src/window.c

changeset 64
f18dc427f86f
parent 47
44457f6cb0a2
child 65
9c44c55d327a
--- a/src/window.c	Tue Apr 16 22:20:17 2024 +0200
+++ b/src/window.c	Thu Apr 18 21:53:53 2024 +0200
@@ -85,7 +85,7 @@
     if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) {
         window->ui = asc_scene_node_empty();
         asc_dprintf("Window %u initialized", window->id);
-        asc_context.active_window = window;
+        asc_window_active = window;
         return window;
     } else {
         asc_dprintf("Creating GL context failed for window %u", window->id);
@@ -102,8 +102,8 @@
     if (window->id == 0) return;
 
     // this window cannot be active anymore
-    if (asc_context.active_window == window) {
-        asc_context.active_window = NULL;
+    if (asc_window_active == window) {
+        asc_window_active = NULL;
     }
 
     // destroy all scenes
@@ -119,8 +119,8 @@
     }
 
     // if another window was active, make the other context current again
-    if (asc_context.active_window != NULL) {
-        asc_gl_context_activate(&asc_context.active_window->glctx);
+    if (asc_window_active != NULL) {
+        asc_gl_context_activate(&asc_window_active->glctx);
     }
 
     // clean the data
@@ -129,7 +129,7 @@
 }
 
 void asc_window_sync(AscWindow* window) {
-    AscWindow *active_window = asc_context.active_window;
+    AscWindow *active_window = asc_window_active;
     if (window != active_window) {
         asc_window_activate(window);
     }
@@ -159,5 +159,5 @@
 
 void asc_window_activate(AscWindow *window) {
     asc_gl_context_activate(&window->glctx);
-    asc_context.active_window = (AscWindow *)window;
+    asc_window_active = (AscWindow *)window;
 }

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