* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/* -- DEFINITIONS ---------------------------------------------------------- */
* that that wasn't the original intent...if not, perhaps we need another
* symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)
*/
-#if TARGET_HOST_WIN32
+#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
* too. These variables should be stuffed into global state and initialized
* via the glutInit*() system.
*/
-#if TARGET_HOST_WIN32
+#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};
static float menu_pen_hfore [4] = {1.0f, 1.0f, 1.0f, 1.0f};
SFG_MenuEntry* menuEntry;
int x, y;
- /*
- * First of all check any of the active sub menus...
- */
+ /* 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 == 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;
}
}
- /*
- * That much about our sub menus, let's get to checking the current menu:
- */
+ /* That much about our sub menus, let's get to checking the current menu: */
x = window->State.MouseX;
y = window->State.MouseY;
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
- */
+ /* 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 ) &&
{
int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
- /*
- * The mouse cursor is somewhere over our box, check it out.
- */
+ /* The mouse cursor is somewhere over our box, check it out. */
menuEntry = fghFindMenuEntry( menu, menuID + 1 );
- assert( menuEntry );
+ FREEGLUT_INTERNAL_ERROR_EXIT( menuEntry, "Cannot find menu entry",
+ "fghCheckMenuStatus" );
- 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
{
SFG_Window *current_window = fgStructure.Window;
- /*
- * Set up the initial menu position now...
- */
- menuEntry->SubMenu->IsActive = TRUE;
+ /* Set up the initial menu position now... */
+ menuEntry->SubMenu->IsActive = GL_TRUE;
- /*
- * Set up the initial submenu position now:
- */
+ /* Set up the initial submenu position now: */
menuEntry->SubMenu->X = menu->X + menu->Width;
menuEntry->SubMenu->Y = menu->Y +
menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT;
fghCheckMenuStatus( window, menuEntry->SubMenu );
- /*
- * Activate it because its parent entry is active
- */
- menuEntry->SubMenu->IsActive = TRUE;
+ /* Activate it because its parent entry is active */
+ menuEntry->SubMenu->IsActive = GL_TRUE;
}
- /*
- * Report back that we have caught the menu cursor
- */
- return TRUE;
+ /* Report back that we have caught the menu cursor */
+ return GL_TRUE;
}
- /*
- * Looks like the menu cursor is somewhere else...
- */
- return FALSE;
+ /* Looks like the menu cursor is somewhere else... */
+ 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);
glVertex2i( border, menu->Height - border);
glEnd( );
- /*
- * Check if any of the submenus is currently active...
- */
+ /* 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 )
+ /* Has the menu been marked as active, maybe? */
+ if( menuEntry->IsActive )
{
/*
* That's truly right, and we need to have it highlighted.
*/
int menuID = menuEntry->Ordinal;
- /*
- * So have the highlight drawn...
- */
+ /* So have the highlight drawn... */
glColor4fv( menu_pen_hback );
glBegin( GL_QUADS );
glVertex2i( border,
}
}
- /*
- * Print the menu entries now...
- */
+ /* Print the menu entries now... */
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 )
{
- /*
- * If the menu entry is active, set the color to white
- */
+ /* If the menu entry is active, set the color to white */
if( menuEntry->IsActive )
glColor4fv( menu_pen_hfore );
- /*
- * Move the raster into position...
- */
+ /* 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 )
+ ( 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);
+ /* 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 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( 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 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;
+ /* 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 )
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
- /*
- * Is that an active sub menu by any case?
