fixes for menus being attached to multiple buttons/windows (John Fay)

git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@570 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
brianp 2005-02-16 00:52:23 +00:00
parent cd34db4902
commit 0090d41ba9
5 changed files with 55 additions and 79 deletions

View File

@ -514,7 +514,7 @@ struct tagSFG_Menu
SFG_MenuEntry *ActiveEntry; /* Currently active entry in the menu */
SFG_Window *Window; /* Window for menu */
SFG_Window *ParentWindow; /* Window in which the menu is defined */
SFG_Window *ParentWindow; /* Window in which the menu is invoked */
};
/* This is a menu entry */
@ -759,6 +759,9 @@ int glutJoystickGetNumAxes( int ident );
int glutJoystickGetNumButtons( int ident );
int glutJoystickNotWorking( int ident );
/* Setting the cursor for a given window */
void fgSetCursor ( SFG_Window *window, int cursorID );
/*
* Helper function to enumerate through all registered windows
* and one to enumerate all of a window's subwindows...
@ -799,11 +802,9 @@ SFG_Menu* fgMenuByID( int menuID );
* The menu activation and deactivation the code. This is the meat
* of the menu user interface handling code...
*/
void fgActivateMenu( SFG_Window* window, int button );
GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
int mouse_x, int mouse_y );
void fgDeactivateMenu( SFG_Window *window );
void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry );
/*
* This function gets called just before the buffers swap, so that
@ -812,12 +813,6 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry );
*/
void fgDisplayMenu( void );
/*
* Display the mouse cursor using OpenGL calls. The function
* is defined in freeglut_cursor.c file.
*/
void fgDisplayCursor( void );
/* Elapsed time as per glutGet(GLUT_ELAPSED_TIME). */
long fgElapsedTime( void );

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@ -1223,27 +1223,19 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
case WM_ACTIVATE:
if (LOWORD(wParam) != WA_INACTIVE)
{
/* printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
/* printf("WM_ACTIVATE: fgSetCursor( %p, %d)\n", window,
window->State.Cursor ); */
glutSetCursor( window->State.Cursor );
fgSetCursor( window, window->State.Cursor );
}
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
#endif
/*
* XXX Why not re-use some common code with the glutSetCursor()
* XXX function (or perhaps invoke glutSetCursor())?
* XXX That is, why are we duplicating code, here, from
* XXX glutSetCursor()? The WIN32 code should be able to just
* XXX call glutSetCursor() instead of defining two macros
* XXX and implementing a nested case in-line.
*/
case WM_SETCURSOR:
/* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */
if( LOWORD( lParam ) == HTCLIENT )
glutSetCursor ( window->State.Cursor ) ;
fgSetCursor ( window, window->State.Cursor ) ;
else
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break;
@ -1387,15 +1379,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
window->State.MouseX, window->State.MouseY ) )
break;
if( window->Menu[ button ] && pressed )
{
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
break;
}
/* Set capture so that the window captures all the mouse messages */
/*
* XXX - Multiple button support: Under X11, the mouse is not released

