-/*\r
- * freeglut_structure.c\r
- *\r
- * Windows and menus need tree structure\r
- *\r
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.\r
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>\r
- * Creation date: Sat Dec 18 1999\r
- *\r
- * Permission is hereby granted, free of charge, to any person obtaining a\r
- * copy of this software and associated documentation files (the "Software"),\r
- * to deal in the Software without restriction, including without limitation\r
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
- * and/or sell copies of the Software, and to permit persons to whom the\r
- * Software is furnished to do so, subject to the following conditions:\r
- *\r
- * The above copyright notice and this permission notice shall be included\r
- * in all copies or substantial portions of the Software.\r
- *\r
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER\r
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
- */\r
-\r
-#include <GL/freeglut.h>\r
-#include "freeglut_internal.h"\r
-\r
-/* -- GLOBAL EXPORTS ------------------------------------------------------- */\r
-\r
-/*\r
- * The SFG_Structure container holds information about windows and menus\r
- * created between glutInit() and glutMainLoop() return.\r
- */\r
-\r
-SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */\r
- { NULL, NULL }, /* The list of menus */\r
- { NULL, NULL }, /* Windows to Destroy list */\r
- NULL, /* The current window */\r
- NULL, /* The current menu */\r
- NULL, /* The menu OpenGL context */\r
- NULL, /* The game mode window */\r
- 0, /* The current new window ID */\r
- 0 }; /* The current new menu ID */\r
-\r
-\r
-/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */\r
-\r
-extern void fgPlatformCreateWindow ( SFG_Window *window );\r
-\r
-static void fghClearCallBacks( SFG_Window *window )\r
-{\r
- if( window )\r
- {\r
- int i;\r
- for( i = 0; i < TOTAL_CALLBACKS; ++i )\r
- window->CallBacks[ i ] = NULL;\r
- }\r
-}\r
-\r
-#if TARGET_HOST_POSIX_X11\r
-void fgPlatformCreateWindow ( SFG_Window *window )\r
-{\r
- window->Window.FBConfig = NULL;\r
-\r
- window->State.OldHeight = window->State.OldWidth = -1;\r
-}\r
-#endif\r
-\r
-/*\r
- * This private function creates, opens and adds to the hierarchy\r
- * a freeglut window complete with OpenGL context and stuff...\r
- *\r
- * If parent is set to NULL, the window created will be a topmost one.\r
- */\r
-SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,\r
- GLboolean positionUse, int x, int y,\r
- GLboolean sizeUse, int w, int h,\r
- GLboolean gameMode, GLboolean isMenu )\r
-{\r
- /* Have the window object created */\r
- SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );\r
-\r
- fgPlatformCreateWindow ( window );\r
-\r
- fghClearCallBacks( window );\r
-\r
- /* Initialize the object properties */\r
- window->ID = ++fgStructure.WindowID;\r
-\r
- fgListInit( &window->Children );\r
- if( parent )\r
- {\r
- fgListAppend( &parent->Children, &window->Node );\r
- window->Parent = parent;\r
- }\r
- else\r
- fgListAppend( &fgStructure.Windows, &window->Node );\r
-\r
- /* Set the default mouse cursor and reset the modifiers value */\r
- window->State.Cursor = GLUT_CURSOR_INHERIT;\r
-\r
- window->IsMenu = isMenu;\r
-\r
- window->State.IgnoreKeyRepeat = GL_FALSE;\r
- window->State.KeyRepeating = GL_FALSE;\r
- window->State.IsFullscreen = GL_FALSE;\r
-\r
- /*\r
- * Open the window now. The fgOpenWindow() function is system\r
- * dependant, and resides in freeglut_window.c. Uses fgState.\r
- */\r
- fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,\r
- (GLboolean)(parent ? GL_TRUE : GL_FALSE) );\r
-\r
- return window;\r
-}\r
-\r
-/*\r
- * This private function creates a menu and adds it to the menus list\r
- */\r
-SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )\r
-{\r
- int x = 100, y = 100, w = 1, h = 1;\r
- SFG_Window *current_window = fgStructure.CurrentWindow;\r
