* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+#define FREEGLUT_BUILDING_LIB
#include <GL/freeglut.h>
#include "freeglut_internal.h"
* that that wasn't the original intent...if not, perhaps we need another
* symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)
*/
-#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#if TARGET_HOST_MS_WINDOWS
#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13
#else
#define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18
* too. These variables should be stuffed into global state and initialized
* via the glutInit*() system.
*/
-#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#if TARGET_HOST_MS_WINDOWS
static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
static float menu_pen_back [4] = {0.85f, 0.85f, 0.85f, 1.0f};
static float menu_pen_hfore [4] = {1.0f, 1.0f, 1.0f, 1.0f};
*/
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 );
/* Forget about having that menu active anymore, now: */
menuEntry->SubMenu->Window->ActiveMenu = NULL;
menuEntry->SubMenu->IsActive = GL_FALSE;
+ menuEntry->SubMenu->ActiveEntry = NULL;
/* 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 )
{
+ subMenuIter->IsActive = GL_FALSE;
+
/* Is that an active submenu by any case? */
if( subMenuIter->SubMenu )
fghDeactivateSubMenu( subMenuIter );
}
- fgSetWindow( current_window );
+ fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
}
/*
*/
static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
{
- if( fgStructure.GameMode )
+ if( fgStructure.GameModeWindow )
{
-#if TARGET_HOST_UNIX_X11
+#if TARGET_HOST_POSIX_X11
int wx, wy;
Window w;
/*
* Private function to check for the current menu/sub menu activity state
*/
-static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
+static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
{
SFG_MenuEntry* menuEntry;
int x, y;
* will mean that it caught the mouse cursor and we do not need
* to regenerate the activity list, and so our parents do...
*/
- GLboolean return_status = fghCheckMenuStatus( window,
- menuEntry->SubMenu );
+ GLboolean return_status;
+
+ menuEntry->SubMenu->Window->State.MouseX =
+ menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X;
+ menuEntry->SubMenu->Window->State.MouseY =
+ menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y;
+ return_status = fghCheckMenuStatus( menuEntry->SubMenu );
- /*
- * Reactivate the submenu as the checkMenuStatus may have turned
- * it off if the mouse is in its parent menu entry.
- */
- menuEntry->SubMenu->IsActive = GL_TRUE;
if ( return_status )
return GL_TRUE;
}
}
/* That much about our sub menus, let's get to checking the current menu: */
- x = window->State.MouseX;
- y = window->State.MouseY;
-
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
- menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- menuEntry->IsActive = GL_FALSE;
-
- menu->IsActive = GL_FALSE;
+ x = menu->Window->State.MouseX;
+ y = menu->Window->State.MouseY;
/* Check if the mouse cursor is contained within the current menu box */
if( ( x >= FREEGLUT_MENU_BORDER ) &&
( x < menu->Width - FREEGLUT_MENU_BORDER ) &&
( y >= FREEGLUT_MENU_BORDER ) &&
- ( y < menu->Height - FREEGLUT_MENU_BORDER ) &&
- ( window == menu->Window ) )
+ ( y < menu->Height - FREEGLUT_MENU_BORDER ) )
{
int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
if( menu->ActiveEntry->SubMenu )
fghDeactivateSubMenu( menu->ActiveEntry );
+ if( menuEntry != menu->ActiveEntry )
+ {
+ menu->Window->State.Redisplay = GL_TRUE;
+ if( menu->ActiveEntry )
+ menu->ActiveEntry->IsActive = GL_FALSE;
+ }
+
menu->ActiveEntry = menuEntry;
- menu->IsActive = GL_TRUE;
+ menu->IsActive = GL_TRUE; /* XXX Do we need this? */
/*
* OKi, we have marked that entry as active, but it would be also
menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;
if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y )
+ {
menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -
FREEGLUT_MENU_HEIGHT -
2 * FREEGLUT_MENU_BORDER );
+ if( menuEntry->SubMenu->Y < 0 )
+ menuEntry->SubMenu->Y = 0;
+ }
fgSetWindow( menuEntry->SubMenu->Window );
glutPositionWindow( menuEntry->SubMenu->X,
glutShowWindow( );
menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;
fgSetWindow( current_window );
+ menuEntry->SubMenu->Window->State.MouseX =
+ x + menu->X - menuEntry->SubMenu->X;
+ menuEntry->SubMenu->Window->State.MouseY =
