| 1 | /* | 
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| 2 | * fg_structure.c | 
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| 3 | * | 
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| 4 | * Windows and menus need tree structure | 
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| 5 | * | 
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| 6 | * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved. | 
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| 7 | * Written by Pawel W. Olszta, <olszta@sourceforge.net> | 
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| 8 | * Creation date: Sat Dec 18 1999 | 
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| 9 | * | 
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| 10 | * Permission is hereby granted, free of charge, to any person obtaining a | 
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| 11 | * copy of this software and associated documentation files (the "Software"), | 
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| 12 | * to deal in the Software without restriction, including without limitation | 
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| 13 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, | 
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| 14 | * and/or sell copies of the Software, and to permit persons to whom the | 
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| 15 | * Software is furnished to do so, subject to the following conditions: | 
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| 16 | * | 
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| 17 | * The above copyright notice and this permission notice shall be included | 
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| 18 | * in all copies or substantial portions of the Software. | 
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| 19 | * | 
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| 20 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | 
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| 21 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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| 22 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL | 
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| 23 | * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER | 
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| 24 | * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | 
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| 25 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | 
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| 26 | */ | 
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| 27 |  | 
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| 28 | #include <GL/freeglut.h> | 
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| 29 | #include "fg_internal.h" | 
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| 30 |  | 
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| 31 | /* -- GLOBAL EXPORTS ------------------------------------------------------- */ | 
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| 32 |  | 
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| 33 | /* | 
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| 34 | * The SFG_Structure container holds information about windows and menus | 
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| 35 | * created between glutInit() and glutMainLoop() return. | 
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| 36 | */ | 
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| 37 |  | 
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| 38 | SFG_Structure fgStructure = { { NULL, NULL },  /* The list of windows       */ | 
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| 39 | { NULL, NULL },  /* The list of menus         */ | 
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| 40 | { NULL, NULL },  /* Windows to Destroy list   */ | 
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| 41 | NULL,            /* The current window        */ | 
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| 42 | NULL,            /* The current menu          */ | 
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| 43 | NULL,            /* The menu OpenGL context   */ | 
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| 44 | NULL,            /* The game mode window      */ | 
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| 45 | 0,               /* The current new window ID */ | 
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| 46 | 0 };             /* The current new menu ID   */ | 
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| 47 |  | 
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| 48 |  | 
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| 49 | /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ | 
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| 50 |  | 
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| 51 | extern void fgPlatformCreateWindow ( SFG_Window *window ); | 
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| 52 | extern void fghDefaultReshape(int width, int height); | 
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| 53 |  | 
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| 54 | static void fghClearCallBacks( SFG_Window *window ) | 
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| 55 | { | 
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| 56 | if( window ) | 
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| 57 | { | 
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| 58 | int i; | 
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| 59 | for( i = 0; i < TOTAL_CALLBACKS; ++i ) | 
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| 60 | window->CallBacks[ i ] = NULL; | 
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| 61 | } | 
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| 62 | } | 
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| 63 |  | 
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| 64 | /* | 
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| 65 | * This private function creates, opens and adds to the hierarchy | 
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| 66 | * a freeglut window complete with OpenGL context and stuff... | 
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| 67 | * | 
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| 68 | * If parent is set to NULL, the window created will be a topmost one. | 
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| 69 | */ | 
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| 70 | SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, | 
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| 71 | GLboolean positionUse, int x, int y, | 
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| 72 | GLboolean sizeUse, int w, int h, | 
