Hm. I thought that I already hit this file for style normalization.
Oh well... Should be no functional changes. Should be pretty close to in-line with the style of changes that I've been making else- where. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@331 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
parent
1023b7eb84
commit
9623350767
@ -120,8 +120,8 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
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*/
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SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
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{
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int x = 100, y = 100, w = 100, h = 100 ;
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SFG_Window *current_window = fgStructure.Window ;
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int x = 100, y = 100, w = 100, h = 100;
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SFG_Window *current_window = fgStructure.Window;
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/*
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* Have the menu object created
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@ -136,34 +136,34 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
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if( !fgState.Time.Set )
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glutInit( &fakeArgc, NULL );
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menu->ParentWindow = fgStructure.Window ;
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menu->ParentWindow = fgStructure.Window;
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/*
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* Create a window for the menu to reside in. Set the
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* global variable BuildingAMenu to true so we can ensure
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* it is created without decorations.
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*/
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fgState.BuildingAMenu = TRUE ;
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fgState.BuildingAMenu = TRUE;
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fgCreateWindow ( NULL, NULL, x, y, w, h, FALSE ) ;
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menu->Window = fgStructure.Window ;
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glutDisplayFunc ( fgDisplayMenu ) ;
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fgCreateWindow( NULL, NULL, x, y, w, h, FALSE );
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menu->Window = fgStructure.Window;
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glutDisplayFunc( fgDisplayMenu );
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/*
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* While BuildingAMenu is true, all windows built have no decorations.
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* That's not a good default behavior, so let's set it false again.
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*/
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fgState.BuildingAMenu = FALSE ;
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fgState.BuildingAMenu = FALSE;
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glutHideWindow () ; /* Hide the window for now */
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fgSetWindow ( current_window ) ;
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glutHideWindow( ); /* Hide the window for now */
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fgSetWindow( current_window );
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/*
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* Initialize the object properties:
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*/
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menu->ID = ++fgStructure.MenuID;
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menu->Callback = menuCallback;
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menu->ActiveEntry = NULL ;
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menu->ActiveEntry = NULL;
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fgListInit( &menu->Entries );
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fgListAppend( &fgStructure.Menus, &menu->Node );
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@ -182,14 +182,14 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
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* extremely dim view of this.
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*/
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static SFG_WindowList* WindowsToDestroy = (SFG_WindowList*)NULL ;
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static SFG_WindowList* WindowsToDestroy = ( SFG_WindowList* )NULL;
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/*
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* Function to add a window to the linked list of windows to destroy.
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* Subwindows are automatically added because they hang from the window
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* structure.
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*/
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void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose )
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void fgAddToWindowDestroyList( SFG_Window* window, GLboolean needToClose )
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{
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SFG_WindowList *new_list_entry =
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( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
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@ -282,10 +282,10 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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SFG_Window* subWindow;
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int menu_index ;
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assert( window != NULL );
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assert( window );
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freeglut_assert_ready;
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while ( (subWindow = (SFG_Window *)window->Children.First) != NULL )
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while( subWindow = ( SFG_Window * )window->Children.First )
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fgDestroyWindow( subWindow, needToClose );
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/*
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@ -293,20 +293,20 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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* XXX this unconditional? Overhead is close to nil, and it would
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* XXX clarify the code by omitting a conditional test.