- */
- if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) )
+ /* Is that an active sub menu by any case? */
+ if( menuEntry->SubMenu && menuEntry->IsActive )
{
- /*
- * Yeah, indeed. Have it redrawn now:
- */
+ /* Yeah, indeed. Have it redrawn now: */
fgSetWindow( menuEntry->SubMenu->Window );
fghDisplayMenuBox( menuEntry->SubMenu );
fgSetWindow( menu->Window );
* 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;
+ menuEntry;
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
+ if( menuEntry->SubMenu )
+ fghSetSubmenuParentWindow( 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->SubMenu )
- fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ;
+ menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
+ {
+ if( menuEntry->IsActive )
+ {
+ if( menuEntry->SubMenu )
+ fghExecuteMenuCallback( menuEntry->SubMenu );
+ else
+ if( menu->Callback )
+ menu->Callback( menuEntry->ID );
+ return;
+ }
+ }
}
SFG_Window* window = fgStructure.Window;
SFG_Menu* menu = NULL;
- /*
- * Make sure there is a current window available
- */
- freeglut_assert_window;
+ FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.Window, "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;
-
- /*
- * 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 );
}
*/
void fgActivateMenu( SFG_Window* window, int button )
{
- /*
- * We'll be referencing this menu a lot, so remember its address:
- */
+ /* 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:
- */
+ /* 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:
- */
-
+ /* 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 );
/*
* Check whether an active menu absorbs a mouse click
*/
-GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu )
+GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
+ int mouse_x, int mouse_y )
{
/*
- * Near as I can tell, this is the active menu behaviour:
+ * 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.
*/
- return fghCheckMenuStatus( window, menu );
-}
-
-/*
- * Function to check for menu entry selection on menu deactivation
- */
-void fgExecuteMenuCallback( 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( window->ActiveMenu )
{
- /*
- * Is this menu entry active?
- */
- if( menuEntry->IsActive == TRUE )
+ if( window == window->ActiveMenu->ParentWindow )
{
- /*
- * If there is not a sub menu, execute the menu callback and
- * return...
- */
- if( !( menuEntry->SubMenu ) )
- {
- /*
- * ...certainly given that there is one...
- */
- if( menu->Callback )
- menu->Callback( menuEntry->ID );
-
- return;
- }
+ 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->Window,
+ window->ActiveMenu ) )
+ {
/*
- * Otherwise recurse into the submenu.
+ * Save the current window and menu and set the current
+ * window to the window whose menu this is
*/
- fgExecuteMenuCallback( menuEntry->SubMenu );
-
+ SFG_Window *save_window = fgStructure.Window;
+ SFG_Menu *save_menu = fgStructure.Menu;
+ SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
+ fgSetWindow( parent_window );
+ fgStructure.Menu = window->ActiveMenu;
+
+ /* Execute the menu callback */
+ fghExecuteMenuCallback( window->ActiveMenu );
+ fgDeactivateMenu( parent_window );
+
+ /* Restore the current window and menu */
+ fgSetWindow( save_window );
+ fgStructure.Menu = save_menu;
+ }
+ else if( pressed )
/*
- * There is little sense in dwelling the search on
+ * 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.
*/
- return;
- }
+ 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;
+ fgSetWindow( window );
+ fgActivateMenu( window, button );
+ return GL_TRUE;
}
+
+ return GL_FALSE;
}
/*
{
SFG_Window *current_window = fgStructure.Window;
- /*
- * 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?
- */
+ /* Did we find an active window? */
freeglut_return_if_fail( menu );
- /*
- * Hide the present menu's window
- */
+ /* Hide the present menu's window */
fgSetWindow( menu->Window );
glutHideWindow( );
- /*
- * Forget about having that menu active anymore, now:
- */
+ /* Forget about having that menu active anymore, now: */
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;
+ /* 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 = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
- /*
- * Is that an active submenu by any case?
- */
+ /* Is that an active submenu by any case? */
if( menuEntry->SubMenu )
fgDeactivateSubMenu( menuEntry );
}
- fgSetWindow ( current_window ) ;
+ fgSetWindow( current_window );
}
/*
{
SFG_Window *current_window = fgStructure.Window;
SFG_MenuEntry *subMenuIter;
- /*
- * Hide the present menu's window
- */
+ /* Hide the present menu's window */
fgSetWindow( menuEntry->SubMenu->Window );
glutHideWindow( );
- /*
- * Forget about having that menu active anymore, now:
- */
+ /* 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.
- */
+ /* 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 )
{
- /*
- * Is that an active submenu by any case?
