* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#define G_LOG_DOMAIN "freeglut-menu"
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
-/*
- * TODO BEFORE THE STABLE RELEASE:
- *
- * It would be cool if the submenu entries were somehow marked, for example with a dings
- * on the right menu border or something like that. Think about the possibility of doing
- * the menu on layers *or* using the native window system instead of OpenGL.
- */
-
/* -- DEFINITIONS ---------------------------------------------------------- */
/*
- * We'll be using freeglut fonts to draw the menu
+ * 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.)
*/
-#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13
-/*#define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18*/
-#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + FREEGLUT_MENU_BORDER)
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
+#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13
+#else
+#define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18
+#endif
+
+#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \
+ FREEGLUT_MENU_BORDER)
#define FREEGLUT_MENU_BORDER 2
/*
- * These variables should be moved into the freeglut global state, but for now,
- * we'll put them here. They are for rendering the freeglut menu items.
+ * 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.
*/
+#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE
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};
-
-#if TARGET_HOST_WIN32
static float menu_pen_hfore [4] = {1.0f, 1.0f, 1.0f, 1.0f};
static float menu_pen_hback [4] = {0.15f, 0.15f, 0.45f, 1.0f};
#else
+static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
+static float menu_pen_back [4] = {0.70f, 0.70f, 0.70f, 1.0f};
static float menu_pen_hfore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
static float menu_pen_hback [4] = {1.0f, 1.0f, 1.0f, 1.0f};
#endif
-
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
/*
- * Private static function to find a menu entry by index
+ * 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)
+ for( entry = (SFG_MenuEntry *)menu->Entries.First;
+ entry;
+ entry = (SFG_MenuEntry *)entry->Node.Next )
{
- if (i == index)
+ if( i == index )
break;
++i;
}
}
/*
- * Private static function to check for the current menu/sub menu activity state
+ * Deactivates a menu pointed by the function argument.
*/
-static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
+static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
{
- 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 )
- {
- /*
- * Is that an active sub menu by any case?
- */
- if( menuEntry->SubMenu != NULL && menuEntry->IsActive == TRUE )
+ 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 )
{
- /*
- * OK, have the sub-menu checked, too. If it returns 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 = fghCheckMenuStatus( window, 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 = TRUE ;
- if ( return_status == TRUE )
- return( TRUE );
- }
- }
-
- /*
- * That much about our sub menus, let's get to checking the current menu:
- */
- x = window->State.MouseX;
- y = window->State.MouseY;
-
- /*
- * Mark all menu entries inactive...
- */
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- {
- menuEntry->IsActive = FALSE;
- }
-
-
- menu->IsActive = FALSE;
-
- /*
- * 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 ) )
- {
- /*
- * Calculation of the highlighted menu item is easy enough now:
- */
- int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT ;
+ subMenuIter->IsActive = GL_FALSE;
- /*
- * The mouse cursor is somewhere over our box, check it out.
- */
- menuEntry = fghFindMenuEntry( menu, menuID + 1 );
- assert( menuEntry != NULL );
+ /* Is that an active submenu by any case? */
+ if( subMenuIter->SubMenu )
+ fghDeactivateSubMenu( subMenuIter );
+ }
- /*
- * Mark the menu as active...
- */
- menuEntry->IsActive = TRUE;
- menuEntry->Ordinal = menuID;
+ fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
+}
- /*
- * 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 ) )
+/*
+ * Private function to get the virtual maximum screen extent
+ */
+static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
+{
+ if( fgStructure.GameMode )
+ {
+#if TARGET_HOST_UNIX_X11
+ int wx, wy;
+ Window w;
+
+ XTranslateCoordinates(
+ fgDisplay.Display,
+ window->Window.Handle,
+ fgDisplay.RootWindow,
+ 0, 0, &wx, &wy, &w);
+
+ *x = fgState.GameModeSize.X + wx;
+ *y = fgState.GameModeSize.Y + wy;
+#else
+ *x = glutGet ( GLUT_SCREEN_WIDTH );
+ *y = glutGet ( GLUT_SCREEN_HEIGHT );
+#endif
+ }
+ else
{
- if ( menu->ActiveEntry->SubMenu != NULL )
- fgDeactivateSubMenu ( menu->ActiveEntry ) ;
+ *x = fgDisplay.ScreenWidth;
+ *y = fgDisplay.ScreenHeight;
}
+}
- menu->ActiveEntry = menuEntry ;
+/*
+ * Private function to check for the current menu/sub menu activity state
+ */
+static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
+{
+ SFG_MenuEntry* menuEntry;
+ int x, y;
- /*
- * Don't forget about marking the current menu as active, too:
- */
+ /* 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;
+ }
+ }
- menu->IsActive = 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;
- /*
- * 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 != NULL )
+ /* 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 ) )
{
- if ( ! menuEntry->SubMenu->IsActive )
- {
- SFG_Window *current_window = fgStructure.Window ;
+ int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
- /*
- * Set up the initial menu position now...
