77f40de0ba
Authors - The first update in quite a while ChangeLog - Added the recent changes freeglut_callbacks.c - Added Aleksandar Donev's menu destruction callback freeglut_internal.h - Added the user data to the structures and made the menu state/status callbacks window-independent freeglut_menu.c - Removed several OpenGL compiler warnings and added A. Donev's menu user data functions freeglut_structure.c - Added Aleksandar Donev's menu destruction callback freeglut_teapot.c - Removed or suppressed several compiler warnings freeglut_window.c - Updated the window positioning code and added A. Donev's window user data freeglut_ext.h - Added the menu destruction callback and user data functions git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@79 7f0cb862-5218-0410-a997-914c9d46530a
861 lines
22 KiB
C
861 lines
22 KiB
C
/*
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* freeglut_menu.c
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*
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* Pull-down menu creation and handling.
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*
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* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
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* Written by Pawel W. Olszta, <olszta@sourceforge.net>
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* Creation date: Thu Dec 16 1999
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#define G_LOG_DOMAIN "freeglut-menu"
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#include "../include/GL/freeglut.h"
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#include "freeglut_internal.h"
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/*
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* TODO BEFORE THE STABLE RELEASE:
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*
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* It would be cool if the submenu entries were somehow marked, for example with a dings
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* on the right menu border or something like that. Think about the possibility of doing
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* the menu on layers *or* using the native window system instead of OpenGL.
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*/
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/* -- DEFINITIONS ---------------------------------------------------------- */
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/*
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* We'll be using freeglut fonts to draw the menu
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*/
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#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13
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#define FREEGLUT_MENU_HEIGHT 15
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#define FREEGLUT_MENU_BORDER 8
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/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
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/*
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* Private static function to find a menu entry by index
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*/
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static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
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{
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SFG_MenuEntry *entry;
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int i = 1;
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for( entry = menu->Entries.First; entry; entry = entry->Node.Next)
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{
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if (i == index)
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break;
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++i;
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}
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return entry;
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}
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/*
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* Private static function to check for the current menu/sub menu activity state
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*/
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static GLboolean fghCheckMenuStatus( SFG_Window* window, SFG_Menu* menu )
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{
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SFG_MenuEntry* menuEntry;
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int x, y;
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/*
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* First of all check any of the active sub menus...
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*/
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for( menuEntry = menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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{
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/*
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* Is that an active sub menu by any case?
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*/
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if( menuEntry->SubMenu != NULL && menuEntry->IsActive == TRUE )
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{
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/*
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* OK, have the sub-menu checked, too. If it returns TRUE, it will mean
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* that it caught the mouse cursor and we do not need to regenerate
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* the activity list, and so our parents do...
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*/
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if( fghCheckMenuStatus( window, menuEntry->SubMenu ) == TRUE )
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return( TRUE );
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}
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}
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/*
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* That much about our sub menus, let's get to checking the current menu:
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*/
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x = window->State.MouseX - menu->X;
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y = window->State.MouseY - menu->Y;
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/*
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* Mark all menu entries inactive...
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*/
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for( menuEntry = menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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{
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menuEntry->IsActive = FALSE;
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}
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menu->IsActive = FALSE;
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/*
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* Check if the mouse cursor is contained within the current menu box
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*/
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if( x >= 0 && x < menu->Width && y >= 0 && y < menu->Height )
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{
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/*
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* Calculation of the highlighted menu item is easy enough now:
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*/
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int menuID = y / FREEGLUT_MENU_HEIGHT;
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/*
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* The mouse cursor is somewhere over our box, check it out.
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*/
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menuEntry = fghFindMenuEntry( menu, menuID + 1 );
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assert( menuEntry != NULL );
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/*
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* Mark the menu as active...
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*/
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menuEntry->IsActive = TRUE;
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menuEntry->Ordinal = menuID;
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/*
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* Don't forget about marking the current menu as active, too:
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*/
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menu->IsActive = TRUE;
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/*
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* OKi, we have marked that entry as active, but it would be also
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* nice to have its contents updated, in case it's a sub menu.
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* Also, ignore the return value of the check function:
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*/
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if( menuEntry->SubMenu != NULL )
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{
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/*
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* Set up the initial menu position now...
