}
menu->ActiveEntry = menuEntry;
- menu->IsActive = GL_TRUE; /* XXX Do we need this? */
+ menu->IsActive = GL_TRUE;
/*
- * OKi, we have marked that entry as active, but it would be also
+ * OK, we have marked that entry as active, but it would be also
* nice to have its contents updated, in case it's a sub menu.
* Also, ignore the return value of the check function:
*/
/* Could reopen again in different location, as is_clicked remains false */
}
- /*
- * 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;
-
is_handled = GL_TRUE;
}
if (window->State.MouseX>0 && window->State.MouseY>0 &&
window->State.MouseX<window->State.Width && window->State.MouseY<window->State.Height)
{
- /* XXX Posting a requisite Redisplay seems bogus. */
- window->State.Redisplay = GL_TRUE;
fghActivateMenu( window, button );
is_handled = GL_TRUE;
}
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetOption" );
- /*
- * XXX In chronological code add order. (WHY in that order?)
- */
switch( eWhat )
{
case GLUT_INIT_WINDOW_X:
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGet" );
- /* XXX In chronological code add order. (WHY in that order?) */
switch( eWhat )
{
/* Following values are stored in fgState and fgDisplay global structures */
* Each of the windows should have its own device context, and we
* want redraw events during Vertical and Horizontal Resizes by
* the user.
- *
- * XXX Old code had "| CS_DBCLCKS" commented out. Plans for the
- * XXX future? Dead-end idea?
*/
wc.lpfnWndProc = fgPlatformWindowProc;
wc.cbClsExtra = 0;