* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
#include <GL/freeglut.h>
#include "freeglut_internal.h"
-
/* -- GLOBAL EXPORTS ------------------------------------------------------- */
/*
{
/* Have the window object created */
SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
- int fakeArgc = 0;
fghClearCallBacks( window );
- /*
- * If the freeglut internals haven't been initialized yet,
- * do it now. Hack's idea courtesy of Chris Purnell...
- */
- if( !fgState.Initialised )
- glutInit( &fakeArgc, NULL );
-
/* Initialize the object properties */
window->ID = ++fgStructure.WindowID;
window->State.OldHeight = window->State.OldWidth = -1;
/* Have the menu object created */
SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
- int fakeArgc = 0;
-
- /*
- * If the freeglut internals haven't been initialized yet,
- * do it now. Hack's idea courtesy of Chris Purnell...
- */
- if( !fgState.Initialised )
- glutInit( &fakeArgc, NULL );
menu->ParentWindow = fgStructure.Window;
{
int menu_index;
- assert( window );
- freeglut_assert_ready;
+ 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 *window;
SFG_Menu *from;
- assert( menu );
- freeglut_assert_ready;
+ 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;
*/
void fgDestroyStructure( void )
{
- freeglut_assert_ready;
-
/* Clean up the WindowsToDestroy list. */
fgCloseWindows( );
{
SFG_Window *window;
- assert( enumCallback && enumerator );
- freeglut_assert_ready;
+ 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;
{
SFG_Window *child;
- assert( enumCallback && enumerator );
- freeglut_assert_ready;
+ 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;
{
SFG_Menu *menu = NULL;
- freeglut_assert_ready;
-
/* It's enough to check all entries in fgStructure.Menus... */
for( menu = (SFG_Menu *)fgStructure.Menus.First;
menu;