X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_menu.c;h=573326203bd7ed46c567cde0b9cba24fc89d39c2;hb=0fd65e65061141e7317caba38801580374f09d0b;hp=3a9212fdb2c377b3daffeed7f4290ee5c6212d6f;hpb=0b9c4701facc952c0b1a2a4f5e23bdb4c84cae21;p=freeglut diff --git a/src/freeglut_menu.c b/src/freeglut_menu.c index 3a9212f..5733262 100644 --- a/src/freeglut_menu.c +++ b/src/freeglut_menu.c @@ -25,11 +25,7 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -#ifdef HAVE_CONFIG_H -#include "config.h" -#endif - -#include "../include/GL/freeglut.h" +#include #include "freeglut_internal.h" /* -- DEFINITIONS ---------------------------------------------------------- */ @@ -56,7 +52,7 @@ * that that wasn't the original intent...if not, perhaps we need another * symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.) */ -#if TARGET_HOST_WIN32 +#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE #define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13 #else #define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18 @@ -75,7 +71,7 @@ * too. These variables should be stuffed into global state and initialized * via the glutInit*() system. */ -#if TARGET_HOST_WIN32 +#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE 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}; static float menu_pen_hfore [4] = {1.0f, 1.0f, 1.0f, 1.0f}; @@ -117,17 +113,15 @@ 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... - */ + /* 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->SubMenu && ( menuEntry->IsActive == TRUE ) ) + if( menuEntry->SubMenu && menuEntry->IsActive ) { /* - * OK, have the sub-menu checked, too. If it returns TRUE, it + * 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... */ @@ -138,28 +132,24 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) * 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; + 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: - */ + /* 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 = FALSE; + menuEntry->IsActive = GL_FALSE; - menu->IsActive = FALSE; + menu->IsActive = GL_FALSE; - /* - * Check if the mouse cursor is contained within the current menu box - */ + /* 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 ) && @@ -168,13 +158,12 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) { int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT; - /* - * The mouse cursor is somewhere over our box, check it out. - */ + /* The mouse cursor is somewhere over our box, check it out. */ menuEntry = fghFindMenuEntry( menu, menuID + 1 ); - assert( menuEntry ); + FREEGLUT_INTERNAL_ERROR_EXIT( menuEntry, "Cannot find menu entry", + "fghCheckMenuStatus" ); - menuEntry->IsActive = TRUE; + menuEntry->IsActive = GL_TRUE; menuEntry->Ordinal = menuID; /* @@ -183,13 +172,11 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) * was a submenu then deactivate it. */ if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) ) - { if( menu->ActiveEntry->SubMenu ) fgDeactivateSubMenu( menu->ActiveEntry ); - } menu->ActiveEntry = menuEntry; - menu->IsActive = TRUE; + menu->IsActive = GL_TRUE; /* * OKi, we have marked that entry as active, but it would be also @@ -202,14 +189,10 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) { SFG_Window *current_window = fgStructure.Window; - /* - * Set up the initial menu position now... - */ - menuEntry->SubMenu->IsActive = TRUE; + /* Set up the initial menu position now... */ + menuEntry->SubMenu->IsActive = GL_TRUE; - /* - * Set up the initial submenu position now: - */ + /* Set up the initial submenu position now: */ menuEntry->SubMenu->X = menu->X + menu->Width; menuEntry->SubMenu->Y = menu->Y + menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT; @@ -238,22 +221,16 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) fghCheckMenuStatus( window, menuEntry->SubMenu ); - /* - * Activate it because its parent entry is active - */ - menuEntry->SubMenu->IsActive = TRUE; + /* Activate it because its parent entry is active */ + menuEntry->SubMenu->IsActive = GL_TRUE; } - /* - * Report back that we have caught the menu cursor - */ - return TRUE; + /* Report back that we have caught the menu cursor */ + return GL_TRUE; } - /* - * Looks like the menu cursor is somewhere else... - */ - return FALSE; + /* Looks like the menu cursor is somewhere else... */ + return GL_FALSE; } /* @@ -291,7 +268,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu ) glVertex2i( menu->Width - border, border); glEnd( ); - glColor4fv( menu_pen_back ) ; + glColor4fv( menu_pen_back ); glBegin( GL_QUADS ); glVertex2i( border, border); glVertex2i( menu->Width - border, border); @@ -299,17 +276,13 @@ static void fghDisplayMenuBox( SFG_Menu* menu ) glVertex2i( border, menu->Height - border); glEnd( ); - /* - * Check if any of the submenus is currently active... - */ + /* 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 ) + /* Has the menu been marked as active, maybe? */ + if( menuEntry->IsActive ) { /* * That's truly right, and we need to have it highlighted. @@ -318,9 +291,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu ) */ int menuID = menuEntry->Ordinal; - /* - * So have the highlight drawn... - */ + /* So have the highlight drawn... */ glColor4fv( menu_pen_hback ); glBegin( GL_QUADS ); glVertex2i( border, @@ -335,75 +306,58 @@ static void fghDisplayMenuBox( SFG_Menu* menu ) } } - /* - * Print the menu entries now... - */ + /* Print the menu entries now... */ glColor4fv( menu_pen_fore ); - for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i=0; + 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 the menu entry is active, set the color to white */ if( menuEntry->IsActive ) glColor4fv( menu_pen_hfore ); - /* - * Move the raster into position... - */ + /* 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 ) + ( i + 1 )*FREEGLUT_MENU_HEIGHT - + ( int )( FREEGLUT_MENU_HEIGHT*0.3 - border ) ); - /* - * Have the label drawn, character after character: - */ - glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text); + /* 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 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( 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 the menu entry is active, reset the color */ 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; + /* 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 ) + menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) { - /* - * Is that an active sub menu by any case? - */ - if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) ) + /* Is that an active sub menu by any case? */ + if( menuEntry->SubMenu && menuEntry->IsActive ) { - /* - * Yeah, indeed. Have it redrawn now: - */ + /* Yeah, indeed. Have it redrawn now: */ fgSetWindow( menuEntry->SubMenu->Window ); fghDisplayMenuBox( menuEntry->SubMenu ); fgSetWindow( menu->Window ); @@ -415,17 +369,41 @@ 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 fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu ) { SFG_MenuEntry *menuEntry; menu->ParentWindow = window; + for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First; + menuEntry; + menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) + if( menuEntry->SubMenu ) + fghSetSubmenuParentWindow( 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->SubMenu ) - fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next) + { + if( menuEntry->IsActive ) + { + if( menuEntry->SubMenu ) + fghExecuteMenuCallback( menuEntry->SubMenu ); + else + if( menu->Callback ) + menu->Callback( menuEntry->ID ); + return; + } + } } @@ -437,26 +415,15 @@ void fgDisplayMenu( void ) SFG_Window* window = fgStructure.Window; SFG_Menu* menu = NULL; - /* - * Make sure there is a current window available - */ - freeglut_assert_window; + FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.Window, "Displaying menu in nonexistent window", + "fgDisplayMenu" ); - /* - * Check if there is an active menu attached to this window... - */ + /* Check if there is an active menu attached to this window... */ menu = window->ActiveMenu; - - /* - * Did we find an active menu? - */ freeglut_return_if_fail( menu ); - 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 ); @@ -465,38 +432,22 @@ void fgDisplayMenu( void ) 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( ); glMatrixMode( GL_PROJECTION ); @@ -506,9 +457,6 @@ void fgDisplayMenu( void ) glutSwapBuffers( ); - /* - * Restore the current window - */ fgSetWindow ( window ); } @@ -517,22 +465,15 @@ void fgDisplayMenu( void ) */ void fgActivateMenu( SFG_Window* window, int button ) { - /* - * We'll be referencing this menu a lot, so remember its address: - */ + /* 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: - */ + /* Mark the menu as active, so that it gets displayed: */ window->ActiveMenu = menu; - menu->IsActive = TRUE; + menu->IsActive = GL_TRUE; fgState.ActiveMenus++; - /* - * Set up the initial menu position now: - */ - + /* 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 ); @@ -553,68 +494,93 @@ 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 ) { - /* - * Is this menu entry active? - */ - if( menuEntry->IsActive == TRUE ) + if( window == window->ActiveMenu->ParentWindow ) { - /* - * If there is not a sub menu, execute the menu callback and - * return... - */ - if( !