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Ignore files generated by autoscan.
[freeglut]
/
src
/
freeglut_structure.c
diff --git
a/src/freeglut_structure.c
b/src/freeglut_structure.c
index
fe172d1
..
6e1f542
100644
(file)
--- a/
src/freeglut_structure.c
+++ b/
src/freeglut_structure.c
@@
-53,7
+53,7
@@
SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
-void fgClearCallBacks( SFG_Window *window )
+static void fghClearCallBacks( SFG_Window *window )
{
if( window )
{
{
if( window )
{
@@
-73,13
+73,11
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
int x, int y, int w, int h,
GLboolean gameMode, GLboolean isMenu )
{
int x, int y, int w, int h,
GLboolean gameMode, GLboolean isMenu )
{
- /*
- * Have the window object created
- */
+ /* Have the window object created */
SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
int fakeArgc = 0;
SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
int fakeArgc = 0;
- fgClearCallBacks( window );
+ fghClearCallBacks( window );
/*
* If the freeglut internals haven't been initialized yet,
/*
* If the freeglut internals haven't been initialized yet,
@@
-88,9
+86,7
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
if( !fgState.Initialised )
glutInit( &fakeArgc, NULL );
if( !fgState.Initialised )
glutInit( &fakeArgc, NULL );
- /*
- * Initialize the object properties
- */
+ /* Initialize the object properties */
window->ID = ++fgStructure.WindowID;
window->State.OldHeight = window->State.OldWidth = -1;
window->ID = ++fgStructure.WindowID;
window->State.OldHeight = window->State.OldWidth = -1;
@@
-103,13
+99,14
@@
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 and reset the modifiers value */
window->State.Cursor = GLUT_CURSOR_INHERIT;
window->IsMenu = isMenu;
window->State.Cursor = GLUT_CURSOR_INHERIT;
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.
@@
-128,9
+125,7
@@
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
int x = 100, y = 100, w = 100, h = 100;
SFG_Window *current_window = fgStructure.Window;
int x = 100, y = 100, w = 100, h = 100;
SFG_Window *current_window = fgStructure.Window;
- /*
- * Have the menu object created
- */
+ /* Have the menu object created */
SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
int fakeArgc = 0;
SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
int fakeArgc = 0;
@@
-143,20
+138,16
@@
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
menu->ParentWindow = fgStructure.Window;
menu->ParentWindow = fgStructure.Window;
- /*
- * 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 );
glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window );
menu->Window = fgStructure.Window;
glutDisplayFunc( fgDisplayMenu );
glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window );
- /*
- * Initialize the object properties:
- */
+ /* Initialize the object properties: */
menu->ID = ++fgStructure.MenuID;
menu->Callback = menuCallback;
menu->ActiveEntry = NULL;
menu->ID = ++fgStructure.MenuID;
menu->Callback = menuCallback;
menu->ActiveEntry = NULL;
@@
-164,9
+155,7
@@
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
fgListInit( &menu->Entries );
fgListAppend( &fgStructure.Menus, &menu->Node );
fgListInit( &menu->Entries );
fgListAppend( &fgStructure.Menus, &menu->Node );
- /*
- * Newly created menus implicitly become current ones
- */
+ /* Newly created menus implicitly become current ones */
fgStructure.Menu = menu;
return menu;
fgStructure.Menu = menu;
return menu;
@@
-184,9
+173,7
@@
void fgAddToWindowDestroyList( SFG_Window* window )
new_list_entry->window = window;
fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
new_list_entry->window = window;
fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
- /*
- * Check if the window is the current one...
- */
+ /* Check if the window is the current one... */
if( fgStructure.Window == window )
fgStructure.Window = NULL;
if( fgStructure.Window == window )
fgStructure.Window = NULL;
@@
-200,7
+187,7
@@
void fgAddToWindowDestroyList( SFG_Window* window )
*/
{
FGCBDestroy destroy = FETCH_WCB( *window, Destroy );
*/
{
FGCBDestroy destroy = FETCH_WCB( *window, Destroy );
- fgClearCallBacks( window );
+ fghClearCallBacks( window );
SET_WCB( *window, Destroy, destroy );
}
}
SET_WCB( *window, Destroy, destroy );
}
}
@@
-252,7
+239,7
@@
void fgDestroyWindow( SFG_Window* window )
if( window->Menu[ menu_index ] )
window->Menu[ menu_index ]->ParentWindow = NULL;
if( window->Menu[ menu_index ] )
window->Menu[ menu_index ]->ParentWindow = NULL;
- fgClearCallBacks( window );
+ fghClearCallBacks( window );
fgCloseWindow( window );
free( window );
if( fgStructure.Window == window )
fgCloseWindow( window );
free( window );
if( fgStructure.Window == window )
@@
-276,9
+263,7
@@
static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
if( window->Menu[ i ] == menu )
window->Menu[ i ] = NULL;
if( window->Menu[ i ] == menu )
window->Menu[ i ] = NULL;
- /*
- * Call this function for all of the window's children recursively:
- */
+ /* Call this function for all of the window's children recursively: */
for( subWindow = (SFG_Window *)window->Children.First;
subWindow;
subWindow = (SFG_Window *)subWindow->Node.Next)
for( subWindow = (SFG_Window *)window->Children.First;
subWindow;
subWindow = (SFG_Window *)subWindow->Node.Next)
@@
-312,17
+297,13
@@
void fgDestroyMenu( SFG_Menu* menu )
assert( menu );
freeglut_assert_ready;
assert( menu );
freeglut_assert_ready;
- /*
- * First of all, have all references to this menu removed from all windows:
- */
+ /* First of all, have all references to this menu removed from all windows: */
for( window = (SFG_Window *)fgStructure.Windows.First;
window;
window = (SFG_Window *)window->Node.Next )
fghRemoveMenuFromWindow( window, menu );
for( window = (SFG_Window *)fgStructure.Windows.First;
window;
window = (SFG_Window *)window->Node.Next )
fghRemoveMenuFromWindow( window, menu );
- /*
- * Now proceed with removing menu entries that lead to this menu
- */
+ /* Now proceed with removing menu entries that lead to this menu */
for( from = ( SFG_Menu * )fgStructure.Menus.First;
from;
from = ( SFG_Menu * )from->Node.Next )
for( from = ( SFG_Menu * )fgStructure.Menus.First;
from;
from = ( SFG_Menu * )from->Node.Next )
@@
-395,14
+376,10
@@
void fgDestroyStructure( void )
{
freeglut_assert_ready;
{
freeglut_assert_ready;
- /*
- * Clean up the WindowsToDestroy list.
