-/*\r
- * freeglut_menu.c\r
- *\r
- * Pull-down menu creation and handling.\r
- *\r
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.\r
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>\r
- * Creation date: Thu Dec 16 1999\r
- *\r
- * Permission is hereby granted, free of charge, to any person obtaining a\r
- * copy of this software and associated documentation files (the "Software"),\r
- * to deal in the Software without restriction, including without limitation\r
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
- * and/or sell copies of the Software, and to permit persons to whom the\r
- * Software is furnished to do so, subject to the following conditions:\r
- *\r
- * The above copyright notice and this permission notice shall be included\r
- * in all copies or substantial portions of the Software.\r
- *\r
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER\r
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
- */\r
-\r
-#define FREEGLUT_BUILDING_LIB\r
-#include <GL/freeglut.h>\r
-#include "freeglut_internal.h"\r
-\r
-/* -- DEFINITIONS ---------------------------------------------------------- */\r
-\r
-/*\r
- * FREEGLUT_MENU_FONT can be any freeglut bitmapped font.\r
- * (Stroked fonts would not be out of the question, but we'd need to alter\r
- * code, since GLUT (hence freeglut) does not quite unify stroked and\r
- * bitmapped font handling.)\r
- * Old UNIX/X11 GLUT (BSD, UNIX, IRIX, LINUX, HPUX, ...) used a system\r
- * font best approximated by an 18-pixel HELVETICA, I think. MS-WINDOWS\r
- * GLUT used something closest to the 8x13 fixed-width font. (Old\r
- * GLUT apparently uses host-system menus rather than building its own.\r
- * freeglut is building its own menus from scratch.)\r
- *\r
- * FREEGLUT_MENU_HEIGHT gives the height of ONE menu box. This should be\r
- * the distances between two adjacent menu entries. It should scale\r
- * automatically with the font choice, so you needn't alter it---unless you\r
- * use a stroked font.\r
- *\r
- * FREEGLUT_MENU_BORDER says how many pixels to allow around the edge of a\r
- * menu. (It also seems to be the same as the number of pixels used as\r
- * a border around *items* to separate them from neighbors. John says\r
- * that that wasn't the original intent...if not, perhaps we need another\r
- * symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)\r
- */\r
-#if TARGET_HOST_MS_WINDOWS\r
-#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13\r
-#else\r
-#define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18\r
-#endif\r
-\r
-#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \\r
- FREEGLUT_MENU_BORDER)\r
-#define FREEGLUT_MENU_BORDER 2\r
-\r
-\r
-/*\r
- * These variables are for rendering the freeglut menu items.\r
- *\r
- * The choices are fore- and background, with and without h for Highlighting.\r
- * Old GLUT appeared to be system-dependant for its colors (sigh) so we are\r
- * too. These variables should be stuffed into global state and initialized\r
- * via the glutInit*() system.\r
- */\r
-#if TARGET_HOST_MS_WINDOWS\r
-static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};\r
-static float menu_pen_back [4] = {0.85f, 0.85f, 0.85f, 1.0f};\r
-static float menu_pen_hfore [4] = {1.0f, 1.0f, 1.0f, 1.0f};\r
-static float menu_pen_hback [4] = {0.15f, 0.15f, 0.45f, 1.0f};\r
-#else\r
-static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};\r
-static float menu_pen_back [4] = {0.70f, 0.70f, 0.70f, 1.0f};\r
-static float menu_pen_hfore [4] = {0.0f, 0.0f, 0.0f, 1.0f};\r
-static float menu_pen_hback [4] = {1.0f, 1.0f, 1.0f, 1.0f};\r
-#endif\r
-\r
-\r
-extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y );\r
-\r
-/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */\r
-\r
-/*\r
- * Private function to find a menu entry by index\r
- */\r
-static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )\r
-{\r
- SFG_MenuEntry *entry;\r
- int i = 1;\r
-\r
- for( entry = (SFG_MenuEntry *)menu->Entries.First;\r
- entry;\r
- entry = (SFG_MenuEntry *)entry->Node.Next )\r
- {\r
- if( i == index )\r
- break;\r
- ++i;\r
- }\r
-\r
- return entry;\r
-}\r
-\r
-/*\r
- * Deactivates a menu pointed by the function argument.\r
- */\r
-static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )\r
-{\r
- SFG_MenuEntry *subMenuIter;\r
- /* Hide the present menu's window */\r
- fgSetWindow( menuEntry->SubMenu->Window );\r
- glutHideWindow( );\r
-\r
- /* Forget about having that menu active anymore, now: */\r
- menuEntry->SubMenu->Window->ActiveMenu = NULL;\r
- menuEntry->SubMenu->IsActive = GL_FALSE;\r
- menuEntry->SubMenu->ActiveEntry = NULL;\r
-\r
- /* Hide all submenu windows, and the root menu's window. */\r
- for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;\r
- subMenuIter;\r
- subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )\r
- {\r
- subMenuIter->IsActive = GL_FALSE;\r
-\r
- /* Is that an active submenu by any case? */\r
- if( subMenuIter->SubMenu )\r
- fghDeactivateSubMenu( subMenuIter );\r
- }\r
-\r
- fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;\r
-}\r
-\r
-/*\r
- * Private function to get the virtual maximum screen extent\r
- */\r
-static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )\r
-{\r
- if( fgStructure.GameModeWindow )\r
- fgPlatformGetGameModeVMaxExtent ( window, x, y );\r
- else\r
- {\r
- *x = fgDisplay.ScreenWidth;\r
- *y = fgDisplay.ScreenHeight;\r
- }\r
-}\r
-\r
-/*\r
- * Private function to check for the current menu/sub menu activity state\r
- */\r
-static GLboolean fghCheckMenuStatus( SFG_Menu* menu )\r
-{\r
- SFG_MenuEntry* menuEntry;\r
- int x, y;\r
-\r
- /* First of all check any of the active sub menus... */\r
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;\r
- menuEntry;\r
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )\r
- {\r
- if( menuEntry->SubMenu && menuEntry->IsActive )\r
- {\r
- /*\r
- * OK, have the sub-menu checked, too. If it returns GL_TRUE, it\r
- * will mean that it caught the mouse cursor and we do not need\r
