typedef void (* FGCBMultiMotion )( int, int, int );
typedef void (* FGCBMultiPassive )( int, int, int );
+typedef void (* FGCBInitContext)();
+typedef void (* FGCBPause)();
+typedef void (* FGCBResume)();
+
/* The global callbacks type definitions */
typedef void (* FGCBIdle )( void );
typedef void (* FGCBTimer )( int );
GLboolean NeedToResize; /* Do we need to resize the window? */
GLboolean IsFullscreen; /* is the window fullscreen? */
+
+ GLboolean NeedToInitContext; /* are OpenGL context/resources loaded? */
};
CB_MultiMotion,
CB_MultiPassive,
+ /* Mobile platforms LifeCycle */
+ CB_InitContext,
+ CB_Pause,
+ CB_Resume,
+
/* Presently ignored */
CB_Select,
CB_OverlayDisplay,
GLboolean found; /* Used to terminate search */
void* data; /* Custom data pointer */
};
-typedef void (* FGCBenumerator )( SFG_Window *, SFG_Enumerator * );
+typedef void (* FGCBWindowEnumerator )( SFG_Window *, SFG_Enumerator * );
+typedef void (* FGCBMenuEnumerator )( SFG_Menu *, SFG_Enumerator * );
/* The bitmap font structure */
typedef struct tagSFG_Font SFG_Font;
* and userData is the a custom user-supplied pointer. Functions
* are defined and exported from freeglut_structure.c file.
*/
-void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator );
-void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
+void fgEnumWindows( FGCBWindowEnumerator enumCallback, SFG_Enumerator* enumerator );
+void fgEnumSubWindows( SFG_Window* window, FGCBWindowEnumerator enumCallback,
SFG_Enumerator* enumerator );
/*
SFG_Menu* fgMenuByID( int menuID );
/*
+ * Returns active menu, if any. Assumption: only one menu active throughout application at any one time.
+ * This is easier than fgWindowByXXX as all menus are placed in one doubly linked list...
+ */
+SFG_Menu* fgGetActiveMenu( );
+
+/*
* The menu activation and deactivation the code. This is the meat
* of the menu user interface handling code...
*/