X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_structure.c;h=03c1a8fb6c9aa0d6a2699b5f76bbc5589d3bc8f7;hb=78d46c63a115e0a868d83f365399864b62a4ea7f;hp=3b3032d09300ad1b6d82018f5e6e0bc6eb0e3a16;hpb=daa93e6c5a30f909e4ff8e245d7f7fa39e38ed7f;p=freeglut diff --git a/src/freeglut_structure.c b/src/freeglut_structure.c index 3b3032d..03c1a8f 100644 --- a/src/freeglut_structure.c +++ b/src/freeglut_structure.c @@ -25,14 +25,9 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - #include #include "freeglut_internal.h" - /* -- GLOBAL EXPORTS ------------------------------------------------------- */ /* @@ -53,7 +48,7 @@ SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ -void fgClearCallBacks( SFG_Window *window ) +static void fghClearCallBacks( SFG_Window *window ) { if( window ) { @@ -73,24 +68,12 @@ 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; - fgClearCallBacks( window ); + fghClearCallBacks( 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 ); - - /* - * Initialize the object properties - */ + /* Initialize the object properties */ window->ID = ++fgStructure.WindowID; window->State.OldHeight = window->State.OldWidth = -1; @@ -103,9 +86,7 @@ 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 and reset the modifiers value */ window->State.Cursor = GLUT_CURSOR_INHERIT; window->IsMenu = isMenu; @@ -118,7 +99,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, * 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; } @@ -129,37 +110,23 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, 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, "freeglut menu", x, y, w, h, GL_FALSE, GL_TRUE ); - menu->Window = fgStructure.Window; + 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; @@ -167,10 +134,8 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback ) 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; } @@ -187,11 +152,9 @@ void fgAddToWindowDestroyList( SFG_Window* window ) new_list_entry->window = window; 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 @@ -203,7 +166,7 @@ void fgAddToWindowDestroyList( SFG_Window* window ) */ { FGCBDestroy destroy = FETCH_WCB( *window, Destroy ); - fgClearCallBacks( window ); + fghClearCallBacks( window ); SET_WCB( *window, Destroy, destroy ); } } @@ -229,16 +192,14 @@ void fgCloseWindows( ) */ void fgDestroyWindow( SFG_Window* window ) { - int menu_index; - - assert( window ); - freeglut_assert_ready; + FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window", + "fgDestroyWindow" ); while( window->Children.First ) fgDestroyWindow( ( SFG_Window * )window->Children.First ); { - SFG_Window *activeWindow = fgStructure.Window; + SFG_Window *activeWindow = fgStructure.CurrentWindow; INVOKE_WCB( *window, Destroy, ( ) ); fgSetWindow( activeWindow ); } @@ -251,15 +212,11 @@ void fgDestroyWindow( SFG_Window* window ) 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 ); + fghClearCallBacks( window ); fgCloseWindow( window ); free( window ); - if( fgStructure.Window == window ) - fgStructure.Window = NULL; + if( fgStructure.CurrentWindow == window ) + fgStructure.CurrentWindow = NULL; } /* @@ -271,6 +228,10 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu ) 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): @@ -279,9 +240,7 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu ) 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) @@ -312,20 +271,16 @@ void fgDestroyMenu( SFG_Menu* menu ) SFG_Window *window; SFG_Menu *from; - 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 ) @@ -337,10 +292,10 @@ void fgDestroyMenu( SFG_Menu* menu ) */ 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; } /* @@ -360,12 +315,12 @@ void fgDestroyMenu( SFG_Menu* menu ) free( entry ); } - if( fgStructure.Window == menu->Window ) - fgSetWindow( menu->ParentWindow ); + 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 ); } @@ -396,16 +351,10 @@ void fgCreateStructure( void ) */ void fgDestroyStructure( void ) { - freeglut_assert_ready; - - /* - * Clean up the WindowsToDestroy list. - */ + /* Clean up the WindowsToDestroy list. */ fgCloseWindows( ); - /* - * Make sure all windows and menus have been deallocated - */ + /* Make sure all windows and menus have been deallocated */ while( fgStructure.Menus.First ) fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First ); @@ -420,12 +369,11 @@ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator ) { 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 ) @@ -445,8 +393,10 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, { 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; @@ -467,9 +417,7 @@ static void fghcbWindowByHandle( SFG_Window *window, 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; @@ -478,9 +426,7 @@ static void fghcbWindowByHandle( SFG_Window *window, return; } - /* - * Otherwise, check this window's children - */ + /* Otherwise, check this window's children */ fgEnumSubWindows( window, fghcbWindowByHandle, enumerator ); } @@ -493,9 +439,7 @@ SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow ) { 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 ); @@ -510,15 +454,11 @@ SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow ) */ static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator ) { - /* - * Make sure we do not overwrite our precious results... - */ + /* 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. - */ + /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */ if( window->ID == *( int *)(enumerator->data) ) { enumerator->found = GL_TRUE; @@ -527,9 +467,7 @@ static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator ) return; } - /* - * Otherwise, check this window's children - */ + /* Otherwise, check this window's children */ fgEnumSubWindows( window, fghcbWindowByID, enumerator ); } @@ -542,9 +480,7 @@ SFG_Window* fgWindowByID( int windowID ) { 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; fgEnumWindows( fghcbWindowByID, &enumerator ); @@ -555,17 +491,13 @@ SFG_Window* fgWindowByID( int windowID ) /* * 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 )