1 /*
2  * freeglut_structure.c
3  *
4  * Windows and menus need tree structure
5  *
6  * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7  * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8  * Creation date: Sat Dec 18 1999
9  *
10  * Permission is hereby granted, free of charge, to any person obtaining a
11  * copy of this software and associated documentation files (the "Software"),
12  * to deal in the Software without restriction, including without limitation
13  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14  * and/or sell copies of the Software, and to permit persons to whom the
15  * Software is furnished to do so, subject to the following conditions:
16  *
17  * The above copyright notice and this permission notice shall be included
18  * in all copies or substantial portions of the Software.
19  *
20  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
23  * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
24  * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26  */
27 
28 #ifdef HAVE_CONFIG_H
29 #include "config.h"
30 #endif
31 
32 #include "../include/GL/freeglut.h"
33 #include "freeglut_internal.h"
34 
35 
36 /* -- GLOBAL EXPORTS ------------------------------------------------------- */
37 
38 /*
39  * The SFG_Structure container holds information about windows and menus
40  * created between glutInit() and glutMainLoop() return.
41  */
42 
43 SFG_Structure fgStructure = { { NULL, NULL },  /* The list of windows       */
44                               { NULL, NULL },  /* The list of menus         */
45                               NULL,            /* The current window        */
46                               NULL,            /* The current menu          */
47                               NULL,            /* The menu OpenGL context   */
48                               NULL,            /* The game mode window      */
49                               0,               /* The current new window ID */
50                               0 };             /* The current new menu ID   */
51 
52 
53 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
54 
fgClearCallBacks(SFG_Window * window)55 void fgClearCallBacks( SFG_Window *window )
56 {
57     if( window )
58     {
59         int i;
60         for( i = 0; i < TOTAL_CALLBACKS; ++i )
61             window->CallBacks[ i ] = NULL;
62     }
63 }
64 
65 /*
66  * This private function creates, opens and adds to the hierarchy
67  * a freeglut window complete with OpenGL context and stuff...
68  *
69  * If parent is set to NULL, the window created will be a topmost one.
70  */
fgCreateWindow(SFG_Window * parent,const char * title,int x,int y,int w,int h,GLboolean gameMode,GLboolean isMenu)71 SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
72                             int x, int y, int w, int h,
73                             GLboolean gameMode, GLboolean isMenu )
74 {
75     /*
76      * Have the window object created
77      */
78     SFG_Window *window = (SFG_Window *)calloc( sizeof(SFG_Window), 1 );
79     int fakeArgc = 0;
80 
81     fgClearCallBacks( window );
82 
83     /*
84      * If the freeglut internals haven't been initialized yet,
85      * do it now. Hack's idea courtesy of Chris Purnell...
86      */
87     if( !fgState.Initialised )
88         glutInit( &fakeArgc, NULL );
89 
90     /*
91      * Initialize the object properties
92      */
93     window->ID = ++fgStructure.WindowID;
94     window->State.OldHeight = window->State.OldWidth = -1;
95 
96     fgListInit( &window->Children );
97     if( parent )
98     {
99         fgListAppend( &parent->Children, &window->Node );
100         window->Parent = parent;
101     }
102     else
103         fgListAppend( &fgStructure.Windows, &window->Node );
104 
105     /*
106      * Set the default mouse cursor and reset the modifiers value
107      */
108     window->State.Cursor    = GLUT_CURSOR_INHERIT;
109 
110     window->IsMenu = isMenu;
111 
112     /*
113      * Open the window now. The fgOpenWindow() function is system
114      * dependant, and resides in freeglut_window.c. Uses fgState.
115      */
116     fgOpenWindow( window, title, x, y, w, h, gameMode,
117                   parent ? GL_TRUE : GL_FALSE );
118 
119     return window;
120 }
121 
122 /*
123  * This private function creates a menu and adds it to the menus list
124  */
fgCreateMenu(FGCBMenu menuCallback)125 SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
126 {
127     int x = 100, y = 100, w = 100, h = 100;
128     SFG_Window *current_window = fgStructure.Window;
129 
130     /*
131      * Have the menu object created
132      */
133     SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
134     int fakeArgc = 0;
135 
136     /*
137      * If the freeglut internals haven't been initialized yet,
138      * do it now. Hack's idea courtesy of Chris Purnell...
