1/*
2 * fg_menu.c
3 *
4 * Pull-down menu creation and handling.
5 *
6 * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
7 * Written by Pawel W. Olszta, <olszta@sourceforge.net>
8 * Creation date: Thu Dec 16 1999
9 *
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
16 *
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
19 *
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
24 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
25 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 */
27
28#define FREEGLUT_BUILDING_LIB
29#include <GL/freeglut.h>
30#include "fg_internal.h"
31
32
33/* -- DEFINITIONS ---------------------------------------------------------- */
34
35/*
36 * FREEGLUT_MENU_FONT can be any freeglut bitmapped font.
37 * (Stroked fonts would not be out of the question, but we'd need to alter
38 * code, since GLUT (hence freeglut) does not quite unify stroked and
39 * bitmapped font handling.)
40 * Old UNIX/X11 GLUT (BSD, UNIX, IRIX, LINUX, HPUX, ...) used a system
41 * font best approximated by an 18-pixel HELVETICA, I think. MS-WINDOWS
42 * GLUT used something closest to the 8x13 fixed-width font. (Old
43 * GLUT apparently uses host-system menus rather than building its own.
44 * freeglut is building its own menus from scratch.)
45 *
46 * FREEGLUT_MENUENTRY_HEIGHT gives the height of ONE menu box. This should
47 * be the distances between two adjacent menu entries. It should scale
48 * automatically with the font choice, so you needn't alter it---unless you
49 * use a stroked font.
50 *
51 * FREEGLUT_MENU_BORDER says how many pixels to allow around the edge of a
52 * menu. (It also seems to be the same as the number of pixels used as
53 * a border around *items* to separate them from neighbors. John says
54 * that that wasn't the original intent...if not, perhaps we need another
55 * symbolic constant, FREEGLUT_MENU_ITEM_BORDER, or such.)
56 */
57/* See platform-specific header files for menu font and color definitions */
58
59#define FREEGLUT_MENUENTRY_HEIGHT(font) (glutBitmapHeight(font) + \
60 FREEGLUT_MENU_BORDER)
61#define FREEGLUT_MENU_BORDER 2
62
63
64/*
65 * These variables are for rendering the freeglut menu items.
66 *
67 * The choices are fore- and background, with and without h for Highlighting.
68 * Old GLUT appeared to be system-dependent for its colors (sigh) so we are
69 * too. These variables should be stuffed into global state and initialized
70 * via the glutInit*() system.
71 */
72static float menu_pen_fore [4] = FREEGLUT_MENU_PEN_FORE_COLORS ;
73static float menu_pen_back [4] = FREEGLUT_MENU_PEN_BACK_COLORS ;
74static float menu_pen_hfore [4] = FREEGLUT_MENU_PEN_HFORE_COLORS;
75static float menu_pen_hback [4] = FREEGLUT_MENU_PEN_HBACK_COLORS;
76
77
78extern GLvoid fgPlatformGetGameModeVMaxExtent( SFG_Window* window, int* x, int* y );
79extern void fghPlatformGetCursorPos(const SFG_Window *window, GLboolean client, SFG_XYUse *mouse_pos);
80extern SFG_Font* fghFontByID( void* font );
81extern void fgPlatformHideWindow( SFG_Window* window );
82
83/* -- PRIVATE FUNCTIONS ---------------------------------------------------- */
84
85/*
86 * Private function to find a menu entry by index
87 */
88static SFG_MenuEntry *fghFindMenuEntry( SFG_Menu* menu, int index )
89{
90 SFG_MenuEntry *entry;
91 int i = 1;
92
93 for( entry = (SFG_MenuEntry *)menu->Entries.First;
94 entry;
95 entry = (SFG_MenuEntry *)entry->Node.Next )
96 {
97 if( i == index )
98 break;
99 ++i;
100 }
101
102 return entry;
103}
104
105/*
106 * Deactivates a menu pointed by the function argument.
