add freeglut (work in progress)
This commit is contained in:
590
Extras/freeglut/freeglut_structure.c
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590
Extras/freeglut/freeglut_structure.c
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@@ -0,0 +1,590 @@
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/*
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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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#include <GL/freeglut.h>
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#include "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 = { { NULL, NULL }, /* The list of windows */
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{ NULL, NULL }, /* The list of menus */
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{ NULL, NULL }, /* Windows to Destroy list */
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NULL, /* The current window */
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NULL, /* The current menu */
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NULL, /* The menu OpenGL context */
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NULL, /* The game mode window */
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0, /* The current new window ID */
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0 }; /* The current new menu ID */
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/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
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static void fghClearCallBacks( SFG_Window *window )
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{
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if( window )
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{
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int i;
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for( i = 0; i < TOTAL_CALLBACKS; ++i )
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window->CallBacks[ i ] = NULL;
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}
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}
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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,
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int x, int y, int w, int h,
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GLboolean gameMode, GLboolean isMenu )
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{
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/* Have the window object created */
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SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
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fghClearCallBacks( window );
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/* Initialize the object properties */
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window->ID = ++fgStructure.WindowID;
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window->State.OldHeight = window->State.OldWidth = -1;
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fgListInit( &window->Children );
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if( parent )
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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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fgListAppend( &fgStructure.Windows, &window->Node );
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/* Set the default mouse cursor and reset the modifiers value */
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window->State.Cursor = GLUT_CURSOR_INHERIT;
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window->IsMenu = isMenu;
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window->State.IgnoreKeyRepeat = GL_FALSE;
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window->State.KeyRepeating = GL_FALSE;
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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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(GLboolean)(parent ? GL_TRUE : GL_FALSE) );
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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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int x = 100, y = 100, w = 100, h = 100;
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SFG_Window *current_window = fgStructure.CurrentWindow;
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/* Have the menu object created */
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SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
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menu->ParentWindow = NULL;
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/* Create a window for the menu to reside in. */
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fgCreateWindow( NULL, "freeglut menu", x, y, w, h, GL_FALSE, GL_TRUE );
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menu->Window = fgStructure.CurrentWindow;
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glutDisplayFunc( fgDisplayMenu );
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glutHideWindow( ); /* Hide the window for now */
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fgSetWindow( current_window );
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/* Initialize the object properties: */
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menu->ID = ++fgStructure.MenuID;
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menu->Callback = menuCallback;
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menu->ActiveEntry = NULL;
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fgListInit( &menu->Entries );
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fgListAppend( &fgStructure.Menus, &menu->Node );
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/* Newly created menus implicitly become current ones */
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fgStructure.CurrentMenu = menu;
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return menu;
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}
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/*
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* Function to add a window to the linked list of windows to destroy.
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* Subwindows are automatically added because they hang from the window
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* structure.
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*/
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void fgAddToWindowDestroyList( SFG_Window* window )
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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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fgListAppend( &fgStructure.WindowsToDestroy, &new_list_entry->node );
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/* Check if the window is the current one... */
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if( fgStructure.CurrentWindow == window )
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fgStructure.CurrentWindow = 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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FGCBDestroy destroy = (FGCBDestroy)FETCH_WCB( *window, Destroy );
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fghClearCallBacks( window );
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SET_WCB( *window, Destroy, destroy );
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}
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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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{
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while( fgStructure.WindowsToDestroy.First )
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{
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SFG_WindowList *window_ptr = fgStructure.WindowsToDestroy.First;
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fgDestroyWindow( window_ptr->window );
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fgListRemove( &fgStructure.WindowsToDestroy, &window_ptr->node );
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free( window_ptr );
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}
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}
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/*
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* This function destroys a window and all of its 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 )
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{
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FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
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"fgDestroyWindow" );
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while( window->Children.First )
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fgDestroyWindow( ( SFG_Window * )window->Children.First );
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{
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SFG_Window *activeWindow = fgStructure.CurrentWindow;
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INVOKE_WCB( *window, Destroy, ( ) );
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fgSetWindow( activeWindow );
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}
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if( window->Parent )
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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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if( window->ActiveMenu )
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fgDeactivateMenu( window );
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fghClearCallBacks( window );
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fgCloseWindow( window );
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free( window );
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if( fgStructure.CurrentWindow == window )
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fgStructure.CurrentWindow = NULL;
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}
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/*
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* This is a helper static function that removes a menu (given its 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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/* Check whether this is the active menu in the window */
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if ( menu == window->ActiveMenu )
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window->ActiveMenu = NULL ;
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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 < FREEGLUT_MAX_MENUS; i++ )
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if( window->Menu[ i ] == menu )
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window->Menu[ i ] = NULL;
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/* Call this function for all of the window's children recursively: */
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for( subWindow = (SFG_Window *)window->Children.First;
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subWindow;
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subWindow = (SFG_Window *)subWindow->Node.Next)
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fghRemoveMenuFromWindow( subWindow, menu );
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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 = (SFG_MenuEntry *)from->Entries.First;
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entry;
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entry = ( SFG_MenuEntry * )entry->Node.Next )
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if( entry->SubMenu == menu )
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entry->SubMenu = NULL;
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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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FREEGLUT_INTERNAL_ERROR_EXIT ( menu, "Menu destroy function called with null menu",