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*/
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menuEntry->SubMenu->X = menu->X + menu->Width ;
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menuEntry->SubMenu->Y = menu->Y + menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT ;
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/*
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* Make sure the submenu stays within the window
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*/
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if ( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > glutGet ( GLUT_WINDOW_WIDTH ) )
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{
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menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width ;
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if ( menuEntry->SubMenu->X < 0 )
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menuEntry->SubMenu->X = glutGet ( GLUT_WINDOW_WIDTH ) - menuEntry->SubMenu->Width ;
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}
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/*
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* ...then check the submenu's state:
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*/
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fghCheckMenuStatus( window, menuEntry->SubMenu );
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/*
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* Even if the submenu turned up inactive, activate it because its parent entry is active
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*/
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menuEntry->SubMenu->IsActive = TRUE ;
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}
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/*
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* Report back that we have caught the menu cursor
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*/
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return( TRUE );
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}
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/*
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* Looks like the menu cursor is somewhere else...
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*/
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return( FALSE );
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}
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/*
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* Displays a menu box and all of its submenus (if they are active)
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*/
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static void fghDisplayMenuBox( SFG_Menu* menu )
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{
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SFG_MenuEntry *menuEntry;
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int i;
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/*
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* Have the menu box drawn first. The +- values are
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* here just to make it more nice-looking...
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*/
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glColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
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glBegin( GL_QUADS );
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glVertex2i( menu->X , menu->Y - 1 );
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glVertex2i( menu->X + menu->Width, menu->Y - 1 );
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glVertex2i( menu->X + menu->Width, menu->Y + 4 + menu->Height );
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glVertex2i( menu->X , menu->Y + 4 + menu->Height );
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glEnd();
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glColor4f( 0.3f, 0.4f, 0.5f, 1.0f );
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glBegin( GL_QUADS );
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glVertex2i( menu->X - 2 , menu->Y + 1 );
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glVertex2i( menu->X - 2 + menu->Width, menu->Y + 1 );
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glVertex2i( menu->X - 2 + menu->Width, menu->Y + 2 + menu->Height );
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glVertex2i( menu->X - 2 , menu->Y + 2 + menu->Height );
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glEnd();
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/*
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* Check if any of the submenus is currently active...
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*/
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for( menuEntry = menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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{
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/*
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* Has the menu been marked as active, maybe?
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*/
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if( menuEntry->IsActive == TRUE )
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{
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/*
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* That's truly right, and we need to have it highlighted.
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* There is an assumption that mouse cursor didn't move
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* since the last check of menu activity state:
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*/
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int menuID = menuEntry->Ordinal;
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/*
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* So have the highlight drawn...
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*/
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glColor4f( 0.2f, 0.3f, 0.4f, 1.0f );
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glBegin( GL_QUADS );
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glVertex2i( menu->X - 2 , menu->Y + (menuID + 0)*FREEGLUT_MENU_HEIGHT + 1 );
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glVertex2i( menu->X - 2 + menu->Width, menu->Y + (menuID + 0)*FREEGLUT_MENU_HEIGHT + 1 );
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glVertex2i( menu->X - 2 + menu->Width, menu->Y + (menuID + 1)*FREEGLUT_MENU_HEIGHT + 2 );
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glVertex2i( menu->X - 2 , menu->Y + (menuID + 1)*FREEGLUT_MENU_HEIGHT + 2 );
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glEnd();
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}
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}
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/*
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* Print the menu entries now...
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*/
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glColor4f( 1, 1, 1, 1 );
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for( menuEntry = menu->Entries.First, i=0; menuEntry;
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menuEntry = menuEntry->Node.Next, ++i )
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{
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/*
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* Move the raster into position...
