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:
rkrolib 2003-11-10 10:00:21 +00:00
parent 1023b7eb84
commit 9623350767

View File

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