View File

@ -105,6 +105,34 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
return entry;
}
/*
* Deactivates a menu pointed by the function argument.
*/
static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
{
SFG_Window *current_window = fgStructure.Window;
SFG_MenuEntry *subMenuIter;
/* Hide the present menu's window */
fgSetWindow( menuEntry->SubMenu->Window );
glutHideWindow( );
/* Forget about having that menu active anymore, now: */
menuEntry->SubMenu->Window->ActiveMenu = NULL;
menuEntry->SubMenu->IsActive = GL_FALSE;
/* 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 )
{
/* Is that an active submenu by any case? */
if( subMenuIter->SubMenu )
fghDeactivateSubMenu( subMenuIter );
}
fgSetWindow( current_window );
}
/*
* Private function to check for the current menu/sub menu activity state
*/
@ -173,7 +201,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
*/
if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
if( menu->ActiveEntry->SubMenu )
fgDeactivateSubMenu( menu->ActiveEntry );
fghDeactivateSubMenu( menu->ActiveEntry );
menu->ActiveEntry = menuEntry;
menu->IsActive = GL_TRUE;
@ -369,7 +397,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
* 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 )
static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
{
SFG_MenuEntry *menuEntry;
@ -379,7 +407,7 @@ static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu )
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
if( menuEntry->SubMenu )
fghSetSubmenuParentWindow( window, menuEntry->SubMenu );
fghSetMenuParentWindow( window, menuEntry->SubMenu );
}
/*
@ -463,14 +491,19 @@ void fgDisplayMenu( void )
/*
* Activates a menu pointed by the function argument
*/
void fgActivateMenu( SFG_Window* window, int button )
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 ];
/* If the menu is already active in another window, deactivate it there */
if ( menu->ParentWindow )
menu->ParentWindow->ActiveMenu = NULL ;
/* Mark the menu as active, so that it gets displayed: */
window->ActiveMenu = menu;
menu->IsActive = GL_TRUE;
fghSetMenuParentWindow ( window, menu );
fgState.ActiveMenus++;
/* Set up the initial menu position now: */
@ -576,7 +609,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
/* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fgActivateMenu( window, button );
fghActivateMenu( window, button );
return GL_TRUE;
}
@ -604,6 +637,7 @@ void fgDeactivateMenu( SFG_Window *window )
/* Forget about having that menu active anymore, now: */
menu->Window->ActiveMenu = NULL;
menu->ParentWindow->ActiveMenu = NULL;
fghSetMenuParentWindow ( NULL, menu );
menu->IsActive = GL_FALSE;
fgState.ActiveMenus--;
@ -615,35 +649,7 @@ void fgDeactivateMenu( SFG_Window *window )
{
/* Is that an active submenu by any case? */
if( menuEntry->SubMenu )
fgDeactivateSubMenu( menuEntry );
}
fgSetWindow( current_window );
}
/*
* Deactivates a menu pointed by the function argument.
*/
void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry )
{
SFG_Window *current_window = fgStructure.Window;
SFG_MenuEntry *subMenuIter;
/* Hide the present menu's window */
fgSetWindow( menuEntry->SubMenu->Window );
glutHideWindow( );
/* Forget about having that menu active anymore, now: */
menuEntry->SubMenu->Window->ActiveMenu = NULL;
menuEntry->SubMenu->IsActive = GL_FALSE;
/* 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 )
{
/* Is that an active submenu by any case? */
if( subMenuIter->SubMenu )
fgDeactivateSubMenu( subMenuIter );
fghDeactivateSubMenu( menuEntry );
}
fgSetWindow( current_window );
@ -788,9 +794,6 @@ void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
menuEntry->SubMenu = subMenu;
menuEntry->ID = -1;
/* Make the submenu's parent window be the menu's parent window */
fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu );
fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
fghCalculateMenuBoxSize( );
}
@ -888,9 +891,6 @@ void FGAPIENTRY glutAttachMenu( int button )
freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
fgStructure.Window->Menu[ button ] = fgStructure.Menu;
/* Make the parent window of the menu (and all submenus) the current window */
fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu );
}
/*

View File

@ -99,7 +99,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
* dependant, and resides in freeglut_window.c. Uses fgState.
*/
fgOpenWindow( window, title, x, y, w, h, gameMode,
parent ? GL_TRUE : GL_FALSE );
(GLboolean)(parent ? GL_TRUE : GL_FALSE) );
return window;
}
@ -115,7 +115,7 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
/* Have the menu object created */
SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
menu->ParentWindow = fgStructure.Window;
menu->ParentWindow = NULL;
/* Create a window for the menu to reside in. */
@ -192,8 +192,6 @@ void fgCloseWindows( )
*/
void fgDestroyWindow( SFG_Window* window )
{
int menu_index;
FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
"fgDestroyWindow" );
@ -214,10 +212,6 @@ void fgDestroyWindow( SFG_Window* window )
if( window->ActiveMenu )
fgDeactivateMenu( window );
for( menu_index = 0; menu_index < 3; menu_index ++ )
if( window->Menu[ menu_index ] )
window->Menu[ menu_index ]->ParentWindow = NULL;
fghClearCallBacks( window );
fgCloseWindow( window );
free( window );
@ -234,6 +228,10 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
SFG_Window *subWindow;
int i;
/* Check whether this is the active menu in the window */
if ( menu == window->ActiveMenu )
window->ActiveMenu = NULL ;
/*
* Check if the menu is attached to the current window,
* if so, have it detached (by overwriting with a NULL):
@ -318,7 +316,7 @@ void fgDestroyMenu( SFG_Menu* menu )
}
if( fgStructure.Window == menu->Window )
fgSetWindow( menu->ParentWindow );
fgSetWindow( NULL );
fgDestroyWindow( menu->Window );
fgListRemove( &fgStructure.Menus, &menu->Node );
if( fgStructure.Menu == menu )

View File

@ -593,7 +593,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
#endif /* TARGET_HOST_WINCE */
UpdateWindow( window->Window.Handle );
ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */
ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */
#endif