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
This commit is contained in:
fayjf 2005-05-12 13:00:49 +00:00
parent 74da1b5cf9
commit 90cd4fe1c1
3 changed files with 96 additions and 50 deletions

View File

@ -543,6 +543,8 @@ struct tagSFG_MenuEntry
/*
* A window, making part of freeglut windows hierarchy.
* Should be kept portable.
*
* NOTE that ActiveMenu is set to menu itself if the window is a menu.
*/
struct tagSFG_Window
{
@ -813,6 +815,7 @@ SFG_Menu* fgMenuByID( int menuID );
* The menu activation and deactivation the code. This is the meat
* of the menu user interface handling code...
*/
void fgUpdateMenuHighlight ( SFG_Menu *menu );
GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
int mouse_x, int mouse_y );
void fgDeactivateMenu( SFG_Window *window );

View File

@ -592,6 +592,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
if( ( width != window->State.OldWidth ) ||
( height != window->State.OldHeight ) )
{
SFG_Window *current_window = fgStructure.CurrentWindow;
window->State.OldWidth = width;
window->State.OldHeight = height;
if( FETCH_WCB( *window, Reshape ) )
@ -602,6 +604,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
glViewport( 0, 0, width, height );
}
glutPostRedisplay( );
if( window->IsMenu )
fgSetWindow( current_window );
}
}
break;
@ -628,8 +632,7 @@ void FGAPIENTRY glutMainLoopEvent( void )
if( event.xexpose.count == 0 )
{
GETWINDOW( xexpose );
fgSetWindow( window );
glutPostRedisplay( );
window->State.Redisplay = GL_TRUE;
}
break;
@ -695,6 +698,10 @@ void FGAPIENTRY glutMainLoopEvent( void )
case LeaveNotify:
GETWINDOW( xcrossing );
GETMOUSE( xcrossing );
if( ( event.type == LeaveNotify ) && window->IsMenu &&
window->ActiveMenu && window->ActiveMenu->IsActive )
fgUpdateMenuHighlight( window->ActiveMenu );
INVOKE_WCB( *window, Entry, ( ( EnterNotify == event.type ) ?
GLUT_ENTERED :
GLUT_LEFT ) );
@ -714,8 +721,8 @@ void FGAPIENTRY glutMainLoopEvent( void )
window->ActiveMenu->Window->State.MouseY =
event.xmotion.y_root - window->ActiveMenu->Y;
}
window->ActiveMenu->Window->State.Redisplay = GL_TRUE ;
fgSetWindow( window->ActiveMenu->ParentWindow );
fgUpdateMenuHighlight( window->ActiveMenu );
break;
}
@ -1056,7 +1063,13 @@ void FGAPIENTRY glutMainLoop( void )
else
{
if( fgState.IdleCallback )
{
if( fgStructure.CurrentWindow &&
fgStructure.CurrentWindow->IsMenu )
/* fail safe */
fgSetWindow( window );
fgState.IdleCallback( );
}
fghSleepForEvents( );
}
@ -1272,6 +1285,10 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
* XXX if the flag is false we invoke the Entry callback and set the flag to true.
*/
case 0x02a2: /* This is the message we get when the mouse is leaving the window */
if( window->IsMenu &&
window->ActiveMenu && window->ActiveMenu->IsActive )
fgUpdateMenuHighlight( window->ActiveMenu );
INVOKE_WCB( *window, Entry, ( GLUT_LEFT ) );
break ;
@ -1291,8 +1308,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
if ( window->ActiveMenu )
{
window->State.Redisplay = GL_TRUE;
fgSetWindow ( window->ActiveMenu->ParentWindow );
fgUpdateMenuHighlight( window->ActiveMenu );
break;
}

