menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
{
- if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
+ if( menuEntry->SubMenu && menuEntry->IsActive )
{
/*
- * OK, have the sub-menu checked, too. If it returns TRUE, it
+ * 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...
*/
* 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;
+ menuEntry->SubMenu->IsActive = GL_TRUE;
+ if ( return_status )
+ return GL_TRUE;
}
}
for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- menuEntry->IsActive = FALSE;
+ menuEntry->IsActive = GL_FALSE;
- menu->IsActive = FALSE;
+ menu->IsActive = GL_FALSE;
/*
* Check if the mouse cursor is contained within the current menu box
menuEntry = fghFindMenuEntry( menu, menuID + 1 );
assert( menuEntry );
- menuEntry->IsActive = TRUE;
+ menuEntry->IsActive = GL_TRUE;
menuEntry->Ordinal = menuID;
/*
* was a submenu then deactivate it.
*/
if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
- {
if( menu->ActiveEntry->SubMenu )
fgDeactivateSubMenu( menu->ActiveEntry );
- }
menu->ActiveEntry = menuEntry;
- menu->IsActive = TRUE;
+ menu->IsActive = GL_TRUE;
/*
* OKi, we have marked that entry as active, but it would be also
/*
* Set up the initial menu position now...
*/
- menuEntry->SubMenu->IsActive = TRUE;
+ menuEntry->SubMenu->IsActive = GL_TRUE;
/*
* Set up the initial submenu position now:
/*
* Activate it because its parent entry is active
*/
- menuEntry->SubMenu->IsActive = TRUE;
+ menuEntry->SubMenu->IsActive = GL_TRUE;
}
/*
* Report back that we have caught the menu cursor
*/
- return TRUE;
+ return GL_TRUE;
}
/*
* Looks like the menu cursor is somewhere else...
*/
- return FALSE;
+ return GL_FALSE;
}
/*
glVertex2i( menu->Width - border, border);
glEnd( );
- glColor4fv( menu_pen_back ) ;
+ glColor4fv( menu_pen_back );
glBegin( GL_QUADS );
glVertex2i( border, border);
glVertex2i( menu->Width - border, border);
/*
* Has the menu been marked as active, maybe?
*/
- if( menuEntry->IsActive == TRUE )
+ if( menuEntry->IsActive )
{
/*
* That's truly right, and we need to have it highlighted.
glColor4fv( menu_pen_fore );
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i=0;
+ for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0;
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
{
/* 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_MENU_HEIGHT -
+ ( int )( FREEGLUT_MENU_HEIGHT*0.3 - border )
);
/*
* Have the label drawn, character after character:
*/
- glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text);
+ glutBitmapString( FREEGLUT_MENU_FONT, (unsigned char *) menuEntry->Text);
/*
* If it's a submenu, draw a right arrow
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( 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 );
/*
* Now we are ready to check if any of our children needs to be redrawn:
*/
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
+ for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
/*
* Is that an active sub menu by any case?
*/
- if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
+ if( menuEntry->SubMenu && menuEntry->IsActive )
{
/*
* Yeah, indeed. Have it redrawn now:
* 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 fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu )
{
SFG_MenuEntry *menuEntry;
menu->ParentWindow = window;
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
+ for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- if ( menuEntry->SubMenu )
- fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ;
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
+ if( menuEntry->SubMenu )
+ fghSetSubmenuParentWindow( window, menuEntry->SubMenu );
}
SFG_Window* window = fgStructure.Window;
SFG_Menu* menu = NULL;
- /*
- * Make sure there is a current window available
- */
freeglut_assert_window;
/*
* Check if there is an active menu attached to this window...
*/
menu = window->ActiveMenu;
-
- /*
- * Did we find an active menu?