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*/
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glRasterPos2i(
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menu->X + FREEGLUT_MENU_BORDER,
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menu->Y + (i + 1)*FREEGLUT_MENU_HEIGHT
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);
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/*
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* Have the label drawn, character after character:
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*/
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glutBitmapString( FREEGLUT_MENU_FONT, menuEntry->Text);
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/*
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* If it's a submenu, draw a right arrow
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*/
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if ( menuEntry->SubMenu != NULL )
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{
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GLubyte arrow_char [] = { 0, 0, 32, 48, 56, 60, 62, 63, 62, 60, 56, 48, 32, 0, 0 } ;
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int width = glutBitmapWidth ( FREEGLUT_MENU_FONT, ' ' ) ;
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glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT );
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/*
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* Set up the pixel unpacking ways
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*/
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glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
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glPixelStorei( GL_UNPACK_LSB_FIRST, GL_FALSE );
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glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
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glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 );
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glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 );
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glRasterPos2i ( menu->X + menu->Width - 2 - width,
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menu->Y + (i + 1)*FREEGLUT_MENU_HEIGHT ) ;
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glBitmap ( width, FREEGLUT_MENU_HEIGHT, 0, 0, 0.0, 0.0, arrow_char ) ;
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glPopClientAttrib();
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}
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}
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/*
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* Now we are ready to check if any of our children needs to be redrawn:
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*/
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for( menuEntry = menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next )
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{
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/*
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* Is that an active sub menu by any case?
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*/
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if( menuEntry->SubMenu != NULL && menuEntry->IsActive == TRUE )
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{
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/*
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* Yeah, indeed. Have it redrawn now:
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*/
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fghDisplayMenuBox( menuEntry->SubMenu );
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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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*/
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void fgDisplayMenu( void )
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{
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SFG_Window* window = fgStructure.Window;
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SFG_Menu* menu = NULL;
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/*
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* Make sure there is a current window available
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*/
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freeglut_assert_window;
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/*
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* Check if there is an active menu attached to this window...
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*/
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menu = window->ActiveMenu;
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/*
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* Did we find an active window?
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*/
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freeglut_return_if_fail( menu != NULL );
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/*
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* Prepare the OpenGL state to do the rendering first:
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*/
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glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_LIGHTING );
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glDisable( GL_CULL_FACE );
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/*
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* We'll use an orthogonal projection matrix to draw the menu:
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*/
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glMatrixMode( GL_PROJECTION );
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glPushMatrix();
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glLoadIdentity();
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glOrtho(
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0, glutGet( GLUT_WINDOW_WIDTH ),
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glutGet( GLUT_WINDOW_HEIGHT ), 0,
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-1, 1
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);
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/*
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* Model-view matix gets reset to identity:
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*/
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glMatrixMode( GL_MODELVIEW );
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glPushMatrix();
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glLoadIdentity();
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/*
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* First of all, have the exact menu status check:
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*/
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fghCheckMenuStatus( window, menu );
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/*
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* The status has been updated and we're ready to have the menu drawn now:
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*/
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fghDisplayMenuBox( menu );
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/*
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* Restore the old OpenGL settings now
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*/
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glPopAttrib();
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glMatrixMode( GL_PROJECTION );
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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glPopMatrix();
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}
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/*
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* Activates a menu pointed by the function argument
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*/
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void fgActivateMenu( SFG_Window* window, int button )
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{
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int x, y;
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/*
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* We'll be referencing this menu a lot, so remember its address:
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*/
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SFG_Menu* menu = window->Menu[ button ];
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/*
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* Mark the menu as active, so that it gets displayed:
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*/
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window->ActiveMenu = menu;
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menu->IsActive = TRUE ;
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/*
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* Grab the mouse cursor position respective to the current window
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*/
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x = window->State.MouseX;
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y = window->State.MouseY;
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/*
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* Set up the initial menu position now:
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*/
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menu->X = x ;
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menu->Y = y ;
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fgSetWindow ( window ) ;
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if( x > ( glutGet( GLUT_WINDOW_WIDTH ) - menu->Width ) )
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menu->X = glutGet( GLUT_WINDOW_WIDTH ) - menu->Width;
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if( y > ( glutGet( GLUT_WINDOW_HEIGHT ) - menu->Height) )
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menu->Y = glutGet( GLUT_WINDOW_HEIGHT ) - menu->Height;
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}
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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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{
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/*
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* Near as I can tell, this is the active menu behaviour:
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* - Down-click any button outside the menu, menu active: deactivate the menu
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* - Down-click any button inside the menu, menu active: select the menu entry and deactivate the menu
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* - Up-click the menu button outside the menu, menu active: nothing happens
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* - Up-click the menu button inside the menu, menu active: 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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/*
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* First of all check any of the active sub menus...