107 */
108static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
109{
110 SFG_MenuEntry *subMenuIter;
111 /* Hide the present menu's window */
112 fgPlatformHideWindow( menuEntry->SubMenu->Window );
113
114 /* Forget about having that menu active anymore, now: */
115 menuEntry->SubMenu->Window->ActiveMenu = NULL;
116 menuEntry->SubMenu->IsActive = GL_FALSE;
117 menuEntry->SubMenu->ActiveEntry = NULL;
118
119 /* Hide all submenu windows, and the root menu's window. */
120 for ( subMenuIter = (SFG_MenuEntry *)menuEntry->SubMenu->Entries.First;
121 subMenuIter;
122 subMenuIter = (SFG_MenuEntry *)subMenuIter->Node.Next )
123 {
124 subMenuIter->IsActive = GL_FALSE;
125
126 /* Is that an active submenu by any case? */
127 if( subMenuIter->SubMenu )
128 fghDeactivateSubMenu( subMenuIter );
129 }
130}
131
132/*
133 * Private function to get the virtual maximum screen extent
134 */
135static GLvoid fghGetVMaxExtent( SFG_Window* window, int* x, int* y )
136{
137 if( fgStructure.GameModeWindow )
138 fgPlatformGetGameModeVMaxExtent ( window, x, y );
139 else
140 {
141 *x = fgDisplay.ScreenWidth;
142 *y = fgDisplay.ScreenHeight;
143 }
144}
145
146/*
147 * Private function to check for the current menu/sub menu activity state
148 */
149static GLboolean fghCheckMenuStatus( SFG_Menu* menu )
150{
151 SFG_MenuEntry* menuEntry;
152 int x, y;
153
154 /* First of all check any of the active sub menus... */
155 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
156 menuEntry;
157 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
158 {
159 if( menuEntry->SubMenu && menuEntry->IsActive )
160 {
161 /*
162 * OK, have the sub-menu checked, too. If it returns GL_TRUE, it
163 * will mean that it caught the mouse cursor and we do not need
164 * to regenerate the activity list, and so our parents do...
165 */
166 GLboolean return_status;
167
168 menuEntry->SubMenu->Window->State.MouseX =
169 menu->Window->State.MouseX + menu->X - menuEntry->SubMenu->X;
170 menuEntry->SubMenu->Window->State.MouseY =
171 menu->Window->State.MouseY + menu->Y - menuEntry->SubMenu->Y;
172 return_status = fghCheckMenuStatus( menuEntry->SubMenu );
173
174 if ( return_status )
175 return GL_TRUE;
176 }
177 }
178
179 /* That much about our sub menus, let's get to checking the current menu: */
180 x = menu->Window->State.MouseX;
181 y = menu->Window->State.MouseY;
182
183 /* Check if the mouse cursor is contained within the current menu box */
184 if( ( x >= FREEGLUT_MENU_BORDER ) &&
185 ( x < menu->Width - FREEGLUT_MENU_BORDER ) &&
186 ( y >= FREEGLUT_MENU_BORDER ) &&
187 ( y < menu->Height - FREEGLUT_MENU_BORDER ) )
188 {
189 int menuID = ( y - FREEGLUT_MENU_BORDER ) / FREEGLUT_MENUENTRY_HEIGHT(menu->Font);
190
191 /* The mouse cursor is somewhere over our box, check it out. */
192 menuEntry = fghFindMenuEntry( menu, menuID + 1 );
193 FREEGLUT_INTERNAL_ERROR_EXIT( menuEntry, "Cannot find menu entry",
194 "fghCheckMenuStatus" );
195
196 menuEntry->IsActive = GL_TRUE;
197 menuEntry->Ordinal = menuID;
198
199 /*
200 * If this is not the same as the last active menu entry, deactivate
201 * the previous entry. Specifically, if the previous active entry
202 * was a submenu then deactivate it.
203 */
204 if( menu->ActiveEntry && ( menuEntry != menu->ActiveEntry ) )
205 if( menu->ActiveEntry->SubMenu )
206 fghDeactivateSubMenu( menu->ActiveEntry );
207
208 if( menuEntry != menu->ActiveEntry )
209 {
210 menu->Window->State.WorkMask |= GLUT_DISPLAY_WORK;
211 if( menu->ActiveEntry )
212 menu->ActiveEntry->IsActive = GL_FALSE;
213 }
214
215 menu->ActiveEntry = menuEntry;
216 menu->IsActive = GL_TRUE;
217
218 /*
219 * OK, we have marked that entry as active, but it would be also
220 * nice to have its contents updated, in case it's a sub menu.
