5c6071fa45
recent commits. git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@831 7f0cb862-5218-0410-a997-914c9d46530a
1003 lines
32 KiB
C
1003 lines
32 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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#define FREEGLUT_BUILDING_LIB
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#include <GL/freeglut.h>
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#include "freeglut_internal.h"
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/* -- DEFINITIONS ---------------------------------------------------------- */
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/*
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* FREEGLUT_MENU_FONT can be any freeglut bitmapped font.
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* (Stroked fonts would not be out of the question, but we'd need to alter
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* code, since GLUT (hence freeglut) does not quite unify stroked and
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* bitmapped font handling.)
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* Old UNIX/X11 GLUT (BSD, UNIX, IRIX, LINUX, HPUX, ...) used a system
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* font best approximated by an 18-pixel HELVETICA, I think. MS-WINDOWS
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* GLUT used something closest to the 8x13 fixed-width font. (Old
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* GLUT apparently uses host-system menus rather than building its own.
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* freeglut is building its own menus from scratch.)
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*
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* FREEGLUT_MENU_HEIGHT gives the height of ONE menu box. This should be
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* the distances between two adjacent menu entries. It should scale
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* automatically with the font choice, so you needn't alter it---unless you
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* use a stroked font.
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*
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* FREEGLUT_MENU_BORDER says how many pixels to allow around the edge of a
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* menu. (It also seems to be the same as the number of pixels used as
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* a border around *items* to separate them from neighbors. John says
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* that that wasn't the original intent...if not, perhaps we need another
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* symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)
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*/
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#if TARGET_HOST_MS_WINDOWS
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#define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13
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#else
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#define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18
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#endif
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#define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) + \
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FREEGLUT_MENU_BORDER)
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#define FREEGLUT_MENU_BORDER 2
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/*
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* These variables are for rendering the freeglut menu items.
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*
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* The choices are fore- and background, with and without h for Highlighting.
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* Old GLUT appeared to be system-dependant for its colors (sigh) so we are
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* too. These variables should be stuffed into global state and initialized
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* via the glutInit*() system.
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*/
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#if TARGET_HOST_MS_WINDOWS
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static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
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static float menu_pen_back [4] = {0.85f, 0.85f, 0.85f, 1.0f};
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static float menu_pen_hfore [4] = {1.0f, 1.0f, 1.0f, 1.0f};
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static float menu_pen_hback [4] = {0.15f, 0.15f, 0.45f, 1.0f};
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#else
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static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
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static float menu_pen_back [4] = {0.70f, 0.70f, 0.70f, 1.0f};
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static float menu_pen_hfore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
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static float menu_pen_hback [4] = {1.0f, 1.0f, 1.0f, 1.0f};
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#endif
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/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
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/*
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* Private 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 = (SFG_MenuEntry *)menu->Entries.First;
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entry;
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entry = (SFG_MenuEntry *)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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* Deactivates a menu pointed by the function argument.
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*/
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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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/* Forget about having that menu active anymore, now: */
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menuEntry->SubMenu->Window->ActiveMenu = NULL;
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menuEntry->SubMenu->IsActive = GL_FALSE;
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menuEntry->SubMenu->ActiveEntry = NULL;
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/* Hide all submenu windows, and the root menu's window. */
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for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
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subMenuIter;
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subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
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{
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subMenuIter->IsActive = GL_FALSE;
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/* Is that an active submenu by any case? */
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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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* Private function to get the virtual maximum screen extent
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*/
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static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
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{
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if( fgStructure.GameModeWindow )
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{
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#if TARGET_HOST_POSIX_X11
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int wx, wy;
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Window w;
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XTranslateCoordinates(
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fgDisplay.Display,
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window->Window.Handle,
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fgDisplay.RootWindow,
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0, 0, &wx, &wy, &w);
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*x = fgState.GameModeSize.X + wx;
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*y = fgState.GameModeSize.Y + wy;
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#else
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*x = glutGet ( GLUT_SCREEN_WIDTH );
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*y = glutGet ( GLUT_SCREEN_HEIGHT );
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#endif
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}
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else
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{
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*x = fgDisplay.ScreenWidth;
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*y = fgDisplay.ScreenHeight;
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}
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}
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/*
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* Private function to check for the current menu/sub menu activity state
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*/
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static GLboolean fghCheckMenuStatus( 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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/* 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->SubMenu && menuEntry->IsActive )
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{
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/*
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* OK, have the sub-menu checked, too. If it returns GL_TRUE, it
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* will mean that it caught the mouse cursor and we do not need
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* to regenerate the activity list, and so our parents do...