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*/
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for( menuEntry = menu->Entries.First; menuEntry; menuEntry = menuEntry->Node.Next)
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{
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/*
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* Is this menu entry active?
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*/
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if( menuEntry->IsActive == TRUE )
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{
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/*
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* If there is not a sub menu, execute the menu callback and return...
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*/
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if( menuEntry->SubMenu == NULL )
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{
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/*
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* ...certainly given that there is one...
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*/
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if( menu->Callback != NULL )
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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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* Otherwise recurse into the submenu.
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*/
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fgExecuteMenuCallback( menuEntry->SubMenu );
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/*
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* There is little sense in dwelling the search on
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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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* Deactivates a menu pointed by the function argument.
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*/
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void fgDeactivateMenu( SFG_Window *window )
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{
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/*
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* Check if there is an active menu attached to this window...
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*/
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SFG_Menu* menu = window->ActiveMenu;
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/*
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* Did we find an active window?
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*/
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freeglut_return_if_fail( menu != NULL );
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/*
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* Forget about having that menu active anymore, now:
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*/
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window->ActiveMenu = NULL;
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menu->IsActive = FALSE ;
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}
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/*
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* Recalculates current menu's box size
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*/
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void fghCalculateMenuBoxSize( void )
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{
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SFG_MenuEntry* menuEntry;
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int width = 0, height = 0;
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/*
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* Make sure there is a current menu set
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*/
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freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
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/*
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* The menu's box size depends on the menu entries:
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*/
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for( menuEntry = fgStructure.Menu->Entries.First; menuEntry;
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menuEntry = menuEntry->Node.Next)
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{
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/*
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* Update the menu entry's width value
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*/
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menuEntry->Width = glutBitmapLength( FREEGLUT_MENU_FONT, menuEntry->Text );
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/*
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* Check if it's the biggest we've found
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*/
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if( menuEntry->Width > width )
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width = menuEntry->Width;
|
|
|
|
height += FREEGLUT_MENU_HEIGHT;
|
|
}
|
|
|
|
/*
|
|
* Store the menu's box size now:
|
|
*/
|
|
fgStructure.Menu->Height = height;
|
|
fgStructure.Menu->Width = width + 2 * FREEGLUT_MENU_BORDER ;
|
|
}
|
|
|
|
|
|
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
|
|
|
|
/*
|
|
* Creates a new menu object, adding it to the freeglut structure
|
|
*/
|
|
int FGAPIENTRY glutCreateMenu( void (* callback)( int ) )
|
|
{
|
|
/*
|
|
* The menu object creation code resides in freeglut_structure.c
|
|
*/
|
|
return( fgCreateMenu( callback )->ID );
|
|
}
|
|
|
|
/*
|
|
* Destroys a menu object, removing all references to it
|
|
*/
|
|
void FGAPIENTRY glutDestroyMenu( int menuID )
|
|
{
|
|
SFG_Menu* menu = fgMenuByID( menuID );
|
|
|
|
freeglut_assert_ready; freeglut_return_if_fail( menu != NULL );
|
|
|
|
/*
|
|
* The menu object destruction code resides in freeglut_structure.c
|
|
*/
|
|
fgDestroyMenu( menu );
|
|
}
|
|
|
|
/*
|
|
* Returns the ID number of the currently active menu
|
|
*/
|
|
int FGAPIENTRY glutGetMenu( void )
|
|
{
|
|
freeglut_assert_ready;
|
|
|
|
/*
|
|
* Is there a current menu set?
|
|
*/
|
|
if( fgStructure.Menu != NULL )
|
|
{
|
|
/*
|
|
* Yes, there is indeed...
