Casting changes, John Fay
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@168 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
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355b9327a9
commit
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@ -106,7 +106,7 @@ void FGAPIENTRY glutTimerFunc( unsigned int timeOut, void (* callback)( int ), i
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/*
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/*
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* Create a new freeglut timer hook structure
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* Create a new freeglut timer hook structure
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*/
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*/
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timer = calloc( sizeof(SFG_Timer), 1 );
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timer = (SFG_Timer *)calloc( sizeof(SFG_Timer), 1 );
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/*
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/*
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* Remember the callback address and timer hook's ID
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* Remember the callback address and timer hook's ID
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@ -129,7 +129,7 @@ void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
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/*
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/*
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* Allocate the vertices array
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* Allocate the vertices array
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*/
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*/
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vertex = calloc( sizeof(double), 3 * slices * (stacks - 1) );
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vertex = (double *)calloc( sizeof(double), 3 * slices * (stacks - 1) );
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glPushMatrix();
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glPushMatrix();
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glScaled( radius, radius, radius );
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glScaled( radius, radius, radius );
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@ -207,8 +207,8 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
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glPushMatrix();
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glPushMatrix();
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/* glScalef( radius, radius, radius ); */
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/* glScalef( radius, radius, radius ); */
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row = calloc( sizeof(double), slices * 3 );
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row = (double *)calloc( sizeof(double), slices * 3 );
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next = calloc( sizeof(double), slices * 3 );
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next = (double *)calloc( sizeof(double), slices * 3 );
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dpsi = M_PI / (stacks + 1);
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dpsi = M_PI / (stacks + 1);
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dphi = 2 * M_PI / slices;
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dphi = 2 * M_PI / slices;
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@ -329,7 +329,7 @@ void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLin
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/*
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/*
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* We need 'slices' points on a circle
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* We need 'slices' points on a circle
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*/
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*/
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vertices = calloc( sizeof(double), 2 * (slices + 1) );
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vertices = (double *)calloc( sizeof(double), 2 * (slices + 1) );
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for( j=0; j<slices+1; j++ )
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for( j=0; j<slices+1; j++ )
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{
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{
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@ -415,7 +415,7 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi
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/*
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/*
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* We need 'slices' points on a circle
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* We need 'slices' points on a circle
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*/
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*/
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vertices = calloc( sizeof(double), 2 * (slices + 1) );
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vertices = (double *)calloc( sizeof(double), 2 * (slices + 1) );
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for( j=0; j<slices+1; j++ )
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for( j=0; j<slices+1; j++ )
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{
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{
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@ -498,8 +498,8 @@ void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLi
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/*
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/*
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* Allocate the vertices array
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* Allocate the vertices array
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*/
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*/
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vertex = calloc( sizeof(double), 3 * nSides * nRings );
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vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
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normal = calloc( sizeof(double), 3 * nSides * nRings );
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normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );
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glPushMatrix();
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glPushMatrix();
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@ -582,8 +582,8 @@ void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GL
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/*
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/*
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* Allocate the vertices array
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* Allocate the vertices array
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*/
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*/
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vertex = calloc( sizeof(double), 3 * nSides * nRings );
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vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
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normal = calloc( sizeof(double), 3 * nSides * nRings );
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normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );
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glPushMatrix();
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glPushMatrix();
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@ -287,7 +287,7 @@ void fgDeinitialize( void )
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/*
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/*
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* Delete all the timers and their storage list
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* Delete all the timers and their storage list
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*/
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*/
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while ( (timer = fgState.Timers.First) != NULL )
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while ( (timer = (SFG_Timer *)fgState.Timers.First) != NULL )
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{
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{
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fgListRemove ( &fgState.Timers, &timer->Node ) ;
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fgListRemove ( &fgState.Timers, &timer->Node ) ;
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free ( timer ) ;
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free ( timer ) ;
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@ -985,7 +985,7 @@ void FGAPIENTRY glutInitDisplayString( const char* displayMode )
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*/
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*/
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char *token ;
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char *token ;
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int len = strlen ( displayMode ) ;
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int len = strlen ( displayMode ) ;
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char *buffer = malloc ( (len+1) * sizeof(char) ) ;
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char *buffer = (char *)malloc ( (len+1) * sizeof(char) ) ;
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memcpy ( buffer, displayMode, len ) ;
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memcpy ( buffer, displayMode, len ) ;
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buffer[len] = '\0' ;
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buffer[len] = '\0' ;
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@ -501,7 +501,7 @@ void fgJoystickInit( int ident )
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/*
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/*
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* Have the global joystick structure created
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* Have the global joystick structure created
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*/
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*/
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fgJoystick = calloc( sizeof(SFG_Joystick), 1 );
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fgJoystick = (SFG_Joystick *)calloc( sizeof(SFG_Joystick), 1 );
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#ifdef WIN32
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#ifdef WIN32
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switch( ident )
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switch( ident )
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@ -301,9 +301,9 @@ static void fghCheckTimers( void )
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/*
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/*
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* For every timer that is waiting for triggering
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* For every timer that is waiting for triggering
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*/
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*/
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for( timer = fgState.Timers.First; timer; timer = next )
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for( timer = (SFG_Timer *)fgState.Timers.First; timer; timer = next )
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{
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{
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next = timer->Node.Next;
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next = (SFG_Timer *)timer->Node.Next;
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/*
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/*
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* Check for the timeout:
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* Check for the timeout:
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@ -322,7 +322,7 @@ static void fghCheckTimers( void )
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* Now feel free to execute all the hooked and timed out timer callbacks
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* Now feel free to execute all the hooked and timed out timer callbacks
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* And delete the timed out timers...
