Esempio n. 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;
}
Esempio n. 2
0
/*
 * 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;
}
Esempio n. 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;
}
Esempio n. 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;
}
Esempio n. 5
0
File: fg_init.c Progetto: d3x0r/SACK
/*
 * Perform the freeglut deinitialization...
 */
void fgDeinitialize( void )
{
    SFG_Timer *timer;

    if( !fgState.Initialised )
    {
        return;
    }

	/* If we're in game mode, we want to leave game mode */
    if( fgStructure.GameModeWindow ) {
        glutLeaveGameMode();
    }

    /* If there was a menu created, destroy the rendering context */
    if( fgStructure.MenuContext )
    {
		fgPlatformDestroyContext (fgDisplay.pDisplay, fgStructure.MenuContext->MContext );
        free( fgStructure.MenuContext );
        fgStructure.MenuContext = NULL;
    }

    fgDestroyStructure( );

    while( ( timer = fgState.Timers.First) )
    {
        fgListRemove( &fgState.Timers, &timer->Node );
        free( timer );
    }

    while( ( timer = fgState.FreeTimers.First) )
    {
        fgListRemove( &fgState.FreeTimers, &timer->Node );
        free( timer );
    }

	fgPlatformDeinitialiseInputDevices ();

	fgState.MouseWheelTicks = 0;

    fgState.MajorVersion = 1;
    fgState.MinorVersion = 0;
    fgState.ContextFlags = 0;
    fgState.ContextProfile = 0;

    fgState.Initialised = GL_FALSE;

    fgState.Position.X = -1;
    fgState.Position.Y = -1;
    fgState.Position.Use = GL_FALSE;

    fgState.Size.X = 300;
    fgState.Size.Y = 300;
    fgState.Size.Use = GL_TRUE;

    fgState.DisplayMode = GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH;

    fgState.DirectContext  = GLUT_TRY_DIRECT_CONTEXT;
    fgState.ForceIconic         = GL_FALSE;
    fgState.UseCurrentContext   = GL_FALSE;
    fgState.GLDebugSwitch       = GL_FALSE;
    fgState.XSyncSwitch         = GL_FALSE;
    fgState.ActionOnWindowClose = GLUT_ACTION_EXIT;
    fgState.ExecState           = GLUT_EXEC_STATE_INIT;

    fgState.KeyRepeat       = GLUT_KEY_REPEAT_ON;
    fgState.Modifiers       = INVALID_MODIFIERS;

    fgState.GameModeSize.X  = -1;
    fgState.GameModeSize.Y  = -1;
    fgState.GameModeDepth   = -1;
    fgState.GameModeRefresh = -1;

    fgListInit( &fgState.Timers );
    fgListInit( &fgState.FreeTimers );

    fgState.IdleCallback = NULL;
    fgState.MenuStateCallback = ( FGCBMenuState )NULL;
    fgState.MenuStatusCallback = ( FGCBMenuStatus )NULL;

    fgState.SwapCount   = 0;
    fgState.SwapTime    = 0;
    fgState.FPSInterval = 0;

    if( fgState.ProgramName )
    {
        free( fgState.ProgramName );
        fgState.ProgramName = NULL;
    }

	fgPlatformCloseDisplay ();

    fgState.Initialised = GL_FALSE;
}
Esempio n. 6
0
/*
 * Perform the freeglut deinitialization...
 */
void fgDeinitialize( void )
{
    SFG_Timer *timer;

    if( !fgState.Initialised )
    {
        fgWarning( "fgDeinitialize(): "
                   "no valid initialization has been performed" );
        return;
    }

    /* fgState.Initialised = GL_FALSE; */

    /*
     * If there was a menu created, destroy the rendering context
     */
    if( fgStructure.MenuContext )
    {
        free( fgStructure.MenuContext );
        fgStructure.MenuContext = NULL;
    }

    fgDestroyStructure( );

    while( (timer = fgState.Timers.First) )
    {
        fgListRemove( &fgState.Timers, &timer->Node );
        free( timer );
    }

    while( (timer = fgState.FreeTimers.First) )
    {
        fgListRemove( &fgState.FreeTimers, &timer->Node );
        free( timer );
    }

#ifndef _WIN32_WCE
    fgJoystickClose( );
#endif

    fgState.Initialised = GL_FALSE;

    fgState.Position.X = -1;
    fgState.Position.Y = -1;
    fgState.Position.Use = GL_FALSE;

    fgState.Size.X = 240;
    fgState.Size.Y = 320;
    fgState.Size.Use = GL_TRUE;

    fgState.DisplayMode = GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH;

    fgState.ForceDirectContext  = GL_FALSE;
    fgState.TryDirectContext    = GL_TRUE;
    fgState.ForceIconic         = GL_FALSE;
    fgState.UseCurrentContext   = GL_FALSE;
    fgState.GLDebugSwitch       = GL_FALSE;
    fgState.XSyncSwitch         = GL_FALSE;
    fgState.ActionOnWindowClose = GLUT_ACTION_EXIT;
    fgState.ExecState           = GLUT_EXEC_STATE_INIT;

    fgState.IgnoreKeyRepeat = GL_TRUE;
    fgState.Modifiers       = 0xffffffff;

    fgState.GameModeSize.X  = 240;
    fgState.GameModeSize.Y  = 320;
    fgState.GameModeDepth   =  16;
    fgState.GameModeRefresh =  72;

    fgState.Time.Set = GL_FALSE;

    fgListInit( &fgState.Timers );
    fgListInit( &fgState.FreeTimers );

    fgState.IdleCallback = NULL;
    fgState.MenuStateCallback = ( FGCBMenuState )NULL;
    fgState.MenuStatusCallback = ( FGCBMenuStatus )NULL;

    fgState.SwapCount   = 0;
    fgState.SwapTime    = 0;
    fgState.FPSInterval = 0;

    if( fgState.ProgramName )
    {
        free( fgState.ProgramName );
        fgState.ProgramName = NULL;
    }
    
