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
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@ -514,7 +514,7 @@ struct tagSFG_Menu
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SFG_MenuEntry *ActiveEntry; /* Currently active entry in the menu */
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SFG_Window *Window; /* Window for menu */
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SFG_Window *ParentWindow; /* Window in which the menu is defined */
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SFG_Window *ParentWindow; /* Window in which the menu is invoked */
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};
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/* This is a menu entry */
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@ -759,6 +759,9 @@ int glutJoystickGetNumAxes( int ident );
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int glutJoystickGetNumButtons( int ident );
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int glutJoystickNotWorking( int ident );
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/* Setting the cursor for a given window */
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void fgSetCursor ( SFG_Window *window, int cursorID );
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/*
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* Helper function to enumerate through all registered windows
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* and one to enumerate all of a window's subwindows...
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@ -799,11 +802,9 @@ SFG_Menu* fgMenuByID( int menuID );
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* The menu activation and deactivation the code. This is the meat
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* of the menu user interface handling code...
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*/
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void fgActivateMenu( SFG_Window* window, int button );
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GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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int mouse_x, int mouse_y );
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void fgDeactivateMenu( SFG_Window *window );
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void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry );
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/*
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* This function gets called just before the buffers swap, so that
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@ -812,12 +813,6 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry );
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*/
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void fgDisplayMenu( void );
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/*
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* Display the mouse cursor using OpenGL calls. The function
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* is defined in freeglut_cursor.c file.
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*/
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void fgDisplayCursor( void );
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/* Elapsed time as per glutGet(GLUT_ELAPSED_TIME). */
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long fgElapsedTime( void );
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@ -1223,27 +1223,19 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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case WM_ACTIVATE:
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if (LOWORD(wParam) != WA_INACTIVE)
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{
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/* printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window,
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/* printf("WM_ACTIVATE: fgSetCursor( %p, %d)\n", window,
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window->State.Cursor ); */
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glutSetCursor( window->State.Cursor );
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fgSetCursor( window, window->State.Cursor );
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}
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lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
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break;
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#endif
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/*
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* XXX Why not re-use some common code with the glutSetCursor()
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* XXX function (or perhaps invoke glutSetCursor())?
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* XXX That is, why are we duplicating code, here, from
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* XXX glutSetCursor()? The WIN32 code should be able to just
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* XXX call glutSetCursor() instead of defining two macros
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* XXX and implementing a nested case in-line.
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*/
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case WM_SETCURSOR:
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/* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */
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if( LOWORD( lParam ) == HTCLIENT )
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glutSetCursor ( window->State.Cursor ) ;
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fgSetCursor ( window, window->State.Cursor ) ;
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else
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lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
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break;
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@ -1387,15 +1379,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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window->State.MouseX, window->State.MouseY ) )
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break;
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if( window->Menu[ button ] && pressed )
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{
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window->State.Redisplay = GL_TRUE;
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fgSetWindow( window );
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fgActivateMenu( window, button );
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break;
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}
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/* Set capture so that the window captures all the mouse messages */
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/*
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* XXX - Multiple button support: Under X11, the mouse is not released
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@ -105,6 +105,34 @@ static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
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return entry;
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}
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/*
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* Deactivates a menu pointed by the function argument.
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*/
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static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
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{
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SFG_Window *current_window = fgStructure.Window;
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SFG_MenuEntry *subMenuIter;
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/* Hide the present menu's window */
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fgSetWindow( menuEntry->SubMenu->Window );
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glutHideWindow( );
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/* Forget about having that menu active anymore, now: */
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menuEntry->SubMenu->Window->ActiveMenu = NULL;
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menuEntry->SubMenu->IsActive = GL_FALSE;
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/* Hide all submenu windows, and the root menu's window. */
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for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
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subMenuIter;
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subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
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{
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/* Is that an active submenu by any case? */
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if( subMenuIter->SubMenu )
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fghDeactivateSubMenu( subMenuIter );
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}
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fgSetWindow( current_window );
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}
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/*
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* Private function to check for the current menu/sub menu activity state
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*/
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@ -173,7 +201,7 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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*/
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if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
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if( menu->ActiveEntry->SubMenu )
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fgDeactivateSubMenu( menu->ActiveEntry );
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fghDeactivateSubMenu( menu->ActiveEntry );
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menu->ActiveEntry = menuEntry;
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menu->IsActive = GL_TRUE;
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@ -369,7 +397,7 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
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* Private static function to set the parent window of a submenu and all
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* of its submenus
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*/
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static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu )
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static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
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{
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SFG_MenuEntry *menuEntry;
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@ -379,7 +407,7 @@ static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu )
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menuEntry;
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menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
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if( menuEntry->SubMenu )
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fghSetSubmenuParentWindow( window, menuEntry->SubMenu );
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fghSetMenuParentWindow( window, menuEntry->SubMenu );
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}
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/*
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@ -463,14 +491,19 @@ void fgDisplayMenu( void )
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/*
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* Activates a menu pointed by the function argument
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*/
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void fgActivateMenu( SFG_Window* window, int button )
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static void fghActivateMenu( SFG_Window* window, int button )
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{
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/* We'll be referencing this menu a lot, so remember its address: */
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SFG_Menu* menu = window->Menu[ button ];
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/* If the menu is already active in another window, deactivate it there */
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if ( menu->ParentWindow )
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menu->ParentWindow->ActiveMenu = NULL ;
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/* Mark the menu as active, so that it gets displayed: */
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window->ActiveMenu = menu;
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menu->IsActive = GL_TRUE;
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fghSetMenuParentWindow ( window, menu );
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fgState.ActiveMenus++;
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/* Set up the initial menu position now: */
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@ -576,7 +609,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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/* XXX Posting a requisite Redisplay seems bogus. */
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window->State.Redisplay = GL_TRUE;
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fgSetWindow( window );
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fgActivateMenu( window, button );
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fghActivateMenu( window, button );
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return GL_TRUE;
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}
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@ -604,6 +637,7 @@ void fgDeactivateMenu( SFG_Window *window )
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/* Forget about having that menu active anymore, now: */
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menu->Window->ActiveMenu = NULL;
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menu->ParentWindow->ActiveMenu = NULL;
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fghSetMenuParentWindow ( NULL, menu );
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menu->IsActive = GL_FALSE;
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fgState.ActiveMenus--;
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@ -615,35 +649,7 @@ void fgDeactivateMenu( SFG_Window *window )
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{
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/* Is that an active submenu by any case? */
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if( menuEntry->SubMenu )
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fgDeactivateSubMenu( menuEntry );
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}
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fgSetWindow( current_window );
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}
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/*
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* Deactivates a menu pointed by the function argument.