221 * Also, ignore the return value of the check function:
222 */
223 if( menuEntry->SubMenu )
224 {
225 if ( ! menuEntry->SubMenu->IsActive )
226 {
227 int max_x, max_y;
228 SFG_Window *current_window = fgStructure.CurrentWindow;
229
230 /* Set up the initial menu position now... */
231 menuEntry->SubMenu->IsActive = GL_TRUE;
232
233 /* Set up the initial submenu position now: */
234 fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
235 menuEntry->SubMenu->X = menu->X + menu->Width;
236 menuEntry->SubMenu->Y = menu->Y +
237 menuEntry->Ordinal * FREEGLUT_MENUENTRY_HEIGHT(menu->Font);
238
239 if( menuEntry->SubMenu->X + menuEntry->SubMenu->Width > max_x )
240 menuEntry->SubMenu->X = menu->X - menuEntry->SubMenu->Width;
241
242 if( menuEntry->SubMenu->Y + menuEntry->SubMenu->Height > max_y )
243 {
244 menuEntry->SubMenu->Y -= ( menuEntry->SubMenu->Height -
245 FREEGLUT_MENUENTRY_HEIGHT(menu->Font) -
246 2 * FREEGLUT_MENU_BORDER );
247 if( menuEntry->SubMenu->Y < 0 )
248 menuEntry->SubMenu->Y = 0;
249 }
250
251 fgSetWindow( menuEntry->SubMenu->Window );
252 glutPositionWindow( menuEntry->SubMenu->X,
253 menuEntry->SubMenu->Y );
254 glutReshapeWindow( menuEntry->SubMenu->Width,
255 menuEntry->SubMenu->Height );
256 glutPopWindow( );
257 glutShowWindow( );
258 menuEntry->SubMenu->Window->ActiveMenu = menuEntry->SubMenu;
259 fgSetWindow( current_window );
260 menuEntry->SubMenu->Window->State.MouseX =
261 x + menu->X - menuEntry->SubMenu->X;
262 menuEntry->SubMenu->Window->State.MouseY =
263 y + menu->Y - menuEntry->SubMenu->Y;
264 fghCheckMenuStatus( menuEntry->SubMenu );
265 }
266
267 /* Activate it because its parent entry is active */
268 menuEntry->SubMenu->IsActive = GL_TRUE;
269 }
270
271 /* Report back that we have caught the menu cursor */
272 return GL_TRUE;
273 }
274
275 /* Looks like the menu cursor is somewhere else... */
276 if( menu->ActiveEntry && menu->ActiveEntry->IsActive &&
277 ( !menu->ActiveEntry->SubMenu ||
278 !menu->ActiveEntry->SubMenu->IsActive ) )
279 {
280 menu->Window->State.WorkMask |= GLUT_DISPLAY_WORK;
281 menu->ActiveEntry->IsActive = GL_FALSE;
282 menu->ActiveEntry = NULL;
283 }
284
285 return GL_FALSE;
286}
287
288/*
289 * Displays a menu box and all of its submenus (if they are active)
290 */
291static void fghDisplayMenuBox( SFG_Menu* menu )
292{
293 SFG_MenuEntry *menuEntry;
294 int i;
295 int border = FREEGLUT_MENU_BORDER;
296
297 /*
298 * Have the menu box drawn first. The +- values are
299 * here just to make it more nice-looking...
300 */
301 /* a non-black dark version of the below. */
302 glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
303 glBegin( GL_QUAD_STRIP );
304 glVertex2i( menu->Width , 0 );
305 glVertex2i( menu->Width - border, border);
306 glVertex2i( 0 , 0 );
307 glVertex2i( border, border);
308 glVertex2i( 0 , menu->Height );
309 glVertex2i( border, menu->Height - border);
310 glEnd( );
311
312 /* a non-black dark version of the below. */
313 glColor4f( 0.5f, 0.5f, 0.5f, 1.0f );
314 glBegin( GL_QUAD_STRIP );
315 glVertex2i( 0 , menu->Height );
316 glVertex2i( border, menu->Height - border);
317 glVertex2i( menu->Width , menu->Height );
318 glVertex2i( menu->Width - border, menu->Height - border);
319 glVertex2i( menu->Width , 0 );
320 glVertex2i( menu->Width - border, border);
321 glEnd( );
322
323 glColor4fv( menu_pen_back );
324 glBegin( GL_QUADS );
325 glVertex2i( border, border);
326 glVertex2i( menu->Width - border, border);
327 glVertex2i( menu->Width - border, menu->Height - border);
328 glVertex2i( border, menu->Height - border);
329 glEnd( );
330
331 /* Check if any of the submenus is currently active... */
332 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First;
333 menuEntry;
334 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next )
335 {
336 /* Has the menu been marked as active, maybe? */
337 if( menuEntry->IsActive )
338 {
339 /*
340 * That's truly right, and we need to have it highlighted.
