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, (parent != NULL) ? TRUE : FALSE );
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 * Linked list of windows to destroy ... this is so we don't destroy a window from the middle of
164 * its callback. Some C compilers take an extremely dim view of this.
167 static SFG_WindowList* WindowsToDestroy = (SFG_WindowList*)NULL ;
170 * Function to add a window to the linked list of windows to destroy. Subwindows are automatically
171 * added because they hang from the window structure.
173 void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose )
175 SFG_WindowList *new_list_entry = (SFG_WindowList*)malloc ( sizeof(SFG_WindowList) ) ;
176 new_list_entry->window = window ;
177 new_list_entry->needToClose = needToClose ;
178 new_list_entry->next = WindowsToDestroy ;
179 WindowsToDestroy = new_list_entry ;
182 * Check the execution state. If this has been called from "glutDestroyWindow",
183 * a statement in that function will reset the "ExecState" after this function returns.
185 if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
188 * Set the execution state flag to drop out of the main loop.
190 if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
191 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
196 * Function to close down all the windows in the "WindowsToDestroy" list
198 void fgCloseWindows ()
200 fgExecutionState ExecState = fgState.ExecState ;
202 SFG_WindowList *window_ptr = WindowsToDestroy ;
203 WindowsToDestroy = (SFG_WindowList*)NULL ; // In case the destroy callbacks cause more windows to be closed
207 SFG_WindowList *next = window_ptr->next ;
208 fgDestroyWindow ( window_ptr->window, window_ptr->needToClose ) ;
209 free ( window_ptr ) ;
212 if ( !window_ptr ) window_ptr = WindowsToDestroy ;
216 * Since the "fgDestroyWindow" function could easily have set the "ExecState" to stop,
217 * let's set it back to what it was.
219 fgState.ExecState = ExecState ;
223 * This function destroys a window and all of its subwindows. Actually,
224 * another function, defined in freeglut_window.c is called, but this is
225 * a whole different story...
227 void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
229 SFG_Window* subWindow;
231 assert( window != NULL );
232 freeglut_assert_ready;
235 * Does this window have any subwindows?
237 while ( (subWindow = window->Children.First) != NULL )
240 * Destroy the first window in the list (possibly destroying
241 * its subwindows too). This is not very effective, but works
243 fgDestroyWindow( subWindow, needToClose );
247 * If the programmer defined a destroy callback, call it
249 if ( window->Callbacks.Destroy != NULL )
250 window->Callbacks.Destroy () ;
253 * Now we should remove the reference to this window from its parent
255 if ( window->Parent != NULL )
256 fgListRemove( &window->Parent->Children, &window->Node );
258 fgListRemove( &fgStructure.Windows, &window->Node );
261 * OK, this window seems disconnected from the structure enough
262 * in order to be closed without any bigger risks...
264 if( needToClose == TRUE )
265 fgCloseWindow( window );
268 * Check if the window is the current one...
270 if( fgStructure.Window == window )
271 fgStructure.Window = NULL;
274 * Finally, we can delete the window's object. It hopefully does
275 * have everything inside it freed and we do not have to care...
281 * This is a helper static function that removes a menu (given its pointer)
282 * from any windows that can be accessed from a given parent...
284 static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
286 SFG_Window *subWindow;
290 * Check if the menu is attached to the current window,
291 * if so, have it detached (by overwriting with a NULL):
295 if( window->Menu[ i ] == menu )
296 window->Menu[ i ] = NULL;
300 * Call this function for all of the window's children recursively:
302 for( subWindow = window->Children.First; subWindow;
303 subWindow = subWindow->Node.Next)
305 fghRemoveMenuFromWindow( subWindow, menu );
310 * This is a static helper function that removes menu references
311 * from another menu, given two pointers to them...
313 static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
315 SFG_MenuEntry *entry;
317 for( entry = from->Entries.First; entry; entry = entry->Node.Next )
319 if (entry->SubMenu == menu)
321 entry->SubMenu = NULL;
327 * This function destroys a menu specified by the parameter. All menus
328 * and windows are updated to make sure no ill pointers hang around.
330 void fgDestroyMenu( SFG_Menu* menu )
334 SFG_MenuEntry *entry;
336 assert( menu != NULL );
337 freeglut_assert_ready;
340 * First of all, have all references to this menu removed from all windows:
342 for( window = fgStructure.Windows.First; window; window = window->Node.Next )
344 fghRemoveMenuFromWindow( window, menu );
348 * Now proceed with removing menu entries that lead to this menu
350 for( from = fgStructure.Menus.First; from; from = from->Node.Next )
352 fghRemoveMenuFromMenu( from, menu );
356 * Now we are pretty sure the menu is not used anywhere
357 * and that we can remove all of its entries
359 while( (entry = menu->Entries.First) != NULL )
361 fgListRemove(&menu->Entries, &entry->Node);
364 * There might be a string allocated, have it freed:
369 * Deallocate the entry itself:
375 * Remove the menu from the menus list
377 fgListRemove( &fgStructure.Menus, &menu->Node );
380 * If that menu was the current one...
382 if( fgStructure.Menu == menu )
383 fgStructure.Menu = NULL;
386 * Have the menu structure freed
392 * This function should be called on glutInit(). It will prepare the internal
393 * structure of freeglut to be used in the application. The structure will be
394 * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
395 * case further use of freeglut should be preceeded with a glutInit() call.
397 void fgCreateStructure( void )
400 * We will be needing two lists: the first containing windows,
401 * and the second containing the user-defined menus.
