/* * freeglut_menu.c * * Pull-down menu creation and handling. * * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved. * Written by Pawel W. Olszta, * 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 #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 ***/