	__glDestroy();

#if TARGET_HOST_UNIX_X11

    /*
     * Make sure all X-client data we have created will be destroyed on
     * display closing
     */
    XSetCloseDownMode( fgDisplay.Display, DestroyAll );

    /*
     * Close the display connection, destroying all windows we have
     * created so far
     */
    XCloseDisplay( fgDisplay.Display );

#endif
}
Esempio n. 7
0
/*
 * Perform the freeglut deinitialization...
 */
void fgDeinitialize( void )
{
    SFG_Timer *timer;

    if( !fgState.Initialised )
    {
        return;
    }

	/* If we're in game mode, we want to leave game mode */
    if( fgStructure.GameModeWindow ) {
        glutLeaveGameMode();
    }

    /* If there was a menu created, destroy the rendering context */
    if( fgStructure.MenuContext )
    {
#if TARGET_HOST_POSIX_X11
        /* Note that the MVisualInfo is not owned by the MenuContext! */
        glXDestroyContext( fgDisplay.Display, fgStructure.MenuContext->MContext );
#endif
        free( fgStructure.MenuContext );
        fgStructure.MenuContext = NULL;
    }

    fgDestroyStructure( );

    while( ( timer = fgState.Timers.First) )
    {
        fgListRemove( &fgState.Timers, &timer->Node );
        free( timer );
    }

    while( ( timer = fgState.FreeTimers.First) )
    {
        fgListRemove( &fgState.FreeTimers, &timer->Node );
        free( timer );
    }

#if !defined(_WIN32_WCE)
    if ( fgState.JoysticksInitialised )
        fgJoystickClose( );

    if ( fgState.InputDevsInitialised )
        fgInputDeviceClose( );
#endif /* !defined(_WIN32_WCE) */
    fgState.JoysticksInitialised = GL_FALSE;
    fgState.InputDevsInitialised = GL_FALSE;

	fgState.MouseWheelTicks = 0;

    fgState.MajorVersion = 1;
    fgState.MinorVersion = 0;
    fgState.ContextFlags = 0;
    fgState.ContextProfile = 0;

    fgState.Initialised = GL_FALSE;

    fgState.Position.X = -1;
    fgState.Position.Y = -1;
    fgState.Position.Use = GL_FALSE;

    fgState.Size.X = 300;
    fgState.Size.Y = 300;
    fgState.Size.Use = GL_TRUE;

    fgState.DisplayMode = GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH;

    fgState.DirectContext  = GLUT_TRY_DIRECT_CONTEXT;
    fgState.ForceIconic         = GL_FALSE;
    fgState.UseCurrentContext   = GL_FALSE;
    fgState.GLDebugSwitch       = GL_FALSE;
    fgState.XSyncSwitch         = GL_FALSE;
    fgState.ActionOnWindowClose = GLUT_ACTION_EXIT;
    fgState.ExecState           = GLUT_EXEC_STATE_INIT;

    fgState.KeyRepeat       = GLUT_KEY_REPEAT_ON;
    fgState.Modifiers       = INVALID_MODIFIERS;

    fgState.GameModeSize.X  = -1;
    fgState.GameModeSize.Y  = -1;
    fgState.GameModeDepth   = -1;
    fgState.GameModeRefresh = -1;

    fgListInit( &fgState.Timers );
    fgListInit( &fgState.FreeTimers );

    fgState.IdleCallback = NULL;
    fgState.MenuStateCallback = ( FGCBMenuState )NULL;
    fgState.MenuStatusCallback = ( FGCBMenuStatus )NULL;

    fgState.SwapCount   = 0;
    fgState.SwapTime    = 0;
    fgState.FPSInterval = 0;

    if( fgState.ProgramName )
    {
        free( fgState.ProgramName );
        fgState.ProgramName = NULL;
    }

#if TARGET_HOST_POSIX_X11

    /*
     * Make sure all X-client data we have created will be destroyed on
     * display closing
     */
    XSetCloseDownMode( fgDisplay.Display, DestroyAll );

    /*
     * Close the display connection, destroying all windows we have
     * created so far
     */
    XCloseDisplay( fgDisplay.Display );

#elif TARGET_HOST_MS_WINDOWS
    if( fgDisplay.DisplayName )
    {
        free( fgDisplay.DisplayName );
        fgDisplay.DisplayName = NULL;
    }

    /* Reset the timer granularity */
    timeEndPeriod ( 1 );

#endif

    fgState.Initialised = GL_FALSE;
}