402 * Also, no current window/menu is set, as none has been created yet.
405 fgListInit(&fgStructure.Windows);
406 fgListInit(&fgStructure.Menus);
410 * This function is automatically called on glutMainLoop() return. It should deallocate
411 * and destroy all remnants of previous glutInit()-enforced structure initialization...
413 void fgDestroyStructure( void )
419 * Just make sure we are not called in vain...
421 freeglut_assert_ready;
424 * Make sure all windows and menus have been deallocated
426 while( (window = fgStructure.Windows.First) != NULL )
427 fgDestroyWindow( window, TRUE );
429 while( (menu = fgStructure.Menus.First) != NULL )
430 fgDestroyMenu( menu );
434 * Helper function to enumerate through all registered top-level windows
436 void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
440 assert( (enumCallback != NULL) && (enumerator != NULL) );
441 freeglut_assert_ready;
444 * Check every of the top-level windows
446 for( window = fgStructure.Windows.First; window;
447 window = window->Node.Next )
450 * Execute the callback...
452 enumCallback( window, enumerator );
455 * If it has been marked as 'found', stop searching
457 if( enumerator->found == TRUE )
463 * Helper function to enumerate through all a window's subwindows (single level descent)
465 void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
469 assert( (enumCallback != NULL) && (enumerator != NULL) );
470 freeglut_assert_ready;
473 * Check every of the window's children:
475 for( child = window->Children.First; child; child = child->Node.Next )
478 * Execute the callback...
480 enumCallback( child, enumerator );
483 * If it has been marked as 'found', stop searching
485 if( enumerator->found == TRUE )
491 * A static helper function to look for a window given its handle
493 static void fghcbWindowByHandle( SFG_Window *window, SFG_Enumerator *enumerator )
496 * Make sure we do not overwrite our precious results...
498 freeglut_return_if_fail( enumerator->found == FALSE );
500 #if TARGET_HOST_UNIX_X11
501 #define WBHANDLE (Window)
502 #elif TARGET_HOST_WIN32
503 #define WBHANDLE (HWND)
507 * Check the window's handle. Hope this works. Looks ugly. That's for sure.
509 if( window->Window.Handle == WBHANDLE (enumerator->data) )
511 enumerator->found = TRUE;
512 enumerator->data = window;
518 * Otherwise, check this window's children
520 fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
526 * fgWindowByHandle returns a (SFG_Window *) value pointing to the
527 * first window in the queue matching the specified window handle.
528 * The function is defined in freeglut_structure.c file.
530 SFG_Window* fgWindowByHandle
531 #if TARGET_HOST_UNIX_X11
533 #elif TARGET_HOST_WIN32
537 SFG_Enumerator enumerator;
540 * This is easy and makes use of the windows enumeration defined above
542 enumerator.found = FALSE;
543 enumerator.data = (void *)hWindow;
546 * Start the enumeration now:
548 fgEnumWindows( fghcbWindowByHandle, &enumerator );
551 * Check if the window has been found or not:
553 if( enumerator.found == TRUE )
554 return( (SFG_Window *) enumerator.data );
557 * Otherwise return NULL to mark the failure
563 * A static helper function to look for a window given its ID
565 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
568 * Make sure we do not overwrite our precious results...
570 freeglut_return_if_fail( enumerator->found == FALSE );
573 * Check the window's handle. Hope this works. Looks ugly. That's for sure.
575 if( window->ID == (int) (enumerator->data) )
577 enumerator->found = TRUE;
578 enumerator->data = window;
584 * Otherwise, check this window's children
586 fgEnumSubWindows( window, fghcbWindowByID, enumerator );
590 * This function is similiar to the previous one, except it is
591 * looking for a specified (sub)window identifier. The function
592 * is defined in freeglut_structure.c file.
594 SFG_Window* fgWindowByID( int windowID )
596 SFG_Enumerator enumerator;
599 * Uses a method very similiar for fgWindowByHandle...
601 enumerator.found = FALSE;
602 enumerator.data = (void *) windowID;
605 * Start the enumeration now:
607 fgEnumWindows( fghcbWindowByID, &enumerator );
610 * Check if the window has been found or not:
612 if( enumerator.found == TRUE )
613 return( (SFG_Window *) enumerator.data );
616 * Otherwise return NULL to mark the failure
622 * Looks up a menu given its ID. This is easier that fgWindowByXXX
623 * as all menus are placed in a single doubly linked list...
625 SFG_Menu* fgMenuByID( int menuID )
627 SFG_Menu *menu = NULL;
629 freeglut_assert_ready;
632 * It's enough to check all entries in fgStructure.Menus...
634 for( menu = fgStructure.Menus.First; menu; menu = menu->Node.Next )
637 * Does the ID number match?
639 if( menu->ID == menuID )
644 * We have not found the requested menu ID
652 void fgListInit(SFG_List *list)
658 void fgListAppend(SFG_List *list, SFG_Node *node)
662 if ( (ln = list->Last) != NULL )
677 void fgListRemove(SFG_List *list, SFG_Node *node)
681 if ( (ln = node->Next) != NULL )
682 ln->Prev = node->Prev;
683 if ( (ln = node->Prev) != NULL )
684 ln->Next = node->Next;
685 if ( (ln = list->First) == node )
686 list->First = node->Next;
687 if ( (ln = list->Last) == node )
688 list->Last = node->Prev;
691 int fgListLength(SFG_List *list)
696 for( node = list->First; node; node = node->Next )
702 /*** END OF FILE ***/