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| 73 | GLboolean gameMode, GLboolean  ) | 
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| 74 | { | 
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| 75 | /* Have the window object created */ | 
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| 76 | SFG_Window *window = (SFG_Window *)calloc( 1, sizeof(SFG_Window) ); | 
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| 77 |  | 
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| 78 | fgPlatformCreateWindow ( window ); | 
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| 79 |  | 
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| 80 | fghClearCallBacks( window ); | 
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| 81 | SET_WCB( *window, Reshape, fghDefaultReshape); | 
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| 82 |  | 
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| 83 | /* Initialize the object properties */ | 
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| 84 | window->ID = ++fgStructure.WindowID; | 
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| 85 |  | 
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| 86 | fgListInit( &window->Children ); | 
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| 87 | if( parent ) | 
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| 88 | { | 
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| 89 | fgListAppend( &parent->Children, &window->Node ); | 
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| 90 | window->Parent = parent; | 
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| 91 | } | 
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| 92 | else | 
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| 93 | fgListAppend( &fgStructure.Windows, &window->Node ); | 
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| 94 |  | 
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| 95 | /* Set the default mouse cursor */ | 
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| 96 | window->State.Cursor    = GLUT_CURSOR_INHERIT; | 
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| 97 |  | 
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| 98 | /* Mark window as menu if a menu is to be created */ | 
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| 99 | window->IsMenu          = isMenu; | 
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| 100 |  | 
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| 101 | /* | 
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| 102 | * Open the window now. The fgOpenWindow() function is system | 
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| 103 | * dependent, and resides in fg_window.c. Uses fgState. | 
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| 104 | */ | 
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| 105 | fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode, | 
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| 106 | (GLboolean)(parent ? GL_TRUE : GL_FALSE) ); | 
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| 107 |  | 
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| 108 | return window; | 
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| 109 | } | 
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| 110 |  | 
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| 111 | /* | 
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| 112 | * This private function creates a menu and adds it to the menus list | 
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| 113 | */ | 
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| 114 | SFG_Menu* ( FGCBMenu  ) | 
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| 115 | { | 
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| 116 | SFG_Window *current_window = fgStructure.CurrentWindow; | 
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| 117 |  | 
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| 118 | /* Have the menu object created */ | 
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| 119 | SFG_Menu*  = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 ); | 
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| 120 |  | 
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| 121 | menu->ParentWindow = NULL; | 
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| 122 |  | 
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| 123 | /* Create a window for the menu to reside in. */ | 
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| 124 | fgCreateWindow( NULL, "freeglut menu", GL_FALSE, 0, 0, GL_FALSE, 0, 0, | 
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| 125 | GL_FALSE, GL_TRUE ); | 
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| 126 | menu->Window = fgStructure.CurrentWindow; | 
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| 127 | glutDisplayFunc( fgDisplayMenu ); | 
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| 128 |  | 
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| 129 | fgSetWindow( current_window ); | 
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| 130 |  | 
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| 131 | /* Initialize the object properties: */ | 
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| 132 | menu->ID       = ++fgStructure.MenuID; | 
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| 133 | menu->Callback = menuCallback; | 
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| 134 | menu->ActiveEntry = NULL; | 
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| 135 | menu->Font     = fgState.MenuFont; | 
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| 136 |  | 
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| 137 | fgListInit( &menu->Entries ); | 
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| 138 | fgListAppend( &fgStructure.Menus, &menu->Node ); | 
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| 139 |  | 
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| 140 | /* Newly created menus implicitly become current ones */ | 
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| 141 | fgStructure.CurrentMenu = menu; | 
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| 142 |  | 
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| 143 | return menu; | 
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| 144 | } | 
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| 145 |  | 
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| 146 | /* | 
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| 147 | * Function to add a window to the linked list of windows to destroy. | 
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| 148 | * Subwindows are automatically added because they hang from the window | 
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| 149 | * structure. | 
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| 150 | */ | 