View File

@ -119,18 +119,21 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
/* Forget about having that menu active anymore, now: */
menuEntry->SubMenu->Window->ActiveMenu = NULL;
menuEntry->SubMenu->IsActive = GL_FALSE;
menuEntry->SubMenu->ActiveEntry = NULL;
/* Hide all submenu windows, and the root menu's window. */
for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
subMenuIter;
subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
{
subMenuIter->IsActive = GL_FALSE;
/* Is that an active submenu by any case? */
if( subMenuIter->SubMenu )
fghDeactivateSubMenu( subMenuIter );
}
fgSetWindow( current_window );
fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
}
/*
@ -167,7 +170,7 @@ static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
/*
* Private function to check for the current menu/sub menu activity state
*/
static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
{
SFG_MenuEntry* menuEntry;
int x, y;
@ -184,36 +187,28 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
* will mean that it caught the mouse cursor and we do not need
* to regenerate the activity list, and so our parents do...
*/
GLboolean return_status = fghCheckMenuStatus( window,
menuEntry->SubMenu );
GLboolean return_status;
menuEntry->SubMenu->Window->State.MouseX =
menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X;
menuEntry->SubMenu->Window->State.MouseY =
menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y;
return_status = fghCheckMenuStatus( menuEntry->SubMenu );
/*
* Reactivate the submenu as the checkMenuStatus may have turned
* it off if the mouse is in its parent menu entry.
*/
menuEntry->SubMenu->IsActive = GL_TRUE;
if ( return_status )
return GL_TRUE;
}
}
/* That much about our sub menus, let's get to checking the current menu: */
x = window->State.MouseX;
y = window->State.MouseY;
for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
menuEntry->IsActive = GL_FALSE;
menu->IsActive = GL_FALSE;
x = menu->Window->State.MouseX;
y = menu->Window->State.MouseY;
/* Check if the mouse cursor is contained within the current menu box */
if( ( x >= FREEGLUT_MENU_BORDER ) &&
( x < menu->Width - FREEGLUT_MENU_BORDER ) &&
( y >= FREEGLUT_MENU_BORDER ) &&
( y < menu->Height - FREEGLUT_MENU_BORDER ) &&
( window == menu->Window ) )
( y < menu->Height - FREEGLUT_MENU_BORDER ) )
{
int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
@ -234,8 +229,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
if( menu->ActiveEntry->SubMenu )
fghDeactivateSubMenu( menu->ActiveEntry );
if( menuEntry != menu->ActiveEntry )
{
menu->Window->State.Redisplay = GL_TRUE;
if( menu->ActiveEntry )
menu->ActiveEntry->IsActive = GL_FALSE;
}
menu->ActiveEntry = menuEntry;
menu->IsActive = GL_TRUE;
menu->IsActive = GL_TRUE; /* XXX Do we need this? */
/*
* OKi, we have marked that entry as active, but it would be also
@ -275,12 +277,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
glutShowWindow( );
menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;
fgSetWindow( current_window );
menuEntry->SubMenu->Window->State.MouseX =
x + menu->X - menuEntry->SubMenu->X;
menuEntry->SubMenu->Window->State.MouseY =
y + menu->Y - menuEntry->SubMenu->Y;
fghCheckMenuStatus( menuEntry->SubMenu );
}
fghCheckMenuStatus( window, menuEntry->SubMenu );
/* Activate it because its parent entry is active */
menuEntry->SubMenu->IsActive = GL_TRUE;
menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
}
/* Report back that we have caught the menu cursor */
@ -288,6 +293,15 @@ static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
}
/* Looks like the menu cursor is somewhere else... */
if( menu->ActiveEntry && menu->ActiveEntry->IsActive &&
( !menu->ActiveEntry->SubMenu ||
!menu->ActiveEntry->SubMenu->IsActive ) )
{
menu->Window->State.Redisplay = GL_TRUE;
menu->ActiveEntry->IsActive = GL_FALSE;
menu->ActiveEntry = NULL;
}
return GL_FALSE;
}
@ -406,21 +420,6 @@ static void fghDisplayMenuBox( SFG_Menu* menu )
