X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_menu.c;h=3ba5b224770aea90b7a09e08cda9b7a366ec3cc6;hb=517df5ccb5289e3159f9cb21d083e945cde97d30;hp=8a65c4e1bdcf1395d211532dc453badabf0df2c3;hpb=fd4b40b9d5e612f5fcfd44739f843a73101a212b;p=freeglut diff --git a/src/freeglut_menu.c b/src/freeglut_menu.c index 8a65c4e..3ba5b22 100644 --- a/src/freeglut_menu.c +++ b/src/freeglut_menu.c @@ -29,21 +29,9 @@ #include "config.h" #endif -#define G_LOG_DOMAIN "freeglut-menu" - #include "../include/GL/freeglut.h" #include "freeglut_internal.h" -/* - * TODO BEFORE THE STABLE RELEASE: - * - * Wouldn't 1.0 have been "the" stable release? Now we are past 2.0, - * so this comment is probably just out of date. (20031026; rkr) - * - * Think about the possibility of doing the menu on layers *or* using the - * native window system instead of OpenGL. - */ - /* -- DEFINITIONS ---------------------------------------------------------- */ /* @@ -69,24 +57,24 @@ * symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.) */ #if TARGET_HOST_WIN32 -#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13 -#elif TARGET_HOST_UNIX_X11 -#define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18 +#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13 +#else +#define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18 #endif -#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + FREEGLUT_MENU_BORDER) +#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \ + FREEGLUT_MENU_BORDER) #define FREEGLUT_MENU_BORDER 2 /* - * These variables should be moved into the freeglut global state, but for now, - * we'll put them here. They are for rendering the freeglut menu items. + * These variables are for rendering the freeglut menu items. + * * The choices are fore- and background, with and without h for Highlighting. * Old GLUT appeared to be system-dependant for its colors (sigh) so we are * too. These variables should be stuffed into global state and initialized * via the glutInit*() system. */ - #if TARGET_HOST_WIN32 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}; @@ -99,20 +87,21 @@ static float menu_pen_hfore [4] = {0.0f, 0.0f, 0.0f, 1.0f}; static float menu_pen_hback [4] = {1.0f, 1.0f, 1.0f, 1.0f}; #endif - /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */ /* - * Private static function to find a menu entry by index + * Private function to find a menu entry by index */ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index ) { SFG_MenuEntry *entry; int i = 1; - for( entry = (SFG_MenuEntry *)menu->Entries.First; entry; entry = (SFG_MenuEntry *)entry->Node.Next) + for( entry = (SFG_MenuEntry *)menu->Entries.First; + entry; + entry = (SFG_MenuEntry *)entry->Node.Next ) { - if (i == index) + if( i == index ) break; ++i; } @@ -121,164 +110,148 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index ) } /* - * Private static function to check for the current menu/sub menu activity state + * Private function to check for the current menu/sub menu activity state */ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) { - SFG_MenuEntry* menuEntry; - int x, y; - - /* - * First of all check any of the active sub menus... - */ - for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) - { + SFG_MenuEntry* menuEntry; + int x, y; + /* - * Is that an active sub menu by any case? + * First of all check any of the active sub menus... */ - if( menuEntry->SubMenu != NULL && menuEntry->IsActive == TRUE ) + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) { - /* - * OK, have the sub-menu checked, too. If it returns TRUE, it 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 ) ; - - /* - * Reactivate the submenu as the checkMenuStatus may have turned it off if the mouse - * is in its parent menu entry. - */ - menuEntry->SubMenu->IsActive = TRUE ; - if ( return_status == TRUE ) - return( TRUE ); + if( menuEntry->SubMenu && menuEntry->IsActive ) + { + /* + * OK, have the sub-menu checked, too. If it returns GL_TRUE, it + * 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 ); + + /* + * 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; - - /* - * Mark all menu entries inactive... - */ - for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) - { - menuEntry->IsActive = FALSE; - } - - - menu->IsActive = FALSE; - - /* - * 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 ) ) - { - /* - * Calculation of the highlighted menu item is easy enough now: - */ - 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 != NULL ); /* - * Mark the menu as active... + * That much about our sub menus, let's get to checking the current menu: */ - menuEntry->IsActive = TRUE; - menuEntry->Ordinal = menuID; + x = window->State.MouseX; + y = window->State.MouseY; - /* - * If this is not the same as the last active menu entry, deactivate the previous entry. - * Specifically, if the previous active entry was a submenu then deactivate it. - */ - if ( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) ) - { - if ( menu->ActiveEntry->SubMenu != NULL ) - fgDeactivateSubMenu ( menu->ActiveEntry ) ; - } + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) + menuEntry->IsActive = GL_FALSE; - menu->ActiveEntry = menuEntry ; + menu->IsActive = GL_FALSE; /* - * Don't forget about marking the current menu as active, too: + * 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 ) ) + { + int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT; - menu->IsActive = TRUE; + /* + * The mouse cursor is somewhere over our box, check it out. + */ + menuEntry = fghFindMenuEntry( menu, menuID + 1 ); + assert( menuEntry ); - /* - * OKi, 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: - */ - if( menuEntry->SubMenu != NULL ) - { - if ( ! menuEntry->SubMenu->IsActive ) - { - SFG_Window *current_window = fgStructure.Window ; + menuEntry->IsActive = GL_TRUE; + menuEntry->Ordinal = menuID; /* - * Set up the initial menu position now... + * If this is not the same as the last active menu entry, deactivate + * the previous entry. Specifically, if the previous active entry + * was a submenu then deactivate it. */ + if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) ) + if( menu->ActiveEntry->SubMenu ) + fgDeactivateSubMenu( menu->ActiveEntry ); + + menu->ActiveEntry = menuEntry; + menu->IsActive = GL_TRUE; /* - * Mark the menu as active, so that it gets displayed: + * OKi, 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: */ - menuEntry->SubMenu->IsActive = TRUE ; + if( menuEntry->SubMenu ) + { + if ( ! menuEntry->SubMenu->IsActive ) + { + SFG_Window *current_window = fgStructure.Window; + + /* + * Set up the initial menu position now... + */ + menuEntry->SubMenu->IsActive = GL_TRUE; + + /* + * Set up the initial submenu position now: + */ + 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->Y + menuEntry->SubMenu->Height > + glutGet( GLUT_SCREEN_HEIGHT ) ) + menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height - + FREEGLUT_MENU_HEIGHT - + 2 * FREEGLUT_MENU_BORDER ); + + fgSetWindow( menuEntry->SubMenu->Window ); + glutPositionWindow( menuEntry->SubMenu->X, + menuEntry->SubMenu->Y ); + glutReshapeWindow( menuEntry->SubMenu->Width, + menuEntry->SubMenu->Height ); + glutPopWindow( ); + glutShowWindow( ); + menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu; + fgSetWindow( current_window ); + } + + fghCheckMenuStatus( window, menuEntry->SubMenu ); + + /* + * Activate it because its parent entry is active + */ + menuEntry->SubMenu->IsActive = GL_TRUE; + } /* - * Set up the initial submenu position now: + * Report back that we have caught the menu cursor */ - 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->Y + menuEntry->SubMenu->Height > glutGet (GLUT_SCREEN_HEIGHT ) ) - menuEntry->SubMenu->Y -= (menuEntry->SubMenu->Height - - FREEGLUT_MENU_HEIGHT - 2*FREEGLUT_MENU_BORDER); - - fgSetWindow ( menuEntry->SubMenu->Window ) ; - glutPositionWindow ( menuEntry->SubMenu->X, menuEntry->SubMenu->Y ) ; - glutReshapeWindow ( menuEntry->SubMenu->Width, menuEntry->SubMenu->Height ) ; - glutPopWindow () ; - glutShowWindow () ; - menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu ; - fgSetWindow ( current_window ) ; - } - - /* - * ...then check the submenu's state: - */ - fghCheckMenuStatus( window, menuEntry->SubMenu ); - - /* - * Even if the submenu turned up inactive, activate it because its parent entry is active - */ - menuEntry->SubMenu->IsActive = TRUE ; + return GL_TRUE; } /* - * Report back that we have caught the menu cursor + * Looks like the menu cursor is somewhere else... */ - return( TRUE ); - } - - /* - * Looks like the menu cursor is somewhere else... - */ - return( FALSE ); + return GL_FALSE; } /* @@ -286,158 +259,171 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) */ static void fghDisplayMenuBox( SFG_Menu* menu ) { - SFG_MenuEntry *menuEntry; - int i; - int border = FREEGLUT_MENU_BORDER ; - - /* - * Have the menu box drawn first. The +- values are - * here just to make it more nice-looking... - */ - glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); /* a non-black dark version of the below. */ - glBegin( GL_QUAD_STRIP ); - glVertex2i( menu->Width , 0 ); - glVertex2i( menu->Width-border, border); - glVertex2i( 0 , 0 ); - glVertex2i( border, border); - glVertex2i( 0 , menu->Height ); - glVertex2i( border, menu->Height-border); - glEnd(); - - glColor4f( 0.5f, 0.5f, 0.5f, 1.0f ); /* a non-black dark version of the below. */ - glBegin( GL_QUAD_STRIP ); - glVertex2i( 0 , menu->Height ); - glVertex2i( border, menu->Height-border); - glVertex2i( menu->Width , menu->Height ); - glVertex2i( menu->Width-border, menu->Height-border); - glVertex2i( menu->Width , 0 ); - glVertex2i( menu->Width-border, border); - glEnd(); - - glColor4fv ( menu_pen_back ) ; - glBegin( GL_QUADS ); - glVertex2i( border, border); - glVertex2i( menu->Width-border, border); - glVertex2i( menu->Width-border, menu->Height-border); - glVertex2i( border, menu->Height-border); - glEnd(); - - /* - * Check if any of the submenus is currently active... - */ - for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) - { - /* - * Has the menu been marked as active, maybe? - */ - if( menuEntry->IsActive == TRUE ) + SFG_MenuEntry *menuEntry; + int i; + int border = FREEGLUT_MENU_BORDER; + + /* + * Have the menu box drawn first. The +- values are + * here just to make it more nice-looking... + */ + /* a non-black dark version of the below. */ + glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); + glBegin( GL_QUAD_STRIP ); + glVertex2i( menu->Width , 0 ); + glVertex2i( menu->Width - border, border); + glVertex2i( 0 , 0 ); + glVertex2i( border, border); + glVertex2i( 0 , menu->Height ); + glVertex2i( border, menu->Height - border); + glEnd( ); + + /* a non-black dark version of the below. */ + glColor4f( 0.5f, 0.5f, 0.5f, 1.0f ); + glBegin( GL_QUAD_STRIP ); + glVertex2i( 0 , menu->Height ); + glVertex2i( border, menu->Height - border); + glVertex2i( menu->Width , menu->Height ); + glVertex2i( menu->Width - border, menu->Height - border); + glVertex2i( menu->Width , 0 ); + glVertex2i( menu->Width - border, border); + glEnd( ); + + glColor4fv( menu_pen_back ); + glBegin( GL_QUADS ); + glVertex2i( border, border); + glVertex2i( menu->Width - border, border); + glVertex2i( menu->Width - border, menu->Height - border); + glVertex2i( border, menu->Height - border); + glEnd( ); + + /* + * Check if any of the submenus is currently active... + */ + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) { - /* - * That's truly right, and we need to have it highlighted. - * There is an assumption that mouse cursor didn't move - * since the last check of menu activity state: - */ - int menuID = menuEntry->Ordinal; - - /* - * So have the highlight drawn... - */ - glColor4fv ( menu_pen_hback ) ; - glBegin( GL_QUADS ); - glVertex2i( FREEGLUT_MENU_BORDER, (menuID + 0)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER ); - glVertex2i( menu->Width-FREEGLUT_MENU_BORDER, (menuID + 0)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER ); - glVertex2i( menu->Width-FREEGLUT_MENU_BORDER, (menuID + 1)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER ); - glVertex2i( FREEGLUT_MENU_BORDER, (menuID + 1)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER ); - glEnd(); + /* + * Has the menu been marked as active, maybe? + */ + if( menuEntry->IsActive ) + { + /* + * That's truly right, and we need to have it highlighted. + * There is an assumption that mouse cursor didn't move + * since the last check of menu activity state: + */ + int menuID = menuEntry->Ordinal; + + /* + * So have the highlight drawn... + */ + glColor4fv( menu_pen_hback ); + glBegin( GL_QUADS ); + glVertex2i( border, + (menuID + 0)*FREEGLUT_MENU_HEIGHT + border ); + glVertex2i( menu->Width - border, + (menuID + 0)*FREEGLUT_MENU_HEIGHT + border ); + glVertex2i( menu->Width - border, + (menuID + 1)*FREEGLUT_MENU_HEIGHT + border ); + glVertex2i( border, + (menuID + 1)*FREEGLUT_MENU_HEIGHT + border ); + glEnd( ); + } } - } - - /* - * Print