* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
#include <GL/freeglut.h>
#include "freeglut_internal.h"
/* 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 = GL_TRUE;
menuEntry->Ordinal = menuID;
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->IsActive )
+ {
+ if( menuEntry->SubMenu )
+ fghExecuteMenuCallback( menuEntry->SubMenu );
+ else
+ if( menu->Callback )
+ menu->Callback( menuEntry->ID );
+ return;
+ }
+ }
+}
+
/*
* Displays the currently active menu for the current window
SFG_Window* window = fgStructure.Window;
SFG_Menu* menu = NULL;
- 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... */
menu = window->ActiveMenu;
/*
* 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 )
{
- if( menuEntry->IsActive )
+ if( window == window->ActiveMenu->ParentWindow )
{
- if( menuEntry->SubMenu )
- fgExecuteMenuCallback( menuEntry->SubMenu );
- else
- 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 ) )
+ {
+ /*
+ * Save the current window and menu and set the current
+ * window to the window whose menu this is
+ */
+ 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 )
+ /*
+ * 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 );
+
+ /*
+ * 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;
}
/*
int width = 0, height = 0;
/* Make sure there is a current menu set */
- freeglut_assert_ready;
freeglut_return_if_fail( fgStructure.Menu );
/* The menu's box size depends on the menu entries: */
int FGAPIENTRY glutCreateMenu( void(* callback)( int ) )
{
/* 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 */
*/
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 );
*/
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 );
{
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: */
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 );
{
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: */
*/
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 );
*/
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;
}