reactphysics3d/examples/common/opengl-framework/freeglut/freeglut_structure.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 ***/