4 * Pull-down menu creation and handling.
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Creation date: Thu Dec 16 1999
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:
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
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.
28 #define FREEGLUT_BUILDING_LIB
29 #include <GL/freeglut.h>
30 #include "fg_internal.h"
33 /* -- DEFINITIONS ---------------------------------------------------------- */
36 * FREEGLUT_MENU_FONT can be any freeglut bitmapped font.
37 * (Stroked fonts would not be out of the question, but we'd need to alter
38 * code, since GLUT (hence freeglut) does not quite unify stroked and
39 * bitmapped font handling.)
40 * Old UNIX/X11 GLUT (BSD, UNIX, IRIX, LINUX, HPUX, ...) used a system
41 * font best approximated by an 18-pixel HELVETICA, I think. MS-WINDOWS
42 * GLUT used something closest to the 8x13 fixed-width font. (Old
43 * GLUT apparently uses host-system menus rather than building its own.
44 * freeglut is building its own menus from scratch.)
46 * FREEGLUT_MENU_HEIGHT gives the height of ONE menu box. This should be
47 * the distances between two adjacent menu entries. It should scale
48 * automatically with the font choice, so you needn't alter it---unless you
51 * FREEGLUT_MENU_BORDER says how many pixels to allow around the edge of a
52 * menu. (It also seems to be the same as the number of pixels used as
53 * a border around *items* to separate them from neighbors. John says
54 * that that wasn't the original intent...if not, perhaps we need another
55 * symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)
57 /* See platform-specific header files for menu font and color definitions */
59 #define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \
61 #define FREEGLUT_MENU_BORDER 2
65 * These variables are for rendering the freeglut menu items.
67 * The choices are fore- and background, with and without h for Highlighting.
68 * Old GLUT appeared to be system-dependant for its colors (sigh) so we are
69 * too. These variables should be stuffed into global state and initialized
70 * via the glutInit*() system.
72 static float menu_pen_fore [4] = FREEGLUT_MENU_PEN_FORE_COLORS ;
73 static float menu_pen_back [4] = FREEGLUT_MENU_PEN_BACK_COLORS ;
74 static float menu_pen_hfore [4] = FREEGLUT_MENU_PEN_HFORE_COLORS;
75 static float menu_pen_hback [4] = FREEGLUT_MENU_PEN_HBACK_COLORS;
78 extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y );
80 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
83 * Private function to find a menu entry by index
85 static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
90 for( entry = (SFG_MenuEntry *)menu->Entries.First;
92 entry = (SFG_MenuEntry *)entry->Node.Next )
103 * Deactivates a menu pointed by the function argument.
105 static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
107 SFG_MenuEntry *subMenuIter;
108 /* Hide the present menu's window */
109 fgSetWindow( menuEntry->SubMenu->Window );
112 /* Forget about having that menu active anymore, now: */
113 menuEntry->SubMenu->Window->ActiveMenu = NULL;
114 menuEntry->SubMenu->IsActive = GL_FALSE;
115 menuEntry->SubMenu->ActiveEntry = NULL;
117 /* Hide all submenu windows, and the root menu's window. */
118 for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
120 subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
122 subMenuIter->IsActive = GL_FALSE;
124 /* Is that an active submenu by any case? */
125 if( subMenuIter->SubMenu )
126 fghDeactivateSubMenu( subMenuIter );
129 fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
133 * Private function to get the virtual maximum screen extent
135 static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
137 if( fgStructure.GameModeWindow )
138 fgPlatformGetGameModeVMaxExtent ( window, x, y );
141 *x = fgDisplay.ScreenWidth;
142 *y = fgDisplay.ScreenHeight;
147 * Private function to check for the current menu/sub menu activity state
149 static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
151 SFG_MenuEntry* menuEntry;
154 /* First of all check any of the active sub menus... */
155 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
157 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
159 if( menuEntry->SubMenu && menuEntry->IsActive )
162 * OK, have the sub-menu checked, too. If it returns GL_TRUE, it
163 * will mean that it caught the mouse cursor and we do not need
164 * to regenerate the activity list, and so our parents do...
