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, ( ) );