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*/
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if ( FETCH_WCB( *window, Destroy ) )
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if( FETCH_WCB( *window, Destroy ) )
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{
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SFG_Window *activeWindow = fgStructure.Window ;
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INVOKE_WCB( *window, Destroy, ( ) );
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fgSetWindow ( activeWindow ) ;
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SFG_Window *activeWindow = fgStructure.Window ;
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INVOKE_WCB( *window, Destroy, ( ) );
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fgSetWindow ( activeWindow ) ;
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}
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if ( window->Parent != NULL )
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if( window->Parent )
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fgListRemove( &window->Parent->Children, &window->Node );
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else
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fgListRemove( &fgStructure.Windows, &window->Node );
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if ( window->ActiveMenu != NULL )
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fgDeactivateMenu ( window ) ;
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if( window->ActiveMenu )
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fgDeactivateMenu( window );
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for ( menu_index = 0; menu_index < 3; menu_index ++ )
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{
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@ -317,8 +317,8 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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if( needToClose == TRUE )
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fgCloseWindow( window );
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free( window );
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if ( fgStructure.Window == window )
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fgStructure.Window = NULL ;
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if( fgStructure.Window == window )
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fgStructure.Window = NULL;
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fgClearCallBacks( window );
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}
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@ -335,14 +335,15 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
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* Check if the menu is attached to the current window,
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* if so, have it detached (by overwriting with a NULL):
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*/
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for( i=0; i<3; i++ )
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for( i = 0; i < 3; i++ )
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if( window->Menu[ i ] == menu )
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window->Menu[ i ] = NULL;
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/*
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* Call this function for all of the window's children recursively:
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*/
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for( subWindow = (SFG_Window *)window->Children.First; subWindow;
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for( subWindow = (SFG_Window *)window->Children.First;
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subWindow;
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subWindow = (SFG_Window *)subWindow->Node.Next)
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fghRemoveMenuFromWindow( subWindow, menu );
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}
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@ -353,13 +354,13 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
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*/
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static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
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{
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SFG_MenuEntry *entry;
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SFG_MenuEntry *entry;
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for( entry = (SFG_MenuEntry *)from->Entries.First;
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entry;
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entry = (SFG_MenuEntry *)entry->Node.Next )
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if (entry->SubMenu == menu)
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entry->SubMenu = NULL;
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for( entry = (SFG_MenuEntry *)from->Entries.First;
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entry;
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entry = ( SFG_MenuEntry * )entry->Node.Next )
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if( entry->SubMenu == menu )
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entry->SubMenu = NULL;
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}
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/*
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@ -368,65 +369,65 @@ static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
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*/
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void fgDestroyMenu( SFG_Menu* menu )
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{
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SFG_Window *window;
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SFG_Menu *from;
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SFG_MenuEntry *entry;
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SFG_Window *window;
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SFG_Menu *from;
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SFG_MenuEntry *entry;
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assert( menu != NULL );
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freeglut_assert_ready;
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assert( menu );
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freeglut_assert_ready;
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/*
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* First of all, have all references to this menu removed from all windows:
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*/
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for( window = (SFG_Window *)fgStructure.Windows.First;
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window;
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window = (SFG_Window *)window->Node.Next )
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fghRemoveMenuFromWindow( window, menu );
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/*
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* First of all, have all references to this menu removed from all windows:
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*/
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for( window = (SFG_Window *)fgStructure.Windows.First;
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window;
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window = (SFG_Window *)window->Node.Next )
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fghRemoveMenuFromWindow( window, menu );
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/*
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* Now proceed with removing menu entries that lead to this menu
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*/
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for( from = (SFG_Menu *)fgStructure.Menus.First;
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from;
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from = (SFG_Menu *)from->Node.Next )
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fghRemoveMenuFromMenu( from, menu );
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/*
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* Now proceed with removing menu entries that lead to this menu
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*/
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for( from = ( SFG_Menu * )fgStructure.Menus.First;
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from;
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from = ( SFG_Menu * )from->Node.Next )
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fghRemoveMenuFromMenu( from, menu );
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/*
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* If the programmer defined a destroy callback, call it
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* A. Donev: But first make this the active menu
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*/
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if ( menu->Destroy != NULL )
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{
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SFG_Menu *activeMenu=fgStructure.Menu;
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fgStructure.Menu = menu;
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menu->Destroy () ;
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fgStructure.Menu = activeMenu;
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}
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/*
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* If the programmer defined a destroy callback, call it
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* A. Donev: But first make this the active menu
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*/
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if( menu->Destroy )
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{
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SFG_Menu *activeMenu=fgStructure.Menu;
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fgStructure.Menu = menu;
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menu->Destroy( );
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fgStructure.Menu = activeMenu;
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}
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/*
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* Now we are pretty sure the menu is not used anywhere
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* and that we can remove all of its entries
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*/
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while( (entry = (SFG_MenuEntry *)menu->Entries.First) != NULL )
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{
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fgListRemove(&menu->Entries, &entry->Node);
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/*
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* Now we are pretty sure the menu is not used anywhere
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* and that we can remove all of its entries
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*/
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while( entry = ( SFG_MenuEntry * )menu->Entries.First )
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{
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fgListRemove( &menu->Entries, &entry->Node );
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if( entry->Text )
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free( entry->Text );
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entry->Text = NULL;
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free( entry );
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entry = NULL;
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}
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if( entry->Text )
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free( entry->Text );
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entry->Text = NULL;
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if ( fgStructure.Window == menu->Window )
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fgSetWindow ( menu->ParentWindow ) ;
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fgDestroyWindow ( menu->Window, TRUE ) ;
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fgListRemove( &fgStructure.Menus, &menu->Node );
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if( fgStructure.Menu == menu )
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fgStructure.Menu = NULL;
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free( entry );
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entry = NULL;
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}
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free( menu );
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if( fgStructure.Window == menu->Window )
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fgSetWindow( menu->ParentWindow );
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fgDestroyWindow( menu->Window, TRUE );
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fgListRemove( &fgStructure.Menus, &menu->Node );
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if( fgStructure.Menu == menu )
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fgStructure.Menu = NULL;
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free( menu );
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}
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/*
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@ -437,14 +438,14 @@ void fgDestroyMenu( SFG_Menu* menu )
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*/
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void fgCreateStructure( void )
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{
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/*
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* We will be needing two lists: the first containing windows,
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* and the second containing the user-defined menus.