166 GLboolean return_status;
168 menuEntry->SubMenu->Window->State.MouseX =
169 menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X;
170 menuEntry->SubMenu->Window->State.MouseY =
171 menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y;
172 return_status = fghCheckMenuStatus( menuEntry->SubMenu );
179 /* That much about our sub menus, let's get to checking the current menu: */
180 x = menu->Window->State.MouseX;
181 y = menu->Window->State.MouseY;
183 /* Check if the mouse cursor is contained within the current menu box */
184 if( ( x >= FREEGLUT_MENU_BORDER ) &&
185 ( x < menu->Width - FREEGLUT_MENU_BORDER ) &&
186 ( y >= FREEGLUT_MENU_BORDER ) &&
187 ( y < menu->Height - FREEGLUT_MENU_BORDER ) )
189 int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
191 /* The mouse cursor is somewhere over our box, check it out. */
192 menuEntry = fghFindMenuEntry( menu, menuID + 1 );
193 FREEGLUT_INTERNAL_ERROR_EXIT( menuEntry, "Cannot find menu entry",
194 "fghCheckMenuStatus" );
196 menuEntry->IsActive = GL_TRUE;
197 menuEntry->Ordinal = menuID;
200 * If this is not the same as the last active menu entry, deactivate
201 * the previous entry. Specifically, if the previous active entry
202 * was a submenu then deactivate it.
204 if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
205 if( menu->ActiveEntry->SubMenu )
206 fghDeactivateSubMenu( menu->ActiveEntry );
208 if( menuEntry != menu->ActiveEntry )
210 menu->Window->State.Redisplay = GL_TRUE;
211 if( menu->ActiveEntry )
212 menu->ActiveEntry->IsActive = GL_FALSE;
215 menu->ActiveEntry = menuEntry;
216 menu->IsActive = GL_TRUE; /* XXX Do we need this? */
219 * OKi, we have marked that entry as active, but it would be also
220 * nice to have its contents updated, in case it's a sub menu.
221 * Also, ignore the return value of the check function:
223 if( menuEntry->SubMenu )
225 if ( ! menuEntry->SubMenu->IsActive )
228 SFG_Window *current_window = fgStructure.CurrentWindow;
230 /* Set up the initial menu position now... */
231 menuEntry->SubMenu->IsActive = GL_TRUE;
233 /* Set up the initial submenu position now: */
234 fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
235 menuEntry->SubMenu->X = menu->X + menu->Width;
236 menuEntry->SubMenu->Y = menu->Y +
237 menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT;
239 if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > max_x )
240 menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;
242 if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y )
244 menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -
245 FREEGLUT_MENU_HEIGHT -
246 2 * FREEGLUT_MENU_BORDER );
247 if( menuEntry->SubMenu->Y < 0 )
248 menuEntry->SubMenu->Y = 0;
251 fgSetWindow( menuEntry->SubMenu->Window );
252 glutPositionWindow( menuEntry->SubMenu->X,
253 menuEntry->SubMenu->Y );
254 glutReshapeWindow( menuEntry->SubMenu->Width,
255 menuEntry->SubMenu->Height );
258 menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;
259 fgSetWindow( current_window );
260 menuEntry->SubMenu->Window->State.MouseX =
261 x + menu->X - menuEntry->SubMenu->X;
262 menuEntry->SubMenu->Window->State.MouseY =
263 y + menu->Y - menuEntry->SubMenu->Y;
264 fghCheckMenuStatus( menuEntry->SubMenu );
267 /* Activate it because its parent entry is active */
268 menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
271 /* Report back that we have caught the menu cursor */
275 /* Looks like the menu cursor is somewhere else... */
276 if( menu->ActiveEntry && menu->ActiveEntry->IsActive &&
277 ( !menu->ActiveEntry->SubMenu ||
278 !menu->ActiveEntry->SubMenu->IsActive ) )
280 menu->Window->State.Redisplay = GL_TRUE;
281 menu->ActiveEntry->IsActive = GL_FALSE;
282 menu->ActiveEntry = NULL;
289 * Displays a menu box and all of its submenus (if they are active)
291 static void fghDisplayMenuBox( SFG_Menu* menu )
293 SFG_MenuEntry *menuEntry;
295 int border = FREEGLUT_MENU_BORDER;
298 * Have the menu box drawn first. The +- values are
299 * here just to make it more nice-looking...
