Beispiel #1
0
/*
 * This function destroys a window and all of its subwindows. Actually,
 * another function, defined in freeglut_window.c is called, but this is
 * a whole different story...
 */
void fgDestroyWindow( SFG_Window* window )
{
    FREEGLUT_INTERNAL_ERROR_EXIT ( window, "Window destroy function called with null window",
                                   "fgDestroyWindow" );

    while( window->Children.First )
        fgDestroyWindow( ( SFG_Window * )window->Children.First );

    {
        SFG_Window *activeWindow = fgStructure.CurrentWindow;
        INVOKE_WCB( *window, Destroy, ( ) );
        fgSetWindow( activeWindow );
    }

    if( window->Parent )
        fgListRemove( &window->Parent->Children, &window->Node );
    else
        fgListRemove( &fgStructure.Windows, &window->Node );

    if( window->ActiveMenu )
      fgDeactivateMenu( window );

    fghClearCallBacks( window );
    fgCloseWindow( window );
    free( window );
    if( fgStructure.CurrentWindow == window )
        fgStructure.CurrentWindow = NULL;
}
void fgPlatformCheckMenuDeactivate()
{
    /* If we have an open menu, see if the open menu should be closed
    * when focus was lost because user either switched
    * application or FreeGLUT window (if one is running multiple
    * windows). If so, close menu the active menu.
    */
    SFG_Menu* menu = NULL;

    if ( fgStructure.Menus.First )
        menu = fgGetActiveMenu();

    if ( menu )
    {
        SFG_Window* wnd = NULL;
        HWND hwnd = GetFocus();  /* Get window with current focus - NULL for non freeglut windows */
        if (hwnd)
            /* See which of our windows it is */
            wnd = fgWindowByHandle(hwnd);

        if (!hwnd || !wnd)
            /* User switched to another application*/
            fgDeactivateMenu(menu->ParentWindow);
        else if (!wnd->IsMenu)      /* Make sure we don't kill the menu when trying to enter a submenu */
        {
            if (wnd!=menu->ParentWindow)
                /* User switched to another FreeGLUT window */
                fgDeactivateMenu(menu->ParentWindow);
            else
            {
                /* Check if focus lost because non-client area of
                 * window was pressed (pressing on client area is
                 * handled in fgCheckActiveMenu)
                 */
                POINT mouse_pos;
                RECT clientArea;
                fghGetClientArea(&clientArea,menu->ParentWindow, GL_FALSE);
                GetCursorPos(&mouse_pos);
                if ( !PtInRect( &clientArea, mouse_pos ) )
                    fgDeactivateMenu(menu->ParentWindow);
            }
        }
    }
};
/*
 * Activates a menu pointed by the function argument
 */
static void fghActivateMenu( SFG_Window* window, int button )
{
    int max_x, max_y;
    SFG_XYUse mouse_pos;

    /* 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 (and any submenus) there */
    if ( menu->ParentWindow )
      fgDeactivateMenu(menu->ParentWindow);

    /* 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 );
    /* get mouse position on screen (window->State.MouseX and window->State.MouseY
     * are relative to client area origin), and not easy to correct given that
     * glutGet( GLUT_WINDOW_X ) and glutGet( GLUT_WINDOW_Y ) return relative to parent
     * origin when looking at a child window
     * for parent windows: window->State.MouseX + glutGet( GLUT_WINDOW_X ) == mouse_pos.X
     */
    fghGetCursorPos(&mouse_pos);
    menu->X = mouse_pos.X;
    menu->Y = mouse_pos.Y;

    /* Make sure the whole menu is on the screen */
    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;
    }

    /* Set position of mouse relative to top-left menu in menu's window state (could as well set 0 at creation time...) */
    menu->Window->State.MouseX = mouse_pos.X - menu->X;
    menu->Window->State.MouseY = mouse_pos.Y - menu->Y;

