Example #1
0
void fgPlatformVisibilityWork( SFG_Window* window )
{
    /* Visibility status of window gets updated in the window message handlers above
     */
    SFG_Window *win = window;
    switch (window->State.DesiredVisibility)
    {
    case DesireHiddenState:
        fgPlatformHideWindow( window );
        break;
    case DesireIconicState:
        /* Call on top-level window */
        while (win->Parent)
            win = win->Parent;
        fgPlatformIconifyWindow( win );
        break;
    case DesireNormalState:
        fgPlatformShowWindow( window );
        break;
    }
}
Example #2
0
/*
 * Deactivates a menu pointed by the function argument.
 */
static void fghDeactivateSubMenu( SFG_MenuEntry *menuEntry )
{
    SFG_MenuEntry *subMenuIter;
    /* Hide the present menu's window */
    fgPlatformHideWindow( menuEntry->SubMenu->Window );

    /* 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 );
    }
}
void fgPlatformVisibilityWork(SFG_Window* window)
{
    /* Visibility status of window should get updated in the window message handlers
     * For now, none of these functions called below do anything, so don't worry
     * about it
     */
    SFG_Window *win = window;
    switch (window->State.DesiredVisibility)
    {
    case DesireHiddenState:
        fgPlatformHideWindow( window );
        break;
    case DesireIconicState:
        /* Call on top-level window */
        while (win->Parent)
            win = win->Parent;
        fgPlatformIconifyWindow( win );
        break;
    case DesireNormalState:
        fgPlatformShowWindow( window );
        break;
    }
}
Example #4
0
void fgDeactivateMenu( SFG_Window *window )
{
    SFG_Window *parent_window = NULL;
    SFG_Menu* menu;
    SFG_MenuEntry *menuEntry;

    /* Did we find an active window? */
    freeglut_return_if_fail( window );
    /* Check if there is an active menu attached to this window... */
    menu = window->ActiveMenu;
    freeglut_return_if_fail( menu );
    /* 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..) */
    if (menu==menuDeactivating)
        return;
    menuDeactivating = menu;

    parent_window = menu->ParentWindow;

    /* Hide the present menu's window */
    fgPlatformHideWindow( menu->Window );

    /* 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 chance? */
        if( menuEntry->SubMenu )
            fghDeactivateSubMenu( menuEntry );
    }
    /* Done deactivating menu */
    menuDeactivating = NULL;

    /* Menu status callback */
    if (fgState.MenuStateCallback || fgState.MenuStatusCallback)
    {
        fgStructure.CurrentMenu = menu;
        fgStructure.CurrentWindow = parent_window;
        if (fgState.MenuStateCallback)
            fgState.MenuStateCallback(GLUT_MENU_NOT_IN_USE);
        if (fgState.MenuStatusCallback)
        {
            /* Get cursor position relative to parent_window's client area */
            SFG_XYUse mouse_pos;
            fghPlatformGetCursorPos(parent_window, GL_TRUE, &mouse_pos);

            fgState.MenuStatusCallback(GLUT_MENU_NOT_IN_USE, mouse_pos.X, mouse_pos.Y);
        }
    }
}