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* And delete the timed out timers...
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*/
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*/
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while ( (timer = timedOut.First) )
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while ( (timer = (SFG_Timer *)timedOut.First) )
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{
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{
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if( timer->Callback != NULL )
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if( timer->Callback != NULL )
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timer->Callback( timer->ID );
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timer->Callback( timer->ID );
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@ -394,13 +394,13 @@ static void fgCleanUpGlutsMess( void )
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if ( fgStructure.Windows.First != NULL )
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if ( fgStructure.Windows.First != NULL )
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{
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{
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SFG_Window *win = fgStructure.Windows.First ;
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SFG_Window *win = (SFG_Window *)fgStructure.Windows.First ;
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glEnd();
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glEnd();
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glFinish();
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glFinish();
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glFlush();
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glFlush();
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while ( win != NULL )
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while ( win != NULL )
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{
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{
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SFG_Window *temp_win = win->Node.Next ;
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SFG_Window *temp_win = (SFG_Window *)win->Node.Next ;
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fgDestroyWindow ( win, FALSE ) ;
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fgDestroyWindow ( win, FALSE ) ;
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win = temp_win ;
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win = temp_win ;
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}
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}
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@ -1076,7 +1076,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
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void FGAPIENTRY glutMainLoop( void )
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void FGAPIENTRY glutMainLoop( void )
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{
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{
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#if TARGET_HOST_WIN32
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#if TARGET_HOST_WIN32
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SFG_Window *window = fgStructure.Windows.First ;
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SFG_Window *window = (SFG_Window *)fgStructure.Windows.First ;
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#endif
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#endif
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/*
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/*
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@ -1098,7 +1098,7 @@ void FGAPIENTRY glutMainLoop( void )
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if ( window->Callbacks.Visibility != NULL )
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if ( window->Callbacks.Visibility != NULL )
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window->Callbacks.Visibility ( window->State.Visible ) ;
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window->Callbacks.Visibility ( window->State.Visible ) ;
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window = window->Node.Next ;
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window = (SFG_Window *)window->Node.Next ;
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}
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}
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#endif
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#endif
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@ -1343,7 +1343,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPara
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/* Step through the list of windows. If the rendering context is notbeing used
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/* Step through the list of windows. If the rendering context is notbeing used
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* by another window, then we delete it.
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* by another window, then we delete it.
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*/
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*/
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for ( iter = fgStructure.Windows.First; iter; iter = iter->Node.Next )
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for ( iter = (SFG_Window *)fgStructure.Windows.First; iter; iter = (SFG_Window *)iter->Node.Next )
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{
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{
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if ( ( iter->Window.Context == window->Window.Context ) && ( iter != window ) )
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if ( ( iter->Window.Context == window->Window.Context ) && ( iter != window ) )
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used = TRUE ;
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used = TRUE ;
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@ -62,7 +62,7 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
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SFG_MenuEntry *entry;
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SFG_MenuEntry *entry;
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int i = 1;
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int i = 1;
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for( entry = menu->Entries.First; entry; entry = entry->Node.Next)
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for( entry = (SFG_MenuEntry *)menu->Entries.First; entry; entry = (SFG_MenuEntry *)entry->Node.Next)
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{
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{
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if (i == index)
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if (i == index)
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break;
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break;
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@ -83,8 +83,8 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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/*
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/*
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* First of all check any of the active sub menus...
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* First of all check any of the active sub menus...
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*/
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*/
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for( menuEntry = menu->Entries.First; menuEntry;
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for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
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{
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{
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/*
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/*
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* Is that an active sub menu by any case?