341 * There is an assumption that mouse cursor didn't move
342 * since the last check of menu activity state:
343 */
344 int menuID = menuEntry->Ordinal;
345
346 /* So have the highlight drawn... */
347 glColor4fv( menu_pen_hback );
348 glBegin( GL_QUADS );
349 glVertex2i( border,
350 (menuID + 0)*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border );
351 glVertex2i( menu->Width - border,
352 (menuID + 0)*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border );
353 glVertex2i( menu->Width - border,
354 (menuID + 1)*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border );
355 glVertex2i( border,
356 (menuID + 1)*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border );
357 glEnd( );
358 }
359 }
360
361 /* Print the menu entries now... */
362
363 glColor4fv( menu_pen_fore );
364
365 for( menuEntry = (SFG_MenuEntry *)menu->Entries.First, i = 0;
366 menuEntry;
367 menuEntry = (SFG_MenuEntry *)menuEntry->Node.Next, ++i )
368 {
369 /* If the menu entry is active, set the color to white */
370 if( menuEntry->IsActive )
371 glColor4fv( menu_pen_hfore );
372
373 /* Move the raster into position... */
374 /* Try to center the text - JCJ 31 July 2003*/
375 glRasterPos2i(
376 2 * border,
377 ( i + 1 )*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) -
378 ( int )( FREEGLUT_MENUENTRY_HEIGHT(menu->Font)*0.3 - border )
379 );
380
381 /* Have the label drawn, character after character: */
382 glutBitmapString( menu->Font,
383 (unsigned char *)menuEntry->Text);
384
385 /* If it's a submenu, draw a right arrow */
386 if( menuEntry->SubMenu )
387 {
388 int width = glutBitmapWidth( menu->Font, '_' );
389 int x_base = menu->Width - 2 - width;
390 int y_base = i*FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border;
391 glBegin( GL_TRIANGLES );
392 glVertex2i( x_base, y_base + 2*border);
393 glVertex2i( menu->Width - 2, y_base +
394 ( FREEGLUT_MENUENTRY_HEIGHT(menu->Font) + border) / 2 );
395 glVertex2i( x_base, y_base + FREEGLUT_MENUENTRY_HEIGHT(menu->Font) - border );
396 glEnd( );
397 }
398
399 /* If the menu entry is active, reset the color */
400 if( menuEntry->IsActive )
401 glColor4fv( menu_pen_fore );
402 }
403}
404
405/*
406 * Private static function to set the parent window of a submenu and all
407 * of its submenus.
408 */
409static void fghSetMenuParentWindow( SFG_Window *window, SFG_Menu *menu )
410{
411 SFG_MenuEntry *menuEntry;
412
413 menu->ParentWindow = window;
414
415 for( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
416 menuEntry;
417 menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
418 if( menuEntry->SubMenu )
419 fghSetMenuParentWindow( window, menuEntry->SubMenu );
420}
421
422
423/*
424 * Displays the currently active menu for the current window
425 */
426void fgDisplayMenu( void )
427{
428 SFG_Window* window = fgStructure.CurrentWindow;
429 SFG_Menu* menu = NULL;
430
431 FREEGLUT_INTERNAL_ERROR_EXIT ( fgStructure.CurrentWindow, "Displaying menu in nonexistent window",
432 "fgDisplayMenu" );
433
434 /* Check if there is an active menu attached to this window... */
435 menu = window->ActiveMenu;
436 freeglut_return_if_fail( menu );
437
438 fgSetWindow( menu->Window );
439
440 glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_TEXTURE_BIT | GL_LIGHTING_BIT |
441 GL_POLYGON_BIT );
442
443 glDisable( GL_DEPTH_TEST );
444 glDisable( GL_TEXTURE_2D );
445 glDisable( GL_LIGHTING );
446 glDisable( GL_CULL_FACE );
447
448 glMatrixMode( GL_PROJECTION );
449 glPushMatrix( );
450 glLoadIdentity( );
451 glOrtho(
452 0, glutGet( GLUT_WINDOW_WIDTH ),
453 glutGet( GLUT_WINDOW_HEIGHT ), 0,
454 -1, 1
455 );
456
457 glMatrixMode( GL_MODELVIEW );
458 glPushMatrix( );
459 glLoadIdentity( );
460
461 fghDisplayMenuBox( menu );
462
463 glPopAttrib( );
464
465 glMatrixMode( GL_PROJECTION );
466 glPopMatrix( );
467 glMatrixMode( GL_MODELVIEW );
468 glPopMatrix( );
469
470 glutSwapBuffers( );
471
472 fgSetWindow ( window );
473}
474
475/*
476 * Activates a menu pointed by the function argument
477 */
478static void fghActivateMenu( SFG_Window* window, int button )
479{
480 int max_x, max_y;
481 SFG_XYUse mouse_pos;
482
483 /* We'll be referencing this menu a lot, so remember its address: */
484 SFG_Menu* menu = window->Menu[ button ];
485 SFG_Window* current_window = fgStructure.CurrentWindow;
486
487 /* If the menu is already active in another window, deactivate it (and any submenus) there */
488 if ( menu->ParentWindow )
489 fgDeactivateMenu(menu->ParentWindow);
490
491 /* Mark the menu as active, so that it gets displayed: */
492 window->ActiveMenu = menu;
493 menu->IsActive = GL_TRUE;
494 fghSetMenuParentWindow ( window, menu );
