* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#define G_LOG_DOMAIN "freeglut-structure"
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
-
/* -- GLOBAL EXPORTS ------------------------------------------------------- */
/*
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 */
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
+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, int x, int y, int w, int h, GLboolean gameMode )
+SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
+ int x, int y, int w, int h,
+ GLboolean gameMode, GLboolean isMenu )
{
- /*
- * Have the window object created
- */
+ /* Have the window object created */
SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 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.Time.Set )
- glutInit( &fakeArgc, NULL );
+ fghClearCallBacks( window );
- /*
- * Initialize the object properties
- */
+ /* Initialize the object properties */
window->ID = ++fgStructure.WindowID;
+ window->State.OldHeight = window->State.OldWidth = -1;
- /*
- * Initialize the children list
- */
fgListInit( &window->Children );
-
- /*
- * Does this window have a parent?
- */
- if( parent != NULL )
+ if( parent )
{
- /*
- * That's quite right, attach this windows as a child window
- */
- fgListAppend( &parent->Children, &window->Node );
+ fgListAppend( &parent->Children, &window->Node );
window->Parent = parent;
}
else
- {
- /*
- * Otherwise add the newly created window to the topmost windows list
- */
- fgListAppend( &fgStructure.Windows, &window->Node );
- }
+ fgListAppend( &fgStructure.Windows, &window->Node );
- /*
- * Set the default mouse cursor and reset the modifiers value
- */
+ /* Set the default mouse cursor and reset the modifiers value */
window->State.Cursor = GLUT_CURSOR_INHERIT;
- window->State.Modifiers = 0xffffffff;
- /*
- * If this window is a menu, set IsMenu in the structure
- */
- window->IsMenu = fgState.BuildingAMenu ;
+ window->IsMenu = isMenu;
+
+ window->State.IgnoreKeyRepeat = GL_FALSE;
+ window->State.KeyRepeating = GL_FALSE;
/*
* Open the window now. The fgOpenWindow() function is system
* dependant, and resides in freeglut_window.c. Uses fgState.
*/
- fgOpenWindow( window, title, x, y, w, h, gameMode, (parent != NULL) ? TRUE : FALSE );
+ fgOpenWindow( window, title, x, y, w, h, gameMode,
+ (GLboolean)(parent ? GL_TRUE : GL_FALSE) );
- /*
- * Return a pointer to the newly created window
- */
- return( window );
+ return window;
}
/*
* This private function creates a menu and adds it to the menus list
*/
-SFG_Menu* fgCreateMenu( FGCBmenu menuCallback )
+SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
{
- int x = 100, y = 100, w = 100, h = 100 ;
- SFG_Window *current_window = fgStructure.Window ;
+ int x = 100, y = 100, w = 100, h = 100;
+ SFG_Window *current_window = fgStructure.CurrentWindow;
- /*
- * Have the menu object created
- */
+ /* 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.Time.Set )
- glutInit( &fakeArgc, NULL );
- menu->ParentWindow = fgStructure.Window ;
+ menu->ParentWindow = NULL;
- /*
- * Create a window for the menu to reside in. Set the
- * global variable BuildingAMenu to true so we can ensure
- * it is created without decorations.
- */
- fgState.BuildingAMenu = TRUE ;
-
- fgCreateWindow ( NULL, NULL, x, y, w, h, FALSE ) ;
- menu->Window = fgStructure.Window ;
- glutDisplayFunc ( fgDisplayMenu ) ;
+ /* Create a window for the menu to reside in. */
- /*
- * While BuildingAMenu is true, all windows built have no decorations. That's
- * not a good default behavior, so let's set it false again.
- */
- fgState.BuildingAMenu = FALSE ;
+ fgCreateWindow( NULL, "freeglut menu", x, y, w, h, GL_FALSE, GL_TRUE );
+ menu->Window = fgStructure.CurrentWindow;
+ glutDisplayFunc( fgDisplayMenu );
- glutHideWindow () ; /* Hide the window for now */
- fgSetWindow ( current_window ) ;
+ glutHideWindow( ); /* Hide the window for now */
+ fgSetWindow( current_window );
- /*
- * Initialize the object properties:
- */
+ /* Initialize the object properties: */
menu->ID = ++fgStructure.MenuID;
menu->Callback = menuCallback;
- menu->ActiveEntry = NULL ;
+ menu->ActiveEntry = NULL;
- /*
- * Initialize the entries list
- */
fgListInit( &menu->Entries );
-
- /*
- * Add it to the menu structure hierarchy
- */
fgListAppend( &fgStructure.Menus, &menu->Node );
- /*
- * Newly created menus implicitly become current ones
- */
- fgStructure.Menu = menu;
+ /* Newly created menus implicitly become current ones */
+ fgStructure.CurrentMenu = menu;
- /*
- * Return the result to the caller
- */
- return( menu );
+ return menu;
}
/*
- * Linked list of windows to destroy ... this is so we don't destroy a window from the middle of
- * its callback. Some C compilers take an extremely dim view of this.
