Merge branch 'trunk' into git_master

This commit is contained in:
Diederick Niehorster 2014-10-17 01:45:59 +08:00
commit 3ff4c1e72b
3 changed files with 51 additions and 12 deletions

View File

@ -568,7 +568,7 @@ static void fghcbGetActiveMenu( SFG_Menu *menu,
if ( enumerator->found )
return;
/* Check the menu's ID. */
/* Check the menu's is active */
if( menu->IsActive )
{
enumerator->found = GL_TRUE;
@ -580,6 +580,7 @@ static void fghcbGetActiveMenu( SFG_Menu *menu,
/*
* Returns active menu, if any. Assumption: only one menu active throughout application at any one time.
* This is false when a submenu is also open.
* This is easier than fgWindowByXXX as all menus are placed in one doubly linked list...
*/
SFG_Menu* fgGetActiveMenu( )

View File

@ -1759,8 +1759,8 @@ void fgPlatformVisibilityWork(SFG_Window* window)
win = win->Parent;
break;
case DesireNormalState:
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... */
if (win->IsMenu && !fgStructure.GameModeWindow)
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... */
else
cmdShow = SW_SHOW;
break;

View File

@ -30,6 +30,9 @@
#include "../fg_internal.h"
extern void fgEnumMenus( FGCBMenuEnumerator enumCallback, SFG_Enumerator* enumerator );
GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y )
{
@ -37,24 +40,59 @@ GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y )
*y = glutGet ( GLUT_SCREEN_HEIGHT );
}
static void fghcbIsActiveMenu(SFG_Menu *menu,
SFG_Enumerator *enumerator)
{
if (enumerator->found)
return;
/* Check the menu's active and the one we are searching for. */
if (menu->IsActive && menu->Window->Window.Handle==(HWND)enumerator->data)
{
enumerator->found = GL_TRUE;
enumerator->data = (void*) menu;
return;
}
}
void fgPlatformCheckMenuDeactivate(HWND newFocusWnd)
{
/* User/system switched application focus.
* If we have an open menu, close it.
* If the window that got focus is an active
* menu window, don't do anything. This occurs
* as it is sadly necessary to do an activating
* ShowWindow() for the menu to pop up over the
* gamemode window.
* If the window that got focus is the gamemode
* window, the menus pop under it. Bring them
* back in view in this special case.
*/
SFG_Menu* menu = NULL;
SFG_Enumerator enumerator;
if ( fgState.ActiveMenus )
menu = fgGetActiveMenu();
if ( menu )
{
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);
/* see if there is an active menu whose window matches the one that got focus */
enumerator.found = GL_FALSE;
enumerator.data = (void*) newFocusWnd;
fgEnumMenus(fghcbIsActiveMenu, &enumerator);
if (enumerator.found)
menu = (SFG_Menu*) enumerator.data;
if ( !menu )
{
/* window that got focus was not one of the active menus. That means we'll
* close the active menu's unless the window that got focus was their parent */
menu = fgGetActiveMenu();
if (newFocusWnd != menu->ParentWindow->Window.Handle)
{
/* focus shifted to another window than the menu's parent, close menus */
fgDeactivateMenu(menu->ParentWindow);
return;
}
}
}
};