git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@13 7f0cb862-5218-0410-a997-914c9d46530a
638 lines
16 KiB
C
638 lines
16 KiB
C
/*
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* freeglut_structure.c
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*
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* Windows and menus need tree structure
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*
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* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
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* Written by Pawel W. Olszta, <olszta@sourceforge.net>
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* Creation date: Sat Dec 18 1999
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#define G_LOG_DOMAIN "freeglut-structure"
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#include "../include/GL/freeglut.h"
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#include "../include/GL/freeglut_internal.h"
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/* -- GLOBAL EXPORTS ------------------------------------------------------- */
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/*
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* The SFG_Structure container holds information about windows and menus
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* created between glutInit() and glutMainLoop() return.
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*/
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SFG_Structure fgStructure;
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/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
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/*
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* This private function creates, opens and adds to the hierarchy
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* a freeglut window complete with OpenGL context and stuff...
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*
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* If parent is set to NULL, the window created will be a topmost one.
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*/
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SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title, int x, int y, int w, int h, GLboolean gameMode )
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{
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/*
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* Have the window object created
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*/
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SFG_Window* window = calloc( sizeof(SFG_Window), 1 );
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int fakeArgc = 0;
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/*
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* If the freeglut internals haven't been initialized yet,
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* do it now. Hack's idea courtesy of Chris Purnell...
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*/
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if( !fgState.Time.Set )
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glutInit( &fakeArgc, NULL );
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/*
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* Initialize the object properties
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*/
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window->ID = ++fgStructure.WindowID;
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/*
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* Initialize the children list
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*/
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fgListInit( &window->Children );
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/*
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* Does this window have a parent?
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*/
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if( parent != NULL )
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{
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/*
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* That's quite right, attach this windows as a child window
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*/
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fgListAppend( &parent->Children, &window->Node );
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window->Parent = parent;
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}
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else
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{
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/*
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* Otherwise add the newly created window to the topmost windows list
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*/
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fgListAppend( &fgStructure.Windows, &window->Node );
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}
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/*
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* Set the default mouse cursor and reset the modifiers value
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*/
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window->State.Cursor = GLUT_CURSOR_INHERIT;
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window->State.Modifiers = 0xffffffff;
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/*
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* Open the window now. The fgOpenWindow() function is system
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* dependant, and resides in freeglut_window.c. Uses fgState.
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*/
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fgOpenWindow( window, title, x, y, w, h, gameMode );
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/*
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* Return a pointer to the newly created window
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*/
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return( window );
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}
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/*
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* This private function creates a menu and adds it to the menus list
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*/
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SFG_Menu* fgCreateMenu( FGCBmenu menuCallback )
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{
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/*
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* Have the menu object created
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*/
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SFG_Menu* menu = calloc( sizeof(SFG_Menu), 1 );
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int fakeArgc = 0;
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/*
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* If the freeglut internals haven't been initialized yet,
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* do it now. Hack's idea courtesy of Chris Purnell...
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*/
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if( !fgState.Time.Set )
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glutInit( &fakeArgc, NULL );
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/*
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* Initialize the object properties:
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*/
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menu->ID = ++fgStructure.MenuID;
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menu->Callback = menuCallback;
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/*
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* Initialize the entries list
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*/
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fgListInit( &menu->Entries );
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/*
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* Add it to the menu structure hierarchy
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*/
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fgListAppend( &fgStructure.Menus, &menu->Node );
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/*
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* Newly created menus implicitly become current ones
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*/
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fgStructure.Menu = menu;
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/*
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* Return the result to the caller
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*/
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return( menu );
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}
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/*
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* This function destroys a window and all of it's subwindows. Actually,
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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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{
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SFG_Window* subWindow;
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assert( window != NULL );
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freeglut_assert_ready;
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/*
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* Does this window have any subwindows?
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*/
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if( (subWindow = window->Children.First) != NULL )
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{
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/*
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* Destroy the first window in the list (possibly destroying
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* it's subwindows too). This is not very effective, but works
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*/
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fgDestroyWindow( subWindow, TRUE );
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}
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/*
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* Now we should remove the reference to this window from it's parent
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*/
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if( window->Parent != NULL )
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fgListRemove( &window->Parent->Children, &window->Node );
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else
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fgListRemove( &fgStructure.Windows, &window->Node );
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/*
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* OK, this window seems disconnected from the structure enough
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* in order to be closed without any bigger risks...
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*/
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if( needToClose == TRUE )
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fgCloseWindow( window );
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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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* Finally, we can delete the window's object. It hopefully does
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* have everything inside it freed and we do not have to care...
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*/
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free( window );
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}
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/*
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* This is a helper static function that removes a menu (given it's pointer)
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* from any windows that can be accessed from a given parent...
