599 lines
18 KiB
C
599 lines
18 KiB
C
|
/*
|
||
|
* 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;
|
||
|
#if TARGET_HOST_POSIX_X11
|
||
|
window->State.OldHeight = window->State.OldWidth = -1;
|
||
|
#endif
|
||
|
|
||
|
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 = 1, h = 1;
|
||
|
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 ***/
|