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* Also, no current window/menu is set, as none has been created yet.
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*/
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/*
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* We will be needing two lists: the first containing windows,
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* and the second containing the user-defined menus.
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* Also, no current window/menu is set, as none has been created yet.
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*/
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fgListInit(&fgStructure.Windows);
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fgListInit(&fgStructure.Menus);
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fgListInit(&fgStructure.Windows);
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fgListInit(&fgStructure.Menus);
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}
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/*
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@ -454,19 +455,19 @@ void fgCreateStructure( void )
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*/
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void fgDestroyStructure( void )
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{
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SFG_Window *window;
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SFG_Menu *menu;
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SFG_Window *window;
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SFG_Menu *menu;
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freeglut_assert_ready;
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freeglut_assert_ready;
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/*
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* Make sure all windows and menus have been deallocated
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*/
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while( (menu = (SFG_Menu *)fgStructure.Menus.First) != NULL )
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fgDestroyMenu( menu );
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/*
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* Make sure all windows and menus have been deallocated
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*/
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while( menu = ( SFG_Menu * )fgStructure.Menus.First )
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fgDestroyMenu( menu );
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while( (window = (SFG_Window *)fgStructure.Windows.First) != NULL )
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fgDestroyWindow( window, TRUE );
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while( window = ( SFG_Window * )fgStructure.Windows.First )
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fgDestroyWindow( window, TRUE );
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}
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/*
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@ -474,22 +475,22 @@ void fgDestroyStructure( void )
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*/
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void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
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{
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SFG_Window *window;
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SFG_Window *window;
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assert( (enumCallback != NULL) && (enumerator != NULL) );
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freeglut_assert_ready;
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assert( enumCallback && enumerator );
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freeglut_assert_ready;
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/*
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* Check every of the top-level windows
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*/
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for( window = (SFG_Window *)fgStructure.Windows.First;
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window;
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window = (SFG_Window *)window->Node.Next )
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{
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enumCallback( window, enumerator );
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if( enumerator->found == TRUE )
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return;
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}
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/*
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* Check every of the top-level windows
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*/
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for( window = ( SFG_Window * )fgStructure.Windows.First;
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window;
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window = ( SFG_Window * )window->Node.Next )
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{
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enumCallback( window, enumerator );
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if( enumerator->found == TRUE )
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return;
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}
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}
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/*
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@ -499,19 +500,19 @@ void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
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void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
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SFG_Enumerator* enumerator )
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{
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SFG_Window *child;
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SFG_Window *child;
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assert( (enumCallback != NULL) && (enumerator != NULL) );
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freeglut_assert_ready;
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assert( enumCallback && enumerator );
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freeglut_assert_ready;
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for( child = (SFG_Window *)window->Children.First;
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child;
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child = (SFG_Window *)child->Node.Next )
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{
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enumCallback( child, enumerator );
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if( enumerator->found == TRUE )
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return;
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}
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for( child = ( SFG_Window * )window->Children.First;
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child;
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child = ( SFG_Window * )child->Node.Next )
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{
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enumCallback( child, enumerator );
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if( enumerator->found == TRUE )
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return;
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}
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}
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/*
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@ -673,13 +674,13 @@ void fgListRemove(SFG_List *list, SFG_Node *node)
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{
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SFG_Node *ln;
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if ( (ln = (SFG_Node *)node->Next) != NULL )
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if( ln = (SFG_Node *)node->Next )
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ln->Prev = node->Prev;
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if ( (ln = (SFG_Node *)node->Prev) != NULL )
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if( ln = (SFG_Node *)node->Prev )
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ln->Next = node->Next;
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if ( (ln = (SFG_Node *)list->First) == node )
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if( ( ln = (SFG_Node *)list->First ) == node )
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list->First = node->Next;
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if ( (ln = (SFG_Node *)list->Last) == node )
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if( ( ln = (SFG_Node *)list->Last ) == node )
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list->Last = node->Prev;
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}
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@ -688,7 +689,9 @@ int fgListLength(SFG_List *list)
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SFG_Node *node;
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int length = 0;
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for( node = (SFG_Node *)list->First; node; node = (SFG_Node *)node->Next )
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for( node =( SFG_Node * )list->First;
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node;
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node = ( SFG_Node * )node->Next )
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++length;
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return length;
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Reference in New Issue
Block a user