495 fgState.ActiveMenus++;
496
497 /* Set up the initial menu position now: */
498 fghGetVMaxExtent(menu->ParentWindow, &max_x, &max_y);
499 fgSetWindow( window );
500 /* get mouse position on screen (window->State.MouseX and window->State.MouseY
501 * are relative to client area origin), and not easy to correct given that
502 * glutGet( GLUT_WINDOW_X ) and glutGet( GLUT_WINDOW_Y ) return relative to parent
503 * origin when looking at a child window
504 * for parent windows: window->State.MouseX + glutGet( GLUT_WINDOW_X ) == mouse_pos.X
505 */
506 fghPlatformGetCursorPos(NULL, GL_FALSE, &mouse_pos);
507 menu->X = mouse_pos.X;
508 menu->Y = mouse_pos.Y;
509
510 /* Make sure the whole menu is on the screen */
511 if( menu->X + menu->Width > max_x )
512 menu->X -=menu->Width;
513
514 if( menu->Y + menu->Height > max_y )
515 {
516 menu->Y -=menu->Height;
517 if( menu->Y < 0 )
518 menu->Y = 0;
519 }
520
521 /* Set position of mouse relative to top-left menu in menu's window state (could as well set 0 at creation time...) */
522 menu->Window->State.MouseX = mouse_pos.X - menu->X;
523 menu->Window->State.MouseY = mouse_pos.Y - menu->Y;
524
525 /* Menu status callback */
526 if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
527 {
528 fgStructure.CurrentMenu = menu;
529 fgStructure.CurrentWindow = window;
530 if (fgState.MenuStateCallback)
531 fgState.MenuStateCallback(GLUT_MENU_IN_USE);
532 if (fgState.MenuStatusCallback)
533 /* window->State.MouseX and window->State.MouseY are relative to client area origin, as needed */
534 fgState.MenuStatusCallback(GLUT_MENU_IN_USE, window->State.MouseX, window->State.MouseY);
535 }
536
537 fgSetWindow( menu->Window );
538 glutPositionWindow( menu->X, menu->Y );
539 glutReshapeWindow( menu->Width, menu->Height );
540 glutPopWindow( );
541 glutShowWindow( );
542 menu->Window->ActiveMenu = menu;
543 fghCheckMenuStatus( menu );
544 fgSetWindow( current_window );
545}
546
547/*
548 * Update Highlight states of the menu
549 * NB: Current mouse position is in menu->Window->State.MouseX/Y
550 */
551void fgUpdateMenuHighlight ( SFG_Menu *menu )
552{
553 fghCheckMenuStatus( menu );
554}
555
556/*
557 * Check whether an active menu absorbs a mouse click
558 */
559GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
560 int mouse_x, int mouse_y )
561{
562 GLboolean is_handled = GL_FALSE;
563 GLboolean is_clicked = GL_FALSE;
564 /*
565 * Near as I can tell, this is the menu behaviour:
566 * - Down-click the menu button, menu not active: activate
567 * the menu with its upper left-hand corner at the mouse
568 * location.
569 * - Down-click any button outside the menu, menu active:
570 * deactivate the menu, and potentially activate a new menu
571 * at the new mouse location. This includes clicks in
572 * different windows of course
573 * - Down-click any button inside the menu, menu active:
574 * select the menu entry and deactivate the menu
575 * - Up-click the menu button, menu not active: nothing happens
576 * - Up-click the menu button outside the menu, menu active:
577 * nothing happens
578 * - Up-click the menu button inside the menu, menu active:
579 * select the menu entry and deactivate the menu
580 * Since menus can have submenus, we need to check this recursively.
581 */
582 if( window->ActiveMenu )
583 {
584 if( window == window->ActiveMenu->ParentWindow )
585 {
586 window->ActiveMenu->Window->State.MouseX =
587 mouse_x - window->ActiveMenu->X;
588 window->ActiveMenu->Window->State.MouseY =
589 mouse_y - window->ActiveMenu->Y;
590 }
591
592 /* In the menu, deactivate the menu and invoke the callback */
593 if( fghCheckMenuStatus( window->ActiveMenu ) )
594 {
595 /*
596 * Save the current window and menu and set the current
597 * window to the window whose menu this is
598 */
599 SFG_Window *save_window = fgStructure.CurrentWindow;
600 SFG_Menu *save_menu = fgStructure.CurrentMenu, *active_menu = window->ActiveMenu; /* active menu is always the one with the mouse in it, due to fghCheckMenuStatus */
601 SFG_MenuEntry *active_entry = active_menu->ActiveEntry; /* currently highlighted item -> must be the one that was just clicked */
602 SFG_Window *parent_window = window->ActiveMenu->ParentWindow;
603
604 /* ignore clicks on the submenu entry */
605 if (!active_entry->SubMenu)
606 {
607 fgSetWindow( parent_window );
608 fgStructure.CurrentMenu = active_menu;
609
610 /* Deactivate menu and then call callback (we don't want menu to stay in view while callback is executing, and user should be able to change menus in callback) */
611 fgDeactivateMenu( parent_window );
612 active_menu->Callback( active_entry->ID );
613
614 /* Restore the current window and menu */
