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.
32 #include "../include/GL/freeglut.h"
33 #include "freeglut_internal.h"
35 /* -- DEFINITIONS ---------------------------------------------------------- */
38 * FREEGLUT_MENU_FONT can be any freeglut bitmapped font.
39 * (Stroked fonts would not be out of the question, but we'd need to alter
40 * code, since GLUT (hence freeglut) does not quite unify stroked and
41 * bitmapped font handling.)
42 * Old UNIX/X11 GLUT (BSD, UNIX, IRIX, LINUX, HPUX, ...) used a system
43 * font best approximated by an 18-pixel HELVETICA, I think. MS-WINDOWS
44 * GLUT used something closest to the 8x13 fixed-width font. (Old
45 * GLUT apparently uses host-system menus rather than building its own.
46 * freeglut is building its own menus from scratch.)
48 * FREEGLUT_MENU_HEIGHT gives the height of ONE menu box. This should be
49 * the distances between two adjacent menu entries. It should scale
50 * automatically with the font choice, so you needn't alter it---unless you
53 * FREEGLUT_MENU_BORDER says how many pixels to allow around the edge of a
54 * menu. (It also seems to be the same as the number of pixels used as
55 * a border around *items* to separate them from neighbors. John says
56 * that that wasn't the original intent...if not, perhaps we need another
57 * symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)
60 #define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13
62 #define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18
65 #define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \
67 #define FREEGLUT_MENU_BORDER 2
71 * These variables are for rendering the freeglut menu items.
73 * The choices are fore- and background, with and without h for Highlighting.
74 * Old GLUT appeared to be system-dependant for its colors (sigh) so we are
75 * too. These variables should be stuffed into global state and initialized
76 * via the glutInit*() system.
79 static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
80 static float menu_pen_back [4] = {0.85f, 0.85f, 0.85f, 1.0f};
81 static float menu_pen_hfore [4] = {1.0f, 1.0f, 1.0f, 1.0f};
82 static float menu_pen_hback [4] = {0.15f, 0.15f, 0.45f, 1.0f};
84 static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
85 static float menu_pen_back [4] = {0.70f, 0.70f, 0.70f, 1.0f};
86 static float menu_pen_hfore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
87 static float menu_pen_hback [4] = {1.0f, 1.0f, 1.0f, 1.0f};
90 /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
93 * Private function to find a menu entry by index
95 static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
100 for( entry = (SFG_MenuEntry *)menu->Entries.First;
102 entry = (SFG_MenuEntry *)entry->Node.Next )
113 * Private function to check for the current menu/sub menu activity state
115 static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
117 SFG_MenuEntry* menuEntry;
121 * First of all check any of the active sub menus...
123 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
125 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
127 if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
130 * OK, have the sub-menu checked, too. If it returns TRUE, it
131 * will mean that it caught the mouse cursor and we do not need
132 * to regenerate the activity list, and so our parents do...
134 GLboolean return_status = fghCheckMenuStatus( window,
135 menuEntry->SubMenu );
138 * Reactivate the submenu as the checkMenuStatus may have turned
139 * it off if the mouse is in its parent menu entry.
141 menuEntry->SubMenu->IsActive = TRUE;
142 if ( return_status == TRUE )
148 * That much about our sub menus, let's get to checking the current menu:
150 x = window->State.MouseX;
151 y = window->State.MouseY;
153 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
155 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
156 menuEntry->IsActive = FALSE;
158 menu->IsActive = FALSE;
161 * Check if the mouse cursor is contained within the current menu box
163 if( ( x >= FREEGLUT_MENU_BORDER ) &&
164 ( x < menu->Width - FREEGLUT_MENU_BORDER ) &&
165 ( y >= FREEGLUT_MENU_BORDER ) &&
166 ( y < menu->Height - FREEGLUT_MENU_BORDER ) &&
167 ( window == menu->Window ) )
169 int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
172 * The mouse cursor is somewhere over our box, check it out.
174 menuEntry = fghFindMenuEntry( menu, menuID + 1 );
177 menuEntry->IsActive = TRUE;
178 menuEntry->Ordinal = menuID;
181 * If this is not the same as the last active menu entry, deactivate
182 * the previous entry. Specifically, if the previous active entry
183 * was a submenu then deactivate it.
185 if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
187 if( menu->ActiveEntry->SubMenu )
188 fgDeactivateSubMenu( menu->ActiveEntry );
191 menu->ActiveEntry = menuEntry;
192 menu->IsActive = TRUE;
195 * OKi, we have marked that entry as active, but it would be also
196 * nice to have its contents updated, in case it's a sub menu.
