4 * The Windows-specific mouse cursor related stuff.
6 * Copyright (c) 2012 Stephen J. Baker. All Rights Reserved.
7 * Written by John F. Fay, <fayjf@sourceforge.net>
8 * Creation date: Sun Jan 22, 2012
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 extern void fgEnumMenus( FGCBMenuEnumerator enumCallback, SFG_Enumerator* enumerator );
37 GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y )
39 *x = glutGet ( GLUT_SCREEN_WIDTH );
40 *y = glutGet ( GLUT_SCREEN_HEIGHT );
43 static void fghcbIsActiveMenu(SFG_Menu *menu,
44 SFG_Enumerator *enumerator)
46 if (enumerator->found)
49 /* Check the menu's active and the one we are searching for. */
50 if (menu->IsActive && menu->Window->Window.Handle==(HWND)enumerator->data)
52 enumerator->found = GL_TRUE;
53 enumerator->data = (void*) menu;
58 void fgPlatformCheckMenuDeactivate(HWND newFocusWnd)
60 /* User/system switched application focus.
61 * If we have an open menu, close it.
62 * If the window that got focus is an active
63 * menu window, don't do anything. This occurs
64 * as it is sadly necessary to do an activating
65 * ShowWindow() for the menu to pop up over the
67 * If the window that got focus is the gamemode
68 * window, the menus pop under it. Bring them
69 * back in view in this special case.
71 SFG_Menu* menu = NULL;
72 SFG_Enumerator enumerator;
74 if ( fgState.ActiveMenus )
76 /* see if there is an active menu whose window matches the one that got focus */
77 enumerator.found = GL_FALSE;
78 enumerator.data = (void*) newFocusWnd;
79 fgEnumMenus(fghcbIsActiveMenu, &enumerator);
81 menu = (SFG_Menu*) enumerator.data;
85 /* window that got focus was not one of the active menus. That means we'll
86 * close the active menu's unless the window that got focus was their parent */
87 menu = fgGetActiveMenu();
89 if (newFocusWnd != menu->ParentWindow->Window.Handle)
91 /* focus shifted to another window than the menu's parent, close menus */
92 fgDeactivateMenu(menu->ParentWindow);
101 /* -- PLATFORM-SPECIFIC INTERFACE FUNCTION -------------------------------------------------- */
103 int FGAPIENTRY __glutCreateMenuWithExit( void(* callback)( int ), void (__cdecl *exit_function)(int) )
105 __glutExitFunc = exit_function;
106 return glutCreateMenu( callback );