* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
-
+#define FREEGLUT_BUILDING_LIB
#include <GL/freeglut.h>
#include "freeglut_internal.h"
* 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 || TARGET_HOST_WINCE
+#if TARGET_HOST_MS_WINDOWS
#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 || TARGET_HOST_WINCE
+#if TARGET_HOST_MS_WINDOWS
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};
}
/*
+ * Deactivates a menu pointed by the function argument.
+ */
+static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
+{
+ 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 )
+ {
+ subMenuIter->IsActive = GL_FALSE;
+
+ /* Is that an active submenu by any case? */
+ if( subMenuIter->SubMenu )
+ fghDeactivateSubMenu( subMenuIter );
+ }
+
+ fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
+}
+
+/*
+ * Private function to get the virtual maximum screen extent
+ */
+static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
+{
+ if( fgStructure.GameModeWindow )
+ {
+#if TARGET_HOST_POSIX_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
+ {
+ *x = fgDisplay.ScreenWidth;
+ *y = fgDisplay.ScreenHeight;
+ }
+}
+
+/*
* Private function to check for the current menu/sub menu activity state
*/
-static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
+static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
{
SFG_MenuEntry* menuEntry;
int x, y;
* 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 );
+ 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 );
- /*
- * Reactivate the submenu as the checkMenuStatus may have turned
- * it off if the mouse is in its parent menu entry.
- */
- 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: */
- x = window->State.MouseX;
- y = window->State.MouseY;
-
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
- menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- menuEntry->IsActive = GL_FALSE;
-
- menu->IsActive = GL_FALSE;
+ x = menu->Window->State.MouseX;
+ y = menu->Window->State.MouseY;
/* 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 ) )
+ ( y < menu->Height - FREEGLUT_MENU_BORDER ) )
{
int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
/* 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;
*/
if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
if( menu->ActiveEntry->SubMenu )
- fgDeactivateSubMenu( menu->ActiveEntry );
+ 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;
+ menu->IsActive = GL_TRUE; /* XXX Do we need this? */
/*
* OKi, we have marked that entry as active, but it would be also
{
if ( ! menuEntry->SubMenu->IsActive )
{
- SFG_Window *current_window = fgStructure.Window;
+ 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 >
- glutGet( GLUT_SCREEN_WIDTH ) )
- menuEntry->SubMenu->X = menu->X -
- menuEntry->SubMenu->Width;
+ if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > max_x )
+ menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;
- if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height >
- glutGet( GLUT_SCREEN_HEIGHT ) )
+ if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y )
+ {
menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -
FREEGLUT_MENU_HEIGHT -
2 * FREEGLUT_MENU_BORDER );
+ if( menuEntry->SubMenu->Y < 0 )
+ menuEntry->SubMenu->Y = 0;
+ }
fgSetWindow( menuEntry->SubMenu->Window );
glutPositionWindow( menuEntry->SubMenu->X,
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 );
}
- fghCheckMenuStatus( window, menuEntry->SubMenu );
-
/* Activate it because its parent entry is active */
- menuEntry->SubMenu->IsActive = GL_TRUE;
+ menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
}
/* Report back that we have caught the menu cursor */
}
/* 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;
+ }
+
return GL_FALSE;
}
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 && menuEntry->IsActive )
- {
- /* 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 fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
{
SFG_MenuEntry *menuEntry;
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
if( menuEntry->SubMenu )
- fghSetSubmenuParentWindow( window, 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;
- freeglut_return_if_fail ( fgStructure.Window != NULL );
+ FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window",
+ "fgDisplayMenu" );
/* Check if there is an active menu attached to this window... */
menu = window->ActiveMenu;
glPushMatrix( );
glLoadIdentity( );
- fghCheckMenuStatus( window, menu );
fghDisplayMenuBox( menu );
glPopAttrib( );
/*
* Activates a menu pointed by the function argument
*/
-void fgActivateMenu( SFG_Window* window, int button )
+static void fghActivateMenu( SFG_Window* window, int button )
{
+ 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 > glutGet ( GLUT_SCREEN_WIDTH ) )
+ if( menu->X + menu->Width > max_x )
menu->X -=menu->Width;
- if( menu->Y + menu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) )
+ if( menu->Y + menu->Height > max_y )
+ {
menu->Y -=menu->Height;
+ if( menu->Y < 0 )
+ menu->Y = 0;
+ }
+
+ 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 );
glutPopWindow( );
glutShowWindow( );
menu->Window->ActiveMenu = menu;
+ fghCheckMenuStatus( menu );
+ fgSetWindow( current_window );
+}
+
+/*
+ * Update Highlight states of the menu
+ *
+ * Current mouse position is in menu->Window->State.MouseX/Y.
