Merge branch 'trunk' into git_master
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commit
3ff4c1e72b
@ -568,7 +568,7 @@ static void fghcbGetActiveMenu( SFG_Menu *menu,
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if ( enumerator->found )
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return;
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/* Check the menu's ID. */
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/* Check the menu's is active */
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if( menu->IsActive )
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{
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enumerator->found = GL_TRUE;
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@ -580,6 +580,7 @@ static void fghcbGetActiveMenu( SFG_Menu *menu,
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/*
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* Returns active menu, if any. Assumption: only one menu active throughout application at any one time.
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* This is false when a submenu is also open.
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* This is easier than fgWindowByXXX as all menus are placed in one doubly linked list...
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*/
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SFG_Menu* fgGetActiveMenu( )
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@ -1759,8 +1759,8 @@ void fgPlatformVisibilityWork(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 && (!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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if (win->IsMenu && !fgStructure.GameModeWindow)
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cmdShow = SW_SHOWNA; /* Just show, don't activate window if its a menu. Only exception is when there 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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@ -30,6 +30,9 @@
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#include "../fg_internal.h"
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extern void fgEnumMenus( FGCBMenuEnumerator enumCallback, SFG_Enumerator* enumerator );
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GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y )
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{
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@ -37,24 +40,59 @@ 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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static void fghcbIsActiveMenu(SFG_Menu *menu,
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SFG_Enumerator *enumerator)
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{
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if (enumerator->found)
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return;
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/* Check the menu's active and the one we are searching for. */
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if (menu->IsActive && menu->Window->Window.Handle==(HWND)enumerator->data)
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{
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enumerator->found = GL_TRUE;
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enumerator->data = (void*) menu;
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return;
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}
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}
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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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* If the window that got focus is an active
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* menu window, don't do anything. This occurs
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* as it is sadly necessary to do an activating
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* ShowWindow() for the menu to pop up over the
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* gamemode window.
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* If the window that got focus is the gamemode
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* window, the menus pop under it. Bring them
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* back in view in this special case.
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*/
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SFG_Menu* menu = NULL;
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SFG_Enumerator enumerator;
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if ( fgState.ActiveMenus )
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{
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/* see if there is an active menu whose window matches the one that got focus */
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enumerator.found = GL_FALSE;
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enumerator.data = (void*) newFocusWnd;
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fgEnumMenus(fghcbIsActiveMenu, &enumerator);
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if (enumerator.found)
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menu = (SFG_Menu*) enumerator.data;
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if ( !menu )
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{
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/* window that got focus was not one of the active menus. That means we'll
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* close the active menu's unless the window that got focus was their parent */
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menu = fgGetActiveMenu();
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if ( menu )
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if (newFocusWnd != menu->ParentWindow->Window.Handle)
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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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/* focus shifted to another window than the menu's parent, close menus */
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fgDeactivateMenu(menu->ParentWindow);
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return;
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}
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}
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}
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};
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