- */
+ /* 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;
/*
- * Mark the menu as active, so that it gets displayed:
+ * 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.
*/
- menuEntry->SubMenu->IsActive = TRUE ;
+ 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? */
/*
- * Set up the initial submenu position now:
+ * 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:
*/
- menuEntry->SubMenu->X = menu->X + menu->Width ;
- menuEntry->SubMenu->Y = menu->Y + menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT ;
-
- if ( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > glutGet (GLUT_SCREEN_WIDTH ) )
- menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;
-
- if ( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > glutGet (GLUT_SCREEN_HEIGHT ) )
- menuEntry->SubMenu->Y -= (menuEntry->SubMenu->Height -
- FREEGLUT_MENU_HEIGHT - 2*FREEGLUT_MENU_BORDER);
-
- 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 ) ;
- }
-
- /*
- * ...then check the submenu's state:
- */
- fghCheckMenuStatus( window, menuEntry->SubMenu );
-
- /*
- * Even if the submenu turned up inactive, activate it because its parent entry is active
- */
- menuEntry->SubMenu->IsActive = TRUE ;
+ 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 );
+
+ 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;
}
- /*
- * Report back that we have caught the menu cursor
- */
- return( 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;
+ }
- /*
- * Looks like the menu cursor is somewhere else...
- */
- return( FALSE );
+ return GL_FALSE;
}
/*
*/
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...
- */
- glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); /* a non-black dark version of the below. */
- 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();
-
- glColor4f( 0.5f, 0.5f, 0.5f, 1.0f ); /* a non-black dark version of the below. */
- 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 == TRUE )
+ 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 )
{
- /*
- * 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( FREEGLUT_MENU_BORDER, (menuID + 0)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER );
- glVertex2i( menu->Width-FREEGLUT_MENU_BORDER, (menuID + 0)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER );
- glVertex2i( menu->Width-FREEGLUT_MENU_BORDER, (menuID + 1)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER );
- glVertex2i( FREEGLUT_MENU_BORDER, (menuID + 1)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER );
- glEnd();
+ /* 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...
- */
+ /* 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 ) ;
+ glColor4fv( menu_pen_fore );
- /*
- * Move the raster into position...
- */
- glRasterPos2i(
- 2 * FREEGLUT_MENU_BORDER,
- (i + 1)*FREEGLUT_MENU_HEIGHT-(int)(FREEGLUT_MENU_HEIGHT*0.3 - FREEGLUT_MENU_BORDER ) /* Try to center the text - JCJ 31 July 2003*/
- );
-
- /*
- * Have the label drawn, character after character:
- */
- glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text);
-
- /*
- * If it's a submenu, draw a right arrow
- */
- if ( menuEntry->SubMenu != NULL )
- {
- int width = glutBitmapWidth ( FREEGLUT_MENU_FONT, '_' ) ;
- int x_base = menu->Width - 2 - width;
- int y_base = i*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER;
- glBegin( GL_TRIANGLES );
- glVertex2i( x_base, y_base + 2*FREEGLUT_MENU_BORDER);
- glVertex2i( menu->Width - 2, y_base + (FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER) / 2 );
- glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - FREEGLUT_MENU_BORDER);
- glEnd( );
- }
-
- /*
- * If the menu entry is active, reset the color
- */
- 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 != NULL && menuEntry->IsActive == TRUE )
+ for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0;
+ menuEntry;
+ menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
{
- /*
- * Yeah, indeed. Have it redrawn now:
- */
- fgSetWindow ( menuEntry->SubMenu->Window ) ;
- fghDisplayMenuBox( menuEntry->SubMenu );
- fgSetWindow ( menu->Window ) ;
+ /* 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
+ * Private static function to set the parent window of a submenu and all
+ * of its submenus
*/
-static void fghSetSubmenuParentWindow ( SFG_Window *window, SFG_Menu *menu )
+static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
{
- SFG_MenuEntry *menuEntry ;
+ SFG_MenuEntry *menuEntry;
- menu->ParentWindow = window ;
+ menu->ParentWindow = window;
- for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- {
- if ( menuEntry->SubMenu != NULL )
- fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ;
- }
+ 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;
+ }
+ }
}
*/
void fgDisplayMenu( void )
{
- SFG_Window* window = fgStructure.Window;
+ SFG_Window* window = fgStructure.CurrentWindow;
SFG_Menu* menu = NULL;
- /*
- * Make sure there is a current window available
- */
- freeglut_assert_window;
+ FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window",
+ "fgDisplayMenu" );
- /*
- * Check if there is an active menu attached to this window...
