freeglut_structure.c
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上传日期:2022-01-07
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文件大小:18k
- /*
- * freeglut_structure.c
- *
- * Windows and menus need tree structure
- *
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>
- * Creation date: Sat Dec 18 1999
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
- #include <GL/freeglut.h>
- #include "freeglut_internal.h"
- /* -- GLOBAL EXPORTS ------------------------------------------------------- */
- /*
- * The SFG_Structure container holds information about windows and menus
- * created between glutInit() and glutMainLoop() return.
- */
- SFG_Structure fgStructure = { { NULL, NULL }, /* The list of windows */
- { NULL, NULL }, /* The list of menus */
- { NULL, NULL }, /* Windows to Destroy list */
- NULL, /* The current window */
- NULL, /* The current menu */
- NULL, /* The menu OpenGL context */
- NULL, /* The game mode window */
- 0, /* The current new window ID */
- 0 }; /* The current new menu ID */
- /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
- static void fghClearCallBacks( SFG_Window *window )
- {
- if( window )
- {
- int i;
- for( i = 0; i < TOTAL_CALLBACKS; ++i )
- window->CallBacks[ i ] = NULL;
- }
- }
- /*
- * This private function creates, opens and adds to the hierarchy
- * a freeglut window complete with OpenGL context and stuff...
- *
- * If parent is set to NULL, the window created will be a topmost one.
- */
- SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
- GLboolean positionUse, int x, int y,
- GLboolean sizeUse, int w, int h,
- GLboolean gameMode, GLboolean isMenu )
- {
- /* Have the window object created */
- SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
- #if TARGET_HOST_UNIX_X11
- window->Window.FBConfig = NULL;
- #endif
- fghClearCallBacks( window );
- /* Initialize the object properties */
- window->ID = ++fgStructure.WindowID;
- window->State.OldHeight = window->State.OldWidth = -1;
- fgListInit( &window->Children );
- if( parent )
- {
- fgListAppend( &parent->Children, &window->Node );
- window->Parent = parent;
- }
- else
- fgListAppend( &fgStructure.Windows, &window->Node );
- /* Set the default mouse cursor and reset the modifiers value */
- window->State.Cursor = GLUT_CURSOR_INHERIT;
- window->IsMenu = isMenu;
- window->State.IgnoreKeyRepeat = GL_FALSE;
- window->State.KeyRepeating = GL_FALSE;
- window->State.IsFullscreen = GL_FALSE;
- /*
- * Open the window now. The fgOpenWindow() function is system
- * dependant, and resides in freeglut_window.c. Uses fgState.
- */
- fgOpenWindow( window, title, positionUse, x, y, sizeUse, w, h, gameMode,
- (GLboolean)(parent ? GL_TRUE : GL_FALSE) );
- return window;
- }
- /*
- * This private function creates a menu and adds it to the menus list
- */
- SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
- {
- int x = 100, y = 100, w = 100, h = 100;
- SFG_Window *current_window = fgStructure.CurrentWindow;
- /* Have the menu object created */
- SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
- menu->ParentWindow = NULL;
- /* Create a window for the menu to reside in. */
- fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
- GL_FALSE, GL_TRUE );
- menu->Window = fgStructure.CurrentWindow;
- glutDisplayFunc( fgDisplayMenu );
- glutHideWindow( ); /* Hide the window for now */
- fgSetWindow( current_window );
- /* Initialize the object properties: */
- menu->ID = ++fgStructure.MenuID;
- menu->Callback = menuCallback;
- menu->ActiveEntry = NULL;
- fgListInit( &menu->Entries );
- fgListAppend( &fgStructure.Menus, &menu->Node );
- /* Newly created menus implicitly become current ones */
- fgStructure.CurrentMenu = menu;
- return menu;
- }
- /*
- * Function to add a window to the linked list of windows to destroy.
- * Subwindows are automatically added because they hang from the window
- * structure.
- */
- void fgAddToWindowDestroyList( SFG_Window* window )
- {
- SFG_WindowList *new_list_entry =
- ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
- new_list_entry->window = window;
- fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
- /* Check if the window is the current one... */
- if( fgStructure.CurrentWindow == window )
- fgStructure.CurrentWindow = 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.
- */
- {
- FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
- fghClearCallBacks( window );
- SET_WCB( *window, Destroy, destroy );
- }
- }
- /*
- * Function to close down all the windows in the "WindowsToDestroy" list
- */
- void fgCloseWindows( )
- {
- while( fgStructure.WindowsToDestroy.First )
- {
- SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;
- fgDestroyWindow( window_ptr->window );
- fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );
- free( window_ptr );
- }
- }
- /*
- * This function destroys a window and all of its subwindows. Actually,
- * another function, defined in freeglut_window.c is called, but this is
- * a whole different story...
