/*
- * freeglut_menu.c
+ * fg_menu.c
*
* Pull-down menu creation and handling.
*
* 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
+ * FREEGLUT_MENUENTRY_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.
*
*/
/* See platform-specific header files for menu font and color definitions */
-#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \
- FREEGLUT_MENU_BORDER)
+#define FREEGLUT_MENUENTRY_HEIGHT(font) (glutBitmapHeight(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
+ * Old GLUT appeared to be system-dependent for its colors (sigh) so we are
* too. These variables should be stuffed into global state and initialized
* via the glutInit*() system.
*/
extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y );
+extern void fghPlatformGetCursorPos(const SFG_Window *window, GLboolean client, SFG_XYUse *mouse_pos);
+extern SFG_Font* fghFontByID( void* font );
+extern void fgPlatformHideWindow( SFG_Window* window );
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
{
SFG_MenuEntry *subMenuIter;
/* Hide the present menu's window */
- fgSetWindow( menuEntry->SubMenu->Window );
- glutHideWindow( );
+ fgPlatformHideWindow( menuEntry->SubMenu->Window );
/* Forget about having that menu active anymore, now: */
menuEntry->SubMenu->Window->ActiveMenu = NULL;
if( subMenuIter->SubMenu )
fghDeactivateSubMenu( subMenuIter );
}
-
- fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
}
/*
( y >= FREEGLUT_MENU_BORDER ) &&
( y < menu->Height - FREEGLUT_MENU_BORDER ) )
{
- int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
+ int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENUENTRY_HEIGHT(menu->Font);
/* The mouse cursor is somewhere over our box, check it out. */
menuEntry = fghFindMenuEntry( menu, menuID + 1 );
if( menuEntry != menu->ActiveEntry )
{
- menu->Window->State.Redisplay = GL_TRUE;
+ menu->Window->State.WorkMask |= GLUT_DISPLAY_WORK;
if( menu->ActiveEntry )
menu->ActiveEntry->IsActive = GL_FALSE;
}
menu->ActiveEntry = menuEntry;
- menu->IsActive = GL_TRUE; /* XXX Do we need this? */
+ menu->IsActive = GL_TRUE;
/*
- * OKi, we have marked that entry as active, but it would be also
+ * OK, 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:
*/
fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
menuEntry->SubMenu->X = menu->X + menu->Width;
menuEntry->SubMenu->Y = menu->Y +
- menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT;
+ menuEntry->Ordinal * FREEGLUT_MENUENTRY_HEIGHT(menu->Font);
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 -
+ FREEGLUT_MENUENTRY_HEIGHT(menu->Font) -
2 * FREEGLUT_MENU_BORDER );
if( menuEntry->SubMenu->Y < 0 )
menuEntry->SubMenu->Y = 0;
}
/* Activate it because its parent entry is active */
- menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
+ menuEntry->SubMenu->IsActive = GL_TRUE;
}
/* Report back that we have caught the menu cursor */
( !menu->ActiveEntry->SubMenu ||
!menu->ActiveEntry->SubMenu->IsActive ) )
{
- menu->Window->State.Redisplay = GL_TRUE;
+ menu->Window->State.WorkMask |= GLUT_DISPLAY_WORK;
menu->ActiveEntry->IsActive = GL_FALSE;
menu->ActiveEntry = NULL;
}
glColor4fv( menu_pen_hback );
glBegin( GL_QUADS );
glVertex2i( border,
- (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
+ (menuID + 0)*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border );
glVertex2i( menu->Width - border,
- (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
+ (menuID + 0)*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border );
glVertex2i( menu->Width - border,
- (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
+ (menuID + 1)*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border );
glVertex2i( border,
- (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
+ (menuID + 1)*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border );
glEnd( );
}
}
/* Try to center the text - JCJ 31 July 2003*/
glRasterPos2i(
2 * border,
- ( i + 1 )*FREEGLUT_MENU_HEIGHT -
- ( int )( FREEGLUT_MENU_HEIGHT*0.3 - border )