- */
+ /* Check if there is an active menu attached to this window... */
menu = window->ActiveMenu;
+ freeglut_return_if_fail( menu );
- /*
- * Did we find an active menu?
- */
- freeglut_return_if_fail( menu != NULL );
-
- fgSetWindow ( menu->Window ) ;
+ fgSetWindow( menu->Window );
- /*
- * Prepare the OpenGL state to do the rendering first:
- */
- glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT );
+ 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 );
- /*
- * We'll use an orthogonal projection matrix to draw the menu:
- */
glMatrixMode( GL_PROJECTION );
- glPushMatrix();
- glLoadIdentity();
+ glPushMatrix( );
+ glLoadIdentity( );
glOrtho(
0, glutGet( GLUT_WINDOW_WIDTH ),
glutGet( GLUT_WINDOW_HEIGHT ), 0,
-1, 1
);
- /*
- * Model-view matix gets reset to identity:
- */
glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
- glLoadIdentity();
-
- /*
- * First of all, have the exact menu status check:
- */
- fghCheckMenuStatus( window, menu );
+ glPushMatrix( );
+ glLoadIdentity( );
- /*
- * The status has been updated and we're ready to have the menu drawn now:
- */
fghDisplayMenuBox( menu );
- /*
- * Restore the old OpenGL settings now
- */
- glPopAttrib();
+ glPopAttrib( );
glMatrixMode( GL_PROJECTION );
- glPopMatrix();
+ glPopMatrix( );
glMatrixMode( GL_MODELVIEW );
- glPopMatrix();
+ glPopMatrix( );
- glutSwapBuffers () ;
+ glutSwapBuffers( );
- /*
- * Restore the current window
- */
- fgSetWindow ( window ) ;
+ fgSetWindow ( window );
}
/*
* Activates a menu pointed by the function argument
*/
-void fgActivateMenu( SFG_Window* window, int button )
+static void fghActivateMenu( SFG_Window* window, int button )
{
- /*
- * We'll be referencing this menu a lot, so remember its address:
- */
- SFG_Menu* menu = window->Menu[ button ];
-
- /*
- * Mark the menu as active, so that it gets displayed:
- */
- window->ActiveMenu = menu;
- menu->IsActive = TRUE ;
- fgState.ActiveMenus ++ ;
-
- /*
- * Set up the initial menu position now:
- */
-
- menu->X = window->State.MouseX + glutGet ( GLUT_WINDOW_X ) ;
- menu->Y = window->State.MouseY + glutGet ( GLUT_WINDOW_Y ) ;
-
- if ( menu->X + menu->Width > glutGet ( GLUT_SCREEN_WIDTH ) )
- menu->X -=menu->Width ;
-
- if ( menu->Y + menu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) )
- menu->Y -=menu->Height ;
-
- fgSetWindow ( menu->Window ) ;
- glutPositionWindow ( menu->X, menu->Y ) ;
- glutReshapeWindow ( menu->Width, menu->Height ) ;
- glutPopWindow () ;
- glutShowWindow () ;
- menu->Window->ActiveMenu = menu ;
-
+ 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;
+
+ 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 );
}
/*
- * Check whether an active menu absorbs a mouse click
+ * Update Highlight states of the menu
+ *
+ * Current mouse position is in menu->Window->State.MouseX/Y.
*/
-GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu )
+void fgUpdateMenuHighlight ( SFG_Menu *menu )
{
- /*
- * Near as I can tell, this is the active menu behaviour:
- * - 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 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.
- */
- return fghCheckMenuStatus ( window, menu ) ;
+ fghCheckMenuStatus( menu );
}
/*
- * Function to check for menu entry selection on menu deactivation
+ * Check whether an active menu absorbs a mouse click
*/
-void fgExecuteMenuCallback( SFG_Menu* menu )
+GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
+ int mouse_x, int mouse_y )
{
- 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)
- {
/*
- * Is this menu entry active?
