コード例 #1
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 )
{
    /*
     * 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;
}
コード例 #2
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;
}