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
This commit is contained in:
dcnieho 2013-04-06 14:08:59 +00:00
parent 60e65375c1
commit 02bb655c5c
3 changed files with 27 additions and 20 deletions

View File

@ -632,7 +632,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
is_handled = GL_TRUE;
}
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... */
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... */
{
/* if another window than the one clicked in has an open menu, close it */
SFG_Menu *menu = fgGetActiveMenu();
@ -784,7 +784,7 @@ int FGAPIENTRY glutCreateMenu( FGCBMenu callback )
{
/* The menu object creation code resides in freeglut_structure.c */
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
return fgCreateMenu( callback )->ID;
@ -801,7 +801,7 @@ void FGAPIENTRY glutDestroyMenu( int menuID )
menu = fgMenuByID( menuID );
freeglut_return_if_fail( menu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
/* The menu object destruction code resides in freeglut_structure.c */
@ -846,7 +846,7 @@ void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
freeglut_return_if_fail( fgStructure.CurrentMenu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
menuEntry->Text = strdup( label );
@ -871,7 +871,7 @@ void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
subMenu = fgMenuByID( subMenuID );
freeglut_return_if_fail( fgStructure.CurrentMenu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
freeglut_return_if_fail( subMenu );
@ -895,7 +895,7 @@ void FGAPIENTRY glutSetMenuFont( int menuID, void* fontID )
menu = fgMenuByID( menuID );
freeglut_return_if_fail( menu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
font = fghFontByID( fontID );
@ -919,7 +919,7 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
freeglut_return_if_fail( fgStructure.CurrentMenu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
/* Get n-th menu entry in the current menu, starting from one: */
@ -949,7 +949,7 @@ void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
freeglut_return_if_fail( fgStructure.CurrentMenu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
/* Get handle to sub menu */
@ -982,7 +982,7 @@ void FGAPIENTRY glutRemoveMenuItem( int item )
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
freeglut_return_if_fail( fgStructure.CurrentMenu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
/* Get n-th menu entry in the current menu, starting from one: */
@ -1008,7 +1008,7 @@ void FGAPIENTRY glutAttachMenu( int button )
freeglut_return_if_fail( fgStructure.CurrentWindow );
freeglut_return_if_fail( fgStructure.CurrentMenu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
freeglut_return_if_fail( button >= 0 );
@ -1027,7 +1027,7 @@ void FGAPIENTRY glutDetachMenu( int button )
freeglut_return_if_fail( fgStructure.CurrentWindow );
freeglut_return_if_fail( fgStructure.CurrentMenu );
if (fgGetActiveMenu())
if (fgState.ActiveMenus)
fgError("Menu manipulation not allowed while menus in use.");
freeglut_return_if_fail( button >= 0 );

View File

@ -39,7 +39,7 @@ extern void fgNewWGLCreateContext( SFG_Window* window );
extern GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type );
extern void fgPlatformCheckMenuDeactivate();
extern void fgPlatformCheckMenuDeactivate(HWND newFocusWnd);
#ifdef WM_TOUCH
typedef BOOL (WINAPI *pGetTouchInputInfo)(HTOUCHINPUT,UINT,PTOUCHINPUT,int);
@ -969,14 +969,14 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Check if there are any open menus that need to be closed */
fgPlatformCheckMenuDeactivate();
fgPlatformCheckMenuDeactivate((HWND)wParam);
break;
case WM_MOUSEACTIVATE:
/* Clicks should not activate the menu.
* Especially important when clicking on a menu's submenu item which has no effect.
*/
printf("WM_MOUSEACTIVATE\n");
/*printf("WM_MOUSEACTIVATE\n");*/
if (window->IsMenu)
lRet = MA_NOACTIVATEANDEAT;
else
@ -988,7 +988,7 @@ LRESULT CALLBACK fgPlatformWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPAR
case WM_NCRBUTTONDOWN:
{
SFG_Menu *menu;
if (fgStructure.Menus.First && (menu = fgGetActiveMenu()))
if (fgState.ActiveMenus && (menu = fgGetActiveMenu()))
/* user clicked non-client area of window while a menu is open. Close menu */
fgDeactivateMenu(menu->ParentWindow);
@ -1767,8 +1767,8 @@ void fgPlatformProcessWork(SFG_Window *window)
win = win->Parent;
break;
case DesireNormalState:
if (win->IsMenu)
cmdShow = SW_SHOWNA; /* Just show, don't activate if its a menu */
if (win->IsMenu && (!fgStructure.GameModeWindow || win->ActiveMenu->ParentWindow != fgStructure.GameModeWindow))
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... */
else
cmdShow = SW_SHOW;
break;

View File

@ -37,18 +37,25 @@ GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y )
*y = glutGet ( GLUT_SCREEN_HEIGHT );
}
void fgPlatformCheckMenuDeactivate()
void fgPlatformCheckMenuDeactivate(HWND newFocusWnd)
{
/* User/system switched application focus.
* If we have an open menu, close it.
*/
SFG_Menu* menu = NULL;
if ( fgStructure.Menus.First )
if ( fgState.ActiveMenus )
menu = fgGetActiveMenu();
if ( menu )
fgDeactivateMenu(menu->ParentWindow);
{
if (newFocusWnd != menu->Window->Window.Handle)
/* When in GameMode, the menu's parent window will lose focus when the menu is opened.
* This is sadly necessary as we need to do an activating ShowWindow() for the menu
* to pop up over the gamemode window
*/
fgDeactivateMenu(menu->ParentWindow);
}
};