fltk/src/Fl_Menu.cxx

994 lines
30 KiB
C++

//
// "$Id$"
//
// Menu code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2008 by Bill Spitzak and others.
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
// USA.
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
// Warning: this menu code is quite a mess!
// This file contains code for implementing Fl_Menu_Item, and for
// methods for bringing up popup menu hierarchies without using the
// Fl_Menu_ widget.
#include <FL/Fl.H>
#include <FL/Fl_Menu_Window.H>
#include <FL/Fl_Menu_.H>
#include <FL/fl_draw.H>
#include <stdio.h>
#include "flstring.h"
#ifdef __APPLE__
# include <Carbon/Carbon.h>
#endif
/** Size of the menu starting from this menu item */
int Fl_Menu_Item::size() const {
const Fl_Menu_Item* m = this;
int nest = 0;
for (;;) {
if (!m->text) {
if (!nest) return (m-this+1);
nest--;
} else if (m->flags & FL_SUBMENU) {
nest++;
}
m++;
}
}
/**
Advance a pointer by n items through a menu array, skipping
the contents of submenus and invisible items. There are two calls so
that you can advance through const and non-const data.
*/
const Fl_Menu_Item* Fl_Menu_Item::next(int n) const {
if (n < 0) return 0; // this is so selected==-1 returns NULL
const Fl_Menu_Item* m = this;
int nest = 0;
if (!m->visible()) n++;
while (n>0) {
if (!m->text) {
if (!nest) return m;
nest--;
} else if (m->flags&FL_SUBMENU) {
nest++;
}
m++;
if (!nest && m->visible()) n--;
}
return m;
}
// appearance of current menus are pulled from this parent widget:
static const Fl_Menu_* button;
////////////////////////////////////////////////////////////////
// tiny window for title of menu:
class menutitle : public Fl_Menu_Window {
void draw();
public:
const Fl_Menu_Item* menu;
menutitle(int X, int Y, int W, int H, const Fl_Menu_Item*);
};
// each vertical menu has one of these:
class menuwindow : public Fl_Menu_Window {
void draw();
void drawentry(const Fl_Menu_Item*, int i, int erase);
public:
menutitle* title;
int handle(int);
#ifdef __APPLE__
int early_hide_handle(int);
#endif
int itemheight; // zero == menubar
int numitems;
int selected;
int drawn_selected; // last redraw has this selected
const Fl_Menu_Item* menu;
menuwindow(const Fl_Menu_Item* m, int X, int Y, int W, int H,
const Fl_Menu_Item* picked, const Fl_Menu_Item* title,
int menubar = 0, int menubar_title = 0, int right_edge = 0);
~menuwindow();
void set_selected(int);
int find_selected(int mx, int my);
int titlex(int);
void autoscroll(int);
void position(int x, int y);
int is_inside(int x, int y);
};
#define LEADING 4 // extra vertical leading
extern char fl_draw_shortcut;
/**
Measures width of label, including effect of & characters.
Optionally, can get height if hp is not NULL.
*/
int Fl_Menu_Item::measure(int* hp, const Fl_Menu_* m) const {
Fl_Label l;
l.value = text;
l.image = 0;
l.deimage = 0;
l.type = labeltype_;
l.font = labelsize_ || labelfont_ ? labelfont_ : (m ? m->textfont() : FL_HELVETICA);
l.size = labelsize_ ? labelsize_ : m ? m->textsize() : FL_NORMAL_SIZE;
l.color = FL_FOREGROUND_COLOR; // this makes no difference?
