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 );
53 static void fghClearCallBacks( SFG_Window *window )
58 for( i = 0; i < TOTAL_CALLBACKS; ++i )
59 window->CallBacks[ i ] = NULL;
64 * This private function creates, opens and adds to the hierarchy
65 * a freeglut window complete with OpenGL context and stuff...
67 * If parent is set to NULL, the window created will be a topmost one.
69 SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
70 GLboolean positionUse, int x, int y,
71 GLboolean sizeUse, int w, int h,
72 GLboolean gameMode, GLboolean isMenu )
74 /* Have the window object created */
75 SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
77 fgPlatformCreateWindow ( window );
79 fghClearCallBacks( window );
81 /* Initialize the object properties */
82 window->ID = ++fgStructure.WindowID;
84 fgListInit( &window->Children );
87 fgListAppend( &parent->Children, &window->Node );
88 window->Parent = parent;
91 fgListAppend( &fgStructure.Windows, &window->Node );
93 /* Set the default mouse cursor and reset the modifiers value */
94 window->State.Cursor = GLUT_CURSOR_INHERIT;
96 window->IsMenu = isMenu;
98 window->State.IgnoreKeyRepeat = GL_FALSE;
99 window->State.KeyRepeating = GL_FALSE;
100 window->State.IsFullscreen = GL_FALSE;
101 window->State.VisualizeNormals= GL_FALSE;
104 * Open the window now. The fgOpenWindow() function is system
105 * dependant, and resides in freeglut_window.c. Uses fgState.
107 fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,
108 (GLboolean)(parent ? GL_TRUE : GL_FALSE) );
114 * This private function creates a menu and adds it to the menus list
116 SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
118 int x = 100, y = 100, w = 1, h = 1;
119 SFG_Window *current_window = fgStructure.CurrentWindow;
121 /* Have the menu object created */
122 SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
124 menu->ParentWindow = NULL;
126 /* Create a window for the menu to reside in. */
128 fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
130 menu->Window = fgStructure.CurrentWindow;
131 glutDisplayFunc( fgDisplayMenu );
133 glutHideWindow( ); /* Hide the window for now */
134 fgSetWindow( current_window );
136 /* Initialize the object properties: */
137 menu->ID = ++fgStructure.MenuID;
138 menu->Callback = menuCallback;
139 menu->ActiveEntry = NULL;
141 fgListInit( &menu->Entries );
142 fgListAppend( &fgStructure.Menus, &menu->Node );
144 /* Newly created menus implicitly become current ones */
145 fgStructure.CurrentMenu = menu;
151 * Function to add a window to the linked list of windows to destroy.
152 * Subwindows are automatically added because they hang from the window
155 void fgAddToWindowDestroyList( SFG_Window* window )
157 SFG_WindowList *new_list_entry =
158 ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
159 new_list_entry->window = window;
160 fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
162 /* Check if the window is the current one... */
163 if( fgStructure.CurrentWindow == window )
164 fgStructure.CurrentWindow = NULL;
167 * Clear all window callbacks except Destroy, which will
168 * be invoked later. Right now, we are potentially carrying
169 * out a freeglut operation at the behest of a client callback,
170 * so we are reluctant to re-enter the client with the Destroy
171 * callback, right now. The others are all wiped out, however,
172 * to ensure that they are no longer called after this point.
175 FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
176 fghClearCallBacks( window );
177 SET_WCB( *window, Destroy, destroy );
182 * Function to close down all the windows in the "WindowsToDestroy" list
184 void fgCloseWindows( )
186 while( fgStructure.WindowsToDestroy.First )
188 SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;
189 fgDestroyWindow( window_ptr->window );
190 fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );
196 * This function destroys a window and all of its subwindows. Actually,
197 * another function, defined in freeglut_window.c is called, but this is
198 * a whole different story...
200 void fgDestroyWindow( SFG_Window* window )
202 FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
205 while( window->Children.First )
206 fgDestroyWindow( ( SFG_Window * )window->Children.First );
209 SFG_Window *activeWindow = fgStructure.CurrentWindow;
210 INVOKE_WCB( *window, Destroy, ( ) );
211 fgSetWindow( activeWindow );
215 fgListRemove( &window->Parent->Children, &window->Node );
217 fgListRemove( &fgStructure.Windows, &window->Node );
219 if( window->ActiveMenu )
220 fgDeactivateMenu( window );
222 fghClearCallBacks( window );
223 fgCloseWindow( window );
225 if( fgStructure.CurrentWindow == window )
226 fgStructure.CurrentWindow = NULL;
230 * This is a helper static function that removes a menu (given its pointer)
231 * from any windows that can be accessed from a given parent...
