Added Nigel's suggested code to clear all but the destroy callback early
on, leaving Destroy to be cleared later after the last possible point where it should be invoked. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@329 7f0cb862-5218-0410-a997-914c9d46530a
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@ -191,72 +191,85 @@ static SFG_WindowList* WindowsToDestroy = (SFG_WindowList*)NULL ;
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*/
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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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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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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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/*
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* Check if the window is the current one...
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*/
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if ( fgStructure.Window == window )
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fgStructure.Window = NULL;
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/*
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* If the destroyed window has the highest window ID number, decrement
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* the window ID number.
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*
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* XXX Do we REALLY want to *ever* recycle window IDs? Integers are
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* XXX plentiful, and clients may rely upon the implied promise in
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* XXX the GLUT docs to not recycle these. (I can't remember if it
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* XXX is explicit.)
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*
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* XXX If we *do* want to do this, we should actually recompute the
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* XXX highest window-ID; the new highest may not in fact be one less
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* XXX than what we have just deleted.
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*/
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if ( window->ID == fgStructure.WindowID )
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fgStructure.WindowID-- ;
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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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/*
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* Set the execution state flag to drop out of the main loop.
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* Check if the window is the current one...
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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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if( fgStructure.Window == window )
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fgStructure.Window = NULL;
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/*
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* Clear all window callbacks except Destroy, which will
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* be invoked later. Right now, we are potentially carrying
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* out a freeglut operation at the behest of a client callback,
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* so we are reluctant to re-enter the client with the Destroy
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* callback, right now. The others are all wiped out, however,
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* to ensure that they are no longer called after this point.
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*/
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{
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void *destroy = FETCH_WCB( *window, Destroy );
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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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* If the destroyed window has the highest window ID number, decrement
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* the window ID number.
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*
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* XXX Do we REALLY want to *ever* recycle window IDs? Integers are
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* XXX plentiful, and clients may rely upon the implied promise in
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* XXX the GLUT docs to not recycle these. (I can't remember if it
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* XXX is explicit.)
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*
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* XXX If we *do* want to do this, we should actually recompute the
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* XXX highest window-ID; the new highest may not in fact be one less
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* XXX than what we have just deleted.
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*/
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if ( window->ID == fgStructure.WindowID )
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fgStructure.WindowID--;
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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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* Function to close down all the windows in the "WindowsToDestroy" list
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*/
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void fgCloseWindows ()
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void fgCloseWindows( )
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{
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SFG_WindowList *window_ptr = WindowsToDestroy ;
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WindowsToDestroy = (SFG_WindowList*)NULL ;
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/* In case the destroy callbacks cause more windows to be closed */
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SFG_WindowList *window_ptr = WindowsToDestroy;
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WindowsToDestroy = ( SFG_WindowList* )NULL;
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/* In case the destroy callbacks cause more windows to be closed */
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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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free ( window_ptr ) ;
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window_ptr = next ;
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if ( !window_ptr )
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while( window_ptr )
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{
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window_ptr = WindowsToDestroy ;
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WindowsToDestroy = (SFG_WindowList*)NULL ;
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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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free( window_ptr );
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window_ptr = next;
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if( !window_ptr )
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{
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window_ptr = WindowsToDestroy;
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WindowsToDestroy = ( SFG_WindowList* )NULL;
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}
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}
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}
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}
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/*
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@ -285,6 +298,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
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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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fgClearCallBacks( window );
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}
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if ( window->Parent != NULL )
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