+ ( i + 1 )*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) -
+ ( int )( FREEGLUT_MENUENTRY_HEIGHT(menu->Font)*0.3 - border )
);
/* Have the label drawn, character after character: */
- glutBitmapString( FREEGLUT_MENU_FONT,
+ glutBitmapString( 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 width = glutBitmapWidth( menu->Font, '_' );
int x_base = menu->Width - 2 - width;
- int y_base = i*FREEGLUT_MENU_HEIGHT + border;
+ int y_base = i*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + 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 );
+ ( FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border) / 2 );
+ glVertex2i( x_base, y_base + FREEGLUT_MENUENTRY_HEIGHT(menu->Font) - border );
glEnd( );
}
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
static void fghActivateMenu( SFG_Window* window, int button )
{
int max_x, max_y;
+ SFG_XYUse mouse_pos;
/* We'll be referencing this menu a lot, so remember its address: */
SFG_Menu* menu = window->Menu[ button ];
/* 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 );
+ /* get mouse position on screen (window->State.MouseX and window->State.MouseY
+ * are relative to client area origin), and not easy to correct given that
+ * glutGet( GLUT_WINDOW_X ) and glutGet( GLUT_WINDOW_Y ) return relative to parent
+ * origin when looking at a child window
+ * for parent windows: window->State.MouseX + glutGet( GLUT_WINDOW_X ) == mouse_pos.X
+ */
+ fghPlatformGetCursorPos(NULL, GL_FALSE, &mouse_pos);
+ menu->X = mouse_pos.X;
+ menu->Y = mouse_pos.Y;
+ /* Make sure the whole menu is on the screen */
if( menu->X + menu->Width > max_x )
menu->X -=menu->Width;
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;
+ /* Set position of mouse relative to top-left menu in menu's window state (could as well set 0 at creation time...) */
+ menu->Window->State.MouseX = mouse_pos.X - menu->X;
+ menu->Window->State.MouseY = mouse_pos.Y - menu->Y;
/* Menu status callback */
if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
if (fgState.MenuStateCallback)
fgState.MenuStateCallback(GLUT_MENU_IN_USE);
if (fgState.MenuStatusCallback)
- fgState.MenuStatusCallback(GLUT_MENU_IN_USE, window->State.MouseX, window->State.MouseY);
+ /* window->State.MouseX and window->State.MouseY are relative to client area origin, as needed */
+ fgState.MenuStatusCallback(GLUT_MENU_IN_USE, window->State.MouseX, window->State.MouseY, fgState.MenuStatusCallbackData);
}
fgSetWindow( menu->Window );
/*
* Update Highlight states of the menu
- *
- * Current mouse position is in menu->Window->State.MouseX/Y.
+ * NB: Current mouse position is in menu->Window->State.MouseX/Y
*/
void fgUpdateMenuHighlight ( SFG_Menu *menu )
{
GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
int mouse_x, int mouse_y )
{
+ GLboolean is_handled = GL_FALSE;
+ GLboolean is_clicked = GL_FALSE;
/*
* 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
+ * deactivate the menu, and potentially activate a new menu
+ * at the new mouse location. This includes clicks in
+ * different windows of course
* - 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
mouse_y - window->ActiveMenu->Y;
}
- /* In the menu, invoke the callback and deactivate the menu */
+ /* In the menu, deactivate the menu and invoke the callback */
if( fghCheckMenuStatus( window->ActiveMenu ) )
{
/*
* window to the window whose menu this is
*/
SFG_Window *save_window = fgStructure.CurrentWindow;
- SFG_Menu *save_menu = fgStructure.CurrentMenu;
+ SFG_Menu *save_menu = fgStructure.CurrentMenu, *active_menu = window->ActiveMenu; /* active menu is always the one with the mouse in it, due to fghCheckMenuStatus */
+ SFG_MenuEntry *active_entry = active_menu->ActiveEntry; /* currently highlighted item -> must be the one that was just clicked */
SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
- fgSetWindow( parent_window );
- fgStructure.CurrentMenu = window->ActiveMenu;
- /* Execute the menu callback */
- fghExecuteMenuCallback( window->ActiveMenu );