301 /* a non-black dark version of the below. */
302 glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
303 glBegin( GL_QUAD_STRIP );
304 glVertex2i( menu->Width , 0 );
305 glVertex2i( menu->Width - border, border);
307 glVertex2i( border, border);
308 glVertex2i( 0 , menu->Height );
309 glVertex2i( border, menu->Height - border);
312 /* a non-black dark version of the below. */
313 glColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
314 glBegin( GL_QUAD_STRIP );
315 glVertex2i( 0 , menu->Height );
316 glVertex2i( border, menu->Height - border);
317 glVertex2i( menu->Width , menu->Height );
318 glVertex2i( menu->Width - border, menu->Height - border);
319 glVertex2i( menu->Width , 0 );
320 glVertex2i( menu->Width - border, border);
323 glColor4fv( menu_pen_back );
325 glVertex2i( border, border);
326 glVertex2i( menu->Width - border, border);
327 glVertex2i( menu->Width - border, menu->Height - border);
328 glVertex2i( border, menu->Height - border);
331 /* Check if any of the submenus is currently active... */
332 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
334 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
336 /* Has the menu been marked as active, maybe? */
337 if( menuEntry->IsActive )
340 * That's truly right, and we need to have it highlighted.
341 * There is an assumption that mouse cursor didn't move
342 * since the last check of menu activity state:
344 int menuID = menuEntry->Ordinal;
346 /* So have the highlight drawn... */
347 glColor4fv( menu_pen_hback );
350 (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
351 glVertex2i( menu->Width - border,
352 (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
353 glVertex2i( menu->Width - border,
354 (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
356 (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
361 /* Print the menu entries now... */
363 glColor4fv( menu_pen_fore );
365 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0;
367 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
369 /* If the menu entry is active, set the color to white */
370 if( menuEntry->IsActive )
371 glColor4fv( menu_pen_hfore );
373 /* Move the raster into position... */
374 /* Try to center the text - JCJ 31 July 2003*/
377 ( i + 1 )*FREEGLUT_MENU_HEIGHT -
378 ( int )( FREEGLUT_MENU_HEIGHT*0.3 - border )
381 /* Have the label drawn, character after character: */
382 glutBitmapString( FREEGLUT_MENU_FONT,
383 (unsigned char *)menuEntry->Text);
385 /* If it's a submenu, draw a right arrow */
386 if( menuEntry->SubMenu )
388 int width = glutBitmapWidth( FREEGLUT_MENU_FONT, '_' );
389 int x_base = menu->Width - 2 - width;
390 int y_base = i*FREEGLUT_MENU_HEIGHT + border;
391 glBegin( GL_TRIANGLES );
392 glVertex2i( x_base, y_base + 2*border);
393 glVertex2i( menu->Width - 2, y_base +
394 ( FREEGLUT_MENU_HEIGHT + border) / 2 );
395 glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - border );
399 /* If the menu entry is active, reset the color */
400 if( menuEntry->IsActive )
401 glColor4fv( menu_pen_fore );
406 * Private static function to set the parent window of a submenu and all
409 static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
411 SFG_MenuEntry *menuEntry;
413 menu->ParentWindow = window;
415 for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
417 menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
418 if( menuEntry->SubMenu )
419 fghSetMenuParentWindow( window, menuEntry->SubMenu );
