-/*
- * freeglut_structure.c
- *
- * Windows and menus need tree structure
- *
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>
- * Creation date: Sat Dec 18 1999
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#define G_LOG_DOMAIN "freeglut-structure"
-
-#include "../include/GL/freeglut.h"
-#include "freeglut_internal.h"
-
-
-/* -- GLOBAL EXPORTS ------------------------------------------------------- */
-
-/*
- * The SFG_Structure container holds information about windows and menus
- * created between glutInit() and glutMainLoop() return.
- */
-SFG_Structure fgStructure;
-
-
-/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
-
-/*
- * This private function creates, opens and adds to the hierarchy
- * a freeglut window complete with OpenGL context and stuff...
- *
- * If parent is set to NULL, the window created will be a topmost one.
- */
-SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y, int w, int h, GLboolean gameMode )
-{
- /*
- * Have the window object created
- */
- SFG_Window* window = calloc( sizeof(SFG_Window), 1 );
- int fakeArgc = 0;
-
- /*
- * If the freeglut internals haven't been initialized yet,
- * do it now. Hack's idea courtesy of Chris Purnell...
- */
- if( !fgState.Time.Set )
- glutInit( &fakeArgc, NULL );
-
- /*
- * Initialize the object properties
- */
- window->ID = ++fgStructure.WindowID;
-
- /*
- * Initialize the children list
- */
- fgListInit( &window->Children );
-
- /*
- * Does this window have a parent?
- */
- if( parent != NULL )
- {
- /*
- * That's quite right, attach this windows as a child window
- */
- fgListAppend( &parent->Children, &window->Node );
- window->Parent = parent;
- }
- else
- {
- /*
- * Otherwise add the newly created window to the topmost windows list
- */
- fgListAppend( &fgStructure.Windows, &window->Node );
- }
-
- /*
- * Set the default mouse cursor and reset the modifiers value
- */
- window->State.Cursor = GLUT_CURSOR_INHERIT;
- window->State.Modifiers = 0xffffffff;
-
- /*
- * Open the window now. The fgOpenWindow() function is system
- * dependant, and resides in freeglut_window.c. Uses fgState.
- */
- fgOpenWindow( window, title, x, y, w, h, gameMode, (parent != NULL) ? TRUE : FALSE );
-
- /*
- * Return a pointer to the newly created window
- */
- return( window );
-}
-
-/*
- * This private function creates a menu and adds it to the menus list
- */
-SFG_Menu* fgCreateMenu( FGCBmenu menuCallback )
-{
- /*
- * Have the menu object created
- */
- SFG_Menu* menu = calloc( sizeof(SFG_Menu), 1 );
- int fakeArgc = 0;
-
- /*
- * If the freeglut internals haven't been initialized yet,
- * do it now. Hack's idea courtesy of Chris Purnell...
- */
- if( !fgState.Time.Set )
- glutInit( &fakeArgc, NULL );
-
- /*
- * Initialize the object properties:
- */
- menu->ID = ++fgStructure.MenuID;
- menu->Callback = menuCallback;
-
- /*
- * Initialize the entries list
- */
- fgListInit( &menu->Entries );
-
- /*
- * Add it to the menu structure hierarchy
- */
- fgListAppend( &fgStructure.Menus, &menu->Node );
-
- /*
- * Newly created menus implicitly become current ones
- */
- fgStructure.Menu = menu;
-
- /*
- * Return the result to the caller
- */
- return( menu );
-}
-
-/*
- * Linked list of windows to destroy ... this is so we don't destroy a window from the middle of
- * its callback. Some C compilers take an extremely dim view of this.
- */
-
-static SFG_WindowList* WindowsToDestroy = (SFG_WindowList*)NULL ;
-
-/*
- * Function to add a window to the linked list of windows to destroy. Subwindows are automatically
- * added because they hang from the window structure.
- */
-void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose )
-{
- 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 ;
-
- /*
- * Check if the window is the current one...
