#include <stdlib.h>
#include <assert.h>
#include <stdarg.h>
+#if TARGET_HOST_UNIX_X11
#include <sys/time.h>
+#endif
/*
* The system-dependant include files should go here:
typedef void (* FGCBbuttonBox )( int, int );
typedef void (* FGCBtabletMotion )( int, int );
typedef void (* FGCBtabletButton )( int, int, int, int );
+typedef void (* FGCBdestroy )( void );
/*
* The global callbacks type definitions
};
/*
+ * An enumeration containing the state of the GLUT execution: initializing, running, or stopping
+ */
+typedef enum {
+ GLUT_EXEC_STATE_INIT,
+ GLUT_EXEC_STATE_RUNNING,
+ GLUT_EXEC_STATE_STOP
+} fgExecutionState ;
+
+/*
* This structure holds different freeglut settings
*/
typedef struct tagSFG_State SFG_State;
struct tagSFG_State
{
- SFG_XYUse Position; /* The default windows' position */
- SFG_XYUse Size; /* The default windows' size */
- unsigned int DisplayMode; /* The display mode for new windows */
+ SFG_XYUse Position; /* The default windows' position */
+ SFG_XYUse Size; /* The default windows' size */
+ unsigned int DisplayMode; /* The display mode for new windows */
+
+ GLboolean ForceDirectContext; /* Should we force direct contexts? */
+ GLboolean TryDirectContext; /* What about giving a try to? */
- GLboolean ForceDirectContext; /* Should we force direct contexts? */
- GLboolean TryDirectContext; /* What about giving a try to? */
+ GLboolean ForceIconic; /* All new top windows are iconified */
- GLboolean ForceIconic; /* All new top windows are iconified */
+ GLboolean GLDebugSwitch; /* OpenGL state debugging switch */
+ GLboolean XSyncSwitch; /* X11 sync protocol switch */
- GLboolean GLDebugSwitch; /* OpenGL state debugging switch */
- GLboolean XSyncSwitch; /* X11 sync protocol switch */
+ GLboolean IgnoreKeyRepeat; /* Whether to ignore key repeat... */
- GLboolean IgnoreKeyRepeat; /* Whether to ignore key repeat... */
+ SFG_Time Time; /* The time that glutInit was called */
+ SFG_List Timers; /* The freeglut timer hooks */
- SFG_Time Time; /* The time that glutInit was called */
- SFG_List Timers; /* The freeglut timer hooks */
+ FGCBidle IdleCallback; /* The global idle callback */
- FGCBidle IdleCallback; /* The global idle callback */
+ FGCBmenuState MenuStateCallback; /* Menu callbacks are global */
+ FGCBmenuStatus MenuStatusCallback;
- FGCBmenuState MenuStateCallback; /* Menu callbacks are global */
- FGCBmenuStatus MenuStatusCallback;
+ SFG_XYUse GameModeSize; /* The game mode screen's dimensions */
+ int GameModeDepth; /* The pixel depth for game mode */
+ int GameModeRefresh; /* The refresh rate for game mode */
- SFG_XYUse GameModeSize; /* The game mode screen's dimensions */
- int GameModeDepth; /* The pixel depth for game mode */
- int GameModeRefresh; /* The refresh rate for game mode */
+ int ActionOnWindowClose ; /* Action when user clicks "x" on window header bar */
+
+ fgExecutionState ExecState ; /* Current state of the GLUT execution */
};
/*
};
/*
- * A window and it's OpenGL context. The contents of this structure
+ * A window and its OpenGL context. The contents of this structure
* are highly dependant on the target operating system we aim at...
*/
typedef struct tagSFG_Context SFG_Context;
FGCBvisibility Visibility;
FGCBwindowStatus WindowStatus;
FGCBjoystick Joystick;
+ FGCBdestroy Destroy;
/*
* Those callbacks are being ignored for the moment
SFG_WindowCallbacks Callbacks; /* The window callbacks */
SFG_Menu* Menu[ FREEGLUT_MAX_MENUS ]; /* Menus appended to window */
- GLboolean MenuActive[ FREEGLUT_MAX_MENUS ]; /* The menus activity flags */
+ SFG_Menu* ActiveMenu; /* The window's active menu */
SFG_Window* Parent; /* The parent to this window */
SFG_List Children; /* The subwindows d.l. list */
};
/*
+ * A linked list structure of windows
+ */
+typedef struct tagSFG_WindowList SFG_WindowList ;
+struct tagSFG_WindowList
+{
+ SFG_Window *window ;
+ GLboolean needToClose ;
+ SFG_WindowList *next ;
+} ;
+
+/*
* This holds information about all the windows, menus etc.
*/
typedef struct tagSFG_Structure SFG_Structure;
/*
* This structure is used for the enumeration purposes.
- * You can easily extend it's functionalities by declaring
+ * You can easily extend its functionalities by declaring
* a structure containing enumerator's contents and custom
- * data, then casting it's pointer to (SFG_Enumerator *).
+ * data, then casting its pointer to (SFG_Enumerator *).
*/
typedef struct tagSFG_Enumerator SFG_Enumerator;
struct tagSFG_Enumerator
int Quantity; /* Number of chars in font */
int Height; /* Height of the characters */
const GLubyte** Characters; /* The characters mapping */
+
+ float xorig, yorig ; /* The origin of the character relative to the draw location */
};
/*
* Defined in freeglut_structure.c, freeglut_window.c.
*/
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y, int w, int h, GLboolean gameMode );
-void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode );
+void fgOpenWindow( SFG_Window* window, const char* title, int x, int y, int w, int h, GLboolean gameMode, int isSubWindow );
void fgCloseWindow( SFG_Window* window );
+void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose ) ;
+void fgCloseWindows () ;
void fgDestroyWindow( SFG_Window* window, GLboolean needToClose );
/*
SFG_Window* fgWindowByID( int windowID );
/*
- * Looks up a menu given it's 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...
*/
SFG_Menu* fgMenuByID( int menuID );
* The menu activation and deactivation the code. This is the meat
* of the menu user interface handling code...
*/
-void fgActivateMenu( int button );
-void fgDeactivateMenu( int button );
+void fgActivateMenu( SFG_Window* window, int button );
+void fgExecuteMenuCallback( SFG_Menu* menu ) ;
+GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu ) ;
+void fgDeactivateMenu( SFG_Window *window );
/*
* This function gets called just before the buffers swap, so that