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clear window workmask when queuing up window for destruction. All callbacks (except...
[freeglut]
/
src
/
fg_structure.c
diff --git
a/src/fg_structure.c
b/src/fg_structure.c
index
8a5b4f5
..
0fee95d
100644
(file)
--- a/
src/fg_structure.c
+++ b/
src/fg_structure.c
@@
-1,5
+1,5
@@
/*
/*
- * freeglut_structure.c
+ * fg_structure.c
*
* Windows and menus need tree structure
*
*
* Windows and menus need tree structure
*
@@
-49,6
+49,7
@@
SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
extern void fgPlatformCreateWindow ( SFG_Window *window );
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
extern void fgPlatformCreateWindow ( SFG_Window *window );
+extern void fghDefaultReshape(int width, int height, FGCBUserData userData);
static void fghClearCallBacks( SFG_Window *window )
{
static void fghClearCallBacks( SFG_Window *window )
{
@@
-56,7
+57,10
@@
static void fghClearCallBacks( SFG_Window *window )
{
int i;
for( i = 0; i < TOTAL_CALLBACKS; ++i )
{
int i;
for( i = 0; i < TOTAL_CALLBACKS; ++i )
+ {
window->CallBacks[ i ] = NULL;
window->CallBacks[ i ] = NULL;
+ window->CallbackDatas[ i ] = NULL;
+ }
}
}
}
}
@@
-72,11
+76,17
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
GLboolean gameMode, GLboolean isMenu )
{
/* Have the window object created */
GLboolean gameMode, GLboolean isMenu )
{
/* Have the window object created */
- SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
+ SFG_Window *window = (SFG_Window *)calloc( 1, sizeof(SFG_Window) );
+
+ if( !window )
+ {
+ fgError( "Out of memory. Could not create window." );
+ }
fgPlatformCreateWindow ( window );
fghClearCallBacks( window );
fgPlatformCreateWindow ( window );
fghClearCallBacks( window );
+ SET_WCB( *window, Reshape, fghDefaultReshape, NULL);
/* Initialize the object properties */
window->ID = ++fgStructure.WindowID;
/* Initialize the object properties */
window->ID = ++fgStructure.WindowID;
@@
-90,19
+100,15
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
else
fgListAppend( &fgStructure.Windows, &window->Node );
else
fgListAppend( &fgStructure.Windows, &window->Node );
- /* Set the default mouse cursor and reset the modifiers value */
+ /* Set the default mouse cursor */
window->State.Cursor = GLUT_CURSOR_INHERIT;
window->State.Cursor = GLUT_CURSOR_INHERIT;
- window->IsMenu = isMenu;
-
- window->State.IgnoreKeyRepeat = GL_FALSE;
- window->State.KeyRepeating = GL_FALSE;
- window->State.IsFullscreen = GL_FALSE;
- window->State.VisualizeNormals= GL_FALSE;
+ /* Mark window as menu if a menu is to be created */
+ window->IsMenu = isMenu;
/*
* Open the window now. The fgOpenWindow() function is system
/*
* Open the window now. The fgOpenWindow() function is system
- * dependant, and resides in freeglut_window.c. Uses fgState.
+ * dependent, and resides in fg_window.c. Uses fgState.
*/
fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,
(GLboolean)(parent ? GL_TRUE : GL_FALSE) );
*/
fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,
(GLboolean)(parent ? GL_TRUE : GL_FALSE) );
@@
-113,9
+119,8
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
/*
* This private function creates a menu and adds it to the menus list
*/
/*
* This private function creates a menu and adds it to the menus list
*/
-SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
+SFG_Menu* fgCreateMenu( FGCBMenuUC menuCallback, FGCBUserData userData )
{
{
- int x = 100, y = 100, w = 1, h = 1;
SFG_Window *current_window = fgStructure.CurrentWindow;
/* Have the menu object created */
SFG_Window *current_window = fgStructure.CurrentWindow;
/* Have the menu object created */
@@
-124,19
+129,19
@@
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
menu->ParentWindow = NULL;
/* Create a window for the menu to reside in. */
menu->ParentWindow = NULL;
/* Create a window for the menu to reside in. */
-
- fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
+ fgCreateWindow( NULL, "freeglut menu", GL_FALSE, 0, 0, GL_FALSE, 0, 0,
GL_FALSE, GL_TRUE );
menu->Window = fgStructure.CurrentWindow;
glutDisplayFunc( fgDisplayMenu );
GL_FALSE, GL_TRUE );
menu->Window = fgStructure.CurrentWindow;
glutDisplayFunc( fgDisplayMenu );
- glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window );
/* Initialize the object properties: */
fgSetWindow( current_window );
/* Initialize the object properties: */
- menu->ID = ++fgStructure.MenuID;
- menu->Callback = menuCallback;
- menu->ActiveEntry = NULL;
+ menu->ID = ++fgStructure.MenuID;
+ menu->Callback = menuCallback;
+ menu->CallbackData = userData;
+ menu->ActiveEntry = NULL;
+ menu->Font = fgState.MenuFont;
fgListInit( &menu->Entries );
fgListAppend( &fgStructure.Menus, &menu->Node );
fgListInit( &menu->Entries );
fgListAppend( &fgStructure.Menus, &menu->Node );
@@
-172,10
+177,16
@@
void fgAddToWindowDestroyList( SFG_Window* window )
* to ensure that they are no longer called after this point.
