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 fgInitCallBacks( SFG_Window *window )
58 for( i = 0; i < TOTAL_CALLBACKS; ++i )
59 window->CallBacks[ i ] = NULL;
63 * This private function creates, opens and adds to the hierarchy
64 * a freeglut window complete with OpenGL context and stuff...
66 * If parent is set to NULL, the window created will be a topmost one.
68 SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
69 int x, int y, int w, int h, GLboolean gameMode )
72 * Have the window object created
74 SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
77 fgInitCallBacks( window );
80 * If the freeglut internals haven't been initialized yet,
81 * do it now. Hack's idea courtesy of Chris Purnell...
83 if( !fgState.Time.Set )
84 glutInit( &fakeArgc, NULL );
87 * Initialize the object properties
89 window->ID = ++fgStructure.WindowID;
91 fgListInit( &window->Children );
94 fgListAppend( &parent->Children, &window->Node );
95 window->Parent = parent;
98 fgListAppend( &fgStructure.Windows, &window->Node );
101 * Set the default mouse cursor and reset the modifiers value
103 window->State.Cursor = GLUT_CURSOR_INHERIT;
104 window->State.Modifiers = 0xffffffff;
106 window->IsMenu = fgState.BuildingAMenu ;
109 * Open the window now. The fgOpenWindow() function is system
110 * dependant, and resides in freeglut_window.c. Uses fgState.
112 fgOpenWindow( window, title, x, y, w, h, gameMode,
113 (parent != NULL) ? TRUE : FALSE );
119 * This private function creates a menu and adds it to the menus list
121 SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
123 int x = 100, y = 100, w = 100, h = 100 ;
124 SFG_Window *current_window = fgStructure.Window ;
127 * Have the menu object created
129 SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
133 * If the freeglut internals haven't been initialized yet,
134 * do it now. Hack's idea courtesy of Chris Purnell...
136 if( !fgState.Time.Set )
137 glutInit( &fakeArgc, NULL );
139 menu->ParentWindow = fgStructure.Window ;
142 * Create a window for the menu to reside in. Set the
143 * global variable BuildingAMenu to true so we can ensure
144 * it is created without decorations.
146 fgState.BuildingAMenu = TRUE ;
148 fgCreateWindow ( NULL, NULL, x, y, w, h, FALSE ) ;
149 menu->Window = fgStructure.Window ;
150 glutDisplayFunc ( fgDisplayMenu ) ;
153 * While BuildingAMenu is true, all windows built have no decorations.
154 * That's not a good default behavior, so let's set it false again.
156 fgState.BuildingAMenu = FALSE ;
158 glutHideWindow () ; /* Hide the window for now */
159 fgSetWindow ( current_window ) ;
162 * Initialize the object properties:
164 menu->ID = ++fgStructure.MenuID;
165 menu->Callback = menuCallback;
166 menu->ActiveEntry = NULL ;
168 fgListInit( &menu->Entries );
169 fgListAppend( &fgStructure.Menus, &menu->Node );
172 * Newly created menus implicitly become current ones
174 fgStructure.Menu = menu;
180 * Linked list of windows to destroy ... this is so we don't destroy a
181 * window from the middle of its callback. Some C compilers take an
182 * extremely dim view of this.
185 static SFG_WindowList* WindowsToDestroy = (SFG_WindowList*)NULL ;
188 * Function to add a window to the linked list of windows to destroy.
189 * Subwindows are automatically added because they hang from the window
192 void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose )
194 SFG_WindowList *new_list_entry =
195 (SFG_WindowList*)malloc ( sizeof(SFG_WindowList) ) ;
196 new_list_entry->window = window ;
197 new_list_entry->needToClose = needToClose ;
198 new_list_entry->next = WindowsToDestroy ;
199 WindowsToDestroy = new_list_entry ;
202 * Check if the window is the current one...
204 if ( fgStructure.Window == window )
205 fgStructure.Window = NULL;
208 * If the destroyed window has the highest window ID number, decrement
209 * the window ID number.
211 * XXX Do we REALLY want to *ever* recycle window IDs? Integers are
212 * XXX plentiful, and clients may rely upon the implied promise in
213 * XXX the GLUT docs to not recycle these. (I can't remember if it
216 * XXX If we *do* want to do this, we should actually recompute the
217 * XXX highest window-ID; the new highest may not in fact be one less
218 * XXX than what we have just deleted.
220 if ( window->ID == fgStructure.WindowID )
221 fgStructure.WindowID-- ;
224 * Check the execution state. If this has been called from
225 * "glutDestroyWindow", a statement in that function will reset the
226 * "ExecState" after this function returns.
228 if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
231 * Set the execution state flag to drop out of the main loop.
