X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_menu.c;h=05fd2bd52f5e3d4302801b32623a7e3d9bad628b;hb=90a9927d3b46439645e1c1d1aa9709bc106451be;hp=67f07a6601491c3ff9b4371ffb736112250b38b2;hpb=d296a46a2dccdd99048541e1f8ca0ef010ac8545;p=freeglut diff --git a/src/freeglut_menu.c b/src/freeglut_menu.c index 67f07a6..05fd2bd 100644 --- a/src/freeglut_menu.c +++ b/src/freeglut_menu.c @@ -25,10 +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" @@ -110,9 +106,70 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index ) } /* + * 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.GameMode ) + { +#if TARGET_HOST_UNIX_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; @@ -129,36 +186,28 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) * 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; @@ -177,10 +226,17 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) */ 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 @@ -191,23 +247,22 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) { 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 ); @@ -221,12 +276,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) 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 */ @@ -234,6 +292,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) } /* 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; } @@ -352,28 +419,13 @@ static void fghDisplayMenuBox( SFG_Menu* menu ) 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; @@ -383,7 +435,37 @@ static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu ) 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; + } + } } @@ -392,10 +474,10 @@ static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu ) */ void fgDisplayMenu( void ) { - SFG_Window* window = fgStructure.Window; + SFG_Window* window = fgStructure.CurrentWindow; SFG_Menu* menu = NULL; - FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.Window, "Displaying menu in nonexistent window", + FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window", "fgDisplayMenu" ); /* Check if there is an active menu attached to this window... */ @@ -425,7 +507,6 @@ void fgDisplayMenu( void ) glPushMatrix( ); glLoadIdentity( ); - fghCheckMenuStatus( window, menu ); fghDisplayMenuBox( menu ); glPopAttrib( ); @@ -443,76 +524,149 @@ void fgDisplayMenu( void ) /* * 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; + 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 ); glutReshapeWindow( menu->Width, menu->Height ); 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; } /* @@ -520,7 +674,7 @@ void fgExecuteMenuCallback( SFG_Menu* menu ) */ 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; @@ -529,6 +683,8 @@ void fgDeactivateMenu( SFG_Window *window ) /* 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( ); @@ -536,7 +692,9 @@ void fgDeactivateMenu( SFG_Window *window ) /* 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--; @@ -545,40 +703,14 @@ void fgDeactivateMenu( SFG_Window *window ) 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 ) ; } /* @@ -590,10 +722,10 @@ void fghCalculateMenuBoxSize( void ) int width = 0, height = 0; /* Make sure there is a current menu set */ - 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 ) { @@ -621,8 +753,8 @@ void fghCalculateMenuBoxSize( void ) } /* 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; } @@ -661,8 +793,8 @@ int FGAPIENTRY glutGetMenu( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" ); - if( fgStructure.Menu ) - return fgStructure.Menu->ID; + if( fgStructure.CurrentMenu ) + return fgStructure.CurrentMenu->ID; return 0; } @@ -679,7 +811,7 @@ void FGAPIENTRY glutSetMenu( int menuID ) freeglut_return_if_fail( menu ); - fgStructure.Menu = menu; + fgStructure.CurrentMenu = menu; } /* @@ -690,13 +822,13 @@ void FGAPIENTRY glutAddMenuEntry( const char* label, int value ) SFG_MenuEntry* menuEntry; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" ); menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); - freeglut_return_if_fail( fgStructure.Menu ); + 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( ); } @@ -713,17 +845,14 @@ void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID ) menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 ); subMenu = fgMenuByID( subMenuID ); - 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( ); } @@ -735,10 +864,10 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value ) SFG_MenuEntry* menuEntry = NULL; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" ); - freeglut_return_if_fail( fgStructure.Menu ); + 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 ); @@ -765,11 +894,11 @@ void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, subMenu = fgMenuByID( subMenuID ); menuEntry = NULL; - freeglut_return_if_fail( fgStructure.Menu ); + 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 ); @@ -791,14 +920,14 @@ void FGAPIENTRY glutRemoveMenuItem( int item ) SFG_MenuEntry* menuEntry; FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" ); - freeglut_return_if_fail( fgStructure.Menu ); + 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 ); @@ -813,16 +942,13 @@ void FGAPIENTRY glutAttachMenu( int button ) { 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; } /* @@ -832,13 +958,13 @@ void FGAPIENTRY glutDetachMenu( int button ) { 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; } /* @@ -847,13 +973,13 @@ void FGAPIENTRY glutDetachMenu( int button ) void* FGAPIENTRY glutGetMenuData( void ) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" ); - return fgStructure.Menu->UserData; + return fgStructure.CurrentMenu->UserData; } void FGAPIENTRY glutSetMenuData(void* data) { FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" ); - fgStructure.Menu->UserData=data; + fgStructure.CurrentMenu->UserData=data; } /*** END OF FILE ***/