- */
- if( menuEntry->IsActive == TRUE )
+ * 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 there is not a sub menu, execute the menu callback and return...
- */
- if( menuEntry->SubMenu == NULL )
- {
+ 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 );
+
/*
- * ...certainly given that there is one...
+ * 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( menu->Callback != NULL )
- menu->Callback( menuEntry->ID );
+ if( ! window->IsMenu )
+ window->State.Redisplay = GL_TRUE;
- return;
- }
-
- /*
- * Otherwise recurse into the submenu.
- */
- fgExecuteMenuCallback( menuEntry->SubMenu );
+ return GL_TRUE;
+ }
- /*
- * There is little sense in dwelling the search on
- */
- return;
+ /* 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;
}
/*
*/
void fgDeactivateMenu( SFG_Window *window )
{
- SFG_Window *current_window = fgStructure.Window ;
+ SFG_Window *parent_window = NULL;
- /*
- * Check if there is an active menu attached to this window...
- */
+ /* 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 != NULL );
-
- /*
- * 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 ;
- menu->IsActive = FALSE ;
+ SFG_MenuEntry *menuEntry;
- fgState.ActiveMenus -- ;
+ /* Did we find an active window? */
+ freeglut_return_if_fail( menu );
- /*
- * Hide all submenu windows, and the root menu's window.
- */
- for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- {
- /*
- * Is that an active submenu by any case?
- */
- if ( menuEntry->SubMenu != NULL )
- fgDeactivateSubMenu ( menuEntry ) ;
- }
+ parent_window = menu->ParentWindow;
- fgSetWindow ( current_window ) ;
-}
+ /* Hide the present menu's window */
+ fgSetWindow( menu->Window );
+ glutHideWindow( );
-/*
- * Deactivates a menu pointed by the function argument.
- */
-void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry )
-{
- SFG_Window *current_window = fgStructure.Window ;
- SFG_MenuEntry *subMenuIter ;
- /*
- * Hide the present menu's window
- */
- fgSetWindow ( menuEntry->SubMenu->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;
- /*
- * Forget about having that menu active anymore, now:
- */
- menuEntry->SubMenu->Window->ActiveMenu = NULL ;
- menuEntry->SubMenu->IsActive = FALSE ;
+ fgState.ActiveMenus--;
- /*
- * 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 )
+ /* Hide all submenu windows, and the root menu's window. */
+ for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
+ menuEntry;
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
- /*
- * Is that an active submenu by any case?
- */
- if ( subMenuIter->SubMenu != NULL )
- fgDeactivateSubMenu ( subMenuIter ) ;
+ menuEntry->IsActive = GL_FALSE;
+
+ /* Is that an active submenu by any case? */
+ if( menuEntry->SubMenu )
+ fghDeactivateSubMenu( menuEntry );
}
- fgSetWindow ( current_window ) ;
+ fgSetWindow ( parent_window ) ;
}
/*
*/
void fghCalculateMenuBoxSize( void )
{
- SFG_MenuEntry* menuEntry;
- int width = 0, height = 0;
-
- /*
- * Make sure there is a current menu set
- */
- freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
-
- /*
- * The menu's box size depends on the menu entries:
- */
- for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First; menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
- {
- /*
- * Update the menu entry's width value
- */
- menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT, menuEntry->Text );
+ SFG_MenuEntry* menuEntry;
+ int width = 0, height = 0;
- /*
- * If the entry is a submenu, then it needs to be wider to accomodate the arrow. JCJ 31 July 2003
- */
+ /* Make sure there is a current menu set */
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
- if (menuEntry->SubMenu != NULL)
- menuEntry->Width += glutBitmapLength( FREEGLUT_MENU_FONT, "_" );
+ /* 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
+ );
- /*
- * Check if it's the biggest we've found
- */
- if( menuEntry->Width > width )
- width = menuEntry->Width;
+ /*
+ * 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;
- }
+ height += FREEGLUT_MENU_HEIGHT;
+ }
- /*
- * Store the menu's box size now:
- */
- fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER ;
- fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER ;
+ /* Store the menu's box size now: */
+ fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER;
+ fgStructure.CurrentMenu->Width = width + 4 * FREEGLUT_MENU_BORDER;
}
/*
* Creates a new menu object, adding it to the freeglut structure
*/
-int FGAPIENTRY glutCreateMenu( void (* callback)( int ) )
+int FGAPIENTRY glutCreateMenu( void(* callback)( int ) )
{
- /*
- * The menu object creation code resides in freeglut_structure.c
- */
- return( fgCreateMenu( callback )->ID );
+ /* The menu object creation code resides in freeglut_structure.c */
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
+ return fgCreateMenu( callback )->ID;
}
/*
*/
void FGAPIENTRY glutDestroyMenu( int menuID )
{
- SFG_Menu* menu = fgMenuByID( menuID );
+ SFG_Menu* menu;
- freeglut_assert_ready; freeglut_return_if_fail( menu != NULL );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyMenu" );
+ menu = fgMenuByID( menuID );
- /*
- * The menu object destruction code resides in freeglut_structure.c
- */
+ freeglut_return_if_fail( menu );
+
+ /* The menu object destruction code resides in freeglut_structure.c */
fgDestroyMenu( menu );
}
*/
int FGAPIENTRY glutGetMenu( void )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" );
- /*
- * Is there a current menu set?
