extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y );
extern void fghPlatformGetCursorPos(const SFG_Window *window, GLboolean client, SFG_XYUse *mouse_pos);
extern SFG_Font* fghFontByID( void* font );
+extern void fgPlatformHideWindow( SFG_Window* window );
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
{
SFG_MenuEntry *subMenuIter;
/* Hide the present menu's window */
- fgSetWindow( menuEntry->SubMenu->Window );
- glutHideWindow( );
+ fgPlatformHideWindow( menuEntry->SubMenu->Window );
/* Forget about having that menu active anymore, now: */
menuEntry->SubMenu->Window->ActiveMenu = NULL;
if( subMenuIter->SubMenu )
fghDeactivateSubMenu( subMenuIter );
}
-
- fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
}
/*
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->IsActive )
- {
- if( menuEntry->SubMenu )
- 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;
- }
- }
-}
-
/*
* Displays the currently active menu for the current window
GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
int mouse_x, int mouse_y )
{
+ GLboolean is_handled = GL_FALSE;
+ GLboolean is_clicked = GL_FALSE;
/*
* 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
+ * deactivate the menu, and potentially activate a new menu
+ * at the new mouse location
* - 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
mouse_y - window->ActiveMenu->Y;
}
- /* In the menu, invoke the callback and deactivate the menu */
+ /* In the menu, deactivate the menu and invoke the callback */
if( fghCheckMenuStatus( window->ActiveMenu ) )
{
/*
* window to the window whose menu this is
*/
SFG_Window *save_window = fgStructure.CurrentWindow;
- SFG_Menu *save_menu = fgStructure.CurrentMenu;
+ SFG_Menu *save_menu = fgStructure.CurrentMenu, *active_menu = window->ActiveMenu;
+ SFG_MenuEntry *active_entry = active_menu->ActiveEntry;
SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
+
+ /* get clicked entry */
+ while (active_entry->SubMenu)
+ {
+ active_menu = active_entry->SubMenu;
+ active_entry = active_menu->ActiveEntry;
+ }
+
fgSetWindow( parent_window );
- fgStructure.CurrentMenu = window->ActiveMenu;
+ fgStructure.CurrentMenu = active_menu;
- /* Execute the menu callback */
- fghExecuteMenuCallback( window->ActiveMenu );
+ /* Deactivate menu and then call callback (we don't want menu to stay in view while callback is executing) */
fgDeactivateMenu( parent_window );
+ active_menu->Callback( active_entry->ID );
/* Restore the current window and menu */
fgSetWindow( save_window );
fgStructure.CurrentMenu = save_menu;
+
+ is_clicked = GL_TRUE; /* Don't reopen... */
}
else if( pressed )
/*
*/
{
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
+ /* Could reopen again in different location, as is_clicked remains false */
}
/*
if( ! window->IsMenu )
window->State.Redisplay = GL_TRUE;
- return GL_TRUE;
+ is_handled = GL_TRUE;
}
/* No active menu, let's check whether we need to activate one. */
- if( ( 0 <= button ) &&
+ if( !is_clicked &&
+ ( 0 <= button ) &&
( FREEGLUT_MAX_MENUS > button ) &&
( window->Menu[ button ] ) &&
pressed )
/* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE;
fghActivateMenu( window, button );
- return GL_TRUE;
+ is_handled = GL_TRUE;
}
}
- return GL_FALSE;
+ return is_handled;
}
/*
parent_window = menu->ParentWindow;
/* Hide the present menu's window */
- fgSetWindow( menu->Window );
- glutHideWindow( );
+ fgPlatformHideWindow( menu->Window );
/* Forget about having that menu active anymore, now: */
menu->Window->ActiveMenu = NULL;
/* Done deactivating menu */
menuDeactivating = NULL;
- fgSetWindow ( parent_window ) ;
-
/* Menu status callback */
if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
{