615 fgSetWindow( save_window );
616 fgStructure.CurrentMenu = save_menu;
617 }
618
619 is_clicked = GL_TRUE; /* Don't reopen... */
620 }
621 else if( pressed )
622 /*
623 * Outside the menu, deactivate if it's a downclick
624 *
625 * A downclick outside of the interior of our freeglut windows
626 * is dealt with in the WM_KILLFOCUS handler of fgPlatformWindowProc
627 */
628 {
629 fgDeactivateMenu( window->ActiveMenu->ParentWindow );
630 /* Could reopen again in different location, as is_clicked remains false */
631 }
632
633 is_handled = GL_TRUE;
634 }
635 else if ( fgState.ActiveMenus ) /* Don't have to check whether this was a downpress or an uppress, there is no way to get an uppress in another window before a downpress... */
636 {
637 /* if another window than the one clicked in has an open menu, close it */
638 SFG_Menu *menu = fgGetActiveMenu();
639 if ( menu ) /* any open menu? */
640 fgDeactivateMenu( menu->ParentWindow );
641
642 /* Leave is_handled to false, we didn't do anything relevant from the perspective of the window that was clicked */
643 }
644
645 /* No active menu, let's check whether we need to activate one. */
646 if( !is_clicked &&
647 ( 0 <= button ) &&
648 ( FREEGLUT_MAX_MENUS > button ) &&
649 ( window->Menu[ button ] ) &&
650 pressed )
651 {
652 /* If mouseclick was outside the parent window, ignore. This can
653 * happen when another mouse button is already depressed and the
654 * window thus has mouse capture
655 */
656 if (window->State.MouseX>0 && window->State.MouseY>0 &&
657 window->State.MouseX<window->State.Width && window->State.MouseY<window->State.Height)
658 {
659 fghActivateMenu( window, button );
660 is_handled = GL_TRUE;
661 }
662 }
663
664 return is_handled;
665}
666
667/*
668 * Deactivates a menu pointed by the function argument.
669 */
670static SFG_Menu* menuDeactivating = NULL;
671void fgDeactivateMenu( SFG_Window *window )
672{
673 SFG_Window *parent_window = NULL;
674 SFG_Menu* menu;
675 SFG_MenuEntry *menuEntry;
676
677 /* Did we find an active window? */
678 freeglut_return_if_fail( window );
679 /* Check if there is an active menu attached to this window... */
680 menu = window->ActiveMenu;
681 freeglut_return_if_fail( menu );
682 /* Check if we are already deactivating this menu, abort in that case (glutHideWindow below can cause this function to be called again on the same menu..) */
683 if (menu==menuDeactivating)
684 return;
685 menuDeactivating = menu;
686
687 parent_window = menu->ParentWindow;
688
689 /* Hide the present menu's window */
690 fgPlatformHideWindow( menu->Window );
691
692 /* Forget about having that menu active anymore, now: */
693 menu->Window->ActiveMenu = NULL;
694 menu->ParentWindow->ActiveMenu = NULL;
695 fghSetMenuParentWindow ( NULL, menu );
696 menu->IsActive = GL_FALSE;
697 menu->ActiveEntry = NULL;
698
699 fgState.ActiveMenus--;
700
701 /* Hide all submenu windows, and the root menu's window. */
702 for ( menuEntry = ( SFG_MenuEntry * )menu->Entries.First;
703 menuEntry;
704 menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
705 {
706 menuEntry->IsActive = GL_FALSE;
707
708 /* Is that an active submenu by any chance? */
709 if( menuEntry->SubMenu )
710 fghDeactivateSubMenu( menuEntry );
711 }
712 /* Done deactivating menu */
713 menuDeactivating = NULL;
714
715 /* Menu status callback */
716 if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
717 {
718 fgStructure.CurrentMenu = menu;
719 fgStructure.CurrentWindow = parent_window;
720 if (fgState.MenuStateCallback)
721 fgState.MenuStateCallback(GLUT_MENU_NOT_IN_USE);
722 if (fgState.MenuStatusCallback)
723 {
724 /* Get cursor position relative to parent_window's client area */
725 SFG_XYUse mouse_pos;
726 fghPlatformGetCursorPos(parent_window, GL_TRUE, &mouse_pos);
727
728 fgState.MenuStatusCallback(GLUT_MENU_NOT_IN_USE, mouse_pos.X, mouse_pos.Y);
729 }
730 }
731}
732
733/*
734 * Recalculates current menu's box size
735 */
736void fghCalculateMenuBoxSize( void )
737{
738 SFG_MenuEntry* menuEntry;
739 int width = 0, height = 0;
740
741 /* Make sure there is a current menu set */
742 freeglut_return_if_fail( fgStructure.CurrentMenu );
743
744 /* The menu's box size depends on the menu entries: */
745 for( menuEntry = ( SFG_MenuEntry * )fgStructure.CurrentMenu->Entries.First;
746 menuEntry;
747 menuEntry = ( SFG_MenuEntry * )menuEntry->Node.Next )
748 {
749 /* Update the menu entry's width value */
750 menuEntry->Width = glutBitmapLength(
751 fgStructure.CurrentMenu->Font,
752 (unsigned char *)menuEntry->Text
753 );
754
755 /*
756 * If the entry is a submenu, then it needs to be wider to
757 * accommodate the arrow.