- * to regenerate the activity list, and so our parents do...\r
- */\r
- GLboolean return_status;\r
-\r
- menuEntry->SubMenu->Window->State.MouseX =\r
- menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X;\r
- menuEntry->SubMenu->Window->State.MouseY =\r
- menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y;\r
- return_status = fghCheckMenuStatus( menuEntry->SubMenu );\r
-\r
- if ( return_status )\r
- return GL_TRUE;\r
- }\r
- }\r
-\r
- /* That much about our sub menus, let's get to checking the current menu: */\r
- x = menu->Window->State.MouseX;\r
- y = menu->Window->State.MouseY;\r
-\r
- /* Check if the mouse cursor is contained within the current menu box */\r
- if( ( x >= FREEGLUT_MENU_BORDER ) &&\r
- ( x < menu->Width - FREEGLUT_MENU_BORDER ) &&\r
- ( y >= FREEGLUT_MENU_BORDER ) &&\r
- ( y < menu->Height - FREEGLUT_MENU_BORDER ) )\r
- {\r
- int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;\r
-\r
- /* The mouse cursor is somewhere over our box, check it out. */\r
- menuEntry = fghFindMenuEntry( menu, menuID + 1 );\r
- FREEGLUT_INTERNAL_ERROR_EXIT( menuEntry, "Cannot find menu entry",\r
- "fghCheckMenuStatus" );\r
-\r
- menuEntry->IsActive = GL_TRUE;\r
- menuEntry->Ordinal = menuID;\r
-\r
- /*\r
- * If this is not the same as the last active menu entry, deactivate\r
- * the previous entry. Specifically, if the previous active entry\r
- * was a submenu then deactivate it.\r
- */\r
- if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )\r
- if( menu->ActiveEntry->SubMenu )\r
- fghDeactivateSubMenu( menu->ActiveEntry );\r
-\r
- if( menuEntry != menu->ActiveEntry )\r
- {\r
- menu->Window->State.Redisplay = GL_TRUE;\r
- if( menu->ActiveEntry )\r
- menu->ActiveEntry->IsActive = GL_FALSE;\r
- }\r
-\r
- menu->ActiveEntry = menuEntry;\r
- menu->IsActive = GL_TRUE; /* XXX Do we need this? */\r
-\r
- /*\r
- * OKi, we have marked that entry as active, but it would be also\r
- * nice to have its contents updated, in case it's a sub menu.\r
- * Also, ignore the return value of the check function:\r
- */\r
- if( menuEntry->SubMenu )\r
- {\r
- if ( ! menuEntry->SubMenu->IsActive )\r
- {\r
- int max_x, max_y;\r
- SFG_Window *current_window = fgStructure.CurrentWindow;\r
-\r
- /* Set up the initial menu position now... */\r
- menuEntry->SubMenu->IsActive = GL_TRUE;\r
-\r
- /* Set up the initial submenu position now: */\r
- fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);\r
- menuEntry->SubMenu->X = menu->X + menu->Width;\r
- menuEntry->SubMenu->Y = menu->Y +\r
- menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT;\r
-\r
- if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > max_x )\r
- menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;\r
-\r
- if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y )\r
- {\r
- menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -\r
- FREEGLUT_MENU_HEIGHT -\r
- 2 * FREEGLUT_MENU_BORDER );\r
- if( menuEntry->SubMenu->Y < 0 )\r
- menuEntry->SubMenu->Y = 0;\r
- }\r
-\r
- fgSetWindow( menuEntry->SubMenu->Window );\r
- glutPositionWindow( menuEntry->SubMenu->X,\r
- menuEntry->SubMenu->Y );\r
- glutReshapeWindow( menuEntry->SubMenu->Width,\r
- menuEntry->SubMenu->Height );\r
- glutPopWindow( );\r
- glutShowWindow( );\r
- menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;\r
- fgSetWindow( current_window );\r
- menuEntry->SubMenu->Window->State.MouseX =\r
- x + menu->X - menuEntry->SubMenu->X;\r
- menuEntry->SubMenu->Window->State.MouseY =\r
- y + menu->Y - menuEntry->SubMenu->Y;\r
- fghCheckMenuStatus( menuEntry->SubMenu );\r
- }\r
-\r
- /* Activate it because its parent entry is active */\r
- menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */\r
- }\r
-\r
- /* Report back that we have caught the menu cursor */\r
- return GL_TRUE;\r
- }\r
-\r
- /* Looks like the menu cursor is somewhere else... */\r
- if( menu->ActiveEntry && menu->ActiveEntry->IsActive &&\r
- ( !menu->ActiveEntry->SubMenu ||\r
- !menu->ActiveEntry->SubMenu->IsActive ) )\r
- {\r
- menu->Window->State.Redisplay = GL_TRUE;\r
- menu->ActiveEntry->IsActive = GL_FALSE;\r
- menu->ActiveEntry = NULL;\r
- }\r
-\r
- return GL_FALSE;\r
-}\r
-\r
-/*\r
- * Displays a menu box and all of its submenus (if they are active)\r
- */\r
-static void fghDisplayMenuBox( SFG_Menu* menu )\r
-{\r
- SFG_MenuEntry *menuEntry;\r
- int i;\r
- int border = FREEGLUT_MENU_BORDER;\r
-\r
- /*\r
- * Have the menu box drawn first. The +- values are\r
- * here just to make it more nice-looking...\r
- */\r
- /* a non-black dark version of the below. */\r
- glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );\r
- glBegin( GL_QUAD_STRIP );\r
- glVertex2i( menu->Width , 0 );\r
- glVertex2i( menu->Width - border, border);\r
- glVertex2i( 0 , 0 );\r
- glVertex2i( border, border);\r
- glVertex2i( 0 , menu->Height );\r
- glVertex2i( border, menu->Height - border);\r
- glEnd( );\r
-\r
- /* a non-black dark version of the below. */\r
- glColor4f( 0.5f, 0.5f, 0.5f, 1.0f );\r
- glBegin( GL_QUAD_STRIP );\r
- glVertex2i( 0 , menu->Height );\r
- glVertex2i( border, menu->Height - border);\r
- glVertex2i( menu->Width , menu->Height );\r
- glVertex2i( menu->Width - border, menu->Height - border);\r
- glVertex2i( menu->Width , 0 );\r
- glVertex2i( menu->Width - border, border);\r
- glEnd( );\r
-\r
- glColor4fv( menu_pen_back );\r
- glBegin( GL_QUADS );\r
- glVertex2i( border, border);\r
- glVertex2i( menu->Width - border, border);\r
- glVertex2i( menu->Width - border, menu->Height - border);\r
- glVertex2i( border, menu->Height - border);\r
- glEnd( );\r
-\r
- /* Check if any of the submenus is currently active... */\r
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;\r
- menuEntry;\r
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )\r
- {\r
- /* Has the menu been marked as active, maybe? */\r
- if( menuEntry->IsActive )\r
- {\r
- /*\r
- * That's truly right, and we need to have it highlighted.\r
- * There is an assumption that mouse cursor didn't move\r