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"fgDestroyMenu" );
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/* First of all, have all references to this menu removed from all windows: */
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for( window = (SFG_Window *)fgStructure.Windows.First;
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window;
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window = (SFG_Window *)window->Node.Next )
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fghRemoveMenuFromWindow( window, menu );
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/* Now proceed with removing menu entries that lead to this menu */
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for( from = ( SFG_Menu * )fgStructure.Menus.First;
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from;
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from = ( SFG_Menu * )from->Node.Next )
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fghRemoveMenuFromMenu( from, menu );
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/*
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* If the programmer defined a destroy callback, call it
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* A. Donev: But first make this the active menu
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*/
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if( menu->Destroy )
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{
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SFG_Menu *activeMenu=fgStructure.CurrentMenu;
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fgStructure.CurrentMenu = menu;
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menu->Destroy( );
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fgStructure.CurrentMenu = activeMenu;
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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 its entries
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*/
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while( menu->Entries.First )
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{
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SFG_MenuEntry *entry = ( SFG_MenuEntry * ) menu->Entries.First;
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fgListRemove( &menu->Entries, &entry->Node );
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if( entry->Text )
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free( entry->Text );
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entry->Text = NULL;
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free( entry );
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}
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if( fgStructure.CurrentWindow == menu->Window )
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fgSetWindow( NULL );
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fgDestroyWindow( menu->Window );
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fgListRemove( &fgStructure.Menus, &menu->Node );
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if( fgStructure.CurrentMenu == menu )
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fgStructure.CurrentMenu = NULL;
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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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fgListInit(&fgStructure.WindowsToDestroy);
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fgStructure.CurrentWindow = NULL;
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fgStructure.CurrentMenu = NULL;
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fgStructure.MenuContext = NULL;
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fgStructure.GameMode = NULL;
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fgStructure.WindowID = 0;
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fgStructure.MenuID = 0;
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}
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/*
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* This function is automatically called on glutMainLoop() return.
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* It should deallocate and destroy all remnants of previous
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* glutInit()-enforced structure initialization...
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*/
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void fgDestroyStructure( void )
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{
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/* Clean up the WindowsToDestroy list. */
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fgCloseWindows( );
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/* Make sure all windows and menus have been deallocated */
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while( fgStructure.Menus.First )
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fgDestroyMenu( ( SFG_Menu * )fgStructure.Menus.First );
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while( fgStructure.Windows.First )
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fgDestroyWindow( ( SFG_Window * )fgStructure.Windows.First );
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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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FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
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"Enumerator or callback missing from window enumerator call",
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"fgEnumWindows" );
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/* Check every of the top-level windows */
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for( window = ( SFG_Window * )fgStructure.Windows.First;
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window;
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window = ( SFG_Window * )window->Node.Next )
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{
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enumCallback( window, enumerator );
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if( enumerator->found )
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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
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* (single level descent)
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*/
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void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
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SFG_Enumerator* enumerator )
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{
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SFG_Window *child;
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FREEGLUT_INTERNAL_ERROR_EXIT ( enumCallback && enumerator,
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"Enumerator or callback missing from subwindow enumerator call",
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"fgEnumSubWindows" );
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FREEGLUT_INTERNAL_ERROR_EXIT_IF_NOT_INITIALISED ( "Window Enumeration" );
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for( child = ( SFG_Window * )window->Children.First;
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child;
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child = ( SFG_Window * )child->Node.Next )
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{
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enumCallback( child, enumerator );
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if( enumerator->found )
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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 its handle
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*/
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static void fghcbWindowByHandle( SFG_Window *window,
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SFG_Enumerator *enumerator )
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{
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if ( enumerator->found )
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return;
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/* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
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if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
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{
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enumerator->found = GL_TRUE;
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enumerator->data = window;
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return;
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}
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/* Otherwise, b2Assert this window's children */
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fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
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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 ( SFG_WindowHandleType hWindow )
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{
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SFG_Enumerator enumerator;
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/* This is easy and makes use of the windows enumeration defined above */
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enumerator.found = GL_FALSE;
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enumerator.data = (void *)hWindow;
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fgEnumWindows( fghcbWindowByHandle, &enumerator );
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if( enumerator.found )
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return( SFG_Window *) enumerator.data;
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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 its 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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/* Make sure we do not overwrite our precious results... */
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if( enumerator->found )
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return;
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/* Check the window's handle. Hope this works. Looks ugly. That's for sure. */
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if( window->ID == *( int *)(enumerator->data) )
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{
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enumerator->found = GL_TRUE;
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enumerator->data = window;
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return;
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}
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/* Otherwise, b2Assert this window's children */
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fgEnumSubWindows( window, fghcbWindowByID, enumerator );
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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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||||
SFG_Window* fgWindowByID( int windowID )
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{
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SFG_Enumerator enumerator;
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/* Uses a method very similiar for fgWindowByHandle... */
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||||
enumerator.found = GL_FALSE;
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||||
enumerator.data = ( void * )&windowID;
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fgEnumWindows( fghcbWindowByID, &enumerator );
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if( enumerator.found )
|
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return ( SFG_Window * )enumerator.data;
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||||
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 b2Assert 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 ***/
|
||||
Reference in New Issue
Block a user