- */
- if( fgStructure.Menu != NULL )
- {
- /*
- * Yes, there is indeed...
- */
- return( fgStructure.Menu->ID );
- }
+ if( fgStructure.CurrentMenu )
+ return fgStructure.CurrentMenu->ID;
- /*
- * No, there is no current menu at all
- */
- return( 0 );
+ return 0;
}
/*
*/
void FGAPIENTRY glutSetMenu( int menuID )
{
- SFG_Menu* menu = fgMenuByID( menuID );
+ SFG_Menu* menu;
- freeglut_assert_ready; freeglut_return_if_fail( menu != NULL );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenu" );
+ menu = fgMenuByID( menuID );
- /*
- * The current menu pointer is stored in fgStructure.Menu
- */
- fgStructure.Menu = menu;
+ freeglut_return_if_fail( menu );
+
+ fgStructure.CurrentMenu = menu;
}
/*
*/
void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
{
- SFG_MenuEntry* menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
-
- /*
- * Make sure there is a current menu set
- */
- freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
+ SFG_MenuEntry* menuEntry;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
+ menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
- /*
- * Fill in the appropriate values...
- */
menuEntry->Text = strdup( label );
menuEntry->ID = value;
- /*
- * Have the new menu entry attached to the current menu
- */
- fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
+ /* Have the new menu entry attached to the current menu */
+ fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
- /*
- * Update the menu's dimensions now
- */
- fghCalculateMenuBoxSize();
+ fghCalculateMenuBoxSize( );
}
/*
* Add a sub menu to the bottom of the current menu
*/
-void FGAPIENTRY glutAddSubMenu( const char* label, int subMenuID )
+void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
{
- SFG_MenuEntry* menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
- SFG_Menu* subMenu = fgMenuByID( subMenuID );
-
- /*
- * Make sure there is a current menu and the sub menu
- * we want to attach actually exists...
- */
- freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
- freeglut_return_if_fail( subMenu != NULL );
-
- /*
- * Fill in the appropriate values
- */
- menuEntry->Text = strdup( label );
- menuEntry->SubMenu = subMenu;
- menuEntry->ID = -1;
-
- /*
- * Make the submenu's parent window be the menu's parent window
- */
- fghSetSubmenuParentWindow ( fgStructure.Menu->ParentWindow, subMenu ) ;
-
- /*
- * Have the new menu entry attached to the current menu
- */
- fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
-
- /*
- * Update the menu's dimensions now
- */
- fghCalculateMenuBoxSize();
+ 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( );
}
/*
{
SFG_MenuEntry* menuEntry = NULL;
- /*
- * Make sure there is a current menu set...
- */
- freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != 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.Menu, item );
+ /* Get n-th menu entry in the current menu, starting from one: */
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
- /*
- * Make sure the menu entry exists
- */
- freeglut_return_if_fail( menuEntry != NULL );
+ freeglut_return_if_fail( menuEntry );
- /*
- * We want it to become a normal menu entry, so:
- */
- if( menuEntry->Text != NULL )
+ /* We want it to become a normal menu entry, so: */
+ if( menuEntry->Text )
free( menuEntry->Text );
- menuEntry->Text = strdup( label );
+ menuEntry->Text = strdup( label );
menuEntry->ID = value;
menuEntry->SubMenu = NULL;
-
- /*
- * Update the menu's dimensions now
- */
- fghCalculateMenuBoxSize();
+ 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 )
+void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,
+ int subMenuID )
{
- SFG_Menu* subMenu = fgMenuByID( subMenuID );
- SFG_MenuEntry* menuEntry = NULL;
+ SFG_Menu* subMenu;
+ SFG_MenuEntry* menuEntry;
- /*
- * Make sure there is a current menu set and the sub menu exists...