-\r
- /* Have the menu object created */\r
- SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );\r
-\r
- menu->ParentWindow = NULL;\r
-\r
- /* Create a window for the menu to reside in. */\r
-\r
- fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,\r
- GL_FALSE, GL_TRUE );\r
- menu->Window = fgStructure.CurrentWindow;\r
- glutDisplayFunc( fgDisplayMenu );\r
-\r
- glutHideWindow( ); /* Hide the window for now */\r
- fgSetWindow( current_window );\r
-\r
- /* Initialize the object properties: */\r
- menu->ID = ++fgStructure.MenuID;\r
- menu->Callback = menuCallback;\r
- menu->ActiveEntry = NULL;\r
-\r
- fgListInit( &menu->Entries );\r
- fgListAppend( &fgStructure.Menus, &menu->Node );\r
-\r
- /* Newly created menus implicitly become current ones */\r
- fgStructure.CurrentMenu = menu;\r
-\r
- return menu;\r
-}\r
-\r
-/*\r
- * Function to add a window to the linked list of windows to destroy.\r
- * Subwindows are automatically added because they hang from the window\r
- * structure.\r
- */\r
-void fgAddToWindowDestroyList( SFG_Window* window )\r
-{\r
- SFG_WindowList *new_list_entry =\r
- ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );\r
- new_list_entry->window = window;\r
- fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );\r
-\r
- /* Check if the window is the current one... */\r
- if( fgStructure.CurrentWindow == window )\r
- fgStructure.CurrentWindow = NULL;\r
-\r
- /*\r
- * Clear all window callbacks except Destroy, which will\r
- * be invoked later. Right now, we are potentially carrying\r
- * out a freeglut operation at the behest of a client callback,\r
- * so we are reluctant to re-enter the client with the Destroy\r
- * callback, right now. The others are all wiped out, however,\r
- * to ensure that they are no longer called after this point.\r
- */\r
- {\r
- FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );\r
- fghClearCallBacks( window );\r
- SET_WCB( *window, Destroy, destroy );\r
- }\r
-}\r
-\r
-/*\r
- * Function to close down all the windows in the "WindowsToDestroy" list\r
- */\r
-void fgCloseWindows( )\r
-{\r
- while( fgStructure.WindowsToDestroy.First )\r
- {\r
- SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;\r
- fgDestroyWindow( window_ptr->window );\r
- fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );\r
- free( window_ptr );\r
- }\r
-}\r
-\r
-/*\r
- * This function destroys a window and all of its subwindows. Actually,\r
- * another function, defined in freeglut_window.c is called, but this is\r
- * a whole different story...\r
- */\r
-void fgDestroyWindow( SFG_Window* window )\r
-{\r
- FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",\r
- "fgDestroyWindow" );\r
-\r
- while( window->Children.First )\r
- fgDestroyWindow( ( SFG_Window * )window->Children.First );\r
-\r
- {\r
- SFG_Window *activeWindow = fgStructure.CurrentWindow;\r
- INVOKE_WCB( *window, Destroy, ( ) );\r
- fgSetWindow( activeWindow );\r
- }\r
-\r
- if( window->Parent )\r
- fgListRemove( &window->Parent->Children, &window->Node );\r
- else\r
- fgListRemove( &fgStructure.Windows, &window->Node );\r
-\r
- if( window->ActiveMenu )\r
- fgDeactivateMenu( window );\r
-\r
- fghClearCallBacks( window );\r
- fgCloseWindow( window );\r
- free( window );\r
- if( fgStructure.CurrentWindow == window )\r
- fgStructure.CurrentWindow = NULL;\r
-}\r
-\r
-/*\r
- * This is a helper static function that removes a menu (given its pointer)\r
- * from any windows that can be accessed from a given parent...\r
- */\r
-static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )\r
-{\r
- SFG_Window *subWindow;\r
- int i;\r
-\r
- /* Check whether this is the active menu in the window */\r
- if ( menu == window->ActiveMenu )\r
- window->ActiveMenu = NULL ;\r
-\r
- /*\r
- * Check if the menu is attached to the current window,\r
- * if so, have it detached (by overwriting with a NULL):\r
- */\r
- for( i = 0; i < FREEGLUT_MAX_MENUS; i++ )\r
