* Subwindows are automatically added because they hang from the window
* structure.
*/
-void fgAddToWindowDestroyList( SFG_Window* window, GLboolean needToClose )
+void fgAddToWindowDestroyList( SFG_Window* window )
{
SFG_WindowList *new_list_entry =
( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
new_list_entry->window = window;
- new_list_entry->needToClose = needToClose;
new_list_entry->next = WindowsToDestroy;
WindowsToDestroy = new_list_entry;
fgClearCallBacks( window );
FETCH_WCB( *window, Destroy ) = destroy;
}
-
-
- /*
- * If the destroyed window has the highest window ID number, decrement
- * the window ID number.
- *
- * XXX Do we REALLY want to *ever* recycle window IDs? Integers are
- * XXX plentiful, and clients may rely upon the implied promise in
- * XXX the GLUT docs to not recycle these. (I can't remember if it
- * XXX is explicit.)
- *
- * XXX If we *do* want to do this, we should actually recompute the
- * XXX highest window-ID; the new highest may not in fact be one less
- * XXX than what we have just deleted.
- */
- if ( window->ID == fgStructure.WindowID )
- fgStructure.WindowID--;
-
- /*
- * Check the execution state. If this has been called from
- * "glutDestroyWindow", a statement in that function will reset the
- * "ExecState" after this function returns.
- */
- if( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
- /*
- * Set the execution state flag to drop out of the main loop.
- */
- if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
- fgState.ExecState = GLUT_EXEC_STATE_STOP;
}
/*
while( window_ptr )
{
SFG_WindowList *next = window_ptr->next;
- fgDestroyWindow( window_ptr->window, window_ptr->needToClose );
+ fgDestroyWindow( window_ptr->window );
free( window_ptr );
window_ptr = next;
* another function, defined in freeglut_window.c is called, but this is
* a whole different story...
*/
-void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
+void fgDestroyWindow( SFG_Window* window )
{
SFG_Window* subWindow;
int menu_index ;
freeglut_assert_ready;
while( subWindow = ( SFG_Window * )window->Children.First )
- fgDestroyWindow( subWindow, needToClose );
+ fgDestroyWindow( subWindow );
{
SFG_Window *activeWindow = fgStructure.Window ;
}
fgClearCallBacks( window );
- if( needToClose )
- fgCloseWindow( window );
+ fgCloseWindow( window );
free( window );
if( fgStructure.Window == window )
fgStructure.Window = NULL;
if( fgStructure.Window == menu->Window )
fgSetWindow( menu->ParentWindow );
- fgDestroyWindow( menu->Window, GL_TRUE );
+ fgDestroyWindow( menu->Window );
fgListRemove( &fgStructure.Menus, &menu->Node );
if( fgStructure.Menu == menu )
fgStructure.Menu = NULL;
fgDestroyMenu( menu );
while( window = ( SFG_Window * )fgStructure.Windows.First )
- fgDestroyWindow( window, GL_TRUE );
+ fgDestroyWindow( window );
}
/*
return length;
}
+
+void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)
+{
+ SFG_Node *prev;
+
+ if( (node->Next = next) )
+ {
+ prev = next->Prev;
+ next->Prev = node;
+ }
+ else
+ {
+ prev = list->Last;
+ list->Last = node;
+ }
+
+ if( (node->Prev = prev) )
+ prev->Next = node;
+ else
+ list->First = node;
+}
+
/*** END OF FILE ***/