Example #1
0
/*
 * 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;
}
Example #2
0
/*
 * 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 );
    }
}
Example #3
0
/*
 * 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;
}
Example #4
0
/*
 * 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( 1, sizeof(SFG_Window) );

	fgPlatformCreateWindow ( window );

    fghClearCallBacks( window );
    SET_WCB( *window, Reshape, fghDefaultReshape);

    /* Initialize the object properties */
    window->ID = ++fgStructure.WindowID;

    fgListInit( &window->Children );
    if( parent )
    {
        fgListAppend( &parent->Children, &window->Node );
        window->Parent = parent;
    }
    else
        fgListAppend( &fgStructure.Windows, &window->Node );

    /* Set the default mouse cursor */
    window->State.Cursor    = GLUT_CURSOR_INHERIT;

    /* Mark window as menu if a menu is to be created */
    window->IsMenu          = isMenu;

    /*
     * 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;
}
Example #5
0
/*
 * Adds a menu entry to the bottom of the current menu
 */
void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
{
    SFG_MenuEntry* menuEntry;
    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
    menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
    freeglut_return_if_fail( fgStructure.CurrentMenu );

    menuEntry->Text = strdup( label );
    menuEntry->ID   = value;

    /* Have the new menu entry attached to the current menu */
    fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );

    fghCalculateMenuBoxSize( );
}
Example #6
0
/*
 * Check the global timers
 */
static void fghCheckTimers( void )
{
    fg_time_t checkTime = fgElapsedTime( );

    while( fgState.Timers.First )
    {
        SFG_Timer *timer = fgState.Timers.First;

        if( timer->TriggerTime > checkTime )
            /* Timers are sorted by triggerTime */
            break;

        fgListRemove( &fgState.Timers, &timer->Node );
        fgListAppend( &fgState.FreeTimers, &timer->Node );

        timer->Callback( timer->ID );
    }
}
Example #7
0
/*
 * Add a sub menu to the bottom of the current menu
 */
void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
{
    SFG_MenuEntry *menuEntry;
    SFG_Menu *subMenu;

    FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" );
    menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
    subMenu = fgMenuByID( subMenuID );

    freeglut_return_if_fail( fgStructure.CurrentMenu );
    freeglut_return_if_fail( subMenu );

    menuEntry->Text    = strdup( label );
    menuEntry->SubMenu = subMenu;
    menuEntry->ID      = -1;

    fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
    fghCalculateMenuBoxSize( );
}
/*
 * Add a sub menu to the bottom of the current menu
 */
void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
{
    SFG_MenuEntry *menuEntry =
        ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
    SFG_Menu *subMenu = fgMenuByID( subMenuID );

    freeglut_assert_ready;
    freeglut_return_if_fail( fgStructure.Menu );
    freeglut_return_if_fail( subMenu );

    menuEntry->Text    = strdup( label );
    menuEntry->SubMenu = subMenu;
    menuEntry->ID      = -1;

    /*
     * Make the submenu's parent window be the menu's parent window
     */
    fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu );

    fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
    fghCalculateMenuBoxSize( );
}