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*/
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GLboolean return_status;
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menuEntry->SubMenu->Window->State.MouseX =
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menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X;
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menuEntry->SubMenu->Window->State.MouseY =
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menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y;
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return_status = fghCheckMenuStatus( menuEntry->SubMenu );
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if ( return_status )
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return GL_TRUE;
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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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x = menu->Window->State.MouseX;
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y = menu->Window->State.MouseY;
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/* Check if the mouse cursor is contained within the current menu box */
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if( ( x >= FREEGLUT_MENU_BORDER ) &&
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( x < menu->Width - FREEGLUT_MENU_BORDER ) &&
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( y >= FREEGLUT_MENU_BORDER ) &&
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( y < menu->Height - FREEGLUT_MENU_BORDER ) )
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{
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int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
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/* The mouse cursor is somewhere over our box, check it out. */
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menuEntry = fghFindMenuEntry( menu, menuID + 1 );
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FREEGLUT_INTERNAL_ERROR_EXIT( menuEntry, "Cannot find menu entry",
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"fghCheckMenuStatus" );
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menuEntry->IsActive = GL_TRUE;
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menuEntry->Ordinal = menuID;
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/*
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* If this is not the same as the last active menu entry, deactivate
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* the previous entry. Specifically, if the previous active entry
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* was a submenu then deactivate it.
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*/
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if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
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if( menu->ActiveEntry->SubMenu )
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fghDeactivateSubMenu( menu->ActiveEntry );
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if( menuEntry != menu->ActiveEntry )
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{
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menu->Window->State.Redisplay = GL_TRUE;
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if( menu->ActiveEntry )
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menu->ActiveEntry->IsActive = GL_FALSE;
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}
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menu->ActiveEntry = menuEntry;
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menu->IsActive = GL_TRUE; /* XXX Do we need this? */
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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 )
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{
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if ( ! menuEntry->SubMenu->IsActive )
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{
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int max_x, max_y;
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SFG_Window *current_window = fgStructure.CurrentWindow;
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/* Set up the initial menu position now... */
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menuEntry->SubMenu->IsActive = GL_TRUE;
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/* Set up the initial submenu position now: */
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fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
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menuEntry->SubMenu->X = menu->X + menu->Width;
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menuEntry->SubMenu->Y = menu->Y +
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menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT;
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if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > max_x )
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menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;
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if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y )
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{
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menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -
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FREEGLUT_MENU_HEIGHT -
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2 * FREEGLUT_MENU_BORDER );
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if( menuEntry->SubMenu->Y < 0 )
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menuEntry->SubMenu->Y = 0;
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}
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fgSetWindow( menuEntry->SubMenu->Window );
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glutPositionWindow( menuEntry->SubMenu->X,
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menuEntry->SubMenu->Y );
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glutReshapeWindow( menuEntry->SubMenu->Width,
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menuEntry->SubMenu->Height );
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glutPopWindow( );
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glutShowWindow( );
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menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;
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fgSetWindow( current_window );
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menuEntry->SubMenu->Window->State.MouseX =
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x + menu->X - menuEntry->SubMenu->X;
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menuEntry->SubMenu->Window->State.MouseY =