233 if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
234 fgState.ExecState = GLUT_EXEC_STATE_STOP ;
239 * Function to close down all the windows in the "WindowsToDestroy" list
241 void fgCloseWindows ()
243 SFG_WindowList *window_ptr = WindowsToDestroy ;
244 WindowsToDestroy = (SFG_WindowList*)NULL ;
245 /* In case the destroy callbacks cause more windows to be closed */
249 SFG_WindowList *next = window_ptr->next ;
250 fgDestroyWindow ( window_ptr->window, window_ptr->needToClose ) ;
251 free ( window_ptr ) ;
256 window_ptr = WindowsToDestroy ;
257 WindowsToDestroy = (SFG_WindowList*)NULL ;
263 * This function destroys a window and all of its subwindows. Actually,
264 * another function, defined in freeglut_window.c is called, but this is
265 * a whole different story...
267 void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
269 SFG_Window* subWindow;
272 assert( window != NULL );
273 freeglut_assert_ready;
275 while ( (subWindow = (SFG_Window *)window->Children.First) != NULL )
276 fgDestroyWindow( subWindow, needToClose );
279 * XXX Since INVOKE_WCB() tests the function pointer, why not make
280 * XXX this unconditional? Overhead is close to nil, and it would
281 * XXX clarify the code by omitting a conditional test.
283 if ( FETCH_WCB( *window, Destroy ) )
285 SFG_Window *activeWindow = fgStructure.Window ;
286 INVOKE_WCB( *window, Destroy, ( ) );
287 fgSetWindow ( activeWindow ) ;
290 if ( window->Parent != NULL )
291 fgListRemove( &window->Parent->Children, &window->Node );
293 fgListRemove( &fgStructure.Windows, &window->Node );
295 if ( window->ActiveMenu != NULL )
296 fgDeactivateMenu ( window ) ;
298 for ( menu_index = 0; menu_index < 3; menu_index ++ )
300 if ( window->Menu[menu_index] != NULL )
301 window->Menu[menu_index]->ParentWindow = NULL ;
304 if( needToClose == TRUE )
305 fgCloseWindow( window );
307 if ( fgStructure.Window == window )
308 fgStructure.Window = NULL ;
312 * This is a helper static function that removes a menu (given its pointer)
313 * from any windows that can be accessed from a given parent...
315 static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
317 SFG_Window *subWindow;
321 * Check if the menu is attached to the current window,
322 * if so, have it detached (by overwriting with a NULL):
325 if( window->Menu[ i ] == menu )
326 window->Menu[ i ] = NULL;
329 * Call this function for all of the window's children recursively:
331 for( subWindow = (SFG_Window *)window->Children.First; subWindow;
332 subWindow = (SFG_Window *)subWindow->Node.Next)
333 fghRemoveMenuFromWindow( subWindow, menu );
337 * This is a static helper function that removes menu references
338 * from another menu, given two pointers to them...
340 static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
342 SFG_MenuEntry *entry;
344 for( entry = (SFG_MenuEntry *)from->Entries.First;
346 entry = (SFG_MenuEntry *)entry->Node.Next )
347 if (entry->SubMenu == menu)
348 entry->SubMenu = NULL;
352 * This function destroys a menu specified by the parameter. All menus
353 * and windows are updated to make sure no ill pointers hang around.
355 void fgDestroyMenu( SFG_Menu* menu )
359 SFG_MenuEntry *entry;
361 assert( menu != NULL );
362 freeglut_assert_ready;
365 * First of all, have all references to this menu removed from all windows:
367 for( window = (SFG_Window *)fgStructure.Windows.First;
369 window = (SFG_Window *)window->Node.Next )
370 fghRemoveMenuFromWindow( window, menu );
373 * Now proceed with removing menu entries that lead to this menu
375 for( from = (SFG_Menu *)fgStructure.Menus.First;
377 from = (SFG_Menu *)from->Node.Next )
378 fghRemoveMenuFromMenu( from, menu );
381 * If the programmer defined a destroy callback, call it
382 * A. Donev: But first make this the active menu
384 if ( menu->Destroy != NULL )
386 SFG_Menu *activeMenu=fgStructure.Menu;
387 fgStructure.Menu = menu;
389 fgStructure.Menu = activeMenu;
393 * Now we are pretty sure the menu is not used anywhere
394 * and that we can remove all of its entries
396 while( (entry = (SFG_MenuEntry *)menu->Entries.First) != NULL )
398 fgListRemove(&menu->Entries, &entry->Node);
408 if ( fgStructure.Window == menu->Window )
409 fgSetWindow ( menu->ParentWindow ) ;
410 fgDestroyWindow ( menu->Window, TRUE ) ;
411 fgListRemove( &fgStructure.Menus, &menu->Node );
412 if( fgStructure.Menu == menu )
413 fgStructure.Menu = NULL;
419 * This function should be called on glutInit(). It will prepare the internal
420 * structure of freeglut to be used in the application. The structure will be
421 * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
422 * case further use of freeglut should be preceeded with a glutInit() call.
424 void fgCreateStructure( void )
427 * We will be needing two lists: the first containing windows,
428 * and the second containing the user-defined menus.
429 * Also, no current window/menu is set, as none has been created yet.
432 fgListInit(&fgStructure.Windows);
433 fgListInit(&fgStructure.Menus);
437 * This function is automatically called on glutMainLoop() return.
438 * It should deallocate and destroy all remnants of previous
439 * glutInit()-enforced structure initialization...