197 * Also, ignore the return value of the check function:
199 if( menuEntry->SubMenu )
201 if ( ! menuEntry->SubMenu->IsActive )
203 SFG_Window *current_window = fgStructure.Window;
206 * Set up the initial menu position now...
208 menuEntry->SubMenu->IsActive = TRUE;
211 * Set up the initial submenu position now:
213 menuEntry->SubMenu->X = menu->X + menu->Width;
214 menuEntry->SubMenu->Y = menu->Y +
215 menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT;
217 if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width >
218 glutGet( GLUT_SCREEN_WIDTH ) )
219 menuEntry->SubMenu->X = menu->X -
220 menuEntry->SubMenu->Width;
222 if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height >
223 glutGet( GLUT_SCREEN_HEIGHT ) )
224 menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -
225 FREEGLUT_MENU_HEIGHT -
226 2 * FREEGLUT_MENU_BORDER );
228 fgSetWindow( menuEntry->SubMenu->Window );
229 glutPositionWindow( menuEntry->SubMenu->X,
230 menuEntry->SubMenu->Y );
231 glutReshapeWindow( menuEntry->SubMenu->Width,
232 menuEntry->SubMenu->Height );
235 menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;
236 fgSetWindow( current_window );
239 fghCheckMenuStatus( window, menuEntry->SubMenu );
242 * Activate it because its parent entry is active
244 menuEntry->SubMenu->IsActive = TRUE;
248 * Report back that we have caught the menu cursor
254 * Looks like the menu cursor is somewhere else...
260 * Displays a menu box and all of its submenus (if they are active)
262 static void fghDisplayMenuBox( SFG_Menu* menu )
264 SFG_MenuEntry *menuEntry;
266 int border = FREEGLUT_MENU_BORDER;
269 * Have the menu box drawn first. The +- values are
270 * here just to make it more nice-looking...
272 /* a non-black dark version of the below. */
273 glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
274 glBegin( GL_QUAD_STRIP );
275 glVertex2i( menu->Width , 0 );
276 glVertex2i( menu->Width-border, border);
278 glVertex2i( border, border);
279 glVertex2i( 0 , menu->Height );
280 glVertex2i( border, menu->Height-border);
283 /* a non-black dark version of the below. */
284 glColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
285 glBegin( GL_QUAD_STRIP );
286 glVertex2i( 0 , menu->Height );
287 glVertex2i( border, menu->Height-border);
288 glVertex2i( menu->Width , menu->Height );
289 glVertex2i( menu->Width-border, menu->Height-border);
290 glVertex2i( menu->Width , 0 );
291 glVertex2i( menu->Width-border, border);
294 glColor4fv( menu_pen_back ) ;
296 glVertex2i( border, border);
297 glVertex2i( menu->Width-border, border);
298 glVertex2i( menu->Width-border, menu->Height-border);
299 glVertex2i( border, menu->Height-border);
303 * Check if any of the submenus is currently active...
305 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
307 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
310 * Has the menu been marked as active, maybe?
312 if( menuEntry->IsActive == TRUE )
315 * That's truly right, and we need to have it highlighted.
316 * There is an assumption that mouse cursor didn't move
317 * since the last check of menu activity state:
319 int menuID = menuEntry->Ordinal;
322 * So have the highlight drawn...
324 glColor4fv( menu_pen_hback );
326 glVertex2i( FREEGLUT_MENU_BORDER,
327 (menuID + 0)*FREEGLUT_MENU_HEIGHT +
328 FREEGLUT_MENU_BORDER );
329 glVertex2i( menu->Width-FREEGLUT_MENU_BORDER,
330 (menuID + 0)*FREEGLUT_MENU_HEIGHT +
331 FREEGLUT_MENU_BORDER );
332 glVertex2i( menu->Width-FREEGLUT_MENU_BORDER,
333 (menuID + 1)*FREEGLUT_MENU_HEIGHT +
334 FREEGLUT_MENU_BORDER );
335 glVertex2i( FREEGLUT_MENU_BORDER,
336 (menuID + 1)*FREEGLUT_MENU_HEIGHT +
337 FREEGLUT_MENU_BORDER );
343 * Print the menu entries now...
346 glColor4fv( menu_pen_fore );
348 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i=0;
350 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
353 * If the menu entry is active, set the color to white
355 if( menuEntry->IsActive )
356 glColor4fv( menu_pen_hfore );
359 * Move the raster into position...