fl_draw_shortcut = 1;
int w = 0; int h = 0;
l.measure(w, hp ? *hp : h);
fl_draw_shortcut = 0;
if (flags & (FL_MENU_TOGGLE|FL_MENU_RADIO)) w += 14;
return w;
}
/** Draws the menu item in bounding box x,y,w,h, optionally selects the item. */
void Fl_Menu_Item::draw(int x, int y, int w, int h, const Fl_Menu_* m,
int selected) const {
Fl_Label l;
l.value = text;
l.image = 0;
l.deimage = 0;
l.type = labeltype_;
l.font = labelsize_ || labelfont_ ? labelfont_ : (m ? m->textfont() : FL_HELVETICA);
l.size = labelsize_ ? labelsize_ : m ? m->textsize() : FL_NORMAL_SIZE;
l.color = labelcolor_ ? labelcolor_ : m ? m->textcolor() : int(FL_FOREGROUND_COLOR);
if (!active()) l.color = fl_inactive((Fl_Color)l.color);
Fl_Color color = m ? m->color() : FL_GRAY;
if (selected) {
Fl_Color r = m ? m->selection_color() : FL_SELECTION_COLOR;
Fl_Boxtype b = m && m->down_box() ? m->down_box() : FL_FLAT_BOX;
if (fl_contrast(r,color)!=r) { // back compatibility boxtypes
if (selected == 2) { // menu title
r = color;
b = m ? m->box() : FL_UP_BOX;
} else {
r = (Fl_Color)(FL_COLOR_CUBE-1); // white
l.color = fl_contrast((Fl_Color)labelcolor_, r);
}
} else {
l.color = fl_contrast((Fl_Color)labelcolor_, r);
}
if (selected == 2) { // menu title
fl_draw_box(b, x, y, w, h, r);
x += 3;
w -= 8;
} else {
fl_draw_box(b, x+1, y-(LEADING-2)/2, w-2, h+(LEADING-2), r);
}
}
if (flags & (FL_MENU_TOGGLE|FL_MENU_RADIO)) {
int d = (h - FL_NORMAL_SIZE + 1) / 2;
int W = h - 2 * d;
if (flags & FL_MENU_RADIO) {
fl_draw_box(FL_ROUND_DOWN_BOX, x+2, y+d, W, W, FL_BACKGROUND2_COLOR);
if (value()) {
int tW = (W - Fl::box_dw(FL_ROUND_DOWN_BOX)) / 2 + 1;
if ((W - tW) & 1) tW++; // Make sure difference is even to center
int td = Fl::box_dx(FL_ROUND_DOWN_BOX) + 1;
if (Fl::scheme()) {
// Offset the radio circle...
td ++;
if (!strcmp(Fl::scheme(), "gtk+")) {
fl_color(FL_SELECTION_COLOR);
tW --;
fl_pie(x + td + 1, y + d + td - 1, tW + 3, tW + 3, 0.0, 360.0);
fl_arc(x + td + 1, y + d + td - 1, tW + 3, tW + 3, 0.0, 360.0);
fl_color(fl_color_average(FL_WHITE, FL_SELECTION_COLOR, 0.2f));
} else fl_color(labelcolor_);
} else fl_color(labelcolor_);
switch (tW) {
// Larger circles draw fine...
default :
fl_pie(x + td + 2, y + d + td, tW, tW, 0.0, 360.0);
break;
// Small circles don't draw well on many systems...
case 6 :
fl_rectf(x + td + 4, y + d + td, tW - 4, tW);
fl_rectf(x + td + 3, y + d + td + 1, tW - 2, tW - 2);
fl_rectf(x + td + 2, y + d + td + 2, tW, tW - 4);
break;
case 5 :
case 4 :
case 3 :
fl_rectf(x + td + 3, y + d + td, tW - 2, tW);
fl_rectf(x + td + 2, y + d + td + 1, tW, tW - 2);
break;
case 2 :
case 1 :
fl_rectf(x + td + 2, y + d + td, tW, tW);
break;
}
if (Fl::scheme() && !strcmp(Fl::scheme(), "gtk+")) {
fl_color(fl_color_average(FL_WHITE, FL_SELECTION_COLOR, 0.5));
fl_arc(x + td + 2, y + d + td, tW + 1, tW + 1, 60.0, 180.0);
}
}
} else {