if( menuEntry->IsActive )
glColor4fv( menu_pen_fore );
}
/* Now we are ready to check if any of our children needs to be redrawn: */
for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
/* Is that an active sub menu by any case? */
if( menuEntry->SubMenu && menuEntry->IsActive )
{
/* Yeah, indeed. Have it redrawn now: */
fgSetWindow( menuEntry->SubMenu->Window );
fghDisplayMenuBox( menuEntry->SubMenu );
fgSetWindow( menu->Window );
}
}
}
/*
@ -458,7 +457,13 @@ static void fghExecuteMenuCallback( SFG_Menu* menu )
fghExecuteMenuCallback( menuEntry->SubMenu );
else
if( menu->Callback )
{
SFG_Menu *save_menu = fgStructure.CurrentMenu;
fgStructure.CurrentMenu = menu;
menu->Callback( menuEntry->ID );
fgStructure.CurrentMenu = save_menu;
}
return;
}
}
@ -503,7 +508,6 @@ void fgDisplayMenu( void )
glPushMatrix( );
glLoadIdentity( );
fghCheckMenuStatus( window, menu );
fghDisplayMenuBox( menu );
glPopAttrib( );
@ -527,6 +531,7 @@ static void fghActivateMenu( SFG_Window* window, int button )
/* We'll be referencing this menu a lot, so remember its address: */
SFG_Menu* menu = window->Menu[ button ];
SFG_Window* current_window = fgStructure.CurrentWindow;
/* If the menu is already active in another window, deactivate it there */
if ( menu->ParentWindow )
@ -540,6 +545,7 @@ static void fghActivateMenu( SFG_Window* window, int button )
/* Set up the initial menu position now: */
fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
fgSetWindow( window );
menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );
menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );
@ -549,12 +555,29 @@ static void fghActivateMenu( SFG_Window* window, int button )
if( menu->Y + menu->Height > max_y )
menu->Y -=menu->Height;
menu->Window->State.MouseX =
window->State.MouseX + glutGet( GLUT_WINDOW_X ) - menu->X;
menu->Window->State.MouseY =
window->State.MouseY + glutGet( GLUT_WINDOW_Y ) - menu->Y;
fgSetWindow( menu->Window );
glutPositionWindow( menu->X, menu->Y );
glutReshapeWindow( menu->Width, menu->Height );
glutPopWindow( );
glutShowWindow( );
menu->Window->ActiveMenu = menu;
fghCheckMenuStatus( menu );
fgSetWindow( current_window );
}
/*
* Update Highlight states of the menu
*
* Current mouse position is in menu->Window->State.MouseX/Y.
*/
void fgUpdateMenuHighlight ( SFG_Menu *menu )
{
fghCheckMenuStatus( menu );
}
/*
@ -590,8 +613,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
}
/* In the menu, invoke the callback and deactivate the menu */
if( fghCheckMenuStatus( window->ActiveMenu->Window,
window->ActiveMenu ) )
if( fghCheckMenuStatus( window->ActiveMenu ) )
{
/*
* Save the current window and menu and set the current
@ -641,7 +663,6 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
{
/* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE;
fgSetWindow( window );
fghActivateMenu( window, button );
return GL_TRUE;
}
@ -655,6 +676,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
void fgDeactivateMenu( SFG_Window *window )
{
SFG_Window *current_window = fgStructure.CurrentWindow;
SFG_Window *parent_window = NULL;
/* Check if there is an active menu attached to this window... */
SFG_Menu* menu = window->ActiveMenu;
@ -663,6 +685,8 @@ void fgDeactivateMenu( SFG_Window *window )
/* Did we find an active window? */
freeglut_return_if_fail( menu );
parent_window = menu->ParentWindow;
/* Hide the present menu's window */
fgSetWindow( menu->Window );
glutHideWindow( );
@ -672,6 +696,7 @@ void fgDeactivateMenu( SFG_Window *window )
menu->ParentWindow->ActiveMenu = NULL;
fghSetMenuParentWindow ( NULL, menu );
menu->IsActive = GL_FALSE;
menu->ActiveEntry = NULL;
fgState.ActiveMenus--;
@ -680,12 +705,14 @@ void fgDeactivateMenu( SFG_Window *window )
menuEntry;
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
{
menuEntry->IsActive = GL_FALSE;
/* Is that an active submenu by any case? */
if( menuEntry->SubMenu )
fghDeactivateSubMenu( menuEntry );
}
fgSetWindow( current_window );
fgSetWindow ( parent_window ) ;
}
/*