+ y + menu->Y - menuEntry->SubMenu->Y;
+ fghCheckMenuStatus( menuEntry->SubMenu );
}
- fghCheckMenuStatus( window, menuEntry->SubMenu );
-
/* Activate it because its parent entry is active */
- menuEntry->SubMenu->IsActive = GL_TRUE;
+ menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
}
/* Report back that we have caught the menu cursor */
}
/* Looks like the menu cursor is somewhere else... */
+ if( menu->ActiveEntry && menu->ActiveEntry->IsActive &&
+ ( !menu->ActiveEntry->SubMenu ||
+ !menu->ActiveEntry->SubMenu->IsActive ) )
+ {
+ menu->Window->State.Redisplay = GL_TRUE;
+ menu->ActiveEntry->IsActive = GL_FALSE;
+ menu->ActiveEntry = NULL;
+ }
+
return GL_FALSE;
}
if( menuEntry->IsActive )
glColor4fv( menu_pen_fore );
}
-
- /* Now we are ready to check if any of our children needs to be redrawn: */
- for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
- menuEntry;
- menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
- {
- /* Is that an active sub menu by any case? */
- if( menuEntry->SubMenu && menuEntry->IsActive )
- {
- /* Yeah, indeed. Have it redrawn now: */
- fgSetWindow( menuEntry->SubMenu->Window );
- fghDisplayMenuBox( menuEntry->SubMenu );
- fgSetWindow( menu->Window );
- }
- }
}
/*
fghExecuteMenuCallback( menuEntry->SubMenu );
else
if( menu->Callback )
+ {
+ SFG_Menu *save_menu = fgStructure.CurrentMenu;
+ fgStructure.CurrentMenu = menu;
menu->Callback( menuEntry->ID );
+ fgStructure.CurrentMenu = save_menu;
+ }
+
return;
}
}
glPushMatrix( );
glLoadIdentity( );
- fghCheckMenuStatus( window, menu );
fghDisplayMenuBox( menu );
glPopAttrib( );
/* We'll be referencing this menu a lot, so remember its address: */
SFG_Menu* menu = window->Menu[ button ];
+ SFG_Window* current_window = fgStructure.CurrentWindow;
/* If the menu is already active in another window, deactivate it there */
if ( menu->ParentWindow )
/* Set up the initial menu position now: */
fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
+ fgSetWindow( window );
menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );
menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );
menu->X -=menu->Width;
if( menu->Y + menu->Height > max_y )
+ {
menu->Y -=menu->Height;
+ if( menu->Y < 0 )
+ menu->Y = 0;
+ }
+
+ menu->Window->State.MouseX =
+ window->State.MouseX + glutGet( GLUT_WINDOW_X ) - menu->X;
+ menu->Window->State.MouseY =
+ window->State.MouseY + glutGet( GLUT_WINDOW_Y ) - menu->Y;
fgSetWindow( menu->Window );
glutPositionWindow( menu->X, menu->Y );
glutPopWindow( );
glutShowWindow( );
menu->Window->ActiveMenu = menu;
+ fghCheckMenuStatus( menu );
+ fgSetWindow( current_window );
+}
+
+/*
+ * Update Highlight states of the menu
+ *
+ * Current mouse position is in menu->Window->State.MouseX/Y.
+ */
+void fgUpdateMenuHighlight ( SFG_Menu *menu )
+{
+ fghCheckMenuStatus( menu );
}
/*
}
/* In the menu, invoke the callback and deactivate the menu */
- if( fghCheckMenuStatus( window->ActiveMenu->Window,
- window->ActiveMenu ) )
+ if( fghCheckMenuStatus( window->ActiveMenu ) )
{
/*
* Save the current window and menu and set the current
{
/* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE;
- fgSetWindow( window );
fghActivateMenu( window, button );
return GL_TRUE;
}
*/
void fgDeactivateMenu( SFG_Window *window )
{
- SFG_Window *current_window = fgStructure.CurrentWindow;
+ SFG_Window *parent_window = NULL;
/* Check if there is an active menu attached to this window... */
SFG_Menu* menu = window->ActiveMenu;
/* Did we find an active window? */
freeglut_return_if_fail( menu );
+ parent_window = menu->ParentWindow;
+
/* Hide the present menu's window */
fgSetWindow( menu->Window );
glutHideWindow( );
menu->ParentWindow->ActiveMenu = NULL;
fghSetMenuParentWindow ( NULL, menu );
menu->IsActive = GL_FALSE;
+ menu->ActiveEntry = NULL;
fgState.ActiveMenus--;
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
+ menuEntry->IsActive = GL_FALSE;
+
/* Is that an active submenu by any case? */
if( menuEntry->SubMenu )
fghDeactivateSubMenu( menuEntry );
}
- fgSetWindow( current_window );
+ fgSetWindow ( parent_window ) ;
}
/*
return fgCreateMenu( callback )->ID;
}
+#if TARGET_HOST_MS_WINDOWS
+int FGAPIENTRY __glutCreateMenuWithExit( void(* callback)( int ), void (__cdecl *exit_function)(int) )
+{
+ __glutExitFunc = exit_function;
+ return glutCreateMenu( callback );
+}
+#endif
+
/*
* Destroys a menu object, removing all references to it
*/