fl_draw_box(FL_DOWN_BOX, x+2, y+d, W, W, FL_BACKGROUND2_COLOR);
if (value()) {
if (Fl::scheme() && !strcmp(Fl::scheme(), "gtk+")) {
fl_color(FL_SELECTION_COLOR);
} else {
fl_color(labelcolor_);
}
int tx = x + 5;
int tw = W - 6;
int d1 = tw/3;
int d2 = tw-d1;
int ty = y + d + (W+d2)/2-d1-2;
for (int n = 0; n < 3; n++, ty++) {
fl_line(tx, ty, tx+d1, ty+d1);
fl_line(tx+d1, ty+d1, tx+tw-1, ty+d1-d2+1);
}
}
}
x += W + 3;
w -= W + 3;
}
if (!fl_draw_shortcut) fl_draw_shortcut = 1;
l.draw(x+3, y, w>6 ? w-6 : 0, h, FL_ALIGN_LEFT);
fl_draw_shortcut = 0;
}
menutitle::menutitle(int X, int Y, int W, int H, const Fl_Menu_Item* L) :
Fl_Menu_Window(X, Y, W, H, 0) {
end();
set_modal();
clear_border();
menu = L;
if (L->labelcolor_ || Fl::scheme() || L->labeltype_ > FL_NO_LABEL) clear_overlay();
}
menuwindow::menuwindow(const Fl_Menu_Item* m, int X, int Y, int Wp, int Hp,
const Fl_Menu_Item* picked, const Fl_Menu_Item* t,
int menubar, int menubar_title, int right_edge)
: Fl_Menu_Window(X, Y, Wp, Hp, 0)
{
int scr_x, scr_y, scr_w, scr_h;
int tx = X, ty = Y;
Fl::screen_xywh(scr_x, scr_y, scr_w, scr_h);
if (!right_edge || right_edge > scr_x+scr_w) right_edge = scr_x+scr_w;
end();
set_modal();
clear_border();
menu = m;
if (m) m = m->first(); // find the first item that needs to be rendered
drawn_selected = -1;
if (button) {
box(button->box());
if (box() == FL_NO_BOX || box() == FL_FLAT_BOX) box(FL_UP_BOX);
} else {
box(FL_UP_BOX);
}
color(button && !Fl::scheme() ? button->color() : FL_GRAY);
selected = -1;
{int j = 0;
if (m) for (const Fl_Menu_Item* m1=m; ; m1 = m1->next(), j++) {
if (picked) {
if (m1 == picked) {selected = j; picked = 0;}
else if (m1 > picked) {selected = j-1; picked = 0; Wp = Hp = 0;}
}
if (!m1->text) break;
}
numitems = j;}
if (menubar) {
itemheight = 0;
title = 0;
return;
}
itemheight = 1;
int hotKeysw = 0;
int Wtitle = 0;
int Htitle = 0;
if (t) Wtitle = t->measure(&Htitle, button) + 12;
int W = 0;
if (m) for (; m->text; m = m->next()) {
int hh; int w1 = m->measure(&hh, button);
if (hh+LEADING>itemheight) itemheight = hh+LEADING;
if (m->flags&(FL_SUBMENU|FL_SUBMENU_POINTER)) w1 += 14;
if (w1 > W) W = w1;
if (m->shortcut_) {
w1 = int(fl_width(fl_shortcut_label(m->shortcut_))) + 8;
if (w1 > hotKeysw) hotKeysw = w1;
}
if (m->labelcolor_ || Fl::scheme() || m->labeltype_ > FL_NO_LABEL) clear_overlay();
}
if (selected >= 0 && !Wp) X -= W/2;
int BW = Fl::box_dx(box());
W += hotKeysw+2*BW+7;
if (Wp > W) W = Wp;
if (Wtitle > W) W = Wtitle;
if (X < scr_x) X = scr_x; if (X > scr_x+scr_w-W) X= scr_x+scr_w-W;
x(X); w(W);
h((numitems ? itemheight*numitems-LEADING : 0)+2*BW+3);
if (selected >= 0)
Y = Y+(Hp-itemheight)/2-selected*itemheight-BW;
else {
Y = Y+Hp;
// if the menu hits the bottom of the screen, we try to draw
// it above the menubar instead. We will not adjust any menu
// that has a selected item.