- if( window->Menu[ i ] == menu )\r
- window->Menu[ i ] = NULL;\r
-\r
- /* Call this function for all of the window's children recursively: */\r
- for( subWindow = (SFG_Window *)window->Children.First;\r
- subWindow;\r
- subWindow = (SFG_Window *)subWindow->Node.Next)\r
- fghRemoveMenuFromWindow( subWindow, menu );\r
-}\r
-\r
-/*\r
- * This is a static helper function that removes menu references\r
- * from another menu, given two pointers to them...\r
- */\r
-static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )\r
-{\r
- SFG_MenuEntry *entry;\r
-\r
- for( entry = (SFG_MenuEntry *)from->Entries.First;\r
- entry;\r
- entry = ( SFG_MenuEntry * )entry->Node.Next )\r
- if( entry->SubMenu == menu )\r
- entry->SubMenu = NULL;\r
-}\r
-\r
-/*\r
- * This function destroys a menu specified by the parameter. All menus\r
- * and windows are updated to make sure no ill pointers hang around.\r
- */\r
-void fgDestroyMenu( SFG_Menu* menu )\r
-{\r
- SFG_Window *window;\r
- SFG_Menu *from;\r
-\r
- FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu",\r
- "fgDestroyMenu" );\r
-\r
- /* First of all, have all references to this menu removed from all windows: */\r
- for( window = (SFG_Window *)fgStructure.Windows.First;\r
- window;\r
- window = (SFG_Window *)window->Node.Next )\r
- fghRemoveMenuFromWindow( window, menu );\r
-\r
- /* Now proceed with removing menu entries that lead to this menu */\r
- for( from = ( SFG_Menu * )fgStructure.Menus.First;\r
- from;\r
- from = ( SFG_Menu * )from->Node.Next )\r
- fghRemoveMenuFromMenu( from, menu );\r
-\r
- /*\r
- * If the programmer defined a destroy callback, call it\r
- * A. Donev: But first make this the active menu\r
- */\r
- if( menu->Destroy )\r
- {\r
- SFG_Menu *activeMenu=fgStructure.CurrentMenu;\r
- fgStructure.CurrentMenu = menu;\r
- menu->Destroy( );\r
- fgStructure.CurrentMenu = activeMenu;\r
- }\r
-\r
- /*\r
- * Now we are pretty sure the menu is not used anywhere\r
- * and that we can remove all of its entries\r
- */\r
- while( menu->Entries.First )\r
- {\r
- SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;\r
-\r
- fgListRemove( &menu->Entries, &entry->Node );\r
-\r
- if( entry->Text )\r
- free( entry->Text );\r
- entry->Text = NULL;\r
-\r
- free( entry );\r
- }\r
-\r
- if( fgStructure.CurrentWindow == menu->Window )\r
- fgSetWindow( NULL );\r
- fgDestroyWindow( menu->Window );\r
- fgListRemove( &fgStructure.Menus, &menu->Node );\r
- if( fgStructure.CurrentMenu == menu )\r
- fgStructure.CurrentMenu = NULL;\r
-\r
- free( menu );\r
-}\r
-\r
-/*\r
- * This function should be called on glutInit(). It will prepare the internal\r
- * structure of freeglut to be used in the application. The structure will be\r
- * destroyed using fgDestroyStructure() on glutMainLoop() return. In that\r
- * case further use of freeglut should be preceeded with a glutInit() call.\r
- */\r
-void fgCreateStructure( void )\r
-{\r
- /*\r
- * We will be needing two lists: the first containing windows,\r
- * and the second containing the user-defined menus.\r
- * Also, no current window/menu is set, as none has been created yet.\r
- */\r
-\r
- fgListInit(&fgStructure.Windows);\r
- fgListInit(&fgStructure.Menus);\r
- fgListInit(&fgStructure.WindowsToDestroy);\r
-\r
- fgStructure.CurrentWindow = NULL;\r
- fgStructure.CurrentMenu = NULL;\r
- fgStructure.MenuContext = NULL;\r
- fgStructure.GameModeWindow = NULL;\r
- fgStructure.WindowID = 0;\r
- fgStructure.MenuID = 0;\r
-}\r
-\r
-/*\r
- * This function is automatically called on glutMainLoop() return.\r
- * It should deallocate and destroy all remnants of previous\r
- * glutInit()-enforced structure initialization...\r
- */\r
-void fgDestroyStructure( void )\r
-{\r
- /* Clean up the WindowsToDestroy list. */\r
- fgCloseWindows( );\r
-\r
- /* Make sure all windows and menus have been deallocated */\r
- while( fgStructure.Menus.First )\r
- fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );\r
-\r
- while( fgStructure.Windows.First )\r
- fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );\r
-}\r
-\r
-/*\r
- * Helper function to enumerate through all registered top-level windows\r
- */\r
-void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )\r
-{\r
- SFG_Window *window;\r
-\r
- FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,\r
- "Enumerator or callback missing from window enumerator call",\r
- "fgEnumWindows" );\r
-\r
- /* Check every of the top-level windows */\r
- for( window = ( SFG_Window * )fgStructure.Windows.First;\r
- window;\r
- window = ( SFG_Window * )window->Node.Next )\r
- {\r
- enumCallback( window, enumerator );\r
- if( enumerator->found )\r
- return;\r
- }\r
-}\r
-\r
-/*\r
- * Helper function to enumerate through all a window's subwindows\r
- * (single level descent)\r
- */\r
-void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,\r
- SFG_Enumerator* enumerator )\r
-{\r
- SFG_Window *child;\r
-\r
- FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,\r
- "Enumerator or callback missing from subwindow enumerator call",\r
- "fgEnumSubWindows" );\r
- FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );\r
-\r
- for( child = ( SFG_Window * )window->Children.First;\r
- child;\r
- child = ( SFG_Window * )child->Node.Next )\r
- {\r
- enumCallback( child, enumerator );\r
- if( enumerator->found )\r
- return;\r
- }\r
-}\r
-\r
-/*\r
- * A static helper function to look for a window given its handle\r
- */\r
-static void fghcbWindowByHandle( SFG_Window *window,\r
- SFG_Enumerator *enumerator )\r
-{\r
- if ( enumerator->found )\r
- return;\r
-\r
- /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */\r
- if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )\r
- {\r
- enumerator->found = GL_TRUE;\r
- enumerator->data = window;\r
-\r
- return;\r
- }\r
-\r
- /* Otherwise, check this window's children */\r
- fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );\r
-}\r
-\r
-/*\r
- * fgWindowByHandle returns a (SFG_Window *) value pointing to the\r
- * first window in the queue matching the specified window handle.\r
- * The function is defined in freeglut_structure.c file.\r
- */\r
-SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )\r
-{\r
- SFG_Enumerator enumerator;\r
-\r
- /* This is easy and makes use of the windows enumeration defined above */\r
- enumerator.found = GL_FALSE;\r
- enumerator.data = (void *)hWindow;\r
- fgEnumWindows( fghcbWindowByHandle, &enumerator );\r
-\r
- if( enumerator.found )\r
- return( SFG_Window *) enumerator.data;\r
- return NULL;\r
-}\r
-\r
-/*\r
- * A static helper function to look for a window given its ID\r
- */\r
-static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )\r
-{\r
- /* Make sure we do not overwrite our precious results... */\r
- if( enumerator->found )\r
- return;\r
-\r
- /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */\r
- if( window->ID == *( int *)(enumerator->data) )\r
- {\r
- enumerator->found = GL_TRUE;\r
- enumerator->data = window;\r
-\r
- return;\r
- }\r
-\r
- /* Otherwise, check this window's children */\r
- fgEnumSubWindows( window, fghcbWindowByID, enumerator );\r
-}\r
-\r
-/*\r
- * This function is similiar to the previous one, except it is\r
- * looking for a specified (sub)window identifier. The function\r
- * is defined in freeglut_structure.c file.\r
- */\r
-SFG_Window* fgWindowByID( int windowID )\r
-{\r
- SFG_Enumerator enumerator;\r
-\r
- /* Uses a method very similiar for fgWindowByHandle... */\r
- enumerator.found = GL_FALSE;\r
- enumerator.data = ( void * )&windowID;\r
- fgEnumWindows( fghcbWindowByID, &enumerator );\r
- if( enumerator.found )\r
- return ( SFG_Window * )enumerator.data;\r
- return NULL;\r
-}\r
-\r
-/*\r
- * Looks up a menu given its ID. This is easier that fgWindowByXXX\r
- * as all menus are placed in one doubly linked list...\r
- */\r