- * since the last check of menu activity state:\r
- */\r
- int menuID = menuEntry->Ordinal;\r
-\r
- /* So have the highlight drawn... */\r
- glColor4fv( menu_pen_hback );\r
- glBegin( GL_QUADS );\r
- glVertex2i( border,\r
- (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );\r
- glVertex2i( menu->Width - border,\r
- (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );\r
- glVertex2i( menu->Width - border,\r
- (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );\r
- glVertex2i( border,\r
- (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );\r
- glEnd( );\r
- }\r
- }\r
-\r
- /* Print the menu entries now... */\r
-\r
- glColor4fv( menu_pen_fore );\r
-\r
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0;\r
- menuEntry;\r
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )\r
- {\r
- /* If the menu entry is active, set the color to white */\r
- if( menuEntry->IsActive )\r
- glColor4fv( menu_pen_hfore );\r
-\r
- /* Move the raster into position... */\r
- /* Try to center the text - JCJ 31 July 2003*/\r
- glRasterPos2i(\r
- 2 * border,\r
- ( i + 1 )*FREEGLUT_MENU_HEIGHT -\r
- ( int )( FREEGLUT_MENU_HEIGHT*0.3 - border )\r
- );\r
-\r
- /* Have the label drawn, character after character: */\r
- glutBitmapString( FREEGLUT_MENU_FONT,\r
- (unsigned char *)menuEntry->Text);\r
-\r
- /* If it's a submenu, draw a right arrow */\r
- if( menuEntry->SubMenu )\r
- {\r
- int width = glutBitmapWidth( FREEGLUT_MENU_FONT, '_' );\r
- int x_base = menu->Width - 2 - width;\r
- int y_base = i*FREEGLUT_MENU_HEIGHT + border;\r
- glBegin( GL_TRIANGLES );\r
- glVertex2i( x_base, y_base + 2*border);\r
- glVertex2i( menu->Width - 2, y_base +\r
- ( FREEGLUT_MENU_HEIGHT + border) / 2 );\r
- glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - border );\r
- glEnd( );\r
- }\r
-\r
- /* If the menu entry is active, reset the color */\r
- if( menuEntry->IsActive )\r
- glColor4fv( menu_pen_fore );\r
- }\r
-}\r
-\r
-/*\r
- * Private static function to set the parent window of a submenu and all\r
- * of its submenus\r
- */\r
-static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )\r
-{\r
- SFG_MenuEntry *menuEntry;\r
-\r
- menu->ParentWindow = window;\r
-\r
- for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;\r
- menuEntry;\r
- menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )\r
- if( menuEntry->SubMenu )\r
- fghSetMenuParentWindow( window, menuEntry->SubMenu );\r
-}\r
-\r
-/*\r
- * Function to check for menu entry selection on menu deactivation\r
- */\r
-static void fghExecuteMenuCallback( SFG_Menu* menu )\r
-{\r
- SFG_MenuEntry *menuEntry;\r
-\r
- /* First of all check any of the active sub menus... */\r
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;\r
- menuEntry;\r
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)\r
- {\r
- if( menuEntry->IsActive )\r
- {\r
- if( menuEntry->SubMenu )\r
- fghExecuteMenuCallback( menuEntry->SubMenu );\r
- else\r
- if( menu->Callback )\r
- {\r
- SFG_Menu *save_menu = fgStructure.CurrentMenu;\r
- fgStructure.CurrentMenu = menu;\r
- menu->Callback( menuEntry->ID );\r
- fgStructure.CurrentMenu = save_menu;\r
- }\r
-\r
- return;\r
- }\r
- }\r
-}\r
-\r
-\r
-/*\r
- * Displays the currently active menu for the current window\r
- */\r
-void fgDisplayMenu( void )\r
-{\r
- SFG_Window* window = fgStructure.CurrentWindow;\r
- SFG_Menu* menu = NULL;\r
-\r
- FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window",\r
- "fgDisplayMenu" );\r
-\r
- /* Check if there is an active menu attached to this window... */\r
- menu = window->ActiveMenu;\r
- freeglut_return_if_fail( menu );\r
-\r
- fgSetWindow( menu->Window );\r
-\r
- glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT |\r
- GL_POLYGON_BIT );\r
-\r
- glDisable( GL_DEPTH_TEST );\r
- glDisable( GL_TEXTURE_2D );\r
- glDisable( GL_LIGHTING );\r
- glDisable( GL_CULL_FACE );\r
-\r
- glMatrixMode( GL_PROJECTION );\r
- glPushMatrix( );\r
- glLoadIdentity( );\r
- glOrtho(\r
- 0, glutGet( GLUT_WINDOW_WIDTH ),\r
- glutGet( GLUT_WINDOW_HEIGHT ), 0,\r
- -1, 1\r
- );\r
-\r
- glMatrixMode( GL_MODELVIEW );\r
- glPushMatrix( );\r
- glLoadIdentity( );\r
-\r
- fghDisplayMenuBox( menu );\r
-\r
- glPopAttrib( );\r
-\r
- glMatrixMode( GL_PROJECTION );\r
- glPopMatrix( );\r
- glMatrixMode( GL_MODELVIEW );\r
- glPopMatrix( );\r
-\r
- glutSwapBuffers( );\r
-\r
- fgSetWindow ( window );\r
-}\r
-\r
-/*\r
- * Activates a menu pointed by the function argument\r
- */\r
-static void fghActivateMenu( SFG_Window* window, int button )\r
-{\r
- int max_x, max_y;\r
-\r
- /* We'll be referencing this menu a lot, so remember its address: */\r
- SFG_Menu* menu = window->Menu[ button ];\r
- SFG_Window* current_window = fgStructure.CurrentWindow;\r
-\r
- /* If the menu is already active in another window, deactivate it there */\r
- if ( menu->ParentWindow )\r
- menu->ParentWindow->ActiveMenu = NULL ;\r
-\r
- /* Mark the menu as active, so that it gets displayed: */\r
- window->ActiveMenu = menu;\r
- menu->IsActive = GL_TRUE;\r
- fghSetMenuParentWindow ( window, menu );\r
- fgState.ActiveMenus++;\r
-\r
- /* Set up the initial menu position now: */\r
- fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);\r
- fgSetWindow( window );\r
- menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );\r
- menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );\r
-\r
- if( menu->X + menu->Width > max_x )\r
- menu->X -=menu->Width;\r
-\r
- if( menu->Y + menu->Height > max_y )\r
- {\r
- menu->Y -=menu->Height;\r
- if( menu->Y < 0 )\r
- menu->Y = 0;\r
- }\r
-\r
- menu->Window->State.MouseX =\r
- window->State.MouseX + glutGet( GLUT_WINDOW_X ) - menu->X;\r
- menu->Window->State.MouseY =\r
- window->State.MouseY + glutGet( GLUT_WINDOW_Y ) - menu->Y;\r
-\r
- fgSetWindow( menu->Window );\r
- glutPositionWindow( menu->X, menu->Y );\r
- glutReshapeWindow( menu->Width, menu->Height );\r
- glutPopWindow( );\r
- glutShowWindow( );\r
- menu->Window->ActiveMenu = menu;\r
- fghCheckMenuStatus( menu );\r
- fgSetWindow( current_window );\r
-}\r
-\r
-/*\r