441 void fgDestroyStructure( void )
446 freeglut_assert_ready;
449 * Make sure all windows and menus have been deallocated
451 while( (menu = (SFG_Menu *)fgStructure.Menus.First) != NULL )
452 fgDestroyMenu( menu );
454 while( (window = (SFG_Window *)fgStructure.Windows.First) != NULL )
455 fgDestroyWindow( window, TRUE );
459 * Helper function to enumerate through all registered top-level windows
461 void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
465 assert( (enumCallback != NULL) && (enumerator != NULL) );
466 freeglut_assert_ready;
469 * Check every of the top-level windows
471 for( window = (SFG_Window *)fgStructure.Windows.First;
473 window = (SFG_Window *)window->Node.Next )
475 enumCallback( window, enumerator );
476 if( enumerator->found == TRUE )
482 * Helper function to enumerate through all a window's subwindows
483 * (single level descent)
485 void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
486 SFG_Enumerator* enumerator )
490 assert( (enumCallback != NULL) && (enumerator != NULL) );
491 freeglut_assert_ready;
493 for( child = (SFG_Window *)window->Children.First;
495 child = (SFG_Window *)child->Node.Next )
497 enumCallback( child, enumerator );
498 if( enumerator->found == TRUE )
504 * A static helper function to look for a window given its handle
506 static void fghcbWindowByHandle( SFG_Window *window,
507 SFG_Enumerator *enumerator )
509 freeglut_return_if_fail( enumerator->found == FALSE );
511 #if TARGET_HOST_UNIX_X11
512 #define WBHANDLE (Window)
513 #elif TARGET_HOST_WIN32
514 #define WBHANDLE (HWND)
518 * Check the window's handle. Hope this works. Looks ugly. That's for sure.
520 if( window->Window.Handle == WBHANDLE (enumerator->data) )
522 enumerator->found = TRUE;
523 enumerator->data = window;
529 * Otherwise, check this window's children
531 fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
537 * fgWindowByHandle returns a (SFG_Window *) value pointing to the
538 * first window in the queue matching the specified window handle.
539 * The function is defined in freeglut_structure.c file.
541 SFG_Window* fgWindowByHandle
542 #if TARGET_HOST_UNIX_X11
544 #elif TARGET_HOST_WIN32
548 SFG_Enumerator enumerator;
551 * This is easy and makes use of the windows enumeration defined above
553 enumerator.found = FALSE;
554 enumerator.data = (void *)hWindow;
555 fgEnumWindows( fghcbWindowByHandle, &enumerator );
557 if( enumerator.found == TRUE )
558 return( SFG_Window *) enumerator.data;
563 * A static helper function to look for a window given its ID
565 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
568 * Make sure we do not overwrite our precious results...
570 freeglut_return_if_fail( enumerator->found == FALSE );
573 * Check the window's handle. Hope this works. Looks ugly. That's for sure.
575 if( window->ID == (int) (enumerator->data) ) /* XXX int/ptr conversion! */
577 enumerator->found = TRUE;
578 enumerator->data = window;
584 * Otherwise, check this window's children
586 fgEnumSubWindows( window, fghcbWindowByID, enumerator );
590 * This function is similiar to the previous one, except it is
591 * looking for a specified (sub)window identifier. The function
592 * is defined in freeglut_structure.c file.
594 SFG_Window* fgWindowByID( int windowID )
596 SFG_Enumerator enumerator;
599 * Uses a method very similiar for fgWindowByHandle...
601 enumerator.found = FALSE;
602 enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */
603 fgEnumWindows( fghcbWindowByID, &enumerator );
604 if( enumerator.found == TRUE )
605 return( SFG_Window *) enumerator.data;
610 * Looks up a menu given its ID. This is easier that fgWindowByXXX
611 * as all menus are placed in a single doubly linked list...
613 SFG_Menu* fgMenuByID( int menuID )
615 SFG_Menu *menu = NULL;
617 freeglut_assert_ready;
620 * It's enough to check all entries in fgStructure.Menus...
622 for( menu = (SFG_Menu *)fgStructure.Menus.First;
624 menu = (SFG_Menu *)menu->Node.Next )
625 if( menu->ID == menuID )
633 void fgListInit(SFG_List *list)
639 void fgListAppend(SFG_List *list, SFG_Node *node)
643 if ( (ln = (SFG_Node *)list->Last) != NULL )
658 void fgListRemove(SFG_List *list, SFG_Node *node)
662 if ( (ln = (SFG_Node *)node->Next) != NULL )
663 ln->Prev = node->Prev;
664 if ( (ln = (SFG_Node *)node->Prev) != NULL )
665 ln->Next = node->Next;
666 if ( (ln = (SFG_Node *)list->First) == node )
667 list->First = node->Next;
668 if ( (ln = (SFG_Node *)list->Last) == node )
669 list->Last = node->Prev;
672 int fgListLength(SFG_List *list)
677 for( node = (SFG_Node *)list->First; node; node = (SFG_Node *)node->Next )
683 /*** END OF FILE ***/