X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_structure.c;h=0824a3402fc5941371c8b2d27deacf9cb7024741;hb=2e8c8e1910a0f5a18c6108174bad31f13af38165;hp=da29757323d421c8637da7bfb658acd222807024;hpb=9b5ed2940eac112c894bb43f802fbda5b1c8b27a;p=freeglut diff --git a/src/freeglut_structure.c b/src/freeglut_structure.c index da29757..0824a34 100644 --- a/src/freeglut_structure.c +++ b/src/freeglut_structure.c @@ -29,8 +29,6 @@ #include "config.h" #endif -#define G_LOG_DOMAIN "freeglut-structure" - #include "../include/GL/freeglut.h" #include "freeglut_internal.h" @@ -54,13 +52,25 @@ SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ +void fgClearCallBacks( 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 @@ -68,11 +78,13 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y, 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.Time.Set ) + if( !fgState.Initalized ) glutInit( &fakeArgc, NULL ); /* @@ -80,60 +92,39 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y, */ window->ID = ++fgStructure.WindowID; - /* - * Initialize the children list - */ fgListInit( &window->Children ); - - /* - * Does this window have a parent? - */ if( parent != NULL ) { - /* - * 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 */ 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; /* * 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, + 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.Window; /* * Have the menu object created @@ -145,46 +136,30 @@ SFG_Menu* fgCreateMenu( FGCBmenu menuCallback ) * If the freeglut internals haven't been initialized yet, * do it now. Hack's idea courtesy of Chris Purnell... */ - if( !fgState.Time.Set ) + if( !fgState.Initalized ) glutInit( &fakeArgc, NULL ); - menu->ParentWindow = fgStructure.Window ; + menu->ParentWindow = fgStructure.Window; /* - * 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. + * Create a window for the menu to reside in. */ - fgState.BuildingAMenu = TRUE ; - fgCreateWindow ( NULL, NULL, x, y, w, h, FALSE ) ; - menu->Window = fgStructure.Window ; - glutDisplayFunc ( fgDisplayMenu ) ; + fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE, GL_TRUE ); + menu->Window = fgStructure.Window; + glutDisplayFunc( fgDisplayMenu ); - /* - * 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 ; - - glutHideWindow () ; /* Hide the window for now */ - fgStructure.Window = current_window ; + glutHideWindow( ); /* Hide the window for now */ + fgSetWindow( current_window ); /* * 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 ); /* @@ -192,77 +167,103 @@ SFG_Menu* fgCreateMenu( FGCBmenu menuCallback ) */ fgStructure.Menu = 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. + * 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 ; +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. + * 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, 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. - */ - if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT ) - fgState.ExecState = GLUT_EXEC_STATE_STOP ; - } + 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; + + /* + * 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. + */ + { + void *destroy = FETCH_WCB( *window, Destroy ); + fgClearCallBacks( window ); + 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 + * "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; } /* * 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 ; + SFG_WindowList *window_ptr = WindowsToDestroy; + WindowsToDestroy = ( SFG_WindowList* )NULL; + /* In case the destroy callbacks cause more windows to be closed */ - if ( !window_ptr ) + while( window_ptr ) { - window_ptr = WindowsToDestroy ; - WindowsToDestroy = (SFG_WindowList*)NULL ; + SFG_WindowList *next = window_ptr->next; + fgDestroyWindow( window_ptr->window, window_ptr->needToClose ); + free( window_ptr ); + window_ptr = next; + + if( !window_ptr ) + { + window_ptr = WindowsToDestroy; + WindowsToDestroy = ( SFG_WindowList* )NULL; + } } - } } /* @@ -273,54 +274,46 @@ void fgCloseWindows () void fgDestroyWindow( SFG_Window* window, GLboolean needToClose ) { SFG_Window* subWindow; + int menu_index ; - assert( window != NULL ); + assert( window ); freeglut_assert_ready; - /* - * 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 - */ + while( subWindow = ( SFG_Window * )window->Children.First ) fgDestroyWindow( subWindow, needToClose ); - } /* - * If the programmer defined a destroy callback, call it - * A. Donev: But first make this the active window + * 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 ( window->Callbacks.Destroy != NULL ) + if( FETCH_WCB( *window, Destroy ) ) { - SFG_Window *activeWindow = fgStructure.Window ; - fgStructure.Window = window ; - window->Callbacks.Destroy () ; - fgStructure.Window = activeWindow ; + SFG_Window *activeWindow = fgStructure.Window ; + INVOKE_WCB( *window, 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... - */ + for ( menu_index = 0; menu_index < 3; menu_index ++ ) + { + if ( window->Menu[menu_index] != NULL ) + window->Menu[menu_index]->ParentWindow = NULL ; + } + + fgClearCallBacks( window ); + if( needToClose ) + fgCloseWindow( window ); free( window ); + if( fgStructure.Window == window ) + fgStructure.Window = NULL; } /* @@ -336,20 +329,17 