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
This commit is contained in:
cjp 2003-11-27 19:49:53 +00:00
parent 9b36eb081b
commit b309d468c4
5 changed files with 67 additions and 82 deletions

View File

@ -413,7 +413,7 @@ void FGAPIENTRY glutGameModeString( const char* string )
int FGAPIENTRY glutEnterGameMode( void )
{
if( fgStructure.GameMode )
fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
fgAddToWindowDestroyList( fgStructure.GameMode );
else
fghRememberState( );
@ -534,7 +534,7 @@ void FGAPIENTRY glutLeaveGameMode( void )
{
freeglut_return_if_fail( fgStructure.GameMode );
fgAddToWindowDestroyList( fgStructure.GameMode, GL_TRUE );
fgAddToWindowDestroyList( fgStructure.GameMode );
#if TARGET_HOST_UNIX_X11

View File

@ -544,7 +544,6 @@ typedef struct tagSFG_WindowList SFG_WindowList ;
struct tagSFG_WindowList
{
SFG_Window *window ;
GLboolean needToClose ;
SFG_WindowList *next ;
};
@ -721,10 +720,9 @@ void fgOpenWindow( SFG_Window* window, const char* title,
int x, int y, int w, int h, GLboolean gameMode,
GLboolean isSubWindow );
void fgCloseWindow( SFG_Window* window );
void fgAddToWindowDestroyList ( SFG_Window* window,
GLboolean needToClose );
void fgAddToWindowDestroyList ( SFG_Window* window );
void fgCloseWindows ();
void fgDestroyWindow( SFG_Window* window, GLboolean needToClose );
void fgDestroyWindow( SFG_Window* window );
void fgClearCallBacks( SFG_Window *window );
/*

View File

@ -553,8 +553,16 @@ void FGAPIENTRY glutMainLoopEvent( void )
{
GETWINDOW( xclient );
fgCloseWindow ( window );
fgAddToWindowDestroyList ( window, GL_FALSE );
fgDestroyWindow ( window );
if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
{
fgDeinitialize( );
exit( 0 );
}
fgState.ExecState = GLUT_EXEC_STATE_STOP;
return;
}
break;
@ -584,7 +592,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
* This is sent to confirm the XDestroyWindow call.
* XXX WHY is this commented out? Should we re-enable it?
*/
/* fgAddToWindowDestroyList ( window, GL_FALSE ); */
/* fgAddToWindowDestroyList ( window ); */
break;
case Expose:
@ -988,7 +996,15 @@ void FGAPIENTRY glutMainLoopEvent( void )
while( PeekMessage( &stMsg, NULL, 0, 0, PM_NOREMOVE ) )
{
if( GetMessage( &stMsg, NULL, 0, 0 ) == 0 )
fgState.ExecState = GLUT_EXEC_STATE_STOP ;
{
if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
{
fgDeinitialize( );
exit( 0 );
}
fgState.ExecState = GLUT_EXEC_STATE_STOP;
return;
}
TranslateMessage( &stMsg );
DispatchMessage( &stMsg );
@ -1054,18 +1070,11 @@ void FGAPIENTRY glutMainLoop( void )
}
}
{
fgExecutionState execState = fgState.ExecState;
/*
* When this loop terminates, destroy the display, state and structure
* of a freeglut session, so that another glutInit() call can happen
*/
fgDeinitialize( );
if( execState == GLUT_ACTION_EXIT )
exit( 0 );
}
/*
* When this loop terminates, destroy the display, state and structure
* of a freeglut session, so that another glutInit() call can happen
*/
fgDeinitialize( );
}
/*
@ -1248,38 +1257,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
break;
case WM_CLOSE:
/*
* Make sure we don't close a window with current context active
*/
if( fgStructure.Window == window )
{
int used = FALSE ;
SFG_Window *iter ;
wglMakeCurrent( NULL, NULL );
/*
* Step through the list of windows. If the rendering context
* is not being used by another window, then we delete it.
*/
for( iter = (SFG_Window *)fgStructure.Windows.First;
iter;
iter = (SFG_Window *)iter->Node.Next )
{
if( ( iter->Window.Context == window->Window.Context ) &&
( iter != window ) )
used = TRUE;
}
if( ! used )
wglDeleteContext( window->Window.Context );
}
/*
* Put on a linked list of windows to be removed after all the
* callbacks have returned
*/
fgAddToWindowDestroyList( window, GL_FALSE );
DestroyWindow( hWnd );
fgDestroyWindow ( window );
if ( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
PostQuitMessage(0);
break;
case WM_DESTROY:

