X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_main.c;h=134ffb3071ccb7cffdb71f3e25ad35d26295f187;hb=0fd65e65061141e7317caba38801580374f09d0b;hp=c7027f8cb299188910156bc230c0899ea8be8d09;hpb=d296a46a2dccdd99048541e1f8ca0ef010ac8545;p=freeglut diff --git a/src/freeglut_main.c b/src/freeglut_main.c index c7027f8..134ffb3 100644 --- a/src/freeglut_main.c +++ b/src/freeglut_main.c @@ -25,11 +25,6 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ - -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - #include #include "freeglut_internal.h" @@ -754,93 +749,13 @@ void FGAPIENTRY glutMainLoopEvent( void ) button = event.xbutton.button - 1; /* - * XXX This comment is replicated in the WIN32 section and - * XXX maybe also in the menu code. Can we move the info - * XXX to one central place and *reference* it from here? - * * Do not execute the application's mouse callback if a menu * is hooked to this button. In that case an appropriate * private call should be generated. - * 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 */ - /* Window has an active menu, it absorbs any mouse click */ - if( window->ActiveMenu ) - { - if( window == window->ActiveMenu->ParentWindow ) - { - window->ActiveMenu->Window->State.MouseX = - event.xbutton.x_root - window->ActiveMenu->X; - window->ActiveMenu->Window->State.MouseY = - event.xbutton.y_root - window->ActiveMenu->Y; - } - - /* In the menu, invoke the callback and deactivate the menu*/ - if( fgCheckActiveMenu( 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 */ - fgExecuteMenuCallback( 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. - */ - window->State.Redisplay = GL_TRUE; - break; - } - - /* 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 ); + if( fgCheckActiveMenu( window, button, pressed, + event.xbutton.x_root, event.xbutton.y_root ) ) break; - } /* * Check if there is a mouse or mouse wheel callback hooked to the @@ -1329,6 +1244,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, SetCursor( NULL ); \ break; +/* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */ if( LOWORD( lParam ) == HTCLIENT ) switch( window->State.Cursor ) { @@ -1483,64 +1399,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, return DefWindowProc( hWnd, uMsg, lParam, wParam ); /* - * XXX This comment is duplicated in two other spots. - * XXX Can we centralize it? - * - * Do not execute the application's mouse callback if a - * menu is hooked to this button. - * In that case an appropriate private call should be generated. - * 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 + * Do not execute the application's mouse callback if a menu + * is hooked to this button. In that case an appropriate + * private call should be generated. */ - /* Window has an active menu, it absorbs any mouse click */ - if( window->ActiveMenu ) - { - /* Outside the menu, deactivate the menu if it's a downclick */ - if( ! fgCheckActiveMenu( window, window->ActiveMenu ) ) - { - if( pressed ) - fgDeactivateMenu( window->ActiveMenu->ParentWindow ); - } - else /* In menu, invoke the callback and deactivate the menu*/ - { - /* - * 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 */ - fgExecuteMenuCallback( window->ActiveMenu ); - fgDeactivateMenu( parent_window ); - - /* Restore the current window and menu */ - fgSetWindow( save_window ); - fgStructure.Menu = save_menu; - } - - /* - * Let's make the window redraw as a result of the mouse - * click and menu activity. - */ - if( ! window->IsMenu ) - window->State.Redisplay = GL_TRUE; - + if( fgCheckActiveMenu( window, button, pressed, + window->State.MouseX, window->State.MouseY ) ) break; - } if( window->Menu[ button ] && pressed ) {