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*/
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void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry )
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{
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SFG_Window *current_window = fgStructure.Window;
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SFG_MenuEntry *subMenuIter;
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/* Hide the present menu's window */
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fgSetWindow( menuEntry->SubMenu->Window );
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glutHideWindow( );
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/* Forget about having that menu active anymore, now: */
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menuEntry->SubMenu->Window->ActiveMenu = NULL;
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menuEntry->SubMenu->IsActive = GL_FALSE;
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/* Hide all submenu windows, and the root menu's window. */
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for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
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subMenuIter;
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subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
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{
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/* Is that an active submenu by any case? */
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if( subMenuIter->SubMenu )
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fgDeactivateSubMenu( subMenuIter );
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fghDeactivateSubMenu( menuEntry );
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}
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fgSetWindow( current_window );
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@ -788,9 +794,6 @@ void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
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menuEntry->SubMenu = subMenu;
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menuEntry->ID = -1;
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/* Make the submenu's parent window be the menu's parent window */
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fghSetSubmenuParentWindow( fgStructure.Menu->ParentWindow, subMenu );
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fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
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fghCalculateMenuBoxSize( );
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}
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@ -888,9 +891,6 @@ void FGAPIENTRY glutAttachMenu( int button )
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freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
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fgStructure.Window->Menu[ button ] = fgStructure.Menu;
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/* Make the parent window of the menu (and all submenus) the current window */
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fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu );
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}
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/*
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@ -99,7 +99,7 @@ SFG_Window* fgCreateWindow( SFG_Window* parent, const char* title,
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* dependant, and resides in freeglut_window.c. Uses fgState.
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*/
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fgOpenWindow( window, title, x, y, w, h, gameMode,
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parent ? GL_TRUE : GL_FALSE );
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(GLboolean)(parent ? GL_TRUE : GL_FALSE) );
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return window;
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}
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@ -115,7 +115,7 @@ SFG_Menu* fgCreateMenu( FGCBMenu menuCallback )
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/* Have the menu object created */
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SFG_Menu* menu = (SFG_Menu *)calloc( sizeof(SFG_Menu), 1 );
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menu->ParentWindow = fgStructure.Window;
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menu->ParentWindow = NULL;
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/* Create a window for the menu to reside in. */
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@ -192,8 +192,6 @@ void fgCloseWindows( )
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*/
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void fgDestroyWindow( SFG_Window* window )
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{
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int menu_index;
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FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
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"fgDestroyWindow" );
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@ -214,10 +212,6 @@ void fgDestroyWindow( SFG_Window* window )
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if( window->ActiveMenu )
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fgDeactivateMenu( window );
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for( menu_index = 0; menu_index < 3; menu_index ++ )
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if( window->Menu[ menu_index ] )
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window->Menu[ menu_index ]->ParentWindow = NULL;
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fghClearCallBacks( window );
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fgCloseWindow( window );
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free( window );
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@ -234,6 +228,10 @@ static void fghRemoveMenuFromWindow( SFG_Window* window, SFG_Menu* menu )
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SFG_Window *subWindow;
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int i;
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/* Check whether this is the active menu in the window */
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if ( menu == window->ActiveMenu )
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window->ActiveMenu = NULL ;
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/*
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* Check if the menu is attached to the current window,
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* if so, have it detached (by overwriting with a NULL):
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@ -318,7 +316,7 @@ void fgDestroyMenu( SFG_Menu* menu )
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}
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if( fgStructure.Window == menu->Window )
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fgSetWindow( menu->ParentWindow );
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fgSetWindow( NULL );
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fgDestroyWindow( menu->Window );
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fgListRemove( &fgStructure.Menus, &menu->Node );
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if( fgStructure.Menu == menu )
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@ -593,7 +593,7 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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#endif /* TARGET_HOST_WINCE */
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UpdateWindow( window->Window.Handle );
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ShowCursor( TRUE ); /* XXX Old comments say "hide cusror"! */
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ShowCursor( TRUE ); /* XXX Old comments say "hide cursor"! */
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#endif
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