freeglut_menu.c
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上传日期:2022-01-07
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- /*
- * freeglut_menu.c
- *
- * Pull-down menu creation and handling.
- *
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>
- * Creation date: Thu Dec 16 1999
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
- #define FREEGLUT_BUILDING_LIB
- #include <GL/freeglut.h>
- #include "freeglut_internal.h"
- /* -- DEFINITIONS ---------------------------------------------------------- */
- /*
- * FREEGLUT_MENU_FONT can be any freeglut bitmapped font.
- * (Stroked fonts would not be out of the question, but we'd need to alter
- * code, since GLUT (hence freeglut) does not quite unify stroked and
- * bitmapped font handling.)
- * Old UNIX/X11 GLUT (BSD, UNIX, IRIX, LINUX, HPUX, ...) used a system
- * font best approximated by an 18-pixel HELVETICA, I think. MS-WINDOWS
- * GLUT used something closest to the 8x13 fixed-width font. (Old
- * GLUT apparently uses host-system menus rather than building its own.
- * freeglut is building its own menus from scratch.)
- *
- * FREEGLUT_MENU_HEIGHT gives the height of ONE menu box. This should be
- * the distances between two adjacent menu entries. It should scale
- * automatically with the font choice, so you needn't alter it---unless you
- * use a stroked font.
- *
- * FREEGLUT_MENU_BORDER says how many pixels to allow around the edge of a
- * menu. (It also seems to be the same as the number of pixels used as
- * a border around *items* to separate them from neighbors. John says
- * that that wasn't the original intent...if not, perhaps we need another
- * symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)
- */
- #if TARGET_HOST_MS_WINDOWS
- #define FREEGLUT_MENU_FONT GLUT_BITMAP_8_BY_13
- #else
- #define FREEGLUT_MENU_FONT GLUT_BITMAP_HELVETICA_18
- #endif
- #define FREEGLUT_MENU_HEIGHT (glutBitmapHeight(FREEGLUT_MENU_FONT) +
- FREEGLUT_MENU_BORDER)
- #define FREEGLUT_MENU_BORDER 2
- /*
- * These variables are for rendering the freeglut menu items.
- *
- * The choices are fore- and background, with and without h for Highlighting.
- * Old GLUT appeared to be system-dependant for its colors (sigh) so we are
- * too. These variables should be stuffed into global state and initialized
- * via the glutInit*() system.
- */
- #if TARGET_HOST_MS_WINDOWS
- static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
- static float menu_pen_back [4] = {0.85f, 0.85f, 0.85f, 1.0f};
- static float menu_pen_hfore [4] = {1.0f, 1.0f, 1.0f, 1.0f};
- static float menu_pen_hback [4] = {0.15f, 0.15f, 0.45f, 1.0f};
- #else
- static float menu_pen_fore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
- static float menu_pen_back [4] = {0.70f, 0.70f, 0.70f, 1.0f};
- static float menu_pen_hfore [4] = {0.0f, 0.0f, 0.0f, 1.0f};
- static float menu_pen_hback [4] = {1.0f, 1.0f, 1.0f, 1.0f};
- #endif
- /* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
- /*
- * Private function to find a menu entry by index
- */
- static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
- {
- SFG_MenuEntry *entry;
- int i = 1;
- for( entry = (SFG_MenuEntry *)menu->Entries.First;
- entry;
- entry = (SFG_MenuEntry *)entry->Node.Next )
- {
- if( i == index )
- break;
- ++i;
- }
- return entry;
- }
- /*
- * Deactivates a menu pointed by the function argument.
- */
- static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
- {
- SFG_MenuEntry *subMenuIter;
- /* Hide the present menu's window */
- fgSetWindow( menuEntry->SubMenu->Window );
- glutHideWindow( );
- /* Forget about having that menu active anymore, now: */
- menuEntry->SubMenu->Window->ActiveMenu = NULL;
- menuEntry->SubMenu->IsActive = GL_FALSE;
- menuEntry->SubMenu->ActiveEntry = NULL;
- /* Hide all submenu windows, and the root menu's window. */
- for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
- subMenuIter;
- subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
- {
- subMenuIter->IsActive = GL_FALSE;
- /* Is that an active submenu by any case? */
- if( subMenuIter->SubMenu )
- fghDeactivateSubMenu( subMenuIter );
- }
- fgSetWindow ( menuEntry->SubMenu->ParentWindow ) ;
- }
- /*
- * Private function to get the virtual maximum screen extent
- */
- static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
- {
- if( fgStructure.GameModeWindow )
- {
- #if TARGET_HOST_POSIX_X11
- int wx, wy;
- Window w;
- XTranslateCoordinates(
- fgDisplay.Display,
- window->Window.Handle,
- fgDisplay.RootWindow,
- 0, 0, &wx, &wy, &w);
- *x = fgState.GameModeSize.X + wx;
- *y = fgState.GameModeSize.Y + wy;
- #else
- *x = glutGet ( GLUT_SCREEN_WIDTH );
- *y = glutGet ( GLUT_SCREEN_HEIGHT );
- #endif
- }
- else
- {
- *x = fgDisplay.ScreenWidth;
- *y = fgDisplay.ScreenHeight;
- }
- }
- /*
- * Private function to check for the current menu/sub menu activity state
- */
- static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
- {
- SFG_MenuEntry* menuEntry;
- int x, y;
- /* First of all check any of the active sub menus... */
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
- menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- {
- if( menuEntry->SubMenu && menuEntry->IsActive )
- {
- /*
- * OK, have the sub-menu checked, too. If it returns GL_TRUE, it
- * will mean that it caught the mouse cursor and we do not need
- * to regenerate the activity list, and so our parents do...
