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 #include "../include/GL/freeglut.h"
33 #include "freeglut_internal.h"
36 /* -- GLOBAL EXPORTS ------------------------------------------------------- */
39 * The SFG_Structure container holds information about windows and menus
40 * created between glutInit() and glutMainLoop() return.
43 SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */
44 { NULL, NULL }, /* The list of menus */
45 NULL, /* The current window */
46 NULL, /* The current menu */
47 NULL, /* The menu OpenGL context */
48 NULL, /* The game mode window */
49 0, /* The current new window ID */
50 0 }; /* The current new menu ID */
53 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
55 void fgClearCallBacks( SFG_Window *window )
60 for( i = 0; i < TOTAL_CALLBACKS; ++i )
61 window->CallBacks[ i ] = NULL;
66 * This private function creates, opens and adds to the hierarchy
67 * a freeglut window complete with OpenGL context and stuff...
69 * If parent is set to NULL, the window created will be a topmost one.
71 SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
72 int x, int y, int w, int h,
73 GLboolean gameMode, GLboolean isMenu )
76 * Have the window object created
78 SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
81 fgClearCallBacks( window );
84 * If the freeglut internals haven't been initialized yet,
85 * do it now. Hack's idea courtesy of Chris Purnell...
87 if( !fgState.Initialised )
88 glutInit( &fakeArgc, NULL );
91 * Initialize the object properties
93 window->ID = ++fgStructure.WindowID;
95 fgListInit( &window->Children );
98 fgListAppend( &parent->Children, &window->Node );
99 window->Parent = parent;
102 fgListAppend( &fgStructure.Windows, &window->Node );
105 * Set the default mouse cursor and reset the modifiers value
107 window->State.Cursor = GLUT_CURSOR_INHERIT;
109 window->IsMenu = isMenu;
112 * Open the window now. The fgOpenWindow() function is system
113 * dependant, and resides in freeglut_window.c. Uses fgState.
115 fgOpenWindow( window, title, x, y, w, h, gameMode,
116 parent ? GL_TRUE : GL_FALSE );
122 * This private function creates a menu and adds it to the menus list
124 SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
126 int x = 100, y = 100, w = 100, h = 100;
127 SFG_Window *current_window = fgStructure.Window;
130 * Have the menu object created
132 SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
136 * If the freeglut internals haven't been initialized yet,
137 * do it now. Hack's idea courtesy of Chris Purnell...
139 if( !fgState.Initialised )
140 glutInit( &fakeArgc, NULL );
142 menu->ParentWindow = fgStructure.Window;
145 * Create a window for the menu to reside in.
148 fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE, GL_TRUE );
149 menu->Window = fgStructure.Window;
150 glutDisplayFunc( fgDisplayMenu );
152 glutHideWindow( ); /* Hide the window for now */
153 fgSetWindow( current_window );
156 * Initialize the object properties:
158 menu->ID = ++fgStructure.MenuID;
159 menu->Callback = menuCallback;
160 menu->ActiveEntry = NULL;
162 fgListInit( &menu->Entries );
163 fgListAppend( &fgStructure.Menus, &menu->Node );
166 * Newly created menus implicitly become current ones
168 fgStructure.Menu = menu;
174 * Linked list of windows to destroy ... this is so we don't destroy a
175 * window from the middle of its callback. Some C compilers take an
176 * extremely dim view of this.
179 static SFG_WindowList* WindowsToDestroy = ( SFG_WindowList* )NULL;
182 * Function to add a window to the linked list of windows to destroy.
183 * Subwindows are automatically added because they hang from the window
186 void fgAddToWindowDestroyList( SFG_Window* window )
188 SFG_WindowList *new_list_entry =
189 ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
190 new_list_entry->window = window;
191 new_list_entry->next = WindowsToDestroy;
192 WindowsToDestroy = new_list_entry;
195 * Check if the window is the current one...
197 if( fgStructure.Window == window )
198 fgStructure.Window = NULL;
201 * Clear all window callbacks except Destroy, which will
202 * be invoked later. Right now, we are potentially carrying
203 * out a freeglut operation at the behest of a client callback,
204 * so we are reluctant to re-enter the client with the Destroy
205 * callback, right now. The others are all wiped out, however,
206 * to ensure that they are no longer called after this point.
