Changes remove duplicate menu code from "freeglut_window.c" and put it into one place in "freeglut_menu.c" where it belongs. - John Fay
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@543 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
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65980f45ac
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cfef5bfb34
@ -777,8 +777,8 @@ SFG_Menu* fgMenuByID( int menuID );
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* of the menu user interface handling code...
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*/
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void fgActivateMenu( SFG_Window* window, int button );
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void fgExecuteMenuCallback( SFG_Menu* menu );
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GLboolean fgCheckActiveMenu ( SFG_Window *window, 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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void fgDeactivateSubMenu( SFG_MenuEntry *menuEntry );
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@ -754,93 +754,13 @@ void FGAPIENTRY glutMainLoopEvent( void )
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button = event.xbutton.button - 1;
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/*
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* XXX This comment is replicated in the WIN32 section and
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* XXX maybe also in the menu code. Can we move the info
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* XXX to one central place and *reference* it from here?
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*
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* Do not execute the application's mouse callback if a menu
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* is hooked to this button. In that case an appropriate
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* private call should be generated.
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* Near as I can tell, this is the menu behaviour:
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* - Down-click the menu button, menu not active: activate
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* the menu with its upper left-hand corner at the mouse
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* location.
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* - Down-click any button outside the menu, menu active:
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* deactivate the menu
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* - Down-click any button inside the menu, menu active:
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* select the menu entry and deactivate the menu
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* - Up-click the menu button, menu not active: nothing happens
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* - Up-click the menu button outside the menu, menu active:
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* nothing happens
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* - Up-click the menu button inside the menu, menu active:
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* select the menu entry and deactivate the menu
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*/
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/* Window has an active menu, it absorbs any mouse click */
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if( window->ActiveMenu )
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{
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if( window == window->ActiveMenu->ParentWindow )
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{
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window->ActiveMenu->Window->State.MouseX =
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event.xbutton.x_root - window->ActiveMenu->X;
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window->ActiveMenu->Window->State.MouseY =
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event.xbutton.y_root - window->ActiveMenu->Y;
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}
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/* In the menu, invoke the callback and deactivate the menu*/
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if( fgCheckActiveMenu( window->ActiveMenu->Window,
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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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* window to the window whose menu this is
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*/
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SFG_Window *save_window = fgStructure.Window;
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SFG_Menu *save_menu = fgStructure.Menu;
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SFG_Window *parent_window =
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window->ActiveMenu->ParentWindow;
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fgSetWindow( parent_window );
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fgStructure.Menu = window->ActiveMenu;
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/* Execute the menu callback */
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fgExecuteMenuCallback( window->ActiveMenu );
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fgDeactivateMenu( parent_window );
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/* Restore the current window and menu */
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fgSetWindow( save_window );
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fgStructure.Menu = save_menu;
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}
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else if( pressed )
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/*
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* Outside the menu, deactivate if it's a downclick
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*
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* XXX This isn't enough. A downclick outside of
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* XXX the interior of our freeglut windows should also
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* XXX deactivate the menu. This is more complicated.
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*/
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fgDeactivateMenu( window->ActiveMenu->ParentWindow );
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/*
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* XXX Why does an active menu require a redisplay at
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* XXX this point? If this can come out cleanly, then
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* XXX it probably should do so; if not, a comment should
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* XXX explain it.
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*/
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window->State.Redisplay = GL_TRUE;
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if( fgCheckActiveMenu( window, button, pressed,
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event.xbutton.x_root, event.xbutton.y_root ) )
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break;
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}
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/* No active menu, let's check whether we need to activate one. */
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if( ( 0 <= button ) &&
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( FREEGLUT_MAX_MENUS > button ) &&
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( window->Menu[ button ] ) &&
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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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fgActivateMenu( window, button );
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break;
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}
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/*
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* Check if there is a mouse or mouse wheel callback hooked to the
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@ -1329,6 +1249,7 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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SetCursor( NULL ); \
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break;
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/* printf ( "Cursor event %x %x %x %x\n", window, window->State.Cursor, lParam, wParam ) ; */
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if( LOWORD( lParam ) == HTCLIENT )
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switch( window->State.Cursor )
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{
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@ -1483,64 +1404,13 @@ LRESULT CALLBACK fgWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam,
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return DefWindowProc( hWnd, uMsg, lParam, wParam );
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/*
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* XXX This comment is duplicated in two other spots.
