Menu's work again in gamemode too now. We have to do a normal ShowWindow in gamemode, or the menu won't pop up over the gamemode window.
Also now using fgState.ActiveMenus instead of enumerating to see if there is an active menu git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1612 7f0cb862-5218-0410-a997-914c9d46530a
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@ -632,7 +632,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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is_handled = GL_TRUE;
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}
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else if ( fgStructure.Menus.First ) /* Don't have to check whether this was a downpress or an uppress, there is no way to get an uppress in another window before a downpress... */
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else if ( fgState.ActiveMenus ) /* Don't have to check whether this was a downpress or an uppress, there is no way to get an uppress in another window before a downpress... */
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{
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/* if another window than the one clicked in has an open menu, close it */
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SFG_Menu *menu = fgGetActiveMenu();
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@ -784,7 +784,7 @@ int FGAPIENTRY glutCreateMenu( FGCBMenu callback )
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{
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/* The menu object creation code resides in freeglut_structure.c */
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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return fgCreateMenu( callback )->ID;
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@ -801,7 +801,7 @@ void FGAPIENTRY glutDestroyMenu( int menuID )
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menu = fgMenuByID( menuID );
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freeglut_return_if_fail( menu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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/* The menu object destruction code resides in freeglut_structure.c */
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@ -846,7 +846,7 @@ void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
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menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
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freeglut_return_if_fail( fgStructure.CurrentMenu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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menuEntry->Text = strdup( label );
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@ -871,7 +871,7 @@ void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
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subMenu = fgMenuByID( subMenuID );
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freeglut_return_if_fail( fgStructure.CurrentMenu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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freeglut_return_if_fail( subMenu );
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@ -895,7 +895,7 @@ void FGAPIENTRY glutSetMenuFont( int menuID, void* fontID )
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menu = fgMenuByID( menuID );
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freeglut_return_if_fail( menu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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font = fghFontByID( fontID );
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@ -919,7 +919,7 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
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freeglut_return_if_fail( fgStructure.CurrentMenu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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/* Get n-th menu entry in the current menu, starting from one: */
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@ -949,7 +949,7 @@ void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
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freeglut_return_if_fail( fgStructure.CurrentMenu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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/* Get handle to sub menu */
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@ -982,7 +982,7 @@ void FGAPIENTRY glutRemoveMenuItem( int item )
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FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
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freeglut_return_if_fail( fgStructure.CurrentMenu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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/* Get n-th menu entry in the current menu, starting from one: */
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@ -1008,7 +1008,7 @@ void FGAPIENTRY glutAttachMenu( int button )
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freeglut_return_if_fail( fgStructure.CurrentWindow );
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freeglut_return_if_fail( fgStructure.CurrentMenu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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freeglut_return_if_fail( button >= 0 );
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@ -1027,7 +1027,7 @@ void FGAPIENTRY glutDetachMenu( int button )
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freeglut_return_if_fail( fgStructure.CurrentWindow );
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freeglut_return_if_fail( fgStructure.CurrentMenu );
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if (fgGetActiveMenu())
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if (fgState.ActiveMenus)
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fgError("Menu manipulation not allowed while menus in use.");
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freeglut_return_if_fail( button >= 0 );
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@ -39,7 +39,7 @@ extern void fgNewWGLCreateContext( SFG_Window* window );
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extern GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
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unsigned char layer_type );
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extern void fgPlatformCheckMenuDeactivate();
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extern void fgPlatformCheckMenuDeactivate(HWND newFocusWnd);
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#ifdef WM_TOUCH
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typedef BOOL (WINAPI *pGetTouchInputInfo)(HTOUCHINPUT,UINT,PTOUCHINPUT,int);
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@ -969,14 +969,14 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
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lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
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/* Check if there are any open menus that need to be closed */
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fgPlatformCheckMenuDeactivate();
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fgPlatformCheckMenuDeactivate((HWND)wParam);
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break;
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case WM_MOUSEACTIVATE:
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/* Clicks should not activate the menu.
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* Especially important when clicking on a menu's submenu item which has no effect.
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*/
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printf("WM_MOUSEACTIVATE\n");
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/*printf("WM_MOUSEACTIVATE\n");*/
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if (window->IsMenu)
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lRet = MA_NOACTIVATEANDEAT;
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else
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@ -988,7 +988,7 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
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case WM_NCRBUTTONDOWN:
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{
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SFG_Menu *menu;
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if (fgStructure.Menus.First && (menu = fgGetActiveMenu()))
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if (fgState.ActiveMenus && (menu = fgGetActiveMenu()))
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/* user clicked non-client area of window while a menu is open. Close menu */
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fgDeactivateMenu(menu->ParentWindow);
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@ -1767,8 +1767,8 @@ void fgPlatformProcessWork(SFG_Window *window)
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win = win->Parent;
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break;
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case DesireNormalState:
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if (win->IsMenu)
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cmdShow = SW_SHOWNA; /* Just show, don't activate if its a menu */
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if (win->IsMenu && (!fgStructure.GameModeWindow || win->ActiveMenu->ParentWindow != fgStructure.GameModeWindow))
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cmdShow = SW_SHOWNA; /* Just show, don't activate window if its a menu. Only exception is when the parent is a gamemode window as the menu would pop under it when we do this... */
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else
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cmdShow = SW_SHOW;
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break;
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@ -37,18 +37,25 @@ GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y )
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*y = glutGet ( GLUT_SCREEN_HEIGHT );
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}
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void fgPlatformCheckMenuDeactivate()
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void fgPlatformCheckMenuDeactivate(HWND newFocusWnd)
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{
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/* User/system switched application focus.
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* If we have an open menu, close it.
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*/
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SFG_Menu* menu = NULL;
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if ( fgStructure.Menus.First )
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if ( fgState.ActiveMenus )
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menu = fgGetActiveMenu();
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if ( menu )
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fgDeactivateMenu(menu->ParentWindow);
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{
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if (newFocusWnd != menu->Window->Window.Handle)
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/* When in GameMode, the menu's parent window will lose focus when the menu is opened.
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* This is sadly necessary as we need to do an activating ShowWindow() for the menu
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* to pop up over the gamemode window
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*/
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fgDeactivateMenu(menu->ParentWindow);
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}
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};
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