-SFG_Menu* fgMenuByID( int menuID )\r
-{\r
- SFG_Menu *menu = NULL;\r
-\r
- /* It's enough to check all entries in fgStructure.Menus... */\r
- for( menu = (SFG_Menu *)fgStructure.Menus.First;\r
- menu;\r
- menu = (SFG_Menu *)menu->Node.Next )\r
- if( menu->ID == menuID )\r
- return menu;\r
- return NULL;\r
-}\r
-\r
-/*\r
- * List functions...\r
- */\r
-void fgListInit(SFG_List *list)\r
-{\r
- list->First = NULL;\r
- list->Last = NULL;\r
-}\r
-\r
-void fgListAppend(SFG_List *list, SFG_Node *node)\r
-{\r
- if ( list->Last )\r
- {\r
- SFG_Node *ln = (SFG_Node *) list->Last;\r
- ln->Next = node;\r
- node->Prev = ln;\r
- }\r
- else\r
- {\r
- node->Prev = NULL;\r
- list->First = node;\r
- }\r
-\r
- node->Next = NULL;\r
- list->Last = node;\r
-}\r
-\r
-void fgListRemove(SFG_List *list, SFG_Node *node)\r
-{\r
- if( node->Next )\r
- ( ( SFG_Node * )node->Next )->Prev = node->Prev;\r
- if( node->Prev )\r
- ( ( SFG_Node * )node->Prev )->Next = node->Next;\r
- if( ( ( SFG_Node * )list->First ) == node )\r
- list->First = node->Next;\r
- if( ( ( SFG_Node * )list->Last ) == node )\r
- list->Last = node->Prev;\r
-}\r
-\r
-int fgListLength(SFG_List *list)\r
-{\r
- SFG_Node *node;\r
- int length = 0;\r
-\r
- for( node =( SFG_Node * )list->First;\r
- node;\r
- node = ( SFG_Node * )node->Next )\r
- ++length;\r
-\r
- return length;\r
-}\r
-\r
-\r
-void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)\r
-{\r
- SFG_Node *prev;\r
-\r
- if( (node->Next = next) )\r
- {\r
- prev = next->Prev;\r
- next->Prev = node;\r
- }\r
- else\r
- {\r
- prev = list->Last;\r
- list->Last = node;\r
- }\r
-\r
- if( (node->Prev = prev) )\r
- prev->Next = node;\r
- else\r
- list->First = node;\r
-}\r
-\r
-/*** END OF FILE ***/\r
+/*
+ * freeglut_structure.c
+ *
+ * Windows and menus need tree structure
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: Sat Dec 18 1999
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#include <GL/freeglut.h>
+#include "freeglut_internal.h"
+
+/* -- GLOBAL EXPORTS ------------------------------------------------------- */
+
+/*
+ * The SFG_Structure container holds information about windows and menus
+ * created between glutInit() and glutMainLoop() return.
+ */
+
+SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */
+ { NULL, NULL }, /* The list of menus */
+ { NULL, NULL }, /* Windows to Destroy list */
+ NULL, /* The current window */
+ NULL, /* The current menu */
+ NULL, /* The menu OpenGL context */
+ NULL, /* The game mode window */
+ 0, /* The current new window ID */
+ 0 }; /* The current new menu ID */
+
+
+/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
+
+extern void fgPlatformCreateWindow ( SFG_Window *window );
+
+static void fghClearCallBacks( SFG_Window *window )
+{
+ if( 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...
+ *
+ * If parent is set to NULL, the window created will be a topmost one.
+ */
+SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
+ GLboolean positionUse, int x, int y,
+ GLboolean sizeUse, int w, int h,
+ GLboolean gameMode, GLboolean isMenu )
+{
+ /* Have the window object created */
+ SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
+
+ fgPlatformCreateWindow ( window );
+
+ fghClearCallBacks( window );
+
+ /* Initialize the object properties */
+ window->ID = ++fgStructure.WindowID;
+
+ fgListInit( &window->Children );
+ if( parent )
+ {
+ fgListAppend( &parent->Children, &window->Node );
+ window->Parent = parent;
+ }
+ else
+ fgListAppend( &fgStructure.Windows, &window->Node );
+
+ /* Set the default mouse cursor and reset the modifiers value */
+ window->State.Cursor = GLUT_CURSOR_INHERIT;
+
+ window->IsMenu = isMenu;
+
+ window->State.IgnoreKeyRepeat = GL_FALSE;
+ window->State.KeyRepeating = GL_FALSE;
+ window->State.IsFullscreen = GL_FALSE;
+
+ /*
+ * Open the window now. The fgOpenWindow() function is system
+ * dependant, and resides in freeglut_window.c. Uses fgState.