- */
freeglut_return_if_fail( menu );
- 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 );
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();
+ glPushMatrix( );
+ glLoadIdentity( );
- /*
- * First of all, have the exact menu status check:
- */
fghCheckMenuStatus( window, menu );
-
- /*
- * The status has been updated and we're ready to have the menu drawn now:
- */
fghDisplayMenuBox( menu );
- /*
- * Restore the old OpenGL settings now
- */
glPopAttrib( );
glMatrixMode( GL_PROJECTION );
glutSwapBuffers( );
- /*
- * Restore the current window
- */
fgSetWindow ( window );
}
* Mark the menu as active, so that it gets displayed:
*/
window->ActiveMenu = menu;
- menu->IsActive = TRUE;
+ menu->IsActive = GL_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 );
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
{
- /*
- * Is this menu entry active?
- */
- if( menuEntry->IsActive == TRUE )
+ if( menuEntry->IsActive )
{
- /*
- * If there is not a sub menu, execute the menu callback and
- * return...
- */
- if( !( menuEntry->SubMenu ) )
- {
- /*
- * ...certainly given that there is one...
- */
+ if( menuEntry->SubMenu )
+ fgExecuteMenuCallback( menuEntry->SubMenu );
+ else
if( menu->Callback )
menu->Callback( menuEntry->ID );
-
- return;
- }
-
- /*
- * Otherwise recurse into the submenu.
- */
- fgExecuteMenuCallback( menuEntry->SubMenu );
-
- /*
- * There is little sense in dwelling the search on
- */
return;
}
}
*/
menu->Window->ActiveMenu = NULL;
menu->ParentWindow->ActiveMenu = NULL;
- menu->IsActive = FALSE;
+ menu->IsActive = GL_FALSE;
fgState.ActiveMenus--;
/*
* Hide all submenu windows, and the root menu's window.
*/
- for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
+ for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
/*
* Is that an active submenu by any case?
fgDeactivateSubMenu( menuEntry );
}
- fgSetWindow ( current_window ) ;
+ fgSetWindow( current_window );
}
/*
* Forget about having that menu active anymore, now:
*/
menuEntry->SubMenu->Window->ActiveMenu = NULL;
- menuEntry->SubMenu->IsActive = FALSE;
+ menuEntry->SubMenu->IsActive = GL_FALSE;
/*
* Hide all submenu windows, and the root menu's window.
/*
* The menu's box size depends on the menu entries:
*/
- for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First;
+ for( menuEntry = ( SFG_MenuEntry * )fgStructure.Menu->Entries.First;
menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
/*
* Update the menu entry's width value
*/
menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT,
- menuEntry->Text );
+ (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, "_" );
+ menuEntry->Width += glutBitmapLength( FREEGLUT_MENU_FONT, (unsigned char *) "_" );
/*
* Check if it's the biggest we've found
/*
* 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
/*
* 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 );
+ SFG_MenuEntry *menuEntry =
+ ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
+ SFG_Menu *subMenu = fgMenuByID( subMenuID );
freeglut_assert_ready;
freeglut_return_if_fail( fgStructure.Menu );
freeglut_return_if_fail( subMenu );
- menuEntry->Text = strdup( label );
+ menuEntry->Text = strdup( label );
menuEntry->SubMenu = subMenu;
menuEntry->ID = -1;
if( menuEntry->Text )
free( menuEntry->Text );
- menuEntry->Text = strdup( label );
+ 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 )
+void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,
+ int subMenuID )
{
SFG_Menu* subMenu = fgMenuByID( subMenuID );
SFG_MenuEntry* menuEntry = NULL;
if( menuEntry->Text )
free( menuEntry->Text );
- menuEntry->Text = strdup( label );
+ menuEntry->Text = strdup( label );
menuEntry->SubMenu = subMenu;
menuEntry->ID = -1;
fghCalculateMenuBoxSize( );
/*
* Make the parent window of the menu (and all submenus) the current window
*/
- fghSetSubmenuParentWindow ( fgStructure.Window, fgStructure.Menu ) ;
+ fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu );
}
/*