- */
+ /* Clean up the WindowsToDestroy list. */
fgCloseWindows( );
fgCloseWindows( );
- /*
- * Make sure all windows and menus have been deallocated
- */
+ /* Make sure all windows and menus have been deallocated */
while( fgStructure.Menus.First )
fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
while( fgStructure.Menus.First )
fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
@@
-420,9
+397,7
@@
void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
assert( enumCallback && enumerator );
freeglut_assert_ready;
assert( enumCallback && enumerator );
freeglut_assert_ready;
- /*
- * Check every of the top-level windows
- */
+ /* Check every of the top-level windows */
for( window = ( SFG_Window * )fgStructure.Windows.First;
window;
window = ( SFG_Window * )window->Node.Next )
for( window = ( SFG_Window * )fgStructure.Windows.First;
window;
window = ( SFG_Window * )window->Node.Next )
@@
-464,9
+439,7
@@
static void fghcbWindowByHandle( SFG_Window *window,
if ( enumerator->found )
return;
if ( enumerator->found )
return;
- /*
- * Check the window's handle. Hope this works. Looks ugly. That's for sure.
- */
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
{
enumerator->found = GL_TRUE;
if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
{
enumerator->found = GL_TRUE;
@@
-475,9
+448,7
@@
static void fghcbWindowByHandle( SFG_Window *window,
return;
}
return;
}
- /*
- * Otherwise, check this window's children
- */
+ /* Otherwise, check this window's children */
fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
}
fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
}
@@
-490,9
+461,7
@@
SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
{
SFG_Enumerator enumerator;
{
SFG_Enumerator enumerator;
- /*
- * This is easy and makes use of the windows enumeration defined above
- */
+ /* This is easy and makes use of the windows enumeration defined above */
enumerator.found = GL_FALSE;
enumerator.data = (void *)hWindow;
fgEnumWindows( fghcbWindowByHandle, &enumerator );
enumerator.found = GL_FALSE;
enumerator.data = (void *)hWindow;
fgEnumWindows( fghcbWindowByHandle, &enumerator );
@@
-507,15
+476,11
@@
SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
*/
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
{
*/
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
{
- /*
- * Make sure we do not overwrite our precious results...
- */
+ /* Make sure we do not overwrite our precious results... */
if( enumerator->found )
return;
if( enumerator->found )
return;
- /*
- * Check the window's handle. Hope this works. Looks ugly. That's for sure.
- */
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
if( window->ID == *( int *)(enumerator->data) )
{
enumerator->found = GL_TRUE;
if( window->ID == *( int *)(enumerator->data) )
{
enumerator->found = GL_TRUE;
@@
-524,9
+489,7
@@
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
return;
}
return;
}
- /*
- * Otherwise, check this window's children
- */
+ /* Otherwise, check this window's children */
fgEnumSubWindows( window, fghcbWindowByID, enumerator );
}
fgEnumSubWindows( window, fghcbWindowByID, enumerator );
}
@@
-539,9
+502,7
@@
SFG_Window* fgWindowByID( int windowID )
{
SFG_Enumerator enumerator;
{
SFG_Enumerator enumerator;
- /*
- * Uses a method very similiar for fgWindowByHandle...
- */
+ /* Uses a method very similiar for fgWindowByHandle... */
enumerator.found = GL_FALSE;
enumerator.data = ( void * )&windowID;
fgEnumWindows( fghcbWindowByID, &enumerator );
enumerator.found = GL_FALSE;
enumerator.data = ( void * )&windowID;
fgEnumWindows( fghcbWindowByID, &enumerator );
@@
-552,7
+513,7
@@
SFG_Window* fgWindowByID( int windowID )
/*
* Looks up a menu given its ID. This is easier that fgWindowByXXX
/*
* Looks up a menu given its ID. This is easier that fgWindowByXXX
- * as all menus are placed in a single doubly linked list...
+ * as all menus are placed in one doubly linked list...
*/
SFG_Menu* fgMenuByID( int menuID )
{
*/
SFG_Menu* fgMenuByID( int menuID )
{
@@
-560,9
+521,7
@@
SFG_Menu* fgMenuByID( int menuID )
freeglut_assert_ready;
freeglut_assert_ready;
- /*
- * It's enough to check all entries in fgStructure.Menus...
- */
+ /* It's enough to check all entries in fgStructure.Menus... */
for( menu = (SFG_Menu *)fgStructure.Menus.First;
menu;
menu = (SFG_Menu *)menu->Node.Next )
for( menu = (SFG_Menu *)fgStructure.Menus.First;
menu;
menu = (SFG_Menu *)menu->Node.Next )