}
/*
+ * Deactivates a menu pointed by the function argument.
+ */
+static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
+{
+ SFG_Window *current_window = fgStructure.CurrentWindow;
+ SFG_MenuEntry *subMenuIter;
+ /* Hide the present menu's window */
+ fgSetWindow( menuEntry->SubMenu->Window );
+ glutHideWindow( );
+
+ /* Forget about having that menu active anymore, now: */
+ menuEntry->SubMenu->Window->ActiveMenu = NULL;
+ menuEntry->SubMenu->IsActive = GL_FALSE;
+
+ /* Hide all submenu windows, and the root menu's window. */
+ for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
+ subMenuIter;
+ subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
+ {
+ /* Is that an active submenu by any case? */
+ if( subMenuIter->SubMenu )
+ fghDeactivateSubMenu( subMenuIter );
+ }
+
+ fgSetWindow( current_window );
+}
+
+/*
+ * Private function to get the virtual maximum screen extent
+ */
+static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
+{
+ if( fgStructure.GameMode )
+ {
+#if TARGET_HOST_UNIX_X11
+ int wx, wy;
+ Window w;
+
+ XTranslateCoordinates(
+ fgDisplay.Display,
+ window->Window.Handle,
+ fgDisplay.RootWindow,
+ 0, 0, &wx, &wy, &w);
+
+ *x = fgState.GameModeSize.X + wx;
+ *y = fgState.GameModeSize.Y + wy;
+#else
+ *x = glutGet ( GLUT_SCREEN_WIDTH );
+ *y = glutGet ( GLUT_SCREEN_HEIGHT );
+#endif
+ }
+ else
+ {
+ *x = fgDisplay.ScreenWidth;
+ *y = fgDisplay.ScreenHeight;
+ }
+}
+
+/*
* Private function to check for the current menu/sub menu activity state
*/
static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
*/
if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
if( menu->ActiveEntry->SubMenu )
- fgDeactivateSubMenu( menu->ActiveEntry );
+ fghDeactivateSubMenu( menu->ActiveEntry );
menu->ActiveEntry = menuEntry;
menu->IsActive = GL_TRUE;
{
if ( ! menuEntry->SubMenu->IsActive )
{
- SFG_Window *current_window = fgStructure.Window;
+ int max_x, max_y;
+ SFG_Window *current_window = fgStructure.CurrentWindow;
/* Set up the initial menu position now... */
menuEntry->SubMenu->IsActive = GL_TRUE;
/* Set up the initial submenu position now: */
+ fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
menuEntry->SubMenu->X = menu->X + menu->Width;
menuEntry->SubMenu->Y = menu->Y +
menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT;
- if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width >
- glutGet( GLUT_SCREEN_WIDTH ) )
- menuEntry->SubMenu->X = menu->X -
- menuEntry->SubMenu->Width;
+ if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > max_x )
+ menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;
- if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height >
- glutGet( GLUT_SCREEN_HEIGHT ) )
+ if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y )
menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -
FREEGLUT_MENU_HEIGHT -
2 * FREEGLUT_MENU_BORDER );
* Private static function to set the parent window of a submenu and all
* of its submenus
*/
-static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu )
+static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
{
SFG_MenuEntry *menuEntry;
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
if( menuEntry->SubMenu )
- fghSetSubmenuParentWindow( window, menuEntry->SubMenu );
+ fghSetMenuParentWindow( window, menuEntry->SubMenu );
}
/*
*/
void fgDisplayMenu( void )
{
- SFG_Window* window = fgStructure.Window;
+ SFG_Window* window = fgStructure.CurrentWindow;
SFG_Menu* menu = NULL;
- FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.Window, "Displaying menu in nonexistent window",
+ FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window",
"fgDisplayMenu" );
/* Check if there is an active menu attached to this window... */
/*
* Activates a menu pointed by the function argument
*/
-void fgActivateMenu( SFG_Window* window, int button )
+static void fghActivateMenu( SFG_Window* window, int button )
{
+ int max_x, max_y;
+
/* We'll be referencing this menu a lot, so remember its address: */
SFG_Menu* menu = window->Menu[ button ];
+ /* If the menu is already active in another window, deactivate it there */
+ if ( menu->ParentWindow )
+ menu->ParentWindow->ActiveMenu = NULL ;
+
/* Mark the menu as active, so that it gets displayed: */
window->ActiveMenu = menu;
menu->IsActive = GL_TRUE;
+ fghSetMenuParentWindow ( window, menu );
fgState.ActiveMenus++;
/* Set up the initial menu position now: */
+ fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );
menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );
- if( menu->X + menu->Width > glutGet ( GLUT_SCREEN_WIDTH ) )
+ if( menu->X + menu->Width > max_x )
menu->X -=menu->Width;
- if( menu->Y + menu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) )
+ if( menu->Y + menu->Height > max_y )
menu->Y -=menu->Height;
fgSetWindow( menu->Window );
* 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 *save_window = fgStructure.CurrentWindow;
+ SFG_Menu *save_menu = fgStructure.CurrentMenu;
SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
fgSetWindow( parent_window );
- fgStructure.Menu = window->ActiveMenu;
+ fgStructure.CurrentMenu = window->ActiveMenu;
/* Execute the menu callback */
fghExecuteMenuCallback( window->ActiveMenu );
/* Restore the current window and menu */
fgSetWindow( save_window );
- fgStructure.Menu = save_menu;
+ fgStructure.CurrentMenu = save_menu;
}
else if( pressed )
/*
/* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
- fgActivateMenu( window, button );
+ fghActivateMenu( window, button );
return GL_TRUE;
}
*/
void fgDeactivateMenu( SFG_Window *window )
{
- SFG_Window *current_window = fgStructure.Window;
+ SFG_Window *current_window = fgStructure.CurrentWindow;
/* Check if there is an active menu attached to this window... */
SFG_Menu* menu = window->ActiveMenu;
/* Forget about having that menu active anymore, now: */
menu->Window->ActiveMenu = NULL;
menu->ParentWindow->ActiveMenu = NULL;
+ fghSetMenuParentWindow ( NULL, menu );
menu->IsActive = GL_FALSE;
fgState.ActiveMenus--;
{
/* Is that an active submenu by any case? */
if( menuEntry->SubMenu )
- fgDeactivateSubMenu( menuEntry );
- }
-
- fgSetWindow( current_window );
-}
-
-/*
- * Deactivates a menu pointed by the function argument.