if (Y+h()>scr_y+scr_h && Y-h()>=scr_y) {
if (Hp>1)
// if we know the height of the Fl_Menu_, use it
Y = Y-Hp-h();
else if (t)
// assume that the menubar item height relates to the first
// menuitem as well
Y = Y-itemheight-h()-Fl::box_dh(box());
else
// draw the menu to the right
Y = Y-h()+itemheight+Fl::box_dy(box());
}
}
if (m) y(Y); else {y(Y-2); w(1); h(1);}
if (t) {
if (menubar_title) {
int dy = Fl::box_dy(button->box())+1;
int ht = button->h()-dy*2;
title = new menutitle(tx, ty-ht-dy, Wtitle, ht, t);
} else {
int dy = 2;
int ht = Htitle+2*BW+3;
title = new menutitle(X, Y-ht-dy, Wtitle, ht, t);
}
} else
title = 0;
}
menuwindow::~menuwindow() {
hide();
delete title;
}
void menuwindow::position(int X, int Y) {
if (title) {title->position(X, title->y()+Y-y());}
Fl_Menu_Window::position(X, Y);
// x(X); y(Y); // don't wait for response from X
}
// scroll so item i is visible on screen
void menuwindow::autoscroll(int n) {
int scr_x, scr_y, scr_w, scr_h;
int Y = y()+Fl::box_dx(box())+2+n*itemheight;
Fl::screen_xywh(scr_x, scr_y, scr_w, scr_h);
if (Y <= scr_y) Y = scr_y-Y+10;
else {
Y = Y+itemheight-scr_h-scr_y;
if (Y < 0) return;
Y = -Y-10;
}
Fl_Menu_Window::position(x(), y()+Y);
// y(y()+Y); // don't wait for response from X
}
////////////////////////////////////////////////////////////////
void menuwindow::drawentry(const Fl_Menu_Item* m, int n, int eraseit) {
if (!m) return; // this happens if -1 is selected item and redrawn
int BW = Fl::box_dx(box());
int xx = BW;
int W = w();
int ww = W-2*BW-1;
int yy = BW+1+n*itemheight;
int hh = itemheight - LEADING;
if (eraseit && n != selected) {
fl_push_clip(xx+1, yy-(LEADING-2)/2, ww-2, hh+(LEADING-2));
draw_box(box(), 0, 0, w(), h(), button ? button->color() : color());
fl_pop_clip();
}
m->draw(xx, yy, ww, hh, button, n==selected);
// the shortcuts and arrows assumme fl_color() was left set by draw():
if (m->submenu()) {
int sz = (hh-7)&-2;
int y1 = yy+(hh-sz)/2;
int x1 = xx+ww-sz-3;
fl_polygon(x1+2, y1, x1+2, y1+sz, x1+sz/2+2, y1+sz/2);
} else if (m->shortcut_) {
Fl_Font f = m->labelsize_ || m->labelfont_ ? (Fl_Font)m->labelfont_ :
button ? button->textfont() : FL_HELVETICA;
fl_font(f, m->labelsize_ ? m->labelsize_ :
button ? button->textsize() : FL_NORMAL_SIZE);
fl_draw(fl_shortcut_label(m->shortcut_), xx, yy, ww-3, hh, FL_ALIGN_RIGHT);
}
if (m->flags & FL_MENU_DIVIDER) {
fl_color(FL_DARK3);
fl_xyline(BW-1, yy+hh+(LEADING-2)/2, W-2*BW+2);
fl_color(FL_LIGHT3);
fl_xyline(BW-1, yy+hh+((LEADING-2)/2+1), W-2*BW+2);
}
}
void menutitle::draw() {
menu->draw(0, 0, w(), h(), button, 2);
}
void menuwindow::draw() {
if (damage() != FL_DAMAGE_CHILD) { // complete redraw
fl_draw_box(box(), 0, 0, w(), h(), button ? button->color() : color());
if (menu) {
const Fl_Menu_Item* m; int j;
for (m=menu->first(), j=0; m->text; j++, m = m->next()) drawentry(m, j, 0);
}
} else {
if (damage() & FL_DAMAGE_CHILD && selected!=drawn_selected) { // change selection
drawentry(menu->next(drawn_selected), drawn_selected, 1);
drawentry(menu->next(selected), selected, 1);
}
}
drawn_selected = selected;
}
void menuwindow::set_selected(int n) {
if (n != selected) {selected = n; damage(FL_DAMAGE_CHILD);}
}
////////////////////////////////////////////////////////////////
int menuwindow::find_selected(int mx, int my) {
if (!menu || !menu->text) return -1;
mx -= x();
my -= y();
if (my < 0 || my >= h()) return -1;
if (!itemheight) { // menubar
int xx = 3; int n = 0;
const Fl_Menu_Item* m = menu ? menu->first() : 0;
for (; ; m = m->next(), n++) {
if (!m->text) return -1;
xx += m->measure(0, button) + 16;
if (xx > mx) break;
}
return n;
}
if (mx < Fl::box_dx(box()) || mx >= w()) return -1;
int n = (my-Fl::box_dx(box())-1)/itemheight;
if (n < 0 || n>=numitems) return -1;
return n;
}
// return horizontal position for item n in a menubar:
int menuwindow::titlex(int n) {
const Fl_Menu_Item* m;
int xx = 3;
for (m=menu->first(); n--; m = m->next()) xx += m->measure(0, button) + 16;
return xx;
}
// return 1, if the given root coordinates are inside the window
int menuwindow::is_inside(int mx, int my) {
if ( mx < x_root() || mx >= x_root() + w() ||
my < y_root() || my >= y_root() + h()) {
return 0;
}
return 1;
}
////////////////////////////////////////////////////////////////
// Fl_Menu_Item::popup(...)