758 */
759 if (menuEntry->SubMenu)
760 menuEntry->Width += glutBitmapLength(
761 fgStructure.CurrentMenu->Font,
762 (unsigned char *)"_"
763 );
764
765 /* Check if it's the biggest we've found */
766 if( menuEntry->Width > width )
767 width = menuEntry->Width;
768
769 height += FREEGLUT_MENUENTRY_HEIGHT(fgStructure.CurrentMenu->Font);
770 }
771
772 /* Store the menu's box size now: */
773 fgStructure.CurrentMenu->Height = height + 2 * FREEGLUT_MENU_BORDER;
774 fgStructure.CurrentMenu->Width = width + 4 * FREEGLUT_MENU_BORDER;
775}
776
777
778/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
779
780/*
781 * Creates a new menu object, adding it to the freeglut structure
782 */
783int FGAPIENTRY glutCreateMenu( FGCBMenu callback )
784{
785 /* The menu object creation code resides in fg_structure.c */
786 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutCreateMenu" );
787 if (fgState.ActiveMenus)
788 fgError("Menu manipulation not allowed while menus in use.");
789
790 return fgCreateMenu( callback )->ID;
791}
792
793/*
794 * Destroys a menu object, removing all references to it
795 */
796void FGAPIENTRY glutDestroyMenu( int menuID )
797{
798 SFG_Menu* menu;
799
800 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDestroyMenu" );
801 menu = fgMenuByID( menuID );
802
803 freeglut_return_if_fail( menu );
804 if (fgState.ActiveMenus)
805 fgError("Menu manipulation not allowed while menus in use.");
806
807 /* The menu object destruction code resides in fg_structure.c */
808 fgDestroyMenu( menu );
809}
810
811/*
812 * Returns the ID number of the currently active menu
813 */
814int FGAPIENTRY glutGetMenu( void )
815{
816 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenu" );
817
818 if( fgStructure.CurrentMenu )
819 return fgStructure.CurrentMenu->ID;
820
821 return 0;
822}
823
824/*
825 * Sets the current menu given its menu ID
826 */
827void FGAPIENTRY glutSetMenu( int menuID )
828{
829 SFG_Menu* menu;
830
831 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenu" );
832 menu = fgMenuByID( menuID );
833
834 freeglut_return_if_fail( menu );
835
836 fgStructure.CurrentMenu = menu;
837}
838
839/*
840 * Adds a menu entry to the bottom of the current menu
841 */
842void FGAPIENTRY glutAddMenuEntry( const char* label, int value )
843{
844 SFG_MenuEntry* menuEntry;
845 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddMenuEntry" );
846 menuEntry = (SFG_MenuEntry *)calloc( sizeof(SFG_MenuEntry), 1 );
847
848 freeglut_return_if_fail( fgStructure.CurrentMenu );
849 if (fgState.ActiveMenus)
850 fgError("Menu manipulation not allowed while menus in use.");
851
852 menuEntry->Text = strdup( label );
853 menuEntry->ID = value;
854
855 /* Have the new menu entry attached to the current menu */
856 fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
857
858 fghCalculateMenuBoxSize( );
859}
860
861/*
862 * Add a sub menu to the bottom of the current menu
863 */
864void FGAPIENTRY glutAddSubMenu( const char *label, int subMenuID )
865{
866 SFG_MenuEntry *menuEntry;
867 SFG_Menu *subMenu;
868
869 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAddSubMenu" );
870 menuEntry = ( SFG_MenuEntry * )calloc( sizeof( SFG_MenuEntry ), 1 );
871 subMenu = fgMenuByID( subMenuID );
872
873 freeglut_return_if_fail( fgStructure.CurrentMenu );
874 if (fgState.ActiveMenus)
875 fgError("Menu manipulation not allowed while menus in use.");
876
877 freeglut_return_if_fail( subMenu );
878
879 menuEntry->Text = strdup( label );
880 menuEntry->SubMenu = subMenu;
881 menuEntry->ID = -1;
882
883 fgListAppend( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
884 fghCalculateMenuBoxSize( );
885}
886
887/*
888 * Changes the current menu's font
889 */
890void FGAPIENTRY glutSetMenuFont( int menuID, void* fontID )
891{
892 SFG_Font* font;
893 SFG_Menu* menu;
894 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuFont" );
895 menu = fgMenuByID( menuID );
896 freeglut_return_if_fail( menu );
897
898 if (fgState.ActiveMenus)
899 fgError("Menu manipulation not allowed while menus in use.");
900
901 font = fghFontByID( fontID );
902 if (!font)
903 {
904 fgWarning("glutChangeMenuFont: bitmap font 0x%08x not found. Make sure you're not passing a stroke font. Ignoring...\n",fontID);
905 return;
906 }
907
908 fgStructure.CurrentMenu->Font = fontID;
909 fghCalculateMenuBoxSize( );
910}
911
912/*
913 * Changes the specified menu item in the current menu into a menu entry
914 */
915void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value )
916{
917 SFG_MenuEntry* menuEntry = NULL;
918
919 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToMenuEntry" );
920
921 freeglut_return_if_fail( fgStructure.CurrentMenu );
922 if (fgState.ActiveMenus)
923 fgError("Menu manipulation not allowed while menus in use.");
924
925 /* Get n-th menu entry in the current menu, starting from one: */
926 menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
927
928 freeglut_return_if_fail( menuEntry );
929
930 /* We want it to become a normal menu entry, so: */
931 if( menuEntry->Text )
932 free( menuEntry->Text );
933
934 menuEntry->Text = strdup( label );
935 menuEntry->ID = value;
936 menuEntry->SubMenu = NULL;
937 fghCalculateMenuBoxSize( );
938}
939
940/*
941 * Changes the specified menu item in the current menu into a sub-menu trigger.
