| 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 | |
| 38 | SFG_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 | |
| 51 | extern void fgPlatformCreateWindow ( SFG_Window *window ); |
| 52 | extern void fghDefaultReshape(int width, int height); |
| 53 | |
| 54 | static 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 | */ |
| 70 | SFG_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 ) |
| 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 | */ |
| 114 | SFG_Menu* ( FGCBMenu ) |
| 115 | { |
| 116 | SFG_Window *current_window = fgStructure.CurrentWindow; |
| 117 | |
| 118 | /* Have the menu object created */ |
| 119 | SFG_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 | */ |
| 151 | void 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 | */ |
| 180 | void 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 | */ |
| 196 | void 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 | */ |
| 229 | static void ( SFG_Window* window, SFG_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 | */ |
| 257 | static void ( SFG_Menu* from, SFG_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 | */ |
| 272 | void ( SFG_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 *=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 | */ |
| 337 | void 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 | */ |
| 362 | void 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 | */ |
| 378 | void 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 | */ |
| 400 | void ( FGCBMenuEnumerator enumCallback, SFG_Enumerator* enumerator ) |
| 401 | { |
| 402 | SFG_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 | */ |
| 423 | void 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 | */ |
| 446 | static 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 | */ |
| 470 | SFG_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 | */ |
| 487 | static 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 | */ |
| 511 | SFG_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 | */ |
| 527 | static void ( SFG_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 | */ |
| 547 | SFG_Menu* ( int ) |
| 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 | */ |
| 565 | static void ( SFG_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 | */ |
| 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) |
| 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 | |