209 void *destroy = FETCH_WCB( *window, Destroy );
210 fgClearCallBacks( window );
211 FETCH_WCB( *window, Destroy ) = destroy;
216 * Function to close down all the windows in the "WindowsToDestroy" list
218 void fgCloseWindows( )
220 SFG_WindowList *window_ptr = WindowsToDestroy;
221 WindowsToDestroy = ( SFG_WindowList* )NULL;
222 /* In case the destroy callbacks cause more windows to be closed */
226 SFG_WindowList *next = window_ptr->next;
227 fgDestroyWindow( window_ptr->window );
233 window_ptr = WindowsToDestroy;
234 WindowsToDestroy = ( SFG_WindowList* )NULL;
240 * This function destroys a window and all of its subwindows. Actually,
241 * another function, defined in freeglut_window.c is called, but this is
242 * a whole different story...
244 void fgDestroyWindow( SFG_Window* window )
246 SFG_Window* subWindow;
250 freeglut_assert_ready;
252 while( subWindow = ( SFG_Window * )window->Children.First )
253 fgDestroyWindow( subWindow );
256 SFG_Window *activeWindow = fgStructure.Window ;
257 INVOKE_WCB( *window, Destroy, ( ) );
258 fgSetWindow ( activeWindow );
262 fgListRemove( &window->Parent->Children, &window->Node );
264 fgListRemove( &fgStructure.Windows, &window->Node );
266 if( window->ActiveMenu )
267 fgDeactivateMenu( window );
269 for ( menu_index = 0; menu_index < 3; menu_index ++ )
271 if ( window->Menu[menu_index] )
272 window->Menu[menu_index]->ParentWindow = NULL ;
275 fgClearCallBacks( window );
276 fgCloseWindow( window );
278 if( fgStructure.Window == window )
279 fgStructure.Window = NULL;
283 * This is a helper static function that removes a menu (given its pointer)
284 * from any windows that can be accessed from a given parent...
286 static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
288 SFG_Window *subWindow;
292 * Check if the menu is attached to the current window,
293 * if so, have it detached (by overwriting with a NULL):
295 for( i = 0; i < 3; i++ )
296 if( window->Menu[ i ] == menu )
297 window->Menu[ i ] = NULL;
300 * Call this function for all of the window's children recursively:
302 for( subWindow = (SFG_Window *)window->Children.First;
304 subWindow = (SFG_Window *)subWindow->Node.Next)
305 fghRemoveMenuFromWindow( subWindow, menu );
309 * This is a static helper function that removes menu references
310 * from another menu, given two pointers to them...
312 static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
314 SFG_MenuEntry *entry;
316 for( entry = (SFG_MenuEntry *)from->Entries.First;
318 entry = ( SFG_MenuEntry * )entry->Node.Next )
319 if( entry->SubMenu == menu )
320 entry->SubMenu = NULL;
324 * This function destroys a menu specified by the parameter. All menus
325 * and windows are updated to make sure no ill pointers hang around.
327 void fgDestroyMenu( SFG_Menu* menu )
331 SFG_MenuEntry *entry;
334 freeglut_assert_ready;
337 * First of all, have all references to this menu removed from all windows:
339 for( window = (SFG_Window *)fgStructure.Windows.First;
341 window = (SFG_Window *)window->Node.Next )
342 fghRemoveMenuFromWindow( window, menu );
345 * Now proceed with removing menu entries that lead to this menu
347 for( from = ( SFG_Menu * )fgStructure.Menus.First;
349 from = ( SFG_Menu * )from->Node.Next )
350 fghRemoveMenuFromMenu( from, menu );
353 * If the programmer defined a destroy callback, call it
354 * A. Donev: But first make this the active menu
358 SFG_Menu *activeMenu=fgStructure.Menu;
359 fgStructure.Menu = menu;
361 fgStructure.Menu = activeMenu;
365 * Now we are pretty sure the menu is not used anywhere
366 * and that we can remove all of its entries
368 while( entry = ( SFG_MenuEntry * )menu->Entries.First )
370 fgListRemove( &menu->Entries, &entry->Node );
380 if( fgStructure.Window == menu->Window )
381 fgSetWindow( menu->ParentWindow );
382 fgDestroyWindow( menu->Window );
383 fgListRemove( &fgStructure.Menus, &menu->Node );
384 if( fgStructure.Menu == menu )
385 fgStructure.Menu = NULL;
391 * This function should be called on glutInit(). It will prepare the internal
392 * structure of freeglut to be used in the application. The structure will be
393 * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
394 * case further use of freeglut should be preceeded with a glutInit() call.
396 void fgCreateStructure( void )
399 * We will be needing two lists: the first containing windows,
400 * and the second containing the user-defined menus.
401 * Also, no current window/menu is set, as none has been created yet.
404 fgListInit(&fgStructure.Windows);
405 fgListInit(&fgStructure.Menus);
409 * This function is automatically called on glutMainLoop() return.