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| 151 | void fgAddToWindowDestroyList( SFG_Window* window ) | 
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| 152 | { | 
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| 153 | SFG_WindowList *new_list_entry = | 
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| 154 | ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) ); | 
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| 155 | new_list_entry->window = window; | 
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| 156 | fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node ); | 
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| 157 |  | 
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| 158 | /* Check if the window is the current one... */ | 
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| 159 | if( fgStructure.CurrentWindow == window ) | 
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| 160 | fgStructure.CurrentWindow = NULL; | 
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| 161 |  | 
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| 162 | /* | 
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| 163 | * Clear all window callbacks except Destroy, which will | 
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| 164 | * be invoked later.  Right now, we are potentially carrying | 
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| 165 | * out a freeglut operation at the behest of a client callback, | 
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| 166 | * so we are reluctant to re-enter the client with the Destroy | 
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| 167 | * callback, right now.  The others are all wiped out, however, | 
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| 168 | * to ensure that they are no longer called after this point. | 
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| 169 | */ | 
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| 170 | { | 
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| 171 | FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy ); | 
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| 172 | fghClearCallBacks( window ); | 
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| 173 | SET_WCB( *window, Destroy, destroy ); | 
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| 174 | } | 
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| 175 | } | 
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| 176 |  | 
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| 177 | /* | 
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| 178 | * Function to close down all the windows in the "WindowsToDestroy" list | 
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| 179 | */ | 
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| 180 | void fgCloseWindows( ) | 
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| 181 | { | 
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| 182 | while( fgStructure.WindowsToDestroy.First ) | 
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| 183 | { | 
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| 184 | SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First; | 
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| 185 | fgDestroyWindow( window_ptr->window ); | 
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| 186 | fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node ); | 
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| 187 | free( window_ptr ); | 
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| 188 | } | 
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| 189 | } | 
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| 190 |  | 
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| 191 | /* | 
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| 192 | * This function destroys a window and all of its subwindows. Actually, | 
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| 193 | * another function, defined in fg_window.c is called, but this is | 
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| 194 | * a whole different story... | 
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| 195 | */ | 
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| 196 | void fgDestroyWindow( SFG_Window* window ) | 
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| 197 | { | 
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| 198 | FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window", | 
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| 199 | "fgDestroyWindow"); | 
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| 200 |  | 
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| 201 | while( window->Children.First ) | 
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| 202 | fgDestroyWindow( ( SFG_Window * )window->Children.First ); | 
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| 203 |  | 
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| 204 | { | 
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| 205 | SFG_Window *activeWindow = fgStructure.CurrentWindow; | 
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| 206 | INVOKE_WCB( *window, Destroy, ( ) ); | 
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| 207 | fgSetWindow( activeWindow ); | 
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| 208 | } | 
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| 209 |  | 
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| 210 | if( window->Parent ) | 
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| 211 | fgListRemove( &window->Parent->Children, &window->Node ); | 
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| 212 | else | 
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| 213 | fgListRemove( &fgStructure.Windows, &window->Node ); | 
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| 214 |  | 
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| 215 | if( window->ActiveMenu ) | 
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| 216 | fgDeactivateMenu( window ); | 
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| 217 |  | 
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| 218 | fghClearCallBacks( window ); | 
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| 219 | fgCloseWindow( window ); | 
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| 220 | free( window ); | 
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| 221 | if( fgStructure.CurrentWindow == window ) | 
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| 222 | fgStructure.CurrentWindow = NULL; | 
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| 223 | } | 
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| 224 |  | 
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| 225 | /* | 
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| 226 | * This is a helper static function that removes a menu (given its pointer) | 
