Window close fix.
The default behaiour should now be the same as with glut. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@369 7f0cb862-5218-0410-a997-914c9d46530a
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@ -413,7 +413,7 @@ void FGAPIENTRY glutGameModeString( const char* string )
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int FGAPIENTRY glutEnterGameMode( void )
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{
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if( fgStructure.GameMode )
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fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
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fgAddToWindowDestroyList( fgStructure.GameMode );
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else
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fghRememberState( );
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@ -534,7 +534,7 @@ void FGAPIENTRY glutLeaveGameMode( void )
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{
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freeglut_return_if_fail( fgStructure.GameMode );
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fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
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fgAddToWindowDestroyList( fgStructure.GameMode );
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#if TARGET_HOST_UNIX_X11
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@ -544,7 +544,6 @@ typedef struct tagSFG_WindowList SFG_WindowList ;
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struct tagSFG_WindowList
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{
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SFG_Window *window ;
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GLboolean needToClose ;
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SFG_WindowList *next ;
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};
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@ -721,10 +720,9 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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int x, int y, int w, int h, GLboolean gameMode,
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GLboolean isSubWindow );
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void fgCloseWindow( SFG_Window* window );
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void fgAddToWindowDestroyList ( SFG_Window* window,
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GLboolean needToClose );
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void fgAddToWindowDestroyList ( SFG_Window* window );
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void fgCloseWindows ();
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void fgDestroyWindow( SFG_Window* window, GLboolean needToClose );
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void fgDestroyWindow( SFG_Window* window );
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void fgClearCallBacks( SFG_Window *window );
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/*
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@ -553,8 +553,16 @@ void FGAPIENTRY glutMainLoopEvent( void )
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{
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GETWINDOW( xclient );
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fgCloseWindow ( window );
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fgAddToWindowDestroyList ( window, GL_FALSE );
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fgDestroyWindow ( window );
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if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
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{
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fgDeinitialize( );
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exit( 0 );
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}
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fgState.ExecState = GLUT_EXEC_STATE_STOP;
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return;
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}
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break;
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@ -584,7 +592,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
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* This is sent to confirm the XDestroyWindow call.
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* XXX WHY is this commented out? Should we re-enable it?
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*/
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/* fgAddToWindowDestroyList ( window, GL_FALSE ); */
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/* fgAddToWindowDestroyList ( window ); */
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break;
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case Expose:
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@ -988,7 +996,15 @@ void FGAPIENTRY glutMainLoopEvent( void )
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while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
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{
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if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
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fgState.ExecState = GLUT_EXEC_STATE_STOP ;
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{
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if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
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{
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fgDeinitialize( );
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exit( 0 );
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}
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fgState.ExecState = GLUT_EXEC_STATE_STOP;
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return;
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}
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TranslateMessage( &stMsg );
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DispatchMessage( &stMsg );
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@ -1054,18 +1070,11 @@ void FGAPIENTRY glutMainLoop( void )
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}
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}
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{
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fgExecutionState execState = fgState.ExecState;
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/*
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* When this loop terminates, destroy the display, state and structure
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* of a freeglut session, so that another glutInit() call can happen
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*/
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fgDeinitialize( );
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if( execState == GLUT_ACTION_EXIT )
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exit( 0 );
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}
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}
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/*
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@ -1248,38 +1257,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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break;
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case WM_CLOSE:
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/*
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* Make sure we don't close a window with current context active
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*/
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if( fgStructure.Window == window )
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{
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int used = FALSE ;
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SFG_Window *iter ;
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wglMakeCurrent( NULL, NULL );
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/*
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* Step through the list of windows. If the rendering context
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* is not being used by another window, then we delete it.