View File

@ -183,12 +183,11 @@ static SFG_WindowList* WindowsToDestroy = ( SFG_WindowList* )NULL;
* Subwindows are automatically added because they hang from the window
* structure.
*/
void fgAddToWindowDestroyList( SFG_Window* window, GLboolean needToClose )
void fgAddToWindowDestroyList( SFG_Window* window )
{
SFG_WindowList *new_list_entry =
( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
new_list_entry->window = window;
new_list_entry->needToClose = needToClose;
new_list_entry->next = WindowsToDestroy;
WindowsToDestroy = new_list_entry;
@ -211,18 +210,6 @@ void fgAddToWindowDestroyList( SFG_Window* window, GLboolean needToClose )
fgClearCallBacks( window );
FETCH_WCB( *window, Destroy ) = destroy;
}
/*
* Check the execution state. If this has been called from
* "glutDestroyWindow", a statement in that function will reset the
* "ExecState" after this function returns.
*/
if( fgState.ActionOnWindowClose != GLUT_ACTION_CONTINUE_EXECUTION )
/*
* Set the execution state flag to drop out of the main loop.
*/
if( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT )
fgState.ExecState = GLUT_EXEC_STATE_STOP;
}
/*
@ -237,7 +224,7 @@ void fgCloseWindows( )
while( window_ptr )
{
SFG_WindowList *next = window_ptr->next;
fgDestroyWindow( window_ptr->window, window_ptr->needToClose );
fgDestroyWindow( window_ptr->window );
free( window_ptr );
window_ptr = next;
@ -254,7 +241,7 @@ void fgCloseWindows( )
* another function, defined in freeglut_window.c is called, but this is
* a whole different story...
*/
void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
void fgDestroyWindow( SFG_Window* window )
{
SFG_Window* subWindow;
int menu_index ;
@ -263,7 +250,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
freeglut_assert_ready;
while( subWindow = ( SFG_Window * )window->Children.First )
fgDestroyWindow( subWindow, needToClose );
fgDestroyWindow( subWindow );
{
SFG_Window *activeWindow = fgStructure.Window ;
@ -286,8 +273,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
}
fgClearCallBacks( window );
if( needToClose )
fgCloseWindow( window );
fgCloseWindow( window );
free( window );
if( fgStructure.Window == window )
fgStructure.Window = NULL;
@ -393,7 +379,7 @@ void fgDestroyMenu( SFG_Menu* menu )
if( fgStructure.Window == menu->Window )
fgSetWindow( menu->ParentWindow );
fgDestroyWindow( menu->Window, GL_TRUE );
fgDestroyWindow( menu->Window );
fgListRemove( &fgStructure.Menus, &menu->Node );
if( fgStructure.Menu == menu )
fgStructure.Menu = NULL;
@ -438,7 +424,7 @@ void fgDestroyStructure( void )
fgDestroyMenu( menu );
while( window = ( SFG_Window * )fgStructure.Windows.First )
fgDestroyWindow( window, GL_TRUE );
fgDestroyWindow( window );
}
/*

View File

@ -554,13 +554,34 @@ void fgCloseWindow( SFG_Window* window )
#elif TARGET_HOST_WIN32
SendMessage(
window->Window.Handle,
WM_CLOSE,
0,
0
);
/*
* Make sure we don't close a window with current context active
*/
if( fgStructure.Window == window )
wglMakeCurrent( NULL, NULL );
/*
* Step through the list of windows. If the rendering context
* is not being used by another window, then we delete it.
*/
{
int used = FALSE ;
SFG_Window *iter ;
for( iter = (SFG_Window *)fgStructure.Windows.First;
iter;
iter = (SFG_Window *)iter->Node.Next )
{
if( ( iter->Window.Context == window->Window.Context ) &&
( iter != window ) )
used = TRUE;
}
if( ! used )
wglDeleteContext( window->Window.Context );
}
DestroyWindow( hWnd );
#endif
}
@ -601,7 +622,7 @@ void FGAPIENTRY glutDestroyWindow( int windowID )
freeglut_return_if_fail( window != NULL );
{
fgExecutionState ExecState = fgState.ExecState;
fgAddToWindowDestroyList( window, GL_TRUE );
fgAddToWindowDestroyList( window );
fgState.ExecState = ExecState;
}
}