Normalized the spacing around symbols, for the most part. Ho-hum.
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@351 7f0cb862-5218-0410-a997-914c9d46530a
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e8cfcd2247
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06174f9086
@ -434,7 +434,7 @@ static long fgNextTimer( void )
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for( timer = ( SFG_Timer * )fgState.Timers.First;
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timer;
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timer = ( SFG_Timer * )timer->Node.Next )
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ret = MIN( ret, MAX( 0, (timer->TriggerTime) - now ) );
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ret = MIN( ret, MAX( 0, timer->TriggerTime - now ) );
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return ret;
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}
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@ -466,7 +466,7 @@ static void fgSleepForEvents( void )
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err = select( socket+1, &fdset, NULL, NULL, &wait );
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if( -1 == err )
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printf( "freeglut select() error: %d\n", errno );
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fgWarning( "freeglut select() error: %d\n", errno );
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#elif TARGET_HOST_WIN32
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#endif
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@ -666,11 +666,9 @@ void FGAPIENTRY glutMainLoopEvent( void )
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* XXX For more than 5 buttons, just check {event.xmotion.state},
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* XXX rather than a host of bit-masks?
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*/
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if( (event.xmotion.state & Button1Mask) ||
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(event.xmotion.state & Button2Mask) ||
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(event.xmotion.state & Button3Mask) ||
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(event.xmotion.state & Button4Mask) ||
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(event.xmotion.state & Button5Mask) )
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#define BUTTON_MASK \
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( Button1Mask | Button2Mask | Button3Mask | Button4Mask | Button5Mask )
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if( event.xmotion.state & BUTTON_MASK )
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INVOKE_WCB( *window, Motion, ( event.xmotion.x,
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event.xmotion.y ) );
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else
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@ -777,7 +775,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
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* No active menu, let's check whether we need to activate one.
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*/
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if( ( 0 <= button ) &&
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( 2 >= button ) &&
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( FREEGLUT_MAX_MENUS > button ) &&
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( window->Menu[ button ] ) &&
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pressed )
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{
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@ -879,7 +877,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
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* Check for the ASCII/KeySym codes associated with the event:
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*/
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len = XLookupString( &event.xkey, asciiCode, sizeof(asciiCode),
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&keySym, &composeStatus );
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&keySym, &composeStatus
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);
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/*
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* GLUT API tells us to have two separate callbacks...
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@ -894,7 +893,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
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fgSetWindow( window );
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window->State.Modifiers = fgGetXModifiers( &event );
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keyboard_cb( asciiCode[ 0 ],
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event.xkey.x, event.xkey.y );
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event.xkey.x, event.xkey.y
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);
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window->State.Modifiers = 0xffffffff;
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}
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}
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@ -1085,7 +1085,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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LONG lRet = 1;
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if ( ( window == NULL ) && ( uMsg != WM_CREATE ) )
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return( DefWindowProc( hWnd, uMsg, wParam, lParam ) );
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return DefWindowProc( hWnd, uMsg, wParam, lParam );
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/* printf ( "Window %3d message <%04x> %12d %12d\n", window?window->ID:0,
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uMsg, wParam, lParam ); */
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@ -1109,7 +1109,8 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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if( fgStructure.MenuContext )
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wglMakeCurrent( window->Window.Device,
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fgStructure.MenuContext->Context ) ;
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fgStructure.MenuContext->Context
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);
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else
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{
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fgStructure.MenuContext =
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@ -1170,6 +1171,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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/*
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* Windows seems to need reminding to erase the cursor for NONE.
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*/
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/*
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* XXX Is this #if 0 section anything that we need to worry
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* XXX about? Can we delete it? If it will ever be used,
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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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*/
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#if 0
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if( ( LOWORD( lParam ) == HTCLIENT ) &&
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( fgStructure.Window->State.Cursor == GLUT_CURSOR_NONE ) )
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@ -1306,6 +1314,15 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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window->State.MouseX = LOWORD( lParam );
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window->State.MouseY = HIWORD( lParam );
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/*
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* XXX Either these multi-statement lines should be broken
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* XXX in the form:
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* XXX pressed = TRUE;
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* XXX button = GLUT_LEFT_BUTTON;
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* XXX break;
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* XXX ...or we should use a macro (much as I dislike freeglut's
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* XXX preponderance of using macros to "compress" code).
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*/
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switch( uMsg )
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{
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case WM_LBUTTONDOWN:
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@ -1334,6 +1351,9 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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return DefWindowProc( hWnd, uMsg, lParam, wParam );
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/*
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* XXX This comment is duplicated in two other spots.
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* XXX Can we centralize it?
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*
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* Do not execute the application's mouse callback if a
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* menu is hooked to this button.
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* In that case an appropriate private call should be generated.
