* 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 ;
assert( window );
freeglut_assert_ready;
- while( (subWindow = ( SFG_Window * )window->Children.First) )
- fgDestroyWindow( subWindow, needToClose );
+ while( subWindow = ( SFG_Window * )window->Children.First )
+ fgDestroyWindow( subWindow );
- /*
- * XXX Since INVOKE_WCB() tests the function pointer, why not make
- * XXX this unconditional? Overhead is close to nil, and it would
- * XXX clarify the code by omitting a conditional test.
- */
- if( FETCH_WCB( *window, Destroy ) )
{
SFG_Window *activeWindow = fgStructure.Window ;
INVOKE_WCB( *window, Destroy, ( ) );
- fgSetWindow ( activeWindow ) ;
+ fgSetWindow ( activeWindow );
}
if( window->Parent )
}
fgClearCallBacks( window );
- if( needToClose )
- fgCloseWindow( window );
+ fgCloseWindow( window );
free( window );
if( fgStructure.Window == window )
fgStructure.Window = NULL;
* 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( entry = ( SFG_MenuEntry * )menu->Entries.First )
{
fgListRemove( &menu->Entries, &entry->Node );
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;
/*
* Make sure all windows and menus have been deallocated
*/
- while( (menu = ( SFG_Menu * )fgStructure.Menus.First) )
+ while( menu = ( SFG_Menu * )fgStructure.Menus.First )
fgDestroyMenu( menu );
- while( (window = ( SFG_Window * )fgStructure.Windows.First) )
- fgDestroyWindow( window, GL_TRUE );
+ while( window = ( SFG_Window * )fgStructure.Windows.First )
+ fgDestroyWindow( window );
}
/*
if ( enumerator->found )
return;
-#if TARGET_HOST_UNIX_X11
- #define WBHANDLE (Window)
-#elif TARGET_HOST_WIN32
- #define WBHANDLE (HWND)
-#endif
-
/*
* Check the window's handle. Hope this works. Looks ugly. That's for sure.
*/
- if( window->Window.Handle == WBHANDLE (enumerator->data) )
+ if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
{
enumerator->found = GL_TRUE;
enumerator->data = window;
* Otherwise, check this window's children
*/
fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
-
-#undef WBHANDLE
}
/*
* first window in the queue matching the specified window handle.
* The function is defined in freeglut_structure.c file.
*/
-SFG_Window* fgWindowByHandle
-#if TARGET_HOST_UNIX_X11
-( Window hWindow )
-#elif TARGET_HOST_WIN32
-( HWND hWindow )
-#endif
+SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
{
SFG_Enumerator enumerator;
{
SFG_Node *ln;
- if ( (ln = (SFG_Node *)list->Last) )
+ if ( ln = (SFG_Node *)list->Last )
{
ln->Next = node;
node->Prev = ln;
{
SFG_Node *ln;
- if( (ln = (SFG_Node *)node->Next) )
+ if( ln = (SFG_Node *)node->Next )
ln->Prev = node->Prev;
- if( (ln = (SFG_Node *)node->Prev) )
+ if( ln = (SFG_Node *)node->Prev )
ln->Next = node->Next;
if( (ln = (SFG_Node *)list->First) == node )
list->First = node->Next;
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 ***/