fltk/src/Fl_Menu.cxx
Albrecht Schlosser f09e17c3c5 Remove $Id$ tags, update URL's, and more
- remove obsolete svn '$Id$' tags from all source files
- update .fl files and generated files accordingly
- replace 'http://www.fltk.org' URL's with 'https://...'
- replace bug report URL 'str.php' with 'bugs.php'
- remove trailing whitespace
- fix other whitespace errors flagged by Git
- add and/or fix missing or wrong standard headers
- convert tabs to spaces in all source files

The only relevant code changes are in the fluid/ folder where
some .fl files and other source files were used to generate
the '$Id' headers and footers.
2020-07-06 20:28:20 +02:00

1124 lines
36 KiB
C++

//
// Menu code for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2015 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.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_System_Driver.H"
#include <FL/Fl_Menu_Window.H>
#include <FL/Fl_Menu_.H>
#include <FL/fl_draw.H>
#include <stdio.h>
#include "flstring.h"
/** Size of the menu starting from this menu item.
This method counts all menu items starting with \p this menu item,
including all menu items in the same (sub)menu level, all nested
submenus, \b and the terminating empty (0) menu item.
It does \b not count menu items referred to by FL_SUBMENU_POINTER
menu items (except the single menu item with FL_SUBMENU_POINTER).
All menu items counted are consecutive in memory (one array).
Example:
\code
schemechoice = new Fl_Choice(X+125,Y,140,25,"FLTK Scheme");
schemechoice->add("none");
schemechoice->add("plastic");
schemechoice->add("gtk+");
schemechoice->add("gleam");
printf("schemechoice->menu()->size() = %d\n", schemechoice->menu()->size());
\endcode
Output:
schemechoice->menu()->%size() = 5
*/
int Fl_Menu_Item::size() const {
const Fl_Menu_Item* m = this;
int nest = 0;
for (;;) {
if (!m->text) {
if (!nest) return (int) (m-this+1);
nest--;
} else if (m->flags & FL_SUBMENU) {
nest++;
}
m++;
}
}
// Advance a pointer to next visible or invisible item of a menu array,
// skipping the contents of submenus.
static const Fl_Menu_Item* next_visible_or_not(const Fl_Menu_Item* m) {
int nest = 0;
do {
if (!m->text) {
if (!nest) return m;
nest--;
} else if (m->flags&FL_SUBMENU) {
nest++;
}
m++;
}
while (nest);
return 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;
if (!m->visible()) n++;
while (n) {
m = next_visible_or_not(m);
if (m->visible() || !m->text) n--;
}
return m;
}
// appearance of current menus are pulled from this parent widget:
static const Fl_Menu_* button=0;
////////////////////////////////////////////////////////////////
// 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);
int handle_part1(int);
int handle_part2(int e, int ret);
public:
menutitle* title;
int handle(int);
int itemheight; // zero == menubar
int numitems;
int selected;
int drawn_selected; // last redraw has this selected
int shortcutWidth;
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);
};
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 += FL_NORMAL_SIZE;
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-(Fl::menu_linespacing()-2)/2, w-2, h+(Fl::menu_linespacing()-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 = (W - tW) / 2;
if (Fl::is_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_color(fl_color_average(FL_WHITE, FL_SELECTION_COLOR, 0.2f));
} 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::is_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::is_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();
set_menu_window();
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_work_area(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();
set_menu_window();
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 hotModsw = 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+Fl::menu_linespacing()>itemheight) itemheight = hh+Fl::menu_linespacing();
