* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#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 ---------------------------------------------------- */
-void fgClearCallBacks( SFG_Window *window )
+static void fghClearCallBacks( SFG_Window *window )
{
if( window )
{
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;
-
- fgClearCallBacks( 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 );
+ fghClearCallBacks( window );
- /*
- * Initialize the object properties
- */
+ /* Initialize the object properties */
window->ID = ++fgStructure.WindowID;
+ window->State.OldHeight = window->State.OldWidth = -1;
fgListInit( &window->Children );
if( parent )
else
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->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 ? GL_TRUE : GL_FALSE );
+ (GLboolean)(parent ? GL_TRUE : GL_FALSE) );
return window;
}
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
{
int x = 100, y = 100, w = 100, h = 100;
- SFG_Window *current_window = fgStructure.Window;
+ 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.Initialised )
- glutInit( &fakeArgc, NULL );
+ menu->ParentWindow = NULL;
- menu->ParentWindow = fgStructure.Window;
+ /* Create a window for the menu to reside in. */
- /*
- * Create a window for the menu to reside in.
- */
-
- fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE, GL_TRUE );
- menu->Window = fgStructure.Window;
+ 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 );
- /*
- * Initialize the object properties:
- */
+ /* Initialize the object properties: */
menu->ID = ++fgStructure.MenuID;
menu->Callback = menuCallback;
menu->ActiveEntry = NULL;
fgListInit( &menu->Entries );
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 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.
- */
-
-static SFG_WindowList* WindowsToDestroy = ( SFG_WindowList* )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 )
+void fgAddToWindowDestroyList( SFG_Window* window )
{
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;
+ fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
- /*
- * Check if the window is the current one...
- */
- if( fgStructure.Window == window )
- fgStructure.Window = NULL;
+ /* Check if the window is the current one... */
+ if( fgStructure.CurrentWindow == window )
+ fgStructure.CurrentWindow = NULL;
/*
* Clear all window callbacks except Destroy, which will
* to ensure that they are no longer called after this point.
*/
{
- void *destroy = FETCH_WCB( *window, Destroy );
- fgClearCallBacks( window );
- FETCH_WCB( *window, Destroy ) = destroy;
+ FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
+ fghClearCallBacks( window );
+ SET_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
- * "ExecState" after this function returns.
- */
- if( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
- /*
- * Set the execution state flag to drop out of the main loop.
- */
- if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
- fgState.ExecState = GLUT_EXEC_STATE_STOP;
}
/*
*/
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 )
+ while( fgStructure.WindowsToDestroy.First )
{
- SFG_WindowList *next = window_ptr->next;
- fgDestroyWindow( window_ptr->window, window_ptr->needToClose );
+ SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;
+ fgDestroyWindow( window_ptr->window );
+ fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );
free( window_ptr );
- window_ptr = next;
-
- if( !window_ptr )
- {
- window_ptr = WindowsToDestroy;
- WindowsToDestroy = ( SFG_WindowList* )NULL;
- }
}
}
* 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;
- int menu_index ;
-
- assert( window );
- freeglut_assert_ready;
+ FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
+ "fgDestroyWindow" );
- while( subWindow = ( SFG_Window * )window->Children.First )
- fgDestroyWindow( subWindow, needToClose );
+ while( window->Children.First )
+ fgDestroyWindow( ( SFG_Window * )window->Children.First );
- /*
- * 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 ;
+ SFG_Window *activeWindow = fgStructure.CurrentWindow;
INVOKE_WCB( *window, Destroy, ( ) );
- fgSetWindow ( activeWindow );
+ fgSetWindow( activeWindow );
}
if( window->Parent )
if( window->ActiveMenu )
fgDeactivateMenu( window );
- for ( menu_index = 0; menu_index < 3; menu_index ++ )
- {
- if ( window->Menu[menu_index] )
- window->Menu[menu_index]->ParentWindow = NULL ;