+ * 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 );
-static SFG_WindowList* WindowsToDestroy = (SFG_WindowList*)NULL ;
+ /* Check if the window is the current one... */
+ if( fgStructure.CurrentWindow == window )
+ fgStructure.CurrentWindow = NULL;
-/*
- * 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, GLboolean needToClose )
-{
- SFG_WindowList *new_list_entry = (SFG_WindowList*)malloc ( sizeof(SFG_WindowList) ) ;
- new_list_entry->window = window ;
- new_list_entry->needToClose = needToClose ;
- new_list_entry->next = WindowsToDestroy ;
- WindowsToDestroy = new_list_entry ;
-
- /*
- * Check if the window is the current one...
- */
- if ( fgStructure.Window == window )
- fgStructure.Window = NULL;
-
- /*
- * If the destroyed window has the highest window ID number, decrement the window ID number
- */
- 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 "ExecState" after this function returns.
- */
- if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
- {
/*
- * Set the execution state flag to drop out of the main loop.
+ * 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.
*/
- if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
- fgState.ExecState = GLUT_EXEC_STATE_STOP ;
- }
+ {
+ 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 ()
+void fgCloseWindows( )
{
- SFG_WindowList *window_ptr = WindowsToDestroy ;
- WindowsToDestroy = (SFG_WindowList*)NULL ; /* In case the destroy callbacks cause more windows to be closed */
-
- while ( window_ptr )
- {
- SFG_WindowList *next = window_ptr->next ;
- fgDestroyWindow ( window_ptr->window, window_ptr->needToClose ) ;
- free ( window_ptr ) ;
- window_ptr = next ;
-
- if ( !window_ptr )
+ while( fgStructure.WindowsToDestroy.First )
{
- window_ptr = WindowsToDestroy ;
- WindowsToDestroy = (SFG_WindowList*)NULL ;
+ SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;
+ fgDestroyWindow( window_ptr->window );
+ fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );
+ free( window_ptr );
}
- }
}
/*
* another function, defined in freeglut_window.c is called, but this is
* a whole different story...
*/
-void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
+void fgDestroyWindow( SFG_Window* window )
{
- SFG_Window* subWindow;
+ FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
+ "fgDestroyWindow" );
- assert( window != NULL );
- freeglut_assert_ready;
+ while( window->Children.First )
+ fgDestroyWindow( ( SFG_Window * )window->Children.First );
- /*
- * Does this window have any subwindows?
- */
- while ( (subWindow = (SFG_Window *)window->Children.First) != NULL )
{
- /*
- * Destroy the first window in the list (possibly destroying
- * its subwindows too). This is not very effective, but works
- */
- fgDestroyWindow( subWindow, needToClose );
+ SFG_Window *activeWindow = fgStructure.CurrentWindow;
+ INVOKE_WCB( *window, Destroy, ( ) );
+ fgSetWindow( activeWindow );
}
- /*
- * If the programmer defined a destroy callback, call it
- * A. Donev: But first make this the active window
- */
- if ( window->Callbacks.Destroy != NULL )
- {
- SFG_Window *activeWindow = fgStructure.Window ;
- fgSetWindow ( window ) ;
- window->Callbacks.Destroy () ;
- fgSetWindow ( activeWindow ) ;
- }
-
- /*
- * Now we should remove the reference to this window from its parent
- */
- if ( window->Parent != NULL )
+ if( window->Parent )
fgListRemove( &window->Parent->Children, &window->Node );
else
fgListRemove( &fgStructure.Windows, &window->Node );
- /*
- * OK, this window seems disconnected from the structure enough
- * in order to be closed without any bigger risks...
- */
- if( needToClose == TRUE )
- fgCloseWindow( window );
+ if( window->ActiveMenu )
+ fgDeactivateMenu( window );
- /*
- * Finally, we can delete the window's object. It hopefully does
- * have everything inside it freed and we do not have to care...