- */
- if ( fgStructure.Window == window )
- fgStructure.Window = NULL;
-
- /*
- * If the destroyed window has the highest window ID number, decrement the window ID number
- */
- 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 ;
- }
-}
-
-/*
- * Function to close down all the windows in the "WindowsToDestroy" list
- */
-void fgCloseWindows ()
-{
- SFG_WindowList *window_ptr = WindowsToDestroy ;
- WindowsToDestroy = (SFG_WindowList*)NULL ; /* In case the destroy callbacks cause more windows to be closed */
-
- while ( window_ptr )
- {
- SFG_WindowList *next = window_ptr->next ;
- fgDestroyWindow ( window_ptr->window, window_ptr->needToClose ) ;
- free ( window_ptr ) ;
- window_ptr = next ;
-
- if ( !window_ptr )
- {
- window_ptr = WindowsToDestroy ;
- WindowsToDestroy = (SFG_WindowList*)NULL ;
- }
- }
-}
-
-/*
- * This function destroys a window and all of its subwindows. Actually,
- * another function, defined in freeglut_window.c is called, but this is
- * a whole different story...
- */
-void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
-{
- SFG_Window* subWindow;
-
- assert( window != NULL );
- freeglut_assert_ready;
-
- /*
- * Does this window have any subwindows?
- */
- while ( (subWindow = window->Children.First) != NULL )
- {
- /*
- * Destroy the first window in the list (possibly destroying
- * its subwindows too). This is not very effective, but works
- */
- fgDestroyWindow( subWindow, needToClose );
- }
-
- /*
- * If the programmer defined a destroy callback, call it
- * A. Donev: But first make this the active window
- */
- if ( window->Callbacks.Destroy != NULL )
- {
- SFG_Window *activeWindow = fgStructure.Window ;
- fgStructure.Window = window ;
- window->Callbacks.Destroy () ;
- fgStructure.Window = activeWindow ;
- }
-
- /*
- * Now we should remove the reference to this window from its parent
- */
- if ( window->Parent != NULL )
- fgListRemove( &window->Parent->Children, &window->Node );
- else
- fgListRemove( &fgStructure.Windows, &window->Node );
-
- /*
- * OK, this window seems disconnected from the structure enough
- * in order to be closed without any bigger risks...
- */
- if( needToClose == TRUE )
- fgCloseWindow( window );
-
- /*
- * Finally, we can delete the window's object. It hopefully does
- * have everything inside it freed and we do not have to care...
- */
- free( window );
-}
-
-/*
- * This is a helper static function that removes a menu (given its pointer)
- * from any windows that can be accessed from a given parent...
- */
-static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
-{
- SFG_Window *subWindow;
- int i;
-
- /*
- * Check if the menu is attached to the current window,
- * if so, have it detached (by overwriting with a NULL):
- */
- for( i=0; i<3; i++ )
- {
- if( window->Menu[ i ] == menu )
- window->Menu[ i ] = NULL;
- }
-
- /*
- * Call this function for all of the window's children recursively:
- */
- for( subWindow = window->Children.First; subWindow;
- subWindow = subWindow->Node.Next)
- {
- fghRemoveMenuFromWindow( subWindow, menu );
- }
-}
-
-/*
- * This is a static helper function that removes menu references
- * from another menu, given two pointers to them...
- */
-static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
-{
- SFG_MenuEntry *entry;
-
- for( entry = from->Entries.First; entry; entry = entry->Node.Next )
- {
- if (entry->SubMenu == menu)
- {
- entry->SubMenu = NULL;
- }
- }
-}
-
-/*
- * This function destroys a menu specified by the parameter. All menus
- * and windows are updated to make sure no ill pointers hang around.