the menu entries now... - */ - - glColor4fv ( menu_pen_fore ); - - for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i=0; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i ) - { - /* - * If the menu entry is active, set the color to white - */ - if ( menuEntry->IsActive ) - glColor4fv ( menu_pen_hfore ) ; /* - * Move the raster into position... + * Print the menu entries now... */ - glRasterPos2i( - 2 * FREEGLUT_MENU_BORDER, - (i + 1)*FREEGLUT_MENU_HEIGHT-(int)(FREEGLUT_MENU_HEIGHT*0.3 - FREEGLUT_MENU_BORDER ) /* Try to center the text - JCJ 31 July 2003*/ - ); - /* - * Have the label drawn, character after character: - */ - glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text); + glColor4fv( menu_pen_fore ); - /* - * If it's a submenu, draw a right arrow - */ - if ( menuEntry->SubMenu != NULL ) + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i ) { - int width = glutBitmapWidth ( FREEGLUT_MENU_FONT, '_' ) ; - int x_base = menu->Width - 2 - width; - int y_base = i*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER; - glBegin( GL_TRIANGLES ); - glVertex2i( x_base, y_base + 2*FREEGLUT_MENU_BORDER); - glVertex2i( menu->Width - 2, y_base + (FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER) / 2 ); - glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - FREEGLUT_MENU_BORDER); - glEnd( ); + /* + * If the menu entry is active, set the color to white + */ + if( menuEntry->IsActive ) + glColor4fv( menu_pen_hfore ); + + /* + * Move the raster into position... + */ + /* Try to center the text - JCJ 31 July 2003*/ + glRasterPos2i( + 2 * border, + ( i + 1 )*FREEGLUT_MENU_HEIGHT - + ( int )( FREEGLUT_MENU_HEIGHT*0.3 - border ) + ); + + /* + * Have the label drawn, character after character: + */ + glutBitmapString( FREEGLUT_MENU_FONT, (unsigned char *) menuEntry->Text); + + /* + * If it's a submenu, draw a right arrow + */ + if( menuEntry->SubMenu ) + { + int width = glutBitmapWidth( FREEGLUT_MENU_FONT, '_' ); + int x_base = menu->Width - 2 - width; + int y_base = i*FREEGLUT_MENU_HEIGHT + border; + glBegin( GL_TRIANGLES ); + glVertex2i( x_base, y_base + 2*border); + glVertex2i( menu->Width - 2, y_base + + ( FREEGLUT_MENU_HEIGHT + border) / 2 ); + glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - border ); + glEnd( ); + } + + /* + * If the menu entry is active, reset the color + */ + if( menuEntry->IsActive ) + glColor4fv( menu_pen_fore ); } /* - * If the menu entry is active, reset the color + * Now we are ready to check if any of our children needs to be redrawn: */ - 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 != NULL && menuEntry->IsActive == TRUE ) + for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First; + menuEntry; + menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) { - /* - * Yeah, indeed. Have it redrawn now: - */ - fgSetWindow ( menuEntry->SubMenu->Window ) ; - fghDisplayMenuBox( menuEntry->SubMenu ); - fgSetWindow ( menu->Window ) ; + /* + * 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 + * 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 fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu ) { - SFG_MenuEntry *menuEntry ; + SFG_MenuEntry *menuEntry; - menu->ParentWindow = window ; + menu->ParentWindow = window; - for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) - { - if ( menuEntry->SubMenu != NULL ) - fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ; - } + for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First; + menuEntry; + menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) + if( menuEntry->SubMenu ) + fghSetSubmenuParentWindow( window, menuEntry->SubMenu ); } @@ -449,78 +435,50 @@ void fgDisplayMenu( void ) SFG_Window* window = fgStructure.Window; SFG_Menu* menu = NULL; - /* - * Make sure there is a current window available - */ freeglut_assert_window; /* * Check if there is an active menu attached to this window... */ menu = window->ActiveMenu; + freeglut_return_if_fail( menu ); - /* - * Did we find an active menu? - */ - freeglut_return_if_fail( menu != NULL ); - - fgSetWindow ( menu->Window ) ; + fgSetWindow( menu->Window ); - /* - * Prepare the OpenGL state to do the rendering first: - */ - glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT ); + glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT | + GL_POLYGON_BIT ); glDisable( GL_DEPTH_TEST ); glDisable( GL_TEXTURE_2D ); glDisable( GL_LIGHTING ); glDisable( GL_CULL_FACE ); - /* - * We'll use an orthogonal projection matrix to draw the menu: - */ glMatrixMode( GL_PROJECTION ); - glPushMatrix(); - glLoadIdentity(); + glPushMatrix( ); + glLoadIdentity( ); glOrtho( 0, glutGet( GLUT_WINDOW_WIDTH ), glutGet( GLUT_WINDOW_HEIGHT ), 0, -1, 1 ); - /* - * Model-view matix gets reset to identity: - */ glMatrixMode( GL_MODELVIEW ); - glPushMatrix(); - glLoadIdentity(); + glPushMatrix( ); + glLoadIdentity( ); - /* - * First of all, have the exact menu status check: - */ fghCheckMenuStatus( window, menu ); - - /* - * The status has been updated and we're ready to have the menu drawn now: - */ fghDisplayMenuBox( menu ); - /* - * Restore the old OpenGL settings now - */ - glPopAttrib(); + glPopAttrib( ); glMatrixMode( GL_PROJECTION ); - glPopMatrix(); + glPopMatrix( ); glMatrixMode( GL_MODELVIEW ); - glPopMatrix(); + glPopMatrix( ); - glutSwapBuffers () ; + glutSwapBuffers( ); - /* - * Restore the current window - */ - fgSetWindow ( window ) ; + fgSetWindow ( window ); } /* @@ -528,38 +486,36 @@ void fgDisplayMenu( void ) */ void fgActivateMenu( SFG_Window* window, int button ) { - /* - * We'll be referencing this menu a lot, so remember its address: - */ - SFG_Menu* menu = window->Menu[ button ]; - - /* - * Mark the menu as active, so that it gets displayed: - */ - window->ActiveMenu = menu; - menu->IsActive = TRUE ; - fgState.ActiveMenus ++ ; - - /* - * Set up the initial menu position now: - */ - - 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 ) ) - menu->X -=menu->Width ; - - if ( menu->Y + menu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) ) - menu->Y -=menu->Height ; - - fgSetWindow ( menu->Window ) ; - glutPositionWindow ( menu->X, menu->Y ) ; - glutReshapeWindow ( menu->Width, menu->Height ) ; - glutPopWindow () ; - glutShowWindow () ; - menu->Window->ActiveMenu = menu ; + /* + * We'll be referencing this menu a lot, so remember its address: + */ + SFG_Menu* menu = window->Menu[ button ]; + + /* + * Mark the menu as active, so that it gets displayed: + */ + window->ActiveMenu = menu; + menu->IsActive = GL_TRUE; + fgState.ActiveMenus++; + + /* + * Set up the initial menu position now: + */ + 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 ) ) + menu->X -=menu->Width; + if( menu->Y + menu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) ) + menu->Y -=menu->Height; + + fgSetWindow( menu->Window ); + glutPositionWindow( menu->X, menu->Y ); + glutReshapeWindow( menu->Width, menu->Height ); + glutPopWindow( ); + glutShowWindow( ); + menu->Window->ActiveMenu = menu; } /* @@ -567,15 +523,19 @@ void fgActivateMenu( SFG_Window* window, int button ) */ GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu ) { - /* - * Near as I can tell, this is the active menu behaviour: - * - 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 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 ) ; + /* + * Near as I can tell, this is the active menu behaviour: + * - 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 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 ); } /* @@ -583,43 +543,25 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu ) */ void fgExecuteMenuCallback( SFG_Menu* menu ) { - SFG_MenuEntry *menuEntry; + 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) - { /* - * Is this menu entry active? + * First of all check any of the active sub menus... */ - if( menuEntry->IsActive == TRUE ) + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next) { - /* - * If there is not a sub menu, execute the menu callback and return... - */ - if( menuEntry->SubMenu == NULL ) - { - /* - * ...certainly given that there is one... - */ - if( menu->Callback != NULL ) - menu->Callback( menuEntry->ID ); - - return; - } - - /* - * Otherwise recurse into the submenu. - */ - fgExecuteMenuCallback( menuEntry->SubMenu ); - - /* - * There is little sense in dwelling the search on - */ - return; + if( menuEntry->IsActive ) + { + if( menuEntry->SubMenu ) + fgExecuteMenuCallback( menuEntry->SubMenu ); + else + if( menu->Callback ) + menu->Callback( menuEntry->ID ); + return; + } } - } } /* @@ -627,48 +569,49 @@ void fgExecuteMenuCallback( SFG_Menu* menu ) */ void fgDeactivateMenu( SFG_Window *window ) { - SFG_Window *current_window = fgStructure.Window ; + SFG_Window *current_window = fgStructure.Window; /* * Check if there is an active menu attached to this window... */ SFG_Menu* menu = window->ActiveMenu; - SFG_MenuEntry *menuEntry ; + SFG_MenuEntry *menuEntry; /* * Did we find an active window? */ - freeglut_return_if_fail( menu != NULL ); + freeglut_return_if_fail( menu ); /* * Hide the present menu's window */ - fgSetWindow ( menu->Window ) ; - glutHideWindow () ; + fgSetWindow( menu->Window ); + glutHideWindow( ); /* * Forget about having that menu active anymore, now: */ - menu->Window->ActiveMenu = NULL ; - menu->ParentWindow->ActiveMenu = NULL ; - menu->IsActive = FALSE ; + menu->Window->ActiveMenu = NULL; + menu->ParentWindow->ActiveMenu = NULL; + menu->IsActive = GL_FALSE; - fgState.ActiveMenus -- ; + fgState.ActiveMenus--; /* * Hide all submenu windows, and the root menu's window. */ - for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) + for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First; + menuEntry; + menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) { - /* - * Is that an active submenu by any case? - */ - if ( menuEntry->SubMenu != NULL ) - fgDeactivateSubMenu ( menuEntry ) ; + /* + * Is that an active submenu by any case? + */ + if( menuEntry->SubMenu ) + fgDeactivateSubMenu( menuEntry ); } - fgSetWindow ( current_window ) ; + fgSetWindow( current_window ); } /* @@ -676,34 +619,35 @@ void fgDeactivateMenu( SFG_Window *window ) */ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry ) { - SFG_Window *current_window = fgStructure.Window ; - SFG_MenuEntry *subMenuIter ; + SFG_Window *current_window = fgStructure.Window; + SFG_MenuEntry *subMenuIter; /* * Hide the present menu's window */ - fgSetWindow ( menuEntry->SubMenu->Window ) ; - glutHideWindow () ; + fgSetWindow( menuEntry->SubMenu->Window ); + glutHideWindow( ); /* * Forget about having that menu active anymore, now: */ - menuEntry->SubMenu->Window->ActiveMenu = NULL ; - menuEntry->SubMenu->IsActive = FALSE ; + 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; + 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 != NULL ) - fgDeactivateSubMenu ( subMenuIter ) ; + /* + * Is that an active submenu by any case? + */ + if( subMenuIter->SubMenu ) + fgDeactivateSubMenu( subMenuIter ); } - fgSetWindow ( current_window ) ; + fgSetWindow( current_window ); } /* @@ -711,46 +655,49 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry ) */ void fghCalculateMenuBoxSize( void ) { - SFG_MenuEntry* menuEntry; - int width = 0, height = 0; - - /* - * Make sure there is a current menu set - */ - freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL ); - - /* - * The menu's box size depends on the menu entries: - */ - for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next) - { + SFG_MenuEntry* menuEntry; + int width = 0, height = 0; + /* - * Update the menu entry's width value + * Make sure there is a current menu set */ - menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT, menuEntry->Text ); + freeglut_assert_ready; + freeglut_return_if_fail( fgStructure.Menu ); /* - * If the entry is a submenu, then it needs to be wider to accomodate the arrow. JCJ 31 July 2003 + * The menu's box size depends on the menu entries: */ + for( menuEntry = ( SFG_MenuEntry * )fgStructure.Menu->Entries.First; + menuEntry; + menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) + { + /* + * Update the menu entry's width value + */ + menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT, + (unsigned char *) menuEntry->Text ); - if (menuEntry->SubMenu != NULL) - menuEntry->Width += glutBitmapLength( FREEGLUT_MENU_FONT, "_" ); + /* + * If the entry is a submenu, then it needs to be wider to + * accomodate the arrow. JCJ 31 July 2003 + */ + if (menuEntry->SubMenu ) + menuEntry->Width += glutBitmapLength( FREEGLUT_MENU_FONT, (unsigned char *) "_" ); - /* - * Check if it's the biggest we've found - */ - if( menuEntry->Width > width ) - width = menuEntry->Width; + /* + * Check if it's the biggest we've found + */ + if( menuEntry->Width > width ) + width = menuEntry->Width; - height += FREEGLUT_MENU_HEIGHT; - } + height += FREEGLUT_MENU_HEIGHT; + } - /* - * Store the menu's box size now: - */ - fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER ; - fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER ; + /* + * Store the menu's box size now: + */ + fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER; + fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER; } @@ -759,12 +706,12 @@ void fghCalculateMenuBoxSize( void ) /* * Creates a new menu object, adding it to the freeglut structure */ -int FGAPIENTRY glutCreateMenu( void (* callback)( int ) ) +int FGAPIENTRY glutCreateMenu( void(* callback)( int ) ) { /* * The menu object creation code resides in freeglut_structure.c */ - return( fgCreateMenu( callback )->ID ); + return fgCreateMenu( callback )->ID; } /* @@ -774,7 +721,8 @@ void FGAPIENTRY glutDestroyMenu( int menuID ) { SFG_Menu* menu = fgMenuByID( menuID ); - freeglut_assert_ready; freeglut_return_if_fail( menu != NULL ); + freeglut_assert_ready; + freeglut_return_if_fail( menu ); /* * The menu object destruction code resides in freeglut_structure.c @@ -789,21 +737,10 @@ int FGAPIENTRY glutGetMenu( void ) { freeglut_assert_ready; - /* - * Is there a current menu set? - */ - if( fgStructure.Menu != NULL ) - { - /* - * Yes, there is indeed... - */ - return( fgStructure.Menu->ID ); - } + if( fgStructure.Menu ) + return fgStructure.Menu->ID; - /* - * No, there is no current menu at all - */ - return( 0 ); + return 0; } /* @@ -813,11 +750,9 @@ void FGAPIENTRY glutSetMenu( int menuID ) { SFG_Menu* menu = fgMenuByID( menuID ); - freeglut_assert_ready; freeglut_return_if_fail( menu != NULL ); + freeglut_assert_ready; + freeglut_return_if_fail( menu ); - /* - * The current menu pointer is stored in fgStructure.Menu - */ fgStructure.Menu = menu; } @@ -826,16 +761,12 @@ void FGAPIENTRY glutSetMenu( int menuID ) */ void FGAPIENTRY glutAddMenuEntry( const char* label, int value ) { - SFG_MenuEntry* menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); + SFG_MenuEntry* menuEntry = + (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); - /* - * Make sure there is a current menu set - */ - freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL ); + freeglut_assert_ready; + freeglut_return_if_fail( fgStructure.Menu ); - /* - * Fill in the appropriate values... - */ menuEntry->Text = strdup( label ); menuEntry->ID = value; @@ -844,48 +775,33 @@ void FGAPIENTRY glutAddMenuEntry( const char* label, int value ) */ fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node ); - /* - * Update the menu's dimensions now - */ - fghCalculateMenuBoxSize(); + fghCalculateMenuBoxSize( ); } /* * Add a sub menu to the bottom of the current menu */ -void FGAPIENTRY glutAddSubMenu( const char* label, int subMenuID ) +void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID ) { - SFG_MenuEntry* menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); - SFG_Menu* subMenu = fgMenuByID( subMenuID ); - - /* - * Make sure there is a current menu and the sub menu - * we want to attach actually exists... - */ - freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL ); - freeglut_return_if_fail( subMenu != NULL ); - - /* - * Fill in the appropriate values - */ - 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 ) ; - - /* - * Have the new menu entry attached to the current menu - */ - fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node ); - - /* - * Update the menu's dimensions now - */ - fghCalculateMenuBoxSize(); + SFG_MenuEntry *menuEntry = + ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 ); + SFG_Menu *subMenu = fgMenuByID( subMenuID ); + + freeglut_assert_ready; + freeglut_return_if_fail( fgStructure.Menu ); + 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 ); + fghCalculateMenuBoxSize( ); } /* @@ -895,75 +811,58 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value ) { SFG_MenuEntry* menuEntry = NULL; - /* - * Make sure there is a current menu set... - */ - freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL ); + freeglut_assert_ready; + freeglut_return_if_fail( fgStructure.Menu ); /* * Get n-th menu entry in the current menu, starting from one: */ menuEntry = fghFindMenuEntry( fgStructure.Menu, item ); - /* - * Make sure the menu entry exists - */ - freeglut_return_if_fail( menuEntry != NULL ); + freeglut_return_if_fail( menuEntry ); /* * We want it to become a normal menu entry, so: */ - if( menuEntry->Text != NULL ) + if( menuEntry->Text ) free( menuEntry->Text ); - menuEntry->Text = strdup( label ); + menuEntry->Text = strdup( label ); menuEntry->ID = value; menuEntry->SubMenu = NULL; - - /* - * Update the menu's dimensions now - */ - fghCalculateMenuBoxSize(); + fghCalculateMenuBoxSize( ); } /* * Changes the specified menu item in the current menu into a sub-menu trigger. */ -void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, int subMenuID ) +void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, + int subMenuID ) { SFG_Menu* subMenu = fgMenuByID( subMenuID ); SFG_MenuEntry* menuEntry = NULL; - /* - * Make sure there is a current menu set and the sub menu exists... - */ - freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL ); - freeglut_return_if_fail( subMenu != NULL ); + freeglut_assert_ready; + freeglut_return_if_fail( fgStructure.Menu ); + freeglut_return_if_fail( subMenu ); /* * Get n-th menu entry in the current menu, starting from one: */ menuEntry = fghFindMenuEntry( fgStructure.Menu, item ); - /* - * Make sure the menu entry exists - */ - freeglut_return_if_fail( menuEntry != NULL ); + freeglut_return_if_fail( menuEntry ); /* * We want it to become a sub menu entry, so: */ - if( menuEntry->Text != NULL ) + if( menuEntry->Text ) free( menuEntry->Text ); - menuEntry->Text = strdup( label ); + menuEntry->Text = strdup( label ); menuEntry->SubMenu = subMenu; menuEntry->ID = -1; - - /* - * Update the menu's dimensions now - */ - fghCalculateMenuBoxSize(); + fghCalculateMenuBoxSize( ); } /* @@ -973,37 +872,22 @@ void FGAPIENTRY glutRemoveMenuItem( int item ) { SFG_MenuEntry* menuEntry; - /* - * Make sure there is a current menu set - */ - freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL ); + freeglut_assert_ready; + freeglut_return_if_fail( fgStructure.Menu ); /* * Get n-th menu entry in the current menu, starting from one: */ menuEntry = fghFindMenuEntry( fgStructure.Menu, item ); - /* - * Make sure the menu entry exists - */ - freeglut_return_if_fail( menuEntry != NULL ); + freeglut_return_if_fail( menuEntry ); - /* - * Removing a menu entry is quite simple... - */ fgListRemove( &fgStructure.Menu->Entries, &menuEntry->Node ); - - /* - * Free the entry label string, too - */ - free( menuEntry->Text ); + if ( menuEntry->Text ) + free( menuEntry->Text ); free( menuEntry ); - - /* - * Update the menu's dimensions now - */ - fghCalculateMenuBoxSize(); + fghCalculateMenuBoxSize( ); } /* @@ -1013,25 +897,18 @@ void FGAPIENTRY glutAttachMenu( int button ) { freeglut_assert_ready; - /* - * There must be a current window and a current menu set: - */ - freeglut_return_if_fail( fgStructure.Window != NULL || fgStructure.Menu != NULL ); + freeglut_return_if_fail( fgStructure.Window ); + freeglut_return_if_fail( fgStructure.Menu ); - /* - * Make sure the button value is valid (0, 1 or 2, see freeglut.h) - */ - freeglut_return_if_fail( button == GLUT_LEFT_BUTTON || button == GLUT_MIDDLE_BUTTON || button == GLUT_RIGHT_BUTTON ); + freeglut_return_if_fail( button >= 0 ); + freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS ); - /* - * It is safe now to attach the menu - */ fgStructure.Window->Menu[ button ] = fgStructure.Menu; /* * Make the parent window of the menu (and all submenus) the current window */ - fghSetSubmenuParentWindow ( fgStructure.Window, fgStructure.Menu ) ; + fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu ); } /* @@ -1041,19 +918,12 @@ void FGAPIENTRY glutDetachMenu( int button ) { freeglut_assert_ready; - /* - * There must be a current window set: - */ - freeglut_return_if_fail( fgStructure.Window != NULL ); + freeglut_return_if_fail( fgStructure.Window ); + freeglut_return_if_fail( fgStructure.Menu ); - /* - * Make sure the button value is valid (0, 1 or 2, see freeglut.h) - */ - freeglut_return_if_fail( button != 0 && button != 1 && button != 2 ); + freeglut_return_if_fail( button >= 0 ); + freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS ); - /* - * It is safe now to detach the menu - */ fgStructure.Window->Menu[ button ] = NULL; } @@ -1062,12 +932,12 @@ void FGAPIENTRY glutDetachMenu( int button ) */ void* FGAPIENTRY glutGetMenuData( void ) { - return(fgStructure.Menu->UserData); + return fgStructure.Menu->UserData; } void FGAPIENTRY glutSetMenuData(void* data) { - fgStructure.Menu->UserData=data; + fgStructure.Menu->UserData=data; } /*** END OF FILE ***/