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y + menu->Y - menuEntry->SubMenu->Y;
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fghCheckMenuStatus( menuEntry->SubMenu );
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}
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/* Activate it because its parent entry is active */
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menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
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}
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/* Report back that we have caught the menu cursor */
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return GL_TRUE;
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}
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/* Looks like the menu cursor is somewhere else... */
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if( menu->ActiveEntry && menu->ActiveEntry->IsActive &&
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( !menu->ActiveEntry->SubMenu ||
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!menu->ActiveEntry->SubMenu->IsActive ) )
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{
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menu->Window->State.Redisplay = GL_TRUE;
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menu->ActiveEntry->IsActive = GL_FALSE;
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menu->ActiveEntry = NULL;
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}
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return GL_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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int border = FREEGLUT_MENU_BORDER;
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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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/* a non-black dark version of the below. */
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glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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glBegin( GL_QUAD_STRIP );
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glVertex2i( menu->Width , 0 );
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glVertex2i( menu->Width - border, border);
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glVertex2i( 0 , 0 );
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glVertex2i( border, border);
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glVertex2i( 0 , menu->Height );
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glVertex2i( border, menu->Height - border);
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glEnd( );
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/* a non-black dark version of the below. */
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glColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
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glBegin( GL_QUAD_STRIP );
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glVertex2i( 0 , menu->Height );
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glVertex2i( border, menu->Height - border);
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glVertex2i( menu->Width , menu->Height );
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glVertex2i( menu->Width - border, menu->Height - border);
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glVertex2i( menu->Width , 0 );
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glVertex2i( menu->Width - border, border);
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glEnd( );
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glColor4fv( menu_pen_back );
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glBegin( GL_QUADS );
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glVertex2i( border, border);
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glVertex2i( menu->Width - border, border);
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glVertex2i( menu->Width - border, menu->Height - border);
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glVertex2i( border, menu->Height - border);
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glEnd( );
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/* Check if any of the submenus is currently active... */
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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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/* Has the menu been marked as active, maybe? */
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if( menuEntry->IsActive )
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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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/* So have the highlight drawn... */
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glColor4fv( menu_pen_hback );
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glBegin( GL_QUADS );
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glVertex2i( border,
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(menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
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glVertex2i( menu->Width - border,
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(menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
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glVertex2i( menu->Width - border,
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(menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
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glVertex2i( border,
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(menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
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glEnd( );
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}
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}
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/* Print the menu entries now... */
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glColor4fv( menu_pen_fore );
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for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0;
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menuEntry;
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menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
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{
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/* If the menu entry is active, set the color to white */
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if( menuEntry->IsActive )
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glColor4fv( menu_pen_hfore );
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/* Move the raster into position... */
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/* Try to center the text - JCJ 31 July 2003*/
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glRasterPos2i(