// Because Fl::grab() is done, all events go to one of the menu windows.
// But the handle method needs to look at all of them to find out
// what item the user is pointing at. And it needs a whole lot
// of other state variables to determine what is going on with
// the currently displayed menus.
// So the main loop (handlemenu()) puts all the state in a structure
// and puts a pointer to it in a static location, so the handle()
// on menus can refer to it and alter it. The handle() method
// changes variables in this state to indicate what item is
// picked, but does not actually alter the display, instead the
// main loop does that. This is because the X mapping and unmapping
// of windows is slow, and we don't want to fall behind the events.
// values for menustate.state:
#define INITIAL_STATE 0 // no mouse up or down since popup() called
#define PUSH_STATE 1 // mouse has been pushed on a normal item
#define DONE_STATE 2 // exit the popup, the current item was picked
#define MENU_PUSH_STATE 3 // mouse has been pushed on a menu title
struct menustate {
const Fl_Menu_Item* current_item; // what mouse is pointing at
int menu_number; // which menu it is in
int item_number; // which item in that menu, -1 if none
menuwindow* p[20]; // pointers to menus
int nummenus;
int menubar; // if true p[0] is a menubar
int state;
menuwindow* fakemenu; // kludge for buttons in menubar
int is_inside(int mx, int my);
};
static menustate* p;
// return 1 if the coordinates are inside any of the menuwindows
int menustate::is_inside(int mx, int my) {
int i;
for (i=nummenus-1; i>=0; i--) {
if (p[i]->is_inside(mx, my))
return 1;
}
return 0;
}
static inline void setitem(const Fl_Menu_Item* i, int m, int n) {
p->current_item = i;
p->menu_number = m;
p->item_number = n;
}
static void setitem(int m, int n) {
menustate &pp = *p;
pp.current_item = (n >= 0) ? pp.p[m]->menu->next(n) : 0;
pp.menu_number = m;
pp.item_number = n;
}
static int forward(int menu) { // go to next item in menu menu if possible
menustate &pp = *p;
// Fl_Menu_Button can geberate menu=-1. This line fixes it and selectes the first item.
if (menu==-1)
menu = 0;
menuwindow &m = *(pp.p[menu]);
int item = (menu == pp.menu_number) ? pp.item_number : m.selected;
while (++item < m.numitems) {
const Fl_Menu_Item* m1 = m.menu->next(item);
if (m1->activevisible()) {setitem(m1, menu, item); return 1;}
}
return 0;
}
static int backward(int menu) { // previous item in menu menu if possible
menustate &pp = *p;
menuwindow &m = *(pp.p[menu]);
int item = (menu == pp.menu_number) ? pp.item_number : m.selected;
if (item < 0) item = m.numitems;
while (--item >= 0) {
const Fl_Menu_Item* m1 = m.menu->next(item);
if (m1->activevisible()) {setitem(m1, menu, item); return 1;}
}
return 0;
}
int menuwindow::handle(int e) {
#ifdef __APPLE__
// This off-route takes care of the "detached menu" bug on OS X.
// Apple event handler requires that we hide all menu windows right
// now, so that Carbon can continue undisturbed with handling window
// manager events, like dragging the application window.
int ret = early_hide_handle(e);
menustate &pp = *p;
if (pp.state == DONE_STATE) {
hide();
if (pp.fakemenu) {
pp.fakemenu->hide();
if (pp.fakemenu->title)
pp.fakemenu->title->hide();
}
int i = pp.nummenus;
while (i>0) {
menuwindow *mw = pp.p[--i];
if (mw) {
mw->hide();
if (mw->title)
mw->title->hide();
}
}
}
return ret;
}
int menuwindow::early_hide_handle(int e) {
#endif
menustate &pp = *p;
switch (e) {
case FL_KEYBOARD:
switch (Fl::event_key()) {
case FL_BackSpace:
case 0xFE20: // backtab
BACKTAB:
if (!backward(pp.menu_number)) {pp.item_number = -1;backward(pp.menu_number);}
return 1;
case FL_Up:
if (pp.menubar && pp.menu_number == 0) {
// Do nothing...
