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
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@ -78,6 +78,7 @@ static float menu_pen_hback [4] = FREEGLUT_MENU_PEN_HBACK_COLORS;
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extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y );
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extern void fghPlatformGetCursorPos(const SFG_Window *window, GLboolean client, SFG_XYUse *mouse_pos);
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extern SFG_Font* fghFontByID( void* font );
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extern void fgPlatformHideWindow( SFG_Window* window );
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/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
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@ -108,8 +109,7 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
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{
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SFG_MenuEntry *subMenuIter;
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/* Hide the present menu's window */
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fgSetWindow( menuEntry->SubMenu->Window );
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glutHideWindow( );
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fgPlatformHideWindow( menuEntry->SubMenu->Window );
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/* Forget about having that menu active anymore, now: */
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menuEntry->SubMenu->Window->ActiveMenu = NULL;
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@ -127,8 +127,6 @@ static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
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if( subMenuIter->SubMenu )
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fghDeactivateSubMenu( subMenuIter );
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}
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fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
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}
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/*
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@ -421,36 +419,6 @@ static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
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fghSetMenuParentWindow( 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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{
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SFG_Menu *save_menu = fgStructure.CurrentMenu;
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fgStructure.CurrentMenu = menu;
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menu->Callback( menuEntry->ID );
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fgStructure.CurrentMenu = save_menu;
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}
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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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@ -592,13 +560,16 @@ void fgUpdateMenuHighlight ( 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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GLboolean is_handled = GL_FALSE;
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GLboolean is_clicked = GL_FALSE;
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/*
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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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* deactivate the menu, and potentially activate a new menu
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* at the new mouse location
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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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@ -618,7 +589,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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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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/* In the menu, deactivate the menu and invoke the callback */
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if( fghCheckMenuStatus( window->ActiveMenu ) )
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{
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/*
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@ -626,18 +597,29 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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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.CurrentWindow;
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SFG_Menu *save_menu = fgStructure.CurrentMenu;
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SFG_Menu *save_menu = fgStructure.CurrentMenu, *active_menu = window->ActiveMenu;
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SFG_MenuEntry *active_entry = active_menu->ActiveEntry;
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SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
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fgSetWindow( parent_window );
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fgStructure.CurrentMenu = window->ActiveMenu;
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/* Execute the menu callback */
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fghExecuteMenuCallback( window->ActiveMenu );
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/* get clicked entry */
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while (active_entry->SubMenu)
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{
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active_menu = active_entry->SubMenu;
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active_entry = active_menu->ActiveEntry;
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}
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fgSetWindow( parent_window );
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fgStructure.CurrentMenu = active_menu;
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/* Deactivate menu and then call callback (we don't want menu to stay in view while callback is executing) */
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fgDeactivateMenu( parent_window );
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active_menu->Callback( active_entry->ID );
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/* Restore the current window and menu */
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fgSetWindow( save_window );
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fgStructure.CurrentMenu = save_menu;
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is_clicked = GL_TRUE; /* Don't reopen... */
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}
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else if( pressed )
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/*
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@ -648,6 +630,7 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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*/
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{
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fgDeactivateMenu( window->ActiveMenu->ParentWindow );
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/* Could reopen again in different location, as is_clicked remains false */
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}
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/*
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@ -659,11 +642,12 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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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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is_handled = 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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if( !is_clicked &&
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( 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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@ -678,11 +662,11 @@ GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
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/* XXX Posting a requisite Redisplay seems bogus. */
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window->State.Redisplay = GL_TRUE;
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fghActivateMenu( window, button );
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return GL_TRUE;
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is_handled = GL_TRUE;
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}
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}
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return GL_FALSE;
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return is_handled;
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}
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/*
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@ -708,8 +692,7 @@ void fgDeactivateMenu( SFG_Window *window )
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parent_window = menu->ParentWindow;
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/* Hide the present menu's window */
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fgSetWindow( menu->Window );
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glutHideWindow( );
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fgPlatformHideWindow( menu->Window );
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/* Forget about having that menu active anymore, now: */
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menu->Window->ActiveMenu = NULL;
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@ -734,8 +717,6 @@ void fgDeactivateMenu( SFG_Window *window )
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/* Done deactivating menu */
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menuDeactivating = NULL;
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fgSetWindow ( parent_window ) ;
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/* Menu status callback */
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if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
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{
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@ -1353,6 +1353,9 @@ void fgPlatformProcessWork(SFG_Window *window)
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win = win->Parent;
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break;
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case DesireNormalState:
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if (win->IsMenu)
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cmdShow = SW_SHOWNOACTIVATE; /* Just show, don't activate if its a menu */
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else
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cmdShow = SW_SHOW;
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break;
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}
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@ -787,6 +787,15 @@ void fgPlatformCloseWindow( SFG_Window* window )
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free(window->State.pWState.IconTitle);
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}
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/*
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* Hide's specified window. For windows, currently only used
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* to immediately hide menu windows...
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*/
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void fgPlatformHideWindow( SFG_Window* window )
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{
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ShowWindow(window->Window.Handle, SW_HIDE);
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}
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/*
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* Set the current window's title
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