menus attached to child windows did not appear in the right place.
Fixed in fghActivateMenu, whose logic is now simpler and commented as well git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1398 7f0cb862-5218-0410-a997-914c9d46530a
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@ -277,12 +277,17 @@ void SampleSpecial( int nSpecial, int nMouseX, int nMouseY )
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*/
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void SampleMenu( int menuID )
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{
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/*
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* Just print something funny
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*/
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printf( "SampleMenu() callback executed, menuID is %i\n", menuID );
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}
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/*
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* A sample menu status callback
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*/
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void SampleMenuStatus( int status, int x, int y )
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{
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printf ( "SampleMenu() callback executed, MenuStatus is %i at (%i,%i)\n", status, x, y );
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}
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/*
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* The sample's entry point
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*/
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@ -325,6 +330,7 @@ int main( int argc, char** argv )
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glutSpecialFunc( SampleSpecial );
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glutIdleFunc( SampleIdle );
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glutEntryFunc( SampleEntry );
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glutMenuStatusFunc( SampleMenuStatus );
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glutAttachMenu( GLUT_LEFT_BUTTON );
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glutInitWindowPosition( 200, 200 );
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@ -334,6 +340,8 @@ int main( int argc, char** argv )
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glutKeyboardFunc( SampleKeyboard );
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glutSpecialFunc( SampleSpecial );
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glutIdleFunc( SampleIdle );
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glutEntryFunc( SampleEntry );
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glutMenuStatusFunc( SampleMenuStatus );
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glutAttachMenu( GLUT_LEFT_BUTTON );
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glutSetMenu(subMenuA);
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glutAttachMenu( GLUT_RIGHT_BUTTON );
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@ -367,6 +375,8 @@ int main( int argc, char** argv )
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glutReshapeFunc( SampleReshape );
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glutKeyboardFunc( SampleGameModeKeyboard );
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glutIdleFunc( SampleIdle );
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glutEntryFunc( SampleEntry );
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glutMenuStatusFunc( SampleMenuStatus );
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glutSetMenu(menuID);
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glutAttachMenu( GLUT_LEFT_BUTTON );
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@ -509,6 +509,7 @@ void fgDisplayMenu( void )
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static void fghActivateMenu( SFG_Window* window, int button )
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{
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int max_x, max_y;
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SFG_XYUse mouse_pos;
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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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@ -527,9 +528,17 @@ 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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/* get mouse position on screen (window->State.MouseX and window->State.MouseY
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* are relative to client area origin), and not easy to correct given that
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* glutGet( GLUT_WINDOW_X ) and glutGet( GLUT_WINDOW_Y ) return relative to parent
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* origin when looking at a child window
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* for parent windows: window->State.MouseX + glutGet( GLUT_WINDOW_X ) == mouse_pos.X
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*/
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fghPlatformGetCursorPos(&mouse_pos);
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menu->X = mouse_pos.X;
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menu->Y = mouse_pos.Y;
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/* Make sure the whole menu is on the screen */
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if( menu->X + menu->Width > max_x )
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menu->X -=menu->Width;
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@ -540,10 +549,9 @@ static void fghActivateMenu( SFG_Window* window, int button )
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menu->Y = 0;
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}
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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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/* Set position of mouse relative to top-left menu in menu's window state (could as well set 0 at creation time...) */
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menu->Window->State.MouseX = mouse_pos.X - menu->X;
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menu->Window->State.MouseY = mouse_pos.Y - menu->Y;
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/* Menu status callback */
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if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
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@ -553,6 +561,7 @@ static void fghActivateMenu( SFG_Window* window, int button )
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if (fgState.MenuStateCallback)
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fgState.MenuStateCallback(GLUT_MENU_IN_USE);
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if (fgState.MenuStatusCallback)
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/* window->State.MouseX and window->State.MouseY are relative to client area origin, as needed */
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fgState.MenuStatusCallback(GLUT_MENU_IN_USE, window->State.MouseX, window->State.MouseY);
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}
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