423 * Function to check for menu entry selection on menu deactivation
425 static void fghExecuteMenuCallback( SFG_Menu* menu )
427 SFG_MenuEntry *menuEntry;
429 /* First of all check any of the active sub menus... */
430 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
432 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
434 if( menuEntry->IsActive )
436 if( menuEntry->SubMenu )
437 fghExecuteMenuCallback( menuEntry->SubMenu );
441 SFG_Menu *save_menu = fgStructure.CurrentMenu;
442 fgStructure.CurrentMenu = menu;
443 menu->Callback( menuEntry->ID );
444 fgStructure.CurrentMenu = save_menu;
454 * Displays the currently active menu for the current window
456 void fgDisplayMenu( void )
458 SFG_Window* window = fgStructure.CurrentWindow;
459 SFG_Menu* menu = NULL;
461 FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window",
464 /* Check if there is an active menu attached to this window... */
465 menu = window->ActiveMenu;
466 freeglut_return_if_fail( menu );
468 fgSetWindow( menu->Window );
470 glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT |
473 glDisable( GL_DEPTH_TEST );
474 glDisable( GL_TEXTURE_2D );
475 glDisable( GL_LIGHTING );
476 glDisable( GL_CULL_FACE );
478 glMatrixMode( GL_PROJECTION );
482 0, glutGet( GLUT_WINDOW_WIDTH ),
483 glutGet( GLUT_WINDOW_HEIGHT ), 0,
487 glMatrixMode( GL_MODELVIEW );
491 fghDisplayMenuBox( menu );
495 glMatrixMode( GL_PROJECTION );
497 glMatrixMode( GL_MODELVIEW );
502 fgSetWindow ( window );
506 * Activates a menu pointed by the function argument
508 static void fghActivateMenu( SFG_Window* window, int button )
512 /* We'll be referencing this menu a lot, so remember its address: */
513 SFG_Menu* menu = window->Menu[ button ];
514 SFG_Window* current_window = fgStructure.CurrentWindow;
516 /* If the menu is already active in another window, deactivate it (and any submenus) there */
517 if ( menu->ParentWindow )
518 fgDeactivateMenu(menu->ParentWindow);
520 /* Mark the menu as active, so that it gets displayed: */
521 window->ActiveMenu = menu;
522 menu->IsActive = GL_TRUE;
523 fghSetMenuParentWindow ( window, menu );
524 fgState.ActiveMenus++;
526 /* Set up the initial menu position now: */
527 fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
528 fgSetWindow( window );
529 menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );
530 menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );
532 if( menu->X + menu->Width > max_x )
533 menu->X -=menu->Width;
535 if( menu->Y + menu->Height > max_y )
537 menu->Y -=menu->Height;
542 menu->Window->State.MouseX =
543 window->State.MouseX + glutGet( GLUT_WINDOW_X ) - menu->X;
544 menu->Window->State.MouseY =
545 window->State.MouseY + glutGet( GLUT_WINDOW_Y ) - menu->Y;
547 /* Menu status callback */
548 if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
550 fgStructure.CurrentMenu = menu;
551 fgStructure.CurrentWindow = window;
552 if (fgState.MenuStateCallback)
553 fgState.MenuStateCallback(GLUT_MENU_IN_USE);
554 if (fgState.MenuStatusCallback)
555 fgState.MenuStatusCallback(GLUT_MENU_IN_USE, window->State.MouseX, window->State.MouseY);
558 fgSetWindow( menu->Window );
559 glutPositionWindow( menu->X, menu->Y );
560 glutReshapeWindow( menu->Width, menu->Height );
563 menu->Window->ActiveMenu = menu;
564 fghCheckMenuStatus( menu );
565 fgSetWindow( current_window );
569 * Update Highlight states of the menu
571 * Current mouse position is in menu->Window->State.MouseX/Y.
