extern GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type );
+extern void fgPlatformCheckMenuDeactivate();
+
#ifdef WM_TOUCH
typedef BOOL (WINAPI *pGetTouchInputInfo)(HTOUCHINPUT,UINT,PTOUCHINPUT,int);
typedef BOOL (WINAPI *pCloseTouchInputHandle)(HTOUCHINPUT);
case WM_KILLFOCUS:
{
- SFG_Menu* menu = NULL;
SFG_Window* saved_window = fgStructure.CurrentWindow;
/* printf("WM_KILLFOCUS: %p\n", window ); */
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
INVOKE_WCB( *window, Entry, ( GLUT_LEFT ) );
fgSetWindow(saved_window);
- /* If we have an open menu, see if the open menu should be closed
- * when focus was lost because user either switched
- * application or FreeGLUT window (if one is running multiple
- * windows). If so, close menu the active menu.
- */
- if ( fgStructure.Menus.First )
- menu = fgGetActiveMenu();
-
- if ( menu )
- {
- SFG_Window* wnd = NULL;
- HWND hwnd = GetFocus(); /* Get window with current focus - NULL for non freeglut windows */
- if (hwnd)
- /* See which of our windows it is */
- wnd = fgWindowByHandle(hwnd);
-
- if (!hwnd || !wnd)
- /* User switched to another application*/
- fgDeactivateMenu(menu->ParentWindow);
- else if (!wnd->IsMenu) /* Make sure we don't kill the menu when trying to enter a submenu */
- {
- if (wnd!=menu->ParentWindow)
- /* User switched to another FreeGLUT window */
- fgDeactivateMenu(menu->ParentWindow);
- else
- {
- /* Check if focus lost because non-client area of
- * window was pressed (pressing on client area is
- * handled in fgCheckActiveMenu)
- */
- POINT mouse_pos;
- RECT clientArea = fghGetClientArea(menu->ParentWindow, GL_FALSE);
- GetCursorPos(&mouse_pos);
- if ( !PtInRect( &clientArea, mouse_pos ) )
- fgDeactivateMenu(menu->ParentWindow);
- }
- }
- }
+ /* Check if there are any open menus that need to be closed */
+ fgPlatformCheckMenuDeactivate();
}
break;
case WM_PAINT:
/* Turn on the visibility in case it was turned off somehow */
window->State.Visible = GL_TRUE;
+ InvalidateRect( hWnd, NULL, GL_FALSE ); /* Make sure whole window is repainted. Bt of a hack, but a safe on from what google turns up... */
BeginPaint( hWnd, &ps );
fghRedrawWindow( window );
EndPaint( hWnd, &ps );
#include <GL/freeglut.h>
#include "../fg_internal.h"
+extern RECT fghGetClientArea( const SFG_Window *window, BOOL wantPosOutside );
+
GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y )
{
*y = glutGet ( GLUT_SCREEN_HEIGHT );
}
+void fgPlatformCheckMenuDeactivate()
+{
+ /* If we have an open menu, see if the open menu should be closed
+ * when focus was lost because user either switched
+ * application or FreeGLUT window (if one is running multiple
+ * windows). If so, close menu the active menu.
+ */
+ SFG_Menu* menu = NULL;
+
+ if ( fgStructure.Menus.First )
+ menu = fgGetActiveMenu();
+
+ if ( menu )
+ {
+ SFG_Window* wnd = NULL;
+ HWND hwnd = GetFocus(); /* Get window with current focus - NULL for non freeglut windows */
+ if (hwnd)
+ /* See which of our windows it is */
+ wnd = fgWindowByHandle(hwnd);
+
+ if (!hwnd || !wnd)
+ /* User switched to another application*/
+ fgDeactivateMenu(menu->ParentWindow);
+ else if (!wnd->IsMenu) /* Make sure we don't kill the menu when trying to enter a submenu */
+ {
+ if (wnd!=menu->ParentWindow)
+ /* User switched to another FreeGLUT window */
+ fgDeactivateMenu(menu->ParentWindow);
+ else
+ {
+ /* Check if focus lost because non-client area of
+ * window was pressed (pressing on client area is
+ * handled in fgCheckActiveMenu)
+ */
+ POINT mouse_pos;
+ RECT clientArea = fghGetClientArea(menu->ParentWindow, GL_FALSE);
+ GetCursorPos(&mouse_pos);
+ if ( !PtInRect( &clientArea, mouse_pos ) )
+ fgDeactivateMenu(menu->ParentWindow);
+ }
+ }
+ }
+};
+
/* -- PLATFORM-SPECIFIC INTERFACE FUNCTION -------------------------------------------------- */