- */
- GLboolean return_status;
- menuEntry->SubMenu->Window->State.MouseX =
- menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X;
- menuEntry->SubMenu->Window->State.MouseY =
- menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y;
- return_status = fghCheckMenuStatus( menuEntry->SubMenu );
- if ( return_status )
- return GL_TRUE;
- }
- }
- /* That much about our sub menus, let's get to checking the current menu: */
- x = menu->Window->State.MouseX;
- y = menu->Window->State.MouseY;
- /* Check if the mouse cursor is contained within the current menu box */
- if( ( x >= FREEGLUT_MENU_BORDER ) &&
- ( x < menu->Width - FREEGLUT_MENU_BORDER ) &&
- ( y >= FREEGLUT_MENU_BORDER ) &&
- ( y < menu->Height - FREEGLUT_MENU_BORDER ) )
- {
- int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENU_HEIGHT;
- /* The mouse cursor is somewhere over our box, check it out. */
- menuEntry = fghFindMenuEntry( menu, menuID + 1 );
- FREEGLUT_INTERNAL_ERROR_EXIT( menuEntry, "Cannot find menu entry",
- "fghCheckMenuStatus" );
- menuEntry->IsActive = GL_TRUE;
- menuEntry->Ordinal = menuID;
- /*
- * If this is not the same as the last active menu entry, deactivate
- * the previous entry. Specifically, if the previous active entry
- * was a submenu then deactivate it.
- */
- if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
- if( menu->ActiveEntry->SubMenu )
- fghDeactivateSubMenu( menu->ActiveEntry );
- if( menuEntry != menu->ActiveEntry )
- {
- menu->Window->State.Redisplay = GL_TRUE;
- if( menu->ActiveEntry )
- menu->ActiveEntry->IsActive = GL_FALSE;
- }
- menu->ActiveEntry = menuEntry;
- menu->IsActive = GL_TRUE; /* XXX Do we need this? */
- /*
- * OKi, we have marked that entry as active, but it would be also
- * nice to have its contents updated, in case it's a sub menu.
- * Also, ignore the return value of the check function:
- */
- if( menuEntry->SubMenu )
- {
- if ( ! menuEntry->SubMenu->IsActive )
- {
- int max_x, max_y;
- SFG_Window *current_window = fgStructure.CurrentWindow;
- /* Set up the initial menu position now... */
- menuEntry->SubMenu->IsActive = GL_TRUE;
- /* Set up the initial submenu position now: */
- fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
- menuEntry->SubMenu->X = menu->X + menu->Width;
- menuEntry->SubMenu->Y = menu->Y +
- menuEntry->Ordinal * FREEGLUT_MENU_HEIGHT;
- if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > max_x )
- menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;
- if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y )
- {
- menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -
- FREEGLUT_MENU_HEIGHT -
- 2 * FREEGLUT_MENU_BORDER );
- if( menuEntry->SubMenu->Y < 0 )
- menuEntry->SubMenu->Y = 0;
- }
- fgSetWindow( menuEntry->SubMenu->Window );
- glutPositionWindow( menuEntry->SubMenu->X,
- menuEntry->SubMenu->Y );
- glutReshapeWindow( menuEntry->SubMenu->Width,
- menuEntry->SubMenu->Height );
- glutPopWindow( );
- glutShowWindow( );
- menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;
- fgSetWindow( current_window );
- menuEntry->SubMenu->Window->State.MouseX =
- x + menu->X - menuEntry->SubMenu->X;
- menuEntry->SubMenu->Window->State.MouseY =
- y + menu->Y - menuEntry->SubMenu->Y;
- fghCheckMenuStatus( menuEntry->SubMenu );
- }
- /* Activate it because its parent entry is active */
- menuEntry->SubMenu->IsActive = GL_TRUE; /* XXX Do we need this? */
- }
- /* Report back that we have caught the menu cursor */
- return GL_TRUE;
- }
- /* Looks like the menu cursor is somewhere else... */
- if( menu->ActiveEntry && menu->ActiveEntry->IsActive &&
- ( !menu->ActiveEntry->SubMenu ||
- !menu->ActiveEntry->SubMenu->IsActive ) )
- {
- menu->Window->State.Redisplay = GL_TRUE;
- menu->ActiveEntry->IsActive = GL_FALSE;
- menu->ActiveEntry = NULL;
- }
- return GL_FALSE;
- }
- /*
- * Displays a menu box and all of its submenus (if they are active)
- */
- static void fghDisplayMenuBox( SFG_Menu* menu )
- {
- SFG_MenuEntry *menuEntry;
- int i;
- int border = FREEGLUT_MENU_BORDER;
- /*
- * Have the menu box drawn first. The +- values are
- * here just to make it more nice-looking...
