* If the freeglut internals haven't been initialized yet,
* do it now. Hack's idea courtesy of Chris Purnell...
*/
- if( !fgState.Initalized )
+ if( !fgState.Initialised )
glutInit( &fakeArgc, NULL );
/*
window->ID = ++fgStructure.WindowID;
fgListInit( &window->Children );
- if( parent != NULL )
+ if( parent )
{
fgListAppend( &parent->Children, &window->Node );
window->Parent = parent;
* Set the default mouse cursor and reset the modifiers value
*/
window->State.Cursor = GLUT_CURSOR_INHERIT;
- window->State.Modifiers = 0xffffffff;
window->IsMenu = isMenu;
* If the freeglut internals haven't been initialized yet,
* do it now. Hack's idea courtesy of Chris Purnell...
*/
- if( !fgState.Initalized )
+ if( !fgState.Initialised )
glutInit( &fakeArgc, NULL );
menu->ParentWindow = fgStructure.Window;
FETCH_WCB( *window, Destroy ) = destroy;
}
-
- /*
- * If the destroyed window has the highest window ID number, decrement
- * the window ID number.
- *
- * XXX Do we REALLY want to *ever* recycle window IDs? Integers are
- * XXX plentiful, and clients may rely upon the implied promise in
- * XXX the GLUT docs to not recycle these. (I can't remember if it
- * XXX is explicit.)
- *
- * XXX If we *do* want to do this, we should actually recompute the
- * XXX highest window-ID; the new highest may not in fact be one less
- * XXX than what we have just deleted.
- */
- 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
while( subWindow = ( SFG_Window * )window->Children.First )
fgDestroyWindow( subWindow, needToClose );
- /*
- * XXX Since INVOKE_WCB() tests the function pointer, why not make
- * XXX this unconditional? Overhead is close to nil, and it would
- * XXX clarify the code by omitting a conditional test.
- */
- if( FETCH_WCB( *window, Destroy ) )
{
SFG_Window *activeWindow = fgStructure.Window ;
INVOKE_WCB( *window, Destroy, ( ) );
- fgSetWindow ( activeWindow ) ;
+ fgSetWindow ( activeWindow );
}
if( window->Parent )
for ( menu_index = 0; menu_index < 3; menu_index ++ )
{
- if ( window->Menu[menu_index] != NULL )
+ if ( window->Menu[menu_index] )
window->Menu[menu_index]->ParentWindow = NULL ;
}
if ( enumerator->found )
return;
-#if TARGET_HOST_UNIX_X11
- #define WBHANDLE (Window)
-#elif TARGET_HOST_WIN32
- #define WBHANDLE (HWND)
-#endif
-
/*
* Check the window's handle. Hope this works. Looks ugly. That's for sure.
*/
- if( window->Window.Handle == WBHANDLE (enumerator->data) )
+ if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
{
enumerator->found = GL_TRUE;
enumerator->data = window;
* Otherwise, check this window's children
*/
fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
-
-#undef WBHANDLE
}
/*
* first window in the queue matching the specified window handle.
* The function is defined in freeglut_structure.c file.
*/
-SFG_Window* fgWindowByHandle
-#if TARGET_HOST_UNIX_X11
-( Window hWindow )
-#elif TARGET_HOST_WIN32
-( HWND hWindow )
-#endif
+SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
{
SFG_Enumerator enumerator;
{
SFG_Node *ln;
- if ( (ln = (SFG_Node *)list->Last) != NULL )
+ if ( ln = (SFG_Node *)list->Last )
{
ln->Next = node;
node->Prev = ln;
ln->Prev = node->Prev;
if( ln = (SFG_Node *)node->Prev )
ln->Next = node->Next;
- if( ( ln = (SFG_Node *)list->First ) == node )
+ if( (ln = (SFG_Node *)list->First) == node )
list->First = node->Next;
- if( ( ln = (SFG_Node *)list->Last ) == node )
+ if( (ln = (SFG_Node *)list->Last) == node )
list->Last = node->Prev;
}