|
|
*/
|
|
return( fgStructure.Menu->ID );
|
|
}
|
|
|
|
/*
|
|
* No, there is no current menu at all
|
|
*/
|
|
return( 0 );
|
|
}
|
|
|
|
/*
|
|
* Sets the current menu given its menu ID
|
|
*/
|
|
void FGAPIENTRY glutSetMenu( int menuID )
|
|
{
|
|
SFG_Menu* menu = fgMenuByID( menuID );
|
|
|
|
freeglut_assert_ready; freeglut_return_if_fail( menu != NULL );
|
|
|
|
/*
|
|
* The current menu pointer is stored in fgStructure.Menu
|
|
*/
|
|
fgStructure.Menu = menu;
|
|
}
|
|
|
|
/*
|
|
* Adds a menu entry to the bottom of the current menu
|
|
*/
|
|
void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
|
|
{
|
|
SFG_MenuEntry* menuEntry = calloc( sizeof(SFG_MenuEntry), 1 );
|
|
|
|
/*
|
|
* Make sure there is a current menu set
|
|
*/
|
|
freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
|
|
|
|
/*
|
|
* Fill in the appropriate values...
|
|
*/
|
|
menuEntry->Text = strdup( label );
|
|
menuEntry->ID = value;
|
|
|
|
/*
|
|
* Have the new menu entry attached to the current menu
|
|
*/
|
|
fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
|
|
|
|
/*
|
|
* Update the menu's dimensions now
|
|
*/
|
|
fghCalculateMenuBoxSize();
|
|
}
|
|
|
|
/*
|
|
* Add a sub menu to the bottom of the current menu
|
|
*/
|
|
void FGAPIENTRY glutAddSubMenu( const char* label, int subMenuID )
|
|
{
|
|
SFG_MenuEntry* menuEntry = calloc( sizeof(SFG_MenuEntry), 1 );
|
|
SFG_Menu* subMenu = fgMenuByID( subMenuID );
|
|
|
|
/*
|
|
* Make sure there is a current menu and the sub menu
|
|
* we want to attach actually exists...
|
|
*/
|
|
freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
|
|
freeglut_return_if_fail( subMenu != NULL );
|
|
|
|
/*
|
|
* Fill in the appropriate values
|
|
*/
|
|
menuEntry->Text = strdup( label );
|
|
menuEntry->SubMenu = subMenu;
|
|
menuEntry->ID = -1;
|
|
|
|
/*
|
|
* Have the new menu entry attached to the current menu
|
|
*/
|
|
fgListAppend( &fgStructure.Menu->Entries, &menuEntry->Node );
|
|
|
|
/*
|
|
* Update the menu's dimensions now
|
|
*/
|
|
fghCalculateMenuBoxSize();
|
|
}
|
|
|
|
/*
|
|
* Changes the specified menu item in the current menu into a menu entry
|
|
*/
|
|
void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
|
|
{
|
|
SFG_MenuEntry* menuEntry = NULL;
|
|
|
|
/*
|
|
* Make sure there is a current menu set...
|
|
*/
|
|
freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
|
|
|
|
/*
|
|
* Get n-th menu entry in the current menu, starting from one:
|
|
*/
|
|
menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
|
|
|
|
/*
|
|
* Make sure the menu entry exists
|
|
*/
|
|
freeglut_return_if_fail( menuEntry != NULL );
|
|
|
|
/*
|
|
* We want it to become a normal menu entry, so:
|
|
*/
|
|
if( menuEntry->Text != NULL )
|
|
free( menuEntry->Text );
|
|
|
|
menuEntry->Text = strdup( label );
|
|
menuEntry->ID = value;
|
|
menuEntry->SubMenu = NULL;
|
|
|
|
/*
|
|
* Update the menu's dimensions now
|
|
*/
|
|
fghCalculateMenuBoxSize();
|
|
}
|
|
|
|
/*
|
|
* Changes the specified menu item in the current menu into a sub-menu trigger.
|
|
*/
|
|
void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, int subMenuID )
|
|
{
|
|
SFG_Menu* subMenu = fgMenuByID( subMenuID );
|
|
SFG_MenuEntry* menuEntry = NULL;
|
|
|
|
/*
|
|
* Make sure there is a current menu set and the sub menu exists...
