X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Ffreeglut_menu.c;h=ea5837e807d3aff8115170ca7e1079565437f349;hb=68c661c02d6a139b2aba669733d8ba5a0783aa6b;hp=bb04f4813a93a21f7f0af95f003994ba46804685;hpb=6a5114c6be53a01766ee8b7b2867bd22d9008a37;p=freeglut diff --git a/src/freeglut_menu.c b/src/freeglut_menu.c index bb04f48..ea5837e 100644 --- a/src/freeglut_menu.c +++ b/src/freeglut_menu.c @@ -25,6 +25,7 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +#define FREEGLUT_BUILDING_LIB #include #include "freeglut_internal.h" @@ -52,7 +53,7 @@ * 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 || TARGET_HOST_WINCE +#if TARGET_HOST_MS_WINDOWS #define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13 #else #define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18 @@ -71,7 +72,7 @@ * too. These variables should be stuffed into global state and initialized * via the glutInit*() system. */ -#if TARGET_HOST_WIN32 || TARGET_HOST_WINCE +#if TARGET_HOST_MS_WINDOWS 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}; @@ -110,7 +111,6 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index ) */ 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 ); @@ -119,18 +119,21 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry ) /* Forget about having that menu active anymore, now: */ menuEntry->SubMenu->Window->ActiveMenu = NULL; menuEntry->SubMenu->IsActive = GL_FALSE; + menuEntry->SubMenu->ActiveEntry = NULL; /* Hide all submenu windows, and the root menu's window. */ for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First; subMenuIter; subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next ) { + subMenuIter->IsActive = GL_FALSE; + /* Is that an active submenu by any case? */ if( subMenuIter->SubMenu ) fghDeactivateSubMenu( subMenuIter ); } - fgSetWindow( current_window ); + fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ; } /* @@ -138,9 +141,9 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry ) */ static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y ) { - if( fgStructure.GameMode ) + if( fgStructure.GameModeWindow ) { -#if TARGET_HOST_UNIX_X11 +#if TARGET_HOST_POSIX_X11 int wx, wy; Window w; @@ -167,7 +170,7 @@ static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y ) /* * Private function to check for the current menu/sub menu activity state */ -static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) +static GLboolean fghCheckMenuStatus( SFG_Menu* menu ) { SFG_MenuEntry* menuEntry; int x, y; @@ -184,36 +187,28 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) * will mean that it caught the mouse cursor and we do not need * to regenerate the activity list, and so our parents do... */ - GLboolean return_status = fghCheckMenuStatus( window, - menuEntry->SubMenu ); + GLboolean return_status; + + menuEntry->SubMenu->Window->State.MouseX = + menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X; + menuEntry->SubMenu->Window->State.MouseY = + menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y; + return_status = fghCheckMenuStatus( menuEntry->SubMenu ); - /* - * Reactivate the submenu as the checkMenuStatus may have turned - * it off if the mouse is in its parent menu entry. - */ - menuEntry->SubMenu->IsActive = GL_TRUE; if ( return_status ) return GL_TRUE; } } /* That much about our sub menus, let's get to checking the current menu: */ - x = window->State.MouseX; - y = window->State.MouseY; - - for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; - menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) - menuEntry->IsActive = GL_FALSE; - - menu->IsActive = GL_FALSE; + x = menu->Window->State.MouseX; + y = menu->Window->State.MouseY; /* Check if the mouse cursor is contained within the current menu box */ if( ( x >= FREEGLUT_MENU_BORDER ) && ( x < menu->Width - FREEGLUT_MENU_BORDER ) && ( y >= FREEGLUT_MENU_BORDER ) && - ( y < menu->Height - FREEGLUT_MENU_BORDER ) && - ( window == menu->Window ) ) + ( y < menu->Height - FREEGLUT_MENU_BORDER ) ) { int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT; @@ -234,8 +229,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) if( menu->ActiveEntry->SubMenu ) fghDeactivateSubMenu( menu->ActiveEntry ); + if( menuEntry != menu->ActiveEntry ) + { + menu->Window->State.Redisplay = GL_TRUE; + if( menu->ActiveEntry ) + menu->ActiveEntry->IsActive = GL_FALSE; + } + menu->ActiveEntry = menuEntry; - menu->IsActive = GL_TRUE; + menu->IsActive = GL_TRUE; /* XXX Do we need this? */ /* * OKi, we have marked that entry as active, but it would be also @@ -262,9 +264,13 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width; if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y ) + { menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height - FREEGLUT_MENU_HEIGHT - 2 * FREEGLUT_MENU_BORDER ); + if( menuEntry->SubMenu->Y < 0 ) + menuEntry->SubMenu->Y = 0; + } fgSetWindow( menuEntry->SubMenu->Window ); glutPositionWindow( menuEntry->SubMenu->X, @@ -275,12 +281,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) glutShowWindow( ); menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu; fgSetWindow( current_window ); + menuEntry->SubMenu->Window->State.MouseX = + x + menu->X - menuEntry->SubMenu->X; + menuEntry->SubMenu->Window->State.MouseY = + y + menu->Y - menuEntry->SubMenu->Y; + fghCheckMenuStatus( menuEntry->SubMenu ); } - fghCheckMenuStatus( window, menuEntry->SubMenu ); - /* Activate it because its parent entry is active */ - menuEntry->SubMenu->IsActive = GL_TRUE; + menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */ } /* Report back that we have caught the menu cursor */ @@ -288,6 +297,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) } /* Looks like the menu cursor is somewhere else... */ + if( menu->ActiveEntry && menu->ActiveEntry->IsActive && + ( !menu->ActiveEntry->SubMenu || + !menu->ActiveEntry->SubMenu->IsActive ) ) + { + menu->Window->State.Redisplay = GL_TRUE; + menu->ActiveEntry->IsActive = GL_FALSE; + menu->ActiveEntry = NULL; + } + return GL_FALSE; } @@ -406,21 +424,6 @@ static void fghDisplayMenuBox( SFG_Menu* menu ) if( menuEntry->IsActive ) glColor4fv( menu_pen_fore ); } - - /* Now we are ready to check if any of our children needs to be redrawn: */ - for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First; - menuEntry; - menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) - { - /* Is that an active sub menu by any case? */ - if( menuEntry->SubMenu && menuEntry->IsActive ) - { - /* Yeah, indeed. Have it redrawn now: */ - fgSetWindow( menuEntry->SubMenu->Window ); - fghDisplayMenuBox( menuEntry->SubMenu ); - fgSetWindow( menu->Window ); - } - } } /* @@ -458,7 +461,13 @@ static void fghExecuteMenuCallback( SFG_Menu* menu ) fghExecuteMenuCallback( menuEntry->SubMenu ); else if( menu->Callback ) + { + SFG_Menu *save_menu = fgStructure.CurrentMenu; + fgStructure.CurrentMenu = menu; menu->Callback( menuEntry->ID ); + fgStructure.CurrentMenu = save_menu; + } + return; } } @@ -503,7 +512,6 @@ void fgDisplayMenu( void ) glPushMatrix( ); glLoadIdentity( ); - fghCheckMenuStatus( window, menu ); fghDisplayMenuBox( menu ); glPopAttrib( ); @@ -527,6 +535,7 @@ static void fghActivateMenu( SFG_Window* window, int button ) /* We'll be referencing this menu a lot, so remember its address: */ SFG_Menu* menu = window->Menu[ button ]; + SFG_Window* current_window = fgStructure.CurrentWindow; /* If the menu is already active in another window, deactivate it there */ if ( menu->ParentWindow ) @@ -540,6 +549,7 @@ static void fghActivateMenu( SFG_Window* window, int button ) /* Set up the initial menu position now: */ fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y); + fgSetWindow( window ); menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X ); menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y ); @@ -547,7 +557,16 @@ static void fghActivateMenu( SFG_Window* window, int button ) menu->X -=menu->Width; if( menu->Y + menu->Height > max_y ) + { menu->Y -=menu->Height; + if( menu->Y < 0 ) + menu->Y = 0; + } + + menu->Window->State.MouseX = + window->State.MouseX + glutGet( GLUT_WINDOW_X ) - menu->X; + menu->Window->State.MouseY = + window->State.MouseY + glutGet( GLUT_WINDOW_Y ) - menu->Y; fgSetWindow( menu->Window ); glutPositionWindow( menu->X, menu->Y ); @@ -555,6 +574,18 @@ static void fghActivateMenu( SFG_Window* window, int button ) glutPopWindow( ); glutShowWindow( ); menu->Window->ActiveMenu = menu; + fghCheckMenuStatus( menu ); + fgSetWindow( current_window ); +} + +/* + * Update Highlight states of the menu + * + * Current mouse position is in menu->Window->State.MouseX/Y. + */ +void fgUpdateMenuHighlight ( SFG_Menu *menu ) +{ + fghCheckMenuStatus( menu ); } /* @@ -590,8 +621,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, } /* In the menu, invoke the callback and deactivate the menu */ - if( fghCheckMenuStatus( window->ActiveMenu->Window, - window->ActiveMenu ) ) + if( fghCheckMenuStatus( window->ActiveMenu ) ) { /* * Save the current window and menu and set the current @@ -641,7 +671,6 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, { /* XXX Posting a requisite Redisplay seems bogus. */ window->State.Redisplay = GL_TRUE; - fgSetWindow( window ); fghActivateMenu( window, button ); return GL_TRUE; } @@ -654,7 +683,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, */ void fgDeactivateMenu( SFG_Window *window ) { - SFG_Window *current_window = fgStructure.CurrentWindow; + SFG_Window *parent_window = NULL; /* Check if there is an active menu attached to this window... */ SFG_Menu* menu = window->ActiveMenu; @@ -663,6 +692,8 @@ void fgDeactivateMenu( SFG_Window *window ) /* Did we find an active window? */ freeglut_return_if_fail( menu ); + parent_window = menu->ParentWindow; + /* Hide the present menu's window */ fgSetWindow( menu->Window ); glutHideWindow( ); @@ -672,6 +703,7 @@ void fgDeactivateMenu( SFG_Window *window ) menu->ParentWindow->ActiveMenu = NULL; fghSetMenuParentWindow ( NULL, menu ); menu->IsActive = GL_FALSE; + menu->ActiveEntry = NULL; fgState.ActiveMenus--; @@ -680,12 +712,14 @@ void fgDeactivateMenu( SFG_Window *window ) menuEntry; menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) { + menuEntry->IsActive = GL_FALSE; + /* Is that an active submenu by any case? */ if( menuEntry->SubMenu ) fghDeactivateSubMenu( menuEntry ); } - fgSetWindow( current_window ); + fgSetWindow ( parent_window ) ; } /* @@ -745,6 +779,14 @@ int FGAPIENTRY glutCreateMenu( void(* callback)( int ) ) return fgCreateMenu( callback )->ID; } +#if TARGET_HOST_MS_WINDOWS +int FGAPIENTRY __glutCreateMenuWithExit( void(* callback)( int ), void (__cdecl *exit_function)(int) ) +{ + __glutExitFunc = exit_function; + return glutCreateMenu( callback ); +} +#endif + /* * Destroys a menu object, removing all references to it */