- fgDeactivateMenu( parent_window );
+ /* ignore clicks on the submenu entry */
+ if (!active_entry->SubMenu)
+ {
+ fgSetWindow( parent_window );
+ fgStructure.CurrentMenu = active_menu;
+
+ /* Deactivate menu and then call callback (we don't want menu to stay in view while callback is executing, and user should be able to change menus in callback) */
+ fgDeactivateMenu( parent_window );
+ active_menu->Callback( active_entry->ID, active_menu->CallbackData );
- /* Restore the current window and menu */
- fgSetWindow( save_window );
- fgStructure.CurrentMenu = save_menu;
+ /* Restore the current window and menu */
+ fgSetWindow( save_window );
+ fgStructure.CurrentMenu = save_menu;
+ }
+
+ is_clicked = GL_TRUE; /* Don't reopen... */
}
else if( pressed )
/*
*/
{
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
+ /* Could reopen again in different location, as is_clicked remains false */
}
- /*
- * 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;
+ is_handled = GL_TRUE;
+ }
+ else if ( fgState.ActiveMenus ) /* Don't have to check whether this was a downpress or an uppress, there is no way to get an uppress in another window before a downpress... */
+ {
+ /* if another window than the one clicked in has an open menu, close it */
+ SFG_Menu *menu = fgGetActiveMenu();
+ if ( menu ) /* any open menu? */
+ fgDeactivateMenu( menu->ParentWindow );
- return GL_TRUE;
+ /* Leave is_handled to false, we didn't do anything relevant from the perspective of the window that was clicked */
}
/* No active menu, let's check whether we need to activate one. */
- if( ( 0 <= button ) &&
+ if( !is_clicked &&
+ ( 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;
+ /* If mouseclick was outside the parent window, ignore. This can
+ * happen when another mouse button is already depressed and the
+ * window thus has mouse capture
+ */
+ if (window->State.MouseX>0 && window->State.MouseY>0 &&
+ window->State.MouseX<window->State.Width && window->State.MouseY<window->State.Height)
+ {
+ fghActivateMenu( window, button );
+ is_handled = GL_TRUE;
+ }
}
- return GL_FALSE;
+ return is_handled;
}
/*
* Deactivates a menu pointed by the function argument.
*/
+static SFG_Menu* menuDeactivating = NULL;
void fgDeactivateMenu( SFG_Window *window )
{
SFG_Window *parent_window = NULL;
/* Check if there is an active menu attached to this window... */
menu = window->ActiveMenu;
freeglut_return_if_fail( menu );
+ /* Check if we are already deactivating this menu, abort in that case (glutHideWindow below can cause this function to be called again on the same menu..) */
+ if (menu==menuDeactivating)
+ return;
+ menuDeactivating = menu;
parent_window = menu->ParentWindow;
/* Hide the present menu's window */
- fgSetWindow( menu->Window );
- glutHideWindow( );
+ fgPlatformHideWindow( menu->Window );
/* Forget about having that menu active anymore, now: */
menu->Window->ActiveMenu = NULL;
if( menuEntry->SubMenu )
fghDeactivateSubMenu( menuEntry );
}
-
- fgSetWindow ( parent_window ) ;
+ /* Done deactivating menu */
+ menuDeactivating = NULL;
/* Menu status callback */
if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
fgState.MenuStateCallback(GLUT_MENU_NOT_IN_USE);
if (fgState.MenuStatusCallback)
{
- /* Get cursor position on screen and convert to relative to parent_window's client area */
- POINT mouse_pos;
- GetCursorPos(&mouse_pos);
- mouse_pos.x -= glutGet( GLUT_WINDOW_X );
- mouse_pos.y -= glutGet( GLUT_WINDOW_Y );
+ /* Get cursor position relative to parent_window's client area */
+ SFG_XYUse mouse_pos;
+ fghPlatformGetCursorPos(parent_window, GL_TRUE, &mouse_pos);
- fgState.MenuStatusCallback(GLUT_MENU_NOT_IN_USE, mouse_pos.x, mouse_pos.y);
+ fgState.MenuStatusCallback(GLUT_MENU_NOT_IN_USE, mouse_pos.X, mouse_pos.Y, fgState.MenuStatusCallbackData);
}
}
}
{
/* Update the menu entry's width value */
menuEntry->Width = glutBitmapLength(
- FREEGLUT_MENU_FONT,
+ fgStructure.CurrentMenu->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
+ * accommodate the arrow.