- */
-void fgDestroyMenu( SFG_Menu* menu )
-{
- SFG_Window *window;
- SFG_Menu *from;
- SFG_MenuEntry *entry;
-
- assert( menu != NULL );
- freeglut_assert_ready;
-
- /*
- * First of all, have all references to this menu removed from all windows:
- */
- for( window = fgStructure.Windows.First; window; window = window->Node.Next )
- {
- fghRemoveMenuFromWindow( window, menu );
- }
-
- /*
- * Now proceed with removing menu entries that lead to this menu
- */
- for( from = fgStructure.Menus.First; from; from = from->Node.Next )
- {
- fghRemoveMenuFromMenu( from, menu );
- }
-
- /*
- * If the programmer defined a destroy callback, call it
- * A. Donev: But first make this the active menu
- */
- if ( menu->Destroy != NULL )
- {
- SFG_Menu *activeMenu=fgStructure.Menu;
- fgStructure.Menu = menu;
- menu->Destroy () ;
- fgStructure.Menu = activeMenu;
- }
-
- /*
- * Now we are pretty sure the menu is not used anywhere
- * and that we can remove all of its entries
- */
- while( (entry = menu->Entries.First) != NULL )
- {
- fgListRemove(&menu->Entries, &entry->Node);
-
- /*
- * There might be a string allocated, have it freed:
- */
- free( entry->Text );
-
- /*
- * Deallocate the entry itself:
- */
- free( entry );
- }
-
- /*
- * Remove the menu from the menus list
- */
- fgListRemove( &fgStructure.Menus, &menu->Node );
-
- /*
- * If that menu was the current one...
- */
- if( fgStructure.Menu == menu )
- fgStructure.Menu = NULL;
-
- /*
- * Have the menu structure freed
- */
- free( menu );
-}
-
-/*
- * This function should be called on glutInit(). It will prepare the internal
- * structure of freeglut to be used in the application. The structure will be
- * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
- * case further use of freeglut should be preceeded with a glutInit() call.
- */
-void fgCreateStructure( void )
-{
- /*
- * We will be needing two lists: the first containing windows,
- * and the second containing the user-defined menus.
- * Also, no current window/menu is set, as none has been created yet.
- */
-
- fgListInit(&fgStructure.Windows);
- fgListInit(&fgStructure.Menus);
-}
-
-/*
- * This function is automatically called on glutMainLoop() return. It should deallocate
- * and destroy all remnants of previous glutInit()-enforced structure initialization...
- */
-void fgDestroyStructure( void )
-{
- SFG_Window *window;
- SFG_Menu *menu;
-
- /*
- * Just make sure we are not called in vain...
- */
- freeglut_assert_ready;
-
- /*
- * Make sure all windows and menus have been deallocated
- */
- while( (window = fgStructure.Windows.First) != NULL )
- fgDestroyWindow( window, TRUE );
-
- while( (menu = fgStructure.Menus.First) != NULL )
- fgDestroyMenu( menu );
-}
-
-/*
- * Helper function to enumerate through all registered top-level windows
- */
-void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
-{
- SFG_Window *window;
-
- assert( (enumCallback != NULL) && (enumerator != NULL) );
- freeglut_assert_ready;
-
- /*
- * Check every of the top-level windows
- */
- for( window = fgStructure.Windows.First; window;
- window = window->Node.Next )
- {
- /*
- * Execute the callback...
- */
- enumCallback( window, enumerator );
-
- /*
- * If it has been marked as 'found', stop searching
- */
- if( enumerator->found == TRUE )
- return;
- }
-}
-
-/*
- * Helper function to enumerate through all a window's subwindows (single level descent)
- */
-void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
-{
- SFG_Window *child;
-
- assert( (enumCallback != NULL) && (enumerator != NULL) );
- freeglut_assert_ready;
-
- /*
- * Check every of the window's children:
- */
- for( child = window->Children.First; child; child = child->Node.Next )
- {
- /*
- * Execute the callback...
- */
- enumCallback( child, enumerator );
-
- /*
- * If it has been marked as 'found', stop searching
- */
- if( enumerator->found == TRUE )
- return;
- }
-}
-
-/*
- * A static helper function to look for a window given its handle
- */
-static void fghcbWindowByHandle( SFG_Window *window, SFG_Enumerator *enumerator )
-{
- /*
- * Make sure we do not overwrite our precious results...