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| 227 | * from any windows that can be accessed from a given parent... | 
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| 228 | */ | 
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| 229 | static void ( SFG_Window* window, SFG_Menu*  ) | 
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| 230 | { | 
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| 231 | SFG_Window *subWindow; | 
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| 232 | int i; | 
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| 233 |  | 
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| 234 | /* Check whether this is the active menu in the window */ | 
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| 235 | if ( menu == window->ActiveMenu ) | 
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| 236 | window->ActiveMenu = NULL ; | 
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| 237 |  | 
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| 238 | /* | 
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| 239 | * Check if the menu is attached to the current window, | 
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| 240 | * if so, have it detached (by overwriting with a NULL): | 
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| 241 | */ | 
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| 242 | for( i = 0; i < FREEGLUT_MAX_MENUS; i++ ) | 
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| 243 | if( window->Menu[ i ] == menu ) | 
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| 244 | window->Menu[ i ] = NULL; | 
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| 245 |  | 
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| 246 | /* Call this function for all of the window's children recursively: */ | 
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| 247 | for( subWindow = (SFG_Window *)window->Children.First; | 
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| 248 | subWindow; | 
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| 249 | subWindow = (SFG_Window *)subWindow->Node.Next) | 
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| 250 | fghRemoveMenuFromWindow( subWindow, menu ); | 
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| 251 | } | 
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| 252 |  | 
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| 253 | /* | 
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| 254 | * This is a static helper function that removes menu references | 
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| 255 | * from another menu, given two pointers to them... | 
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| 256 | */ | 
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| 257 | static void ( SFG_Menu* from, SFG_Menu*  ) | 
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| 258 | { | 
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| 259 | SFG_MenuEntry *entry; | 
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| 260 |  | 
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| 261 | for( entry = (SFG_MenuEntry *)from->Entries.First; | 
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| 262 | entry; | 
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| 263 | entry = ( SFG_MenuEntry * )entry->Node.Next ) | 
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| 264 | if( entry->SubMenu == menu ) | 
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| 265 | entry->SubMenu = NULL; | 
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| 266 | } | 
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| 267 |  | 
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| 268 | /* | 
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| 269 | * This function destroys a menu specified by the parameter. All menus | 
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| 270 | * and windows are updated to make sure no ill pointers hang around. | 
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| 271 | */ | 
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| 272 | void ( SFG_Menu*  ) | 
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| 273 | { | 
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| 274 | SFG_Window *window; | 
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| 275 | SFG_Menu *from; | 
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| 276 |  | 
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| 277 | FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu", | 
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| 278 | "fgDestroyMenu"); | 
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| 279 |  | 
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| 280 | /* First of all, have all references to this menu removed from all windows: */ | 
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| 281 | for( window = (SFG_Window *)fgStructure.Windows.First; | 
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| 282 | window; | 
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| 283 | window = (SFG_Window *)window->Node.Next ) | 
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| 284 | fghRemoveMenuFromWindow( window, menu ); | 
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| 285 |  | 
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| 286 | /* Now proceed with removing menu entries that lead to this menu */ | 
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| 287 | for( from = ( SFG_Menu * )fgStructure.Menus.First; | 
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| 288 | from; | 
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| 289 | from = ( SFG_Menu * )from->Node.Next ) | 
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| 290 | fghRemoveMenuFromMenu( from, menu ); | 
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| 291 |  | 
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| 292 | /* | 
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| 293 | * If the programmer defined a destroy callback, call it | 
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| 294 | * A. Donev: But first make this the active menu | 
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| 295 | */ | 
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| 296 | if( menu->Destroy ) | 
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| 297 | { | 
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| 298 | SFG_Menu *=fgStructure.CurrentMenu; | 
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| 299 | fgStructure.CurrentMenu = menu; | 
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| 300 | menu->Destroy( ); | 
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| 301 | fgStructure.CurrentMenu = activeMenu; | 
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| 302 | } | 
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| 303 |  | 
