/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
extern void fgPlatformCreateWindow ( SFG_Window *window );
+extern void fghDefaultReshape(int width, int height);
static void fghClearCallBacks( SFG_Window *window )
{
fgPlatformCreateWindow ( window );
fghClearCallBacks( window );
+ SET_WCB( *window, Reshape, fghDefaultReshape);
/* Initialize the object properties */
window->ID = ++fgStructure.WindowID;
window->State.Cursor = GLUT_CURSOR_INHERIT;
/* Mark window as menu if a menu is to be created */
- window->IsMenu = isMenu;
+ window->IsMenu = isMenu;
/*
* Open the window now. The fgOpenWindow() function is system
*/
SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
{
- int x = 100, y = 100, w = 1, h = 1;
SFG_Window *current_window = fgStructure.CurrentWindow;
/* Have the menu object created */
menu->ParentWindow = NULL;
/* Create a window for the menu to reside in. */
-
- fgCreateWindow( NULL, "freeglut menu", GL_TRUE, x, y, GL_TRUE, w, h,
+ fgCreateWindow( NULL, "freeglut menu", GL_FALSE, 0, 0, GL_FALSE, 0, 0,
GL_FALSE, GL_TRUE );
menu->Window = fgStructure.CurrentWindow;
glutDisplayFunc( fgDisplayMenu );
- glutHideWindow( ); /* Hide the window for now */
fgSetWindow( current_window );
/* Initialize the object properties: */
menu->ID = ++fgStructure.MenuID;
menu->Callback = menuCallback;
menu->ActiveEntry = NULL;
+ menu->Font = fgState.MenuFont;
fgListInit( &menu->Entries );
fgListAppend( &fgStructure.Menus, &menu->Node );
return;
/* Check the menu's ID. */
- if( menu->ID == (int)(enumerator->data) )
+ if( menu->ID == *( int *)(enumerator->data) )
{
enumerator->found = GL_TRUE;
enumerator->data = menu;
/* This is easy and makes use of the menus enumeration defined above */
enumerator.found = GL_FALSE;
- enumerator.data = (void *)menuID;
+ enumerator.data = (void *)&menuID;
fgEnumMenus( fghcbMenuByID, &enumerator );
if( enumerator.found )