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 "freeglut_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 static void fghClearCallBacks( SFG_Window *window )
56 for( i = 0; i < TOTAL_CALLBACKS; ++i )
57 window->CallBacks[ i ] = NULL;
62 * This private function creates, opens and adds to the hierarchy
63 * a freeglut window complete with OpenGL context and stuff...
65 * If parent is set to NULL, the window created will be a topmost one.
67 SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
68 GLboolean positionUse, int x, int y,
69 GLboolean sizeUse, int w, int h,
70 GLboolean gameMode, GLboolean isMenu )
72 /* Have the window object created */
73 SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
75 #if TARGET_HOST_UNIX_X11
76 window->Window.FBConfig = NULL;
78 fghClearCallBacks( window );
80 /* Initialize the object properties */
81 window->ID = ++fgStructure.WindowID;
82 window->State.OldHeight = window->State.OldWidth = -1;
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;
102 * Open the window now. The fgOpenWindow() function is system
103 * dependant, and resides in freeglut_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 int x = 100, y = 100, w = 100, h = 100;
117 SFG_Window *current_window = fgStructure.CurrentWindow;
119 /* Have the menu object created */
120 SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
122 menu->ParentWindow = NULL;
124 /* Create a window for the menu to reside in. */
126 fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
128 menu->Window = fgStructure.CurrentWindow;
129 glutDisplayFunc( fgDisplayMenu );
131 glutHideWindow( ); /* Hide the window for now */
132 fgSetWindow( current_window );
134 /* Initialize the object properties: */
135 menu->ID = ++fgStructure.MenuID;
136 menu->Callback = menuCallback;
137 menu->ActiveEntry = NULL;
139 fgListInit( &menu->Entries );
140 fgListAppend( &fgStructure.Menus, &menu->Node );
142 /* Newly created menus implicitly become current ones */
143 fgStructure.CurrentMenu = menu;
149 * Function to add a window to the linked list of windows to destroy.
150 * Subwindows are automatically added because they hang from the window
153 void fgAddToWindowDestroyList( SFG_Window* window )
155 SFG_WindowList *new_list_entry =
156 ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
157 new_list_entry->window = window;
158 fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
160 /* Check if the window is the current one... */
161 if( fgStructure.CurrentWindow == window )
162 fgStructure.CurrentWindow = NULL;
165 * Clear all window callbacks except Destroy, which will
166 * be invoked later. Right now, we are potentially carrying
167 * out a freeglut operation at the behest of a client callback,
168 * so we are reluctant to re-enter the client with the Destroy
169 * callback, right now. The others are all wiped out, however,
170 * to ensure that they are no longer called after this point.
173 FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
174 fghClearCallBacks( window );
175 SET_WCB( *window, Destroy, destroy );
180 * Function to close down all the windows in the "WindowsToDestroy" list
182 void fgCloseWindows( )
184 while( fgStructure.WindowsToDestroy.First )
186 SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;
187 fgDestroyWindow( window_ptr->window );
188 fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );
194 * This function destroys a window and all of its subwindows. Actually,
195 * another function, defined in freeglut_window.c is called, but this is
196 * a whole different story...
198 void fgDestroyWindow( SFG_Window* window )
200 FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
203 while( window->Children.First )
204 fgDestroyWindow( ( SFG_Window * )window->Children.First );
207 SFG_Window *activeWindow = fgStructure.CurrentWindow;
208 INVOKE_WCB( *window, Destroy, ( ) );
209 fgSetWindow( activeWindow );
213 fgListRemove( &window->Parent->Children, &window->Node );
215 fgListRemove( &fgStructure.Windows, &window->Node );
217 if( window->ActiveMenu )
218 fgDeactivateMenu( window );
220 fghClearCallBacks( window );
221 fgCloseWindow( window );
222 #if TARGET_HOST_UNIX_X11
223 if (window->Window.FBConfig != NULL)
225 XFree( window->Window.FBConfig );
229 if( fgStructure.CurrentWindow == window )
230 fgStructure.CurrentWindow = NULL;
234 * This is a helper static function that removes a menu (given its pointer)
235 * from any windows that can be accessed from a given parent...