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2 * border,
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( i + 1 )*FREEGLUT_MENU_HEIGHT -
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( int )( FREEGLUT_MENU_HEIGHT*0.3 - border )
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);
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/* Have the label drawn, character after character: */
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glutBitmapString( FREEGLUT_MENU_FONT,
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(unsigned char *)menuEntry->Text);
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/* If it's a submenu, draw a right arrow */
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if( menuEntry->SubMenu )
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{
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int width = glutBitmapWidth( FREEGLUT_MENU_FONT, '_' );
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int x_base = menu->Width - 2 - width;
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int y_base = i*FREEGLUT_MENU_HEIGHT + border;
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glBegin( GL_TRIANGLES );
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glVertex2i( x_base, y_base + 2*border);
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glVertex2i( menu->Width - 2, y_base +
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( FREEGLUT_MENU_HEIGHT + border) / 2 );
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glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - border );
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glEnd( );
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}
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/* If the menu entry is active, reset the color */
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if( menuEntry->IsActive )
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glColor4fv( menu_pen_fore );
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}
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}
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/*
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* Private static function to set the parent window of a submenu and all
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* of its submenus
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*/
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static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
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{
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SFG_MenuEntry *menuEntry;
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menu->ParentWindow = window;
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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( menuEntry->SubMenu )
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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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*/
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void fgDisplayMenu( void )
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{
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SFG_Window* window = fgStructure.CurrentWindow;
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SFG_Menu* menu = NULL;
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|
|
FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window",
|
|
"fgDisplayMenu" );
|
|
|
|
/* Check if there is an active menu attached to this window... */
|
|
menu = window->ActiveMenu;
|
|
freeglut_return_if_fail( menu );
|
|
|
|
fgSetWindow( menu->Window );
|
|
|
|
glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT |
|
|
GL_POLYGON_BIT );
|
|
|
|
glDisable( GL_DEPTH_TEST );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glDisable( GL_LIGHTING );
|
|
glDisable( GL_CULL_FACE );
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glPushMatrix( );
|
|
glLoadIdentity( );
|
|
glOrtho(
|
|
0, glutGet( GLUT_WINDOW_WIDTH ),
|
|
glutGet( GLUT_WINDOW_HEIGHT ), 0,
|
|
-1, 1
|
|
);
|
|
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glPushMatrix( );
|
|
glLoadIdentity( );
|
|
|
|
fghDisplayMenuBox( menu );
|
|
|
|
glPopAttrib( );
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glPopMatrix( );
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glPopMatrix( );
|
|
|
|
glutSwapBuffers( );
|
|
|
|
fgSetWindow ( window );
|
|
}
|
|
|
|
/*
|
|
* Activates a menu pointed by the function argument
|
|
*/
|
|
static void fghActivateMenu( SFG_Window* window, int button )
|
|
{
|
|
int max_x, max_y;
|
|
|
|
/* We'll be referencing this menu a lot, so remember its address: */
|
|
SFG_Menu* menu = window->Menu[ button ];
|
|
SFG_Window* current_window = fgStructure.CurrentWindow;
|
|
|
|
/* If the menu is already active in another window, deactivate it there */
|
|
if ( menu->ParentWindow )
|
|
menu->ParentWindow->ActiveMenu = NULL ;
|
|
|
|
/* Mark the menu as active, so that it gets displayed: */
|
|
window->ActiveMenu = menu;
|
|
menu->IsActive = GL_TRUE;
|
|
fghSetMenuParentWindow ( window, menu );
|
|
fgState.ActiveMenus++;
|
|
|
|
/* Set up the initial menu position now: */
|
|
fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
|
|
fgSetWindow( window );
|
|
menu->X = window->State.MouseX + glutGet( GLUT_WINDOW_X );
|
|
menu->Y = window->State.MouseY + glutGet( GLUT_WINDOW_Y );
|
|
|
|
if( menu->X + menu->Width > max_x )
|
|
menu->X -=menu->Width;
|
|
|
|
if( menu->Y + menu->Height > max_y )
|
|
{
|
|
menu->Y -=menu->Height;
|
|
if( menu->Y < 0 )
|
|
menu->Y = 0;
|
|
}
|
|
|
|
menu->Window->State.MouseX =
|
|
window->State.MouseX + glutGet( GLUT_WINDOW_X ) - menu->X;
|
|
menu->Window->State.MouseY =
|
|
window->State.MouseY + glutGet( GLUT_WINDOW_Y ) - menu->Y;
|
|
|
|
fgSetWindow( menu->Window );
|
|
glutPositionWindow( menu->X, menu->Y );
|
|
glutReshapeWindow( menu->Width, menu->Height );
|
|
glutPopWindow( );
|
|
glutShowWindow( );
|
|
menu->Window->ActiveMenu = menu;
|
|
fghCheckMenuStatus( menu );
|
|
fgSetWindow( current_window );
|
|
}
|
|
|
|
/*
|
|
* Update Highlight states of the menu
|
|
*
|
|
* Current mouse position is in menu->Window->State.MouseX/Y.
|
|
*/
|
|
void fgUpdateMenuHighlight ( SFG_Menu *menu )
|
|
{
|
|
fghCheckMenuStatus( menu );
|
|
}
|
|
|
|
/*
|
|
* Check whether an active menu absorbs a mouse click
|
|
*/
|
|
GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
|
|
int mouse_x, int mouse_y )
|
|
{
|
|
/*
|
|
* 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
|
|
* - 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
|
|
* - Up-click the menu button outside the menu, menu active:
|
|
* nothing happens
|
|
* - Up-click the menu button inside the menu, menu active:
|
|
* select the menu entry and deactivate the menu
|
|
* Since menus can have submenus, we need to check this recursively.
