};
/*
- * An enumeration containing the state of the GLUT execution: initializing, running, or stopping
+ * An enumeration containing the state of the GLUT execution:
+ * initializing, running, or stopping
*/
-typedef enum {
- GLUT_EXEC_STATE_INIT,
- GLUT_EXEC_STATE_RUNNING,
- GLUT_EXEC_STATE_STOP
-} fgExecutionState ;
+typedef enum
+{
+ GLUT_EXEC_STATE_INIT,
+ GLUT_EXEC_STATE_RUNNING,
+ GLUT_EXEC_STATE_STOP
+} fgExecutionState;
/*
* This structure holds different freeglut settings
* {Visibility} is the window-specific callback to fetch.
*
* The result is correctly type-cast to the callback function pointer
- * type. (This is accomlished by abutting the callback name to a
- * common prefix, using ANSI C token-pasting.)
+ * type.
*/
#define FETCH_WCB(window,cbname) \
((FGCB ## cbname)((window).CallBacks[CB_ ## cbname]))
/*
* A linked list structure of windows
*/
-typedef struct tagSFG_WindowList SFG_WindowList ;
+typedef struct tagSFG_WindowList SFG_WindowList;
struct tagSFG_WindowList
{
- SFG_Window *window ;
- GLboolean needToClose ;
- SFG_WindowList *next ;
+ SFG_Window *window;
+ GLboolean needToClose;
+ SFG_WindowList *next;
};
/*
return;
#define freeglut_return_val_if_fail( expr, val ) \
if( !(expr) ) \
- return( val );
+ return val;
/*
* A call to those macros assures us that there is a current
*/
SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
int x, int y, int w, int h, GLboolean gameMode );
-void fgSetWindow ( SFG_Window *window ) ;
+void fgSetWindow ( SFG_Window *window );
void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, GLboolean gameMode,
int isSubWindow );
void fgCloseWindow( SFG_Window* window );
void fgAddToWindowDestroyList ( SFG_Window* window,
- GLboolean needToClose ) ;
-void fgCloseWindows ();
+ GLboolean needToClose );
+void fgCloseWindows( );
void fgDestroyWindow( SFG_Window* window, GLboolean needToClose );
void fgClearCallBacks( SFG_Window *window );