X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_structure.c;h=e11cdf74392a95c9d85377b8b9d9026d104cfc1b;hb=bc762393b1c3421d1f508c03111643e27a1cc8f9;hp=09ad74d9a46d25e80ce566f7631fd2006e31859f;hpb=fa43a255b9778016ce78123712b8ff89efd2fb34;p=freeglut diff --git a/src/freeglut_structure.c b/src/freeglut_structure.c index 09ad74d..e11cdf7 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 +52,21 @@ SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */ /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ +void fgClearCallBacks( SFG_Window *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 ) { /* * Have the window object created @@ -68,6 +74,8 @@ 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... @@ -80,29 +88,14 @@ 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 @@ -110,30 +103,25 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y, 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 ; /* * 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 != NULL) ? TRUE : 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 @@ -162,8 +150,8 @@ SFG_Menu* fgCreateMenu( FGCBmenu menuCallback ) 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. + * 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 ; @@ -177,14 +165,7 @@ SFG_Menu* fgCreateMenu( FGCBmenu menuCallback ) menu->Callback = menuCallback; menu->ActiveEntry = NULL ; - /* - * Initialize the entries list - */ fgListInit( &menu->Entries ); - - /* - * Add it to the menu structure hierarchy - */ fgListAppend( &fgStructure.Menus, &menu->Node ); /* @@ -192,26 +173,26 @@ 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 ; /* - * 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 ) { - SFG_WindowList *new_list_entry = (SFG_WindowList*)malloc ( sizeof(SFG_WindowList) ) ; + 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 ; @@ -224,13 +205,25 @@ void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose ) fgStructure.Window = NULL; /* - * If the destroyed window has the highest window ID number, decrement the window ID number + * 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-- ; + 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. + * 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 ) { @@ -248,7 +241,8 @@ void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose ) void fgCloseWindows () { SFG_WindowList *window_ptr = WindowsToDestroy ; - WindowsToDestroy = (SFG_WindowList*)NULL ; /* In case the destroy callbacks cause more windows to be closed */ + WindowsToDestroy = (SFG_WindowList*)NULL ; + /* In case the destroy callbacks cause more windows to be closed */ while ( window_ptr ) { @@ -278,33 +272,21 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose ) assert( window != NULL ); 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 - */ 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 ; - fgSetWindow ( window ) ; - window->Callbacks.Destroy () ; + INVOKE_WCB( *window, Destroy, ( ) ); fgSetWindow ( activeWindow ) ; } - /* - * Now we should remove the reference to this window from its parent - */ if ( window->Parent != NULL ) fgListRemove( &window->Parent->Children, &window->Node ); else @@ -319,19 +301,12 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose ) window->Menu[menu_index]->ParentWindow = NULL ; } - /* - * OK, this window seems disconnected from the structure enough - * in order to be closed without any bigger risks... - */ if( needToClose == TRUE ) fgCloseWindow( window ); - - /* - * Finally, we can delete the window's object. It hopefully does - * have everything inside it freed and we do not have to care... - */ free( window ); - if ( fgStructure.Window == window ) fgStructure.Window = NULL ; + if ( fgStructure.Window == window ) + fgStructure.Window = NULL ; + fgClearCallBacks( window ); } /* @@ -348,19 +323,15 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu ) * if so, have it detached (by overwriting with a NULL): */ 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; subWindow = (SFG_Window *)subWindow->Node.Next) - { fghRemoveMenuFromWindow( subWindow, menu ); - } } /* @@ -371,13 +342,11 @@ static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu ) { SFG_MenuEntry *entry; - for( entry = (SFG_MenuEntry *)from->Entries.First; entry; entry = (SFG_MenuEntry *)entry->Node.Next ) - { + for( entry = (SFG_MenuEntry *)from->Entries.First; + entry; + entry = (SFG_MenuEntry *)entry->Node.Next ) if (entry->SubMenu == menu) - { entry->SubMenu = NULL; - } - } } /* @@ -396,18 +365,18 @@ void fgDestroyMenu( SFG_Menu* menu ) /* * 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 ) - { + 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 ) - { + 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 @@ -429,39 +398,21 @@ void fgDestroyMenu( SFG_Menu* menu ) { fgListRemove(&menu->Entries, &entry->Node); - /* - * There might be a string allocated, have it freed: - */ - free( entry->Text ); - - /* - * Deallocate the entry itself: - */ + if( entry->Text ) + free( entry->Text ); + entry->Text = NULL; + free( entry ); + entry = NULL; } - /* - * Destroy the window associated with the menu - */ if ( fgStructure.Window == menu->Window ) fgSetWindow ( menu->ParentWindow ) ; - 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 ); } @@ -484,17 +435,15 @@ void fgCreateStructure( void ) } /* - * 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; /* @@ -520,45 +469,33 @@ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator ) /* * Check every of the top-level windows */ - for( window = (SFG_Window *)fgStructure.Windows.First; window; + for( window = (SFG_Window *)fgStructure.Windows.First; + window; window = (SFG_Window *)window->Node.Next ) { - /* - * Execute the callback... - */ enumCallback( window, enumerator ); - - /* - * If it has been marked as 'found', stop searching - */ if( enumerator->found == TRUE ) 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; 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 ) + for( child = (SFG_Window *)window->Children.First; + child; + child = (SFG_Window *)child->Node.Next ) { - /* - * Execute the callback... - */ enumCallback( child, enumerator ); - - /* - * If it has been marked as 'found', stop searching - */ if( enumerator->found == TRUE ) return; } @@ -567,11 +504,9 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, SFG_Enum /* * 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 TARGET_HOST_UNIX_X11 @@ -618,22 +553,11 @@ SFG_Window* fgWindowByHandle */ enumerator.found = 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 ); + return( SFG_Window *) enumerator.data; + return NULL; } /* @@ -649,7 +573,7 @@ static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator ) /* * 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->data = window; @@ -676,23 +600,11 @@ SFG_Window* fgWindowByID( int windowID ) * Uses a method very similiar for fgWindowByHandle... */ enumerator.found = FALSE; - enumerator.data = (void *) windowID; - - /* - * Start the enumeration now: - */ + 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 ); + return( SFG_Window *) enumerator.data; + return NULL; } /* @@ -708,19 +620,12 @@ 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; } /* @@ -773,7 +678,7 @@ int fgListLength(SFG_List *list) for( node = (SFG_Node *)list->First; node; node = (SFG_Node *)node->Next ) ++length; - return( length ); + return length; } /*** END OF FILE ***/