361 /* Try to center the text - JCJ 31 July 2003*/
363 2 * FREEGLUT_MENU_BORDER,
364 (i + 1)*FREEGLUT_MENU_HEIGHT-(int)( FREEGLUT_MENU_HEIGHT*0.3 -
365 FREEGLUT_MENU_BORDER )
369 * Have the label drawn, character after character:
371 glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text);
374 * If it's a submenu, draw a right arrow
376 if( menuEntry->SubMenu )
378 int width = glutBitmapWidth( FREEGLUT_MENU_FONT, '_' );
379 int x_base = menu->Width - 2 - width;
380 int y_base = i*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER;
381 glBegin( GL_TRIANGLES );
382 glVertex2i( x_base, y_base + 2*FREEGLUT_MENU_BORDER);
383 glVertex2i( menu->Width - 2, y_base +
384 ( FREEGLUT_MENU_HEIGHT +
385 FREEGLUT_MENU_BORDER) / 2 );
386 glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT -
387 FREEGLUT_MENU_BORDER);
392 * If the menu entry is active, reset the color
394 if( menuEntry->IsActive )
395 glColor4fv( menu_pen_fore );
399 * Now we are ready to check if any of our children needs to be redrawn:
401 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
403 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
406 * Is that an active sub menu by any case?
408 if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
411 * Yeah, indeed. Have it redrawn now:
413 fgSetWindow( menuEntry->SubMenu->Window );
414 fghDisplayMenuBox( menuEntry->SubMenu );
415 fgSetWindow( menu->Window );
421 * Private static function to set the parent window of a submenu and all
424 static void fghSetSubmenuParentWindow ( SFG_Window *window, SFG_Menu *menu )
426 SFG_MenuEntry *menuEntry;
428 menu->ParentWindow = window;
430 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
432 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
433 if ( menuEntry->SubMenu )
434 fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ;
439 * Displays the currently active menu for the current window
441 void fgDisplayMenu( void )
443 SFG_Window* window = fgStructure.Window;
444 SFG_Menu* menu = NULL;
447 * Make sure there is a current window available
449 freeglut_assert_window;
452 * Check if there is an active menu attached to this window...
454 menu = window->ActiveMenu;
457 * Did we find an active menu?
459 freeglut_return_if_fail( menu );
461 fgSetWindow ( menu->Window );
464 * Prepare the OpenGL state to do the rendering first:
466 glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT |
469 glDisable( GL_DEPTH_TEST );
470 glDisable( GL_TEXTURE_2D );
471 glDisable( GL_LIGHTING );
472 glDisable( GL_CULL_FACE );
475 * We'll use an orthogonal projection matrix to draw the menu:
477 glMatrixMode( GL_PROJECTION );
481 0, glutGet( GLUT_WINDOW_WIDTH ),
482 glutGet( GLUT_WINDOW_HEIGHT ), 0,
487 * Model-view matix gets reset to identity:
489 glMatrixMode( GL_MODELVIEW );
494 * First of all, have the exact menu status check:
496 fghCheckMenuStatus( window, menu );
499 * The status has been updated and we're ready to have the menu drawn now:
501 fghDisplayMenuBox( menu );
504 * Restore the old OpenGL settings now
508 glMatrixMode( GL_PROJECTION );
510 glMatrixMode( GL_MODELVIEW );
516 * Restore the current window
518 fgSetWindow ( window );
522 * Activates a menu pointed by the function argument
524 void fgActivateMenu( SFG_Window* window, int button )
527 * We'll be referencing this menu a lot, so remember its address:
529 SFG_Menu* menu = window->Menu[ button ];
532 * Mark the menu as active, so that it gets displayed:
534 window->ActiveMenu = menu;
535 menu->IsActive = TRUE;
536 fgState.ActiveMenus++;
539 * Set up the initial menu position now:
542 menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );
543 menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );
545 if( menu->X + menu->Width > glutGet ( GLUT_SCREEN_WIDTH ) )
546 menu->X -=menu->Width;
548 if( menu->Y + menu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) )
549 menu->Y -=menu->Height;
551 fgSetWindow( menu->Window );
552 glutPositionWindow( menu->X, menu->Y );
553 glutReshapeWindow( menu->Width, menu->Height );
556 menu->Window->ActiveMenu = menu;
560 * Check whether an active menu absorbs a mouse click
562 GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu )
565 * Near as I can tell, this is the active menu behaviour:
566 * - Down-click any button outside the menu, menu active:
567 * deactivate the menu
568 * - Down-click any button inside the menu, menu active:
569 * select the menu entry and deactivate the menu
570 * - Up-click the menu button outside the menu, menu active:
572 * - Up-click the menu button inside the menu, menu active:
573 * select the menu entry and deactivate the menu
574 * Since menus can have submenus, we need to check this recursively.