233 static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
235 SFG_Window *subWindow;
238 /* Check whether this is the active menu in the window */
239 if ( menu == window->ActiveMenu )
240 window->ActiveMenu = NULL ;
243 * Check if the menu is attached to the current window,
244 * if so, have it detached (by overwriting with a NULL):
246 for( i = 0; i < FREEGLUT_MAX_MENUS; i++ )
247 if( window->Menu[ i ] == menu )
248 window->Menu[ i ] = NULL;
250 /* Call this function for all of the window's children recursively: */
251 for( subWindow = (SFG_Window *)window->Children.First;
253 subWindow = (SFG_Window *)subWindow->Node.Next)
254 fghRemoveMenuFromWindow( subWindow, menu );
258 * This is a static helper function that removes menu references
259 * from another menu, given two pointers to them...
261 static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
263 SFG_MenuEntry *entry;
265 for( entry = (SFG_MenuEntry *)from->Entries.First;
267 entry = ( SFG_MenuEntry * )entry->Node.Next )
268 if( entry->SubMenu == menu )
269 entry->SubMenu = NULL;
273 * This function destroys a menu specified by the parameter. All menus
274 * and windows are updated to make sure no ill pointers hang around.
276 void fgDestroyMenu( SFG_Menu* menu )
281 FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu",
284 /* First of all, have all references to this menu removed from all windows: */
285 for( window = (SFG_Window *)fgStructure.Windows.First;
287 window = (SFG_Window *)window->Node.Next )
288 fghRemoveMenuFromWindow( window, menu );
290 /* Now proceed with removing menu entries that lead to this menu */
291 for( from = ( SFG_Menu * )fgStructure.Menus.First;
293 from = ( SFG_Menu * )from->Node.Next )
294 fghRemoveMenuFromMenu( from, menu );
297 * If the programmer defined a destroy callback, call it
298 * A. Donev: But first make this the active menu
302 SFG_Menu *activeMenu=fgStructure.CurrentMenu;
303 fgStructure.CurrentMenu = menu;
305 fgStructure.CurrentMenu = activeMenu;
309 * Now we are pretty sure the menu is not used anywhere
310 * and that we can remove all of its entries
312 while( menu->Entries.First )
314 SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;
316 fgListRemove( &menu->Entries, &entry->Node );
325 if( fgStructure.CurrentWindow == menu->Window )
327 fgDestroyWindow( menu->Window );
328 fgListRemove( &fgStructure.Menus, &menu->Node );
329 if( fgStructure.CurrentMenu == menu )
330 fgStructure.CurrentMenu = NULL;
336 * This function should be called on glutInit(). It will prepare the internal
337 * structure of freeglut to be used in the application. The structure will be
338 * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
339 * case further use of freeglut should be preceeded with a glutInit() call.
341 void fgCreateStructure( void )
344 * We will be needing two lists: the first containing windows,
345 * and the second containing the user-defined menus.
346 * Also, no current window/menu is set, as none has been created yet.
349 fgListInit(&fgStructure.Windows);
350 fgListInit(&fgStructure.Menus);
351 fgListInit(&fgStructure.WindowsToDestroy);
353 fgStructure.CurrentWindow = NULL;
354 fgStructure.CurrentMenu = NULL;
355 fgStructure.MenuContext = NULL;
356 fgStructure.GameModeWindow = NULL;
357 fgStructure.WindowID = 0;
358 fgStructure.MenuID = 0;
362 * This function is automatically called on glutMainLoop() return.
363 * It should deallocate and destroy all remnants of previous
364 * glutInit()-enforced structure initialization...
366 void fgDestroyStructure( void )
368 /* Clean up the WindowsToDestroy list. */
371 /* Make sure all windows and menus have been deallocated */
372 while( fgStructure.Menus.First )
373 fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
375 while( fgStructure.Windows.First )
376 fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
380 * Helper function to enumerate through all registered top-level windows
382 void fgEnumWindows( FGCBWindowEnumerator enumCallback, SFG_Enumerator* enumerator )
386 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
387 "Enumerator or callback missing from window enumerator call",
390 /* Check every of the top-level windows */
391 for( window = ( SFG_Window * )fgStructure.Windows.First;
393 window = ( SFG_Window * )window->Node.Next )
395 enumCallback( window, enumerator );
396 if( enumerator->found )
402 * Helper function to enumerate through all registered top-level windows
404 void fgEnumMenus( FGCBMenuEnumerator enumCallback, SFG_Enumerator* enumerator )
408 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
409 "Enumerator or callback missing from window enumerator call",
412 /* It's enough to check all entries in fgStructure.Menus... */
413 for( menu = (SFG_Menu *)fgStructure.Menus.First;
415 menu = (SFG_Menu *)menu->Node.Next )
417 enumCallback( menu, enumerator );
418 if( enumerator->found )
424 * Helper function to enumerate through all a window's subwindows
425 * (single level descent)
427 void fgEnumSubWindows( SFG_Window* window, FGCBWindowEnumerator enumCallback,
428 SFG_Enumerator* enumerator )
432 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
433 "Enumerator or callback missing from subwindow enumerator call",
434 "fgEnumSubWindows" );
435 FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
437 for( child = ( SFG_Window * )window->Children.First;
439 child = ( SFG_Window * )child->Node.Next )
441 enumCallback( child, enumerator );
442 if( enumerator->found )
448 * A static helper function to look for a window given its handle
450 static void fghcbWindowByHandle( SFG_Window *window,
451 SFG_Enumerator *enumerator )
453 if ( enumerator->found )
456 /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
457 if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
459 enumerator->found = GL_TRUE;
460 enumerator->data = window;
465 /* Otherwise, check this window's children */
466 fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
470 * fgWindowByHandle returns a (SFG_Window *) value pointing to the
471 * first window in the queue matching the specified window handle.