- * Update Highlight states of the menu\r
- *\r
- * Current mouse position is in menu->Window->State.MouseX/Y.\r
- */\r
-void fgUpdateMenuHighlight ( SFG_Menu *menu )\r
-{\r
- fghCheckMenuStatus( menu );\r
-}\r
-\r
-/*\r
- * Check whether an active menu absorbs a mouse click\r
- */\r
-GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,\r
- int mouse_x, int mouse_y )\r
-{\r
- /*\r
- * Near as I can tell, this is the menu behaviour:\r
- * - Down-click the menu button, menu not active: activate\r
- * the menu with its upper left-hand corner at the mouse\r
- * location.\r
- * - Down-click any button outside the menu, menu active:\r
- * deactivate the menu\r
- * - Down-click any button inside the menu, menu active:\r
- * select the menu entry and deactivate the menu\r
- * - Up-click the menu button, menu not active: nothing happens\r
- * - Up-click the menu button outside the menu, menu active:\r
- * nothing happens\r
- * - Up-click the menu button inside the menu, menu active:\r
- * select the menu entry and deactivate the menu\r
- * Since menus can have submenus, we need to check this recursively.\r
- */\r
- if( window->ActiveMenu )\r
- {\r
- if( window == window->ActiveMenu->ParentWindow )\r
- {\r
- window->ActiveMenu->Window->State.MouseX =\r
- mouse_x - window->ActiveMenu->X;\r
- window->ActiveMenu->Window->State.MouseY =\r
- mouse_y - window->ActiveMenu->Y;\r
- }\r
-\r
- /* In the menu, invoke the callback and deactivate the menu */\r
- if( fghCheckMenuStatus( window->ActiveMenu ) )\r
- {\r
- /*\r
- * Save the current window and menu and set the current\r
- * window to the window whose menu this is\r
- */\r
- SFG_Window *save_window = fgStructure.CurrentWindow;\r
- SFG_Menu *save_menu = fgStructure.CurrentMenu;\r
- SFG_Window *parent_window = window->ActiveMenu->ParentWindow;\r
- fgSetWindow( parent_window );\r
- fgStructure.CurrentMenu = window->ActiveMenu;\r
-\r
- /* Execute the menu callback */\r
- fghExecuteMenuCallback( window->ActiveMenu );\r
- fgDeactivateMenu( parent_window );\r
-\r
- /* Restore the current window and menu */\r
- fgSetWindow( save_window );\r
- fgStructure.CurrentMenu = save_menu;\r
- }\r
- else if( pressed )\r
- /*\r
- * Outside the menu, deactivate if it's a downclick\r
- *\r
- * XXX This isn't enough. A downclick outside of\r
- * XXX the interior of our freeglut windows should also\r
- * XXX deactivate the menu. This is more complicated.\r
- */\r
- fgDeactivateMenu( window->ActiveMenu->ParentWindow );\r
-\r
- /*\r
- * XXX Why does an active menu require a redisplay at\r
- * XXX this point? If this can come out cleanly, then\r
- * XXX it probably should do so; if not, a comment should\r
- * XXX explain it.\r
- */\r
- if( ! window->IsMenu )\r
- window->State.Redisplay = GL_TRUE;\r
-\r
- return GL_TRUE;\r
- }\r
-\r
- /* No active menu, let's check whether we need to activate one. */\r
- if( ( 0 <= button ) &&\r
- ( FREEGLUT_MAX_MENUS > button ) &&\r
- ( window->Menu[ button ] ) &&\r
- pressed )\r
- {\r
- /* XXX Posting a requisite Redisplay seems bogus. */\r
- window->State.Redisplay = GL_TRUE;\r
- fghActivateMenu( window, button );\r
- return GL_TRUE;\r
- }\r
-\r
- return GL_FALSE;\r
-}\r
-\r
-/*\r
- * Deactivates a menu pointed by the function argument.\r
- */\r
-void fgDeactivateMenu( SFG_Window *window )\r
-{\r
- SFG_Window *parent_window = NULL;\r
-\r
- /* Check if there is an active menu attached to this window... */\r
- SFG_Menu* menu = window->ActiveMenu;\r
- SFG_MenuEntry *menuEntry;\r
-\r
- /* Did we find an active window? */\r
- freeglut_return_if_fail( menu );\r
-\r
- parent_window = menu->ParentWindow;\r
-\r
- /* Hide the present menu's window */\r
- fgSetWindow( menu->Window );\r
- glutHideWindow( );\r
-\r
- /* Forget about having that menu active anymore, now: */\r
- menu->Window->ActiveMenu = NULL;\r
- menu->ParentWindow->ActiveMenu = NULL;\r
- fghSetMenuParentWindow ( NULL, menu );\r
- menu->IsActive = GL_FALSE;\r
- menu->ActiveEntry = NULL;\r
-\r
- fgState.ActiveMenus--;\r
-\r
- /* Hide all submenu windows, and the root menu's window. */\r
- for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;\r
- menuEntry;\r
- menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )\r
- {\r
- menuEntry->IsActive = GL_FALSE;\r
-\r
- /* Is that an active submenu by any case? */\r
- if( menuEntry->SubMenu )\r
- fghDeactivateSubMenu( menuEntry );\r
- }\r
-\r
- fgSetWindow ( parent_window ) ;\r
-}\r
-\r
-/*\r
- * Recalculates current menu's box size\r
- */\r
-void fghCalculateMenuBoxSize( void )\r
-{\r
- SFG_MenuEntry* menuEntry;\r
- int width = 0, height = 0;\r
-\r
- /* Make sure there is a current menu set */\r
- freeglut_return_if_fail( fgStructure.CurrentMenu );\r
-\r
- /* The menu's box size depends on the menu entries: */\r
- for( menuEntry = ( SFG_MenuEntry * )fgStructure.CurrentMenu->Entries.First;\r
- menuEntry;\r
- menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )\r
- {\r
- /* Update the menu entry's width value */\r
- menuEntry->Width = glutBitmapLength(\r
- FREEGLUT_MENU_FONT,\r
- (unsigned char *)menuEntry->Text\r
- );\r
-\r
- /*\r
- * If the entry is a submenu, then it needs to be wider to\r
- * accomodate the arrow. JCJ 31 July 2003\r
- */\r
- if (menuEntry->SubMenu )\r
- menuEntry->Width += glutBitmapLength(\r
- FREEGLUT_MENU_FONT,\r
- (unsigned char *)"_"\r
- );\r
-\r
- /* Check if it's the biggest we've found */\r
- if( menuEntry->Width > width )\r
- width = menuEntry->Width;\r
-\r
- height += FREEGLUT_MENU_HEIGHT;\r
- }\r
-\r
- /* Store the menu's box size now: */\r
- fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER;\r
- fgStructure.CurrentMenu->Width = width + 4 * FREEGLUT_MENU_BORDER;\r
-}\r
-\r
-\r
-/* -- INTERFACE FUNCTIONS -------------------------------------------------- */\r
-\r
-/*\r
- * Creates a new menu object, adding it to the freeglut structure\r
- */\r
-int FGAPIENTRY glutCreateMenu( void(* callback)( int ) )\r
-{\r
- /* The menu object creation code resides in freeglut_structure.c */\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );\r