576 return fghCheckMenuStatus( window, menu );
580 * Function to check for menu entry selection on menu deactivation
582 void fgExecuteMenuCallback( SFG_Menu* menu )
584 SFG_MenuEntry *menuEntry;
587 * First of all check any of the active sub menus...
589 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
591 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
594 * Is this menu entry active?
596 if( menuEntry->IsActive == TRUE )
599 * If there is not a sub menu, execute the menu callback and
602 if( !( menuEntry->SubMenu ) )
605 * ...certainly given that there is one...
608 menu->Callback( menuEntry->ID );
614 * Otherwise recurse into the submenu.
616 fgExecuteMenuCallback( menuEntry->SubMenu );
619 * There is little sense in dwelling the search on
627 * Deactivates a menu pointed by the function argument.
629 void fgDeactivateMenu( SFG_Window *window )
631 SFG_Window *current_window = fgStructure.Window;
634 * Check if there is an active menu attached to this window...
636 SFG_Menu* menu = window->ActiveMenu;
637 SFG_MenuEntry *menuEntry;
640 * Did we find an active window?
642 freeglut_return_if_fail( menu );
645 * Hide the present menu's window
647 fgSetWindow( menu->Window );
651 * Forget about having that menu active anymore, now:
653 menu->Window->ActiveMenu = NULL;
654 menu->ParentWindow->ActiveMenu = NULL;
655 menu->IsActive = FALSE;
657 fgState.ActiveMenus--;
660 * Hide all submenu windows, and the root menu's window.
662 for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
664 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
667 * Is that an active submenu by any case?
669 if( menuEntry->SubMenu )
670 fgDeactivateSubMenu( menuEntry );
673 fgSetWindow ( current_window ) ;
677 * Deactivates a menu pointed by the function argument.
679 void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry )
681 SFG_Window *current_window = fgStructure.Window;
682 SFG_MenuEntry *subMenuIter;
684 * Hide the present menu's window
686 fgSetWindow( menuEntry->SubMenu->Window );
690 * Forget about having that menu active anymore, now:
692 menuEntry->SubMenu->Window->ActiveMenu = NULL;
693 menuEntry->SubMenu->IsActive = FALSE;
696 * Hide all submenu windows, and the root menu's window.
698 for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
700 subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
703 * Is that an active submenu by any case?
705 if( subMenuIter->SubMenu )
706 fgDeactivateSubMenu( subMenuIter );
709 fgSetWindow( current_window );
713 * Recalculates current menu's box size
715 void fghCalculateMenuBoxSize( void )
717 SFG_MenuEntry* menuEntry;
718 int width = 0, height = 0;
721 * Make sure there is a current menu set
723 freeglut_assert_ready;
724 freeglut_return_if_fail( fgStructure.Menu );
727 * The menu's box size depends on the menu entries:
729 for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First;
731 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
734 * Update the menu entry's width value
736 menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT,
740 * If the entry is a submenu, then it needs to be wider to
741 * accomodate the arrow. JCJ 31 July 2003
743 if (menuEntry->SubMenu )
744 menuEntry->Width += glutBitmapLength( FREEGLUT_MENU_FONT, "_" );
747 * Check if it's the biggest we've found
749 if( menuEntry->Width > width )
750 width = menuEntry->Width;
752 height += FREEGLUT_MENU_HEIGHT;
756 * Store the menu's box size now:
758 fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER;
759 fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER;
763 /* -- INTERFACE FUNCTIONS -------------------------------------------------- */
766 * Creates a new menu object, adding it to the freeglut structure
768 int FGAPIENTRY glutCreateMenu( void (* callback)( int ) )
771 * The menu object creation code resides in freeglut_structure.c
773 return fgCreateMenu( callback )->ID;
777 * Destroys a menu object, removing all references to it
779 void FGAPIENTRY glutDestroyMenu( int menuID )
781 SFG_Menu* menu = fgMenuByID( menuID );
783 freeglut_assert_ready;
784 freeglut_return_if_fail( menu );
787 * The menu object destruction code resides in freeglut_structure.c
789 fgDestroyMenu( menu );
793 * Returns the ID number of the currently active menu
795 int FGAPIENTRY glutGetMenu( void )
797 freeglut_assert_ready;
799 if( fgStructure.Menu )
800 return fgStructure.Menu->ID;
806 * Sets the current menu given its menu ID