( menuEntry->SubMenu ) ) - { - /* - * ...certainly given that there is one... - */ - 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 ) ) + { /* - * Otherwise recurse into the submenu. + * Save the current window and menu and set the current + * window to the window whose menu this is */ - fgExecuteMenuCallback( menuEntry->SubMenu ); - + 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 ) /* - * There is little sense in dwelling the search on + * 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. */ - return; - } + 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 ); + fgActivateMenu( window, button ); + return GL_TRUE; } + + return GL_FALSE; } /* @@ -624,47 +590,35 @@ void fgDeactivateMenu( SFG_Window *window ) { SFG_Window *current_window = fgStructure.Window; - /* - * Check if there is an active menu attached to this window... - */ + /* Check if there is an active menu attached to this window... */ SFG_Menu* menu = window->ActiveMenu; SFG_MenuEntry *menuEntry; - /* - * Did we find an active window? - */ + /* Did we find an active window? */ freeglut_return_if_fail( menu ); - /* - * Hide the present menu's window - */ + /* Hide the present menu's window */ fgSetWindow( menu->Window ); glutHideWindow( ); - /* - * Forget about having that menu active anymore, now: - */ + /* Forget about having that menu active anymore, now: */ menu->Window->ActiveMenu = NULL; menu->ParentWindow->ActiveMenu = NULL; - menu->IsActive = FALSE; + menu->IsActive = GL_FALSE; fgState.ActiveMenus--; - /* - * Hide all submenu windows, and the root menu's window. - */ - for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + /* Hide all submenu windows, and the root menu's window. */ + for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) + menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) { - /* - * Is that an active submenu by any case? - */ + /* Is that an active submenu by any case? */ if( menuEntry->SubMenu ) fgDeactivateSubMenu( menuEntry ); } - fgSetWindow ( current_window ) ; + fgSetWindow( current_window ); } /* @@ -674,28 +628,20 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry ) { SFG_Window *current_window = fgStructure.Window; SFG_MenuEntry *subMenuIter; - /* - * Hide the present menu's window - */ + /* Hide the present menu's window */ fgSetWindow( menuEntry->SubMenu->Window ); glutHideWindow( ); - /* - * Forget about having that menu active anymore, now: - */ + /* Forget about having that menu active anymore, now: */ menuEntry->SubMenu->Window->ActiveMenu = NULL; - menuEntry->SubMenu->IsActive = FALSE; + menuEntry->SubMenu->IsActive = GL_FALSE; - /* - * Hide all submenu windows, and the root menu's window. - */ + /* 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? - */ + /* Is that an active submenu by any case? */ if( subMenuIter->SubMenu ) fgDeactivateSubMenu( subMenuIter ); } @@ -711,44 +657,38 @@ void fghCalculateMenuBoxSize( void ) SFG_MenuEntry* menuEntry; int width = 0, height = 0; - /* - * Make sure there is a current menu set - */ - freeglut_assert_ready; + /* Make sure there is a current menu set */ freeglut_return_if_fail( fgStructure.Menu ); - /* - * The menu's box size depends on the menu entries: - */ - for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First; + /* 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) + menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) { - /* - * Update the menu entry's width value - */ - menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT, - menuEntry->Text ); + /* Update the menu entry's width value */ + menuEntry->Width = glutBitmapLength( + FREEGLUT_MENU_FONT, + (unsigned char *)menuEntry->Text + ); /* * 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, "_" ); + menuEntry->Width += glutBitmapLength( + FREEGLUT_MENU_FONT, + (unsigned char *)"_" + ); - /* - * Check if it's the biggest we've found - */ + /* Check if it's the biggest we've found */ if( menuEntry->Width > width ) width = menuEntry->Width; height += FREEGLUT_MENU_HEIGHT; } - /* - * Store the menu's box size now: - */ + /* Store the menu's box size now: */ fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER; fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER; } @@ -759,11 +699,10 @@ 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 - */ + /* The menu object creation code resides in freeglut_structure.c */ + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" ); return fgCreateMenu( callback )->ID; } @@ -772,14 +711,14 @@ int FGAPIENTRY glutCreateMenu( void (* callback)( int ) ) */ void FGAPIENTRY glutDestroyMenu( int menuID ) { - SFG_Menu* menu = fgMenuByID( menuID ); + SFG_Menu* menu; + + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyMenu" ); + menu = fgMenuByID( menuID ); - freeglut_assert_ready; freeglut_return_if_fail( menu ); - /* - * The menu object destruction code resides in freeglut_structure.c - */ + /* The menu object destruction code resides in freeglut_structure.c */ fgDestroyMenu( menu ); } @@ -788,7 +727,7 @@ void FGAPIENTRY glutDestroyMenu( int menuID ) */ int FGAPIENTRY glutGetMenu( void ) { - freeglut_assert_ready; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" ); if( fgStructure.Menu ) return fgStructure.Menu->ID; @@ -801,9 +740,11 @@ int FGAPIENTRY glutGetMenu( void ) */ void FGAPIENTRY glutSetMenu( int menuID ) { - SFG_Menu* menu = fgMenuByID( menuID ); + SFG_Menu* menu; + + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenu" ); + menu = fgMenuByID( menuID ); - freeglut_assert_ready; freeglut_return_if_fail( menu ); fgStructure.Menu = menu; @@ -814,18 +755,15 @@ void FGAPIENTRY