Takeshi Nishimura\'s menu changes--menus should now work properly. Use
the GLUT \"GLUTmech\" and \"walker\" demos to test them. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@606 7f0cb862-5218-0410-a997-914c9d46530a
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74da1b5cf9
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90cd4fe1c1
@ -543,6 +543,8 @@ struct tagSFG_MenuEntry
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/*
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* A window, making part of freeglut windows hierarchy.
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* Should be kept portable.
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*
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* NOTE that ActiveMenu is set to menu itself if the window is a menu.
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*/
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struct tagSFG_Window
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{
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@ -813,6 +815,7 @@ SFG_Menu* fgMenuByID( int menuID );
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* The menu activation and deactivation the code. This is the meat
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* of the menu user interface handling code...
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*/
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void fgUpdateMenuHighlight ( SFG_Menu *menu );
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GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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int mouse_x, int mouse_y );
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void fgDeactivateMenu( SFG_Window *window );
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@ -592,6 +592,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
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if( ( width != window->State.OldWidth ) ||
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( height != window->State.OldHeight ) )
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{
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SFG_Window *current_window = fgStructure.CurrentWindow;
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window->State.OldWidth = width;
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window->State.OldHeight = height;
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if( FETCH_WCB( *window, Reshape ) )
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@ -602,6 +604,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
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glViewport( 0, 0, width, height );
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}
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glutPostRedisplay( );
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if( window->IsMenu )
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fgSetWindow( current_window );
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}
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}
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break;
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@ -628,8 +632,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
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if( event.xexpose.count == 0 )
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{
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GETWINDOW( xexpose );
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fgSetWindow( window );
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glutPostRedisplay( );
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window->State.Redisplay = GL_TRUE;
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}
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break;
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@ -695,6 +698,10 @@ void FGAPIENTRY glutMainLoopEvent( void )
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case LeaveNotify:
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GETWINDOW( xcrossing );
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GETMOUSE( xcrossing );
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if( ( event.type == LeaveNotify ) && window->IsMenu &&
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window->ActiveMenu && window->ActiveMenu->IsActive )
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fgUpdateMenuHighlight( window->ActiveMenu );
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INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ?
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GLUT_ENTERED :
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GLUT_LEFT ) );
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@ -714,8 +721,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
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window->ActiveMenu->Window->State.MouseY =
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event.xmotion.y_root - window->ActiveMenu->Y;
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}
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window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
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fgSetWindow( window->ActiveMenu->ParentWindow );
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fgUpdateMenuHighlight( window->ActiveMenu );
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break;
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}
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@ -1056,7 +1063,13 @@ void FGAPIENTRY glutMainLoop( void )
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else
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{
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if( fgState.IdleCallback )
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{
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if( fgStructure.CurrentWindow &&
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fgStructure.CurrentWindow->IsMenu )
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/* fail safe */
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fgSetWindow( window );
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fgState.IdleCallback( );
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}
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fghSleepForEvents( );
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}
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@ -1272,6 +1285,10 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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* XXX if the flag is false we invoke the Entry callback and set the flag to true.
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*/
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case 0x02a2: /* This is the message we get when the mouse is leaving the window */
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if( window->IsMenu &&
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window->ActiveMenu && window->ActiveMenu->IsActive )
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fgUpdateMenuHighlight( window->ActiveMenu );
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INVOKE_WCB( *window, Entry, ( GLUT_LEFT ) );
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break ;
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@ -1291,8 +1308,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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if ( window->ActiveMenu )
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{
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window->State.Redisplay = GL_TRUE;
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fgSetWindow ( window->ActiveMenu->ParentWindow );
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fgUpdateMenuHighlight( window->ActiveMenu );
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break;
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}
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@ -119,18 +119,21 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
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/* Forget about having that menu active anymore, now: */
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menuEntry->SubMenu->Window->ActiveMenu = NULL;
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menuEntry->SubMenu->IsActive = GL_FALSE;
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menuEntry->SubMenu->ActiveEntry = NULL;
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/* Hide all submenu windows, and the root menu's window. */
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for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
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subMenuIter;
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subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
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{
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subMenuIter->IsActive = GL_FALSE;
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/* Is that an active submenu by any case? */
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if( subMenuIter->SubMenu )
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fghDeactivateSubMenu( subMenuIter );
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}
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fgSetWindow( current_window );
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fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
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}
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/*
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@ -167,7 +170,7 @@ static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
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/*
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* Private function to check for the current menu/sub menu activity state
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*/
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static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
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{
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SFG_MenuEntry* menuEntry;
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int x, y;
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@ -184,36 +187,28 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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* will mean that it caught the mouse cursor and we do not need
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* to regenerate the activity list, and so our parents do...