- */
+ /* Is that an active submenu by any case? */
if( subMenuIter->SubMenu )
fgDeactivateSubMenu( subMenuIter );
}
SFG_MenuEntry* menuEntry;
int width = 0, height = 0;
- /*
- * Make sure there is a current menu set
- */
- freeglut_assert_ready;
+ /* Make sure there is a current menu set */
freeglut_return_if_fail( fgStructure.Menu );
- /*
- * The menu's box size depends on the menu entries:
- */
- for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First;
+ /* 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)
+ menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
- /*
- * Update the menu entry's width value
- */
- menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT,
- menuEntry->Text );
+ /* 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, "_" );
+ menuEntry->Width += glutBitmapLength(
+ FREEGLUT_MENU_FONT,
+ (unsigned char *)"_"
+ );
- /*
- * Check if it's the biggest we've found
- */
+ /* 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:
- */
+ /* Store the menu's box size now: */
fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER;
fgStructure.Menu->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
- */
+ /* 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_EXIT_IF_NOT_INITIALISED ( "glutDestroyMenu" );
+ menu = fgMenuByID( menuID );
- freeglut_assert_ready;
freeglut_return_if_fail( menu );
- /*
- * The menu object destruction code resides in freeglut_structure.c
- */
+ /* 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" );
if( fgStructure.Menu )
return fgStructure.Menu->ID;
*/
void FGAPIENTRY glutSetMenu( int menuID )
{
- SFG_Menu* menu = fgMenuByID( menuID );
+ SFG_Menu* menu;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenu" );
+ menu = fgMenuByID( menuID );
- freeglut_assert_ready;
freeglut_return_if_fail( menu );
fgStructure.Menu = menu;
*/
void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
{
- SFG_MenuEntry* menuEntry =
- (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
-
- freeglut_assert_ready;
+ SFG_MenuEntry* menuEntry;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
+ menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
freeglut_return_if_fail( fgStructure.Menu );
menuEntry->Text = strdup( label );
menuEntry->ID = value;
- /*
- * Have the new menu entry attached to the current menu
- */
+ /* Have the new menu entry attached to the current menu */
fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
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 );
+ SFG_MenuEntry *menuEntry;
+ SFG_Menu *subMenu;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" );
+ menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
+ 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;
- /*
- * Make the submenu's parent window be the menu's parent window
- */
+ /* Make the submenu's parent window be the menu's parent window */
fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu );
fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
{
SFG_MenuEntry* menuEntry = NULL;
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
freeglut_return_if_fail( fgStructure.Menu );
- /*
- * Get n-th menu entry in the current menu, starting from one:
- */
+ /* Get n-th menu entry in the current menu, starting from one: */
menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
freeglut_return_if_fail( menuEntry );
- /*
- * We want it to become a normal menu entry, so:
- */
+ /* 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;
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;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
+ subMenu = fgMenuByID( subMenuID );
+ menuEntry = NULL;
- freeglut_assert_ready;
freeglut_return_if_fail( fgStructure.Menu );
freeglut_return_if_fail( subMenu );
- /*
- * Get n-th menu entry in the current menu, starting from one:
- */
+ /* Get n-th menu entry in the current menu, starting from one: */
menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
freeglut_return_if_fail( menuEntry );
- /*
- * We want it to become a sub menu entry, so:
- */
+ /* 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;
fghCalculateMenuBoxSize( );
{
SFG_MenuEntry* menuEntry;
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
freeglut_return_if_fail( fgStructure.Menu );
- /*
- * Get n-th menu entry in the current menu, starting from one:
- */
+ /* Get n-th menu entry in the current menu, starting from one: */
menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
freeglut_return_if_fail( menuEntry );
*/
void FGAPIENTRY glutAttachMenu( int button )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" );
freeglut_return_if_fail( fgStructure.Window );
freeglut_return_if_fail( fgStructure.Menu );
fgStructure.Window->Menu[ button ] = fgStructure.Menu;
- /*
- * Make the parent window of the menu (and all submenus) the current window
- */
- fghSetSubmenuParentWindow ( fgStructure.Window, fgStructure.Menu ) ;
+ /* Make the parent window of the menu (and all submenus) the current window */
+ fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu );
}
/*
*/
void FGAPIENTRY glutDetachMenu( int button )
{
- freeglut_assert_ready;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" );
freeglut_return_if_fail( fgStructure.Window );
freeglut_return_if_fail( fgStructure.Menu );
*/
void* FGAPIENTRY glutGetMenuData( void )
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );
return fgStructure.Menu->UserData;
}
void FGAPIENTRY glutSetMenuData(void* data)
{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );
fgStructure.Menu->UserData=data;
}