X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffg_menu.c;h=61ffe55a6022268a89d685fbed8c41f128f2b639;hb=ffe4df636c8c848a48bb960f7b718067235ede7a;hp=8af9697cf7effc88baa6428f0caff83aaca4bf07;hpb=05a61612c9b96b61ca9917def47eb59b7bd195c8;p=freeglut diff --git a/src/fg_menu.c b/src/fg_menu.c index 8af9697..61ffe55 100644 --- a/src/fg_menu.c +++ b/src/fg_menu.c @@ -78,6 +78,7 @@ static float menu_pen_hback [4] = FREEGLUT_MENU_PEN_HBACK_COLORS; extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y ); extern void fghPlatformGetCursorPos(const SFG_Window *window, GLboolean client, SFG_XYUse *mouse_pos); extern SFG_Font* fghFontByID( void* font ); +extern void fgPlatformHideWindow( SFG_Window* window ); /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ @@ -108,8 +109,7 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry ) { SFG_MenuEntry *subMenuIter; /* Hide the present menu's window */ - fgSetWindow( menuEntry->SubMenu->Window ); - glutHideWindow( ); + fgPlatformHideWindow( menuEntry->SubMenu->Window ); /* Forget about having that menu active anymore, now: */ menuEntry->SubMenu->Window->ActiveMenu = NULL; @@ -127,8 +127,6 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry ) if( subMenuIter->SubMenu ) fghDeactivateSubMenu( subMenuIter ); } - - fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ; } /* @@ -215,10 +213,10 @@ static GLboolean fghCheckMenuStatus( SFG_Menu* menu ) } menu->ActiveEntry = menuEntry; - menu->IsActive = GL_TRUE; /* XXX Do we need this? */ + menu->IsActive = GL_TRUE; /* - * OKi, we have marked that entry as active, but it would be also + * OK, we have marked that entry as active, but it would be also * nice to have its contents updated, in case it's a sub menu. * Also, ignore the return value of the check function: */ @@ -267,7 +265,7 @@ static GLboolean fghCheckMenuStatus( SFG_Menu* menu ) } /* Activate it because its parent entry is active */ - menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */ + menuEntry->SubMenu->IsActive = GL_TRUE; } /* Report back that we have caught the menu cursor */ @@ -421,36 +419,6 @@ static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu ) 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; - } - } -} - /* * Displays the currently active menu for the current window @@ -578,8 +546,7 @@ static void fghActivateMenu( SFG_Window* window, int button ) /* * Update Highlight states of the menu - * - * Current mouse position is in menu->Window->State.MouseX/Y. + * NB: Current mouse position is in menu->Window->State.MouseX/Y */ void fgUpdateMenuHighlight ( SFG_Menu *menu ) { @@ -592,13 +559,16 @@ void fgUpdateMenuHighlight ( SFG_Menu *menu ) GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, int mouse_x, int mouse_y ) { + GLboolean is_handled = GL_FALSE; + GLboolean is_clicked = GL_FALSE; /* * 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 + * deactivate the menu, and potentially activate a new menu + * at the new mouse location * - 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 @@ -618,7 +588,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, mouse_y - window->ActiveMenu->Y; } - /* In the menu, invoke the callback and deactivate the menu */ + /* In the menu, deactivate the menu and invoke the callback */ if( fghCheckMenuStatus( window->ActiveMenu ) ) { /* @@ -626,18 +596,26 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, * window to the window whose menu this is */ SFG_Window *save_window = fgStructure.CurrentWindow; - SFG_Menu *save_menu = fgStructure.CurrentMenu; + SFG_Menu *save_menu = fgStructure.CurrentMenu, *active_menu = window->ActiveMenu; /* active menu is always the one with the mouse in it, due to fghCheckMenuStatus */ + SFG_MenuEntry *active_entry = active_menu->ActiveEntry; /* currently highlighted item -> must be the one that was just clicked */ SFG_Window *parent_window = window->ActiveMenu->ParentWindow; - fgSetWindow( parent_window ); - fgStructure.CurrentMenu = window->ActiveMenu; - /* Execute the menu callback */ - fghExecuteMenuCallback( window->ActiveMenu ); - fgDeactivateMenu( parent_window ); + /* ignore clicks on the submenu entry */ + if (!active_entry->SubMenu) + { + fgSetWindow( parent_window ); + fgStructure.CurrentMenu = active_menu; + + /* Deactivate menu and then call callback (we don't want menu to stay in view while callback is executing) */ + fgDeactivateMenu( parent_window ); + active_menu->Callback( active_entry->ID ); + + /* Restore the current window and menu */ + fgSetWindow( save_window ); + fgStructure.CurrentMenu = save_menu; + } - /* Restore the current window and menu */ - fgSetWindow( save_window ); - fgStructure.CurrentMenu = save_menu; + is_clicked = GL_TRUE; /* Don't reopen... */ } else if( pressed ) /* @@ -648,22 +626,15 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, */ { fgDeactivateMenu( window->ActiveMenu->ParentWindow ); + /* Could reopen again in different location, as is_clicked remains false */ } - /* - * 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; + is_handled = GL_TRUE; } /* No active menu, let's check whether we need to activate one. */ - if( ( 0 <= button ) && + if( !is_clicked && + ( 0 <= button ) && ( FREEGLUT_MAX_MENUS > button ) && ( window->Menu[ button ] ) && pressed ) @@ -675,14 +646,12 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, if (window->State.MouseX>0 && window->State.MouseY>0 && window->State.MouseXState.Width && window->State.MouseYState.Height) { - /* XXX Posting a requisite Redisplay seems bogus. */ - window->State.Redisplay = GL_TRUE; fghActivateMenu( window, button ); - return GL_TRUE; + is_handled = GL_TRUE; } } - return GL_FALSE; + return is_handled; } /* @@ -708,8 +677,7 @@ void fgDeactivateMenu( SFG_Window *window ) parent_window = menu->ParentWindow; /* Hide the present menu's window */ - fgSetWindow( menu->Window ); - glutHideWindow( ); + fgPlatformHideWindow( menu->Window ); /* Forget about having that menu active anymore, now: */ menu->Window->ActiveMenu = NULL; @@ -734,8 +702,6 @@ void fgDeactivateMenu( SFG_Window *window ) /* Done deactivating menu */ menuDeactivating = NULL; - fgSetWindow ( parent_window ) ; - /* Menu status callback */ if (fgState.MenuStateCallback || fgState.MenuStatusCallback) { @@ -778,9 +744,9 @@ void fghCalculateMenuBoxSize( void ) /* * If the entry is a submenu, then it needs to be wider to - * accomodate the arrow. JCJ 31 July 2003 + * accommodate the arrow. */ - if (menuEntry->SubMenu ) + if (menuEntry->SubMenu) menuEntry->Width += glutBitmapLength( fgStructure.CurrentMenu->Font, (unsigned char *)"_" @@ -911,19 +877,23 @@ void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID ) /* * Changes the current menu's font */ -void FGAPIENTRY glutSetMenuFont( void* fontID ) +void FGAPIENTRY glutSetMenuFont( int menuID, void* fontID ) { SFG_Font* font; + SFG_Menu* menu; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuFont" ); - freeglut_return_if_fail( fgStructure.CurrentMenu ); + menu = fgMenuByID( menuID ); + freeglut_return_if_fail( menu ); if (fgGetActiveMenu()) fgError("Menu manipulation not allowed while menus in use."); font = fghFontByID( fontID ); if (!font) + { fgWarning("glutChangeMenuFont: bitmap font 0x%08x not found. Make sure you're not passing a stroke font. Ignoring...\n",fontID); - freeglut_return_if_fail( font ); + return; + } fgStructure.CurrentMenu->Font = fontID; fghCalculateMenuBoxSize( );