} else if (backward(pp.menu_number)) {
// Do nothing...
} else if (pp.menubar && pp.menu_number==1) {
setitem(0, pp.p[0]->selected);
}
return 1;
case FL_Tab:
if (Fl::event_shift()) goto BACKTAB;
case FL_Down:
if (pp.menu_number || !pp.menubar) {
if (!forward(pp.menu_number) && Fl::event_key()==FL_Tab) {
pp.item_number = -1;
forward(pp.menu_number);
}
} else if (pp.menu_number < pp.nummenus-1) {
forward(pp.menu_number+1);
}
return 1;
case FL_Right:
if (pp.menubar && (pp.menu_number<=0 || pp.menu_number==1 && pp.nummenus==2))
forward(0);
else if (pp.menu_number < pp.nummenus-1) forward(pp.menu_number+1);
return 1;
case FL_Left:
if (pp.menubar && pp.menu_number<=1) backward(0);
else if (pp.menu_number>0)
setitem(pp.menu_number-1, pp.p[pp.menu_number-1]->selected);
return 1;
case FL_Enter:
case FL_KP_Enter:
case ' ':
pp.state = DONE_STATE;
return 1;
case FL_Escape:
setitem(0, -1, 0);
pp.state = DONE_STATE;
return 1;
}
break;
case FL_SHORTCUT: {
for (int mymenu = pp.nummenus; mymenu--;) {
menuwindow &mw = *(pp.p[mymenu]);
int item; const Fl_Menu_Item* m = mw.menu->find_shortcut(&item);
if (m) {
setitem(m, mymenu, item);
if (!m->submenu()) pp.state = DONE_STATE;
return 1;
}
}} break;
case FL_ENTER:
case FL_MOVE:
case FL_PUSH:
case FL_DRAG: {
#ifdef __QNX__
// STR 704: workaround QNX X11 bug - in QNX a FL_MOVE event is sent
// right after FL_RELEASE...
if (pp.state == DONE_STATE) return 1;
#endif // __QNX__
int mx = Fl::event_x_root();
int my = Fl::event_y_root();
int item=0; int mymenu = pp.nummenus-1;
// Clicking or dragging outside menu cancels it...
if ((!pp.menubar || mymenu) && !pp.is_inside(mx, my)) {
setitem(0, -1, 0);
if (e==FL_PUSH)
pp.state = DONE_STATE;
return 1;
}
for (mymenu = pp.nummenus-1; ; mymenu--) {
item = pp.p[mymenu]->find_selected(mx, my);
if (item >= 0)
break;
if (mymenu <= 0) {
// buttons in menubars must be deselected if we move outside of them!
if (pp.menu_number==-1 && e==FL_PUSH) {
pp.state = DONE_STATE;
return 1;
}
if (pp.current_item && pp.menu_number==0 && !pp.current_item->submenu()) {
if (e==FL_PUSH)
pp.state = DONE_STATE;
setitem(0, -1, 0);
return 1;
}
// all others can stay selected
return 0;
}
}
if (my == 0 && item > 0) setitem(mymenu, item - 1);
else setitem(mymenu, item);
if (e == FL_PUSH) {
if (pp.current_item && pp.current_item->submenu() // this is a menu title
&& item != pp.p[mymenu]->selected // and it is not already on
&& !pp.current_item->callback_) // and it does not have a callback
pp.state = MENU_PUSH_STATE;
else
pp.state = PUSH_STATE;
}} return 1;
case FL_RELEASE:
// Mouse must either be held down/dragged some, or this must be
// the second click (not the one that popped up the menu):
if (!Fl::event_is_click() || pp.state == PUSH_STATE ||
pp.menubar && pp.current_item && !pp.current_item->submenu() // button
) {
#if 0 // makes the check/radio items leave the menu up
const Fl_Menu_Item* m = pp.current_item;
if (m && button && (m->flags & (FL_MENU_TOGGLE|FL_MENU_RADIO))) {
((Fl_Menu_*)button)->picked(m);
pp.p[pp.menu_number]->redraw();
} else
#endif
// do nothing if they try to pick inactive items
if (!pp.current_item || pp.current_item->activevisible())
pp.state = DONE_STATE;
}
return 1;
}
return Fl_Window::handle(e);
}
/**
Pulldown() is similar to popup(), but a rectangle is
provided to position the menu. The menu is made at least W
wide, and the picked item is centered over the rectangle
(like Fl_Choice uses). If picked is zero or not
found, the menu is aligned just below the rectangle (like a pulldown
menu).
