* 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 )
}
}
- /*
- * 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;
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 );
{
SFG_Window *current_window = fgStructure.Window;
- /*
- * Set up the initial menu position now...
- */
+ /* 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
- */
+ /* Activate it because its parent entry is active */
menuEntry->SubMenu->IsActive = GL_TRUE;
}
- /*
- * Report back that we have caught the menu cursor
- */
+ /* Report back that we have caught the menu cursor */
return GL_TRUE;
}
- /*
- * Looks like the menu cursor is somewhere else...
- */
+ /* Looks like the menu cursor is somewhere else... */
return GL_FALSE;
}
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?
- */
+ /* Has the menu been marked as active, maybe? */
if( menuEntry->IsActive )
{
/*
*/
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 );
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,
( int )( FREEGLUT_MENU_HEIGHT*0.3 - border )
);
- /*
- * Have the label drawn, character after character:
- */
+ /* 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, '_' );
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:
- */
+ /* 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?
- */
+ /* 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 );
SFG_Window* window = fgStructure.Window;
SFG_Menu* menu = NULL;
- freeglut_assert_window;
+ freeglut_return_if_fail ( fgStructure.Window != NULL );
- /*
- * 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 );
*/
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 = 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 );
{
SFG_MenuEntry *menuEntry;
- /*
- * 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)
{
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 = GL_FALSE;
fgState.ActiveMenus--;
- /*
- * Hide all submenu windows, and the root menu's window.
- */
+ /* 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?
- */
+ /* Is that an active submenu by any case? */
if( menuEntry->SubMenu )
fgDeactivateSubMenu( menuEntry );
}
{
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 = 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
- */
+ /* 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:
- */
+ /* 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
- */
+ /* Update the menu entry's width value */
menuEntry->Width = glutBitmapLength(
FREEGLUT_MENU_FONT,
(unsigned char *)menuEntry->Text
(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;
}
*/
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 */
return fgCreateMenu( callback )->ID;
}
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 );
}
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( );
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 );
freeglut_assert_ready;
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 );
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 );
freeglut_assert_ready;
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 );
fgStructure.Window->Menu[ button ] = fgStructure.Menu;
- /*
- * Make the parent window of the menu (and all submenus) the current window
- */
+ /* Make the parent window of the menu (and all submenus) the current window */
fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu );
}