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*/
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static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
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{
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SFG_Window *subWindow;
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int i;
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/*
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* Check if the menu is attached to the current window,
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* if so, have it detached (by overwriting with a NULL):
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*/
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for( i=0; i<3; i++ )
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{
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if( window->Menu[ i ] == menu )
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window->Menu[ i ] = NULL;
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}
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/*
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* Call this function for all of the window's children recursively:
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*/
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for( subWindow = window->Children.First; subWindow;
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subWindow = subWindow->Node.Next);
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{
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fghRemoveMenuFromWindow(subWindow, menu );
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}
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}
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/*
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* This is a static helper function that removes menu references
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* from another menu, given two pointers to them...
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*/
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static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
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{
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SFG_MenuEntry *entry;
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for( entry = from->Entries.First; entry; entry = entry->Node.Next )
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{
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if (entry->SubMenu == menu)
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{
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entry->SubMenu = NULL;
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}
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}
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}
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/*
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* This function destroys a menu specified by the parameter. All menus
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* and windows are updated to make sure no ill pointers hang around.
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*/
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void fgDestroyMenu( SFG_Menu* menu )
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{
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SFG_Window *window;
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SFG_Menu *from;
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SFG_MenuEntry *entry;
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assert( menu != NULL );
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freeglut_assert_ready;
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/*
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* First of all, have all references to this menu removed from all windows:
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*/
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for( window = fgStructure.Windows.First; window;
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window = window->Node.Next )
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{
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fghRemoveMenuFromWindow( window, menu );
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}
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/*
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* Now proceed with removing menu entries that lead to this menu
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*/
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for( from = fgStructure.Menus.First; from; from = from->Node.Next )
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{
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fghRemoveMenuFromMenu( from, menu );
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}
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/*
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* Now we are pretty sure the menu is not used anywhere
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* and that we can remove all of it's entries
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*/
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while( (entry = menu->Entries.First) != NULL )
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{
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fgListRemove(&menu->Entries, &entry->Node);
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/*
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* There might be a string allocated, have it freed:
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*/
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free( entry->Text );
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/*
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* Deallocate the entry itself:
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*/
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free( entry );
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}
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/*
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* Remove the menu from the menus list
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*/
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fgListRemove( &fgStructure.Menus, &menu->Node );
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/*
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* If that menu was the current one...
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*/
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if( fgStructure.Menu == menu )
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fgStructure.Menu = NULL;
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/*
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* Have the menu structure freed
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*/
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free( menu );
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}
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/*
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* This function should be called on glutInit(). It will prepare the internal
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* structure of freeglut to be used in the application. The structure will be
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* destroyed using fgDestroyStructure() on glutMainLoop() return. In that
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* case further use of freeglut should be preceeded with a glutInit() call.
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*/
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void fgCreateStructure( void )
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{
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/*
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* We will be needing two lists: the first containing windows,
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* and the second containing the user-defined menus.
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* Also, no current window/menu is set, as none has been created yet.
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*/
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fgListInit(&fgStructure.Windows);
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fgListInit(&fgStructure.Menus);
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}
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/*
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* This function is automatically called on glutMainLoop() return. It should deallocate
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* and destroy all remnants of previous glutInit()-enforced structure initialization...
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*/
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void fgDestroyStructure( void )
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{
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SFG_Window *window;
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SFG_Menu *menu;
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/*
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* Just make sure we are not called in vain...
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*/
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freeglut_assert_ready;
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/*
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* Make sure all windows and menus have been deallocated
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*/
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while( (window = fgStructure.Windows.First) != NULL )
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fgDestroyWindow( window, TRUE );
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while( (menu = fgStructure.Menus.First) != NULL )
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fgDestroyMenu( menu );
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}
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/*
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* Helper function to enumerate through all registered top-level windows
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*/
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void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
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{
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SFG_Window *window;
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assert( (enumCallback != NULL) && (enumerator != NULL) );
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freeglut_assert_ready;
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/*
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* Check every of the top-level windows
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*/
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for( window = fgStructure.Windows.First; window;
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window = window->Node.Next )
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{
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/*
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* Execute the callback...
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*/
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enumCallback( window, enumerator );
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/*
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* If it has been marked as 'found', stop searching
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*/
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if( enumerator->found == TRUE )
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return;
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}
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}
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/*
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* Helper function to enumerate through all a window's subwindows (single level descent)
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*/
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void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
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{
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SFG_Window *child;
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assert( (enumCallback != NULL) && (enumerator != NULL) );
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freeglut_assert_ready;
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/*
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* Check every of the window's children:
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*/
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for( child = window->Children.First; child; child = child->Node.Next )
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{
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/*
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* Execute the callback...
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*/
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enumCallback( child, enumerator );
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/*
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* If it has been marked as 'found', stop searching
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*/
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if( enumerator->found == TRUE )
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return;
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}
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}
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/*
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* A static helper function to look for a window given it's handle
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*/
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static void fghcbWindowByHandle( SFG_Window *window, SFG_Enumerator *enumerator )
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{
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/*
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* Make sure we do not overwrite our precious results...
