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 <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, NULL }, /* Windows to Destroy list */
46 NULL, /* The current window */
47 NULL, /* The current menu */
48 NULL, /* The menu OpenGL context */
49 NULL, /* The game mode window */
50 0, /* The current new window ID */
51 0 }; /* The current new menu ID */
54 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
56 static void fghClearCallBacks( SFG_Window *window )
61 for( i = 0; i < TOTAL_CALLBACKS; ++i )
62 window->CallBacks[ i ] = NULL;
67 * This private function creates, opens and adds to the hierarchy
68 * a freeglut window complete with OpenGL context and stuff...
70 * If parent is set to NULL, the window created will be a topmost one.
72 SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
73 int x, int y, int w, int h,
74 GLboolean gameMode, GLboolean isMenu )
76 /* Have the window object created */
77 SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
79 fghClearCallBacks( window );
81 /* Initialize the object properties */
82 window->ID = ++fgStructure.WindowID;
83 window->State.OldHeight = window->State.OldWidth = -1;
85 fgListInit( &window->Children );
88 fgListAppend( &parent->Children, &window->Node );
89 window->Parent = parent;
92 fgListAppend( &fgStructure.Windows, &window->Node );
94 /* Set the default mouse cursor and reset the modifiers value */
95 window->State.Cursor = GLUT_CURSOR_INHERIT;
97 window->IsMenu = isMenu;
99 window->State.IgnoreKeyRepeat = GL_FALSE;
100 window->State.KeyRepeating = GL_FALSE;
103 * Open the window now. The fgOpenWindow() function is system
104 * dependant, and resides in freeglut_window.c. Uses fgState.
106 fgOpenWindow( window, title, x, y, w, h, gameMode,
107 parent ? GL_TRUE : GL_FALSE );
113 * This private function creates a menu and adds it to the menus list
115 SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
117 int x = 100, y = 100, w = 100, h = 100;
118 SFG_Window *current_window = fgStructure.Window;
120 /* Have the menu object created */
121 SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
123 menu->ParentWindow = fgStructure.Window;
125 /* Create a window for the menu to reside in. */
127 fgCreateWindow( NULL, "freeglut menu", x, y, w, h, GL_FALSE, GL_TRUE );
128 menu->Window = fgStructure.Window;
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.Menu = 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.Window == window )
162 fgStructure.Window = 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 = 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 )
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.Window;
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 for( menu_index = 0; menu_index < 3; menu_index ++ )
223 if( window->Menu[ menu_index ] )
224 window->Menu[ menu_index ]->ParentWindow = NULL;
226 fghClearCallBacks( window );
227 fgCloseWindow( window );
229 if( fgStructure.Window == window )
230 fgStructure.Window = 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;
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 < 3; 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.Menu;
303 fgStructure.Menu = menu;
305 fgStructure.Menu = 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.Window == menu->Window )
326 fgSetWindow( menu->ParentWindow );
327 fgDestroyWindow( menu->Window );
328 fgListRemove( &fgStructure.Menus, &menu->Node );
329 if( fgStructure.Menu == menu )
330 fgStructure.Menu = 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);
355 * This function is automatically called on glutMainLoop() return.
356 * It should deallocate and destroy all remnants of previous
357 * glutInit()-enforced structure initialization...
359 void fgDestroyStructure( void )
361 /* Clean up the WindowsToDestroy list. */
364 /* Make sure all windows and menus have been deallocated */
365 while( fgStructure.Menus.First )
366 fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
368 while( fgStructure.Windows.First )
369 fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
373 * Helper function to enumerate through all registered top-level windows
375 void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
379 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
380 "Enumerator or callback missing from window enumerator call",
383 /* Check every of the top-level windows */
384 for( window = ( SFG_Window * )fgStructure.Windows.First;
386 window = ( SFG_Window * )window->Node.Next )
388 enumCallback( window, enumerator );
389 if( enumerator->found )
395 * Helper function to enumerate through all a window's subwindows
396 * (single level descent)
398 void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
399 SFG_Enumerator* enumerator )
403 FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
404 "Enumerator or callback missing from subwindow enumerator call",
405 "fgEnumSubWindows" );
406 FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
408 for( child = ( SFG_Window * )window->Children.First;
410 child = ( SFG_Window * )child->Node.Next )
412 enumCallback( child, enumerator );
413 if( enumerator->found )
419 * A static helper function to look for a window given its handle
421 static void fghcbWindowByHandle( SFG_Window *window,
422 SFG_Enumerator *enumerator )
424 if ( enumerator->found )
427 /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
428 if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
430 enumerator->found = GL_TRUE;
431 enumerator->data = window;
436 /* Otherwise, check this window's children */
437 fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
441 * fgWindowByHandle returns a (SFG_Window *) value pointing to the
442 * first window in the queue matching the specified window handle.
443 * The function is defined in freeglut_structure.c file.
445 SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
447 SFG_Enumerator enumerator;
449 /* This is easy and makes use of the windows enumeration defined above */
450 enumerator.found = GL_FALSE;
451 enumerator.data = (void *)hWindow;
452 fgEnumWindows( fghcbWindowByHandle, &enumerator );
454 if( enumerator.found )
455 return( SFG_Window *) enumerator.data;
460 * A static helper function to look for a window given its ID
462 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
464 /* Make sure we do not overwrite our precious results... */
465 if( enumerator->found )
468 /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
469 if( window->ID == *( int *)(enumerator->data) )
471 enumerator->found = GL_TRUE;
472 enumerator->data = window;
477 /* Otherwise, check this window's children */
478 fgEnumSubWindows( window, fghcbWindowByID, enumerator );
482 * This function is similiar to the previous one, except it is
483 * looking for a specified (sub)window identifier. The function
484 * is defined in freeglut_structure.c file.
486 SFG_Window* fgWindowByID( int windowID )
488 SFG_Enumerator enumerator;
490 /* Uses a method very similiar for fgWindowByHandle... */
491 enumerator.found = GL_FALSE;
492 enumerator.data = ( void * )&windowID;
493 fgEnumWindows( fghcbWindowByID, &enumerator );
494 if( enumerator.found )
495 return ( SFG_Window * )enumerator.data;
500 * Looks up a menu given its ID. This is easier that fgWindowByXXX
501 * as all menus are placed in one doubly linked list...
503 SFG_Menu* fgMenuByID( int menuID )
505 SFG_Menu *menu = NULL;
507 /* It's enough to check all entries in fgStructure.Menus... */
508 for( menu = (SFG_Menu *)fgStructure.Menus.First;
510 menu = (SFG_Menu *)menu->Node.Next )
511 if( menu->ID == menuID )
519 void fgListInit(SFG_List *list)
525 void fgListAppend(SFG_List *list, SFG_Node *node)
529 SFG_Node *ln = (SFG_Node *) list->Last;
543 void fgListRemove(SFG_List *list, SFG_Node *node)
546 ( ( SFG_Node * )node->Next )->Prev = node->Prev;
548 ( ( SFG_Node * )node->Prev )->Next = node->Next;
549 if( ( ( SFG_Node * )list->First ) == node )
550 list->First = node->Next;
551 if( ( ( SFG_Node * )list->Last ) == node )
552 list->Last = node->Prev;
555 int fgListLength(SFG_List *list)
560 for( node =( SFG_Node * )list->First;
562 node = ( SFG_Node * )node->Next )
569 void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)
573 if( (node->Next = next) )
584 if( (node->Prev = prev) )
590 /*** END OF FILE ***/