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Pure code janitoring: Shuffled the order of some of the case statements
[freeglut]
/
src
/
freeglut_structure.c
diff --git
a/src/freeglut_structure.c
b/src/freeglut_structure.c
index
bc88a50
..
e11cdf7
100644
(file)
--- a/
src/freeglut_structure.c
+++ b/
src/freeglut_structure.c
@@
-52,6
+52,13
@@
SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
+void fgClearCallBacks( SFG_Window *window )
+{
+ int i;
+ for( i = 0; i < TOTAL_CALLBACKS; ++i )
+ window->CallBacks[ i ] = NULL;
+}
+
/*
* This private function creates, opens and adds to the hierarchy
* a freeglut window complete with OpenGL context and stuff...
/*
* This private function creates, opens and adds to the hierarchy
* a freeglut window complete with OpenGL context and stuff...
@@
-67,6
+74,8
@@
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
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 );
+
/*
* If the freeglut internals haven't been initialized yet,
* do it now. Hack's idea courtesy of Chris Purnell...
/*
* If the freeglut internals haven't been initialized yet,
* do it now. Hack's idea courtesy of Chris Purnell...
@@
-266,11
+275,14
@@
void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
while ( (subWindow = (SFG_Window *)window->Children.First) != NULL )
fgDestroyWindow( subWindow, needToClose );
while ( (subWindow = (SFG_Window *)window->Children.First) != NULL )
fgDestroyWindow( subWindow, needToClose );
+ /*
+ * 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 ;
if ( FETCH_WCB( *window, Destroy ) )
{
SFG_Window *activeWindow = fgStructure.Window ;
- /* fgSetWindow ( window ) ; */
- /* window->Callbacks.Destroy () ; */
INVOKE_WCB( *window, Destroy, ( ) );
fgSetWindow ( activeWindow ) ;
}
INVOKE_WCB( *window, Destroy, ( ) );
fgSetWindow ( activeWindow ) ;
}
@@
-294,6
+306,7
@@
void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
free( window );
if ( fgStructure.Window == window )
fgStructure.Window = NULL ;
free( window );
if ( fgStructure.Window == window )
fgStructure.Window = NULL ;
+ fgClearCallBacks( window );
}
/*
}
/*