- return fgCreateMenu( callback )->ID;\r
-}\r
-\r
-/*\r
- * Destroys a menu object, removing all references to it\r
- */\r
-void FGAPIENTRY glutDestroyMenu( int menuID )\r
-{\r
- SFG_Menu* menu;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyMenu" );\r
- menu = fgMenuByID( menuID );\r
-\r
- freeglut_return_if_fail( menu );\r
-\r
- /* The menu object destruction code resides in freeglut_structure.c */\r
- fgDestroyMenu( menu );\r
-}\r
-\r
-/*\r
- * Returns the ID number of the currently active menu\r
- */\r
-int FGAPIENTRY glutGetMenu( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" );\r
-\r
- if( fgStructure.CurrentMenu )\r
- return fgStructure.CurrentMenu->ID;\r
-\r
- return 0;\r
-}\r
-\r
-/*\r
- * Sets the current menu given its menu ID\r
- */\r
-void FGAPIENTRY glutSetMenu( int menuID )\r
-{\r
- SFG_Menu* menu;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenu" );\r
- menu = fgMenuByID( menuID );\r
-\r
- freeglut_return_if_fail( menu );\r
-\r
- fgStructure.CurrentMenu = menu;\r
-}\r
-\r
-/*\r
- * Adds a menu entry to the bottom of the current menu\r
- */\r
-void FGAPIENTRY glutAddMenuEntry( const char* label, int value )\r
-{\r
- SFG_MenuEntry* menuEntry;\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );\r
- menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );\r
- freeglut_return_if_fail( fgStructure.CurrentMenu );\r
-\r
- menuEntry->Text = strdup( label );\r
- menuEntry->ID = value;\r
-\r
- /* Have the new menu entry attached to the current menu */\r
- fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );\r
-\r
- fghCalculateMenuBoxSize( );\r
-}\r
-\r
-/*\r
- * Add a sub menu to the bottom of the current menu\r
- */\r
-void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )\r
-{\r
- SFG_MenuEntry *menuEntry;\r
- SFG_Menu *subMenu;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" );\r
- menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );\r
- subMenu = fgMenuByID( subMenuID );\r
-\r
- freeglut_return_if_fail( fgStructure.CurrentMenu );\r
- freeglut_return_if_fail( subMenu );\r
-\r
- menuEntry->Text = strdup( label );\r
- menuEntry->SubMenu = subMenu;\r
- menuEntry->ID = -1;\r
-\r
- fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );\r
- fghCalculateMenuBoxSize( );\r
-}\r
-\r
-/*\r
- * Changes the specified menu item in the current menu into a menu entry\r
- */\r
-void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )\r
-{\r
- SFG_MenuEntry* menuEntry = NULL;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );\r
- freeglut_return_if_fail( fgStructure.CurrentMenu );\r
-\r
- /* Get n-th menu entry in the current menu, starting from one: */\r
- menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );\r
-\r
- freeglut_return_if_fail( menuEntry );\r
-\r
- /* We want it to become a normal menu entry, so: */\r
- if( menuEntry->Text )\r
- free( menuEntry->Text );\r
-\r
- menuEntry->Text = strdup( label );\r
- menuEntry->ID = value;\r
- menuEntry->SubMenu = NULL;\r
- fghCalculateMenuBoxSize( );\r
-}\r
-\r
-/*\r
- * Changes the specified menu item in the current menu into a sub-menu trigger.\r
- */\r
-void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,\r
- int subMenuID )\r
-{\r
- SFG_Menu* subMenu;\r
- SFG_MenuEntry* menuEntry;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );\r
- subMenu = fgMenuByID( subMenuID );\r
- menuEntry = NULL;\r
-\r
- freeglut_return_if_fail( fgStructure.CurrentMenu );\r
- freeglut_return_if_fail( subMenu );\r
-\r
- /* Get n-th menu entry in the current menu, starting from one: */\r
- menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );\r
-\r
- freeglut_return_if_fail( menuEntry );\r
-\r
- /* We want it to become a sub menu entry, so: */\r
- if( menuEntry->Text )\r
- free( menuEntry->Text );\r
-\r
- menuEntry->Text = strdup( label );\r
- menuEntry->SubMenu = subMenu;\r
- menuEntry->ID = -1;\r
- fghCalculateMenuBoxSize( );\r
-}\r
-\r
-/*\r
- * Removes the specified menu item from the current menu\r
- */\r
-void FGAPIENTRY glutRemoveMenuItem( int item )\r
-{\r
- SFG_MenuEntry* menuEntry;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );\r
- freeglut_return_if_fail( fgStructure.CurrentMenu );\r
-\r
- /* Get n-th menu entry in the current menu, starting from one: */\r
- menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );\r
-\r
- freeglut_return_if_fail( menuEntry );\r
-\r
- fgListRemove( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );\r
- if ( menuEntry->Text )\r
- free( menuEntry->Text );\r
-\r
- free( menuEntry );\r
- fghCalculateMenuBoxSize( );\r
-}\r
-\r
-/*\r
- * Attaches a menu to the current window\r
- */\r
-void FGAPIENTRY glutAttachMenu( int button )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" );\r
-\r
- freeglut_return_if_fail( fgStructure.CurrentWindow );\r
- freeglut_return_if_fail( fgStructure.CurrentMenu );\r
-\r
- freeglut_return_if_fail( button >= 0 );\r
- freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );\r
-\r
- fgStructure.CurrentWindow->Menu[ button ] = fgStructure.CurrentMenu;\r
-}\r
-\r
-/*\r
- * Detaches a menu from the current window\r
- */\r
-void FGAPIENTRY glutDetachMenu( int button )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" );\r
-\r
- freeglut_return_if_fail( fgStructure.CurrentWindow );\r
- freeglut_return_if_fail( fgStructure.CurrentMenu );\r
-\r
- freeglut_return_if_fail( button >= 0 );\r
- freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );\r
-\r
- fgStructure.CurrentWindow->Menu[ button ] = NULL;\r
-}\r
-\r
-/*\r
- * A.Donev: Set and retrieve the menu's user data\r
- */\r
-void* FGAPIENTRY glutGetMenuData( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );\r
- return fgStructure.CurrentMenu->UserData;\r
-}\r
-\r
-void FGAPIENTRY glutSetMenuData(void* data)\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );\r
- fgStructure.CurrentMenu->UserData=data;\r
-}\r
-\r
-/*** END OF FILE ***/\r
+/*
+ * freeglut_menu.c
+ *
+ * Pull-down menu creation and handling.