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@ -1353,8 +1373,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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/* Window has an active menu, it absorbs any mouse click */
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if( window->ActiveMenu )
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{
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/* Inside the menu, invoke the callback and deactivate the menu*/
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if( fgCheckActiveMenu( window, window->ActiveMenu ) == TRUE )
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/* Outside the menu, deactivate the menu if it's a downclick */
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if( fgCheckActiveMenu( window, window->ActiveMenu ) != TRUE )
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{
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if( pressed == TRUE )
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fgDeactivateMenu( window->ActiveMenu->ParentWindow );
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}
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else /* In menu, invoke the callback and deactivate the menu*/
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{
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/*
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* Save the current window and menu and set the current
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@ -1374,11 +1399,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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fgSetWindow( save_window );
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fgStructure.Menu = save_menu;
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}
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else /* Out of menu, deactivate the menu if it's a downclick */
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{
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if( pressed == TRUE )
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fgDeactivateMenu( window->ActiveMenu->ParentWindow );
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}
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/*
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* Let's make the window redraw as a result of the mouse
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@ -1421,10 +1441,12 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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case 0x020a:
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/* Should be WM_MOUSEWHEEL but my compiler doesn't recognize it */
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{
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/*
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* XXX THIS IS SPECULATIVE -- John Fay, 10/2/03
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* XXX Should use WHEEL_DELTA instead of 120
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*/
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int wheel_number = LOWORD( wParam );
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/* THIS IS SPECULATIVE -- John Fay, 10/2/03 */
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short ticks = ( short )HIWORD( wParam ) / 120;
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/* Should be WHEEL_DELTA instead of 120 */
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int direction = 1;
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if( ticks < 0 )
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@ -1722,7 +1744,6 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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/* User has clicked on the "-" to minimize the window */
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/* Turn off the visibility */
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window->State.Visible = GL_FALSE;
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break;
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case SC_MAXIMIZE:
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@ -183,10 +183,8 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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* was a submenu then deactivate it.
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*/
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if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
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{
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if( menu->ActiveEntry->SubMenu )
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fgDeactivateSubMenu( menu->ActiveEntry );
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}
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menu->ActiveEntry = menuEntry;
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menu->IsActive = TRUE;
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@ -437,26 +435,16 @@ void fgDisplayMenu( void )
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SFG_Window* window = fgStructure.Window;
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SFG_Menu* menu = NULL;
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/*
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* Make sure there is a current window available
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*/
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freeglut_assert_window;
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/*
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* Check if there is an active menu attached to this window...
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*/
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menu = window->ActiveMenu;
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/*
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* Did we find an active menu?
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*/
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freeglut_return_if_fail( menu );
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fgSetWindow( menu->Window );
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/*
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* Prepare the OpenGL state to do the rendering first:
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*/
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glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT |
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GL_POLYGON_BIT );
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@ -465,9 +453,6 @@ void fgDisplayMenu( void )
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glDisable( GL_LIGHTING );
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glDisable( GL_CULL_FACE );
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/*
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* We'll use an orthogonal projection matrix to draw the menu:
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*/
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glMatrixMode( GL_PROJECTION );
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glPushMatrix( );
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glLoadIdentity( );
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@ -477,26 +462,13 @@ void fgDisplayMenu( void )
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-1, 1
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);
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/*
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* Model-view matix gets reset to identity:
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*/
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glMatrixMode( GL_MODELVIEW );
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glPushMatrix( );
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glLoadIdentity( );
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/*
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* First of all, have the exact menu status check:
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*/
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fghCheckMenuStatus( window, menu );
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/*
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* The status has been updated and we're ready to have the menu drawn now:
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*/
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fghDisplayMenuBox( menu );
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/*
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* Restore the old OpenGL settings now
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*/
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glPopAttrib( );
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glMatrixMode( GL_PROJECTION );
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@ -506,9 +478,6 @@ void fgDisplayMenu( void )
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glutSwapBuffers( );
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/*
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* Restore the current window
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*/
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fgSetWindow ( window );
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}
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@ -532,7 +501,6 @@ void fgActivateMenu( SFG_Window* window, int button )
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/*
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* Set up the initial menu position now:
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*/
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menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );
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menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );
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@ -584,34 +552,13 @@ void fgExecuteMenuCallback( SFG_Menu* menu )
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menuEntry;
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
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{
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/*
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* Is this menu entry active?
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*/
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if( menuEntry->IsActive == TRUE )
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{
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/*
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* If there is not a sub menu, execute the menu callback and
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* return...
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*/
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if( !( menuEntry->SubMenu ) )
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{
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/*
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* ...certainly given that there is one...
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*/
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if( menuEntry->SubMenu )
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fgExecuteMenuCallback( menuEntry->SubMenu );
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else
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if( menu->Callback )
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menu->Callback( menuEntry->ID );
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return;
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}
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/*
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* Otherwise recurse into the submenu.
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*/
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fgExecuteMenuCallback( menuEntry->SubMenu );
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/*
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* There is little sense in dwelling the search on
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*/
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return;
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}
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}
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@ -889,7 +836,8 @@ void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
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/*
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* Changes the specified menu item in the current menu into a sub-menu trigger.
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*/
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void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, int subMenuID )
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void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,
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int subMenuID )
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{
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SFG_Menu* subMenu = fgMenuByID( subMenuID );
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SFG_MenuEntry* menuEntry = NULL;
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