+ */
+ fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,
+ (GLboolean)(parent ? GL_TRUE : GL_FALSE) );
+
+ return window;
+}
+
+/*
+ * This private function creates a menu and adds it to the menus list
+ */
+SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
+{
+ int x = 100, y = 100, w = 1, h = 1;
+ SFG_Window *current_window = fgStructure.CurrentWindow;
+
+ /* Have the menu object created */
+ SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
+
+ menu->ParentWindow = NULL;
+
+ /* Create a window for the menu to reside in. */
+
+ fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
+ GL_FALSE, GL_TRUE );
+ menu->Window = fgStructure.CurrentWindow;
+ glutDisplayFunc( fgDisplayMenu );
+
+ glutHideWindow( ); /* Hide the window for now */
+ fgSetWindow( current_window );
+
+ /* Initialize the object properties: */
+ menu->ID = ++fgStructure.MenuID;
+ menu->Callback = menuCallback;
+ menu->ActiveEntry = NULL;
+
+ fgListInit( &menu->Entries );
+ fgListAppend( &fgStructure.Menus, &menu->Node );
+
+ /* Newly created menus implicitly become current ones */
+ fgStructure.CurrentMenu = menu;
+
+ return menu;
+}
+
+/*
+ * Function to add a window to the linked list of windows to destroy.
+ * Subwindows are automatically added because they hang from the window
+ * structure.
+ */
+void fgAddToWindowDestroyList( SFG_Window* window )
+{
+ SFG_WindowList *new_list_entry =
+ ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
+ new_list_entry->window = window;
+ fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
+
+ /* Check if the window is the current one... */
+ if( fgStructure.CurrentWindow == window )
+ fgStructure.CurrentWindow = NULL;
+
+ /*
+ * Clear all window callbacks except Destroy, which will
+ * be invoked later. Right now, we are potentially carrying
+ * out a freeglut operation at the behest of a client callback,
+ * so we are reluctant to re-enter the client with the Destroy
+ * callback, right now. The others are all wiped out, however,
+ * to ensure that they are no longer called after this point.
+ */
+ {
+ FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
+ fghClearCallBacks( window );
+ SET_WCB( *window, Destroy, destroy );
+ }
+}
+
+/*
+ * Function to close down all the windows in the "WindowsToDestroy" list
+ */
+void fgCloseWindows( )
+{
+ while( fgStructure.WindowsToDestroy.First )
+ {
+ SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;
+ fgDestroyWindow( window_ptr->window );
+ fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );
+ free( window_ptr );
+ }
+}
+
+/*
+ * This function destroys a window and all of its subwindows. Actually,
+ * another function, defined in freeglut_window.c is called, but this is
+ * a whole different story...
+ */
+void fgDestroyWindow( SFG_Window* window )
+{
+ FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
+ "fgDestroyWindow" );
+
+ while( window->Children.First )
+ fgDestroyWindow( ( SFG_Window * )window->Children.First );
+
+ {
+ SFG_Window *activeWindow = fgStructure.CurrentWindow;
+ INVOKE_WCB( *window, Destroy, ( ) );
+ fgSetWindow( activeWindow );
+ }
+
+ if( window->Parent )
+ fgListRemove( &window->Parent->Children, &window->Node );
+ else
+ fgListRemove( &fgStructure.Windows, &window->Node );
+
+ if( window->ActiveMenu )
+ fgDeactivateMenu( window );
+
+ fghClearCallBacks( window );
+ fgCloseWindow( window );
+ free( window );
+ if( fgStructure.CurrentWindow == window )
+ fgStructure.CurrentWindow = NULL;
+}
+
+/*
+ * This is a helper static function that removes a menu (given its pointer)
+ * from any windows that can be accessed from a given parent...
+ */
+static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
+{
+ SFG_Window *subWindow;
+ int i;
+
+ /* Check whether this is the active menu in the window */
+ if ( menu == window->ActiveMenu )
+ window->ActiveMenu = NULL ;
+
+ /*
+ * Check if the menu is attached to the current window,
+ * if so, have it detached (by overwriting with a NULL):
+ */
+ for( i = 0; i < FREEGLUT_MAX_MENUS; i++ )
+ if( window->Menu[ i ] == menu )
+ window->Menu[ i ] = NULL;
+
+ /* 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)
+ fghRemoveMenuFromWindow( subWindow, menu );
+}
+
+/*
+ * This is a static helper function that removes menu references
+ * from another menu, given two pointers to them...