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* XXX Can we centralize it?
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*
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* Do not execute the application's mouse callback if a
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* menu is hooked to this button.
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* In that case an appropriate private call should be generated.
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* Near as I can tell, this is the menu behaviour:
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* - Down-click the menu button, menu not active: activate
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* the menu with its upper left-hand corner at the mouse location.
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* - Down-click any button outside the menu, menu active:
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* deactivate the menu
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* - Down-click any button inside the menu, menu active:
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* select the menu entry and deactivate the menu
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* - Up-click the menu button, menu not active: nothing happens
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* - Up-click the menu button outside the menu, menu active:
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* nothing happens
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* - Up-click the menu button inside the menu, menu active:
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* select the menu entry and deactivate the menu
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* Do not execute the application's mouse callback if a menu
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* is hooked to this button. In that case an appropriate
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* private call should be generated.
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*/
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/* Window has an active menu, it absorbs any mouse click */
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if( window->ActiveMenu )
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{
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/* Outside the menu, deactivate the menu if it's a downclick */
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if( ! fgCheckActiveMenu( window, window->ActiveMenu ) )
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{
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if( pressed )
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fgDeactivateMenu( window->ActiveMenu->ParentWindow );
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}
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else /* In menu, invoke the callback and deactivate the menu*/
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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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* window to the window whose menu this is
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*/
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SFG_Window *save_window = fgStructure.Window;
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SFG_Menu *save_menu = fgStructure.Menu;
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SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
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fgSetWindow( parent_window );
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fgStructure.Menu = window->ActiveMenu;
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/* Execute the menu callback */
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fgExecuteMenuCallback( window->ActiveMenu );
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fgDeactivateMenu( parent_window );
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/* Restore the current window and menu */
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fgSetWindow( save_window );
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fgStructure.Menu = save_menu;
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}
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/*
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* Let's make the window redraw as a result of the mouse
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* click and menu activity.
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*/
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if( ! window->IsMenu )
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window->State.Redisplay = GL_TRUE;
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if( fgCheckActiveMenu( window, button, pressed,
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window->State.MouseX, window->State.MouseY ) )
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break;
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}
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if( window->Menu[ button ] && pressed )
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{
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@ -386,6 +386,30 @@ static void fghSetSubmenuParentWindow( SFG_Window *window, SFG_Menu *menu )
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fghSetSubmenuParentWindow( window, menuEntry->SubMenu );
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}
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/*
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* Function to check for menu entry selection on menu deactivation
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*/
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static void fghExecuteMenuCallback( SFG_Menu* menu )
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{
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SFG_MenuEntry *menuEntry;
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/* First of all check any of the active sub menus... */
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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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if( menuEntry->IsActive )
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{
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if( menuEntry->SubMenu )
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fghExecuteMenuCallback( menuEntry->SubMenu );
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else
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if( menu->Callback )
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menu->Callback( menuEntry->ID );
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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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* Displays the currently active menu for the current window
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@ -474,45 +498,93 @@ void fgActivateMenu( SFG_Window* window, int button )
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/*
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* Check whether an active menu absorbs a mouse click
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*/
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GLboolean fgCheckActiveMenu ( SFG_Window *window, 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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{
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/*
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* Near as I can tell, this is the active menu behaviour:
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* Near as I can tell, this is the menu behaviour:
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* - Down-click the menu button, menu not active: activate
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* the menu with its upper left-hand corner at the mouse
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* location.
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* - Down-click any button outside the menu, menu active:
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* deactivate the menu
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* - Down-click any button inside the menu, menu active:
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* select the menu entry and deactivate the menu
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* - Up-click the menu button, menu not active: nothing happens
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* - Up-click the menu button outside the menu, menu active:
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* nothing happens
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* - Up-click the menu button inside the menu, menu active:
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* select the menu entry and deactivate the menu
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* Since menus can have submenus, we need to check this recursively.