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* Is that an active sub menu by any case?
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@ -117,8 +117,8 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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/*
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/*
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* Mark all menu entries inactive...
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* Mark all menu entries inactive...
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*/
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*/
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for( menuEntry = menu->Entries.First; menuEntry;
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for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
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{
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{
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menuEntry->IsActive = FALSE;
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menuEntry->IsActive = FALSE;
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}
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}
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@ -255,8 +255,8 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
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/*
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/*
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* Check if any of the submenus is currently active...
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* Check if any of the submenus is currently active...
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*/
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*/
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for( menuEntry = menu->Entries.First; menuEntry;
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for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
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{
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{
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/*
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/*
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* Has the menu been marked as active, maybe?
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* Has the menu been marked as active, maybe?
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@ -288,8 +288,8 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
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*/
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*/
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glColor4f( 1, 1, 1, 1 );
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glColor4f( 1, 1, 1, 1 );
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for( menuEntry = menu->Entries.First, i=0; menuEntry;
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for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i=0; menuEntry;
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menuEntry = menuEntry->Node.Next, ++i )
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
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{
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{
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/*
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/*
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* Move the raster into position...
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* Move the raster into position...
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@ -334,8 +334,8 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
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/*
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/*
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* Now we are ready to check if any of our children needs to be redrawn:
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* Now we are ready to check if any of our children needs to be redrawn:
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*/
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*/
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for( menuEntry = menu->Entries.First; menuEntry;
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for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
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{
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{
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/*
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/*
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* Is that an active sub menu by any case?
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* Is that an active sub menu by any case?
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@ -361,7 +361,7 @@ static void fghSetSubmenuParentWindow ( SFG_Window *window, SFG_Menu *menu )
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menu->ParentWindow = window ;
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menu->ParentWindow = window ;
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for ( menuEntry = menu->Entries.First; menuEntry; menuEntry = menuEntry->Node.Next )
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for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
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{
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{
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if ( menuEntry->SubMenu != NULL )
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if ( menuEntry->SubMenu != NULL )
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fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ;
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fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ;
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@ -514,7 +514,7 @@ void fgExecuteMenuCallback( SFG_Menu* menu )
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/*
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/*
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* First of all check any of the active sub menus...
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* First of all check any of the active sub menus...
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*/
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*/
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for( menuEntry = menu->Entries.First; menuEntry; menuEntry = menuEntry->Node.Next)
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for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
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{
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{
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/*
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/*
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* Is this menu entry active?
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* Is this menu entry active?
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@ -584,8 +584,8 @@ void fgDeactivateMenu( SFG_Window *window )
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/*
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/*
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* Hide all submenu windows, and the root menu's window.
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* Hide all submenu windows, and the root menu's window.
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*/
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*/
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for ( menuEntry = menu->Entries.First; menuEntry;
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for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
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{
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{
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/*
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/*
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* Is that an active submenu by any case?
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* Is that an active submenu by any case?
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@ -619,8 +619,8 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry )
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/*
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/*
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* Hide all submenu windows, and the root menu's window.
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* Hide all submenu windows, and the root menu's window.
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*/
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*/
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for ( subMenuIter = menuEntry->SubMenu->Entries.First; subMenuIter;
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for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First; subMenuIter;
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subMenuIter = subMenuIter->Node.Next )
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subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
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{
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{
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/*
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/*
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* Is that an active submenu by any case?
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* Is that an active submenu by any case?
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@ -648,8 +648,8 @@ void fghCalculateMenuBoxSize( void )
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/*
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/*
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* The menu's box size depends on the menu entries:
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* The menu's box size depends on the menu entries:
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*/
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*/
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for( menuEntry = fgStructure.Menu->Entries.First; menuEntry;
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for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next)
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
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{
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{
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/*
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/*
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* Update the menu entry's width value
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* Update the menu entry's width value
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@ -752,7 +752,7 @@ void FGAPIENTRY glutSetMenu( int menuID )
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*/
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*/
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void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
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void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
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{
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{
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SFG_MenuEntry* menuEntry = calloc( sizeof(SFG_MenuEntry), 1 );
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SFG_MenuEntry* menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
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/*
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/*
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* Make sure there is a current menu set
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* Make sure there is a current menu set
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@ -781,7 +781,7 @@ void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
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*/
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*/
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void FGAPIENTRY glutAddSubMenu( const char* label, int subMenuID )
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void FGAPIENTRY glutAddSubMenu( const char* label, int subMenuID )
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{
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{
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SFG_MenuEntry* menuEntry = calloc( sizeof(SFG_MenuEntry), 1 );
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SFG_MenuEntry* menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
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SFG_Menu* subMenu = fgMenuByID( subMenuID );
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SFG_Menu* subMenu = fgMenuByID( subMenuID );
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/*
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/*
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@ -65,7 +65,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y,
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/*
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/*
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* Have the window object created
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* Have the window object created
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*/
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*/
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SFG_Window* window = calloc( sizeof(SFG_Window), 1 );
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SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
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int fakeArgc = 0;
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int fakeArgc = 0;
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/*
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/*
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@ -138,7 +138,7 @@ SFG_Menu* fgCreateMenu( FGCBmenu menuCallback )
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/*
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/*
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* Have the menu object created
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* Have the menu object created
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*/
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*/
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SFG_Menu* menu = calloc( sizeof(SFG_Menu), 1 );
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SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
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int fakeArgc = 0;
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int fakeArgc = 0;
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/*
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/*
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||||||
@ -280,7 +280,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
|
|||||||
/*
|
/*
|
||||||
* Does this window have any subwindows?