573 void fgUpdateMenuHighlight ( SFG_Menu *menu )
575 fghCheckMenuStatus( menu );
579 * Check whether an active menu absorbs a mouse click
581 GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
582 int mouse_x, int mouse_y )
585 * Near as I can tell, this is the menu behaviour:
586 * - Down-click the menu button, menu not active: activate
587 * the menu with its upper left-hand corner at the mouse
589 * - Down-click any button outside the menu, menu active:
590 * deactivate the menu
591 * - Down-click any button inside the menu, menu active:
592 * select the menu entry and deactivate the menu
593 * - Up-click the menu button, menu not active: nothing happens
594 * - Up-click the menu button outside the menu, menu active:
596 * - Up-click the menu button inside the menu, menu active:
597 * select the menu entry and deactivate the menu
598 * Since menus can have submenus, we need to check this recursively.
600 if( window->ActiveMenu )
602 if( window == window->ActiveMenu->ParentWindow )
604 window->ActiveMenu->Window->State.MouseX =
605 mouse_x - window->ActiveMenu->X;
606 window->ActiveMenu->Window->State.MouseY =
607 mouse_y - window->ActiveMenu->Y;
610 /* In the menu, invoke the callback and deactivate the menu */
611 if( fghCheckMenuStatus( window->ActiveMenu ) )
614 * Save the current window and menu and set the current
615 * window to the window whose menu this is
617 SFG_Window *save_window = fgStructure.CurrentWindow;
618 SFG_Menu *save_menu = fgStructure.CurrentMenu;
619 SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
620 fgSetWindow( parent_window );
621 fgStructure.CurrentMenu = window->ActiveMenu;
623 /* Execute the menu callback */
624 fghExecuteMenuCallback( window->ActiveMenu );
625 fgDeactivateMenu( parent_window );
627 /* Restore the current window and menu */
628 fgSetWindow( save_window );
629 fgStructure.CurrentMenu = save_menu;
633 * Outside the menu, deactivate if it's a downclick
635 * A downclick outside of the interior of our freeglut windows
636 * is dealt with in the WM_KILLFOCUS handler of fgPlatformWindowProc
639 fgDeactivateMenu( window->ActiveMenu->ParentWindow );
643 * XXX Why does an active menu require a redisplay at
644 * XXX this point? If this can come out cleanly, then
645 * XXX it probably should do so; if not, a comment should
648 if( ! window->IsMenu )
649 window->State.Redisplay = GL_TRUE;
654 /* No active menu, let's check whether we need to activate one. */
655 if( ( 0 <= button ) &&
656 ( FREEGLUT_MAX_MENUS > button ) &&
657 ( window->Menu[ button ] ) &&
660 /* XXX Posting a requisite Redisplay seems bogus. */
661 window->State.Redisplay = GL_TRUE;
662 fghActivateMenu( window, button );
670 * Deactivates a menu pointed by the function argument.
672 void fgDeactivateMenu( SFG_Window *window )
674 SFG_Window *parent_window = NULL;
676 SFG_MenuEntry *menuEntry;
678 /* Did we find an active window? */
679 freeglut_return_if_fail( window );
680 /* Check if there is an active menu attached to this window... */
681 menu = window->ActiveMenu;
682 freeglut_return_if_fail( menu );
684 parent_window = menu->ParentWindow;
686 /* Hide the present menu's window */
687 fgSetWindow( menu->Window );
690 /* Forget about having that menu active anymore, now: */
691 menu->Window->ActiveMenu = NULL;
692 menu->ParentWindow->ActiveMenu = NULL;
693 fghSetMenuParentWindow ( NULL, menu );
694 menu->IsActive = GL_FALSE;
695 menu->ActiveEntry = NULL;
697 fgState.ActiveMenus--;
699 /* Hide all submenu windows, and the root menu's window. */
700 for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
702 menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
704 menuEntry->IsActive = GL_FALSE;
706 /* Is that an active submenu by any chance? */
707 if( menuEntry->SubMenu )
708 fghDeactivateSubMenu( menuEntry );
711 fgSetWindow ( parent_window ) ;
713 /* Menu status callback */
714 if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
716 fgStructure.CurrentMenu = menu;
717 fgStructure.CurrentWindow = parent_window;
718 if (fgState.MenuStateCallback)
719 fgState.MenuStateCallback(GLUT_MENU_NOT_IN_USE);
720 if (fgState.MenuStatusCallback)
722 /* Get cursor position on screen and convert to relative to parent_window's client area */
724 GetCursorPos(&mouse_pos);
725 mouse_pos.x -= glutGet( GLUT_WINDOW_X );
726 mouse_pos.y -= glutGet( GLUT_WINDOW_Y );
728 fgState.MenuStatusCallback(GLUT_MENU_NOT_IN_USE, mouse_pos.x, mouse_pos.y);
734 * Recalculates current menu's box size
736 void fghCalculateMenuBoxSize( void )
738 SFG_MenuEntry* menuEntry;
