int FGAPIENTRY glutEnterGameMode( void )
{
if( fgStructure.GameMode )
- fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
+ fgAddToWindowDestroyList( fgStructure.GameMode );
else
fghRememberState( );
{
freeglut_return_if_fail( fgStructure.GameMode );
- fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
+ fgAddToWindowDestroyList( fgStructure.GameMode );
#if TARGET_HOST_UNIX_X11
struct tagSFG_WindowList
{
SFG_Window *window ;
- GLboolean needToClose ;
SFG_WindowList *next ;
};
int x, int y, int w, int h, GLboolean gameMode,
GLboolean isSubWindow );
void fgCloseWindow( SFG_Window* window );
-void fgAddToWindowDestroyList ( SFG_Window* window,
- GLboolean needToClose );
+void fgAddToWindowDestroyList ( SFG_Window* window );
void fgCloseWindows ();
-void fgDestroyWindow( SFG_Window* window, GLboolean needToClose );
+void fgDestroyWindow( SFG_Window* window );
void fgClearCallBacks( SFG_Window *window );
/*
{
GETWINDOW( xclient );
- fgCloseWindow ( window );
- fgAddToWindowDestroyList ( window, GL_FALSE );
+ fgDestroyWindow ( window );
+
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
+
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ return;
}
break;
* This is sent to confirm the XDestroyWindow call.
* XXX WHY is this commented out? Should we re-enable it?
*/
- /* fgAddToWindowDestroyList ( window, GL_FALSE ); */
+ /* fgAddToWindowDestroyList ( window ); */
break;
case Expose:
while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{
if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
- fgState.ExecState = GLUT_EXEC_STATE_STOP ;
+ {
+ if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
+ {
+ fgDeinitialize( );
+ exit( 0 );
+ }
+ fgState.ExecState = GLUT_EXEC_STATE_STOP;
+ return;
+ }
TranslateMessage( &stMsg );
DispatchMessage( &stMsg );
}
}
- {
- fgExecutionState execState = fgState.ExecState;
-
- /*
- * When this loop terminates, destroy the display, state and structure
- * of a freeglut session, so that another glutInit() call can happen
- */
- fgDeinitialize( );
-
- if( execState == GLUT_ACTION_EXIT )
- exit( 0 );
- }
+ /*
+ * When this loop terminates, destroy the display, state and structure
+ * of a freeglut session, so that another glutInit() call can happen
+ */
+ fgDeinitialize( );
}
/*
break;
case WM_CLOSE:
- /*
- * Make sure we don't close a window with current context active
- */
- if( fgStructure.Window == window )
- {
- int used = FALSE ;
- SFG_Window *iter ;
-
- wglMakeCurrent( NULL, NULL );
- /*
- * Step through the list of windows. If the rendering context
- * is not being used by another window, then we delete it.
- */
- for( iter = (SFG_Window *)fgStructure.Windows.First;
- iter;
- iter = (SFG_Window *)iter->Node.Next )
- {
- if( ( iter->Window.Context == window->Window.Context ) &&
- ( iter != window ) )
- used = TRUE;
- }
-
- if( ! used )
- wglDeleteContext( window->Window.Context );
- }
-
- /*
- * Put on a linked list of windows to be removed after all the
- * callbacks have returned
- */
- fgAddToWindowDestroyList( window, GL_FALSE );
- DestroyWindow( hWnd );
+ fgDestroyWindow ( window );
+ if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
+ PostQuitMessage(0);
break;
case WM_DESTROY:
* Subwindows are automatically added because they hang from the window
* structure.
*/
-void fgAddToWindowDestroyList( SFG_Window* window, GLboolean needToClose )
+void fgAddToWindowDestroyList( SFG_Window* window )
{
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;
fgClearCallBacks( window );
FETCH_WCB( *window, Destroy ) = destroy;
}
-
- /*
- * 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;
}
/*
while( window_ptr )
{
SFG_WindowList *next = window_ptr->next;
- fgDestroyWindow( window_ptr->window, window_ptr->needToClose );
+ fgDestroyWindow( window_ptr->window );
free( window_ptr );
window_ptr = next;
* another function, defined in freeglut_window.c is called, but this is
* a whole different story...
*/
-void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
+void fgDestroyWindow( SFG_Window* window )
{
SFG_Window* subWindow;
int menu_index ;
freeglut_assert_ready;
while( subWindow = ( SFG_Window * )window->Children.First )
- fgDestroyWindow( subWindow, needToClose );
+ fgDestroyWindow( subWindow );
{
SFG_Window *activeWindow = fgStructure.Window ;
}
fgClearCallBacks( window );
- if( needToClose )
- fgCloseWindow( window );
+ fgCloseWindow( window );
free( window );
if( fgStructure.Window == window )
fgStructure.Window = NULL;
if( fgStructure.Window == menu->Window )
fgSetWindow( menu->ParentWindow );
- fgDestroyWindow( menu->Window, GL_TRUE );
+ fgDestroyWindow( menu->Window );
fgListRemove( &fgStructure.Menus, &menu->Node );
if( fgStructure.Menu == menu )
fgStructure.Menu = NULL;
fgDestroyMenu( menu );
while( window = ( SFG_Window * )fgStructure.Windows.First )
- fgDestroyWindow( window, GL_TRUE );
+ fgDestroyWindow( window );
}
/*
#elif TARGET_HOST_WIN32
- SendMessage(
- window->Window.Handle,
- WM_CLOSE,
- 0,
- 0
- );
+ /*
+ * Make sure we don't close a window with current context active
+ */
+ if( fgStructure.Window == window )
+ wglMakeCurrent( NULL, NULL );
+
+ /*
+ * Step through the list of windows. If the rendering context
+ * is not being used by another window, then we delete it.
+ */
+ {
+ int used = FALSE ;
+ SFG_Window *iter ;
+
+ for( iter = (SFG_Window *)fgStructure.Windows.First;
+ iter;
+ iter = (SFG_Window *)iter->Node.Next )
+ {
+ if( ( iter->Window.Context == window->Window.Context ) &&
+ ( iter != window ) )
+ used = TRUE;
+ }
+
+ if( ! used )
+ wglDeleteContext( window->Window.Context );
+ }
+ DestroyWindow( hWnd );
#endif
}
freeglut_return_if_fail( window != NULL );
{
fgExecutionState ExecState = fgState.ExecState;
- fgAddToWindowDestroyList( window, GL_TRUE );
+ fgAddToWindowDestroyList( window );
fgState.ExecState = ExecState;
}
}