- */
- freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
- freeglut_return_if_fail( subMenu != NULL );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
+ subMenu = fgMenuByID( subMenuID );
+ menuEntry = NULL;
- /*
- * Get n-th menu entry in the current menu, starting from one:
- */
- menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
+ freeglut_return_if_fail( subMenu );
- /*
- * Make sure the menu entry exists
- */
- freeglut_return_if_fail( menuEntry != NULL );
+ /* Get n-th menu entry in the current menu, starting from one: */
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
- /*
- * We want it to become a sub menu entry, so:
- */
- if( menuEntry->Text != NULL )
+ 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->Text = strdup( label );
menuEntry->SubMenu = subMenu;
menuEntry->ID = -1;
-
- /*
- * Update the menu's dimensions now
- */
- fghCalculateMenuBoxSize();
+ fghCalculateMenuBoxSize( );
}
/*
{
SFG_MenuEntry* menuEntry;
- /*
- * Make sure there is a current menu set
- */
- freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
-
- /*
- * Get n-th menu entry in the current menu, starting from one:
- */
- menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
- /*
- * Make sure the menu entry exists
- */
- freeglut_return_if_fail( menuEntry != NULL );
+ /* Get n-th menu entry in the current menu, starting from one: */
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
- /*
- * Removing a menu entry is quite simple...
- */
- fgListRemove( &fgStructure.Menu->Entries, &menuEntry->Node );
+ freeglut_return_if_fail( menuEntry );
- /*
- * Free the entry label string, too
- */
- free( menuEntry->Text );
+ fgListRemove( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
+ if ( menuEntry->Text )
+ free( menuEntry->Text );
free( menuEntry );
-
- /*
- * Update the menu's dimensions now
- */
- fghCalculateMenuBoxSize();
+ fghCalculateMenuBoxSize( );
}
/*
*/
void FGAPIENTRY glutAttachMenu( int button )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" );
- /*
- * There must be a current window and a current menu set:
- */
- freeglut_return_if_fail( fgStructure.Window != NULL || fgStructure.Menu != NULL );
-
- /*
- * Make sure the button value is valid (0, 1 or 2, see freeglut.h)
- */
- freeglut_return_if_fail( button == GLUT_LEFT_BUTTON || button == GLUT_MIDDLE_BUTTON || button == GLUT_RIGHT_BUTTON );
+ freeglut_return_if_fail( fgStructure.CurrentWindow );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
- /*
- * It is safe now to attach the menu
- */
- fgStructure.Window->Menu[ button ] = fgStructure.Menu;
+ freeglut_return_if_fail( button >= 0 );
+ freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
- /*
- * Make the parent window of the menu (and all submenus) the current window
- */
- fghSetSubmenuParentWindow ( fgStructure.Window, fgStructure.Menu ) ;
+ fgStructure.CurrentWindow->Menu[ button ] = fgStructure.CurrentMenu;
}
/*
*/
void FGAPIENTRY glutDetachMenu( int button )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" );
- /*
- * There must be a current window set:
- */
- freeglut_return_if_fail( fgStructure.Window != NULL );
+ freeglut_return_if_fail( fgStructure.CurrentWindow );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
- /*
- * Make sure the button value is valid (0, 1 or 2, see freeglut.h)
- */
- freeglut_return_if_fail( button != 0 && button != 1 && button != 2 );
+ freeglut_return_if_fail( button >= 0 );
+ freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
- /*
- * It is safe now to detach the menu
- */
- fgStructure.Window->Menu[ button ] = NULL;
+ fgStructure.CurrentWindow->Menu[ button ] = NULL;
}
/*
*/
void* FGAPIENTRY glutGetMenuData( void )
{
- return(fgStructure.Menu->UserData);
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );
+ return fgStructure.CurrentMenu->UserData;
}
void FGAPIENTRY glutSetMenuData(void* data)
{
- fgStructure.Menu->UserData=data;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );
+ fgStructure.CurrentMenu->UserData=data;
}
/*** END OF FILE ***/