From 9092fad9f750e8bab3ce7d7fc5a30f2b036a1cfb Mon Sep 17 00:00:00 2001 From: Richard Rauch Date: Mon, 10 Nov 2003 10:00:21 +0000 Subject: [PATCH] Hm. I thought that I already hit this file for style normalization. Oh well... Should be no functional changes. Should be pretty close to in-line with the style of changes that I've been making else- where. git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@331 7f0cb862-5218-0410-a997-914c9d46530a --- src/freeglut_structure.c | 289 +++++++++++++++++++++++----------------------- 1 file changed, 146 insertions(+), 143 deletions(-) diff --git a/src/freeglut_structure.c b/src/freeglut_structure.c index cc1e9a3..21b6cfb 100644 --- a/src/freeglut_structure.c +++ b/src/freeglut_structure.c @@ -120,8 +120,8 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, */ 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 @@ -136,34 +136,34 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback ) if( !fgState.Time.Set ) 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. */ - fgState.BuildingAMenu = TRUE ; + fgState.BuildingAMenu = TRUE; - fgCreateWindow ( NULL, NULL, x, y, w, h, FALSE ) ; - menu->Window = fgStructure.Window ; - glutDisplayFunc ( fgDisplayMenu ) ; + fgCreateWindow( NULL, NULL, x, y, w, h, FALSE ); + 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 ; + fgState.BuildingAMenu = FALSE; - glutHideWindow () ; /* Hide the window for now */ - fgSetWindow ( 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; fgListInit( &menu->Entries ); fgListAppend( &fgStructure.Menus, &menu->Node ); @@ -182,14 +182,14 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback ) * 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. */ -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 ) ); @@ -282,10 +282,10 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose ) SFG_Window* subWindow; int menu_index ; - assert( window != NULL ); + assert( window ); freeglut_assert_ready; - while ( (subWindow = (SFG_Window *)window->Children.First) != NULL ) + while( subWindow = ( SFG_Window * )window->Children.First ) fgDestroyWindow( subWindow, needToClose ); /* @@ -293,20 +293,20 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose ) * XXX this unconditional? Overhead is close to nil, and it would * XXX clarify the code by omitting a conditional test. */ - if ( FETCH_WCB( *window, Destroy ) ) + if( FETCH_WCB( *window, Destroy ) ) { - SFG_Window *activeWindow = fgStructure.Window ; - INVOKE_WCB( *window, Destroy, ( ) ); - fgSetWindow ( activeWindow ) ; + SFG_Window *activeWindow = fgStructure.Window ; + INVOKE_WCB( *window, Destroy, ( ) ); + fgSetWindow ( activeWindow ) ; } - if ( window->Parent != NULL ) + if( window->Parent ) fgListRemove( &window->Parent->Children, &window->Node ); else fgListRemove( &fgStructure.Windows, &window->Node ); - if ( window->ActiveMenu != NULL ) - fgDeactivateMenu ( window ) ; + if( window->ActiveMenu ) + fgDeactivateMenu( window ); for ( menu_index = 0; menu_index < 3; menu_index ++ ) { @@ -317,8 +317,8 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose ) if( needToClose == TRUE ) fgCloseWindow( window ); free( window ); - if ( fgStructure.Window == window ) - fgStructure.Window = NULL ; + if( fgStructure.Window == window ) + fgStructure.Window = NULL; fgClearCallBacks( window ); } @@ -335,14 +335,15 @@ 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 ); } @@ -353,13 +354,13 @@ 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; } /* @@ -368,65 +369,65 @@ 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); - - if( entry->Text ) - free( entry->Text ); - entry->Text = NULL; - - free( entry ); - entry = NULL; - } - - if ( fgStructure.Window == menu->Window ) - fgSetWindow ( menu->ParentWindow ) ; - fgDestroyWindow ( menu->Window, TRUE ) ; - fgListRemove( &fgStructure.Menus, &menu->Node ); - if( fgStructure.Menu == menu ) - fgStructure.Menu = NULL; - - 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, TRUE ); + fgListRemove( &fgStructure.Menus, &menu->Node ); + if( fgStructure.Menu == menu ) + fgStructure.Menu = NULL; + + free( menu ); } /* @@ -437,14 +438,14 @@ 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); } /* @@ -454,19 +455,19 @@ void fgCreateStructure( void ) */ void fgDestroyStructure( void ) { - SFG_Window *window; - SFG_Menu *menu; + SFG_Window *window; + SFG_Menu *menu; - freeglut_assert_ready; + freeglut_assert_ready; - /* - * Make sure all windows and menus have been deallocated - */ - while( (menu = (SFG_Menu *)fgStructure.Menus.First) != NULL ) - fgDestroyMenu( menu ); + /* + * 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) != NULL ) - fgDestroyWindow( window, TRUE ); + while( window = ( SFG_Window * )fgStructure.Windows.First ) + fgDestroyWindow( window, TRUE ); } /* @@ -474,22 +475,22 @@ void fgDestroyStructure( void ) */ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator ) { - 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 ) - { - enumCallback( window, enumerator ); - if( enumerator->found == TRUE ) - return; - } + SFG_Window *window; + + assert( enumCallback && enumerator ); + freeglut_assert_ready; + + /* + * Check every of the top-level windows + */ + for( window = ( SFG_Window * )fgStructure.Windows.First; + window; + window = ( SFG_Window * )window->Node.Next ) + { + enumCallback( window, enumerator ); + if( enumerator->found == TRUE ) + return; + } } /* @@ -499,19 +500,19 @@ void fgEnumWindows( 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; - - for( child = (SFG_Window *)window->Children.First; - child; - child = (SFG_Window *)child->Node.Next ) - { - enumCallback( child, enumerator ); - if( enumerator->found == TRUE ) - return; - } + SFG_Window *child; + + assert( enumCallback && enumerator ); + freeglut_assert_ready; + + for( child = ( SFG_Window * )window->Children.First; + child; + child = ( SFG_Window * )child->Node.Next ) + { + enumCallback( child, enumerator ); + if( enumerator->found == TRUE ) + return; + } } /* @@ -673,13 +674,13 @@ 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; } @@ -688,7 +689,9 @@ 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; -- 1.7.10.4