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| 304 | /* | 
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| 305 | * Now we are pretty sure the menu is not used anywhere | 
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| 306 | * and that we can remove all of its entries | 
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| 307 | */ | 
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| 308 | while( menu->Entries.First ) | 
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| 309 | { | 
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| 310 | SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First; | 
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| 311 |  | 
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| 312 | fgListRemove( &menu->Entries, &entry->Node ); | 
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| 313 |  | 
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| 314 | if( entry->Text ) | 
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| 315 | free( entry->Text ); | 
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| 316 | entry->Text = NULL; | 
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| 317 |  | 
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| 318 | free( entry ); | 
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| 319 | } | 
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| 320 |  | 
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| 321 | if( fgStructure.CurrentWindow == menu->Window ) | 
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| 322 | fgSetWindow( NULL ); | 
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| 323 | fgDestroyWindow( menu->Window ); | 
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| 324 | fgListRemove( &fgStructure.Menus, &menu->Node ); | 
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| 325 | if( fgStructure.CurrentMenu == menu ) | 
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| 326 | fgStructure.CurrentMenu = NULL; | 
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| 327 |  | 
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| 328 | free( menu ); | 
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| 329 | } | 
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| 330 |  | 
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| 331 | /* | 
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| 332 | * This function should be called on glutInit(). It will prepare the internal | 
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| 333 | * structure of freeglut to be used in the application. The structure will be | 
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| 334 | * destroyed using fgDestroyStructure() on glutMainLoop() return. In that | 
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| 335 | * case further use of freeglut should be preceded with a glutInit() call. | 
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| 336 | */ | 
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| 337 | void fgCreateStructure( void ) | 
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| 338 | { | 
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| 339 | /* | 
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| 340 | * We will be needing two lists: the first containing windows, | 
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| 341 | * and the second containing the user-defined menus. | 
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| 342 | * Also, no current window/menu is set, as none has been created yet. | 
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| 343 | */ | 
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| 344 |  | 
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| 345 | fgListInit(&fgStructure.Windows); | 
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| 346 | fgListInit(&fgStructure.Menus); | 
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| 347 | fgListInit(&fgStructure.WindowsToDestroy); | 
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| 348 |  | 
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| 349 | fgStructure.CurrentWindow = NULL; | 
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| 350 | fgStructure.CurrentMenu = NULL; | 
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| 351 | fgStructure.MenuContext = NULL; | 
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| 352 | fgStructure.GameModeWindow = NULL; | 
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| 353 | fgStructure.WindowID = 0; | 
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| 354 | fgStructure.MenuID = 0; | 
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| 355 | } | 
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| 356 |  | 
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| 357 | /* | 
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| 358 | * This function is automatically called on glutMainLoop() return. | 
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| 359 | * It should deallocate and destroy all remnants of previous | 
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| 360 | * glutInit()-enforced structure initialization... | 
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| 361 | */ | 
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| 362 | void fgDestroyStructure( void ) | 
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| 363 | { | 
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| 364 | /* Clean up the WindowsToDestroy list. */ | 
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| 365 | fgCloseWindows( ); | 
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| 366 |  | 
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| 367 | /* Make sure all windows and menus have been deallocated */ | 
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| 368 | while( fgStructure.Menus.First ) | 
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| 369 | fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First ); | 
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| 370 |  | 
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| 371 | while( fgStructure.Windows.First ) | 
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| 372 | fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First ); | 
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| 373 | } | 
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| 374 |  | 
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| 375 | /* | 
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| 376 | * Helper function to enumerate through all registered top-level windows | 
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| 377 | */ | 
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| 378 | void fgEnumWindows( FGCBWindowEnumerator enumCallback, SFG_Enumerator* enumerator ) | 
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| 379 | { | 
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| 380 | SFG_Window *window; | 