+ */
+static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
+{
+ SFG_MenuEntry *entry;
+
+ for( entry = (SFG_MenuEntry *)from->Entries.First;
+ entry;
+ entry = ( SFG_MenuEntry * )entry->Node.Next )
+ if( entry->SubMenu == menu )
+ entry->SubMenu = NULL;
+}
+
+/*
+ * This function destroys a menu specified by the parameter. All menus
+ * and windows are updated to make sure no ill pointers hang around.
+ */
+void fgDestroyMenu( SFG_Menu* menu )
+{
+ SFG_Window *window;
+ SFG_Menu *from;
+
+ FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu",
+ "fgDestroyMenu" );
+
+ /* 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 );
+
+ /* 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 )
+ fghRemoveMenuFromMenu( from, menu );
+
+ /*
+ * If the programmer defined a destroy callback, call it
+ * A. Donev: But first make this the active menu
+ */
+ if( menu->Destroy )
+ {
+ SFG_Menu *activeMenu=fgStructure.CurrentMenu;
+ fgStructure.CurrentMenu = menu;
+ menu->Destroy( );
+ fgStructure.CurrentMenu = activeMenu;
+ }
+
+ /*
+ * Now we are pretty sure the menu is not used anywhere
+ * and that we can remove all of its entries
+ */
+ while( menu->Entries.First )
+ {
+ SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;
+
+ fgListRemove( &menu->Entries, &entry->Node );
+
+ if( entry->Text )
+ free( entry->Text );
+ entry->Text = NULL;
+
+ free( entry );
+ }
+
+ if( fgStructure.CurrentWindow == menu->Window )
+ fgSetWindow( NULL );
+ fgDestroyWindow( menu->Window );
+ fgListRemove( &fgStructure.Menus, &menu->Node );
+ if( fgStructure.CurrentMenu == menu )
+ fgStructure.CurrentMenu = NULL;
+
+ free( menu );
+}
+
+/*
+ * This function should be called on glutInit(). It will prepare the internal
+ * structure of freeglut to be used in the application. The structure will be
+ * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
+ * case further use of freeglut should be preceeded with a glutInit() call.
+ */
+void fgCreateStructure( void )
+{
+ /*
+ * We will be needing two lists: the first containing windows,
+ * and the second containing the user-defined menus.
+ * Also, no current window/menu is set, as none has been created yet.
+ */
+
+ fgListInit(&fgStructure.Windows);
+ fgListInit(&fgStructure.Menus);
+ fgListInit(&fgStructure.WindowsToDestroy);
+
+ fgStructure.CurrentWindow = NULL;
+ fgStructure.CurrentMenu = NULL;
+ fgStructure.MenuContext = NULL;
+ fgStructure.GameModeWindow = NULL;
+ fgStructure.WindowID = 0;
+ fgStructure.MenuID = 0;
+}
+
+/*
+ * This function is automatically called on glutMainLoop() return.
+ * It should deallocate and destroy all remnants of previous
+ * glutInit()-enforced structure initialization...
+ */
+void fgDestroyStructure( void )
+{
+ /* Clean up the WindowsToDestroy list. */
+ fgCloseWindows( );
+
+ /* Make sure all windows and menus have been deallocated */
+ while( fgStructure.Menus.First )
+ fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
+
+ while( fgStructure.Windows.First )
+ fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
+}
+
+/*
+ * Helper function to enumerate through all registered top-level windows
+ */
+void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
+{
+ SFG_Window *window;
+
+ FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
+ "Enumerator or callback missing from window enumerator call",
+ "fgEnumWindows" );
+
+ /* Check every of the top-level windows */
+ for( window = ( SFG_Window * )fgStructure.Windows.First;
+ window;
+ window = ( SFG_Window * )window->Node.Next )
+ {
+ enumCallback( window, enumerator );
+ if( enumerator->found )
+ return;
+ }
+}
+
+/*
+ * Helper function to enumerate through all a window's subwindows
+ * (single level descent)
+ */
+void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
+ SFG_Enumerator* enumerator )
+{
+ SFG_Window *child;
+
+ FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
+ "Enumerator or callback missing from subwindow enumerator call",
+ "fgEnumSubWindows" );
+ FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
+
+ for( child = ( SFG_Window * )window->Children.First;
+ child;
+ child = ( SFG_Window * )child->Node.Next )
+ {
+ enumCallback( child, enumerator );
+ if( enumerator->found )
+ return;
+ }
+}
+
+/*
+ * A static helper function to look for a window given its handle
+ */
+static void fghcbWindowByHandle( SFG_Window *window,
+ SFG_Enumerator *enumerator )
+{
+ if ( enumerator->found )
+ return;
+
+ /* 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;
+ enumerator->data = window;
+
+ return;
+ }
+
+ /* Otherwise, check this window's children */
+ fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
+}
+
+/*
+ * fgWindowByHandle returns a (SFG_Window *) value pointing to the
+ * first window in the queue matching the specified window handle.
