#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
window->IsMenu = isMenu;
+ window->State.IgnoreKeyRepeat = GL_FALSE;
+ window->State.KeyRepeating = GL_FALSE;
+
/*
* Open the window now. The fgOpenWindow() function is system
* dependant, and resides in freeglut_window.c. Uses fgState.
* to ensure that they are no longer called after this point.
*/
{
- void *destroy = FETCH_WCB( *window, Destroy );
+ FGCBDestroy destroy = FETCH_WCB( *window, Destroy );
fgClearCallBacks( window );
SET_WCB( *window, Destroy, destroy );
}
{
SFG_Window *window;
SFG_Menu *from;
- SFG_MenuEntry *entry;
assert( menu );
freeglut_assert_ready;
* Now we are pretty sure the menu is not used anywhere
* and that we can remove all of its entries
*/
- while( entry = ( SFG_MenuEntry * )menu->Entries.First )
+ while( menu->Entries.First )
{
+ SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;
+
fgListRemove( &menu->Entries, &entry->Node );
if( entry->Text )
entry->Text = NULL;
free( entry );
- entry = NULL;
}
if( fgStructure.Window == menu->Window )
*/
while( fgStructure.Menus.First )
fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
-
+
while( fgStructure.Windows.First )
fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
}
/*
* Check the window's handle. Hope this works. Looks ugly. That's for sure.
*/
- if( window->ID == ( int )(enumerator->data) ) /* XXX int/ptr conversion! */
+ if( window->ID == *( int *)(enumerator->data) )
{
enumerator->found = GL_TRUE;
enumerator->data = window;
* Uses a method very similiar for fgWindowByHandle...
*/
enumerator.found = GL_FALSE;
- enumerator.data = ( void * )windowID; /* XXX int/pointer conversion! */
+ enumerator.data = ( void * )&windowID;
fgEnumWindows( fghcbWindowByID, &enumerator );
if( enumerator.found )
return ( SFG_Window * )enumerator.data;
void fgListAppend(SFG_List *list, SFG_Node *node)
{
- SFG_Node *ln;
-
- if ( ln = (SFG_Node *)list->Last )
+ if ( list->Last )
{
+ SFG_Node *ln = (SFG_Node *) list->Last;
ln->Next = node;
node->Prev = ln;
}
void fgListRemove(SFG_List *list, SFG_Node *node)
{
- SFG_Node *ln;
-
- if( ln = (SFG_Node *)node->Next )
- ln->Prev = node->Prev;
- if( ln = (SFG_Node *)node->Prev )
- ln->Next = node->Next;
- if( (ln = (SFG_Node *)list->First) == node )
+ if( node->Next )
+ ( ( SFG_Node * )node->Next )->Prev = node->Prev;
+ if( node->Prev )
+ ( ( SFG_Node * )node->Prev )->Next = node->Next;
+ if( ( ( SFG_Node * )list->First ) == node )
list->First = node->Next;
- if( (ln = (SFG_Node *)list->Last) == node )
+ if( ( ( SFG_Node * )list->Last ) == node )
list->Last = node->Prev;
}