- window->Callbacks.Passive( event.xmotion.x, event.xmotion.y );
- }
- }
- }
- break;
-
- case ButtonRelease:
- case ButtonPress:
- {
- GLboolean pressed = TRUE ;
- int button;
-
- if ( event.type == ButtonRelease ) pressed = FALSE ;
-
- /*
- * A mouse button has been pressed or released. Traditionally,
- * break if the window was found within the freeglut structures.
- */
- GETMOUSE( xbutton );
-
- /*
- * GLUT API assumes that you can't have more than three mouse buttons, so:
- */
- switch( event.xbutton.button )
- {
- /*
- * WARNING: this might be wrong, if we only have two mouse buttons,
- * Button2 might mean the right button, isn't that right?
- */
- case Button1: button = GLUT_LEFT_BUTTON; break;
- case Button2: button = GLUT_MIDDLE_BUTTON; break;
- case Button3: button = GLUT_RIGHT_BUTTON; break;
- default: button = -1; break;
- }
-
- /*
- * Skip the unwanted mouse buttons...
- */
- if( button == -1 )
- break;
-
- /*
- * Do not execute the application's mouse callback if a menu is hooked to this button.
- * In that case an appropriate private call should be generated.
- * 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
- */
- if ( window->ActiveMenu != NULL ) /* Window has an active menu, it absorbs any mouse click */
- {
- if ( fgCheckActiveMenu ( window, window->ActiveMenu ) == TRUE ) /* Inside the menu, invoke the callback and deactivate the menu*/
- {
- /* 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 ;
- fgSetWindow ( window ) ;
- fgStructure.Menu = window->ActiveMenu ;
-
- /* Execute the menu callback */
- fgExecuteMenuCallback ( window->ActiveMenu ) ;
- fgDeactivateMenu ( window ) ;
-
- /* Restore the current window and menu */
- fgSetWindow ( save_window ) ;
- fgStructure.Menu = save_menu ;
- }
- else /* Outside the menu, deactivate the menu if it's a downclick */
- {
- if ( pressed == TRUE ) fgDeactivateMenu ( window ) ;
- }
-
- /*
- * Let's make the window redraw as a result of the mouse click and menu activity.
- */
- window->State.Redisplay = TRUE ;