- */
+ fghClearCallBacks( window );
+ fgCloseWindow( window );
free( window );
- if ( fgStructure.Window == window ) fgStructure.Window = NULL ;
+ if( fgStructure.CurrentWindow == window )
+ fgStructure.CurrentWindow = NULL;
}
/*
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<3; i++ )
- {
+ 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;
+ /* 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 );
- }
}
/*
*/
static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
{
- SFG_MenuEntry *entry;
+ SFG_MenuEntry *entry;
- for( entry = (SFG_MenuEntry *)from->Entries.First; entry; entry = (SFG_MenuEntry *)entry->Node.Next )
- {
- if (entry->SubMenu == menu)
- {
- entry->SubMenu = NULL;
- }
- }
+ for( entry = (SFG_MenuEntry *)from->Entries.First;
+ entry;
+ entry = ( SFG_MenuEntry * )entry->Node.Next )
+ if( entry->SubMenu == menu )
+ entry->SubMenu = NULL;
}
/*
*/
void fgDestroyMenu( SFG_Menu* menu )
{
- SFG_Window *window;
- SFG_Menu *from;
- SFG_MenuEntry *entry;
-
- assert( menu != NULL );
- freeglut_assert_ready;
-
- /*
- * 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 != NULL )
- {
- SFG_Menu *activeMenu=fgStructure.Menu;
- fgStructure.Menu = menu;
- menu->Destroy () ;
- fgStructure.Menu = activeMenu;
- }
-
- /*
- * Now we are pretty sure the menu is not used anywhere
- * and that we can remove all of its entries
- */
- while( (entry = (SFG_MenuEntry *)menu->Entries.First) != NULL )
- {
- fgListRemove(&menu->Entries, &entry->Node);
+ 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 );
/*
- * There might be a string allocated, have it freed:
+ * If the programmer defined a destroy callback, call it
+ * A. Donev: But first make this the active menu
*/
- free( entry->Text );
+ if( menu->Destroy )
+ {
+ SFG_Menu *activeMenu=fgStructure.CurrentMenu;
+ fgStructure.CurrentMenu = menu;
+ menu->Destroy( );
+ fgStructure.CurrentMenu = activeMenu;
+ }
/*
- * Deallocate the entry itself:
+ * Now we are pretty sure the menu is not used anywhere
+ * and that we can remove all of its entries
*/
- free( entry );
- }
-
- /*
- * Destroy the window associated with the menu
- */
- if ( fgStructure.Window == menu->Window )
- fgSetWindow ( menu->ParentWindow ) ;
-
- fgDestroyWindow ( menu->Window, TRUE ) ;
-
- /*
- * Remove the menu from the menus list
- */
- fgListRemove( &fgStructure.Menus, &menu->Node );
-
- /*
- * If that menu was the current one...
- */
- if( fgStructure.Menu == menu )
- fgStructure.Menu = NULL;
-
- /*
- * Have the menu structure freed
- */
- free( menu );
+ 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 );
}
/*
*/
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);
+ /*
+ * 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.GameMode = 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...
+ * This function is automatically called on glutMainLoop() return.
+ * It should deallocate and destroy all remnants of previous
+ * glutInit()-enforced structure initialization...
*/
void fgDestroyStructure( void )
{
- SFG_Window *window;
- SFG_Menu *menu;
-
- /*
- * Just make sure we are not called in vain...
- */
- freeglut_assert_ready;
-
- /*
- * Make sure all windows and menus have been deallocated
- */
- while( (menu = (SFG_Menu *)fgStructure.Menus.First) != NULL )
- fgDestroyMenu( menu );
-
- while( (window = (SFG_Window *)fgStructure.Windows.First) != NULL )
- fgDestroyWindow( window, TRUE );
+ /* 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 );
}
/*
*/
void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
{
- SFG_Window *window;
-
- assert( (enumCallback != NULL) && (enumerator != NULL) );
- freeglut_assert_ready;
+ SFG_Window *window;
- /*
- * Check every of the top-level windows
- */
- for( window = (SFG_Window *)fgStructure.Windows.First; window;
- window = (SFG_Window *)window->Node.Next )
- {
- /*
- * Execute the callback...
- */
- enumCallback( window, enumerator );
+ FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
+ "Enumerator or callback missing from window enumerator call",
+ "fgEnumWindows" );
- /*
- * If it has been marked as 'found', stop searching
- */
- if( enumerator->found == TRUE )
- return;
- }
+ /* 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)
+ * Helper function to enumerate through all a window's subwindows
+ * (single level descent)
*/
-void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
+void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
+ SFG_Enumerator* enumerator )
{
- SFG_Window *child;
-
- assert( (enumCallback != NULL) && (enumerator != NULL) );
- freeglut_assert_ready;
+ SFG_Window *child;
- /*
- * Check every of the window's children:
- */
- for( child = (SFG_Window *)window->Children.First; child; child = (SFG_Window *)child->Node.Next )
- {
- /*
- * Execute the callback...