237 static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
239 SFG_Window *subWindow;
242 /* Check whether this is the active menu in the window */
243 if ( menu == window->ActiveMenu )
244 window->ActiveMenu = NULL ;
247 * Check if the menu is attached to the current window,
248 * if so, have it detached (by overwriting with a NULL):
250 for( i = 0; i < FREEGLUT_MAX_MENUS; i++ )
251 if( window->Menu[ i ] == menu )
252 window->Menu[ i ] = NULL;
254 /* Call this function for all of the window's children recursively: */
255 for( subWindow = (SFG_Window *)window->Children.First;
257 subWindow = (SFG_Window *)subWindow->Node.Next)
258 fghRemoveMenuFromWindow( subWindow, menu );
262 * This is a static helper function that removes menu references
263 * from another menu, given two pointers to them...
265 static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
267 SFG_MenuEntry *entry;
269 for( entry = (SFG_MenuEntry *)from->Entries.First;
271 entry = ( SFG_MenuEntry * )entry->Node.Next )
272 if( entry->SubMenu == menu )
273 entry->SubMenu = NULL;
277 * This function destroys a menu specified by the parameter. All menus
278 * and windows are updated to make sure no ill pointers hang around.
280 void fgDestroyMenu( SFG_Menu* menu )
285 FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu",
288 /* First of all, have all references to this menu removed from all windows: */
289 for( window = (SFG_Window *)fgStructure.Windows.First;
291 window = (SFG_Window *)window->Node.Next )
292 fghRemoveMenuFromWindow( window, menu );
294 /* Now proceed with removing menu entries that lead to this menu */
295 for( from = ( SFG_Menu * )fgStructure.Menus.First;
297 from = ( SFG_Menu * )from->Node.Next )
298 fghRemoveMenuFromMenu( from, menu );
301 * If the programmer defined a destroy callback, call it
302 * A. Donev: But first make this the active menu
306 SFG_Menu *activeMenu=fgStructure.CurrentMenu;
307 fgStructure.CurrentMenu = menu;
309 fgStructure.CurrentMenu = activeMenu;
313 * Now we are pretty sure the menu is not used anywhere
314 * and that we can remove all of its entries
316 while( menu->Entries.First )
318 SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;
320 fgListRemove( &menu->Entries, &entry->Node );
329 if( fgStructure.CurrentWindow == menu->Window )
331 fgDestroyWindow( menu->Window );
332 fgListRemove( &fgStructure.Menus, &menu->Node );
333 if( fgStructure.CurrentMenu == menu )
334 fgStructure.CurrentMenu = NULL;
340 * This function should be called on glutInit(). It will prepare the internal
341 * structure of freeglut to be used in the application. The structure will be
342 * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
343 * case further use of freeglut should be preceeded with a glutInit() call.
345 void fgCreateStructure( void )
348 * We will be needing two lists: the first containing windows,
349 * and the second containing the user-defined menus.
350 * Also, no current window/menu is set, as none has been created yet.
353 fgListInit(&fgStructure.Windows);
354 fgListInit(&fgStructure.Menus);
355 fgListInit(&fgStructure.WindowsToDestroy);
357 fgStructure.CurrentWindow = NULL;
358 fgStructure.CurrentMenu = NULL;
359 fgStructure.MenuContext = NULL;
360 fgStructure.GameModeWindow = NULL;
361 fgStructure.WindowID = 0;
362 fgStructure.MenuID = 0;
366 * This function is automatically called on glutMainLoop() return.
367 * It should deallocate and destroy all remnants of previous
368 * glutInit()-enforced structure initialization...