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*/
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freeglut_return_if_fail( enumerator->found == FALSE );
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#if TARGET_HOST_UNIX_X11
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#define WBHANDLE (Window)
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#elif TARGET_HOST_WIN32
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#define WBHANDLE (HWND)
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#endif
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/*
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* Check the window's handle. Hope this works. Looks ugly. That's for sure.
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*/
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if( window->Window.Handle == WBHANDLE (enumerator->data) )
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{
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enumerator->found = TRUE;
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enumerator->data = window;
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return;
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}
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/*
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* Otherwise, check this window's children
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*/
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fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
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#undef WBHANDLE
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}
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/*
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* fgWindowByHandle returns a (SFG_Window *) value pointing to the
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* first window in the queue matching the specified window handle.
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* The function is defined in freeglut_structure.c file.
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*/
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SFG_Window* fgWindowByHandle
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#if TARGET_HOST_UNIX_X11
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( Window hWindow )
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#elif TARGET_HOST_WIN32
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( HWND hWindow )
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#endif
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{
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SFG_Enumerator enumerator;
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/*
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* This is easy and makes use of the windows enumeration defined above
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*/
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enumerator.found = FALSE;
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enumerator.data = (void *)hWindow;
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/*
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* Start the enumeration now:
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*/
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fgEnumWindows( fghcbWindowByHandle, &enumerator );
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/*
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* Check if the window has been found or not:
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*/
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if( enumerator.found == TRUE )
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return( (SFG_Window *) enumerator.data );
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/*
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* Otherwise return NULL to mark the failure
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*/
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return( NULL );
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}
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/*
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* A static helper function to look for a window given it's ID
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*/
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static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
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{
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/*
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* Make sure we do not overwrite our precious results...
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*/
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freeglut_return_if_fail( enumerator->found == FALSE );
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/*
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* Check the window's handle. Hope this works. Looks ugly. That's for sure.
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*/
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if( window->ID == (int) (enumerator->data) )
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{
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enumerator->found = TRUE;
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enumerator->data = window;
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return;
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}
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/*
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* Otherwise, check this window's children
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*/
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fgEnumSubWindows( window, fghcbWindowByID, enumerator );
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}
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/*
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* This function is similiar to the previous one, except it is
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* looking for a specified (sub)window identifier. The function
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* is defined in freeglut_structure.c file.
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*/
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SFG_Window* fgWindowByID( int windowID )
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{
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SFG_Enumerator enumerator;
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/*
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* Uses a method very similiar for fgWindowByHandle...
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*/
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enumerator.found = FALSE;
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enumerator.data = (void *) windowID;
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/*
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* Start the enumeration now:
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*/
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fgEnumWindows( fghcbWindowByID, &enumerator );
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/*
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* Check if the window has been found or not:
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*/
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if( enumerator.found == TRUE )
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return( (SFG_Window *) enumerator.data );
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/*
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* Otherwise return NULL to mark the failure
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*/
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return( NULL );
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}
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/*
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* Looks up a menu given it's ID. This is easier that fgWindowByXXX
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* as all menus are placed in a single doubly linked list...
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*/
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SFG_Menu* fgMenuByID( int menuID )
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{
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SFG_Menu *menu = NULL;
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freeglut_assert_ready;
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/*
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* It's enough to check all entries in fgStructure.Menus...
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*/
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for( menu = fgStructure.Menus.First; menu; menu = menu->Node.Next )
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{
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/*
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* Does the ID number match?
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*/
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if( menu->ID == menuID )
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return( menu );
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}
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/*
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* We have not found the requested menu ID
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*/
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return( NULL );
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}
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/*
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* List functions...
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*/
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void fgListInit(SFG_List *list)
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{
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list->First = NULL;
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list->Last = NULL;
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}
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void fgListAppend(SFG_List *list, SFG_Node *node)
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{
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SFG_Node *ln;
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if ( (ln = list->Last) != NULL )
|
|
{
|
|
ln->Next = node;
|
|
node->Prev = ln;
|
|
}
|
|
else
|
|
{
|
|
node->Prev = NULL;
|
|
list->First = node;
|
|
}
|
|
|
|
node->Next = NULL;
|
|
list->Last = node;
|
|
}
|
|
|
|
void fgListRemove(SFG_List *list, SFG_Node *node)
|
|
{
|
|
SFG_Node *ln;
|
|
|
|
if ( (ln = node->Next) != NULL )
|
|
ln->Prev = node->Prev;
|
|
if ( (ln = node->Prev) != NULL )
|
|
ln->Next = node->Next;
|
|
if ( (ln = list->First) == node )
|
|
list->First = node->Next;
|
|
if ( (ln = list->Last) == node )
|
|
list->Last = node->Prev;
|
|
}
|
|
|
|
int fgListLength(SFG_List *list)
|
|
{
|
|
SFG_Node *node;
|
|
int length = 0;
|
|
|
|
for( node = list->First; node; node = node->Next )
|
|
++length;
|
|
|
|
return( length );
|
|
}
|
|
|
|
/*** END OF FILE ***/
|