139      */
140     if( !fgState.Initialised )
141         glutInit( &fakeArgc, NULL );
142 
143     menu->ParentWindow = fgStructure.Window;
144 
145     /*
146      * Create a window for the menu to reside in.
147      */
148 
149     fgCreateWindow( NULL, NULL, x, y, w, h, GL_FALSE, GL_TRUE );
150     menu->Window = fgStructure.Window;
151     glutDisplayFunc( fgDisplayMenu );
152 
153     glutHideWindow( );  /* Hide the window for now */
154     fgSetWindow( current_window );
155 
156     /*
157      * Initialize the object properties:
158      */
159     menu->ID       = ++fgStructure.MenuID;
160     menu->Callback = menuCallback;
161     menu->ActiveEntry = NULL;
162 
163     fgListInit( &menu->Entries );
164     fgListAppend( &fgStructure.Menus, &menu->Node );
165 
166     /*
167      * Newly created menus implicitly become current ones
168      */
169     fgStructure.Menu = menu;
170 
171     return menu;
172 }
173 
174 /*
175  * Linked list of windows to destroy ... this is so we don't destroy a
176  * window from the middle of its callback.  Some C compilers take an
177  * extremely dim view of this.
178  */
179 
180 static SFG_WindowList* WindowsToDestroy = ( SFG_WindowList* )NULL;
181 
182 /*
183  * Function to add a window to the linked list of windows to destroy.
184  * Subwindows are automatically added because they hang from the window
185  * structure.
186  */
fgAddToWindowDestroyList(SFG_Window * window)187 void fgAddToWindowDestroyList( SFG_Window* window )
188 {
189     SFG_WindowList *new_list_entry =
190         ( SFG_WindowList* )malloc( sizeof(SFG_WindowList ) );
191     new_list_entry->window = window;
192     new_list_entry->next = WindowsToDestroy;
193     WindowsToDestroy = new_list_entry;
194 
195     /*
196      * Check if the window is the current one...
197      */
198     if( fgStructure.Window == window )
199         fgStructure.Window = NULL;
200 
201     /*
202      * Clear all window callbacks except Destroy, which will
203      * be invoked later.  Right now, we are potentially carrying
204      * out a freeglut operation at the behest of a client callback,
205      * so we are reluctant to re-enter the client with the Destroy
206      * callback, right now.  The others are all wiped out, however,
207      * to ensure that they are no longer called after this point.
208      */
209     {
210         void *destroy = FETCH_WCB( *window, Destroy );
211         fgClearCallBacks( window );
212         FETCH_WCB( *window, Destroy ) = destroy;
213     }
214 }
215 
216 /*
217  * Function to close down all the windows in the "WindowsToDestroy" list
218  */
fgCloseWindows()219 void fgCloseWindows( )
220 {
221     SFG_WindowList *window_ptr = WindowsToDestroy;
222     WindowsToDestroy = ( SFG_WindowList* )NULL;
223     /* In case the destroy callbacks cause more windows to be closed */
224 
225     while( window_ptr )
226     {
227         SFG_WindowList *next = window_ptr->next;
228         fgDestroyWindow( window_ptr->window );
229         free( window_ptr );
230         window_ptr = next;
231 
232         if( !window_ptr )
233         {
234             window_ptr = WindowsToDestroy;
235             WindowsToDestroy = ( SFG_WindowList* )NULL;
236         }
237     }
238 }
239 
240 /*
241  * This function destroys a window and all of its subwindows. Actually,
242  * another function, defined in freeglut_window.c is called, but this is
243  * a whole different story...
244  */
fgDestroyWindow(SFG_Window * window)245 void fgDestroyWindow( SFG_Window* window )
246 {
247     SFG_Window* subWindow;
248     int menu_index ;
249 
250     assert( window );
251     freeglut_assert_ready;
252 
253     while( subWindow = ( SFG_Window * )window->Children.First )
254         fgDestroyWindow( subWindow );
255 
256     {
257         SFG_Window *activeWindow = fgStructure.Window ;
258         INVOKE_WCB( *window, Destroy, ( ) );
259         fgSetWindow ( activeWindow );
260     }
261 
262     if( window->Parent )
263         fgListRemove( &window->Parent->Children, &window->Node );
264     else
265         fgListRemove( &fgStructure.Windows, &window->Node );
266 
267     if( window->ActiveMenu )
268       fgDeactivateMenu( window );
269 
270     for ( menu_index = 0; menu_index < 3; menu_index ++ )
271     {
272       if ( window->Menu[menu_index] )
273         window->Menu[menu_index]->ParentWindow = NULL ;
274     }
275 
276     fgClearCallBacks( window );
277     fgCloseWindow( window );
278     free( window );
279     if( fgStructure.Window == window )
280         fgStructure.Window = NULL;
281 }
282 
283 /*
284  * This is a helper static function that removes a menu (given its pointer)
285  * from any windows that can be accessed from a given parent...