|
|
*/
|
|
if( window->ActiveMenu )
|
|
{
|
|
if( window == window->ActiveMenu->ParentWindow )
|
|
{
|
|
window->ActiveMenu->Window->State.MouseX =
|
|
mouse_x - window->ActiveMenu->X;
|
|
window->ActiveMenu->Window->State.MouseY =
|
|
mouse_y - window->ActiveMenu->Y;
|
|
}
|
|
|
|
/* In the menu, invoke the callback and deactivate the menu */
|
|
if( fghCheckMenuStatus( window->ActiveMenu ) )
|
|
{
|
|
/*
|
|
* Save the current window and menu and set the current
|
|
* window to the window whose menu this is
|
|
*/
|
|
SFG_Window *save_window = fgStructure.CurrentWindow;
|
|
SFG_Menu *save_menu = fgStructure.CurrentMenu;
|
|
SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
|
|
fgSetWindow( parent_window );
|
|
fgStructure.CurrentMenu = window->ActiveMenu;
|
|
|
|
/* Execute the menu callback */
|
|
fghExecuteMenuCallback( window->ActiveMenu );
|
|
fgDeactivateMenu( parent_window );
|
|
|
|
/* Restore the current window and menu */
|
|
fgSetWindow( save_window );
|
|
fgStructure.CurrentMenu = save_menu;
|
|
}
|
|
else if( pressed )
|
|
/*
|
|
* Outside the menu, deactivate if it's a downclick
|
|
*
|
|
* XXX This isn't enough. A downclick outside of
|
|
* XXX the interior of our freeglut windows should also
|
|
* XXX deactivate the menu. This is more complicated.
|
|
*/
|
|
fgDeactivateMenu( window->ActiveMenu->ParentWindow );
|
|
|
|
/*
|
|
* XXX Why does an active menu require a redisplay at
|
|
* XXX this point? If this can come out cleanly, then
|
|
* XXX it probably should do so; if not, a comment should
|
|
* XXX explain it.
|
|
*/
|
|
if( ! window->IsMenu )
|
|
window->State.Redisplay = GL_TRUE;
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
/* No active menu, let's check whether we need to activate one. */
|
|
if( ( 0 <= button ) &&
|
|
( FREEGLUT_MAX_MENUS > button ) &&
|
|
( window->Menu[ button ] ) &&
|
|
pressed )
|
|
{
|
|
/* XXX Posting a requisite Redisplay seems bogus. */
|
|
window->State.Redisplay = GL_TRUE;
|
|
fghActivateMenu( window, button );
|
|
return GL_TRUE;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/*
|
|
* Deactivates a menu pointed by the function argument.
|
|
*/
|
|
void fgDeactivateMenu( SFG_Window *window )
|
|
{
|
|
SFG_Window *parent_window = NULL;
|
|
|
|
/* Check if there is an active menu attached to this window... */
|
|
SFG_Menu* menu = window->ActiveMenu;
|
|
SFG_MenuEntry *menuEntry;
|
|
|
|
/* Did we find an active window? */
|
|
freeglut_return_if_fail( menu );
|
|
|
|
parent_window = menu->ParentWindow;
|
|
|
|
/* Hide the present menu's window */
|
|
fgSetWindow( menu->Window );
|
|
glutHideWindow( );
|
|
|
|
/* Forget about having that menu active anymore, now: */
|
|
menu->Window->ActiveMenu = NULL;
|
|
menu->ParentWindow->ActiveMenu = NULL;
|
|
fghSetMenuParentWindow ( NULL, menu );
|
|
menu->IsActive = GL_FALSE;
|
|
menu->ActiveEntry = NULL;
|
|
|
|
fgState.ActiveMenus--;
|
|
|
|
/* Hide all submenu windows, and the root menu's window. */
|
|
for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
|
|
menuEntry;
|
|
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
|
|
{
|
|
menuEntry->IsActive = GL_FALSE;
|
|
|
|
/* Is that an active submenu by any case? */
|
|
if( menuEntry->SubMenu )
|
|
fghDeactivateSubMenu( menuEntry );
|
|
}
|
|
|
|
fgSetWindow ( parent_window ) ;
|
|
}
|
|
|
|
/*
|
|
* Recalculates current menu's box size
|
|
*/
|
|
void fghCalculateMenuBoxSize( void )
|
|
{
|
|
SFG_MenuEntry* menuEntry;
|
|