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| 381 |  | 
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| 382 | FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator, | 
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| 383 | "Enumerator or callback missing from window enumerator call", | 
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| 384 | "fgEnumWindows"); | 
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| 385 |  | 
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| 386 | /* Check every of the top-level windows */ | 
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| 387 | for( window = ( SFG_Window * )fgStructure.Windows.First; | 
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| 388 | window; | 
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| 389 | window = ( SFG_Window * )window->Node.Next ) | 
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| 390 | { | 
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| 391 | enumCallback( window, enumerator ); | 
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| 392 | if( enumerator->found ) | 
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| 393 | return; | 
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| 394 | } | 
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| 395 | } | 
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| 396 |  | 
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| 397 | /* | 
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| 398 | * Helper function to enumerate through all registered top-level windows | 
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| 399 | */ | 
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| 400 | void ( FGCBMenuEnumerator enumCallback, SFG_Enumerator* enumerator ) | 
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| 401 | { | 
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| 402 | SFG_Menu *; | 
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| 403 |  | 
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| 404 | FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator, | 
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| 405 | "Enumerator or callback missing from window enumerator call", | 
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| 406 | "fgEnumWindows"); | 
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| 407 |  | 
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| 408 | /* It's enough to check all entries in fgStructure.Menus... */ | 
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| 409 | for( menu = (SFG_Menu *)fgStructure.Menus.First; | 
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| 410 | menu; | 
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| 411 | menu = (SFG_Menu *)menu->Node.Next ) | 
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| 412 | { | 
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| 413 | enumCallback( menu, enumerator ); | 
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| 414 | if( enumerator->found ) | 
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| 415 | return; | 
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| 416 | } | 
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| 417 | } | 
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| 418 |  | 
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| 419 | /* | 
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| 420 | * Helper function to enumerate through all a window's subwindows | 
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| 421 | * (single level descent) | 
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| 422 | */ | 
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| 423 | void fgEnumSubWindows( SFG_Window* window, FGCBWindowEnumerator enumCallback, | 
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| 424 | SFG_Enumerator* enumerator ) | 
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| 425 | { | 
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| 426 | SFG_Window *child; | 
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| 427 |  | 
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| 428 | FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator, | 
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| 429 | "Enumerator or callback missing from subwindow enumerator call", | 
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| 430 | "fgEnumSubWindows"); | 
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| 431 | FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration"); | 
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| 432 |  | 
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| 433 | for( child = ( SFG_Window * )window->Children.First; | 
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| 434 | child; | 
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| 435 | child = ( SFG_Window * )child->Node.Next ) | 
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| 436 | { | 
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| 437 | enumCallback( child, enumerator ); | 
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| 438 | if( enumerator->found ) | 
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| 439 | return; | 
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| 440 | } | 
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| 441 | } | 
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| 442 |  | 
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| 443 | /* | 
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| 444 | * A static helper function to look for a window given its handle | 
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| 445 | */ | 
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| 446 | static void fghcbWindowByHandle( SFG_Window *window, | 
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| 447 | SFG_Enumerator *enumerator ) | 
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| 448 | { | 
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| 449 | if ( enumerator->found ) | 
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| 450 | return; | 
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| 451 |  | 
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| 452 | /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */ | 
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| 453 | if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) ) | 
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| 454 | { | 
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| 455 | enumerator->found = GL_TRUE; | 
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| 456 | enumerator->data = window; | 
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| 457 |  | 
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| 458 | return; | 
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| 459 | } | 