286  */
fghRemoveMenuFromWindow(SFG_Window * window,SFG_Menu * menu)287 static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
288 {
289     SFG_Window *subWindow;
290     int i;
291 
292     /*
293      * Check if the menu is attached to the current window,
294      * if so, have it detached (by overwriting with a NULL):
295      */
296     for( i = 0; i < 3; i++ )
297         if( window->Menu[ i ] == menu )
298             window->Menu[ i ] = NULL;
299 
300     /*
301      * Call this function for all of the window's children recursively:
302      */
303     for( subWindow = (SFG_Window *)window->Children.First;
304          subWindow;
305          subWindow = (SFG_Window *)subWindow->Node.Next)
306         fghRemoveMenuFromWindow( subWindow, menu );
307 }
308 
309 /*
310  * This is a static helper function that removes menu references
311  * from another menu, given two pointers to them...
312  */
fghRemoveMenuFromMenu(SFG_Menu * from,SFG_Menu * menu)313 static void fghRemoveMenuFromMenu( SFG_Menu* from, SFG_Menu* menu )
314 {
315     SFG_MenuEntry *entry;
316 
317     for( entry = (SFG_MenuEntry *)from->Entries.First;
318          entry;
319          entry = ( SFG_MenuEntry * )entry->Node.Next )
320         if( entry->SubMenu == menu )
321             entry->SubMenu = NULL;
322 }
323 
324 /*
325  * This function destroys a menu specified by the parameter. All menus
326  * and windows are updated to make sure no ill pointers hang around.
327  */
fgDestroyMenu(SFG_Menu * menu)328 void fgDestroyMenu( SFG_Menu* menu )
329 {
330     SFG_Window *window;
331     SFG_Menu *from;
332     SFG_MenuEntry *entry;
333 
334     assert( menu );
335     freeglut_assert_ready;
336 
337     /*
338      * First of all, have all references to this menu removed from all windows:
339      */
340     for( window = (SFG_Window *)fgStructure.Windows.First;
341          window;
342          window = (SFG_Window *)window->Node.Next )
343         fghRemoveMenuFromWindow( window, menu );
344 
345     /*
346      * Now proceed with removing menu entries that lead to this menu
347      */
348     for( from = ( SFG_Menu * )fgStructure.Menus.First;
349          from;
350          from = ( SFG_Menu * )from->Node.Next )
351         fghRemoveMenuFromMenu( from, menu );
352 
353     /*
354      * If the programmer defined a destroy callback, call it
355      * A. Donev: But first make this the active menu
356      */
357     if( menu->Destroy )
358     {
359         SFG_Menu *activeMenu=fgStructure.Menu;
360         fgStructure.Menu = menu;
361         menu->Destroy( );
362         fgStructure.Menu = activeMenu;
363     }
364 
365     /*
366      * Now we are pretty sure the menu is not used anywhere
367      * and that we can remove all of its entries
368      */
369     while( entry = ( SFG_MenuEntry * )menu->Entries.First )
370     {
371         fgListRemove( &menu->Entries, &entry->Node );
372 
373         if( entry->Text )
374             free( entry->Text );
375         entry->Text = NULL;
376 
377         free( entry );
378         entry = NULL;
379     }
380 
381     if( fgStructure.Window == menu->Window )
382         fgSetWindow( menu->ParentWindow );
383     fgDestroyWindow( menu->Window );
384     fgListRemove( &fgStructure.Menus, &menu->Node );
385     if( fgStructure.Menu == menu )
386         fgStructure.Menu = NULL;
387 
388     free( menu );
389 }
390 
391 /*
392  * This function should be called on glutInit(). It will prepare the internal
393  * structure of freeglut to be used in the application. The structure will be
394  * destroyed using fgDestroyStructure() on glutMainLoop() return. In that
395  * case further use of freeglut should be preceeded with a glutInit() call.
