X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_structure.c;h=2871e320149dc643880ce13b90c955acb9be40b7;hb=11c8a0343cca5db622c5bcb917e92aa65a8444ff;hp=949747ba0da11bfcea01b08b578bf64292b098ee;hpb=594e633aada7577825541f70447451e0007f80f9;p=freeglut diff --git a/src/freeglut_structure.c b/src/freeglut_structure.c index 949747b..2871e32 100644 --- a/src/freeglut_structure.c +++ b/src/freeglut_structure.c @@ -83,7 +83,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, * 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 ); /* @@ -113,7 +113,7 @@ 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 != NULL) ? TRUE : FALSE ); + parent ? GL_TRUE : GL_FALSE ); return window; } @@ -136,7 +136,7 @@ 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; @@ -146,9 +146,9 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback ) * global variable BuildingAMenu to true so we can ensure * it is created without decorations. */ - fgState.BuildingAMenu = TRUE; + fgState.BuildingAMenu = GL_TRUE; - fgCreateWindow( NULL, NULL, x, y, w, h, FALSE ); + fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE ); menu->Window = fgStructure.Window; glutDisplayFunc( fgDisplayMenu ); @@ -156,7 +156,7 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback ) * 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; + fgState.BuildingAMenu = GL_FALSE; glutHideWindow( ); /* Hide the window for now */ fgSetWindow( current_window ); @@ -318,7 +318,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose ) } fgClearCallBacks( window ); - if( needToClose == TRUE ) + if( needToClose ) fgCloseWindow( window ); free( window ); if( fgStructure.Window == window ) @@ -425,7 +425,7 @@ void fgDestroyMenu( SFG_Menu* menu ) if( fgStructure.Window == menu->Window ) fgSetWindow( menu->ParentWindow ); - fgDestroyWindow( menu->Window, TRUE ); + fgDestroyWindow( menu->Window, GL_TRUE ); fgListRemove( &fgStructure.Menus, &menu->Node ); if( fgStructure.Menu == menu ) fgStructure.Menu = NULL; @@ -470,7 +470,7 @@ void fgDestroyStructure( void ) fgDestroyMenu( menu ); while( window = ( SFG_Window * )fgStructure.Windows.First ) - fgDestroyWindow( window, TRUE ); + fgDestroyWindow( window, GL_TRUE ); } /* @@ -491,7 +491,7 @@ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator ) window = ( SFG_Window * )window->Node.Next ) { enumCallback( window, enumerator ); - if( enumerator->found == TRUE ) + if( enumerator->found ) return; } } @@ -513,7 +513,7 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, child = ( SFG_Window * )child->Node.Next ) { enumCallback( child, enumerator ); - if( enumerator->found == TRUE ) + if( enumerator->found ) return; } } @@ -524,7 +524,8 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, static void fghcbWindowByHandle( SFG_Window *window, SFG_Enumerator *enumerator ) { - freeglut_return_if_fail( enumerator->found == FALSE ); + if ( enumerator->found ) + return; #if TARGET_HOST_UNIX_X11 #define WBHANDLE (Window) @@ -537,7 +538,7 @@ static void fghcbWindowByHandle( SFG_Window *window, */ if( window->Window.Handle == WBHANDLE (enumerator->data) ) { - enumerator->found = TRUE; + enumerator->found = GL_TRUE; enumerator->data = window; return; @@ -568,11 +569,11 @@ 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; fgEnumWindows( fghcbWindowByHandle, &enumerator ); - if( enumerator.found == TRUE ) + if( enumerator.found ) return( SFG_Window *) enumerator.data; return NULL; } @@ -585,14 +586,15 @@ 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) ) /* XXX int/ptr conversion! */ { - enumerator->found = TRUE; + enumerator->found = GL_TRUE; enumerator->data = window; return; @@ -616,10 +618,10 @@ SFG_Window* fgWindowByID( int windowID ) /* * Uses a method very similiar for fgWindowByHandle... */ - enumerator.found = FALSE; + enumerator.found = GL_FALSE; enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */ fgEnumWindows( fghcbWindowByID, &enumerator ); - if( enumerator.found == TRUE ) + if( enumerator.found ) return( SFG_Window *) enumerator.data; return NULL; }