+ */
+void fgUpdateMenuHighlight ( SFG_Menu *menu )
+{
+ fghCheckMenuStatus( menu );
}
/*
* 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 ) )
+ {
+ /*
+ * 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 );
+
+ /*
+ * 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;
+ 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... */
SFG_Menu* menu = window->ActiveMenu;
/* Did we find an active window? */
freeglut_return_if_fail( menu );
+ parent_window = menu->ParentWindow;
+
/* 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;
+ fghSetMenuParentWindow ( NULL, menu );
menu->IsActive = GL_FALSE;
+ menu->ActiveEntry = NULL;
fgState.ActiveMenus--;
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
- /* Is that an active submenu by any case? */
- if( menuEntry->SubMenu )
- fgDeactivateSubMenu( menuEntry );
- }
-
- fgSetWindow( current_window );
-}
-
-/*
- * 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: */
- menuEntry->SubMenu->Window->ActiveMenu = NULL;
- menuEntry->SubMenu->IsActive = GL_FALSE;
+ menuEntry->IsActive = GL_FALSE;
- /* 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? */
- if( subMenuIter->SubMenu )
- fgDeactivateSubMenu( subMenuIter );
+ if( menuEntry->SubMenu )
+ fghDeactivateSubMenu( menuEntry );
}
- fgSetWindow( current_window );
+ fgSetWindow ( parent_window ) ;
}
/*
int width = 0, height = 0;
/* Make sure there is a current menu set */
- freeglut_assert_ready;
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
/* The menu's box size depends on the menu entries: */
- for( menuEntry = ( SFG_MenuEntry * )fgStructure.Menu->Entries.First;
+ for( menuEntry = ( SFG_MenuEntry * )fgStructure.CurrentMenu->Entries.First;
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
}
/* Store the menu's box size now: */
- fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER;
- fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER;
+ fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER;
+ fgStructure.CurrentMenu->Width = width + 4 * FREEGLUT_MENU_BORDER;
}
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;
}
+#if TARGET_HOST_MS_WINDOWS
+int FGAPIENTRY __glutCreateMenuWithExit( void(* callback)( int ), void (__cdecl *exit_function)(int) )
+{
+ __glutExitFunc = exit_function;
+ return glutCreateMenu( callback );
+}
+#endif
+
/*
* Destroys a menu object, removing all references to it
*/
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;
+ if( fgStructure.CurrentMenu )
+ return fgStructure.CurrentMenu->ID;
return 0;
}
*/
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;
+ fgStructure.CurrentMenu = menu;
}
/*
*/
void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
{
- SFG_MenuEntry* menuEntry =
- (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
-
- freeglut_assert_ready;
- freeglut_return_if_fail( fgStructure.Menu );
+ SFG_MenuEntry* menuEntry;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
+ menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
menuEntry->Text = strdup( label );
menuEntry->ID = value;
/* Have the new menu entry attached to the current menu */
- fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
+ fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
fghCalculateMenuBoxSize( );
}
*/
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( fgStructure.CurrentMenu );
freeglut_return_if_fail( subMenu );
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 );
-
- fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
+ fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
fghCalculateMenuBoxSize( );
}
{
SFG_MenuEntry* menuEntry = NULL;
- freeglut_assert_ready;
- freeglut_return_if_fail( fgStructure.Menu );
+ 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 );
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
freeglut_return_if_fail( menuEntry );
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_assert_ready;
- freeglut_return_if_fail( fgStructure.Menu );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
+ subMenu = fgMenuByID( subMenuID );
+ menuEntry = NULL;
+
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
freeglut_return_if_fail( subMenu );
/* Get n-th menu entry in the current menu, starting from one: */
- menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
freeglut_return_if_fail( menuEntry );
{
SFG_MenuEntry* menuEntry;
- freeglut_assert_ready;
- freeglut_return_if_fail( fgStructure.Menu );
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
/* Get n-th menu entry in the current menu, starting from one: */
- menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
+ menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
freeglut_return_if_fail( menuEntry );
- fgListRemove( &fgStructure.Menu->Entries, &menuEntry->Node );
+ fgListRemove( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
if ( menuEntry->Text )
free( menuEntry->Text );
*/
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 );
+ freeglut_return_if_fail( fgStructure.CurrentWindow );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
freeglut_return_if_fail( button >= 0 );
freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
- fgStructure.Window->Menu[ button ] = fgStructure.Menu;
-
- /* 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" );
- freeglut_return_if_fail( fgStructure.Window );
- freeglut_return_if_fail( fgStructure.Menu );
+ freeglut_return_if_fail( fgStructure.CurrentWindow );
+ freeglut_return_if_fail( fgStructure.CurrentMenu );
freeglut_return_if_fail( button >= 0 );
freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
- 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 ***/