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