- */
- /* a non-black dark version of the below. */
- glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
- glBegin( GL_QUAD_STRIP );
- glVertex2i( menu->Width , 0 );
- glVertex2i( menu->Width - border, border);
- glVertex2i( 0 , 0 );
- glVertex2i( border, border);
- glVertex2i( 0 , menu->Height );
- glVertex2i( border, menu->Height - border);
- glEnd( );
- /* a non-black dark version of the below. */
- glColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
- glBegin( GL_QUAD_STRIP );
- glVertex2i( 0 , menu->Height );
- glVertex2i( border, menu->Height - border);
- glVertex2i( menu->Width , menu->Height );
- glVertex2i( menu->Width - border, menu->Height - border);
- glVertex2i( menu->Width , 0 );
- glVertex2i( menu->Width - border, border);
- glEnd( );
- glColor4fv( menu_pen_back );
- glBegin( GL_QUADS );
- glVertex2i( border, border);
- glVertex2i( menu->Width - border, border);
- glVertex2i( menu->Width - border, menu->Height - border);
- glVertex2i( border, menu->Height - border);
- glEnd( );
- /* Check if any of the submenus is currently active... */
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
- menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
- {
- /* Has the menu been marked as active, maybe? */
- if( menuEntry->IsActive )
- {
- /*
- * That's truly right, and we need to have it highlighted.
- * There is an assumption that mouse cursor didn't move
- * since the last check of menu activity state:
- */
- int menuID = menuEntry->Ordinal;
- /* So have the highlight drawn... */
- glColor4fv( menu_pen_hback );
- glBegin( GL_QUADS );
- glVertex2i( border,
- (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
- glVertex2i( menu->Width - border,
- (menuID + 0)*FREEGLUT_MENU_HEIGHT + border );
- glVertex2i( menu->Width - border,
- (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
- glVertex2i( border,
- (menuID + 1)*FREEGLUT_MENU_HEIGHT + border );
- glEnd( );
- }
- }
- /* Print the menu entries now... */
- glColor4fv( menu_pen_fore );
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0;
- menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
- {
- /* If the menu entry is active, set the color to white */
- if( menuEntry->IsActive )
- glColor4fv( menu_pen_hfore );
- /* Move the raster into position... */
- /* Try to center the text - JCJ 31 July 2003*/
- glRasterPos2i(
- 2 * border,
- ( i + 1 )*FREEGLUT_MENU_HEIGHT -
- ( int )( FREEGLUT_MENU_HEIGHT*0.3 - border )
- );
- /* Have the label drawn, character after character: */
- glutBitmapString( FREEGLUT_MENU_FONT,
- (unsigned char *)menuEntry->Text);
- /* If it's a submenu, draw a right arrow */
- if( menuEntry->SubMenu )
- {
- int width = glutBitmapWidth( FREEGLUT_MENU_FONT, '_' );
- int x_base = menu->Width - 2 - width;
- int y_base = i*FREEGLUT_MENU_HEIGHT + border;
- glBegin( GL_TRIANGLES );
- glVertex2i( x_base, y_base + 2*border);
- glVertex2i( menu->Width - 2, y_base +
- ( FREEGLUT_MENU_HEIGHT + border) / 2 );
- glVertex2i( x_base, y_base + FREEGLUT_MENU_HEIGHT - border );
- glEnd( );
- }
- /* If the menu entry is active, reset the color */
- if( menuEntry->IsActive )
- glColor4fv( menu_pen_fore );
- }
- }
- /*
- * Private static function to set the parent window of a submenu and all
- * of its submenus
- */
- static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
- {
- SFG_MenuEntry *menuEntry;
- menu->ParentWindow = window;
- for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
- menuEntry;
- menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
- if( menuEntry->SubMenu )
- fghSetMenuParentWindow( window, menuEntry->SubMenu );
- }
- /*
- * Function to check for menu entry selection on menu deactivation
- */
- static void fghExecuteMenuCallback( SFG_Menu* menu )
- {
- SFG_MenuEntry *menuEntry;
- /* First of all check any of the active sub menus... */
- for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
- menuEntry;
- menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next)
- {
- if( menuEntry->IsActive )
- {
- if( menuEntry->SubMenu )
- fghExecuteMenuCallback( menuEntry->SubMenu );
- else
- if( menu->Callback )
- {
- SFG_Menu *save_menu = fgStructure.CurrentMenu;
- fgStructure.CurrentMenu = menu;
- menu->Callback( menuEntry->ID );
- fgStructure.CurrentMenu = save_menu;
- }
- return;
- }
- }
- }
- /*
- * Displays the currently active menu for the current window
- */
- void fgDisplayMenu( void )
- {
- SFG_Window* window = fgStructure.CurrentWindow;
- SFG_Menu* menu = NULL;
- 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 ***/