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.
28 #include <GL/freeglut.h>
29 #include "fg_internal.h"
31 /* -- GLOBAL EXPORTS ------------------------------------------------------- */
34 * The SFG_Structure container holds information about windows and menus
35 * created between glutInit() and glutMainLoop() return.
38 SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */
39 { NULL, NULL }, /* The list of menus */
40 { NULL, NULL }, /* Windows to Destroy list */
41 NULL, /* The current window */
42 NULL, /* The current menu */
43 NULL, /* The menu OpenGL context */
44 NULL, /* The game mode window */
45 0, /* The current new window ID */
46 0 }; /* The current new menu ID */
49 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
51 extern void fgPlatformCreateWindow ( SFG_Window *window );
52 extern void fghDefaultReshape(int width, int height);
54 static void fghClearCallBacks( SFG_Window *window )
59 for( i = 0; i < TOTAL_CALLBACKS; ++i )
60 window->CallBacks[ i ] = NULL;
65 * This private function creates, opens and adds to the hierarchy
66 * a freeglut window complete with OpenGL context and stuff...
68 * If parent is set to NULL, the window created will be a topmost one.
70 SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
71 GLboolean positionUse, int x, int y,
72 GLboolean sizeUse, int w, int h,
73 GLboolean gameMode, GLboolean isMenu )
75 /* Have the window object created */
76 SFG_Window *window = (SFG_Window *)calloc( 1, sizeof(SFG_Window) );
78 fgPlatformCreateWindow ( window );
80 fghClearCallBacks( window );
81 SET_WCB( *window, Reshape, fghDefaultReshape);
83 /* Initialize the object properties */
84 window->ID = ++fgStructure.WindowID;
86 fgListInit( &window->Children );
89 fgListAppend( &parent->Children, &window->Node );
90 window->Parent = parent;
93 fgListAppend( &fgStructure.Windows, &window->Node );
95 /* Set the default mouse cursor */
96 window->State.Cursor = GLUT_CURSOR_INHERIT;
98 /* Mark window as menu if a menu is to be created */
99 window->IsMenu = isMenu;
102 * Open the window now. The fgOpenWindow() function is system
103 * dependant, and resides in fg_window.c. Uses fgState.
105 fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,
106 (GLboolean)(parent ? GL_TRUE : GL_FALSE) );
112 * This private function creates a menu and adds it to the menus list
114 SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
116 SFG_Window *current_window = fgStructure.CurrentWindow;
118 /* Have the menu object created */
119 SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
121 menu->ParentWindow = NULL;
123 /* Create a window for the menu to reside in. */
124 fgCreateWindow( NULL, "freeglut menu", GL_FALSE, 0, 0, GL_FALSE, 0, 0,
126 menu->Window = fgStructure.CurrentWindow;
127 glutDisplayFunc( fgDisplayMenu );
129 fgSetWindow( current_window );
131 /* Initialize the object properties: */
132 menu->ID = ++fgStructure.MenuID;
133 menu->Callback = menuCallback;
134 menu->ActiveEntry = NULL;
135 menu->Font = fgState.MenuFont;
137 fgListInit( &menu->Entries );
138 fgListAppend( &fgStructure.Menus, &menu->Node );
140 /* Newly created menus implicitly become current ones */
141 fgStructure.CurrentMenu = menu;
147 * Function to add a window to the linked list of windows to destroy.
148 * Subwindows are automatically added because they hang from the window
151 void fgAddToWindowDestroyList( SFG_Window* window )
153 SFG_WindowList *new_list_entry =
154 ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
155 new_list_entry->window = window;
156 fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
158 /* Check if the window is the current one... */
159 if( fgStructure.CurrentWindow == window )
160 fgStructure.CurrentWindow = NULL;
163 * Clear all window callbacks except Destroy, which will
164 * be invoked later. Right now, we are potentially carrying
165 * out a freeglut operation at the behest of a client callback,
166 * so we are reluctant to re-enter the client with the Destroy
167 * callback, right now. The others are all wiped out, however,
168 * to ensure that they are no longer called after this point.
171 FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
172 fghClearCallBacks( window );
173 SET_WCB( *window, Destroy, destroy );
178 * Function to close down all the windows in the "WindowsToDestroy" list
180 void fgCloseWindows( )
182 while( fgStructure.WindowsToDestroy.First )
184 SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;
185 fgDestroyWindow( window_ptr->window );
186 fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );
192 * This function destroys a window and all of its subwindows. Actually,
193 * another function, defined in fg_window.c is called, but this is
194 * a whole different story...
196 void fgDestroyWindow( SFG_Window* window )
198 FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
201 while( window->Children.First )
202 fgDestroyWindow( ( SFG_Window * )window->Children.First );
205 SFG_Window *activeWindow = fgStructure.CurrentWindow;
206 INVOKE_WCB( *window, Destroy, ( ) );
207 fgSetWindow( activeWindow );
211 fgListRemove( &window->Parent->Children, &window->Node );
213 fgListRemove( &fgStructure.Windows, &window->Node );
215 if( window->ActiveMenu )
216 fgDeactivateMenu( window );
218 fghClearCallBacks( window );
219 fgCloseWindow( window );
221 if( fgStructure.CurrentWindow == window )
222 fgStructure.CurrentWindow = NULL;
226 * This is a helper static function that removes a menu (given its pointer)
227 * from any windows that can be accessed from a given parent...