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| 460 |  | 
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| 461 | /* Otherwise, check this window's children */ | 
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| 462 | fgEnumSubWindows( window, fghcbWindowByHandle, enumerator ); | 
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| 463 | } | 
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| 464 |  | 
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| 465 | /* | 
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| 466 | * fgWindowByHandle returns a (SFG_Window *) value pointing to the | 
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| 467 | * first window in the queue matching the specified window handle. | 
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| 468 | * The function is defined in fg_structure.c file. | 
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| 469 | */ | 
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| 470 | SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow ) | 
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| 471 | { | 
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| 472 | SFG_Enumerator enumerator; | 
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| 473 |  | 
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| 474 | /* This is easy and makes use of the windows enumeration defined above */ | 
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| 475 | enumerator.found = GL_FALSE; | 
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| 476 | enumerator.data = (void *)hWindow; | 
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| 477 | fgEnumWindows( fghcbWindowByHandle, &enumerator ); | 
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| 478 |  | 
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| 479 | if( enumerator.found ) | 
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| 480 | return( SFG_Window *) enumerator.data; | 
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| 481 | return NULL; | 
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| 482 | } | 
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| 483 |  | 
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| 484 | /* | 
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| 485 | * A static helper function to look for a window given its ID | 
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| 486 | */ | 
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| 487 | static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator ) | 
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| 488 | { | 
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| 489 | /* Make sure we do not overwrite our precious results... */ | 
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| 490 | if( enumerator->found ) | 
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| 491 | return; | 
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| 492 |  | 
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| 493 | /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */ | 
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| 494 | if( window->ID == *( int *)(enumerator->data) ) | 
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| 495 | { | 
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| 496 | enumerator->found = GL_TRUE; | 
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| 497 | enumerator->data = window; | 
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| 498 |  | 
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| 499 | return; | 
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| 500 | } | 
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| 501 |  | 
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| 502 | /* Otherwise, check this window's children */ | 
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| 503 | fgEnumSubWindows( window, fghcbWindowByID, enumerator ); | 
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| 504 | } | 
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| 505 |  | 
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| 506 | /* | 
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| 507 | * This function is similar to the previous one, except it is | 
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| 508 | * looking for a specified (sub)window identifier. The function | 
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| 509 | * is defined in fg_structure.c file. | 
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| 510 | */ | 
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| 511 | SFG_Window* fgWindowByID( int windowID ) | 
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| 512 | { | 
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| 513 | SFG_Enumerator enumerator; | 
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| 514 |  | 
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| 515 | /* Uses a method very similar for fgWindowByHandle... */ | 
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| 516 | enumerator.found = GL_FALSE; | 
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| 517 | enumerator.data = ( void * )&windowID; | 
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| 518 | fgEnumWindows( fghcbWindowByID, &enumerator ); | 
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| 519 | if( enumerator.found ) | 
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| 520 | return ( SFG_Window * )enumerator.data; | 
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| 521 | return NULL; | 
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| 522 | } | 
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| 523 |  | 
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| 524 | /* | 
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| 525 | * A static helper function to look for a menu given its ID | 
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| 526 | */ | 
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| 527 | static void ( SFG_Menu *, | 
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| 528 | SFG_Enumerator *enumerator ) | 
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| 529 | { | 
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| 530 | if ( enumerator->found ) | 
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| 531 | return; | 
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| 532 |  | 
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| 533 | /* Check the menu's ID. */ | 
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| 534 | if( menu->ID == *( int *)(enumerator->data) ) | 
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| 535 | { | 
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| 536 | enumerator->found = GL_TRUE; | 
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| 537 | enumerator->data = menu; | 
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| 538 |  | 
