fghSetSubmenuParentWindow( window, menuEntry->SubMenu );
}
+/*
+ * Function to check for menu entry selection on menu deactivation
+ */
+static void fghExecuteMenuCallback( SFG_Menu* menu )
+{
+ SFG_MenuEntry *menuEntry;
+
+ /* First of all check any of the active sub menus... */
+ for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
+ menuEntry;
+ menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
+ {
+ if( menuEntry->IsActive )
+ {
+ if( menuEntry->SubMenu )
+ fghExecuteMenuCallback( menuEntry->SubMenu );
+ else
+ if( menu->Callback )
+ menu->Callback( menuEntry->ID );
+ return;
+ }
+ }
+}
+
/*
* Displays the currently active menu for the current window
/*
* Check whether an active menu absorbs a mouse click
*/
-GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu )
+GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
+ int mouse_x, int mouse_y )
{
/*
- * Near as I can tell, this is the active menu behaviour:
+ * Near as I can tell, this is the menu behaviour:
+ * - Down-click the menu button, menu not active: activate
+ * the menu with its upper left-hand corner at the mouse
+ * location.
* - Down-click any button outside the menu, menu active:
* deactivate the menu
* - Down-click any button inside the menu, menu active:
* select the menu entry and deactivate the menu
+ * - Up-click the menu button, menu not active: nothing happens
* - Up-click the menu button outside the menu, menu active:
* nothing happens
* - Up-click the menu button inside the menu, menu active:
* select the menu entry and deactivate the menu
* Since menus can have submenus, we need to check this recursively.
*/
- return fghCheckMenuStatus( window, menu );
-}
-
-/*
- * Function to check for menu entry selection on menu deactivation
- */
-void fgExecuteMenuCallback( SFG_Menu* menu )
-{
- SFG_MenuEntry *menuEntry;
-
- /* First of all check any of the active sub menus... */
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
- menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
+ if( window->ActiveMenu )
{
- if( menuEntry->IsActive )
+ if( window == window->ActiveMenu->ParentWindow )
{
- if( menuEntry->SubMenu )
- fgExecuteMenuCallback( menuEntry->SubMenu );
- else
- if( menu->Callback )
- menu->Callback( menuEntry->ID );
- return;
+ window->ActiveMenu->Window->State.MouseX =
+ mouse_x - window->ActiveMenu->X;
+ window->ActiveMenu->Window->State.MouseY =
+ mouse_y - window->ActiveMenu->Y;
}
+
+ /* In the menu, invoke the callback and deactivate the menu */
+ if( fghCheckMenuStatus( window->ActiveMenu->Window,
+ window->ActiveMenu ) )
+ {
+ /*
+ * Save the current window and menu and set the current
+ * window to the window whose menu this is
+ */
+ SFG_Window *save_window = fgStructure.Window;
+ SFG_Menu *save_menu = fgStructure.Menu;
+ SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
+ fgSetWindow( parent_window );
+ fgStructure.Menu = window->ActiveMenu;
+
+ /* Execute the menu callback */
+ fghExecuteMenuCallback( window->ActiveMenu );
+ fgDeactivateMenu( parent_window );
+
+ /* Restore the current window and menu */
+ fgSetWindow( save_window );
+ fgStructure.Menu = save_menu;
+ }
+ else if( pressed )
+ /*
+ * Outside the menu, deactivate if it's a downclick
+ *
+ * XXX This isn't enough. A downclick outside of
+ * XXX the interior of our freeglut windows should also
+ * XXX deactivate the menu. This is more complicated.
+ */
+ fgDeactivateMenu( window->ActiveMenu->ParentWindow );
+
+ /*
+ * XXX Why does an active menu require a redisplay at
+ * XXX this point? If this can come out cleanly, then
+ * XXX it probably should do so; if not, a comment should
+ * XXX explain it.
+ */
+ if( ! window->IsMenu )
+ window->State.Redisplay = GL_TRUE;
+
+ return GL_TRUE;
}
+
+ /* No active menu, let's check whether we need to activate one. */
+ if( ( 0 <= button ) &&
+ ( FREEGLUT_MAX_MENUS > button ) &&
+ ( window->Menu[ button ] ) &&
+ pressed )
+ {
+ /* XXX Posting a requisite Redisplay seems bogus. */
+ window->State.Redisplay = GL_TRUE;
+ fgSetWindow( window );
+ fgActivateMenu( window, button );
+ return GL_TRUE;
+ }
+
+ return GL_FALSE;
}
/*