diff --git a/freeglut/freeglut/src/fg_menu.c b/freeglut/freeglut/src/fg_menu.c index 8af9697..b1bc04d 100644 --- a/freeglut/freeglut/src/fg_menu.c +++ b/freeglut/freeglut/src/fg_menu.c @@ -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) { diff --git a/freeglut/freeglut/src/mswin/fg_main_mswin.c b/freeglut/freeglut/src/mswin/fg_main_mswin.c index b3062ef..ad80055 100644 --- a/freeglut/freeglut/src/mswin/fg_main_mswin.c +++ b/freeglut/freeglut/src/mswin/fg_main_mswin.c @@ -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; } diff --git a/freeglut/freeglut/src/mswin/fg_window_mswin.c b/freeglut/freeglut/src/mswin/fg_window_mswin.c index 6047e42..42b670d 100644 --- a/freeglut/freeglut/src/mswin/fg_window_mswin.c +++ b/freeglut/freeglut/src/mswin/fg_window_mswin.c @@ -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