menu changes based on patch by Jason Wilkins:

- when menu window is shown, the menu's window no longer becomes the active window on windows (we thus don't steal focus from the active window).
- when menu is active and mouse is pressed outside the active menu and if the pressed button is bound to a menu, the old menu is now closed while a new one immediately appears
- menus now hide before their callback is executed, so they don't linger around if callback execution takes a while

git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1583 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
dcnieho 2013-04-04 10:13:45 +00:00
parent 75dcd74677
commit e024949098
3 changed files with 44 additions and 51 deletions

View File

@ -78,6 +78,7 @@ static float menu_pen_hback [4] = FREEGLUT_MENU_PEN_HBACK_COLORS;
extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y );
extern void fghPlatformGetCursorPos(const SFG_Window *window, GLboolean client, SFG_XYUse *mouse_pos);
extern SFG_Font* fghFontByID( void* font );
extern void fgPlatformHideWindow( SFG_Window* window );
/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
@ -108,8 +109,7 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
{
SFG_MenuEntry *subMenuIter;
/* Hide the present menu's window */
fgSetWindow( menuEntry->SubMenu->Window );
glutHideWindow( );
fgPlatformHideWindow( menuEntry->SubMenu->Window );
/* Forget about having that menu active anymore, now: */
menuEntry->SubMenu->Window->ActiveMenu = NULL;
@ -127,8 +127,6 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
if( subMenuIter->SubMenu )
fghDeactivateSubMenu( subMenuIter );
}
fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
}
/*
@ -421,36 +419,6 @@ static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
fghSetMenuParentWindow( window, menuEntry->SubMenu );
}
/*
* Function to check for menu entry selection on menu deactivation
*/
static void fghExecuteMenuCallback( SFG_Menu* menu )
{
SFG_MenuEntry *menuEntry;
/* First of all check any of the active sub menus... */
for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
menuEntry;
menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
{
if( menuEntry->IsActive )
{
if( menuEntry->SubMenu )
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;
}
}
}
/*
* Displays the currently active menu for the current window
@ -592,13 +560,16 @@ void fgUpdateMenuHighlight ( SFG_Menu *menu )
GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
int mouse_x, int mouse_y )
{
GLboolean is_handled = GL_FALSE;
GLboolean is_clicked = GL_FALSE;
/*
* Near as I can tell, this is the menu behaviour:
* - Down-click the menu button, menu not active: activate
* the menu with its upper left-hand corner at the mouse
* location.
* - Down-click any button outside the menu, menu active:
* deactivate the menu
* deactivate the menu, and potentially activate a new menu
* at the new mouse location
* - Down-click any button inside the menu, menu active:
* select the menu entry and deactivate the menu
* - Up-click the menu button, menu not active: nothing happens
@ -618,7 +589,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
mouse_y - window->ActiveMenu->Y;
}
/* In the menu, invoke the callback and deactivate the menu */
/* In the menu, deactivate the menu and invoke the callback */
if( fghCheckMenuStatus( window->ActiveMenu ) )
{
/*
@ -626,18 +597,29 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
* window to the window whose menu this is
*/
SFG_Window *save_window = fgStructure.CurrentWindow;
SFG_Menu *save_menu = fgStructure.CurrentMenu;
SFG_Menu *save_menu = fgStructure.CurrentMenu, *active_menu = window->ActiveMenu;
SFG_MenuEntry *active_entry = active_menu->ActiveEntry;
SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
fgSetWindow( parent_window );
fgStructure.CurrentMenu = window->ActiveMenu;
/* Execute the menu callback */
fghExecuteMenuCallback( window->ActiveMenu );
/* get clicked entry */
while (active_entry->SubMenu)
{
active_menu = active_entry->SubMenu;
active_entry = active_menu->ActiveEntry;
}
fgSetWindow( parent_window );
fgStructure.CurrentMenu = active_menu;
/* Deactivate menu and then call callback (we don't want menu to stay in view while callback is executing) */
fgDeactivateMenu( parent_window );
active_menu->Callback( active_entry->ID );
/* Restore the current window and menu */
fgSetWindow( save_window );
fgStructure.CurrentMenu = save_menu;
is_clicked = GL_TRUE; /* Don't reopen... */
}
else if( pressed )
/*
@ -648,6 +630,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
*/
{
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
/* Could reopen again in different location, as is_clicked remains false */
}
/*
@ -659,11 +642,12 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
if( ! window->IsMenu )
window->State.Redisplay = GL_TRUE;
return GL_TRUE;
is_handled = GL_TRUE;
}
/* No active menu, let's check whether we need to activate one. */
if( ( 0 <= button ) &&
if( !is_clicked &&
( 0 <= button ) &&
( FREEGLUT_MAX_MENUS > button ) &&
( window->Menu[ button ] ) &&
pressed )
@ -678,11 +662,11 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
/* XXX Posting a requisite Redisplay seems bogus. */
window->State.Redisplay = GL_TRUE;
fghActivateMenu( window, button );
return GL_TRUE;
is_handled = GL_TRUE;
}
}
return GL_FALSE;
return is_handled;
}
/*
@ -708,8 +692,7 @@ void fgDeactivateMenu( SFG_Window *window )
parent_window = menu->ParentWindow;
/* Hide the present menu's window */
fgSetWindow( menu->Window );
glutHideWindow( );
fgPlatformHideWindow( menu->Window );
/* Forget about having that menu active anymore, now: */
menu->Window->ActiveMenu = NULL;
@ -734,8 +717,6 @@ void fgDeactivateMenu( SFG_Window *window )
/* Done deactivating menu */
menuDeactivating = NULL;
fgSetWindow ( parent_window ) ;
/* Menu status callback */
if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
{

View File

@ -1345,7 +1345,7 @@ void fgPlatformProcessWork(SFG_Window *window)
{
case DesireHiddenState:
cmdShow = SW_HIDE;
break;
break;
case DesireIconicState:
cmdShow = SW_MINIMIZE;
/* Call on top-level window */
@ -1353,7 +1353,10 @@ void fgPlatformProcessWork(SFG_Window *window)
win = win->Parent;
break;
case DesireNormalState:
cmdShow = SW_SHOW;
if (win->IsMenu)
cmdShow = SW_SHOWNOACTIVATE; /* Just show, don't activate if its a menu */
else
cmdShow = SW_SHOW;
break;
}

View File

@ -787,6 +787,15 @@ void fgPlatformCloseWindow( SFG_Window* window )
free(window->State.pWState.IconTitle);
}
/*
* Hide's specified window. For windows, currently only used
* to immediately hide menu windows...
*/
void fgPlatformHideWindow( SFG_Window* window )
{
ShowWindow(window->Window.Handle, SW_HIDE);
}
/*
* Set the current window's title