396  */
fgCreateStructure(void)397 void fgCreateStructure( void )
398 {
399     /*
400      * We will be needing two lists: the first containing windows,
401      * and the second containing the user-defined menus.
402      * Also, no current window/menu is set, as none has been created yet.
403      */
404 
405     fgListInit(&fgStructure.Windows);
406     fgListInit(&fgStructure.Menus);
407 }
408 
409 /*
410  * This function is automatically called on glutMainLoop() return.
411  * It should deallocate and destroy all remnants of previous
412  * glutInit()-enforced structure initialization...
413  */
fgDestroyStructure(void)414 void fgDestroyStructure( void )
415 {
416     SFG_Window *window;
417     SFG_Menu *menu;
418 
419     freeglut_assert_ready;
420 
421     /*
422      * Make sure all windows and menus have been deallocated
423      */
424     while( menu = ( SFG_Menu * )fgStructure.Menus.First )
425         fgDestroyMenu( menu );
426 
427     while( window = ( SFG_Window * )fgStructure.Windows.First )
428         fgDestroyWindow( window );
429 }
430 
431 /*
432  * Helper function to enumerate through all registered top-level windows
433  */
fgEnumWindows(FGCBenumerator enumCallback,SFG_Enumerator * enumerator)434 void fgEnumWindows( FGCBenumerator enumCallback, SFG_Enumerator* enumerator )
435 {
436     SFG_Window *window;
437 
438     assert( enumCallback && enumerator );
439     freeglut_assert_ready;
440 
441     /*
442      * Check every of the top-level windows
443      */
444     for( window = ( SFG_Window * )fgStructure.Windows.First;
445          window;
446          window = ( SFG_Window * )window->Node.Next )
447     {
448         enumCallback( window, enumerator );
449         if( enumerator->found )
450             return;
451     }
452 }
453 
454 /*
455  * Helper function to enumerate through all a window's subwindows
456  * (single level descent)
457  */
fgEnumSubWindows(SFG_Window * window,FGCBenumerator enumCallback,SFG_Enumerator * enumerator)458 void fgEnumSubWindows( SFG_Window* window, FGCBenumerator enumCallback,
459                        SFG_Enumerator* enumerator )
460 {
461     SFG_Window *child;
462 
463     assert( enumCallback && enumerator );
464     freeglut_assert_ready;
465 
466     for( child = ( SFG_Window * )window->Children.First;
467          child;
468          child = ( SFG_Window * )child->Node.Next )
469     {
470         enumCallback( child, enumerator );
471         if( enumerator->found )
472             return;
473     }
474 }
475 
476 /*
477  * A static helper function to look for a window given its handle
478  */
fghcbWindowByHandle(SFG_Window * window,SFG_Enumerator * enumerator)479 static void fghcbWindowByHandle( SFG_Window *window,
480                                  SFG_Enumerator *enumerator )
481 {
482     if ( enumerator->found )
483         return;
484 
485     /*
486      * Check the window's handle. Hope this works. Looks ugly. That's for sure.
487      */
488     if( window->Window.Handle == (SFG_WindowHandleType) (enumerator->data) )
489     {
490         enumerator->found = GL_TRUE;
491         enumerator->data = window;
492 
493         return;
494     }
495 
496     /*
497      * Otherwise, check this window's children
498      */
499     fgEnumSubWindows( window, fghcbWindowByHandle, enumerator );
500 }
501 
502 /*
503  * fgWindowByHandle returns a (SFG_Window *) value pointing to the
504  * first window in the queue matching the specified window handle.
505  * The function is defined in freeglut_structure.c file.
506  */
fgWindowByHandle(SFG_WindowHandleType hWindow)507 SFG_Window* fgWindowByHandle ( SFG_WindowHandleType hWindow )
508 {
509     SFG_Enumerator enumerator;
510 
511     /*
512      * This is easy and makes use of the windows enumeration defined above
513      */
514     enumerator.found = GL_FALSE;
515     enumerator.data = (void *)hWindow;
516     fgEnumWindows( fghcbWindowByHandle, &enumerator );
517 
518     if( enumerator.found )
519         return( SFG_Window *) enumerator.data;
520     return NULL;
521 }
522 
523 /*
524  * A static helper function to look for a window given its ID
525  */
fghcbWindowByID(SFG_Window * window,SFG_Enumerator * enumerator)526 static void fghcbWindowByID( SFG_Window *window, SFG_Enumerator *enumerator )
527 {
528     /*
529      * Make sure we do not overwrite our precious results...