- }
-
- fgClearCallBacks( window );
- if( needToClose )
- fgCloseWindow( window );
+ 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:
- */
+ /* 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)
{
SFG_Window *window;
SFG_Menu *from;
- SFG_MenuEntry *entry;
- 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:
- */
+ /* 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
- */
+ /* 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 )
*/
if( menu->Destroy )
{
- SFG_Menu *activeMenu=fgStructure.Menu;
- fgStructure.Menu = menu;
+ SFG_Menu *activeMenu=fgStructure.CurrentMenu;
+ fgStructure.CurrentMenu = menu;
menu->Destroy( );
- fgStructure.Menu = activeMenu;
+ fgStructure.CurrentMenu = 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 )
+ while( menu->Entries.First )
{
+ SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;
+
fgListRemove( &menu->Entries, &entry->Node );
if( entry->Text )
entry->Text = NULL;
free( entry );
- entry = NULL;
}
- if( fgStructure.Window == menu->Window )
- fgSetWindow( menu->ParentWindow );
- fgDestroyWindow( menu->Window, GL_TRUE );
+ if( fgStructure.CurrentWindow == menu->Window )
+ fgSetWindow( NULL );
+ fgDestroyWindow( menu->Window );
fgListRemove( &fgStructure.Menus, &menu->Node );
- if( fgStructure.Menu == menu )
- fgStructure.Menu = NULL;
+ if( fgStructure.CurrentMenu == menu )
+ fgStructure.CurrentMenu = NULL;
free( menu );
}
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;
}
/*
*/
void fgDestroyStructure( void )
{
- SFG_Window *window;
- SFG_Menu *menu;
-
- freeglut_assert_ready;
+ /* Clean up the WindowsToDestroy list. */
+ fgCloseWindows( );
- /*
- * Make sure all windows and menus have been deallocated
- */
- while( menu = ( SFG_Menu * )fgStructure.Menus.First )
- fgDestroyMenu( menu );
+ /* Make sure all windows and menus have been deallocated */
+ while( fgStructure.Menus.First )
+ fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
- while( window = ( SFG_Window * )fgStructure.Windows.First )
- fgDestroyWindow( window, GL_TRUE );
+ while( fgStructure.Windows.First )
+ fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
}
/*
{
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
- */
+ /* Check every of the top-level windows */
for( window = ( SFG_Window * )fgStructure.Windows.First;
window;
window = ( SFG_Window * )window->Node.Next )
{
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;
if ( enumerator->found )
return;
- /*
- * Check the window's handle. Hope this works. Looks ugly. That's for sure.
- */
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
{
enumerator->found = GL_TRUE;
return;
}
- /*
- * Otherwise, check this window's children
- */
+ /* Otherwise, check this window's children */
fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
}
{
SFG_Enumerator enumerator;
- /*
- * This is easy and makes use of the windows enumeration defined above
- */
+ /* This is easy and makes use of the windows enumeration defined above */
enumerator.found = GL_FALSE;
enumerator.data = (void *)hWindow;
fgEnumWindows( fghcbWindowByHandle, &enumerator );
*/
static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
{
- /*
- * Make sure we do not overwrite our precious results...
- */
- if ( enumerator->found )
+ /* 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) ) /* XXX int/ptr conversion! */
+ /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
+ if( window->ID == *( int *)(enumerator->data) )
{
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...
- */
+ /* Uses a method very similiar for fgWindowByHandle... */
enumerator.found = GL_FALSE;
- enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */
+ enumerator.data = ( void * )&windowID;
fgEnumWindows( fghcbWindowByID, &enumerator );
if( enumerator.found )
- return( SFG_Window *) enumerator.data;
+ 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...
- */
+ /* It's enough to check all entries in fgStructure.Menus... */
for( menu = (SFG_Menu *)fgStructure.Menus.First;
menu;
menu = (SFG_Menu *)menu->Node.Next )
void fgListAppend(SFG_List *list, SFG_Node *node)
{
- SFG_Node *ln;
-
- if ( ln = (SFG_Node *)list->Last )
+ 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 )
- ln->Prev = node->Prev;
- if( ln = (SFG_Node *)node->Prev )
- 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;
}
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 ***/