- */
- void fgDestroyWindow( SFG_Window* window )
- {
- FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
- "fgDestroyWindow" );
- while( window->Children.First )
- fgDestroyWindow( ( SFG_Window * )window->Children.First );
- {
- SFG_Window *activeWindow = fgStructure.CurrentWindow;
- INVOKE_WCB( *window, Destroy, ( ) );
- fgSetWindow( activeWindow );
- }
- if( window->Parent )
- fgListRemove( &window->Parent->Children, &window->Node );
- else
- fgListRemove( &fgStructure.Windows, &window->Node );
- if( window->ActiveMenu )
- fgDeactivateMenu( window );
- fghClearCallBacks( window );
- fgCloseWindow( window );
- free( window );
- if( fgStructure.CurrentWindow == window )
- fgStructure.CurrentWindow = NULL;
- }
- /*
- * This is a helper static function that removes a menu (given its pointer)
- * from any windows that can be accessed from a given parent...
- */
- static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
- {
- SFG_Window *subWindow;
- int i;
- /* Check whether this is the active menu in the window */
- if ( menu == window->ActiveMenu )
- window->ActiveMenu = NULL ;
- /*
- * Check if the menu is attached to the current window,
- * if so, have it detached (by overwriting with a NULL):
- */
- for( i = 0; i < FREEGLUT_MAX_MENUS; i++ )
- if( window->Menu[ i ] == menu )
- window->Menu[ i ] = NULL;
- /* Call this function for all of the window's children recursively: */
- for( subWindow = (SFG_Window *)window->Children.First;
- subWindow;
- subWindow = (SFG_Window *)subWindow->Node.Next)
- fghRemoveMenuFromWindow( subWindow, menu );
- }
- /*
- * This is a static helper function that removes menu references
- * from another menu, given two pointers to them...
- */
- static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
- {
- SFG_MenuEntry *entry;
- for( entry = (SFG_MenuEntry *)from->Entries.First;
- entry;
- entry = ( SFG_MenuEntry * )entry->Node.Next )
- if( entry->SubMenu == menu )
- entry->SubMenu = NULL;
- }
- /*
- * This function destroys a menu specified by the parameter. All menus
- * and windows are updated to make sure no ill pointers hang around.
- */
- void fgDestroyMenu( SFG_Menu* menu )
- {
- SFG_Window *window;
- SFG_Menu *from;
- FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu",
- "fgDestroyMenu" );
- /* First of all, have all references to this menu removed from all windows: */
- for( window = (SFG_Window *)fgStructure.Windows.First;
- window;
- window = (SFG_Window *)window->Node.Next )
- fghRemoveMenuFromWindow( window, menu );
- /* Now proceed with removing menu entries that lead to this menu */
- for( from = ( SFG_Menu * )fgStructure.Menus.First;
- from;
- from = ( SFG_Menu * )from->Node.Next )
- fghRemoveMenuFromMenu( from, menu );
- /*
- * If the programmer defined a destroy callback, call it
- * A. Donev: But first make this the active menu
- */
- if( menu->Destroy )
- {
- SFG_Menu *activeMenu=fgStructure.CurrentMenu;
- fgStructure.CurrentMenu = menu;
- menu->Destroy( );
- fgStructure.CurrentMenu = activeMenu;
- }
- /*
- * Now we are pretty sure the menu is not used anywhere
- * and that we can remove all of its entries
- */
- while( menu->Entries.First )
- {
- SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;
- fgListRemove( &menu->Entries, &entry->Node );
- if( entry->Text )
- free( entry->Text );
- entry->Text = NULL;
- free( entry );
- }
- if( fgStructure.CurrentWindow == menu->Window )
- fgSetWindow( NULL );
- fgDestroyWindow( menu->Window );
- fgListRemove( &fgStructure.Menus, &menu->Node );
- if( fgStructure.CurrentMenu == menu )
- fgStructure.CurrentMenu = NULL;
- free( menu );
- }
- /*
- * This function should be called on glutInit(). It will prepare the internal
- * structure of freeglut to be used in the application. The structure will be
- * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
- * case further use of freeglut should be preceeded with a glutInit() call.
- */
- void fgCreateStructure( void )
- {
- /*
- * We will be needing two lists: the first containing windows,
- * and the second containing the user-defined menus.
- * Also, no current window/menu is set, as none has been created yet.
- */
- fgListInit(&fgStructure.Windows);
- fgListInit(&fgStructure.Menus);
- fgListInit(&fgStructure.WindowsToDestroy);
- fgStructure.CurrentWindow = NULL;
- fgStructure.CurrentMenu = NULL;
- fgStructure.MenuContext = NULL;
- fgStructure.GameModeWindow = NULL;
- fgStructure.WindowID = 0;
- fgStructure.MenuID = 0;
- }
- /*
- * This function is automatically called on glutMainLoop() return.
- * It should deallocate and destroy all remnants of previous
- * glutInit()-enforced structure initialization...