808 void FGAPIENTRY glutSetMenu( int menuID )
810 SFG_Menu* menu = fgMenuByID( menuID );
812 freeglut_assert_ready;
813 freeglut_return_if_fail( menu );
815 fgStructure.Menu = menu;
819 * Adds a menu entry to the bottom of the current menu
821 void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
823 SFG_MenuEntry* menuEntry =
824 (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
826 freeglut_assert_ready;
827 freeglut_return_if_fail( fgStructure.Menu );
829 menuEntry->Text = strdup( label );
830 menuEntry->ID = value;
833 * Have the new menu entry attached to the current menu
835 fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
837 fghCalculateMenuBoxSize( );
841 * Add a sub menu to the bottom of the current menu
843 void FGAPIENTRY glutAddSubMenu( const char* label, int subMenuID )
845 SFG_MenuEntry* menuEntry =
846 (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
847 SFG_Menu* subMenu = fgMenuByID( subMenuID );
849 freeglut_assert_ready;
850 freeglut_return_if_fail( fgStructure.Menu );
851 freeglut_return_if_fail( subMenu );
853 menuEntry->Text = strdup( label );
854 menuEntry->SubMenu = subMenu;
858 * Make the submenu's parent window be the menu's parent window
860 fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu );
862 fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
863 fghCalculateMenuBoxSize( );
867 * Changes the specified menu item in the current menu into a menu entry
869 void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
871 SFG_MenuEntry* menuEntry = NULL;
873 freeglut_assert_ready;
874 freeglut_return_if_fail( fgStructure.Menu );
877 * Get n-th menu entry in the current menu, starting from one:
879 menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
881 freeglut_return_if_fail( menuEntry );
884 * We want it to become a normal menu entry, so:
886 if( menuEntry->Text )
887 free( menuEntry->Text );
889 menuEntry->Text = strdup( label );
890 menuEntry->ID = value;
891 menuEntry->SubMenu = NULL;
892 fghCalculateMenuBoxSize( );
896 * Changes the specified menu item in the current menu into a sub-menu trigger.
898 void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, int subMenuID )
900 SFG_Menu* subMenu = fgMenuByID( subMenuID );
901 SFG_MenuEntry* menuEntry = NULL;
903 freeglut_assert_ready;
904 freeglut_return_if_fail( fgStructure.Menu );
905 freeglut_return_if_fail( subMenu );
908 * Get n-th menu entry in the current menu, starting from one:
910 menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
912 freeglut_return_if_fail( menuEntry );
915 * We want it to become a sub menu entry, so:
917 if( menuEntry->Text )
918 free( menuEntry->Text );
920 menuEntry->Text = strdup( label );
921 menuEntry->SubMenu = subMenu;
923 fghCalculateMenuBoxSize( );
927 * Removes the specified menu item from the current menu
929 void FGAPIENTRY glutRemoveMenuItem( int item )
931 SFG_MenuEntry* menuEntry;
933 freeglut_assert_ready;
934 freeglut_return_if_fail( fgStructure.Menu );
937 * Get n-th menu entry in the current menu, starting from one:
939 menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
941 freeglut_return_if_fail( menuEntry );
943 fgListRemove( &fgStructure.Menu->Entries, &menuEntry->Node );
944 if ( menuEntry->Text )
945 free( menuEntry->Text );
948 fghCalculateMenuBoxSize( );
952 * Attaches a menu to the current window
954 void FGAPIENTRY glutAttachMenu( int button )
956 freeglut_assert_ready;
958 freeglut_return_if_fail( fgStructure.Window );
959 freeglut_return_if_fail( fgStructure.Menu );
961 freeglut_return_if_fail( button >= 0 );
962 freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
964 fgStructure.Window->Menu[ button ] = fgStructure.Menu;
967 * Make the parent window of the menu (and all submenus) the current window
969 fghSetSubmenuParentWindow ( fgStructure.Window, fgStructure.Menu ) ;
973 * Detaches a menu from the current window
975 void FGAPIENTRY glutDetachMenu( int button )
977 freeglut_assert_ready;
979 freeglut_return_if_fail( fgStructure.Window );
980 freeglut_return_if_fail( fgStructure.Menu );
982 freeglut_return_if_fail( button >= 0 );
983 freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
985 fgStructure.Window->Menu[ button ] = NULL;
989 * A.Donev: Set and retrieve the menu's user data
991 void* FGAPIENTRY glutGetMenuData( void )
993 return fgStructure.Menu->UserData;
996 void FGAPIENTRY glutSetMenuData(void* data)
998 fgStructure.Menu->UserData=data;
1001 /*** END OF FILE ***/