410 * It should deallocate and destroy all remnants of previous
411 * glutInit()-enforced structure initialization...
413 void fgDestroyStructure( void )
418 freeglut_assert_ready;
421 * Make sure all windows and menus have been deallocated
423 while( menu = ( SFG_Menu * )fgStructure.Menus.First )
424 fgDestroyMenu( menu );
426 while( window = ( SFG_Window * )fgStructure.Windows.First )
427 fgDestroyWindow( window );
431 * Helper function to enumerate through all registered top-level windows
433 void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
437 assert( enumCallback && enumerator );
438 freeglut_assert_ready;
441 * Check every of the top-level windows
443 for( window = ( SFG_Window * )fgStructure.Windows.First;
445 window = ( SFG_Window * )window->Node.Next )
447 enumCallback( window, enumerator );
448 if( enumerator->found )
454 * Helper function to enumerate through all a window's subwindows
455 * (single level descent)
457 void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
458 SFG_Enumerator* enumerator )
462 assert( enumCallback && enumerator );
463 freeglut_assert_ready;
465 for( child = ( SFG_Window * )window->Children.First;
467 child = ( SFG_Window * )child->Node.Next )
469 enumCallback( child, enumerator );
470 if( enumerator->found )
476 * A static helper function to look for a window given its handle
478 static void fghcbWindowByHandle( SFG_Window *window,
479 SFG_Enumerator *enumerator )
481 if ( enumerator->found )
485 * Check the window's handle. Hope this works. Looks ugly. That's for sure.
487 if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
489 enumerator->found = GL_TRUE;
490 enumerator->data = window;
496 * Otherwise, check this window's children
498 fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
502 * fgWindowByHandle returns a (SFG_Window *) value pointing to the
503 * first window in the queue matching the specified window handle.
504 * The function is defined in freeglut_structure.c file.
506 SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
508 SFG_Enumerator enumerator;
511 * This is easy and makes use of the windows enumeration defined above
513 enumerator.found = GL_FALSE;
514 enumerator.data = (void *)hWindow;
515 fgEnumWindows( fghcbWindowByHandle, &enumerator );
517 if( enumerator.found )
518 return( SFG_Window *) enumerator.data;
523 * A static helper function to look for a window given its ID
525 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
528 * Make sure we do not overwrite our precious results...
530 if ( enumerator->found )
534 * Check the window's handle. Hope this works. Looks ugly. That's for sure.
536 if( window->ID == (int) (enumerator->data) ) /* XXX int/ptr conversion! */
538 enumerator->found = GL_TRUE;
539 enumerator->data = window;
545 * Otherwise, check this window's children
547 fgEnumSubWindows( window, fghcbWindowByID, enumerator );
551 * This function is similiar to the previous one, except it is
552 * looking for a specified (sub)window identifier. The function
553 * is defined in freeglut_structure.c file.
555 SFG_Window* fgWindowByID( int windowID )
557 SFG_Enumerator enumerator;
560 * Uses a method very similiar for fgWindowByHandle...
562 enumerator.found = GL_FALSE;
563 enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */
564 fgEnumWindows( fghcbWindowByID, &enumerator );
565 if( enumerator.found )
566 return( SFG_Window *) enumerator.data;
571 * Looks up a menu given its ID. This is easier that fgWindowByXXX
572 * as all menus are placed in a single doubly linked list...
574 SFG_Menu* fgMenuByID( int menuID )
576 SFG_Menu *menu = NULL;
578 freeglut_assert_ready;
581 * It's enough to check all entries in fgStructure.Menus...
583 for( menu = (SFG_Menu *)fgStructure.Menus.First;
585 menu = (SFG_Menu *)menu->Node.Next )
586 if( menu->ID == menuID )
594 void fgListInit(SFG_List *list)
600 void fgListAppend(SFG_List *list, SFG_Node *node)
604 if ( ln = (SFG_Node *)list->Last )
619 void fgListRemove(SFG_List *list, SFG_Node *node)
623 if( ln = (SFG_Node *)node->Next )
624 ln->Prev = node->Prev;
625 if( ln = (SFG_Node *)node->Prev )
626 ln->Next = node->Next;
627 if( (ln = (SFG_Node *)list->First) == node )
628 list->First = node->Next;
629 if( (ln = (SFG_Node *)list->Last) == node )
630 list->Last = node->Prev;
633 int fgListLength(SFG_List *list)
638 for( node =( SFG_Node * )list->First;
640 node = ( SFG_Node * )node->Next )
646 /*** END OF FILE ***/