530      */
531     if ( enumerator->found )
532         return;
533 
534     /*
535      * Check the window's handle. Hope this works. Looks ugly. That's for sure.
536      */
537     if( window->ID == (int) (enumerator->data) ) /* XXX int/ptr conversion! */
538     {
539         enumerator->found = GL_TRUE;
540         enumerator->data = window;
541 
542         return;
543     }
544 
545     /*
546      * Otherwise, check this window's children
547      */
548     fgEnumSubWindows( window, fghcbWindowByID, enumerator );
549 }
550 
551 /*
552  * This function is similiar to the previous one, except it is
553  * looking for a specified (sub)window identifier. The function
554  * is defined in freeglut_structure.c file.
555  */
fgWindowByID(int windowID)556 SFG_Window* fgWindowByID( int windowID )
557 {
558     SFG_Enumerator enumerator;
559 
560     /*
561      * Uses a method very similiar for fgWindowByHandle...
562      */
563     enumerator.found = GL_FALSE;
564     enumerator.data = (void *) windowID; /* XXX int/pointer conversion! */
565     fgEnumWindows( fghcbWindowByID, &enumerator );
566     if( enumerator.found )
567         return( SFG_Window *) enumerator.data;
568     return NULL;
569 }
570 
571 /*
572  * Looks up a menu given its ID. This is easier that fgWindowByXXX
573  * as all menus are placed in a single doubly linked list...
574  */
fgMenuByID(int menuID)575 SFG_Menu* fgMenuByID( int menuID )
576 {
577     SFG_Menu *menu = NULL;
578 
579     freeglut_assert_ready;
580 
581     /*
582      * It's enough to check all entries in fgStructure.Menus...
583      */
584     for( menu = (SFG_Menu *)fgStructure.Menus.First;
585          menu;
586          menu = (SFG_Menu *)menu->Node.Next )
587         if( menu->ID == menuID )
588             return menu;
589     return NULL;
590 }
591 
592 /*
593  * List functions...
594  */
fgListInit(SFG_List * list)595 void fgListInit(SFG_List *list)
596 {
597     list->First = NULL;
598     list->Last = NULL;
599 }
600 
fgListAppend(SFG_List * list,SFG_Node * node)601 void fgListAppend(SFG_List *list, SFG_Node *node)
602 {
603     SFG_Node *ln;
604 
605     if ( ln = (SFG_Node *)list->Last )
606     {
607         ln->Next = node;
608         node->Prev = ln;
609     }
610     else
611     {
612         node->Prev = NULL;
613         list->First = node;
614     }
615 
616     node->Next = NULL;
617     list->Last = node;
618 }
619 
fgListRemove(SFG_List * list,SFG_Node * node)620 void fgListRemove(SFG_List *list, SFG_Node *node)
621 {
622     SFG_Node *ln;
623 
624     if( ln = (SFG_Node *)node->Next )
625         ln->Prev = node->Prev;
626     if( ln = (SFG_Node *)node->Prev )
627         ln->Next = node->Next;
628     if( (ln = (SFG_Node *)list->First) == node )
629         list->First = node->Next;
630     if( (ln = (SFG_Node *)list->Last) == node )
631         list->Last = node->Prev;
632 }
633 
fgListLength(SFG_List * list)634 int fgListLength(SFG_List *list)
635 {
636     SFG_Node *node;
637     int length = 0;
638 
639     for( node =( SFG_Node * )list->First;
640          node;
641          node = ( SFG_Node * )node->Next )
642         ++length;
643 
644     return length;
645 }
646 
647 
fgListInsert(SFG_List * list,SFG_Node * next,SFG_Node * node)648 void fgListInsert(SFG_List *list, SFG_Node *next, SFG_Node *node)
649 {
650     SFG_Node *prev;
651 
652     if( (node->Next = next) )
653     {
654         prev = next->Prev;
655         next->Prev = node;
656     }
657     else
658     {
659         prev = list->Last;
660         list->Last = node;
661     }
662 
663     if( (node->Prev = prev) )
664         prev->Next = node;
665     else
666         list->First = node;
667 }
668 
669 /*** END OF FILE ***/
670