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*/
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GLboolean return_status = fghCheckMenuStatus( window,
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menuEntry->SubMenu );
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GLboolean return_status;
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menuEntry->SubMenu->Window->State.MouseX =
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menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X;
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menuEntry->SubMenu->Window->State.MouseY =
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menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y;
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return_status = fghCheckMenuStatus( menuEntry->SubMenu );
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/*
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* Reactivate the submenu as the checkMenuStatus may have turned
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* it off if the mouse is in its parent menu entry.
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*/
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menuEntry->SubMenu->IsActive = GL_TRUE;
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if ( return_status )
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return GL_TRUE;
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}
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}
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/* That much about our sub menus, let's get to checking the current menu: */
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x = window->State.MouseX;
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y = window->State.MouseY;
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for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
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menuEntry;
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
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menuEntry->IsActive = GL_FALSE;
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menu->IsActive = GL_FALSE;
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x = menu->Window->State.MouseX;
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y = menu->Window->State.MouseY;
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/* Check if the mouse cursor is contained within the current menu box */
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if( ( x >= FREEGLUT_MENU_BORDER ) &&
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( x < menu->Width - FREEGLUT_MENU_BORDER ) &&
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( y >= FREEGLUT_MENU_BORDER ) &&
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( y < menu->Height - FREEGLUT_MENU_BORDER ) &&
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( window == menu->Window ) )
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( y < menu->Height - FREEGLUT_MENU_BORDER ) )
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{
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int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
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@ -234,8 +229,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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if( menu->ActiveEntry->SubMenu )
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fghDeactivateSubMenu( menu->ActiveEntry );
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if( menuEntry != menu->ActiveEntry )
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{
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menu->Window->State.Redisplay = GL_TRUE;
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if( menu->ActiveEntry )
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menu->ActiveEntry->IsActive = GL_FALSE;
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}
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menu->ActiveEntry = menuEntry;
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menu->IsActive = GL_TRUE;
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menu->IsActive = GL_TRUE; /* XXX Do we need this? */
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/*
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* OKi, we have marked that entry as active, but it would be also
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@ -275,12 +277,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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glutShowWindow( );
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menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;
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fgSetWindow( current_window );
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menuEntry->SubMenu->Window->State.MouseX =
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x + menu->X - menuEntry->SubMenu->X;
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menuEntry->SubMenu->Window->State.MouseY =
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y + menu->Y - menuEntry->SubMenu->Y;
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fghCheckMenuStatus( menuEntry->SubMenu );
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}
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fghCheckMenuStatus( window, menuEntry->SubMenu );
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/* Activate it because its parent entry is active */
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menuEntry->SubMenu->IsActive = GL_TRUE;
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menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
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}
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/* Report back that we have caught the menu cursor */
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@ -288,6 +293,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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}
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/* Looks like the menu cursor is somewhere else... */
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if( menu->ActiveEntry && menu->ActiveEntry->IsActive &&
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( !menu->ActiveEntry->SubMenu ||
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!menu->ActiveEntry->SubMenu->IsActive ) )
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{
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menu->Window->State.Redisplay = GL_TRUE;
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menu->ActiveEntry->IsActive = GL_FALSE;
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menu->ActiveEntry = NULL;
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}
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return GL_FALSE;
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}
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@ -406,21 +420,6 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
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if( menuEntry->IsActive )
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glColor4fv( menu_pen_fore );
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}
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/* Now we are ready to check if any of our children needs to be redrawn: */
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for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
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menuEntry;
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menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
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{
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/* Is that an active sub menu by any case? */
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if( menuEntry->SubMenu && menuEntry->IsActive )
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{
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/* Yeah, indeed. Have it redrawn now: */
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fgSetWindow( menuEntry->SubMenu->Window );
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fghDisplayMenuBox( menuEntry->SubMenu );
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fgSetWindow( menu->Window );
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}
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}
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}
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/*
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@ -458,7 +457,13 @@ static void fghExecuteMenuCallback( SFG_Menu* menu )
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fghExecuteMenuCallback( menuEntry->SubMenu );
