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Fix a game mode crashing bug, conditional compilation for Windows, and comment out...
[freeglut]
/
src
/
freeglut_structure.c
diff --git
a/src/freeglut_structure.c
b/src/freeglut_structure.c
index
8b0a837
..
3b3032d
100644
(file)
--- a/
src/freeglut_structure.c
+++ b/
src/freeglut_structure.c
@@
-29,7
+29,7
@@
#include "config.h"
#endif
#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
#include "freeglut_internal.h"
@@
-110,6
+110,9
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
window->IsMenu = isMenu;
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.
/*
* Open the window now. The fgOpenWindow() function is system
* dependant, and resides in freeglut_window.c. Uses fgState.
@@
-147,7
+150,7
@@
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
* Create a window for the menu to reside in.
*/
* Create a window for the menu to reside in.
*/
- fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE, GL_TRUE );
+ fgCreateWindow( NULL, "freeglut menu", x, y, w, h, GL_FALSE, GL_TRUE );
menu->Window = fgStructure.Window;
glutDisplayFunc( fgDisplayMenu );
menu->Window = fgStructure.Window;
glutDisplayFunc( fgDisplayMenu );
@@
-199,7
+202,7
@@
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.
*/
{
- void *destroy = FETCH_WCB( *window, Destroy );
+ FGCBDestroy destroy = FETCH_WCB( *window, Destroy );
fgClearCallBacks( window );
SET_WCB( *window, Destroy, destroy );
}
fgClearCallBacks( window );
SET_WCB( *window, Destroy, destroy );
}
@@
-308,7
+311,6
@@
void fgDestroyMenu( SFG_Menu* menu )
{
SFG_Window *window;
SFG_Menu *from;
{
SFG_Window *window;
SFG_Menu *from;
- SFG_MenuEntry *entry;
assert( menu );
freeglut_assert_ready;
assert( menu );
freeglut_assert_ready;
@@
-345,8
+347,10
@@
void fgDestroyMenu( SFG_Menu* menu )
* Now we are pretty sure the menu is not used anywhere
* and that we can remove all of its entries
*/
* 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 )
fgListRemove( &menu->Entries, &entry->Node );
if( entry->Text )
@@
-354,7
+358,6
@@
void fgDestroyMenu( SFG_Menu* menu )
entry->Text = NULL;
free( entry );
entry->Text = NULL;
free( entry );
- entry = NULL;
}
if( fgStructure.Window == menu->Window )
}
if( fgStructure.Window == menu->Window )
@@
-405,7
+408,7
@@
void fgDestroyStructure( void )
*/
while( fgStructure.Menus.First )
fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
*/
while( fgStructure.Menus.First )
fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
-
+
while( fgStructure.Windows.First )
fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
}
while( fgStructure.Windows.First )
fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
}
@@
-582,10
+585,9
@@
void fgListInit(SFG_List *list)
void fgListAppend(SFG_List *list, SFG_Node *node)
{
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;
}
ln->Next = node;
node->Prev = ln;
}
@@
-601,15
+603,13
@@
void fgListAppend(SFG_List *list, SFG_Node *node)
void fgListRemove(SFG_List *list, SFG_Node *node)
{
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;
list->First = node->Next;
- if( (ln = (SFG_Node *)list->Last) == node )
+ if( ( ( SFG_Node * )list->Last ) == node )
list->Last = node->Prev;
}
list->Last = node->Prev;
}