370 void fgDestroyStructure( void )
372 /* Clean up the WindowsToDestroy list. */
375 /* Make sure all windows and menus have been deallocated */
376 while( fgStructure.Menus.First )
377 fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
379 while( fgStructure.Windows.First )
380 fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
384 * Helper function to enumerate through all registered top-level windows
386 void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
390 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
391 "Enumerator or callback missing from window enumerator call",
394 /* Check every of the top-level windows */
395 for( window = ( SFG_Window * )fgStructure.Windows.First;
397 window = ( SFG_Window * )window->Node.Next )
399 enumCallback( window, enumerator );
400 if( enumerator->found )
406 * Helper function to enumerate through all a window's subwindows
407 * (single level descent)
409 void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
410 SFG_Enumerator* enumerator )
414 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
415 "Enumerator or callback missing from subwindow enumerator call",
416 "fgEnumSubWindows" );
417 FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
419 for( child = ( SFG_Window * )window->Children.First;
421 child = ( SFG_Window * )child->Node.Next )
423 enumCallback( child, enumerator );
424 if( enumerator->found )
430 * A static helper function to look for a window given its handle
432 static void fghcbWindowByHandle( SFG_Window *window,
433 SFG_Enumerator *enumerator )
435 if ( enumerator->found )
438 /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
439 if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
441 enumerator->found = GL_TRUE;
442 enumerator->data = window;
447 /* Otherwise, check this window's children */
448 fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
452 * fgWindowByHandle returns a (SFG_Window *) value pointing to the
453 * first window in the queue matching the specified window handle.
454 * The function is defined in freeglut_structure.c file.
456 SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
458 SFG_Enumerator enumerator;
460 /* This is easy and makes use of the windows enumeration defined above */
461 enumerator.found = GL_FALSE;
462 enumerator.data = (void *)hWindow;
463 fgEnumWindows( fghcbWindowByHandle, &enumerator );
465 if( enumerator.found )
466 return( SFG_Window *) enumerator.data;
471 * A static helper function to look for a window given its ID
473 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
475 /* Make sure we do not overwrite our precious results... */
476 if( enumerator->found )
479 /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
480 if( window->ID == *( int *)(enumerator->data) )
482 enumerator->found = GL_TRUE;
483 enumerator->data = window;
488 /* Otherwise, check this window's children */
489 fgEnumSubWindows( window, fghcbWindowByID, enumerator );
493 * This function is similiar to the previous one, except it is
494 * looking for a specified (sub)window identifier. The function
495 * is defined in freeglut_structure.c file.
497 SFG_Window* fgWindowByID( int windowID )
499 SFG_Enumerator enumerator;
501 /* Uses a method very similiar for fgWindowByHandle... */
502 enumerator.found = GL_FALSE;
503 enumerator.data = ( void * )&windowID;
504 fgEnumWindows( fghcbWindowByID, &enumerator );
505 if( enumerator.found )
506 return ( SFG_Window * )enumerator.data;
511 * Looks up a menu given its ID. This is easier that fgWindowByXXX
512 * as all menus are placed in one doubly linked list...
514 SFG_Menu* fgMenuByID( int menuID )
516 SFG_Menu *menu = NULL;
518 /* It's enough to check all entries in fgStructure.Menus... */
519 for( menu = (SFG_Menu *)fgStructure.Menus.First;
521 menu = (SFG_Menu *)menu->Node.Next )
522 if( menu->ID == menuID )
530 void fgListInit(SFG_List *list)
536 void fgListAppend(SFG_List *list, SFG_Node *node)
540 SFG_Node *ln = (SFG_Node *) list->Last;
554 void fgListRemove(SFG_List *list, SFG_Node *node)
557 ( ( SFG_Node * )node->Next )->Prev = node->Prev;
559 ( ( SFG_Node * )node->Prev )->Next = node->Next;
560 if( ( ( SFG_Node * )list->First ) == node )
561 list->First = node->Next;
562 if( ( ( SFG_Node * )list->Last ) == node )
563 list->Last = node->Prev;
566 int fgListLength(SFG_List *list)
571 for( node =( SFG_Node * )list->First;
573 node = ( SFG_Node * )node->Next )
580 void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)
584 if( (node->Next = next) )
595 if( (node->Prev = prev) )
601 /*** END OF FILE ***/