942 */
943void FGAPIENTRY glutChangeToSubMenu( int item, const char* label,
944 int subMenuID )
945{
946 SFG_Menu* subMenu;
947 SFG_MenuEntry* menuEntry;
948
949 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutChangeToSubMenu" );
950
951 freeglut_return_if_fail( fgStructure.CurrentMenu );
952 if (fgState.ActiveMenus)
953 fgError("Menu manipulation not allowed while menus in use.");
954
955 /* Get handle to sub menu */
956 subMenu = fgMenuByID( subMenuID );
957 menuEntry = NULL;
958 freeglut_return_if_fail( subMenu );
959
960 /* Get n-th menu entry in the current menu, starting from one: */
961 menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
962
963 freeglut_return_if_fail( menuEntry );
964
965 /* We want it to become a sub menu entry, so: */
966 if( menuEntry->Text )
967 free( menuEntry->Text );
968
969 menuEntry->Text = strdup( label );
970 menuEntry->SubMenu = subMenu;
971 menuEntry->ID = -1;
972 fghCalculateMenuBoxSize( );
973}
974
975/*
976 * Removes the specified menu item from the current menu
977 */
978void FGAPIENTRY glutRemoveMenuItem( int item )
979{
980 SFG_MenuEntry* menuEntry;
981
982 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutRemoveMenuItem" );
983
984 freeglut_return_if_fail( fgStructure.CurrentMenu );
985 if (fgState.ActiveMenus)
986 fgError("Menu manipulation not allowed while menus in use.");
987
988 /* Get n-th menu entry in the current menu, starting from one: */
989 menuEntry = fghFindMenuEntry( fgStructure.CurrentMenu, item );
990
991 freeglut_return_if_fail( menuEntry );
992
993 fgListRemove( &fgStructure.CurrentMenu->Entries, &menuEntry->Node );
994 if ( menuEntry->Text )
995 free( menuEntry->Text );
996
997 free( menuEntry );
998 fghCalculateMenuBoxSize( );
999}
1000
1001/*
1002 * Attaches a menu to the current window
1003 */
1004void FGAPIENTRY glutAttachMenu( int button )
1005{
1006 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutAttachMenu" );
1007
1008 freeglut_return_if_fail( fgStructure.CurrentWindow );
1009
1010 freeglut_return_if_fail( fgStructure.CurrentMenu );
1011 if (fgState.ActiveMenus)
1012 fgError("Menu manipulation not allowed while menus in use.");
1013
1014 freeglut_return_if_fail( button >= 0 );
1015 freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
1016
1017 fgStructure.CurrentWindow->Menu[ button ] = fgStructure.CurrentMenu;
1018}
1019
1020/*
1021 * Detaches a menu from the current window
1022 */
1023void FGAPIENTRY glutDetachMenu( int button )
1024{
1025 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutDetachMenu" );
1026
1027 freeglut_return_if_fail( fgStructure.CurrentWindow );
1028
1029 freeglut_return_if_fail( fgStructure.CurrentMenu );
1030 if (fgState.ActiveMenus)
1031 fgError("Menu manipulation not allowed while menus in use.");
1032
1033 freeglut_return_if_fail( button >= 0 );
1034 freeglut_return_if_fail( button < FREEGLUT_MAX_MENUS );
1035
1036 fgStructure.CurrentWindow->Menu[ button ] = NULL;
1037}
1038
1039/*
1040 * A.Donev: Set and retrieve the menu's user data
1041 */
1042void* FGAPIENTRY glutGetMenuData( void )
1043{
1044 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutGetMenuData" );
1045 return fgStructure.CurrentMenu->UserData;
1046}
1047
1048void FGAPIENTRY glutSetMenuData(void* data)
1049{
1050 FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSetMenuData" );
1051 fgStructure.CurrentMenu->UserData=data;
1052}
1053
1054/*** END OF FILE ***/
1055