From: Richard Rauch Date: Sat, 8 Nov 2003 11:28:34 +0000 (+0000) Subject: A first pass over freeglut_menu.c to bring it in line with the rest of X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=commitdiff_plain;h=fbc36ed71c03ab6aa7b06919d57abfe12b471e18;hp=0c915a83c6995a6fd68d509f35de2403f44a70a0;p=freeglut A first pass over freeglut_menu.c to bring it in line with the rest of freeglut's style. Mostly re-indenting and splitting long lines. For those that may be concerned: No, I didn't do any more arrangments of the form (CONST == a) rather than (a == CONST). (^& git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@325 7f0cb862-5218-0410-a997-914c9d46530a --- diff --git a/src/freeglut_menu.c b/src/freeglut_menu.c index 3b3a5cb..464081e 100644 --- a/src/freeglut_menu.c +++ b/src/freeglut_menu.c @@ -62,7 +62,8 @@ #define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18 #endif -#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + FREEGLUT_MENU_BORDER) +#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \ + FREEGLUT_MENU_BORDER) #define FREEGLUT_MENU_BORDER 2 @@ -96,9 +97,11 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index ) SFG_MenuEntry *entry; int i = 1; - for( entry = (SFG_MenuEntry *)menu->Entries.First; entry; entry = (SFG_MenuEntry *)entry->Node.Next) + for( entry = (SFG_MenuEntry *)menu->Entries.First; + entry; + entry = (SFG_MenuEntry *)entry->Node.Next ) { - if (i == index) + if( i == index ) break; ++i; } @@ -111,140 +114,146 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index ) */ 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... - */ - for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) - { - if( menuEntry->SubMenu != NULL && menuEntry->IsActive == TRUE ) + SFG_MenuEntry* menuEntry; + int x, y; + + /* + * First of all check any of the active sub menus... + */ + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) { - /* - * OK, have the sub-menu checked, too. If it returns 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... - */ - GLboolean return_status = fghCheckMenuStatus( window, 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 = TRUE ; - if ( return_status == TRUE ) - return( TRUE ); + if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) ) + { + /* + * OK, have the sub-menu checked, too. If it returns 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... + */ + GLboolean return_status = fghCheckMenuStatus( window, + 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 = TRUE; + if ( return_status == TRUE ) + return 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 = FALSE; - } - - - menu->IsActive = FALSE; - - /* - * 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 ) ) - { - int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT ; /* - * The mouse cursor is somewhere over our box, check it out. + * That much about our sub menus, let's get to checking the current menu: */ - menuEntry = fghFindMenuEntry( menu, menuID + 1 ); - assert( menuEntry != NULL ); + 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 = TRUE; - menuEntry->Ordinal = menuID; + menu->IsActive = FALSE; /* - * If this is not the same as the last active menu entry, deactivate the - * previous entry. Specifically, if the previous active entry was a - * submenu then deactivate it. + * Check if the mouse cursor is contained within the current menu box */ - if ( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) ) + if( ( x >= FREEGLUT_MENU_BORDER ) && + ( x < menu->Width - FREEGLUT_MENU_BORDER ) && + ( y >= FREEGLUT_MENU_BORDER ) && + ( y < menu->Height - FREEGLUT_MENU_BORDER ) && + ( window == menu->Window ) ) { - if ( menu->ActiveEntry->SubMenu != NULL ) - fgDeactivateSubMenu ( menu->ActiveEntry ) ; - } + int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT; - menu->ActiveEntry = menuEntry ; - menu->IsActive = TRUE; + /* + * The mouse cursor is somewhere over our box, check it out. + */ + menuEntry = fghFindMenuEntry( menu, menuID + 1 ); + assert( menuEntry ); - /* - * OKi, 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: - */ - if( menuEntry->SubMenu != NULL ) - { - if ( ! menuEntry->SubMenu->IsActive ) - { - SFG_Window *current_window = fgStructure.Window ; + menuEntry->IsActive = TRUE; + menuEntry->Ordinal = menuID; /* - * Set up the initial menu position now... + * If this is not the same as the last active menu entry, deactivate + * the previous entry. Specifically, if the previous active entry + * was a submenu then deactivate it. */ + if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) ) + { + if( menu->ActiveEntry->SubMenu ) + fgDeactivateSubMenu( menu->ActiveEntry ); + } - menuEntry->SubMenu->IsActive = TRUE ; + menu->ActiveEntry = menuEntry; + menu->IsActive = TRUE; + + /* + * OKi, 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: + */ + if( menuEntry->SubMenu ) + { + if ( ! menuEntry->SubMenu->IsActive ) + { + SFG_Window *current_window = fgStructure.Window; + + /* + * Set up the initial menu position now... + */ + menuEntry->SubMenu->IsActive = TRUE; + + /* + * Set up the initial submenu position now: + */ + 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->Y + menuEntry->SubMenu->Height > + glutGet( GLUT_SCREEN_HEIGHT ) ) + menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height - + FREEGLUT_MENU_HEIGHT - + 2 * FREEGLUT_MENU_BORDER ); + + fgSetWindow( menuEntry->SubMenu->Window ); + glutPositionWindow( menuEntry->SubMenu->X, + menuEntry->SubMenu->Y ); + glutReshapeWindow( menuEntry->SubMenu->Width, + menuEntry->SubMenu->Height ); + glutPopWindow( ); + glutShowWindow( ); + menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu; + fgSetWindow( current_window ); + } + + fghCheckMenuStatus( window, menuEntry->SubMenu ); + + /* + * Activate it because its parent entry is active + */ + menuEntry->SubMenu->IsActive = TRUE; + } /* - * Set up the initial submenu position now: + * Report back that we have caught the menu cursor */ - 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->Y + menuEntry->SubMenu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) ) - menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height - - FREEGLUT_MENU_HEIGHT - 2 * FREEGLUT_MENU_BORDER ) ; - - fgSetWindow ( menuEntry->SubMenu->Window ) ; - glutPositionWindow ( menuEntry->SubMenu->X, menuEntry->SubMenu->Y ) ; - glutReshapeWindow ( menuEntry->SubMenu->Width, menuEntry->SubMenu->Height ) ; - glutPopWindow () ; - glutShowWindow () ; - menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu ; - fgSetWindow ( current_window ) ; - } - - fghCheckMenuStatus( window, menuEntry->SubMenu ); - - /* - * Activate it because its parent entry is active - */ - menuEntry->SubMenu->IsActive = TRUE ; + return TRUE; } /* - * Report back that we have caught the menu cursor + * Looks like the menu cursor is somewhere else... */ - return( TRUE ); - } - - /* - * Looks like the menu cursor is somewhere else... - */ - return( FALSE ); + return FALSE; } /* @@ -252,158 +261,177 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu ) */ static void fghDisplayMenuBox( SFG_Menu* menu ) { - SFG_MenuEntry *menuEntry; - int i; - int border = FREEGLUT_MENU_BORDER ; - - /* - * Have the menu box drawn first. The +- values are - * here just to make it more nice-looking... - */ - glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); /* a non-black dark version of the below. */ - glBegin( GL_QUAD_STRIP ); - glVertex2i( menu->Width , 0 ); - glVertex2i( menu->Width-border, border); - glVertex2i( 0 , 0 ); - glVertex2i( border, border); - glVertex2i( 0 , menu->Height ); - glVertex2i( border, menu->Height-border); - glEnd(); - - glColor4f( 0.5f, 0.5f, 0.5f, 1.0f ); /* a non-black dark version of the below. */ - glBegin( GL_QUAD_STRIP ); - glVertex2i( 0 , menu->Height ); - glVertex2i( border, menu->Height-border); - glVertex2i( menu->Width , menu->Height ); - glVertex2i( menu->Width-border, menu->Height-border); - glVertex2i( menu->Width , 0 ); - glVertex2i( menu->Width-border, border); - glEnd(); - - glColor4fv ( menu_pen_back ) ; - glBegin( GL_QUADS ); - glVertex2i( border, border); - glVertex2i( menu->Width-border, border); - glVertex2i( menu->Width-border, menu->Height-border); - glVertex2i( border, menu->Height-border); - glEnd(); - - /* - * 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 ) + SFG_MenuEntry *menuEntry; + int i; + int border = FREEGLUT_MENU_BORDER; + + /* + * Have the menu box drawn first. The +- values are + * here just to make it more nice-looking... + */ + /* a non-black dark version of the below. */ + glColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); + glBegin( GL_QUAD_STRIP ); + glVertex2i( menu->Width , 0 ); + glVertex2i( menu->Width-border, border); + glVertex2i( 0 , 0 ); + glVertex2i( border, border); + glVertex2i( 0 , menu->Height ); + glVertex2i( border, menu->Height-border); + glEnd( ); + + /* a non-black dark version of the below. */ + glColor4f( 0.5f, 0.5f, 0.5f, 1.0f ); + glBegin( GL_QUAD_STRIP ); + glVertex2i( 0 , menu->Height ); + glVertex2i( border, menu->Height-border); + glVertex2i( menu->Width , menu->Height ); + glVertex2i( menu->Width-border, menu->Height-border); + glVertex2i( menu->Width , 0 ); + glVertex2i( menu->Width-border, border); + glEnd( ); + + glColor4fv( menu_pen_back ) ; + glBegin( GL_QUADS ); + glVertex2i( border, border); + glVertex2i( menu->Width-border, border); + glVertex2i( menu->Width-border, menu->Height-border); + glVertex2i( border, menu->Height-border); + glEnd( ); + + /* + * Check if any of the submenus is currently active... + */ + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) { - /* - * That's truly right, and we need to have it highlighted. - * There is an assumption that mouse cursor didn't move - * since the last check of menu activity state: - */ - int menuID = menuEntry->Ordinal; - - /* - * So have the highlight drawn... - */ - glColor4fv ( menu_pen_hback ) ; - glBegin( GL_QUADS ); - glVertex2i( FREEGLUT_MENU_BORDER, (menuID + 0)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER ); - glVertex2i( menu->Width-FREEGLUT_MENU_BORDER, (menuID + 0)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER ); - glVertex2i( menu->Width-FREEGLUT_MENU_BORDER, (menuID + 1)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER ); - glVertex2i( FREEGLUT_MENU_BORDER, (menuID + 1)*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER ); - glEnd(); + /* + * Has the menu been marked as active, maybe? + */ + if( menuEntry->IsActive == TRUE ) + { + /* + * That's truly right, and we need to have it highlighted. + * There is an assumption that mouse cursor didn't move + * since the last check of menu activity state: + */ + int menuID = menuEntry->Ordinal; + + /* + * So have the highlight drawn... + */ + glColor4fv( menu_pen_hback ); + glBegin( GL_QUADS ); + glVertex2i( FREEGLUT_MENU_BORDER, + (menuID + 0)*FREEGLUT_MENU_HEIGHT + + FREEGLUT_MENU_BORDER ); + glVertex2i( menu->Width-FREEGLUT_MENU_BORDER, + (menuID + 0)*FREEGLUT_MENU_HEIGHT + + FREEGLUT_MENU_BORDER ); + glVertex2i( menu->Width-FREEGLUT_MENU_BORDER, + (menuID + 1)*FREEGLUT_MENU_HEIGHT + + FREEGLUT_MENU_BORDER ); + glVertex2i( FREEGLUT_MENU_BORDER, + (menuID + 1)*FREEGLUT_MENU_HEIGHT + + FREEGLUT_MENU_BORDER ); + glEnd( ); + } } - } - - /* - * Print the menu entries now... - */ - - glColor4fv ( menu_pen_fore ); - - 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 ( menuEntry->IsActive ) - glColor4fv ( menu_pen_hfore ) ; /* - * Move the raster into position... + * Print the menu entries now... */ - glRasterPos2i( - 2 * FREEGLUT_MENU_BORDER, - (i + 1)*FREEGLUT_MENU_HEIGHT-(int)(FREEGLUT_MENU_HEIGHT*0.3 - FREEGLUT_MENU_BORDER ) /* Try to center the text - JCJ 31 July 2003*/ - ); - /* - * Have the label drawn, character after character: - */ - glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text); + glColor4fv( menu_pen_fore ); - /* - * If it's a submenu, draw a right arrow - */ - if ( menuEntry->SubMenu != NULL ) + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i=0; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i ) { - int width = glutBitmapWidth ( FREEGLUT_MENU_FONT, '_' ) ; - int x_base = menu->Width - 2 - width; - int y_base = i*FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER; - glBegin( GL_TRIANGLES ); - glVertex2i( x_base, y_base + 2*FREEGLUT_MENU_BORDER); - glVertex2i( menu->Width - 2, y_base + (FREEGLUT_MENU_HEIGHT + FREEGLUT_MENU_BORDER) / 2 ); - glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - FREEGLUT_MENU_BORDER); - glEnd( ); - } + /* + * If the menu entry is active, set the color to white + */ + if( menuEntry->IsActive ) + glColor4fv( menu_pen_hfore ); - /* - * If the menu entry is active, reset the color - */ - if ( menuEntry->IsActive ) - glColor4fv ( menu_pen_fore ) ; - } + /* + * Move the raster into position... + */ + /* Try to center the text - JCJ 31 July 2003*/ + glRasterPos2i( + 2 * FREEGLUT_MENU_BORDER, + (i + 1)*FREEGLUT_MENU_HEIGHT-(int)( FREEGLUT_MENU_HEIGHT*0.3 - + FREEGLUT_MENU_BORDER ) + ); + + /* + * Have the label drawn, character after character: + */ + glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text); + + /* + * 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 + FREEGLUT_MENU_BORDER; + glBegin( GL_TRIANGLES ); + glVertex2i( x_base, y_base + 2*FREEGLUT_MENU_BORDER); + glVertex2i( menu->Width - 2, y_base + + ( FREEGLUT_MENU_HEIGHT + + FREEGLUT_MENU_BORDER) / 2 ); + glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - + FREEGLUT_MENU_BORDER); + glEnd( ); + } + + /* + * 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; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) - { /* - * Is that an active sub menu by any case? + * Now we are ready to check if any of our children needs to be redrawn: */ - if( menuEntry->SubMenu != NULL && menuEntry->IsActive == TRUE ) + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) { - /* - * Yeah, indeed. Have it redrawn now: - */ - fgSetWindow ( menuEntry->SubMenu->Window ) ; - fghDisplayMenuBox( menuEntry->SubMenu ); - fgSetWindow ( menu->Window ) ; + /* + * Is that an active sub menu by any case? + */ + if( menuEntry->SubMenu && ( menuEntry->IsActive == TRUE ) ) + { + /* + * Yeah, indeed. Have it redrawn now: + */ + fgSetWindow( menuEntry->SubMenu->Window ); + fghDisplayMenuBox( menuEntry->SubMenu ); + fgSetWindow( menu->Window ); + } } - } } /* - * Private static function to set the parent window of a submenu and all of its submenus + * 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 ) { - SFG_MenuEntry *menuEntry ; + SFG_MenuEntry *menuEntry; - menu->ParentWindow = window ; + menu->ParentWindow = window; - for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) - { - if ( menuEntry->SubMenu != NULL ) - fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ; - } + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) + if ( menuEntry->SubMenu ) + fghSetSubmenuParentWindow ( window, menuEntry->SubMenu ) ; } @@ -428,14 +456,15 @@ void fgDisplayMenu( void ) /* * Did we find an active menu? */ - freeglut_return_if_fail( menu != NULL ); + 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 ); + glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT | + GL_POLYGON_BIT ); glDisable( GL_DEPTH_TEST ); glDisable( GL_TEXTURE_2D ); @@ -474,19 +503,19 @@ void fgDisplayMenu( void ) /* * Restore the old OpenGL settings now */ - glPopAttrib(); + glPopAttrib( ); glMatrixMode( GL_PROJECTION ); - glPopMatrix(); + glPopMatrix( ); glMatrixMode( GL_MODELVIEW ); - glPopMatrix(); + glPopMatrix( ); - glutSwapBuffers () ; + glutSwapBuffers( ); /* * Restore the current window */ - fgSetWindow ( window ) ; + fgSetWindow ( window ); } /* @@ -494,37 +523,37 @@ void fgDisplayMenu( void ) */ void fgActivateMenu( SFG_Window* window, int button ) { - /* - * 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: - */ - window->ActiveMenu = menu; - menu->IsActive = TRUE ; - fgState.ActiveMenus ++ ; - - /* - * Set up the initial menu position now: - */ - - 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 ) ) - menu->X -=menu->Width ; - - if ( menu->Y + menu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) ) - menu->Y -=menu->Height ; - - fgSetWindow ( menu->Window ) ; - glutPositionWindow ( menu->X, menu->Y ) ; - glutReshapeWindow ( menu->Width, menu->Height ) ; - glutPopWindow () ; - glutShowWindow () ; - menu->Window->ActiveMenu = menu ; + /* + * 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: + */ + window->ActiveMenu = menu; + menu->IsActive = TRUE; + fgState.ActiveMenus++; + + /* + * Set up the initial menu position now: + */ + + 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 ) ) + menu->X -=menu->Width; + + if( menu->Y + menu->Height > glutGet ( GLUT_SCREEN_HEIGHT ) ) + menu->Y -=menu->Height; + + fgSetWindow( menu->Window ); + glutPositionWindow( menu->X, menu->Y ); + glutReshapeWindow( menu->Width, menu->Height ); + glutPopWindow( ); + glutShowWindow( ); + menu->Window->ActiveMenu = menu; } /* @@ -532,15 +561,19 @@ void fgActivateMenu( SFG_Window* window, int button ) */ GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu ) { - /* - * Near as I can tell, this is the active menu behaviour: - * - 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 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 ) ; + /* + * Near as I can tell, this is the active menu behaviour: + * - 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 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 ); } /* @@ -548,43 +581,46 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, SFG_Menu *menu ) */ void fgExecuteMenuCallback( SFG_Menu* menu ) { - SFG_MenuEntry *menuEntry; + 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) - { /* - * Is this menu entry active? + * First of all check any of the active sub menus... */ - if( menuEntry->IsActive == TRUE ) + for( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next) { - /* - * If there is not a sub menu, execute the menu callback and return... - */ - if( menuEntry->SubMenu == NULL ) - { /* - * ...certainly given that there is one... + * Is this menu entry active? */ - if( menu->Callback != NULL ) - menu->Callback( menuEntry->ID ); - - return; - } - - /* - * Otherwise recurse into the submenu. - */ - fgExecuteMenuCallback( menuEntry->SubMenu ); - - /* - * There is little sense in dwelling the search on - */ - return; + if( menuEntry->IsActive == TRUE ) + { + /* + * 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; + } + + /* + * Otherwise recurse into the submenu. + */ + fgExecuteMenuCallback( menuEntry->SubMenu ); + + /* + * There is little sense in dwelling the search on + */ + return; + } } - } } /* @@ -592,45 +628,46 @@ void fgExecuteMenuCallback( SFG_Menu* menu ) */ void fgDeactivateMenu( SFG_Window *window ) { - SFG_Window *current_window = fgStructure.Window ; + SFG_Window *current_window = fgStructure.Window; /* * Check if there is an active menu attached to this window... */ SFG_Menu* menu = window->ActiveMenu; - SFG_MenuEntry *menuEntry ; + SFG_MenuEntry *menuEntry; /* * Did we find an active window? */ - freeglut_return_if_fail( menu != NULL ); + freeglut_return_if_fail( menu ); /* * Hide the present menu's window */ - fgSetWindow ( menu->Window ) ; - glutHideWindow () ; + fgSetWindow( menu->Window ); + glutHideWindow( ); /* * Forget about having that menu active anymore, now: */ - menu->Window->ActiveMenu = NULL ; - menu->ParentWindow->ActiveMenu = NULL ; - menu->IsActive = FALSE ; + menu->Window->ActiveMenu = NULL; + menu->ParentWindow->ActiveMenu = NULL; + menu->IsActive = FALSE; - fgState.ActiveMenus -- ; + fgState.ActiveMenus--; /* * Hide all submenu windows, and the root menu's window. */ - for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; menuEntry; + for ( menuEntry = (SFG_MenuEntry *)menu->Entries.First; + menuEntry; menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next ) { - /* - * Is that an active submenu by any case? - */ - if ( menuEntry->SubMenu != NULL ) - fgDeactivateSubMenu ( menuEntry ) ; + /* + * Is that an active submenu by any case? + */ + if( menuEntry->SubMenu ) + fgDeactivateSubMenu( menuEntry ); } fgSetWindow ( current_window ) ; @@ -641,34 +678,35 @@ void fgDeactivateMenu( SFG_Window *window ) */ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry ) { - SFG_Window *current_window = fgStructure.Window ; - SFG_MenuEntry *subMenuIter ; + SFG_Window *current_window = fgStructure.Window; + SFG_MenuEntry *subMenuIter; /* * Hide the present menu's window */ - fgSetWindow ( menuEntry->SubMenu->Window ) ; - glutHideWindow () ; + fgSetWindow( menuEntry->SubMenu->Window ); + glutHideWindow( ); /* * Forget about having that menu active anymore, now: */ - menuEntry->SubMenu->Window->ActiveMenu = NULL ; - menuEntry->SubMenu->IsActive = FALSE ; + 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; + 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 != NULL ) - fgDeactivateSubMenu ( subMenuIter ) ; + /* + * Is that an active submenu by any case? + */ + if( subMenuIter->SubMenu ) + fgDeactivateSubMenu( subMenuIter ); } - fgSetWindow ( current_window ) ; + fgSetWindow( current_window ); } /* @@ -676,46 +714,49 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry ) */ 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 != NULL ); + SFG_MenuEntry* menuEntry; + int width = 0, height = 0; - /* - * The menu's box size depends on the menu entries: - */ - for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First; menuEntry; - menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next) - { /* - * Update the menu entry's width value + * Make sure there is a current menu set */ - menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT, menuEntry->Text ); + freeglut_assert_ready; + freeglut_return_if_fail( fgStructure.Menu ); /* - * If the entry is a submenu, then it needs to be wider to accomodate the arrow. JCJ 31 July 2003 + * The menu's box size depends on the menu entries: */ + for( menuEntry = (SFG_MenuEntry *)fgStructure.Menu->Entries.First; + menuEntry; + menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next) + { + /* + * Update the menu entry's width value + */ + menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT, + menuEntry->Text ); - if (menuEntry->SubMenu != NULL) - menuEntry->Width += glutBitmapLength( FREEGLUT_MENU_FONT, "_" ); + /* + * 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, "_" ); - /* - * Check if it's the biggest we've found - */ - if( menuEntry->Width > width ) - width = menuEntry->Width; + /* + * Check if it's the biggest we've found + */ + if( menuEntry->Width > width ) + width = menuEntry->Width; - height += FREEGLUT_MENU_HEIGHT; - } + 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.Menu->Height = height + 2 * FREEGLUT_MENU_BORDER; + fgStructure.Menu->Width = width + 4 * FREEGLUT_MENU_BORDER; } @@ -729,7 +770,7 @@ int FGAPIENTRY glutCreateMenu( void (* callback)( int ) ) /* * The menu object creation code resides in freeglut_structure.c */ - return( fgCreateMenu( callback )->ID ); + return fgCreateMenu( callback )->ID; } /* @@ -739,7 +780,8 @@ void FGAPIENTRY glutDestroyMenu( int menuID ) { SFG_Menu* menu = fgMenuByID( menuID ); - freeglut_assert_ready; freeglut_return_if_fail( menu != NULL ); + freeglut_assert_ready; + freeglut_return_if_fail( menu ); /* * The menu object destruction code resides in freeglut_structure.c @@ -754,10 +796,10 @@ int FGAPIENTRY glutGetMenu( void ) { freeglut_assert_ready; - if( fgStructure.Menu != NULL ) - return( fgStructure.Menu->ID ); + if( fgStructure.Menu ) + return fgStructure.Menu->ID; - return( 0 ); + return 0; } /* @@ -768,7 +810,7 @@ void FGAPIENTRY glutSetMenu( int menuID ) SFG_Menu* menu = fgMenuByID( menuID ); freeglut_assert_ready; - freeglut_return_if_fail( menu != NULL ); + freeglut_return_if_fail( menu ); fgStructure.Menu = menu; } @@ -778,10 +820,11 @@ void FGAPIENTRY glutSetMenu( int menuID ) */ void FGAPIENTRY glutAddMenuEntry( const char* label, int value ) { - SFG_MenuEntry* menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); + SFG_MenuEntry* menuEntry = + (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); freeglut_assert_ready; - freeglut_return_if_fail( fgStructure.Menu != NULL ); + freeglut_return_if_fail( fgStructure.Menu ); menuEntry->Text = strdup( label ); menuEntry->ID = value; @@ -791,7 +834,7 @@ void FGAPIENTRY glutAddMenuEntry( const char* label, int value ) */ fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node ); - fghCalculateMenuBoxSize(); + fghCalculateMenuBoxSize( ); } /* @@ -799,24 +842,25 @@ void FGAPIENTRY glutAddMenuEntry( const char* label, int value ) */ 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_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 ); + SFG_Menu* subMenu = fgMenuByID( subMenuID ); - freeglut_assert_ready; - freeglut_return_if_fail( fgStructure.Menu != NULL ); - freeglut_return_if_fail( subMenu != NULL ); + freeglut_assert_ready; + freeglut_return_if_fail( fgStructure.Menu ); + freeglut_return_if_fail( subMenu ); - menuEntry->Text = strdup( label ); - menuEntry->SubMenu = subMenu; - menuEntry->ID = -1; + 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 ) ; + /* + * Make the submenu's parent window be the menu's parent window + */ + fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu ); - fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node ); - fghCalculateMenuBoxSize(); + fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node ); + fghCalculateMenuBoxSize( ); } /* @@ -839,13 +883,13 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value ) /* * We want it to become a normal menu entry, so: */ - if( menuEntry->Text != NULL ) + if( menuEntry->Text ) free( menuEntry->Text ); menuEntry->Text = strdup( label ); menuEntry->ID = value; menuEntry->SubMenu = NULL; - fghCalculateMenuBoxSize(); + fghCalculateMenuBoxSize( ); } /* @@ -876,7 +920,7 @@ void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, int subMenuID menuEntry->Text = strdup( label ); menuEntry->SubMenu = subMenu; menuEntry->ID = -1; - fghCalculateMenuBoxSize(); + fghCalculateMenuBoxSize( ); } /* @@ -901,7 +945,7 @@ void FGAPIENTRY glutRemoveMenuItem( int item ) free( menuEntry->Text ); free( menuEntry ); - fghCalculateMenuBoxSize(); + fghCalculateMenuBoxSize( ); } /* @@ -946,12 +990,12 @@ void FGAPIENTRY glutDetachMenu( int button ) */ void* FGAPIENTRY glutGetMenuData( void ) { - return(fgStructure.Menu->UserData); + return fgStructure.Menu->UserData; } void FGAPIENTRY glutSetMenuData(void* data) { - fgStructure.Menu->UserData=data; + fgStructure.Menu->UserData=data; } /*** END OF FILE ***/