- */
- void fgDestroyStructure( void )
- {
- /* Clean up the WindowsToDestroy list. */
- fgCloseWindows( );
- /* Make sure all windows and menus have been deallocated */
- while( fgStructure.Menus.First )
- fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
- while( fgStructure.Windows.First )
- fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
- }
- /*
- * Helper function to enumerate through all registered top-level windows
- */
- void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
- {
- SFG_Window *window;
- FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
- "Enumerator or callback missing from window enumerator call",
- "fgEnumWindows" );
- /* Check every of the top-level windows */
- for( window = ( SFG_Window * )fgStructure.Windows.First;
- window;
- window = ( SFG_Window * )window->Node.Next )
- {
- enumCallback( window, enumerator );
- if( enumerator->found )
- return;
- }
- }
- /*
- * Helper function to enumerate through all a window's subwindows
- * (single level descent)
- */
- void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
- SFG_Enumerator* enumerator )
- {
- SFG_Window *child;
- FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
- "Enumerator or callback missing from subwindow enumerator call",
- "fgEnumSubWindows" );
- FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
- for( child = ( SFG_Window * )window->Children.First;
- child;
- child = ( SFG_Window * )child->Node.Next )
- {
- enumCallback( child, enumerator );
- if( enumerator->found )
- return;
- }
- }
- /*
- * A static helper function to look for a window given its handle
- */
- static void fghcbWindowByHandle( SFG_Window *window,
- SFG_Enumerator *enumerator )
- {
- if ( enumerator->found )
- return;
- /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
- if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
- {
- enumerator->found = GL_TRUE;
- enumerator->data = window;
- return;
- }
- /* Otherwise, check this window's children */
- fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
- }
- /*
- * fgWindowByHandle returns a (SFG_Window *) value pointing to the
- * first window in the queue matching the specified window handle.
- * The function is defined in freeglut_structure.c file.
- */
- SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
- {
- SFG_Enumerator enumerator;
- /* This is easy and makes use of the windows enumeration defined above */
- enumerator.found = GL_FALSE;
- enumerator.data = (void *)hWindow;
- fgEnumWindows( fghcbWindowByHandle, &enumerator );
- if( enumerator.found )
- return( SFG_Window *) enumerator.data;
- return NULL;
- }
- /*
- * A static helper function to look for a window given its ID
- */
- static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
- {
- /* Make sure we do not overwrite our precious results... */
- if( enumerator->found )
- return;
- /* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
- if( window->ID == *( int *)(enumerator->data) )
- {
- enumerator->found = GL_TRUE;
- enumerator->data = window;
- return;
- }
- /* Otherwise, check this window's children */
- fgEnumSubWindows( window, fghcbWindowByID, enumerator );
- }
- /*
- * This function is similiar to the previous one, except it is
- * looking for a specified (sub)window identifier. The function
- * is defined in freeglut_structure.c file.
- */
- SFG_Window* fgWindowByID( int windowID )
- {
- SFG_Enumerator enumerator;
- /* Uses a method very similiar for fgWindowByHandle... */
- enumerator.found = GL_FALSE;
- enumerator.data = ( void * )&windowID;
- fgEnumWindows( fghcbWindowByID, &enumerator );
- if( enumerator.found )
- return ( SFG_Window * )enumerator.data;
- return NULL;
- }
- /*
- * Looks up a menu given its ID. This is easier that fgWindowByXXX
- * as all menus are placed in one doubly linked list...
- */
- SFG_Menu* fgMenuByID( int menuID )
- {
- SFG_Menu *menu = NULL;
- /* It's enough to check all entries in fgStructure.Menus... */
- for( menu = (SFG_Menu *)fgStructure.Menus.First;
- menu;
- menu = (SFG_Menu *)menu->Node.Next )
- if( menu->ID == menuID )
- return menu;
- return NULL;
- }
- /*
- * List functions...
- */
- void fgListInit(SFG_List *list)
- {
- list->First = NULL;
- list->Last = NULL;
- }
- void fgListAppend(SFG_List *list, SFG_Node *node)
- {
- if ( list->Last )
- {
- SFG_Node *ln = (SFG_Node *) list->Last;
- 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)
- {
- if( node->Next )
- ( ( SFG_Node * )node->Next )->Prev = node->Prev;
- if( node->Prev )
- ( ( SFG_Node * )node->Prev )->Next = node->Next;
- if( ( ( SFG_Node * )list->First ) == node )
- list->First = node->Next;
- if( ( ( SFG_Node * )list->Last ) == node )
- list->Last = node->Prev;
- }
- int fgListLength(SFG_List *list)
- {
- SFG_Node *node;
- int length = 0;
- for( node =( SFG_Node * )list->First;
- node;
- node = ( SFG_Node * )node->Next )
- ++length;
- return length;
- }
- void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)
- {
- SFG_Node *prev;
- if( (node->Next = next) )
- {
- prev = next->Prev;
- next->Prev = node;
- }
- else
- {
- prev = list->Last;
- list->Last = node;
- }
- if( (node->Prev = prev) )
- prev->Next = node;
- else
- list->First = node;
- }
- /*** END OF FILE ***/