X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_menu.c;h=25b98a3859630b00b7f71071acfda29cedf3d84e;hb=3279d109029a83b1ab7f07cfac0ddd8cc8a7cce5;hp=67f07a6601491c3ff9b4371ffb736112250b38b2;hpb=d296a46a2dccdd99048541e1f8ca0ef010ac8545;p=freeglut diff --git a/src/freeglut_menu.c b/src/freeglut_menu.c index 67f07a6..25b98a3 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" @@ -110,6 +106,34 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index ) } /* + * Deactivates a menu pointed by the function argument. + */ +static void fghDeactivateSubMenu( 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; + + /* 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 ) + fghDeactivateSubMenu( subMenuIter ); + } + + fgSetWindow( current_window ); +} + +/* * Private function to check for the current menu/sub menu activity state */ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) @@ -177,7 +201,7 @@ 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 ); menu->ActiveEntry = menuEntry; menu->IsActive = GL_TRUE; @@ -373,7 +397,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu ) * 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 +407,31 @@ 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 ) + menu->Callback( menuEntry->ID ); + return; + } + } } @@ -443,14 +491,19 @@ 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 ) { /* We'll be referencing this menu a lot, so remember its address: */ SFG_Menu* menu = window->Menu[ button ]; + /* 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: */ @@ -474,45 +527,93 @@ void fgActivateMenu( SFG_Window* window, int button ) /* * 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->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 */ + fghExecuteMenuCallback( 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. + */ + 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; + fgSetWindow( window ); + fghActivateMenu( window, button ); + return GL_TRUE; + } + + return GL_FALSE; } /* @@ -536,6 +637,7 @@ 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; fgState.ActiveMenus--; @@ -547,35 +649,7 @@ void fgDeactivateMenu( SFG_Window *window ) { /* 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; - - /* 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 ); + fghDeactivateSubMenu( menuEntry ); } fgSetWindow( current_window ); @@ -720,9 +794,6 @@ void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID ) 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 ); fghCalculateMenuBoxSize( ); } @@ -820,9 +891,6 @@ void FGAPIENTRY glutAttachMenu( int button ) 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 ); } /*