    /* Menu status callback */
    if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
    {
        fgStructure.CurrentMenu = menu;
        fgStructure.CurrentWindow = window;
        if (fgState.MenuStateCallback)
            fgState.MenuStateCallback(GLUT_MENU_IN_USE);
        if (fgState.MenuStatusCallback)
            /* window->State.MouseX and window->State.MouseY are relative to client area origin, as needed */
            fgState.MenuStatusCallback(GLUT_MENU_IN_USE, window->State.MouseX, window->State.MouseY);
    }

    fgSetWindow( menu->Window );
    glutPositionWindow( menu->X, menu->Y );
    glutReshapeWindow( menu->Width, menu->Height );
    glutPopWindow( );
    glutShowWindow( );
    menu->Window->ActiveMenu = menu;
    fghCheckMenuStatus( menu );
    fgSetWindow( current_window );
}
/*
 * 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
             *
             * A downclick outside of the interior of our freeglut windows
             * is dealt with in the WM_KILLFOCUS handler of fgPlatformWindowProc
             */
            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;
}
Beispiel #5
0
/*
 * Check whether an active menu absorbs a mouse click
 */
GLboolean fgCheckActiveMenu ( SFG_Window *window, int button, GLboolean pressed,
                              int mouse_x, int mouse_y )
{
    GLboolean is_handled = GL_FALSE;
    GLboolean is_clicked = GL_FALSE;
    /*
     * 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, and potentially activate a new menu
     *    at the new mouse location. This includes clicks in
     *    different windows of course
     *  - 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, deactivate the menu and invoke the callback */
        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, *active_menu = window->ActiveMenu;   /* active menu is always the one with the mouse in it, due to fghCheckMenuStatus */
            SFG_MenuEntry *active_entry = active_menu->ActiveEntry;                             /* currently highlighted item -> must be the one that was just clicked */
            SFG_Window *parent_window = window->ActiveMenu->ParentWindow;

            /* ignore clicks on the submenu entry */
            if (!active_entry->SubMenu)
            {
                fgSetWindow( parent_window );
                fgStructure.CurrentMenu = active_menu;

                /* 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) */
                fgDeactivateMenu( parent_window );
                active_menu->Callback( active_entry->ID );

                /* Restore the current window and menu */
                fgSetWindow( save_window );
                fgStructure.CurrentMenu = save_menu;
            }

            is_clicked = GL_TRUE;   /* Don't reopen... */
        }
        else if( pressed )
            /*
             * Outside the menu, deactivate if it's a downclick
             *
             * A downclick outside of the interior of our freeglut windows
             * is dealt with in the WM_KILLFOCUS handler of fgPlatformWindowProc
             */
        {
            fgDeactivateMenu( window->ActiveMenu->ParentWindow );
            /* Could reopen again in different location, as is_clicked remains false */
        }

        is_handled = GL_TRUE;
    }
    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... */
    {
        /* if another window than the one clicked in has an open menu, close it */
        SFG_Menu *menu = fgGetActiveMenu();
        if ( menu ) /* any open menu? */
            fgDeactivateMenu( menu->ParentWindow );

        /* Leave is_handled to false, we didn't do anything relevant from the perspective of the window that was clicked */
    }

    /* No active menu, let's check whether we need to activate one. */
    if( !is_clicked &&
            ( 0 <= button ) &&
            ( FREEGLUT_MAX_MENUS > button ) &&
            ( window->Menu[ button ] ) &&
            pressed )
    {
        /* If mouseclick was outside the parent window, ignore. This can
         * happen when another mouse button is already depressed and the
         * window thus has mouse capture
         */
        if (window->State.MouseX>0 && window->State.MouseY>0 &&
                window->State.MouseX<window->State.Width && window->State.MouseY<window->State.Height)
        {
            fghActivateMenu( window, button );
            is_handled = GL_TRUE;
        }
    }

    return is_handled;
}