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
This commit is contained in:
rkrolib 2003-11-10 09:42:14 +00:00
parent 6230b2de2a
commit f02f918842

View File

@ -191,72 +191,85 @@ static SFG_WindowList* WindowsToDestroy = (SFG_WindowList*)NULL ;
*/ */
void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose ) void fgAddToWindowDestroyList ( SFG_Window* window, GLboolean needToClose )
{ {
SFG_WindowList *new_list_entry = SFG_WindowList *new_list_entry =
(SFG_WindowList*)malloc ( sizeof(SFG_WindowList) ) ; ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
new_list_entry->window = window ; new_list_entry->window = window;
new_list_entry->needToClose = needToClose ; new_list_entry->needToClose = needToClose;
new_list_entry->next = WindowsToDestroy ; new_list_entry->next = WindowsToDestroy;
WindowsToDestroy = new_list_entry ; WindowsToDestroy = new_list_entry;
/*
* Check if the window is the current one...
*/
if ( fgStructure.Window == window )
fgStructure.Window = NULL;
/*
* If the destroyed window has the highest window ID number, decrement
* the window ID number.
*
* XXX Do we REALLY want to *ever* recycle window IDs? Integers are
* XXX plentiful, and clients may rely upon the implied promise in
* XXX the GLUT docs to not recycle these. (I can't remember if it
* XXX is explicit.)
*
* XXX If we *do* want to do this, we should actually recompute the
* XXX highest window-ID; the new highest may not in fact be one less
* XXX than what we have just deleted.
*/
if ( window->ID == fgStructure.WindowID )
fgStructure.WindowID-- ;
/*
* 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. * Check if the window is the current one...
*/ */
if ( fgState.ActionOnWindowClose == GLUT_ACTION_EXIT ) if( fgStructure.Window == window )
fgState.ExecState = GLUT_EXEC_STATE_STOP ; fgStructure.Window = NULL;
}
/*
* Clear all window callbacks except Destroy, which will
* be invoked later. Right now, we are potentially carrying
* out a freeglut operation at the behest of a client callback,
* so we are reluctant to re-enter the client with the Destroy
* callback, right now. The others are all wiped out, however,
* to ensure that they are no longer called after this point.
*/
{
void *destroy = FETCH_WCB( *window, Destroy );
fgClearCallBacks( window );
FETCH_WCB( *window, Destroy ) = destroy;
}
/*
* If the destroyed window has the highest window ID number, decrement
* the window ID number.
*
* XXX Do we REALLY want to *ever* recycle window IDs? Integers are
* XXX plentiful, and clients may rely upon the implied promise in
* XXX the GLUT docs to not recycle these. (I can't remember if it
* XXX is explicit.)
*
* XXX If we *do* want to do this, we should actually recompute the
* XXX highest window-ID; the new highest may not in fact be one less
* XXX than what we have just deleted.
*/
if ( window->ID == fgStructure.WindowID )
fgStructure.WindowID--;
/*
* 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;
} }
/* /*
* Function to close down all the windows in the "WindowsToDestroy" list * Function to close down all the windows in the "WindowsToDestroy" list
*/ */
void fgCloseWindows () void fgCloseWindows( )
{ {
SFG_WindowList *window_ptr = WindowsToDestroy ; SFG_WindowList *window_ptr = WindowsToDestroy;
WindowsToDestroy = (SFG_WindowList*)NULL ; WindowsToDestroy = ( SFG_WindowList* )NULL;
/* In case the destroy callbacks cause more windows to be closed */ /* In case the destroy callbacks cause more windows to be closed */
while ( window_ptr ) while( window_ptr )
{
SFG_WindowList *next = window_ptr->next ;
fgDestroyWindow ( window_ptr->window, window_ptr->needToClose ) ;
free ( window_ptr ) ;
window_ptr = next ;
if ( !window_ptr )
{ {
window_ptr = WindowsToDestroy ; SFG_WindowList *next = window_ptr->next;
WindowsToDestroy = (SFG_WindowList*)NULL ; fgDestroyWindow( window_ptr->window, window_ptr->needToClose );
free( window_ptr );
window_ptr = next;
if( !window_ptr )
{
window_ptr = WindowsToDestroy;
WindowsToDestroy = ( SFG_WindowList* )NULL;
}
} }
}
} }
/* /*
@ -285,6 +298,7 @@ void fgDestroyWindow( SFG_Window* window, GLboolean needToClose )
SFG_Window *activeWindow = fgStructure.Window ; SFG_Window *activeWindow = fgStructure.Window ;
INVOKE_WCB( *window, Destroy, ( ) ); INVOKE_WCB( *window, Destroy, ( ) );
fgSetWindow ( activeWindow ) ; fgSetWindow ( activeWindow ) ;
fgClearCallBacks( window );
} }
if ( window->Parent != NULL ) if ( window->Parent != NULL )