229 static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
231 SFG_Window *subWindow;
234 /* Check whether this is the active menu in the window */
235 if ( menu == window->ActiveMenu )
236 window->ActiveMenu = NULL ;
239 * Check if the menu is attached to the current window,
240 * if so, have it detached (by overwriting with a NULL):
242 for( i = 0; i < FREEGLUT_MAX_MENUS; i++ )
243 if( window->Menu[ i ] == menu )
244 window->Menu[ i ] = NULL;
246 /* Call this function for all of the window's children recursively: */
247 for( subWindow = (SFG_Window *)window->Children.First;
249 subWindow = (SFG_Window *)subWindow->Node.Next)
250 fghRemoveMenuFromWindow( subWindow, menu );
254 * This is a static helper function that removes menu references
255 * from another menu, given two pointers to them...
257 static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
259 SFG_MenuEntry *entry;
261 for( entry = (SFG_MenuEntry *)from->Entries.First;
263 entry = ( SFG_MenuEntry * )entry->Node.Next )
264 if( entry->SubMenu == menu )
265 entry->SubMenu = NULL;
269 * This function destroys a menu specified by the parameter. All menus
270 * and windows are updated to make sure no ill pointers hang around.
272 void fgDestroyMenu( SFG_Menu* menu )
277 FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu",
280 /* First of all, have all references to this menu removed from all windows: */
281 for( window = (SFG_Window *)fgStructure.Windows.First;
283 window = (SFG_Window *)window->Node.Next )
284 fghRemoveMenuFromWindow( window, menu );
286 /* Now proceed with removing menu entries that lead to this menu */
287 for( from = ( SFG_Menu * )fgStructure.Menus.First;
289 from = ( SFG_Menu * )from->Node.Next )
290 fghRemoveMenuFromMenu( from, menu );
293 * If the programmer defined a destroy callback, call it
294 * A. Donev: But first make this the active menu
298 SFG_Menu *activeMenu=fgStructure.CurrentMenu;
299 fgStructure.CurrentMenu = menu;
301 fgStructure.CurrentMenu = activeMenu;
305 * Now we are pretty sure the menu is not used anywhere
306 * and that we can remove all of its entries
308 while( menu->Entries.First )
310 SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;
312 fgListRemove( &menu->Entries, &entry->Node );
321 if( fgStructure.CurrentWindow == menu->Window )
323 fgDestroyWindow( menu->Window );
324 fgListRemove( &fgStructure.Menus, &menu->Node );
325 if( fgStructure.CurrentMenu == menu )
326 fgStructure.CurrentMenu = NULL;
332 * This function should be called on glutInit(). It will prepare the internal
333 * structure of freeglut to be used in the application. The structure will be
334 * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
335 * case further use of freeglut should be preceeded with a glutInit() call.
337 void fgCreateStructure( void )
340 * We will be needing two lists: the first containing windows,
341 * and the second containing the user-defined menus.
342 * Also, no current window/menu is set, as none has been created yet.
345 fgListInit(&fgStructure.Windows);
346 fgListInit(&fgStructure.Menus);
347 fgListInit(&fgStructure.WindowsToDestroy);
349 fgStructure.CurrentWindow = NULL;
350 fgStructure.CurrentMenu = NULL;
351 fgStructure.MenuContext = NULL;
352 fgStructure.GameModeWindow = NULL;
353 fgStructure.WindowID = 0;
354 fgStructure.MenuID = 0;
358 * This function is automatically called on glutMainLoop() return.
359 * It should deallocate and destroy all remnants of previous
360 * glutInit()-enforced structure initialization...
362 void fgDestroyStructure( void )
364 /* Clean up the WindowsToDestroy list. */
367 /* Make sure all windows and menus have been deallocated */
368 while( fgStructure.Menus.First )
369 fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
371 while( fgStructure.Windows.First )
372 fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
376 * Helper function to enumerate through all registered top-level windows
378 void fgEnumWindows( FGCBWindowEnumerator enumCallback, SFG_Enumerator* enumerator )
382 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
383 "Enumerator or callback missing from window enumerator call",
386 /* Check every of the top-level windows */
387 for( window = ( SFG_Window * )fgStructure.Windows.First;
389 window = ( SFG_Window * )window->Node.Next )
391 enumCallback( window, enumerator );
392 if( enumerator->found )
398 * Helper function to enumerate through all registered top-level windows
400 void fgEnumMenus( FGCBMenuEnumerator enumCallback, SFG_Enumerator* enumerator )
404 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
405 "Enumerator or callback missing from window enumerator call",
408 /* It's enough to check all entries in fgStructure.Menus... */
409 for( menu = (SFG_Menu *)fgStructure.Menus.First;
411 menu = (SFG_Menu *)menu->Node.Next )
413 enumCallback( menu, enumerator );
414 if( enumerator->found )
420 * Helper function to enumerate through all a window's subwindows
421 * (single level descent)
423 void fgEnumSubWindows( SFG_Window* window, FGCBWindowEnumerator enumCallback,
424 SFG_Enumerator* enumerator )
428 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
429 "Enumerator or callback missing from subwindow enumerator call",
430 "fgEnumSubWindows" );
431 FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
433 for( child = ( SFG_Window * )window->Children.First;
435 child = ( SFG_Window * )child->Node.Next )
437 enumCallback( child, enumerator );
438 if( enumerator->found )
444 * A static helper function to look for a window given its handle
446 static void fghcbWindowByHandle( SFG_Window *window,
447 SFG_Enumerator *enumerator )
449 if ( enumerator->found )
452 /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
453 if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
455 enumerator->found = GL_TRUE;
456 enumerator->data = window;
461 /* Otherwise, check this window's children */
462 fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
466 * fgWindowByHandle returns a (SFG_Window *) value pointing to the
467 * first window in the queue matching the specified window handle.