|
* Does this window have any subwindows?
|
||||||
*/
|
*/
|
||||||
while ( (subWindow = window->Children.First) != NULL )
|
while ( (subWindow = (SFG_Window *)window->Children.First) != NULL )
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
* Destroy the first window in the list (possibly destroying
|
* Destroy the first window in the list (possibly destroying
|
||||||
@ -345,8 +345,8 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
|
|||||||
/*
|
/*
|
||||||
* Call this function for all of the window's children recursively:
|
* Call this function for all of the window's children recursively:
|
||||||
*/
|
*/
|
||||||
for( subWindow = window->Children.First; subWindow;
|
for( subWindow = (SFG_Window *)window->Children.First; subWindow;
|
||||||
subWindow = subWindow->Node.Next)
|
subWindow = (SFG_Window *)subWindow->Node.Next)
|
||||||
{
|
{
|
||||||
fghRemoveMenuFromWindow( subWindow, menu );
|
fghRemoveMenuFromWindow( subWindow, menu );
|
||||||
}
|
}
|
||||||
@ -360,7 +360,7 @@ static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
|
|||||||
{
|
{
|
||||||
SFG_MenuEntry *entry;
|
SFG_MenuEntry *entry;
|
||||||
|
|
||||||
for( entry = from->Entries.First; entry; entry = entry->Node.Next )
|
for( entry = (SFG_MenuEntry *)from->Entries.First; entry; entry = (SFG_MenuEntry *)entry->Node.Next )
|
||||||
{
|
{
|
||||||
if (entry->SubMenu == menu)
|
if (entry->SubMenu == menu)
|
||||||
{
|
{
|
||||||
@ -385,7 +385,7 @@ void fgDestroyMenu( SFG_Menu* menu )
|
|||||||
/*
|
/*
|
||||||
* First of all, have all references to this menu removed from all windows:
|
* First of all, have all references to this menu removed from all windows:
|
||||||
*/
|
*/
|
||||||
for( window = fgStructure.Windows.First; window; window = window->Node.Next )
|
for( window = (SFG_Window *)fgStructure.Windows.First; window; window = (SFG_Window *)window->Node.Next )
|
||||||
{
|
{
|
||||||
fghRemoveMenuFromWindow( window, menu );
|
fghRemoveMenuFromWindow( window, menu );
|
||||||
}
|
}
|
||||||
@ -393,7 +393,7 @@ void fgDestroyMenu( SFG_Menu* menu )
|
|||||||
/*
|
/*
|
||||||
* Now proceed with removing menu entries that lead to this menu
|
* Now proceed with removing menu entries that lead to this menu
|
||||||
*/
|
*/
|
||||||
for( from = fgStructure.Menus.First; from; from = from->Node.Next )
|
for( from = (SFG_Menu *)fgStructure.Menus.First; from; from = (SFG_Menu *)from->Node.Next )
|
||||||
{
|
{
|
||||||
fghRemoveMenuFromMenu( from, menu );
|
fghRemoveMenuFromMenu( from, menu );
|
||||||
}
|
}
|
||||||
@ -414,7 +414,7 @@ void fgDestroyMenu( SFG_Menu* menu )
|
|||||||
* Now we are pretty sure the menu is not used anywhere
|
* Now we are pretty sure the menu is not used anywhere
|
||||||
* and that we can remove all of its entries
|
* and that we can remove all of its entries
|
||||||
*/
|
*/
|
||||||
while( (entry = menu->Entries.First) != NULL )
|
while( (entry = (SFG_MenuEntry *)menu->Entries.First) != NULL )
|
||||||
{
|
{
|
||||||
fgListRemove(&menu->Entries, &entry->Node);
|
fgListRemove(&menu->Entries, &entry->Node);
|
||||||
|
|
||||||
@ -486,10 +486,10 @@ void fgDestroyStructure( void )
|
|||||||
/*
|
/*
|
||||||
* Make sure all windows and menus have been deallocated
|
* Make sure all windows and menus have been deallocated
|
||||||
*/
|
*/
|
||||||
while( (window = fgStructure.Windows.First) != NULL )
|
while( (window = (SFG_Window *)fgStructure.Windows.First) != NULL )
|
||||||
fgDestroyWindow( window, TRUE );
|
fgDestroyWindow( window, TRUE );
|
||||||
|
|
||||||
while( (menu = fgStructure.Menus.First) != NULL )
|
while( (menu = (SFG_Menu *)fgStructure.Menus.First) != NULL )
|
||||||
fgDestroyMenu( menu );
|
fgDestroyMenu( menu );
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -506,8 +506,8 @@ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
|
|||||||
/*
|
/*
|
||||||
* Check every of the top-level windows
|
* Check every of the top-level windows
|
||||||
*/
|
*/
|
||||||
for( window = fgStructure.Windows.First; window;
|
for( window = (SFG_Window *)fgStructure.Windows.First; window;
|
||||||
window = window->Node.Next )
|
window = (SFG_Window *)window->Node.Next )
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
* Execute the callback...
