/* * 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; }
/* * 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; }