739 int width = 0, height = 0;
741 /* Make sure there is a current menu set */
742 freeglut_return_if_fail( fgStructure.CurrentMenu );
744 /* The menu's box size depends on the menu entries: */
745 for( menuEntry = ( SFG_MenuEntry * )fgStructure.CurrentMenu->Entries.First;
747 menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
749 /* Update the menu entry's width value */
750 menuEntry->Width = glutBitmapLength(
752 (unsigned char *)menuEntry->Text
756 * If the entry is a submenu, then it needs to be wider to
757 * accomodate the arrow. JCJ 31 July 2003
759 if (menuEntry->SubMenu )
760 menuEntry->Width += glutBitmapLength(
765 /* Check if it's the biggest we've found */
766 if( menuEntry->Width > width )
767 width = menuEntry->Width;
769 height += FREEGLUT_MENU_HEIGHT;
772 /* Store the menu's box size now: */
773 fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER;
774 fgStructure.CurrentMenu->Width = width + 4 * FREEGLUT_MENU_BORDER;
778 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
781 * Creates a new menu object, adding it to the freeglut structure
783 int FGAPIENTRY glutCreateMenu( void(* callback)( int ) )
785 /* The menu object creation code resides in freeglut_structure.c */
786 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
787 if (fgGetActiveMenu())
788 fgError("Menu manipulation not allowed while menus in use.");
790 return fgCreateMenu( callback )->ID;
794 * Destroys a menu object, removing all references to it
796 void FGAPIENTRY glutDestroyMenu( int menuID )
800 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyMenu" );
801 menu = fgMenuByID( menuID );
803 freeglut_return_if_fail( menu );
804 if (fgGetActiveMenu())
805 fgError("Menu manipulation not allowed while menus in use.");
807 /* The menu object destruction code resides in freeglut_structure.c */
808 fgDestroyMenu( menu );
812 * Returns the ID number of the currently active menu
814 int FGAPIENTRY glutGetMenu( void )
816 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" );
818 if( fgStructure.CurrentMenu )
819 return fgStructure.CurrentMenu->ID;
825 * Sets the current menu given its menu ID
827 void FGAPIENTRY glutSetMenu( int menuID )
831 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenu" );
832 menu = fgMenuByID( menuID );
834 freeglut_return_if_fail( menu );
836 fgStructure.CurrentMenu = menu;
840 * Adds a menu entry to the bottom of the current menu
842 void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
844 SFG_MenuEntry* menuEntry;
845 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
846 menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
848 freeglut_return_if_fail( fgStructure.CurrentMenu );
849 if (fgGetActiveMenu())
850 fgError("Menu manipulation not allowed while menus in use.");
852 menuEntry->Text = strdup( label );
853 menuEntry->ID = value;
855 /* Have the new menu entry attached to the current menu */
856 fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
858 fghCalculateMenuBoxSize( );
862 * Add a sub menu to the bottom of the current menu
864 void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
866 SFG_MenuEntry *menuEntry;
869 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" );
870 menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
871 subMenu = fgMenuByID( subMenuID );
873 freeglut_return_if_fail( fgStructure.CurrentMenu );
874 if (fgGetActiveMenu())
875 fgError("Menu manipulation not allowed while menus in use.");
877 freeglut_return_if_fail( subMenu );
879 menuEntry->Text = strdup( label );
880 menuEntry->SubMenu = subMenu;
883 fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
884 fghCalculateMenuBoxSize( );
888 * Changes the specified menu item in the current menu into a menu entry
890 void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
892 SFG_MenuEntry* menuEntry = NULL;
894 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
896 freeglut_return_if_fail( fgStructure.CurrentMenu );
897 if (fgGetActiveMenu())
898 fgError("Menu manipulation not allowed while menus in use.");
900 /* Get n-th menu entry in the current menu, starting from one: */
901 menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
903 freeglut_return_if_fail( menuEntry );
905 /* We want it to become a normal menu entry, so: */
906 if( menuEntry->Text )
907 free( menuEntry->Text );
909 menuEntry->Text = strdup( label );
910 menuEntry->ID = value;
911 menuEntry->SubMenu = NULL;
912 fghCalculateMenuBoxSize( );
916 * Changes the specified menu item in the current menu into a sub-menu trigger.