*/
- if (menuEntry->SubMenu )
+ if (menuEntry->SubMenu)
menuEntry->Width += glutBitmapLength(
- FREEGLUT_MENU_FONT,
+ fgStructure.CurrentMenu->Font,
(unsigned char *)"_"
);
if( menuEntry->Width > width )
width = menuEntry->Width;
- height += FREEGLUT_MENU_HEIGHT;
+ height += FREEGLUT_MENUENTRY_HEIGHT(fgStructure.CurrentMenu->Font);
}
/* Store the menu's box size now: */
/*
* Creates a new menu object, adding it to the freeglut structure
*/
-int FGAPIENTRY glutCreateMenu( void(* callback)( int ) )
+int FGAPIENTRY glutCreateMenuUcall( FGCBMenuUC callback, FGCBUserData userData )
{
- /* The menu object creation code resides in freeglut_structure.c */
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
- if (fgGetActiveMenu())
+ /* The menu object creation code resides in fg_structure.c */
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenuUcall" );
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
- return fgCreateMenu( callback )->ID;
+ return fgCreateMenu( callback, userData )->ID;
+}
+
+/* Standard glutCreateMenu */
+static void glutCreateMenuCallback( int menu, FGCBUserData userData )
+{
+ FGCBMenu callback = (FGCBMenu)userData;
+ callback( menu );
+}
+
+int FGAPIENTRY glutCreateMenu( FGCBMenu callback )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
+ if (!callback)
+ return glutCreateMenuUcall( NULL, NULL );
+ return glutCreateMenuUcall( glutCreateMenuCallback, (FGCBUserData)callback );
}
/*
menu = fgMenuByID( menuID );
freeglut_return_if_fail( menu );
- if (fgGetActiveMenu())
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
- /* The menu object destruction code resides in freeglut_structure.c */
+ /* The menu object destruction code resides in fg_structure.c */
fgDestroyMenu( menu );
}
menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
freeglut_return_if_fail( fgStructure.CurrentMenu );
- if (fgGetActiveMenu())
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
menuEntry->Text = strdup( label );
subMenu = fgMenuByID( subMenuID );
freeglut_return_if_fail( fgStructure.CurrentMenu );
- if (fgGetActiveMenu())
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
freeglut_return_if_fail( subMenu );
}
/*
+ * Changes the current menu's font
+ */
+void FGAPIENTRY glutSetMenuFont( int menuID, void* fontID )
+{
+ SFG_Font* font;
+ SFG_Menu* menu;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuFont" );
+ menu = fgMenuByID( menuID );
+ freeglut_return_if_fail( menu );
+
+ if (fgState.ActiveMenus)
+ fgError("Menu manipulation not allowed while menus in use.");
+
+ font = fghFontByID( fontID );
+ if (!font)
+ {
+ fgWarning("glutChangeMenuFont: bitmap font 0x%08x not found. Make sure you're not passing a stroke font. Ignoring...\n",fontID);
+ return;
+ }
+
+ fgStructure.CurrentMenu->Font = fontID;
+ fghCalculateMenuBoxSize( );
+}
+
+/*
* Changes the specified menu item in the current menu into a menu entry
*/
void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
freeglut_return_if_fail( fgStructure.CurrentMenu );
- if (fgGetActiveMenu())
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
/* Get n-th menu entry in the current menu, starting from one: */
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
freeglut_return_if_fail( fgStructure.CurrentMenu );
- if (fgGetActiveMenu())
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
/* Get handle to sub menu */
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
freeglut_return_if_fail( fgStructure.CurrentMenu );
- if (fgGetActiveMenu())
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
/* Get n-th menu entry in the current menu, starting from one: */
freeglut_return_if_fail( fgStructure.CurrentWindow );
freeglut_return_if_fail( fgStructure.CurrentMenu );
- if (fgGetActiveMenu())
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
freeglut_return_if_fail( button >= 0 );
freeglut_return_if_fail( fgStructure.CurrentWindow );
freeglut_return_if_fail( fgStructure.CurrentMenu );
- if (fgGetActiveMenu())
+ if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
freeglut_return_if_fail( button >= 0 );