<P>The title and menubar arguments are used
internally by the Fl_Menu_Bar widget.
*/
const Fl_Menu_Item* Fl_Menu_Item::pulldown(
int X, int Y, int W, int H,
const Fl_Menu_Item* initial_item,
const Fl_Menu_* pbutton,
const Fl_Menu_Item* t,
int menubar) const {
Fl_Group::current(0); // fix possible user error...
button = pbutton;
if (pbutton) {
for (Fl_Window* w = pbutton->window(); w; w = w->window()) {
X += w->x();
Y += w->y();
}
} else {
X += Fl::event_x_root()-Fl::event_x();
Y += Fl::event_y_root()-Fl::event_y();
}
menuwindow mw(this, X, Y, W, H, initial_item, t, menubar);
Fl::grab(mw);
menustate pp; p = &pp;
pp.p[0] = &mw;
pp.nummenus = 1;
pp.menubar = menubar;
pp.state = INITIAL_STATE;
pp.fakemenu = 0; // kludge for buttons in menubar
// preselected item, pop up submenus if necessary:
if (initial_item && mw.selected >= 0) {
setitem(0, mw.selected);
goto STARTUP;
}
pp.current_item = 0; pp.menu_number = 0; pp.item_number = -1;
if (menubar) {
// find the initial menu
if (!mw.handle(FL_DRAG)) {
Fl::release();
return 0;
}
}
initial_item = pp.current_item;
if (initial_item) goto STARTUP;
// the main loop, runs until p.state goes to DONE_STATE:
for (;;) {
// make sure all the menus are shown:
{for (int k = menubar; k < pp.nummenus; k++)
if (!pp.p[k]->shown()) {
if (pp.p[k]->title) pp.p[k]->title->show();
pp.p[k]->show();
}
}
// get events:
{const Fl_Menu_Item* oldi = pp.current_item;
Fl::wait();
if (pp.state == DONE_STATE) break; // done.
if (pp.current_item == oldi) continue;}
// only do rest if item changes:
delete pp.fakemenu; pp.fakemenu = 0; // turn off "menubar button"
if (!pp.current_item) { // pointing at nothing
// turn off selection in deepest menu, but don't erase other menus:
pp.p[pp.nummenus-1]->set_selected(-1);
continue;
}
delete pp.fakemenu; pp.fakemenu = 0;
initial_item = 0; // stop the startup code
pp.p[pp.menu_number]->autoscroll(pp.item_number);
STARTUP:
menuwindow& cw = *pp.p[pp.menu_number];
const Fl_Menu_Item* m = pp.current_item;
if (!m->activevisible()) { // pointing at inactive item
cw.set_selected(-1);
initial_item = 0; // turn off startup code
continue;
}
cw.set_selected(pp.item_number);
if (m==initial_item) initial_item=0; // stop the startup code if item found
if (m->submenu()) {
const Fl_Menu_Item* title = m;
const Fl_Menu_Item* menutable;
if (m->flags&FL_SUBMENU) menutable = m+1;
else menutable = (Fl_Menu_Item*)(m)->user_data_;
// figure out where new menu goes:
int nX, nY;
if (!pp.menu_number && pp.menubar) { // menu off a menubar:
nX = cw.x() + cw.titlex(pp.item_number);
nY = cw.y() + cw.h();
initial_item = 0;
} else {
nX = cw.x() + cw.w();
nY = cw.y() + pp.item_number * cw.itemheight;
title = 0;
}
if (initial_item) { // bring up submenu containing initial item:
menuwindow* n = new menuwindow(menutable,X,Y,W,H,initial_item,title,0,0,cw.x());
pp.p[pp.nummenus++] = n;
// move all earlier menus to line up with this new one:
if (n->selected>=0) {
int dy = n->y()-nY;
int dx = n->x()-nX;
for (int menu = 0; menu <= pp.menu_number; menu++) {
menuwindow* tt = pp.p[menu];
int nx = tt->x()+dx; if (nx < 0) {nx = 0; dx = -tt->x();}
int ny = tt->y()+dy; if (ny < 0) {ny = 0; dy = -tt->y();}
tt->position(nx, ny);
}
setitem(pp.nummenus-1, n->selected);
goto STARTUP;
}
} else if (pp.nummenus > pp.menu_number+1 &&
pp.p[pp.menu_number+1]->menu == menutable) {
// the menu is already up:
while (pp.nummenus > pp.menu_number+2) delete pp.p[--pp.nummenus];