|
|
*/
|
|
freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
|
|
freeglut_return_if_fail( subMenu != NULL );
|
|
|
|
/*
|
|
* Get n-th menu entry in the current menu, starting from one:
|
|
*/
|
|
menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
|
|
|
|
/*
|
|
* Make sure the menu entry exists
|
|
*/
|
|
freeglut_return_if_fail( menuEntry != NULL );
|
|
|
|
/*
|
|
* We want it to become a sub menu entry, so:
|
|
*/
|
|
if( menuEntry->Text != NULL )
|
|
free( menuEntry->Text );
|
|
|
|
menuEntry->Text = strdup( label );
|
|
menuEntry->SubMenu = subMenu;
|
|
menuEntry->ID = -1;
|
|
|
|
/*
|
|
* Update the menu's dimensions now
|
|
*/
|
|
fghCalculateMenuBoxSize();
|
|
}
|
|
|
|
/*
|
|
* Removes the specified menu item from the current menu
|
|
*/
|
|
void FGAPIENTRY glutRemoveMenuItem( int item )
|
|
{
|
|
SFG_MenuEntry* menuEntry;
|
|
|
|
/*
|
|
* Make sure there is a current menu set
|
|
*/
|
|
freeglut_assert_ready; freeglut_return_if_fail( fgStructure.Menu != NULL );
|
|
|
|
/*
|
|
* Get n-th menu entry in the current menu, starting from one:
|
|
*/
|
|
menuEntry = fghFindMenuEntry( fgStructure.Menu, item );
|
|
|
|
/*
|
|
* Make sure the menu entry exists
|
|
*/
|
|
freeglut_return_if_fail( menuEntry != NULL );
|
|
|
|
/*
|
|
* Removing a menu entry is quite simple...
|
|
*/
|
|
fgListRemove( &fgStructure.Menu->Entries, &menuEntry->Node );
|
|
|
|
/*
|
|
* Free the entry label string, too
|
|
*/
|
|
free( menuEntry->Text );
|
|
|
|
free( menuEntry );
|
|
|
|
/*
|
|
* Update the menu's dimensions now
|
|
*/
|
|
fghCalculateMenuBoxSize();
|
|
}
|
|
|
|
/*
|
|
* Attaches a menu to the current window
|
|
*/
|
|
void FGAPIENTRY glutAttachMenu( int button )
|
|
{
|
|
freeglut_assert_ready;
|
|
|
|
/*
|
|
* There must be a current window and a current menu set:
|
|
*/
|
|
freeglut_return_if_fail( fgStructure.Window != NULL || fgStructure.Menu != NULL );
|
|
|
|
/*
|
|
* Make sure the button value is valid (0, 1 or 2, see freeglut.h)
|
|
*/
|
|
freeglut_return_if_fail( button == GLUT_LEFT_BUTTON || button == GLUT_MIDDLE_BUTTON || button == GLUT_RIGHT_BUTTON );
|
|
|
|
/*
|
|
* It is safe now to attach the menu
|
|
*/
|
|
fgStructure.Window->Menu[ button ] = fgStructure.Menu;
|
|
}
|
|
|
|
/*
|
|
* Detaches a menu from the current window
|
|
*/
|
|
void FGAPIENTRY glutDetachMenu( int button )
|
|
{
|
|
freeglut_assert_ready;
|
|
|
|
/*
|
|
* There must be a current window set:
|
|
*/
|
|
freeglut_return_if_fail( fgStructure.Window != NULL );
|
|
|
|
/*
|
|
* Make sure the button value is valid (0, 1 or 2, see freeglut.h)
|
|
*/
|
|
freeglut_return_if_fail( button != 0 && button != 1 && button != 2 );
|
|
|
|
/*
|
|
* It is safe now to detach the menu
|
|
*/
|
|
fgStructure.Window->Menu[ button ] = NULL;
|
|
}
|
|
|
|
/*
|
|
* A.Donev: Set and retrieve the menu's user data
|
|
*/
|
|
void* FGAPIENTRY glutGetMenuData( void )
|
|
{
|
|
return(fgStructure.Menu->UserData);
|
|
}
|
|
|
|
void FGAPIENTRY glutSetMenuData(void* data)
|
|
{
|
|
fgStructure.Menu->UserData=data;
|
|
}
|
|
|
|
/*** END OF FILE ***/
|