|
* Execute the callback...
|
||||||
@ -535,7 +535,7 @@ void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, SFG_Enum
|
|||||||
/*
|
/*
|
||||||
* Check every of the window's children:
|
* Check every of the window's children:
|
||||||
*/
|
*/
|
||||||
for( child = window->Children.First; child; child = child->Node.Next )
|
for( child = (SFG_Window *)window->Children.First; child; child = (SFG_Window *)child->Node.Next )
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
* Execute the callback...
|
* Execute the callback...
|
||||||
@ -694,7 +694,7 @@ SFG_Menu* fgMenuByID( int menuID )
|
|||||||
/*
|
/*
|
||||||
* It's enough to check all entries in fgStructure.Menus...
|
* It's enough to check all entries in fgStructure.Menus...
|
||||||
*/
|
*/
|
||||||
for( menu = fgStructure.Menus.First; menu; menu = menu->Node.Next )
|
for( menu = (SFG_Menu *)fgStructure.Menus.First; menu; menu = (SFG_Menu *)menu->Node.Next )
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
* Does the ID number match?
|
* Does the ID number match?
|
||||||
@ -722,7 +722,7 @@ void fgListAppend(SFG_List *list, SFG_Node *node)
|
|||||||
{
|
{
|
||||||
SFG_Node *ln;
|
SFG_Node *ln;
|
||||||
|
|
||||||
if ( (ln = list->Last) != NULL )
|
if ( (ln = (SFG_Node *)list->Last) != NULL )
|
||||||
{
|
{
|
||||||
ln->Next = node;
|
ln->Next = node;
|
||||||
node->Prev = ln;
|
node->Prev = ln;
|
||||||
@ -741,13 +741,13 @@ void fgListRemove(SFG_List *list, SFG_Node *node)
|
|||||||
{
|
{
|
||||||
SFG_Node *ln;
|
SFG_Node *ln;
|
||||||
|
|
||||||
if ( (ln = node->Next) != NULL )
|
if ( (ln = (SFG_Node *)node->Next) != NULL )
|
||||||
ln->Prev = node->Prev;
|
ln->Prev = node->Prev;
|
||||||
if ( (ln = node->Prev) != NULL )
|
if ( (ln = (SFG_Node *)node->Prev) != NULL )
|
||||||
ln->Next = node->Next;
|
ln->Next = node->Next;
|
||||||
if ( (ln = list->First) == node )
|
if ( (ln = (SFG_Node *)list->First) == node )
|
||||||
list->First = node->Next;
|
list->First = node->Next;
|
||||||
if ( (ln = list->Last) == node )
|
if ( (ln = (SFG_Node *)list->Last) == node )
|
||||||
list->Last = node->Prev;
|
list->Last = node->Prev;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -756,7 +756,7 @@ int fgListLength(SFG_List *list)
|
|||||||
SFG_Node *node;
|
SFG_Node *node;
|
||||||
int length = 0;
|
int length = 0;
|
||||||
|
|
||||||
for( node = list->First; node; node = node->Next )
|
for( node = (SFG_Node *)list->First; node; node = (SFG_Node *)node->Next )
|
||||||
++length;
|
++length;
|
||||||
|
|
||||||
return( length );
|
return( length );
|
||||||
|
Reference in New Issue
Block a user