+ *
+ * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
+ * Written by Pawel W. Olszta, <olszta@sourceforge.net>
+ * Creation date: Thu Dec 16 1999
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * 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"
+
+/* -- DEFINITIONS ---------------------------------------------------------- */
+
+/*
+ * FREEGLUT_MENU_FONT can be any freeglut bitmapped font.
+ * (Stroked fonts would not be out of the question, but we'd need to alter
+ * code, since GLUT (hence freeglut) does not quite unify stroked and
+ * bitmapped font handling.)
+ * Old UNIX/X11 GLUT (BSD, UNIX, IRIX, LINUX, HPUX, ...) used a system
+ * font best approximated by an 18-pixel HELVETICA, I think. MS-WINDOWS
+ * GLUT used something closest to the 8x13 fixed-width font. (Old
+ * GLUT apparently uses host-system menus rather than building its own.
+ * freeglut is building its own menus from scratch.)
+ *
+ * FREEGLUT_MENU_HEIGHT gives the height of ONE menu box. This should be
+ * the distances between two adjacent menu entries. It should scale
+ * automatically with the font choice, so you needn't alter it---unless you
+ * use a stroked font.
+ *
+ * FREEGLUT_MENU_BORDER says how many pixels to allow around the edge of a
+ * menu. (It also seems to be the same as the number of pixels used as
+ * a border around *items* to separate them from neighbors. John says
+ * that that wasn't the original intent...if not, perhaps we need another
+ * symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)
+ */
+/* See platform-specific header files for menu font and color definitions */
+
+#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \
+ FREEGLUT_MENU_BORDER)
+#define FREEGLUT_MENU_BORDER 2
+
+
+/*
+ * These variables are for rendering the freeglut menu items.
+ *
+ * The choices are fore- and background, with and without h for Highlighting.
+ * Old GLUT appeared to be system-dependant for its colors (sigh) so we are
+ * too. These variables should be stuffed into global state and initialized
+ * via the glutInit*() system.
+ */
+static float menu_pen_fore [4] = FREEGLUT_MENU_PEN_FORE_COLORS ;
+static float menu_pen_back [4] = FREEGLUT_MENU_PEN_BACK_COLORS ;
+static float menu_pen_hfore [4] = FREEGLUT_MENU_PEN_HFORE_COLORS;
+static float menu_pen_hback [4] = FREEGLUT_MENU_PEN_HBACK_COLORS;
+
+
+extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y );
+
+/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
+
+/*
+ * Private function to find a menu entry by index
+ */
+static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
+{
+ SFG_MenuEntry *entry;
+ int i = 1;
+
+ for( entry = (SFG_MenuEntry *)menu->Entries.First;
+ entry;
+ entry = (SFG_MenuEntry *)entry->Node.Next )
+ {
+ if( i == index )
+ break;
+ ++i;
+ }
+
+ return entry;
+}
+
+/*
+ * Deactivates a menu pointed by the function argument.
+ */
+static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
+{
+ 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;
+ 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 ( menuEntry->SubMenu->ParentWindow ) ;
+}
+
+/*
+ * Private function to get the virtual maximum screen extent
+ */
+static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
+{
+ if( fgStructure.GameModeWindow )
+ fgPlatformGetGameModeVMaxExtent ( window, x, y );
+ else
+ {
+ *x = fgDisplay.ScreenWidth;
+ *y = fgDisplay.ScreenHeight;
+ }
+}
+
+/*
+ * Private function to check for the current menu/sub menu activity state
+ */
+static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
+{
+ SFG_MenuEntry* menuEntry;
+ int x, y;
+
+ /* 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->SubMenu && menuEntry->IsActive )
+ {
+ /*
+ * 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...
+ */
+ 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 );
+
+ if ( return_status )
+ return GL_TRUE;
+ }
+ }
+
+ /* That much about our sub menus, let's get to checking the current menu: */
+ 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 ) )
+ {
+ int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
+
+ /* The mouse cursor is somewhere over our box, check it out. */
+ menuEntry = fghFindMenuEntry( menu, menuID + 1 );
+ FREEGLUT_INTERNAL_ERROR_EXIT( menuEntry, "Cannot find menu entry",
+ "fghCheckMenuStatus" );
+
+ menuEntry->IsActive = GL_TRUE;
+ menuEntry->Ordinal = menuID;
+
+ /*
+ * If this is not the same as the last active menu entry, deactivate
+ * the previous entry. Specifically, if the previous active entry
+ * was a submenu then deactivate it.
+ */
+ if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
+ 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; /* XXX Do we need this? */
+
+ /*
+ * OKi, we have marked that entry as active, but it would be also
+ * nice to have its contents updated, in case it's a sub menu.
+ * Also, ignore the return value of the check function:
+ */
+ if( menuEntry->SubMenu )
+ {
+ if ( ! menuEntry->SubMenu->IsActive )
+ {
+ 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 > max_x )
+ 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,
+ menuEntry->SubMenu->Y );
+ glutReshapeWindow( menuEntry->SubMenu->Width,
+ menuEntry->SubMenu->Height );
+ glutPopWindow( );
+ 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 );
+ }
+
+ /* Activate it because its parent entry is active */
+ menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
+ }
+
+ /* Report back that we have caught the menu cursor */
+ return GL_TRUE;
+ }
+
+ /* 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;
+}
+
+/*
+ * Displays a menu box and all of its submenus (if they are active)
+ */
+static void fghDisplayMenuBox( SFG_Menu* menu )
+{
+ SFG_MenuEntry *menuEntry;
+ int i;
+ int border = FREEGLUT_MENU_BORDER;
+
+ /*
+ * Have the menu box drawn first. The +- values are
+ * here just to make it more nice-looking...
