#define G_LOG_DOMAIN "freeglut-structure"
#include "../include/GL/freeglut.h"
-#include "../include/GL/freeglut_internal.h"
+#include "freeglut_internal.h"
/* -- GLOBAL EXPORTS ------------------------------------------------------- */
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.
*/
*/
void fgCloseWindows ()
{
- fgExecutionState ExecState = fgState.ExecState ;
-
SFG_WindowList *window_ptr = WindowsToDestroy ;
- WindowsToDestroy = (SFG_WindowList*)NULL ; // In case the destroy callbacks cause more windows to be closed
+ WindowsToDestroy = (SFG_WindowList*)NULL ; /* In case the destroy callbacks cause more windows to be closed */
while ( window_ptr )
{
free ( window_ptr ) ;
window_ptr = next ;
- if ( !window_ptr ) window_ptr = WindowsToDestroy ;
+ if ( !window_ptr )
+ {
+ window_ptr = WindowsToDestroy ;
+ WindowsToDestroy = (SFG_WindowList*)NULL ;
+ }
}
-
- /*
- * Since the "fgDestroyWindow" function could easily have set the "ExecState" to stop,
- * let's set it back to what it was.
- */
- fgState.ExecState = ExecState ;
}
/*
/*
* 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
fgCloseWindow( window );
/*
- * Check if the window is the current one...
- */
- if( fgStructure.Window == window )
- fgStructure.Window = NULL;
-
- /*
* Finally, we can delete the window's object. It hopefully does
* have everything inside it freed and we do not have to care...
*/
}
/*
+ * 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
*/