468 * The function is defined in fg_structure.c file.
470 SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
472 SFG_Enumerator enumerator;
474 /* This is easy and makes use of the windows enumeration defined above */
475 enumerator.found = GL_FALSE;
476 enumerator.data = (void *)hWindow;
477 fgEnumWindows( fghcbWindowByHandle, &enumerator );
479 if( enumerator.found )
480 return( SFG_Window *) enumerator.data;
485 * A static helper function to look for a window given its ID
487 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
489 /* Make sure we do not overwrite our precious results... */
490 if( enumerator->found )
493 /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
494 if( window->ID == *( int *)(enumerator->data) )
496 enumerator->found = GL_TRUE;
497 enumerator->data = window;
502 /* Otherwise, check this window's children */
503 fgEnumSubWindows( window, fghcbWindowByID, enumerator );
507 * This function is similar to the previous one, except it is
508 * looking for a specified (sub)window identifier. The function
509 * is defined in fg_structure.c file.
511 SFG_Window* fgWindowByID( int windowID )
513 SFG_Enumerator enumerator;
515 /* Uses a method very similar for fgWindowByHandle... */
516 enumerator.found = GL_FALSE;
517 enumerator.data = ( void * )&windowID;
518 fgEnumWindows( fghcbWindowByID, &enumerator );
519 if( enumerator.found )
520 return ( SFG_Window * )enumerator.data;
525 * A static helper function to look for a menu given its ID
527 static void fghcbMenuByID( SFG_Menu *menu,
528 SFG_Enumerator *enumerator )
530 if ( enumerator->found )
533 /* Check the menu's ID. */
534 if( menu->ID == *( int *)(enumerator->data) )
536 enumerator->found = GL_TRUE;
537 enumerator->data = menu;
544 * Looks up a menu given its ID. This is easier than fgWindowByXXX
545 * as all menus are placed in one doubly linked list...
547 SFG_Menu* fgMenuByID( int menuID )
549 SFG_Enumerator enumerator;
551 /* This is easy and makes use of the menus enumeration defined above */
552 enumerator.found = GL_FALSE;
553 enumerator.data = (void *)&menuID;
554 fgEnumMenus( fghcbMenuByID, &enumerator );
556 if( enumerator.found )
557 return( SFG_Menu *) enumerator.data;
563 * A static helper function to look for an active menu
565 static void fghcbGetActiveMenu( SFG_Menu *menu,
566 SFG_Enumerator *enumerator )
568 if ( enumerator->found )
571 /* Check the menu's is active */
574 enumerator->found = GL_TRUE;
575 enumerator->data = menu;
582 * Returns active menu, if any. Assumption: only one menu active throughout application at any one time.
583 * This is false when a submenu is also open.
584 * This is easier than fgWindowByXXX as all menus are placed in one doubly linked list...
586 SFG_Menu* fgGetActiveMenu( )
588 SFG_Enumerator enumerator;
590 /* This is easy and makes use of the menus enumeration defined above */
591 enumerator.found = GL_FALSE;
592 fgEnumMenus( fghcbGetActiveMenu, &enumerator );
594 if( enumerator.found )
595 return( SFG_Menu *) enumerator.data;
603 void fgListInit(SFG_List *list)
609 void fgListAppend(SFG_List *list, SFG_Node *node)
613 SFG_Node *ln = (SFG_Node *) list->Last;
627 void fgListRemove(SFG_List *list, SFG_Node *node)
630 ( ( SFG_Node * )node->Next )->Prev = node->Prev;
632 ( ( SFG_Node * )node->Prev )->Next = node->Next;
633 if( ( ( SFG_Node * )list->First ) == node )
634 list->First = node->Next;
635 if( ( ( SFG_Node * )list->Last ) == node )
636 list->Last = node->Prev;
639 int fgListLength(SFG_List *list)
644 for( node =( SFG_Node * )list->First;
646 node = ( SFG_Node * )node->Next )
653 void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)
657 if( (node->Next = next) )
668 if( (node->Prev = prev) )
674 /*** END OF FILE ***/