+ */
+ /* a non-black dark version of the below. */
+ glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
+ glBegin( GL_QUAD_STRIP );
+ glVertex2i( menu->Width , 0 );
+ glVertex2i( menu->Width - border, border);
+ glVertex2i( 0 , 0 );
+ glVertex2i( border, border);
+ glVertex2i( 0 , menu->Height );
+ glVertex2i( border, menu->Height - border);
+ glEnd( );
+
+ /* a non-black dark version of the below. */
+ glColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
+ glBegin( GL_QUAD_STRIP );
+ glVertex2i( 0 , menu->Height );
+ glVertex2i( border, menu->Height - border);
+ glVertex2i( menu->Width , menu->Height );
+ glVertex2i( menu->Width - border, menu->Height - border);
+ glVertex2i( menu->Width , 0 );
+ glVertex2i( menu->Width - border, border);
+ glEnd( );
+
+ glColor4fv( menu_pen_back );
+ glBegin( GL_QUADS );
+ glVertex2i( border, border);
+ glVertex2i( menu->Width - border, border);
+ glVertex2i( menu->Width - border, menu->Height - border);
+ glVertex2i( border, menu->Height - border);
+ glEnd( );
+
+ /* Check if any of the submenus is currently active... */
+ for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
+ menuEntry;
+ menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
+ {
+ /* Has the menu been marked as active, maybe? */
+ if( menuEntry->IsActive )
+ {
+ /*
+ * That's truly right, and we need to have it highlighted.
+ * There is an assumption that mouse cursor didn't move
+ * since the last check of menu activity state:
+ */
+ int menuID = menuEntry->Ordinal;
+
+ /* So have the highlight drawn... */
+ glColor4fv( menu_pen_hback );
+ glBegin( GL_QUADS );
+ glVertex2i( border,
+ (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
+ glVertex2i( menu->Width - border,
+ (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
+ glVertex2i( menu->Width - border,
+ (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
+ glVertex2i( border,
+ (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
+ glEnd( );
+ }
+ }
+
+ /* Print the menu entries now... */
+
+ glColor4fv( menu_pen_fore );
+
+ for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0;
+ menuEntry;
+ menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
+ {
+ /* If the menu entry is active, set the color to white */
+ if( menuEntry->IsActive )
+ glColor4fv( menu_pen_hfore );
+
+ /* Move the raster into position... */
+ /* Try to center the text - JCJ 31 July 2003*/
+ glRasterPos2i(
+ 2 * border,
+ ( i + 1 )*FREEGLUT_MENU_HEIGHT -
+ ( int )( FREEGLUT_MENU_HEIGHT*0.3 - border )
+ );
+
+ /* Have the label drawn, character after character: */
+ glutBitmapString( FREEGLUT_MENU_FONT,
+ (unsigned char *)menuEntry->Text);
+
+ /* If it's a submenu, draw a right arrow */
+ if( menuEntry->SubMenu )
+ {
+ int width = glutBitmapWidth( FREEGLUT_MENU_FONT, '_' );
+ int x_base = menu->Width - 2 - width;
+ int y_base = i*FREEGLUT_MENU_HEIGHT + border;
+ glBegin( GL_TRIANGLES );
+ glVertex2i( x_base, y_base + 2*border);
+ glVertex2i( menu->Width - 2, y_base +
+ ( FREEGLUT_MENU_HEIGHT + border) / 2 );
+ glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - border );
+ glEnd( );
+ }
+
+ /* If the menu entry is active, reset the color */
+ if( menuEntry->IsActive )
+ glColor4fv( menu_pen_fore );
+ }
+}
+
+/*
+ * Private static function to set the parent window of a submenu and all
+ * of its submenus
+ */
+static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
+{
+ SFG_MenuEntry *menuEntry;
+
+ menu->ParentWindow = window;
+
+ for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
+ menuEntry;
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
+ if( menuEntry->SubMenu )
+ fghSetMenuParentWindow( 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 )
+ {
+ SFG_Menu *save_menu = fgStructure.CurrentMenu;
+ fgStructure.CurrentMenu = menu;
+ menu->Callback( menuEntry->ID );
+ fgStructure.CurrentMenu = save_menu;
+ }
+
+ return;
+ }
+ }
+}
+
+
+/*
+ * Displays the currently active menu for the current window
+ */
+void fgDisplayMenu( void )
+{
+ SFG_Window* window = fgStructure.CurrentWindow;
+ SFG_Menu* menu = NULL;
+
+ FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window",
+ "fgDisplayMenu" );
+
+ /* Check if there is an active menu attached to this window... */
+ menu = window->ActiveMenu;
+ freeglut_return_if_fail( menu );
+
+ fgSetWindow( menu->Window );
+
+ glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT |
+ GL_POLYGON_BIT );
+
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_TEXTURE_2D );
+ glDisable( GL_LIGHTING );
+ glDisable( GL_CULL_FACE );
+
+ glMatrixMode( GL_PROJECTION );
+ glPushMatrix( );
+ glLoadIdentity( );
+ glOrtho(
+ 0, glutGet( GLUT_WINDOW_WIDTH ),
+ glutGet( GLUT_WINDOW_HEIGHT ), 0,
+ -1, 1
+ );
+
+ glMatrixMode( GL_MODELVIEW );
+ glPushMatrix( );
+ glLoadIdentity( );
+
+ fghDisplayMenuBox( menu );
+
+ glPopAttrib( );
+
+ glMatrixMode( GL_PROJECTION );
+ glPopMatrix( );
+ glMatrixMode( GL_MODELVIEW );
+ glPopMatrix( );
+
+ glutSwapBuffers( );
+
+ fgSetWindow ( window );
+}
+
+/*
+ * Activates a menu pointed by the function argument
+ */
+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 ];
+ SFG_Window* current_window = fgStructure.CurrentWindow;
+
+ /* 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);
+ fgSetWindow( window );
+ menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );
+ menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );
+
+ if( menu->X + menu->Width > max_x )
+ 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 );
+ glutReshapeWindow( menu->Width, menu->Height );
+ 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 );
+}
+
+/*
+ * Check whether an active menu absorbs a mouse click
+ */
+GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
+ int mouse_x, int mouse_y )
+{
+ /*
+ * 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.
+ */
+ if( window->ActiveMenu )
+ {
+ if( window == window->ActiveMenu->ParentWindow )
+ {
+ 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 ) )
+ {
+ /*
+ * Save the current window and menu and set the current
+ * window to the window whose menu this is
+ */
+ SFG_Window *save_window = fgStructure.CurrentWindow;
+ SFG_Menu *save_menu = fgStructure.CurrentMenu;
+ SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
+ fgSetWindow( parent_window );
+ fgStructure.CurrentMenu = window->ActiveMenu;
+
+ /* Execute the menu callback */
+ fghExecuteMenuCallback( window->ActiveMenu );
+ fgDeactivateMenu( parent_window );
+
+ /* Restore the current window and menu */
+ fgSetWindow( save_window );
+ fgStructure.CurrentMenu = 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;
+ fghActivateMenu( window, button );
+ return GL_TRUE;
+ }
+
+ return GL_FALSE;
+}
+
+/*
+ * Deactivates a menu pointed by the function argument.
