/* * 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 }
/* * 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; }
/* * 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; }