menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
{
- if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
+ if( menuEntry->SubMenu && menuEntry->IsActive )
{
/*
- * OK, have the sub-menu checked, too. If it returns TRUE, it
+ * OK, have the sub-menu checked, too. If it returns GL_TRUE, it
* will mean that it caught the mouse cursor and we do not need
* to regenerate the activity list, and so our parents do...
*/
* Reactivate the submenu as the checkMenuStatus may have turned
* it off if the mouse is in its parent menu entry.
*/
- menuEntry->SubMenu->IsActive = TRUE;
- if ( return_status == TRUE )
- return TRUE;
+ menuEntry->SubMenu->IsActive = GL_TRUE;
+ if ( return_status )
+ return GL_TRUE;
}
}
for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- menuEntry->IsActive = FALSE;
+ menuEntry->IsActive = GL_FALSE;
- menu->IsActive = FALSE;
+ menu->IsActive = GL_FALSE;
/*
* Check if the mouse cursor is contained within the current menu box
menuEntry = fghFindMenuEntry( menu, menuID + 1 );
assert( menuEntry );
- menuEntry->IsActive = TRUE;
+ menuEntry->IsActive = GL_TRUE;
menuEntry->Ordinal = menuID;
/*
fgDeactivateSubMenu( menu->ActiveEntry );
menu->ActiveEntry = menuEntry;
- menu->IsActive = TRUE;
+ menu->IsActive = GL_TRUE;
/*
* OKi, we have marked that entry as active, but it would be also
/*
* Set up the initial menu position now...
*/
- menuEntry->SubMenu->IsActive = TRUE;
+ menuEntry->SubMenu->IsActive = GL_TRUE;
/*
* Set up the initial submenu position now:
/*
* Activate it because its parent entry is active
*/
- menuEntry->SubMenu->IsActive = TRUE;
+ menuEntry->SubMenu->IsActive = GL_TRUE;
}
/*
* Report back that we have caught the menu cursor
*/
- return TRUE;
+ return GL_TRUE;
}
/*
* Looks like the menu cursor is somewhere else...
*/
- return FALSE;
+ return GL_FALSE;
}
/*
glVertex2i( menu->Width - border, border);
glEnd( );
- glColor4fv( menu_pen_back ) ;
+ glColor4fv( menu_pen_back );
glBegin( GL_QUADS );
glVertex2i( border, border);
glVertex2i( menu->Width - border, border);
/*
* Has the menu been marked as active, maybe?
*/
- if( menuEntry->IsActive == TRUE )
+ if( menuEntry->IsActive )
{
/*
* That's truly right, and we need to have it highlighted.
/*
* Is that an active sub menu by any case?
*/
- if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
+ if( menuEntry->SubMenu && menuEntry->IsActive )
{
/*
* Yeah, indeed. Have it redrawn now:
* Mark the menu as active, so that it gets displayed:
*/
window->ActiveMenu = menu;
- menu->IsActive = TRUE;
+ menu->IsActive = GL_TRUE;
fgState.ActiveMenus++;
/*
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
{
- if( menuEntry->IsActive == TRUE )
+ if( menuEntry->IsActive )
{
if( menuEntry->SubMenu )
fgExecuteMenuCallback( menuEntry->SubMenu );
*/
menu->Window->ActiveMenu = NULL;
menu->ParentWindow->ActiveMenu = NULL;
- menu->IsActive = FALSE;
+ menu->IsActive = GL_FALSE;
fgState.ActiveMenus--;
* Forget about having that menu active anymore, now:
*/
menuEntry->SubMenu->Window->ActiveMenu = NULL;
- menuEntry->SubMenu->IsActive = FALSE;
+ menuEntry->SubMenu->IsActive = GL_FALSE;
/*
* Hide all submenu windows, and the root menu's window.