next = node->Next;
620 if ( (ln = list->First) == node )
621 list->First = node->Next;
622 if ( (ln = list->Last) == node )
623 list->Last = node->Prev;
626 int fgListLength(SFG_List *list)
631 for( node = list->First; node; node = node->Next )
637 /*** END OF FILE ***/