+ */
+void fgDeactivateMenu( SFG_Window *window )
+{
+ SFG_Window *parent_window = NULL;
+
+ /* Check if there is an active menu attached to this window... */
+ SFG_Menu* menu = window->ActiveMenu;
+ SFG_MenuEntry *menuEntry;
+
+ /* 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( );
+
+ /* Forget about having that menu active anymore, now: */
+ menu->Window->ActiveMenu = NULL;
+ menu->ParentWindow->ActiveMenu = NULL;
+ fghSetMenuParentWindow ( NULL, menu );
+ menu->IsActive = GL_FALSE;
+ menu->ActiveEntry = NULL;
+
+ fgState.ActiveMenus--;
+
+ /* Hide all submenu windows, and the root menu's window. */
+ for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
+ 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 ( parent_window ) ;
+}
+
+/*
+ * Recalculates current menu's box size
+ */
+void fghCalculateMenuBoxSize( void )
+{
+ SFG_MenuEntry* menuEntry;
+ int width = 0, height = 0;
+
+ /* Make sure there is a current menu set */
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
+
+ /* The menu's box size depends on the menu entries: */
+ for( menuEntry = ( SFG_MenuEntry * )fgStructure.CurrentMenu->Entries.First;
+ menuEntry;
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
+ {
+ /* Update the menu entry's width value */
+ menuEntry->Width = glutBitmapLength(
+ FREEGLUT_MENU_FONT,
+ (unsigned char *)menuEntry->Text
+ );
+
+ /*
+ * If the entry is a submenu, then it needs to be wider to
+ * accomodate the arrow. JCJ 31 July 2003
+ */
+ if (menuEntry->SubMenu )
+ menuEntry->Width += glutBitmapLength(
+ FREEGLUT_MENU_FONT,
+ (unsigned char *)"_"
+ );
+
+ /* Check if it's the biggest we've found */
+ if( menuEntry->Width > width )
+ width = menuEntry->Width;
+
+ height += FREEGLUT_MENU_HEIGHT;
+ }
+
+ /* Store the menu's box size now: */
+ fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER;
+ fgStructure.CurrentMenu->Width = width + 4 * FREEGLUT_MENU_BORDER;
+}
+
+
+/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
+
+/*
+ * Creates a new menu object, adding it to the freeglut structure
+ */
+int FGAPIENTRY glutCreateMenu( void(* callback)( int ) )
+{
+ /* The menu object creation code resides in freeglut_structure.c */
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
+ return fgCreateMenu( callback )->ID;
+}
+
+/*
+ * Destroys a menu object, removing all references to it
+ */
+void FGAPIENTRY glutDestroyMenu( int menuID )
+{
+ SFG_Menu* menu;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyMenu" );
+ menu = fgMenuByID( menuID );
+
+ freeglut_return_if_fail( menu );
+
+ /* The menu object destruction code resides in freeglut_structure.c */
+ fgDestroyMenu( menu );
+}
+
+/*
+ * Returns the ID number of the currently active menu
+ */
+int FGAPIENTRY glutGetMenu( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" );
+
+ if( fgStructure.CurrentMenu )
+ return fgStructure.CurrentMenu->ID;
+
+ return 0;
+}
+
+/*
+ * Sets the current menu given its menu ID
+ */
+void FGAPIENTRY glutSetMenu( int menuID )
+{
+ SFG_Menu* menu;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenu" );
+ menu = fgMenuByID( menuID );
+
+ freeglut_return_if_fail( menu );
+
+ fgStructure.CurrentMenu = menu;
+}
+
+/*
+ * Adds a menu entry to the bottom of the current menu
+ */
+void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
+{
+ SFG_MenuEntry* menuEntry;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
+ menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
+ 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.CurrentMenu->Entries, &menuEntry->Node );
+
+ fghCalculateMenuBoxSize( );
+}
+
+/*
+ * Add a sub menu to the bottom of the current menu
+ */
+void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
+{
+ SFG_MenuEntry *menuEntry;
+ SFG_Menu *subMenu;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" );
+ menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
+ subMenu = fgMenuByID( subMenuID );
+
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
+ freeglut_return_if_fail( subMenu );
+
+ menuEntry->Text = strdup( label );
+ menuEntry->SubMenu = subMenu;
+ menuEntry->ID = -1;
+
+ fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
+ fghCalculateMenuBoxSize( );
+}
+
+/*
+ * Changes the specified menu item in the current menu into a menu entry
+ */
+void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
+{
+ SFG_MenuEntry* menuEntry = NULL;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
+
+ /* Get n-th menu entry in the current menu, starting from one: */
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
+
+ freeglut_return_if_fail( menuEntry );
+
+ /* We want it to become a normal menu entry, so: */
+ if( menuEntry->Text )
+ free( menuEntry->Text );
+
+ menuEntry->Text = strdup( label );
+ menuEntry->ID = value;
+ menuEntry->SubMenu = NULL;
+ fghCalculateMenuBoxSize( );
+}
+
+/*
+ * Changes the specified menu item in the current menu into a sub-menu trigger.
+ */
+void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,
+ int subMenuID )
+{
+ SFG_Menu* subMenu;
+ SFG_MenuEntry* menuEntry;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
+ subMenu = fgMenuByID( subMenuID );
+ menuEntry = NULL;
+
+ 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.CurrentMenu, item );
+
+ freeglut_return_if_fail( menuEntry );
+
+ /* We want it to become a sub menu entry, so: */
+ if( menuEntry->Text )
+ free( menuEntry->Text );
+
+ menuEntry->Text = strdup( label );
+ menuEntry->SubMenu = subMenu;
+ menuEntry->ID = -1;
+ fghCalculateMenuBoxSize( );
+}
+
+/*
+ * Removes the specified menu item from the current menu
+ */
+void FGAPIENTRY glutRemoveMenuItem( int item )
+{
+ SFG_MenuEntry* menuEntry;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
+
+ /* Get n-th menu entry in the current menu, starting from one: */
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
+
+ freeglut_return_if_fail( menuEntry );
+
+ fgListRemove( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
+ if ( menuEntry->Text )
+ free( menuEntry->Text );
+
+ free( menuEntry );
+ fghCalculateMenuBoxSize( );
+}
+
+/*
+ * Attaches a menu to the current window
+ */
+void FGAPIENTRY glutAttachMenu( int button )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" );
+
+ 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.CurrentWindow->Menu[ button ] = fgStructure.CurrentMenu;
+}
+
+/*
+ * Detaches a menu from the current window
+ */
+void FGAPIENTRY glutDetachMenu( int button )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" );
+
+ 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.CurrentWindow->Menu[ button ] = NULL;
+}
+
+/*
+ * A.Donev: Set and retrieve the menu's user data
+ */
+void* FGAPIENTRY glutGetMenuData( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );
+ return fgStructure.CurrentMenu->UserData;
+}
+
+void FGAPIENTRY glutSetMenuData(void* data)
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );
+ fgStructure.CurrentMenu->UserData=data;
+}
+
+/*** END OF FILE ***/