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*/
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for( iter = (SFG_Window *)fgStructure.Windows.First;
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iter;
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iter = (SFG_Window *)iter->Node.Next )
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{
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if( ( iter->Window.Context == window->Window.Context ) &&
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( iter != window ) )
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used = TRUE;
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}
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if( ! used )
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wglDeleteContext( window->Window.Context );
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}
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/*
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* Put on a linked list of windows to be removed after all the
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* callbacks have returned
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*/
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fgAddToWindowDestroyList( window, GL_FALSE );
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DestroyWindow( hWnd );
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fgDestroyWindow ( window );
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if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
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PostQuitMessage(0);
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break;
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case WM_DESTROY:
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@ -183,12 +183,11 @@ static SFG_WindowList* WindowsToDestroy = ( SFG_WindowList* )NULL;
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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 )
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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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new_list_entry->window = window;
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new_list_entry->needToClose = needToClose;
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new_list_entry->next = WindowsToDestroy;
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WindowsToDestroy = new_list_entry;
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@ -211,18 +210,6 @@ void fgAddToWindowDestroyList( SFG_Window* window, GLboolean needToClose )
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fgClearCallBacks( window );
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FETCH_WCB( *window, Destroy ) = destroy;
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}
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/*
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* Check the execution state. If this has been called from
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* "glutDestroyWindow", a statement in that function will reset the
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* "ExecState" after this function returns.
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*/
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if( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
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/*
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* Set the execution state flag to drop out of the main loop.
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*/
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if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
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fgState.ExecState = GLUT_EXEC_STATE_STOP;
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}
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/*
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@ -237,7 +224,7 @@ void fgCloseWindows( )
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while( window_ptr )
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{
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SFG_WindowList *next = window_ptr->next;
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fgDestroyWindow( window_ptr->window, window_ptr->needToClose );
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fgDestroyWindow( window_ptr->window );
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free( window_ptr );
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window_ptr = next;
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@ -254,7 +241,7 @@ void fgCloseWindows( )
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* another function, defined in freeglut_window.c is called, but this is
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* a whole different story...
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*/
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void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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void fgDestroyWindow( SFG_Window* window )
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{
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SFG_Window* subWindow;
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int menu_index ;
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@ -263,7 +250,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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freeglut_assert_ready;
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while( subWindow = ( SFG_Window * )window->Children.First )
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fgDestroyWindow( subWindow, needToClose );
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fgDestroyWindow( subWindow );
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{
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SFG_Window *activeWindow = fgStructure.Window ;
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@ -286,7 +273,6 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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}
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fgClearCallBacks( window );
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if( needToClose )
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fgCloseWindow( window );
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free( window );
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if( fgStructure.Window == window )
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@ -393,7 +379,7 @@ void fgDestroyMenu( SFG_Menu* menu )
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if( fgStructure.Window == menu->Window )
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fgSetWindow( menu->ParentWindow );
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fgDestroyWindow( menu->Window, GL_TRUE );
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fgDestroyWindow( menu->Window );
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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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@ -438,7 +424,7 @@ void fgDestroyStructure( void )
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fgDestroyMenu( menu );
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while( window = ( SFG_Window * )fgStructure.Windows.First )
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fgDestroyWindow( window, GL_TRUE );
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fgDestroyWindow( window );
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}
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/*
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@ -554,13 +554,34 @@ void fgCloseWindow( SFG_Window* window )
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#elif TARGET_HOST_WIN32
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SendMessage(
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window->Window.Handle,
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WM_CLOSE,
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0,
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0
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);
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/*
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* Make sure we don't close a window with current context active
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*/
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if( fgStructure.Window == window )
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wglMakeCurrent( NULL, NULL );
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/*
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* Step through the list of windows. If the rendering context
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* is not being used by another window, then we delete it.
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*/
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{
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int used = FALSE ;
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SFG_Window *iter ;
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for( iter = (SFG_Window *)fgStructure.Windows.First;
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iter;
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iter = (SFG_Window *)iter->Node.Next )
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{
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if( ( iter->Window.Context == window->Window.Context ) &&
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( iter != window ) )
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used = TRUE;
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}
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if( ! used )
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wglDeleteContext( window->Window.Context );
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}
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DestroyWindow( hWnd );
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#endif
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}
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@ -601,7 +622,7 @@ void FGAPIENTRY glutDestroyWindow( int windowID )
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freeglut_return_if_fail( window != NULL );
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{
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fgExecutionState ExecState = fgState.ExecState;
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fgAddToWindowDestroyList( window, GL_TRUE );
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fgAddToWindowDestroyList( window );
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fgState.ExecState = ExecState;
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}
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}
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