X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_menu.c;h=bb04f4813a93a21f7f0af95f003994ba46804685;hb=9807c5fdb2f20f098c7046786908a7f3ce1dc2d4;hp=3a9212fdb2c377b3daffeed7f4290ee5c6212d6f;hpb=0b9c4701facc952c0b1a2a4f5e23bdb4c84cae21;p=freeglut diff --git a/src/freeglut_menu.c b/src/freeglut_menu.c index 3a9212f..bb04f48 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}; @@ -110,6 +106,65 @@ 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.CurrentWindow; + 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 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 ) @@ -117,17 +172,15 @@ 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 +191,24 @@ 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 +217,12 @@ 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 +231,11 @@ 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 ); - } + fghDeactivateSubMenu( 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 @@ -200,27 +246,22 @@ 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 = 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: */ + 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 ); @@ -238,22 +279,16 @@ 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 +326,7 @@ 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 +334,13 @@ 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 +349,7 @@ 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 +364,58 @@ 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 +427,41 @@ 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 fghSetMenuParentWindow( 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 ) + 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->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; + } + } } @@ -434,29 +470,18 @@ 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; - /* - * Make sure there is a current window available - */ - freeglut_assert_window; + FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "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 +490,22 @@ 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 ); @@ -506,40 +515,38 @@ void fgDisplayMenu( void ) glutSwapBuffers( ); - /* - * Restore the current window - */ fgSetWindow ( window ); } /* * 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: - */ + int max_x, max_y; + + /* 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: - */ + /* 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 = TRUE; + menu->IsActive = GL_TRUE; + fghSetMenuParentWindow ( window, menu ); fgState.ActiveMenus++; - /* - * Set up the initial menu position now: - */ - + /* Set up the initial menu position now: */ + fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y); 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; fgSetWindow( menu->Window ); @@ -553,68 +560,93 @@ 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.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 ) /* - * 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 ); + fghActivateMenu( window, button ); + return GL_TRUE; + } + + return GL_FALSE; } /* @@ -622,82 +654,35 @@ void fgExecuteMenuCallback( SFG_Menu* menu ) */ void fgDeactivateMenu( SFG_Window *window ) { - SFG_Window *current_window = fgStructure.Window; + SFG_Window *current_window = fgStructure.CurrentWindow; - /* - * 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; + fghSetMenuParentWindow ( NULL, menu ); + 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 ) ; -} - -/* - * 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 = 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 ); @@ -711,46 +696,40 @@ 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 ); + /* Make sure there is a current menu set */ + freeglut_return_if_fail( fgStructure.CurrentMenu ); - /* - * 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.CurrentMenu->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: - */ - fgStructure.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER; - fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER; + /* Store the menu's box size now: */ + fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER; + fgStructure.CurrentMenu->Width = width + 4 * FREEGLUT_MENU_BORDER; } @@ -759,11 +738,10 @@ 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 +750,14 @@ 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 ); } @@ -788,10 +766,10 @@ 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; + if( fgStructure.CurrentMenu ) + return fgStructure.CurrentMenu->ID; return 0; } @@ -801,12 +779,14 @@ 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; + fgStructure.CurrentMenu = menu; } /* @@ -814,19 +794,16 @@ 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; - freeglut_return_if_fail( fgStructure.Menu ); + SFG_MenuEntry* menuEntry; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" ); + menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); + 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 ); + /* Have the new menu entry attached to the current menu */ + fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node ); fghCalculateMenuBoxSize( ); } @@ -834,26 +811,23 @@ 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_assert_ready; - freeglut_return_if_fail( fgStructure.Menu ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" ); + menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 ); + subMenu = fgMenuByID( subMenuID ); + + freeglut_return_if_fail( fgStructure.CurrentMenu ); 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 - */ - fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu ); - - fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node ); + fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node ); fghCalculateMenuBoxSize( ); } @@ -864,23 +838,19 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value ) { SFG_MenuEntry* menuEntry = NULL; - freeglut_assert_ready; - freeglut_return_if_fail( fgStructure.Menu ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" ); + freeglut_return_if_fail( fgStructure.CurrentMenu ); - /* - * Get n-th menu entry in the current menu, starting from one: - */ - menuEntry = fghFindMenuEntry( fgStructure.Menu, item ); + /* Get n-th menu entry in the current menu, starting from one: */ + menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, 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 +859,29 @@ 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_assert_ready; - freeglut_return_if_fail( fgStructure.Menu ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" ); + subMenu = fgMenuByID( subMenuID ); + menuEntry = NULL; + + 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 ); + /* Get n-th menu entry in the current menu, starting from one: */ + menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, 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( ); @@ -924,17 +894,15 @@ void FGAPIENTRY glutRemoveMenuItem( int item ) { SFG_MenuEntry* menuEntry; - freeglut_assert_ready; - freeglut_return_if_fail( fgStructure.Menu ); + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" ); + freeglut_return_if_fail( fgStructure.CurrentMenu ); - /* - * Get n-th menu entry in the current menu, starting from one: - */ - menuEntry = fghFindMenuEntry( fgStructure.Menu, item ); + /* Get n-th menu entry in the current menu, starting from one: */ + 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 ); @@ -947,20 +915,15 @@ 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 ); + 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; } /* @@ -968,15 +931,15 @@ 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 ); + 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; } /* @@ -984,12 +947,14 @@ void FGAPIENTRY glutDetachMenu( int button ) */ void* FGAPIENTRY glutGetMenuData( void ) { - return fgStructure.Menu->UserData; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" ); + return fgStructure.CurrentMenu->UserData; } void FGAPIENTRY glutSetMenuData(void* data) { - fgStructure.Menu->UserData=data; + FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" ); + fgStructure.CurrentMenu->UserData=data; } /*** END OF FILE ***/