- */
- enumCallback( child, enumerator );
+ FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
+ "Enumerator or callback missing from subwindow enumerator call",
+ "fgEnumSubWindows" );
+ FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
- /*
- * If it has been marked as 'found', stop searching
- */
- if( enumerator->found == TRUE )
- return;
- }
+ 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 )
+static void fghcbWindowByHandle( SFG_Window *window,
+ SFG_Enumerator *enumerator )
{
- /*
- * Make sure we do not overwrite our precious results...
- */
- freeglut_return_if_fail( enumerator->found == FALSE );
-
-#if TARGET_HOST_UNIX_X11
- #define WBHANDLE (Window)
-#elif TARGET_HOST_WIN32
- #define WBHANDLE (HWND)
-#endif
+ if ( enumerator->found )
+ return;
- /*
- * Check the window's handle. Hope this works. Looks ugly. That's for sure.
- */
- if( window->Window.Handle == WBHANDLE (enumerator->data) )
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
+ if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
{
- enumerator->found = TRUE;
+ enumerator->found = GL_TRUE;
enumerator->data = window;
return;
}
- /*
- * Otherwise, check this window's children
- */
+ /* 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;
- /*
- * This is easy and makes use of the windows enumeration defined above
- */
- enumerator.found = FALSE;
+ /* This is easy and makes use of the windows enumeration defined above */
+ enumerator.found = GL_FALSE;
enumerator.data = (void *)hWindow;
-
- /*
- * Start the enumeration now:
- */
fgEnumWindows( fghcbWindowByHandle, &enumerator );
- /*
- * Check if the window has been found or not:
- */
- if( enumerator.found == TRUE )
- return( (SFG_Window *) enumerator.data );
-
- /*
- * Otherwise return NULL to mark the failure
- */
- return( NULL );
+ if( enumerator.found )
+ return( SFG_Window *) enumerator.data;
+ return NULL;
}
/*
*/
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
{
- /*
- * Make sure we do not overwrite our precious results...
- */
- freeglut_return_if_fail( enumerator->found == FALSE );
+ /* 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) )
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
+ if( window->ID == *( int *)(enumerator->data) )
{
- enumerator->found = TRUE;
+ enumerator->found = GL_TRUE;
enumerator->data = window;
return;
}
- /*
- * Otherwise, check this window's children
- */
+ /* Otherwise, check this window's children */
fgEnumSubWindows( window, fghcbWindowByID, enumerator );
}
{
SFG_Enumerator enumerator;
- /*
- * Uses a method very similiar for fgWindowByHandle...
- */
- enumerator.found = FALSE;
- enumerator.data = (void *) windowID;
-
- /*
- * Start the enumeration now:
- */
+ /* Uses a method very similiar for fgWindowByHandle... */
+ enumerator.found = GL_FALSE;
+ enumerator.data = ( void * )&windowID;
fgEnumWindows( fghcbWindowByID, &enumerator );
-
- /*
- * Check if the window has been found or not:
- */
- if( enumerator.found == TRUE )
- return( (SFG_Window *) enumerator.data );
-
- /*
- * Otherwise return NULL to mark the failure
- */
- return( NULL );
+ 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 a single doubly linked list...
+ * as all menus are placed in one doubly linked list...
*/
SFG_Menu* fgMenuByID( int menuID )
{
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; menu = (SFG_Menu *)menu->Node.Next )
- {
- /*
- * Does the ID number match?
- */
+ /* 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 );
- }
-
- /*
- * We have not found the requested menu ID
- */
- return( NULL );
+ return menu;
+ return NULL;
}
/*
void fgListAppend(SFG_List *list, SFG_Node *node)
{
- SFG_Node *ln;
-
- if ( (ln = (SFG_Node *)list->Last) != NULL )
+ if ( list->Last )
{
+ SFG_Node *ln = (SFG_Node *) list->Last;
ln->Next = node;
node->Prev = ln;
}
void fgListRemove(SFG_List *list, SFG_Node *node)
{
- SFG_Node *ln;
-
- if ( (ln = (SFG_Node *)node->Next) != NULL )
- ln->Prev = node->Prev;
- if ( (ln = (SFG_Node *)node->Prev) != NULL )
- ln->Next = node->Next;
- if ( (ln = (SFG_Node *)list->First) == 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 ( (ln = (SFG_Node *)list->Last) == node )
+ if( ( ( SFG_Node * )list->Last ) == node )
list->Last = node->Prev;
}
SFG_Node *node;
int length = 0;
- for( node = (SFG_Node *)list->First; node; node = (SFG_Node *)node->Next )
+ for( node =( SFG_Node * )list->First;
+ node;
+ node = ( SFG_Node * )node->Next )
++length;
- return( 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 ***/