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else
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if( menu->Callback )
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{
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SFG_Menu *save_menu = fgStructure.CurrentMenu;
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fgStructure.CurrentMenu = menu;
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menu->Callback( menuEntry->ID );
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fgStructure.CurrentMenu = save_menu;
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}
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return;
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}
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}
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@ -503,7 +508,6 @@ void fgDisplayMenu( void )
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glPushMatrix( );
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glLoadIdentity( );
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fghCheckMenuStatus( window, menu );
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fghDisplayMenuBox( menu );
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glPopAttrib( );
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@ -527,6 +531,7 @@ static void fghActivateMenu( SFG_Window* window, int button )
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/* We'll be referencing this menu a lot, so remember its address: */
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SFG_Menu* menu = window->Menu[ button ];
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SFG_Window* current_window = fgStructure.CurrentWindow;
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/* If the menu is already active in another window, deactivate it there */
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if ( menu->ParentWindow )
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@ -540,6 +545,7 @@ static void fghActivateMenu( SFG_Window* window, int button )
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/* Set up the initial menu position now: */
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fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
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fgSetWindow( window );
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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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@ -549,12 +555,29 @@ static void fghActivateMenu( SFG_Window* window, int button )
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if( menu->Y + menu->Height > max_y )
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menu->Y -=menu->Height;
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menu->Window->State.MouseX =
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window->State.MouseX + glutGet( GLUT_WINDOW_X ) - menu->X;
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menu->Window->State.MouseY =
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window->State.MouseY + glutGet( GLUT_WINDOW_Y ) - menu->Y;
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fgSetWindow( menu->Window );
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glutPositionWindow( menu->X, menu->Y );
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glutReshapeWindow( menu->Width, menu->Height );
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glutPopWindow( );
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glutShowWindow( );
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menu->Window->ActiveMenu = menu;
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fghCheckMenuStatus( menu );
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fgSetWindow( current_window );
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}
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/*
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* Update Highlight states of the menu
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*
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* Current mouse position is in menu->Window->State.MouseX/Y.
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*/
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void fgUpdateMenuHighlight ( SFG_Menu *menu )
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{
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fghCheckMenuStatus( menu );
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}
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/*
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@ -590,8 +613,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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}
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/* In the menu, invoke the callback and deactivate the menu */
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if( fghCheckMenuStatus( window->ActiveMenu->Window,
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window->ActiveMenu ) )
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if( fghCheckMenuStatus( window->ActiveMenu ) )
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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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@ -641,7 +663,6 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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{
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/* XXX Posting a requisite Redisplay seems bogus. */
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window->State.Redisplay = GL_TRUE;
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fgSetWindow( window );
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fghActivateMenu( window, button );
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return GL_TRUE;
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}
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@ -655,6 +676,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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void fgDeactivateMenu( SFG_Window *window )
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{
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SFG_Window *current_window = fgStructure.CurrentWindow;
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SFG_Window *parent_window = NULL;
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/* Check if there is an active menu attached to this window... */
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SFG_Menu* menu = window->ActiveMenu;
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@ -663,6 +685,8 @@ void fgDeactivateMenu( SFG_Window *window )
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/* Did we find an active window? */
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freeglut_return_if_fail( menu );
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parent_window = menu->ParentWindow;
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/* Hide the present menu's window */
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fgSetWindow( menu->Window );
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glutHideWindow( );
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@ -672,6 +696,7 @@ void fgDeactivateMenu( SFG_Window *window )
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menu->ParentWindow->ActiveMenu = NULL;
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fghSetMenuParentWindow ( NULL, menu );
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menu->IsActive = GL_FALSE;
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menu->ActiveEntry = NULL;
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fgState.ActiveMenus--;
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@ -680,12 +705,14 @@ void fgDeactivateMenu( SFG_Window *window )
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menuEntry;
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menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
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{
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menuEntry->IsActive = GL_FALSE;
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/* Is that an active submenu by any case? */
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if( menuEntry->SubMenu )
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fghDeactivateSubMenu( menuEntry );
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}
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fgSetWindow( current_window );
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fgSetWindow ( parent_window ) ;
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}
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/*
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