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| 539 | return; | 
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| 540 | } | 
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| 541 | } | 
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| 542 |  | 
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| 543 | /* | 
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| 544 | * Looks up a menu given its ID. This is easier than fgWindowByXXX | 
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| 545 | * as all menus are placed in one doubly linked list... | 
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| 546 | */ | 
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| 547 | SFG_Menu* ( int  ) | 
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| 548 | { | 
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| 549 | SFG_Enumerator enumerator; | 
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| 550 |  | 
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| 551 | /* This is easy and makes use of the menus enumeration defined above */ | 
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| 552 | enumerator.found = GL_FALSE; | 
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| 553 | enumerator.data = (void *)&menuID; | 
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| 554 | fgEnumMenus( fghcbMenuByID, &enumerator ); | 
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| 555 |  | 
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| 556 | if( enumerator.found ) | 
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| 557 | return( SFG_Menu *) enumerator.data; | 
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| 558 |  | 
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| 559 | return NULL; | 
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| 560 | } | 
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| 561 |  | 
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| 562 | /* | 
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| 563 | * A static helper function to look for an active menu | 
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| 564 | */ | 
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| 565 | static void ( SFG_Menu *, | 
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| 566 | SFG_Enumerator *enumerator ) | 
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| 567 | { | 
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| 568 | if ( enumerator->found ) | 
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| 569 | return; | 
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| 570 |  | 
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| 571 | /* Check the menu's is active */ | 
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| 572 | if( menu->IsActive ) | 
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| 573 | { | 
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| 574 | enumerator->found = GL_TRUE; | 
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| 575 | enumerator->data = menu; | 
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| 576 |  | 
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| 577 | return; | 
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| 578 | } | 
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| 579 | } | 
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| 580 |  | 
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| 581 | /* | 
|---|
| 582 | * Returns active menu, if any. Assumption: only one menu active throughout application at any one time. | 
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| 583 | * This is false when a submenu is also open. | 
|---|
| 584 | * This is easier than fgWindowByXXX as all menus are placed in one doubly linked list... | 
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| 585 | */ | 
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| 586 | SFG_Menu* ( ) | 
|---|
| 587 | { | 
|---|
| 588 | SFG_Enumerator enumerator; | 
|---|
| 589 |  | 
|---|
| 590 | /* This is easy and makes use of the menus enumeration defined above */ | 
|---|
| 591 | enumerator.found = GL_FALSE; | 
|---|
| 592 | fgEnumMenus( fghcbGetActiveMenu, &enumerator ); | 
|---|
| 593 |  | 
|---|
| 594 | if( enumerator.found ) | 
|---|
| 595 | return( SFG_Menu *) enumerator.data; | 
|---|
| 596 |  | 
|---|
| 597 | return NULL; | 
|---|
| 598 | } | 
|---|
| 599 |  | 
|---|
| 600 | /* | 
|---|
| 601 | * List functions... | 
|---|
| 602 | */ | 
|---|
| 603 | void fgListInit(SFG_List *list) | 
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| 604 | { | 
|---|
| 605 | list->First = NULL; | 
|---|
| 606 | list->Last = NULL; | 
|---|
| 607 | } | 
|---|
| 608 |  | 
|---|
| 609 | void fgListAppend(SFG_List *list, SFG_Node *node) | 
|---|
| 610 | { | 
|---|
| 611 | if ( list->Last ) | 
|---|
| 612 | { | 
|---|
| 613 | SFG_Node *ln = (SFG_Node *) list->Last; | 
|---|
| 614 | ln->Next = node; | 
|---|
| 615 | node->Prev = ln; | 
|---|
| 616 | } | 
|---|
| 617 | else | 
|---|
| 618 | { | 
|---|
| 619 | node->Prev = NULL; | 
|---|
| 620 | list->First = node; | 
|---|
| 621 | } | 
|---|
| 622 |  | 
|---|
| 623 | node->Next = NULL; | 
|---|
| 624 | list->Last = node; | 
|---|
| 625 | } | 
|---|
| 626 |  | 
|---|
| 627 | void fgListRemove(SFG_List *list, SFG_Node *node) | 
|---|
| 628 | { | 
|---|
| 629 | if( node->Next ) | 
|---|
| 630 | ( ( SFG_Node * )node->Next )->Prev = node->Prev; | 
|---|
| 631 | if( node->Prev ) | 
|---|
| 632 | ( ( SFG_Node * )node->Prev )->Next = node->Next; | 
|---|
| 633 | if( ( ( SFG_Node * )list->First ) == node ) | 
|---|
| 634 | list->First = node->Next; | 
|---|
| 635 | if( ( ( SFG_Node * )list->Last ) == node ) | 
|---|
| 636 | list->Last = node->Prev; | 
|---|
| 637 | } | 
|---|
| 638 |  | 
|---|
| 639 | int fgListLength(SFG_List *list) | 
|---|
| 640 | { | 
|---|
| 641 | SFG_Node *node; | 
|---|
| 642 | int length = 0; | 
|---|
| 643 |  | 
|---|
| 644 | for( node =( SFG_Node * )list->First; | 
|---|
| 645 | node; | 
|---|
| 646 | node = ( SFG_Node * )node->Next ) | 
|---|
| 647 | ++length; | 
|---|
| 648 |  | 
|---|
| 649 | return length; | 
|---|
| 650 | } | 
|---|
| 651 |  | 
|---|
| 652 |  | 
|---|
| 653 | void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node) | 
|---|
| 654 | { | 
|---|
| 655 | SFG_Node *prev; | 
|---|
| 656 |  | 
|---|
| 657 | if( (node->Next = next) ) | 
|---|
| 658 | { | 
|---|
| 659 | prev = next->Prev; | 
|---|
| 660 | next->Prev = node; | 
|---|
| 661 | } | 
|---|
| 662 | else | 
|---|
| 663 | { | 
|---|
| 664 | prev = list->Last; | 
|---|
| 665 | list->Last = node; | 
|---|
| 666 | } | 
|---|
| 667 |  | 
|---|
| 668 | if( (node->Prev = prev) ) | 
|---|
| 669 | prev->Next = node; | 
|---|
| 670 | else | 
|---|
| 671 | list->First = node; | 
|---|
| 672 | } | 
|---|
| 673 |  | 
|---|
| 674 | /*** END OF FILE ***/ | 
|---|
| 675 |  | 
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