int width = 0, height = 0;
|
|
|
|
/* Make sure there is a current menu set */
|
|
freeglut_return_if_fail( fgStructure.CurrentMenu );
|
|
|
|
/* The menu's box size depends on the menu entries: */
|
|
for( menuEntry = ( SFG_MenuEntry * )fgStructure.CurrentMenu->Entries.First;
|
|
menuEntry;
|
|
menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
|
|
{
|
|
/* Update the menu entry's width value */
|
|
menuEntry->Width = glutBitmapLength(
|
|
FREEGLUT_MENU_FONT,
|
|
(unsigned char *)menuEntry->Text
|
|
);
|
|
|
|
/*
|
|
* If the entry is a submenu, then it needs to be wider to
|
|
* accomodate the arrow. JCJ 31 July 2003
|
|
*/
|
|
if (menuEntry->SubMenu )
|
|
menuEntry->Width += glutBitmapLength(
|
|
FREEGLUT_MENU_FONT,
|
|
(unsigned char *)"_"
|
|
);
|
|
|
|
/* Check if it's the biggest we've found */
|
|
if( menuEntry->Width > width )
|
|
width = menuEntry->Width;
|
|
|
|
height += FREEGLUT_MENU_HEIGHT;
|
|
}
|
|
|
|
/* Store the menu's box size now: */
|
|
fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER;
|
|
fgStructure.CurrentMenu->Width = width + 4 * 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 */
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
|
|
return fgCreateMenu( callback )->ID;
|
|
}
|
|
|
|
#if TARGET_HOST_MS_WINDOWS
|
|
int FGAPIENTRY __glutCreateMenuWithExit( void(* callback)( int ), void (__cdecl *exit_function)(int) )
|
|
{
|
|
__glutExitFunc = exit_function;
|
|
return glutCreateMenu( callback );
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* Destroys a menu object, removing all references to it
|
|
*/
|
|
void FGAPIENTRY glutDestroyMenu( int menuID )
|
|
{
|
|
SFG_Menu* menu;
|
|
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyMenu" );
|
|
menu = fgMenuByID( menuID );
|
|
|
|
freeglut_return_if_fail( menu );
|
|
|
|
/* 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_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" );
|
|
|
|
if( fgStructure.CurrentMenu )
|
|
return fgStructure.CurrentMenu->ID;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
* Sets the current menu given its menu ID
|
|
*/
|
|
void FGAPIENTRY glutSetMenu( int menuID )
|
|
{
|
|
SFG_Menu* menu;
|
|
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenu" );
|
|
menu = fgMenuByID( menuID );
|
|
|
|
freeglut_return_if_fail( menu );
|
|
|
|
fgStructure.CurrentMenu = menu;
|
|
}
|
|
|
|
/*
|
|
* Adds a menu entry to the bottom of the current menu
|
|
*/
|
|
void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
|
|
{
|
|
SFG_MenuEntry* menuEntry;
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
|
|
menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
|
|
freeglut_return_if_fail( fgStructure.CurrentMenu );
|
|
|
|
menuEntry->Text = strdup( label );
|
|
menuEntry->ID = value;
|
|
|
|
/* Have the new menu entry attached to the current menu */
|
|
fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
|
|
|
|
fghCalculateMenuBoxSize( );
|
|
}
|
|
|
|
/*
|
|
* Add a sub menu to the bottom of the current menu
|
|
*/
|
|
void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
|
|
{
|
|
SFG_MenuEntry *menuEntry;
|
|
SFG_Menu *subMenu;
|
|
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" );
|
|
menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
|
|
subMenu = fgMenuByID( subMenuID );
|
|
|
|
freeglut_return_if_fail( fgStructure.CurrentMenu );
|
|
freeglut_return_if_fail( subMenu );
|
|
|
|
menuEntry->Text = strdup( label );
|
|