glutSetMenu( int menuID ) */ void FGAPIENTRY glutAddMenuEntry( const char* label, int value ) { - SFG_MenuEntry* menuEntry = - (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); - - freeglut_assert_ready; + SFG_MenuEntry* menuEntry; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" ); + menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); freeglut_return_if_fail( fgStructure.Menu ); menuEntry->Text = strdup( label ); menuEntry->ID = value; - /* - * Have the new menu entry attached to the current menu - */ + /* Have the new menu entry attached to the current menu */ fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node ); fghCalculateMenuBoxSize( ); @@ -834,23 +772,23 @@ void FGAPIENTRY glutAddMenuEntry( const char* label, int value ) /* * 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 ); + SFG_MenuEntry *menuEntry; + SFG_Menu *subMenu; + + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" ); + menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 ); + subMenu = fgMenuByID( subMenuID ); - freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu ); freeglut_return_if_fail( subMenu ); - menuEntry->Text = strdup( label ); + menuEntry->Text = strdup( label ); menuEntry->SubMenu = subMenu; menuEntry->ID = -1; - /* - * Make the submenu's parent window be the menu's parent window - */ + /* Make the submenu's parent window be the menu's parent window */ fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu ); fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node ); @@ -864,23 +802,19 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value ) { SFG_MenuEntry* menuEntry = NULL; - freeglut_assert_ready; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" ); freeglut_return_if_fail( fgStructure.Menu ); - /* - * Get n-th menu entry in the current menu, starting from one: - */ + /* Get n-th menu entry in the current menu, starting from one: */ menuEntry = fghFindMenuEntry( fgStructure.Menu, item ); freeglut_return_if_fail( menuEntry ); - /* - * We want it to become a normal menu entry, so: - */ + /* We want it to become a normal menu entry, so: */ if( menuEntry->Text ) free( menuEntry->Text ); - menuEntry->Text = strdup( label ); + menuEntry->Text = strdup( label ); menuEntry->ID = value; menuEntry->SubMenu = NULL; fghCalculateMenuBoxSize( ); @@ -889,29 +823,29 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value ) /* * 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; + SFG_Menu* subMenu; + SFG_MenuEntry* menuEntry; + + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" ); + subMenu = fgMenuByID( subMenuID ); + menuEntry = 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: - */ + /* Get n-th menu entry in the current menu, starting from one: */ menuEntry = fghFindMenuEntry( fgStructure.Menu, item ); freeglut_return_if_fail( menuEntry ); - /* - * We want it to become a sub menu entry, so: - */ + /* We want it to become a sub menu entry, so: */ if( menuEntry->Text ) free( menuEntry->Text ); - menuEntry->Text = strdup( label ); + menuEntry->Text = strdup( label ); menuEntry->SubMenu = subMenu; menuEntry->ID = -1; fghCalculateMenuBoxSize( ); @@ -924,12 +858,10 @@ void FGAPIENTRY glutRemoveMenuItem( int item ) { SFG_MenuEntry* menuEntry; - freeglut_assert_ready; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" ); freeglut_return_if_fail( fgStructure.Menu ); - /* - * Get n-th menu entry in the current menu, starting from one: - */ + /* Get n-th menu entry in the current menu, starting from one: */ menuEntry = fghFindMenuEntry( fgStructure.Menu, item ); freeglut_return_if_fail( menuEntry ); @@ -947,7 +879,7 @@ void FGAPIENTRY glutRemoveMenuItem( int item ) */ void FGAPIENTRY glutAttachMenu( int button ) { - freeglut_assert_ready; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" ); freeglut_return_if_fail( fgStructure.Window ); freeglut_return_if_fail( fgStructure.Menu ); @@ -957,10 +889,8 @@ void FGAPIENTRY glutAttachMenu( int button ) fgStructure.Window->Menu[ button ] = fgStructure.Menu; - /* - * Make the parent window of the menu (and all submenus) the current window - */ - fghSetSubmenuParentWindow ( fgStructure.Window, fgStructure.Menu ) ; + /* Make the parent window of the menu (and all submenus) the current window */ + fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu ); } /* @@ -968,7 +898,7 @@ void FGAPIENTRY glutAttachMenu( int button ) */ void FGAPIENTRY glutDetachMenu( int button ) { - freeglut_assert_ready; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" ); freeglut_return_if_fail( fgStructure.Window ); freeglut_return_if_fail( fgStructure.Menu ); @@ -984,11 +914,13 @@ void FGAPIENTRY glutDetachMenu( int button ) */ void* FGAPIENTRY glutGetMenuData( void ) { + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" ); return fgStructure.Menu->UserData; } void FGAPIENTRY glutSetMenuData(void* data) { + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" ); fgStructure.Menu->UserData=data; }