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

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@ -514,7 +514,7 @@ struct tagSFG_Menu
SFG_MenuEntry *ActiveEntry; /* Currently active entry in the menu */ SFG_MenuEntry *ActiveEntry; /* Currently active entry in the menu */
SFG_Window *Window; /* Window for 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 */ /* This is a menu entry */
@ -759,6 +759,9 @@ int glutJoystickGetNumAxes( int ident );
int glutJoystickGetNumButtons( int ident ); int glutJoystickGetNumButtons( int ident );
int glutJoystickNotWorking( 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 * Helper function to enumerate through all registered windows
* and one to enumerate all of a window's subwindows... * 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 * The menu activation and deactivation the code. This is the meat
* of the menu user interface handling code... * of the menu user interface handling code...
*/ */
void fgActivateMenu( SFG_Window* window, int button );
GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed, GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
int mouse_x, int mouse_y ); int mouse_x, int mouse_y );
void fgDeactivateMenu( SFG_Window *window ); void fgDeactivateMenu( SFG_Window *window );
void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry );
/* /*
* This function gets called just before the buffers swap, so that * This function gets called just before the buffers swap, so that
@ -812,12 +813,6 @@ void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry );
*/ */
void fgDisplayMenu( void ); 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). */ /* Elapsed time as per glutGet(GLUT_ELAPSED_TIME). */
long fgElapsedTime( void ); long fgElapsedTime( void );

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@ -1223,27 +1223,19 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
case WM_ACTIVATE: case WM_ACTIVATE:
if (LOWORD(wParam) != WA_INACTIVE) if (LOWORD(wParam) != WA_INACTIVE)
{ {
/* printf("WM_ACTIVATE: glutSetCursor( %p, %d)\n", window, /* printf("WM_ACTIVATE: fgSetCursor( %p, %d)\n", window,
window->State.Cursor ); */ window->State.Cursor ); */
glutSetCursor( window->State.Cursor ); fgSetCursor( window, window->State.Cursor );
} }
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break; break;
#endif #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: case WM_SETCURSOR:
/* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */ /* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */
if( LOWORD( lParam ) == HTCLIENT ) if( LOWORD( lParam ) == HTCLIENT )
glutSetCursor ( window->State.Cursor ) ; fgSetCursor ( window, window->State.Cursor ) ;
else else
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam ); lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
break; break;
@ -1387,15 +1379,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
window->State.MouseX, window->State.MouseY ) ) window->State.MouseX, window->State.MouseY ) )
break; 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 */ /* Set capture so that the window captures all the mouse messages */
/* /*
* XXX - Multiple button support: Under X11, the mouse is not released * 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 )
return entry; 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 * 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 && ( menuEntry != menu->ActiveEntry ) )
if( menu->ActiveEntry->SubMenu ) if( menu->ActiveEntry->SubMenu )
fgDeactivateSubMenu( menu->ActiveEntry ); fghDeactivateSubMenu( menu->ActiveEntry );
menu->ActiveEntry = menuEntry; menu->ActiveEntry = menuEntry;
menu->IsActive = GL_TRUE; 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 * Private static function to set the parent window of a submenu and all
* of its submenus * of its submenus
*/ */
static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu ) static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
{ {
SFG_MenuEntry *menuEntry; SFG_MenuEntry *menuEntry;
@ -379,7 +407,7 @@ static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu )
menuEntry; menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next ) menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
if( menuEntry->SubMenu ) 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 * 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: */ /* We'll be referencing this menu a lot, so remember its address: */
SFG_Menu* menu = window->Menu[ button ]; 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: */ /* Mark the menu as active, so that it gets displayed: */
window->ActiveMenu = menu; window->ActiveMenu = menu;
menu->IsActive = GL_TRUE; menu->IsActive = GL_TRUE;
fghSetMenuParentWindow ( window, menu );
fgState.ActiveMenus++; fgState.ActiveMenus++;
/* Set up the initial menu position now: */ /* 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. */ /* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE; window->State.Redisplay = GL_TRUE;
fgSetWindow( window ); fgSetWindow( window );
fgActivateMenu( window, button ); fghActivateMenu( window, button );
return GL_TRUE; return GL_TRUE;
} }
@ -604,6 +637,7 @@ void fgDeactivateMenu( SFG_Window *window )
/* Forget about having that menu active anymore, now: */ /* Forget about having that menu active anymore, now: */
menu->Window->ActiveMenu = NULL; menu->Window->ActiveMenu = NULL;
menu->ParentWindow->ActiveMenu = NULL; menu->ParentWindow->ActiveMenu = NULL;
fghSetMenuParentWindow ( NULL, menu );
menu->IsActive = GL_FALSE; menu->IsActive = GL_FALSE;
fgState.ActiveMenus--; fgState.ActiveMenus--;
@ -615,35 +649,7 @@ void fgDeactivateMenu( SFG_Window *window )
{ {
/* Is that an active submenu by any case? */ /* Is that an active submenu by any case? */
if( menuEntry->SubMenu ) if( menuEntry->SubMenu )
fgDeactivateSubMenu( menuEntry ); fghDeactivateSubMenu( 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 );
} }
fgSetWindow( current_window ); fgSetWindow( current_window );
@ -788,9 +794,6 @@ void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
menuEntry->SubMenu = subMenu; menuEntry->SubMenu = subMenu;
menuEntry->ID = -1; 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 ); fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
fghCalculateMenuBoxSize( ); fghCalculateMenuBoxSize( );
} }
@ -888,9 +891,6 @@ void FGAPIENTRY glutAttachMenu( int button )
freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS ); freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
fgStructure.Window->Menu[ button ] = fgStructure.Menu; fgStructure.Window->Menu[ button ] = fgStructure.Menu;
/* Make the parent window of the menu (and all submenus) the current window */
fghSetSubmenuParentWindow( fgStructure.Window, fgStructure.Menu );
} }
/* /*

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

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