472 * The function is defined in freeglut_structure.c file.
474 SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
476 SFG_Enumerator enumerator;
478 /* This is easy and makes use of the windows enumeration defined above */
479 enumerator.found = GL_FALSE;
480 enumerator.data = (void *)hWindow;
481 fgEnumWindows( fghcbWindowByHandle, &enumerator );
483 if( enumerator.found )
484 return( SFG_Window *) enumerator.data;
489 * A static helper function to look for a window given its ID
491 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
493 /* Make sure we do not overwrite our precious results... */
494 if( enumerator->found )
497 /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
498 if( window->ID == *( int *)(enumerator->data) )
500 enumerator->found = GL_TRUE;
501 enumerator->data = window;
506 /* Otherwise, check this window's children */
507 fgEnumSubWindows( window, fghcbWindowByID, enumerator );
511 * This function is similar to the previous one, except it is
512 * looking for a specified (sub)window identifier. The function
513 * is defined in freeglut_structure.c file.
515 SFG_Window* fgWindowByID( int windowID )
517 SFG_Enumerator enumerator;
519 /* Uses a method very similar for fgWindowByHandle... */
520 enumerator.found = GL_FALSE;
521 enumerator.data = ( void * )&windowID;
522 fgEnumWindows( fghcbWindowByID, &enumerator );
523 if( enumerator.found )
524 return ( SFG_Window * )enumerator.data;
529 * A static helper function to look for a menu given its ID
531 static void fghcbMenuByID( SFG_Menu *menu,
532 SFG_Enumerator *enumerator )
534 if ( enumerator->found )
537 /* Check the menu's ID. */
538 if( menu->ID == (int)(enumerator->data) )
540 enumerator->found = GL_TRUE;
541 enumerator->data = menu;
548 * Looks up a menu given its ID. This is easier than fgWindowByXXX
549 * as all menus are placed in one doubly linked list...
551 SFG_Menu* fgMenuByID( int menuID )
553 SFG_Enumerator enumerator;
555 /* This is easy and makes use of the menus enumeration defined above */
556 enumerator.found = GL_FALSE;
557 enumerator.data = (void *)menuID;
558 fgEnumMenus( fghcbMenuByID, &enumerator );
560 if( enumerator.found )
561 return( SFG_Menu *) enumerator.data;
567 * A static helper function to look for an active menu
569 static void fghcbGetActiveMenu( SFG_Menu *menu,
570 SFG_Enumerator *enumerator )
572 if ( enumerator->found )
575 /* Check the menu's ID. */
578 enumerator->found = GL_TRUE;
579 enumerator->data = menu;
586 * Returns active menu, if any. Assumption: only one menu active throughout application at any one time.
587 * This is easier than fgWindowByXXX as all menus are placed in one doubly linked list...
589 SFG_Menu* fgGetActiveMenu( )
591 SFG_Enumerator enumerator;
593 /* This is easy and makes use of the menus enumeration defined above */
594 enumerator.found = GL_FALSE;
595 fgEnumMenus( fghcbGetActiveMenu, &enumerator );
597 if( enumerator.found )
598 return( SFG_Menu *) enumerator.data;
606 void fgListInit(SFG_List *list)
612 void fgListAppend(SFG_List *list, SFG_Node *node)
616 SFG_Node *ln = (SFG_Node *) list->Last;
630 void fgListRemove(SFG_List *list, SFG_Node *node)
633 ( ( SFG_Node * )node->Next )->Prev = node->Prev;
635 ( ( SFG_Node * )node->Prev )->Next = node->Next;
636 if( ( ( SFG_Node * )list->First ) == node )
637 list->First = node->Next;
638 if( ( ( SFG_Node * )list->Last ) == node )
639 list->Last = node->Prev;
642 int fgListLength(SFG_List *list)
647 for( node =( SFG_Node * )list->First;
649 node = ( SFG_Node * )node->Next )
656 void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)
660 if( (node->Next = next) )
671 if( (node->Prev = prev) )
677 /*** END OF FILE ***/