- */
-void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry )
-{
- SFG_Window *current_window = fgStructure.Window;
- SFG_MenuEntry *subMenuIter;
- /* Hide the present menu's window */
- fgSetWindow( menuEntry->SubMenu->Window );
- glutHideWindow( );
-
- /* Forget about having that menu active anymore, now: */
- menuEntry->SubMenu->Window->ActiveMenu = NULL;
- menuEntry->SubMenu->IsActive = GL_FALSE;
-
- /* Hide all submenu windows, and the root menu's window. */
- for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
- subMenuIter;
- subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
- {
- /* Is that an active submenu by any case? */
- if( subMenuIter->SubMenu )
- fgDeactivateSubMenu( subMenuIter );
+ fghDeactivateSubMenu( menuEntry );
}
fgSetWindow( current_window );
int width = 0, height = 0;
/* Make sure there is a current menu set */
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
/* The menu's box size depends on the menu entries: */
- for( menuEntry = ( SFG_MenuEntry * )fgStructure.Menu->Entries.First;
+ for( menuEntry = ( SFG_MenuEntry * )fgStructure.CurrentMenu->Entries.First;
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
}
/* Store the menu's box size now: */
- fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER;
- fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER;
+ fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER;
+ fgStructure.CurrentMenu->Width = width + 4 * FREEGLUT_MENU_BORDER;
}
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" );
- if( fgStructure.Menu )
- return fgStructure.Menu->ID;
+ if( fgStructure.CurrentMenu )
+ return fgStructure.CurrentMenu->ID;
return 0;
}
freeglut_return_if_fail( menu );
- fgStructure.Menu = menu;
+ fgStructure.CurrentMenu = menu;
}
/*
SFG_MenuEntry* menuEntry;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
menuEntry->Text = strdup( label );
menuEntry->ID = value;
/* Have the new menu entry attached to the current menu */
- fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
+ fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
fghCalculateMenuBoxSize( );
}
menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
subMenu = fgMenuByID( subMenuID );
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
freeglut_return_if_fail( subMenu );
menuEntry->Text = strdup( label );
menuEntry->SubMenu = subMenu;
menuEntry->ID = -1;
- /* Make the submenu's parent window be the menu's parent window */
- fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu );
-
- fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
+ fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
fghCalculateMenuBoxSize( );
}
SFG_MenuEntry* menuEntry = NULL;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
/* Get n-th menu entry in the current menu, starting from one: */
- menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
freeglut_return_if_fail( menuEntry );
subMenu = fgMenuByID( subMenuID );
menuEntry = NULL;
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
freeglut_return_if_fail( subMenu );
/* Get n-th menu entry in the current menu, starting from one: */
- menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
freeglut_return_if_fail( menuEntry );
SFG_MenuEntry* menuEntry;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
/* Get n-th menu entry in the current menu, starting from one: */
- menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
freeglut_return_if_fail( menuEntry );
- fgListRemove( &fgStructure.Menu->Entries, &menuEntry->Node );
+ fgListRemove( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
if ( menuEntry->Text )
free( menuEntry->Text );
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" );
- freeglut_return_if_fail( fgStructure.Window );
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentWindow );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
freeglut_return_if_fail( button >= 0 );
freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
- fgStructure.Window->Menu[ button ] = fgStructure.Menu;
-
- /* Make the parent window of the menu (and all submenus) the current window */
- fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu );
+ fgStructure.CurrentWindow->Menu[ button ] = fgStructure.CurrentMenu;
}
/*
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" );
- freeglut_return_if_fail( fgStructure.Window );
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentWindow );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
freeglut_return_if_fail( button >= 0 );
freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
- fgStructure.Window->Menu[ button ] = NULL;
+ fgStructure.CurrentWindow->Menu[ button ] = NULL;
}
/*
void* FGAPIENTRY glutGetMenuData( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );
- return fgStructure.Menu->UserData;
+ return fgStructure.CurrentMenu->UserData;
}
void FGAPIENTRY glutSetMenuData(void* data)
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );
- fgStructure.Menu->UserData=data;
+ fgStructure.CurrentMenu->UserData=data;
}
/*** END OF FILE ***/