menuEntry->SubMenu = subMenu;
|
|
menuEntry->ID = -1;
|
|
|
|
fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
|
|
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;
|
|
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
|
|
freeglut_return_if_fail( fgStructure.CurrentMenu );
|
|
|
|
/* Get n-th menu entry in the current menu, starting from one: */
|
|
menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
|
|
|
|
freeglut_return_if_fail( menuEntry );
|
|
|
|
/* We want it to become a normal menu entry, so: */
|
|
if( menuEntry->Text )
|
|
free( menuEntry->Text );
|
|
|
|
menuEntry->Text = strdup( label );
|
|
menuEntry->ID = value;
|
|
menuEntry->SubMenu = NULL;
|
|
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;
|
|
SFG_MenuEntry* menuEntry;
|
|
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
|
|
subMenu = fgMenuByID( subMenuID );
|
|
menuEntry = NULL;
|
|
|
|
freeglut_return_if_fail( fgStructure.CurrentMenu );
|
|
freeglut_return_if_fail( subMenu );
|
|
|
|
/* Get n-th menu entry in the current menu, starting from one: */
|
|
menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
|
|
|
|
freeglut_return_if_fail( menuEntry );
|
|
|
|
/* We want it to become a sub menu entry, so: */
|
|
if( menuEntry->Text )
|
|
free( menuEntry->Text );
|
|
|
|
menuEntry->Text = strdup( label );
|
|
menuEntry->SubMenu = subMenu;
|
|
menuEntry->ID = -1;
|
|
fghCalculateMenuBoxSize( );
|
|
}
|
|
|
|
/*
|
|
* Removes the specified menu item from the current menu
|
|
*/
|
|
void FGAPIENTRY glutRemoveMenuItem( int item )
|
|
{
|
|
SFG_MenuEntry* menuEntry;
|
|
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
|
|
freeglut_return_if_fail( fgStructure.CurrentMenu );
|
|
|
|
/* Get n-th menu entry in the current menu, starting from one: */
|
|
menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
|
|
|
|
freeglut_return_if_fail( menuEntry );
|
|
|
|
fgListRemove( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
|
|
if ( menuEntry->Text )
|
|
free( menuEntry->Text );
|
|
|
|
free( menuEntry );
|
|
fghCalculateMenuBoxSize( );
|
|
}
|
|
|
|
/*
|
|
* Attaches a menu to the current window
|
|
*/
|
|
void FGAPIENTRY glutAttachMenu( int button )
|
|
{
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" );
|
|
|
|
freeglut_return_if_fail( fgStructure.CurrentWindow );
|
|
freeglut_return_if_fail( fgStructure.CurrentMenu );
|
|
|
|
freeglut_return_if_fail( button >= 0 );
|
|
freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
|
|
|
|
fgStructure.CurrentWindow->Menu[ button ] = fgStructure.CurrentMenu;
|
|
}
|
|
|
|
/*
|
|
* Detaches a menu from the current window
|
|
*/
|
|
void FGAPIENTRY glutDetachMenu( int button )
|
|
{
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" );
|
|
|
|
freeglut_return_if_fail( fgStructure.CurrentWindow );
|
|
freeglut_return_if_fail( fgStructure.CurrentMenu );
|
|
|
|
freeglut_return_if_fail( button >= 0 );
|
|
freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
|
|
|
|
fgStructure.CurrentWindow->Menu[ button ] = NULL;
|
|
}
|
|
|
|
/*
|
|
* A.Donev: Set and retrieve the menu's user data
|
|
*/
|
|
void* FGAPIENTRY glutGetMenuData( void )
|
|
{
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );
|
|
return fgStructure.CurrentMenu->UserData;
|
|
}
|
|
|
|
void FGAPIENTRY glutSetMenuData(void* data)
|
|
{
|
|
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );
|
|
fgStructure.CurrentMenu->UserData=data;
|
|
}
|
|
|
|
/*** END OF FILE ***/
|