pp.p[pp.nummenus-1]->set_selected(-1);
} else {
// delete all the old menus and create new one:
while (pp.nummenus > pp.menu_number+1) delete pp.p[--pp.nummenus];
pp.p[pp.nummenus++]= new menuwindow(menutable, nX, nY,
title?1:0, 0, 0, title, 0, menubar, cw.x());
}
} else { // !m->submenu():
while (pp.nummenus > pp.menu_number+1) delete pp.p[--pp.nummenus];
if (!pp.menu_number && pp.menubar) {
// kludge so "menubar buttons" turn "on" by using menu title:
pp.fakemenu = new menuwindow(0,
cw.x()+cw.titlex(pp.item_number),
cw.y()+cw.h(), 0, 0,
0, m, 0, 1);
pp.fakemenu->title->show();
}
}
}
const Fl_Menu_Item* m = pp.current_item;
Fl::release();
delete pp.fakemenu;
while (pp.nummenus>1) delete pp.p[--pp.nummenus];
mw.hide();
return m;
}
/**
This method is called by widgets that want to display menus. The menu
stays up until the user picks an item or dismisses it. The selected
item (or NULL if none) is returned. <I>This does not do the
callbacks or change the state of check or radio items.</I>
<P>X,Y is the position of the mouse cursor, relative to the
window that got the most recent event (usually you can pass
Fl::event_x() and Fl::event_y() unchanged here). </P>
<P>title is a character string title for the menu. If
non-zero a small box appears above the menu with the title in it. </P>
<P>The menu is positioned so the cursor is centered over the item
picked. This will work even if picked is in a submenu.
If picked is zero or not in the menu item table the menu is
positioned with the cursor in the top-left corner. </P>
<P>button is a pointer to an
Fl_Menu_ from which the color and boxtypes for the menu are
pulled. If NULL then defaults are used.
*/
const Fl_Menu_Item* Fl_Menu_Item::popup(
int X, int Y,
const char* title,
const Fl_Menu_Item* picked,
const Fl_Menu_* but
) const {
static Fl_Menu_Item dummy; // static so it is all zeros
dummy.text = title;
return pulldown(X, Y, 0, 0, picked, but, title ? &dummy : 0);
}
/**
Search only the top level menu for a shortcut.
Either &x in the label or the shortcut fields are used.
*/
const Fl_Menu_Item* Fl_Menu_Item::find_shortcut(int* ip) const {
const Fl_Menu_Item* m = first();
if (m) for (int ii = 0; m->text; m = m->next(), ii++) {
if (m->activevisible()) {
if (Fl::test_shortcut(m->shortcut_)
|| Fl_Widget::test_shortcut(m->text)) {
if (ip) *ip=ii;
return m;
}
}
}
return 0;
}
// Recursive search of all submenus for anything with this key as a
// shortcut. Only uses the shortcut field, ignores &x in the labels:
/**
This is designed to be called by a widgets handle() method in
response to a FL_SHORTCUT event. If the current event matches
one of the items shortcut, that item is returned. If the keystroke
does not match any shortcuts then NULL is returned. This only
matches the shortcut() fields, not the letters in the title
preceeded by '
*/
const Fl_Menu_Item* Fl_Menu_Item::test_shortcut() const {
const Fl_Menu_Item* m = first();
const Fl_Menu_Item* ret = 0;
if (m) for (; m->text; m = m->next()) {
if (m->activevisible()) {
// return immediately any match of an item in top level menu:
if (Fl::test_shortcut(m->shortcut_)) return m;
// if (Fl_Widget::test_shortcut(m->text)) return m;
// only return matches from lower menu if nothing found in top menu:
if (!ret && m->submenu()) {
const Fl_Menu_Item* s =
(m->flags&FL_SUBMENU) ? m+1:(const Fl_Menu_Item*)m->user_data_;
ret = s->test_shortcut();
}
}
}
return ret;
}
//
// End of "$Id$".
//