+ * The function is defined in freeglut_structure.c file.
+ */
+SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
+{
+ SFG_Enumerator enumerator;
+
+ /* This is easy and makes use of the windows enumeration defined above */
+ enumerator.found = GL_FALSE;
+ enumerator.data = (void *)hWindow;
+ fgEnumWindows( fghcbWindowByHandle, &enumerator );
+
+ if( enumerator.found )
+ return( SFG_Window *) enumerator.data;
+ return NULL;
+}
+
+/*
+ * A static helper function to look for a window given its ID
+ */
+static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
+{
+ /* Make sure we do not overwrite our precious results... */
+ if( enumerator->found )
+ return;
+
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
+ if( window->ID == *( int *)(enumerator->data) )
+ {
+ enumerator->found = GL_TRUE;
+ enumerator->data = window;
+
+ return;
+ }
+
+ /* Otherwise, check this window's children */
+ fgEnumSubWindows( window, fghcbWindowByID, enumerator );
+}
+
+/*
+ * This function is similiar to the previous one, except it is
+ * looking for a specified (sub)window identifier. The function
+ * is defined in freeglut_structure.c file.
+ */
+SFG_Window* fgWindowByID( int windowID )
+{
+ SFG_Enumerator enumerator;
+
+ /* Uses a method very similiar for fgWindowByHandle... */
+ enumerator.found = GL_FALSE;
+ enumerator.data = ( void * )&windowID;
+ fgEnumWindows( fghcbWindowByID, &enumerator );
+ if( enumerator.found )
+ return ( SFG_Window * )enumerator.data;
+ return NULL;
+}
+
+/*
+ * Looks up a menu given its ID. This is easier that fgWindowByXXX
+ * as all menus are placed in one doubly linked list...
+ */
+SFG_Menu* fgMenuByID( int menuID )
+{
+ SFG_Menu *menu = NULL;
+
+ /* It's enough to check all entries in fgStructure.Menus... */
+ for( menu = (SFG_Menu *)fgStructure.Menus.First;
+ menu;
+ menu = (SFG_Menu *)menu->Node.Next )
+ if( menu->ID == menuID )
+ return menu;
+ return NULL;
+}
+
+/*
+ * List functions...
+ */
+void fgListInit(SFG_List *list)
+{
+ list->First = NULL;
+ list->Last = NULL;
+}
+
+void fgListAppend(SFG_List *list, SFG_Node *node)
+{
+ if ( list->Last )
+ {
+ SFG_Node *ln = (SFG_Node *) list->Last;
+ ln->Next = node;
+ node->Prev = ln;
+ }
+ else
+ {
+ node->Prev = NULL;
+ list->First = node;
+ }
+
+ node->Next = NULL;
+ list->Last = node;
+}
+
+void fgListRemove(SFG_List *list, SFG_Node *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;
+ if( ( ( SFG_Node * )list->Last ) == node )
+ list->Last = node->Prev;
+}
+
+int fgListLength(SFG_List *list)
+{
+ SFG_Node *node;
+ int length = 0;
+
+ for( node =( SFG_Node * )list->First;
+ node;
+ node = ( SFG_Node * )node->Next )
+ ++length;
+
+ return length;
+}
+
+
+void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)
+{
+ SFG_Node *prev;
+
+ if( (node->Next = next) )
+ {
+ prev = next->Prev;
+ next->Prev = node;
+ }
+ else
+ {
+ prev = list->Last;
+ list->Last = node;
+ }
+
+ if( (node->Prev = prev) )
+ prev->Next = node;
+ else
+ list->First = node;
+}
+
+/*** END OF FILE ***/