- */
- freeglut_return_if_fail( enumerator->found == FALSE );
-
-#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) )
- {
- enumerator->found = TRUE;
- enumerator->data = window;
-
- return;
- }
-
- /*
- * Otherwise, check this window's children
- */
- fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
-
-#undef WBHANDLE
-}
-
-/*
- * fgWindowByHandle returns a (SFG_Window *) value pointing to the
- * 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_Enumerator enumerator;
-
- /*
- * This is easy and makes use of the windows enumeration defined above
- */
- enumerator.found = FALSE;
- enumerator.data = (void *)hWindow;
-
- /*
- * Start the enumeration now:
- */
- fgEnumWindows( fghcbWindowByHandle, &enumerator );
-
- /*
- * Check if the window has been found or not:
- */
- if( enumerator.found == TRUE )
- return( (SFG_Window *) enumerator.data );
-
- /*
- * Otherwise return NULL to mark the failure
- */
- return( NULL );
-}
-
-/*
- * A static helper function to look for a window given its ID
- */
-static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
-{
- /*
- * Make sure we do not overwrite our precious results...
- */
- freeglut_return_if_fail( enumerator->found == FALSE );
-
- /*
- * Check the window's handle. Hope this works. Looks ugly. That's for sure.
- */
- if( window->ID == (int) (enumerator->data) )
- {
- enumerator->found = TRUE;
- enumerator->data = window;
-
- return;
- }
-
- /*
- * Otherwise, check this window's children
- */
- fgEnumSubWindows( window, fghcbWindowByID, enumerator );
-}
-
-/*
- * This function is similiar to the previous one, except it is
- * looking for a specified (sub)window identifier. The function
- * is defined in freeglut_structure.c file.
- */
-SFG_Window* fgWindowByID( int windowID )
-{
- SFG_Enumerator enumerator;
-
- /*
- * Uses a method very similiar for fgWindowByHandle...
- */
- enumerator.found = FALSE;
- enumerator.data = (void *) windowID;
-
- /*
- * Start the enumeration now:
- */
- fgEnumWindows( fghcbWindowByID, &enumerator );
-
- /*
- * Check if the window has been found or not:
- */
- if( enumerator.found == TRUE )
- return( (SFG_Window *) enumerator.data );
-
- /*
- * Otherwise return NULL to mark the failure
- */
- return( NULL );
-}
-
-/*
- * Looks up a menu given its ID. This is easier that fgWindowByXXX
- * as all menus are placed in a single doubly linked list...
- */
-SFG_Menu* fgMenuByID( int menuID )
-{
- SFG_Menu *menu = NULL;
-
- freeglut_assert_ready;
-
- /*
- * It's enough to check all entries in fgStructure.Menus...
- */
- for( menu = fgStructure.Menus.First; menu; menu = menu->Node.Next )
- {
- /*
- * Does the ID number match?
- */
- if( menu->ID == menuID )
- return( menu );
- }
-
- /*
- * We have not found the requested menu ID
- */
- return( NULL );
-}
-
-/*
- * List functions...
- */
-void fgListInit(SFG_List *list)
-{
- list->First = NULL;
- list->Last = NULL;
-}
-
-void fgListAppend(SFG_List *list, SFG_Node *node)
-{
- SFG_Node *ln;
-
- if ( (ln = list->Last) != NULL )
- {
- ln->Next = node;
- node->Prev = ln;
- }
- else
- {
- node->Prev = NULL;
- list->First = node;
- }
-
- node->Next = NULL;
- list->Last = node;
-}
-
-void fgListRemove(SFG_List *list, SFG_Node *node)
-{
- SFG_Node *ln;
-
- if ( (ln = node->Next) != NULL )
- ln->Prev = node->Prev;
- if ( (ln = node->Prev) != NULL )
- ln->Next = node->Next;
- if ( (ln = list->First) == node )
- list->First = node->Next;
- if ( (ln = list->Last) == node )
- list->Last = node->Prev;
-}
-
-int fgListLength(SFG_List *list)
-{
- SFG_Node *node;
- int length = 0;
-
- for( node = list->First; node; node = node->Next )
- ++length;
-
- return( length );
-}
-
-/*** END OF FILE ***/