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*/
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return fghCheckMenuStatus( window, menu );
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}
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/*
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* Function to check for menu entry selection on menu deactivation
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*/
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void fgExecuteMenuCallback( SFG_Menu* menu )
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{
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SFG_MenuEntry *menuEntry;
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/* First of all check any of the active sub menus... */
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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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if( window->ActiveMenu )
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{
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if( menuEntry->IsActive )
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if( window == window->ActiveMenu->ParentWindow )
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{
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if( menuEntry->SubMenu )
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fgExecuteMenuCallback( menuEntry->SubMenu );
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else
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if( menu->Callback )
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menu->Callback( menuEntry->ID );
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return;
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window->ActiveMenu->Window->State.MouseX =
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mouse_x - window->ActiveMenu->X;
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window->ActiveMenu->Window->State.MouseY =
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mouse_y - window->ActiveMenu->Y;
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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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{
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/*
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* Save the current window and menu and set the current
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* window to the window whose menu this is
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*/
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SFG_Window *save_window = fgStructure.Window;
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SFG_Menu *save_menu = fgStructure.Menu;
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SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
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fgSetWindow( parent_window );
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fgStructure.Menu = window->ActiveMenu;
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/* Execute the menu callback */
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fghExecuteMenuCallback( window->ActiveMenu );
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fgDeactivateMenu( parent_window );
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/* Restore the current window and menu */
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fgSetWindow( save_window );
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fgStructure.Menu = save_menu;
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}
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else if( pressed )
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/*
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* Outside the menu, deactivate if it's a downclick
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*
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* XXX This isn't enough. A downclick outside of
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* XXX the interior of our freeglut windows should also
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* XXX deactivate the menu. This is more complicated.
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*/
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fgDeactivateMenu( window->ActiveMenu->ParentWindow );
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/*
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* XXX Why does an active menu require a redisplay at
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* XXX this point? If this can come out cleanly, then
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* XXX it probably should do so; if not, a comment should
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* XXX explain it.
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*/
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if( ! window->IsMenu )
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window->State.Redisplay = GL_TRUE;
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return GL_TRUE;
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}
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/* No active menu, let's check whether we need to activate one. */
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if( ( 0 <= button ) &&
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( FREEGLUT_MAX_MENUS > button ) &&
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( window->Menu[ button ] ) &&
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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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fgActivateMenu( window, button );
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return GL_TRUE;
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}
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return GL_FALSE;
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}
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/*
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@ -274,24 +274,16 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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XSizeHints sizeHints;
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XWMHints wmHints;
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unsigned long mask;
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unsigned int current_DisplayMode = fgState.DisplayMode ;
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/*
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* XXX fgChooseVisual() is a common part of all three.
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* XXX With a little thought, we should be able to greatly
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* XXX simplify this.
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*/
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if( !window->IsMenu )
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window->Window.VisualInfo = fgChooseVisual( );
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else if( fgStructure.MenuContext )
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window->Window.VisualInfo = fgChooseVisual( );
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else
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{
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/* XXX Why are menus double- and depth-buffered? */
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unsigned int current_DisplayMode = fgState.DisplayMode ;
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fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ;
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window->Window.VisualInfo = fgChooseVisual( );
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/* Save the display mode if we are creating a menu window */
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if( window->IsMenu && ( ! fgStructure.MenuContext ) )
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fgState.DisplayMode = GLUT_DOUBLE | GLUT_RGB ;
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window->Window.VisualInfo = fgChooseVisual( );
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if( window->IsMenu && ( ! fgStructure.MenuContext ) )
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fgState.DisplayMode = current_DisplayMode ;
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}
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if( ! window->Window.VisualInfo )
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{
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@ -439,17 +431,10 @@ void fgOpenWindow( SFG_Window* window, const char* title,
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* that they should replace a window manager that they like, and which
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* works, just because *we* think that it's not "modern" enough.
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*/
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#if TARGET_HOST_WINCE /* Since this is in the X11 branch, it's pretty dumb */
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sizeHints.x = 0;
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sizeHints.y = 0;
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sizeHints.width = 320;
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sizeHints.height = 240;
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#else
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sizeHints.x = x;
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sizeHints.y = y;
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sizeHints.width = w;
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sizeHints.height = h;
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#endif /* TARGET_HOST_WINCE */
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wmHints.flags = StateHint;
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wmHints.initial_state = fgState.ForceIconic ? IconicState : NormalState;
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