*/
{
* to ensure that they are no longer called after this point.
*/
{
- FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
+ FGCBDestroyUC destroy = (FGCBDestroyUC)FETCH_WCB( *window, Destroy );
+ FGCBUserData destroyData = FETCH_USER_DATA_WCB( *window, Destroy );
fghClearCallBacks( window );
fghClearCallBacks( window );
- SET_WCB( *window, Destroy, destroy );
+ SET_WCB( *window, Destroy, destroy, destroyData );
}
}
+
+ /*
+ * Similarly, clear all work set for the window, none of this has to be executed anymore
+ */
+ window->State.WorkMask = 0;
}
/*
}
/*
@@
-194,7
+205,7
@@
void fgCloseWindows( )
/*
* This function destroys a window and all of its subwindows. Actually,
/*
* This function destroys a window and all of its subwindows. Actually,
- * another function, defined in freeglut_window.c is called, but this is
+ * another function, defined in fg_window.c is called, but this is
* a whole different story...
*/
void fgDestroyWindow( SFG_Window* window )
* a whole different story...
*/
void fgDestroyWindow( SFG_Window* window )
@@
-301,7
+312,7
@@
void fgDestroyMenu( SFG_Menu* menu )
{
SFG_Menu *activeMenu=fgStructure.CurrentMenu;
fgStructure.CurrentMenu = menu;
{
SFG_Menu *activeMenu=fgStructure.CurrentMenu;
fgStructure.CurrentMenu = menu;
- menu->Destroy( );
+ menu->Destroy( menu->DestroyData );
fgStructure.CurrentMenu = activeMenu;
}
fgStructure.CurrentMenu = activeMenu;
}
@@
-336,7
+347,7
@@
void fgDestroyMenu( SFG_Menu* 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
* 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.
+ * case further use of freeglut should be preceded with a glutInit() call.
*/
void fgCreateStructure( void )
{
*/
void fgCreateStructure( void )
{
@@
-469,7
+480,7
@@
static void fghcbWindowByHandle( SFG_Window *window,
/*
* fgWindowByHandle returns a (SFG_Window *) value pointing to the
* first window in the queue matching the specified window handle.
/*
* 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.
+ * The function is defined in fg_structure.c file.
*/
SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
{
*/
SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
{
@@
-510,7
+521,7
@@
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
/*
* This function is similar to the previous one, except it is
* looking for a specified (sub)window identifier. The function
/*
* This function is similar to the previous one, except it is
* looking for a specified (sub)window identifier. The function
- * is defined in freeglut_structure.c file.
+ * is defined in fg_structure.c file.
*/
SFG_Window* fgWindowByID( int windowID )
{
*/
SFG_Window* fgWindowByID( int windowID )
{
@@
-535,7
+546,7
@@
static void fghcbMenuByID( SFG_Menu *menu,
return;
/* Check the menu's ID. */
return;
/* Check the menu's ID. */
- if( menu->ID == (int)(enumerator->data) )
+ if( menu->ID == *( int *)(enumerator->data) )
{
enumerator->found = GL_TRUE;
enumerator->data = menu;
{
enumerator->found = GL_TRUE;
enumerator->data = menu;
@@
-554,7
+565,7
@@
SFG_Menu* fgMenuByID( int menuID )
/* This is easy and makes use of the menus enumeration defined above */
enumerator.found = GL_FALSE;
/* This is easy and makes use of the menus enumeration defined above */
enumerator.found = GL_FALSE;
- enumerator.data = (void *)menuID;
+ enumerator.data = (void *)&menuID;
fgEnumMenus( fghcbMenuByID, &enumerator );
if( enumerator.found )
fgEnumMenus( fghcbMenuByID, &enumerator );
if( enumerator.found )
@@
-572,7
+583,7
@@
static void fghcbGetActiveMenu( SFG_Menu *menu,
if ( enumerator->found )
return;
if ( enumerator->found )
return;
- /* Check the menu's ID. */
+ /* Check the menu's is active */
if( menu->IsActive )
{
enumerator->found = GL_TRUE;
if( menu->IsActive )
{
enumerator->found = GL_TRUE;
@@
-584,6
+595,7
@@
static void fghcbGetActiveMenu( SFG_Menu *menu,
/*
* Returns active menu, if any. Assumption: only one menu active throughout application at any one time.
/*
* Returns active menu, if any. Assumption: only one menu active throughout application at any one time.
+ * This is false when a submenu is also open.
* This is easier than fgWindowByXXX as all menus are placed in one doubly linked list...
*/
SFG_Menu* fgGetActiveMenu( )
* This is easier than fgWindowByXXX as all menus are placed in one doubly linked list...
*/
SFG_Menu* fgGetActiveMenu( )