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu ) * 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 < 3; 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; + for( subWindow = (SFG_Window *)window->Children.First; + subWindow; subWindow = (SFG_Window *)subWindow->Node.Next) - { fghRemoveMenuFromWindow( subWindow, menu ); - } } /* @@ -358,15 +348,13 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* 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; } /* @@ -375,80 +363,65 @@ static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu ) */ 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); - - /* - * There might be a string allocated, have it freed: - */ - free( entry->Text ); - - /* - * Deallocate the entry itself: - */ - free( entry ); - } - - /* - * Destroy the window associated with the menu - */ - 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 ); + SFG_Window *window; + SFG_Menu *from; + SFG_MenuEntry *entry; + + assert( menu ); + 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 ) + { + 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 ) + { + fgListRemove( &menu->Entries, &entry->Node ); + + if( entry->Text ) + free( entry->Text ); + entry->Text = NULL; + + free( entry ); + entry = NULL; + } + + if( fgStructure.Window == menu->Window ) + fgSetWindow( menu->ParentWindow ); + fgDestroyWindow( menu->Window, GL_TRUE ); + fgListRemove( &fgStructure.Menus, &menu->Node ); + if( fgStructure.Menu == menu ) + fgStructure.Menu = NULL; + + free( menu ); } /* @@ -459,38 +432,36 @@ void fgDestroyMenu( SFG_Menu* 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); } /* - * 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( (window = (SFG_Window *)fgStructure.Windows.First) != NULL ) - fgDestroyWindow( window, TRUE ); - - while( (menu = (SFG_Menu *)fgStructure.Menus.First) != NULL ) - fgDestroyMenu( menu ); + SFG_Window *window; + SFG_Menu *menu; + + freeglut_assert_ready; + + /* + * Make sure all windows and menus have been deallocated + */ + while( menu = ( SFG_Menu * )fgStructure.Menus.First ) + fgDestroyMenu( menu ); + + while( window = ( SFG_Window * )fgStructure.Windows.First ) + fgDestroyWindow( window, GL_TRUE ); } /* @@ -498,67 +469,54 @@ void fgDestroyStructure( void ) */ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator ) { - SFG_Window *window; + SFG_Window *window; - assert( (enumCallback != NULL) && (enumerator != NULL) ); - freeglut_assert_ready; - - /* - * 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 ); + assert( enumCallback && enumerator ); + freeglut_assert_ready; /* - * If it has been marked as 'found', stop searching + * Check every of the top-level windows */ - if( enumerator->found == TRUE ) - return; - } + 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; + SFG_Window *child; - assert( (enumCallback != NULL) && (enumerator != NULL) ); - freeglut_assert_ready; - - /* - * 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 ); + assert( enumCallback && enumerator ); + freeglut_assert_ready; - /* - * 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 ( enumerator->found ) + return; #if TARGET_HOST_UNIX_X11 #define WBHANDLE (Window) @@ -571,7 +529,7 @@ static void fghcbWindowByHandle( SFG_Window *window, SFG_Enumerator *enumerator */ if( window->Window.Handle == WBHANDLE (enumerator->data) ) { - enumerator->found = TRUE; + enumerator->found = GL_TRUE; enumerator->data = window; return; @@ -602,24 +560,13 @@ SFG_Window* fgWindowByHandle /* * This is easy and makes use of the windows enumeration defined above */ - enumerator.found = FALSE; + 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; } /* @@ -630,14 +577,15 @@ 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 ); + if ( enumerator->found ) + return; /* * Check the window's handle. Hope this works. Looks ugly. That's for sure. */ - if( window->ID == (int) (enumerator->data) ) + if( window->ID == (int) (enumerator->data) ) /* XXX int/ptr conversion! */ { - enumerator->found = TRUE; + enumerator->found = GL_TRUE; enumerator->data = window; return; @@ -661,24 +609,12 @@ SFG_Window* fgWindowByID( int windowID ) /* * Uses a method very similiar for fgWindowByHandle... */ - enumerator.found = FALSE; - enumerator.data = (void *) windowID; - - /* - * Start the enumeration now: - */ + enumerator.found = GL_FALSE; + enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */ 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; } /* @@ -694,19 +630,12 @@ SFG_Menu* fgMenuByID( int menuID ) /* * 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? - */ + 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; } /* @@ -741,13 +670,13 @@ void fgListRemove(SFG_List *list, SFG_Node *node) { SFG_Node *ln; - if ( (ln = (SFG_Node *)node->Next) != NULL ) + if( ln = (SFG_Node *)node->Next ) ln->Prev = node->Prev; - if ( (ln = (SFG_Node *)node->Prev) != NULL ) + if( ln = (SFG_Node *)node->Prev ) ln->Next = node->Next; - if ( (ln = (SFG_Node *)list->First) == node ) + if( ( ln = (SFG_Node *)list->First ) == node ) list->First = node->Next; - if ( (ln = (SFG_Node *)list->Last) == node ) + if( ( ln = (SFG_Node *)list->Last ) == node ) list->Last = node->Prev; } @@ -756,10 +685,12 @@ int fgListLength(SFG_List *list) 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; } /*** END OF FILE ***/