X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_structure.c;h=c279b4a84bf7cda60d6d766420bcb776b27ca0a4;hb=76bb5e2f2b60a3cb15fe7fa0142d80a89065cf30;hp=1e0565321fda2f3c18504c137f4781738515a83b;hpb=1b5ee849ba61b667aeba474a7e03406196478bee;p=freeglut diff --git a/src/fg_structure.c b/src/fg_structure.c index 1e05653..c279b4a 100644 --- a/src/fg_structure.c +++ b/src/fg_structure.c @@ -1,5 +1,5 @@ /* - * freeglut_structure.c + * fg_structure.c * * Windows and menus need tree structure * @@ -49,6 +49,7 @@ SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ extern void fgPlatformCreateWindow ( SFG_Window *window ); +extern void fghDefaultReshape(int width, int height); static void fghClearCallBacks( SFG_Window *window ) { @@ -72,11 +73,17 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, GLboolean gameMode, GLboolean isMenu ) { /* Have the window object created */ - SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 ); + SFG_Window *window = (SFG_Window *)calloc( 1, sizeof(SFG_Window) ); + + if( !window ) + { + fgError( "Out of memory. Could not create window." ); + } fgPlatformCreateWindow ( window ); fghClearCallBacks( window ); + SET_WCB( *window, Reshape, fghDefaultReshape); /* Initialize the object properties */ window->ID = ++fgStructure.WindowID; @@ -90,18 +97,15 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, else fgListAppend( &fgStructure.Windows, &window->Node ); - /* Set the default mouse cursor and reset the modifiers value */ + /* Set the default mouse cursor */ window->State.Cursor = GLUT_CURSOR_INHERIT; - window->IsMenu = isMenu; - - window->State.IgnoreKeyRepeat = GL_FALSE; - window->State.KeyRepeating = GL_FALSE; - window->State.IsFullscreen = GL_FALSE; + /* Mark window as menu if a menu is to be created */ + window->IsMenu = isMenu; /* * Open the window now. The fgOpenWindow() function is system - * dependant, and resides in freeglut_window.c. Uses fgState. + * dependent, and resides in fg_window.c. Uses fgState. */ fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode, (GLboolean)(parent ? GL_TRUE : GL_FALSE) ); @@ -112,9 +116,8 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, /* * This private function creates a menu and adds it to the menus list */ -SFG_Menu* fgCreateMenu( FGCBMenu menuCallback ) +SFG_Menu* fgCreateMenu( FGCBMenuUC menuCallback, FGCBUserData userData ) { - int x = 100, y = 100, w = 1, h = 1; SFG_Window *current_window = fgStructure.CurrentWindow; /* Have the menu object created */ @@ -123,19 +126,19 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback ) menu->ParentWindow = NULL; /* Create a window for the menu to reside in. */ - - fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h, + fgCreateWindow( NULL, "freeglut menu", GL_FALSE, 0, 0, GL_FALSE, 0, 0, GL_FALSE, GL_TRUE ); menu->Window = fgStructure.CurrentWindow; glutDisplayFunc( fgDisplayMenu ); - glutHideWindow( ); /* Hide the window for now */ fgSetWindow( current_window ); /* Initialize the object properties: */ - menu->ID = ++fgStructure.MenuID; - menu->Callback = menuCallback; - menu->ActiveEntry = NULL; + menu->ID = ++fgStructure.MenuID; + menu->Callback = menuCallback; + menu->CallbackData = userData; + menu->ActiveEntry = NULL; + menu->Font = fgState.MenuFont; fgListInit( &menu->Entries ); fgListAppend( &fgStructure.Menus, &menu->Node ); @@ -193,7 +196,7 @@ void fgCloseWindows( ) /* * This function destroys a window and all of its subwindows. Actually, - * another function, defined in freeglut_window.c is called, but this is + * another function, defined in fg_window.c is called, but this is * a whole different story... */ void fgDestroyWindow( SFG_Window* window ) @@ -335,7 +338,7 @@ void fgDestroyMenu( SFG_Menu* menu ) * This function should be called on glutInit(). It will prepare the internal * structure of freeglut to be used in the application. The structure will be * destroyed using fgDestroyStructure() on glutMainLoop() return. In that - * case further use of freeglut should be preceeded with a glutInit() call. + * case further use of freeglut should be preceded with a glutInit() call. */ void fgCreateStructure( void ) { @@ -378,7 +381,7 @@ void fgDestroyStructure( void ) /* * Helper function to enumerate through all registered top-level windows */ -void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator ) +void fgEnumWindows( FGCBWindowEnumerator enumCallback, SFG_Enumerator* enumerator ) { SFG_Window *window; @@ -398,10 +401,32 @@ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator ) } /* +* Helper function to enumerate through all registered top-level windows +*/ +void fgEnumMenus( FGCBMenuEnumerator enumCallback, SFG_Enumerator* enumerator ) +{ + SFG_Menu *menu; + + FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator, + "Enumerator or callback missing from window enumerator call", + "fgEnumWindows" ); + + /* It's enough to check all entries in fgStructure.Menus... */ + for( menu = (SFG_Menu *)fgStructure.Menus.First; + menu; + menu = (SFG_Menu *)menu->Node.Next ) + { + enumCallback( menu, enumerator ); + if( enumerator->found ) + return; + } +} + +/* * Helper function to enumerate through all a window's subwindows * (single level descent) */ -void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, +void fgEnumSubWindows( SFG_Window* window, FGCBWindowEnumerator enumCallback, SFG_Enumerator* enumerator ) { SFG_Window *child; @@ -446,7 +471,7 @@ static void fghcbWindowByHandle( SFG_Window *window, /* * fgWindowByHandle returns a (SFG_Window *) value pointing to the * first window in the queue matching the specified window handle. - * The function is defined in freeglut_structure.c file. + * The function is defined in fg_structure.c file. */ SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow ) { @@ -485,15 +510,15 @@ static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator ) } /* - * This function is similiar to the previous one, except it is + * This function is similar to the previous one, except it is * looking for a specified (sub)window identifier. The function - * is defined in freeglut_structure.c file. + * is defined in fg_structure.c file. */ SFG_Window* fgWindowByID( int windowID ) { SFG_Enumerator enumerator; - /* Uses a method very similiar for fgWindowByHandle... */ + /* Uses a method very similar for fgWindowByHandle... */ enumerator.found = GL_FALSE; enumerator.data = ( void * )&windowID; fgEnumWindows( fghcbWindowByID, &enumerator ); @@ -503,19 +528,78 @@ SFG_Window* fgWindowByID( int windowID ) } /* - * Looks up a menu given its ID. This is easier that fgWindowByXXX + * A static helper function to look for a menu given its ID + */ +static void fghcbMenuByID( SFG_Menu *menu, + SFG_Enumerator *enumerator ) +{ + if ( enumerator->found ) + return; + + /* Check the menu's ID. */ + if( menu->ID == *( int *)(enumerator->data) ) + { + enumerator->found = GL_TRUE; + enumerator->data = menu; + + return; + } +} + +/* + * Looks up a menu given its ID. This is easier than fgWindowByXXX * as all menus are placed in one doubly linked list... */ SFG_Menu* fgMenuByID( int menuID ) { - SFG_Menu *menu = NULL; + SFG_Enumerator enumerator; + + /* This is easy and makes use of the menus enumeration defined above */ + enumerator.found = GL_FALSE; + enumerator.data = (void *)&menuID; + fgEnumMenus( fghcbMenuByID, &enumerator ); + + if( enumerator.found ) + return( SFG_Menu *) enumerator.data; + + return NULL; +} + +/* + * A static helper function to look for an active menu + */ +static void fghcbGetActiveMenu( SFG_Menu *menu, + SFG_Enumerator *enumerator ) +{ + if ( enumerator->found ) + return; + + /* Check the menu's is active */ + if( menu->IsActive ) + { + enumerator->found = GL_TRUE; + enumerator->data = menu; + + return; + } +} + +/* + * Returns active menu, if any. Assumption: only one menu active throughout application at any one time. + * This is false when a submenu is also open. + * This is easier than fgWindowByXXX as all menus are placed in one doubly linked list... + */ +SFG_Menu* fgGetActiveMenu( ) +{ + SFG_Enumerator enumerator; + + /* This is easy and makes use of the menus enumeration defined above */ + enumerator.found = GL_FALSE; + fgEnumMenus( fghcbGetActiveMenu, &enumerator ); + + if( enumerator.found ) + return( SFG_Menu *) enumerator.data; - /* 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; return NULL; }