918 void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,
922 SFG_MenuEntry* menuEntry;
924 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
926 freeglut_return_if_fail( fgStructure.CurrentMenu );
927 if (fgGetActiveMenu())
928 fgError("Menu manipulation not allowed while menus in use.");
930 /* Get handle to sub menu */
931 subMenu = fgMenuByID( subMenuID );
933 freeglut_return_if_fail( subMenu );
935 /* Get n-th menu entry in the current menu, starting from one: */
936 menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
938 freeglut_return_if_fail( menuEntry );
940 /* We want it to become a sub menu entry, so: */
941 if( menuEntry->Text )
942 free( menuEntry->Text );
944 menuEntry->Text = strdup( label );
945 menuEntry->SubMenu = subMenu;
947 fghCalculateMenuBoxSize( );
951 * Removes the specified menu item from the current menu
953 void FGAPIENTRY glutRemoveMenuItem( int item )
955 SFG_MenuEntry* menuEntry;
957 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
959 freeglut_return_if_fail( fgStructure.CurrentMenu );
960 if (fgGetActiveMenu())
961 fgError("Menu manipulation not allowed while menus in use.");
963 /* Get n-th menu entry in the current menu, starting from one: */
964 menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
966 freeglut_return_if_fail( menuEntry );
968 fgListRemove( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
969 if ( menuEntry->Text )
970 free( menuEntry->Text );
973 fghCalculateMenuBoxSize( );
977 * Attaches a menu to the current window
979 void FGAPIENTRY glutAttachMenu( int button )
981 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" );
983 freeglut_return_if_fail( fgStructure.CurrentWindow );
985 freeglut_return_if_fail( fgStructure.CurrentMenu );
986 if (fgGetActiveMenu())
987 fgError("Menu manipulation not allowed while menus in use.");
989 freeglut_return_if_fail( button >= 0 );
990 freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
992 fgStructure.CurrentWindow->Menu[ button ] = fgStructure.CurrentMenu;
996 * Detaches a menu from the current window
998 void FGAPIENTRY glutDetachMenu( int button )
1000 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" );
1002 freeglut_return_if_fail( fgStructure.CurrentWindow );
1004 freeglut_return_if_fail( fgStructure.CurrentMenu );
1005 if (fgGetActiveMenu())
1006 fgError("Menu manipulation not allowed while menus in use.");
1008 freeglut_return_if_fail( button >= 0 );
1009 freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
1011 fgStructure.CurrentWindow->Menu[ button ] = NULL;
1015 * A.Donev: Set and retrieve the menu's user data
1017 void* FGAPIENTRY glutGetMenuData( void )
1019 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );
1020 return fgStructure.CurrentMenu->UserData;
1023 void FGAPIENTRY glutSetMenuData(void* data)
1025 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );
1026 fgStructure.CurrentMenu->UserData=data;
1029 /*** END OF FILE ***/