if (m->flags&(FL_SUBMENU|FL_SUBMENU_POINTER))
w1 += FL_NORMAL_SIZE;
if (w1 > W) W = w1;
// calculate the maximum width of all shortcuts
if (m->shortcut_) {
// s is a pointer to the UTF-8 string for the entire shortcut
// k points only to the key part (minus the modifier keys)
const char *k, *s = fl_shortcut_label(m->shortcut_, &k);
if (fl_utf_nb_char((const unsigned char*)k, (int) strlen(k))<=4) {
// a regular shortcut has a right-justified modifier followed by a left-justified key
w1 = int(fl_width(s, (int) (k-s)));
if (w1 > hotModsw) hotModsw = w1;
w1 = int(fl_width(k))+4;
if (w1 > hotKeysw) hotKeysw = w1;
} else {
// a shortcut with a long modifier is right-justified to the menu
w1 = int(fl_width(s))+4;
if (w1 > (hotModsw+hotKeysw)) {
hotModsw = w1-hotKeysw;
}
}
}
if (m->labelcolor_ || Fl::scheme() || m->labeltype_ > FL_NO_LABEL) clear_overlay();
}
shortcutWidth = hotKeysw;
if (selected >= 0 && !Wp) X -= W/2;
int BW = Fl::box_dx(box());
W += hotKeysw+hotModsw+2*BW+7;
if (Wp > W) W = Wp;
if (Wtitle > W) W = Wtitle;
if (X < scr_x) X = scr_x;
// this change improves popup submenu positioning at right screen edge,
// but it makes right_edge argument useless
//if (X > scr_x+scr_w-W) X = right_edge-W;
if (X > scr_x+scr_w-W) X = scr_x+scr_w-W;
x(X); w(W);
h((numitems ? itemheight*numitems-Fl::menu_linespacing() : 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 (t) {
if (menubar_title) {
Y = Y + Fl::menu_linespacing() - Fl::box_dw(button->box());
} else {
Y += 2*Htitle+2*BW+3;
}
}
}
}
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_y, scr_h;
int Y = y()+Fl::box_dx(box())+2+n*itemheight;
int xx, ww;
Fl::screen_work_area(xx, scr_y, ww, 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 - Fl::menu_linespacing();
if (eraseit && n != selected) {
fl_push_clip(xx+1, yy-(Fl::menu_linespacing()-2)/2, ww-2, hh+(Fl::menu_linespacing()-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 assume 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);
const char *k, *s = fl_shortcut_label(m->shortcut_, &k);
if (fl_utf_nb_char((const unsigned char*)k, (int) strlen(k))<=4) {
// right-align the modifiers and left-align the key
char *buf = (char*)malloc(k-s+1);
memcpy(buf, s, k-s); buf[k-s] = 0;
fl_draw(buf, xx, yy, ww-shortcutWidth, hh, FL_ALIGN_RIGHT);
fl_draw( k, xx+ww-shortcutWidth, yy, shortcutWidth, hh, FL_ALIGN_LEFT);
free(buf);
} else {
// right-align to the menu
fl_draw(s, xx, yy, ww-4, hh, FL_ALIGN_RIGHT);
}
}
if (m->flags & FL_MENU_DIVIDER) {
fl_color(FL_DARK3);
fl_xyline(BW-1, yy+hh+(Fl::menu_linespacing()-2)/2, W-2*BW+2);
fl_color(FL_LIGHT3);
fl_xyline(BW-1, yy+hh+((Fl::menu_linespacing()-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->first();
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;
}
if (itemheight == 0 && find_selected(mx, my) == -1) {
// in the menubar but out from any menu header
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=0;
// 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 generate 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) {
/* In FLTK 1.3.4, the equivalent of handle_part2() is called for the Mac OS and X11 platforms
and "svn blame" shows it is here to fix STR #449.
But this STR is Mac OS-specific.
So, it is unclear why handle_part2() is called also for X11.
Furthermore, calling handle_part2() for X11 renders the
fix for STR #2619 below necessary. If handle_part2() is not called under X11,
then STR #2619 does not occur. need_menu_handle_part1_extra() activates this fix.
FLTK 1.3.4 behavior:
Fl::system_driver()->need_menu_handle_part2() returns true on Mac + X11
Fl::system_driver()->need_menu_handle_part1_extra() returns true on X11
Alternative behavior that seems equally correct:
Fl::system_driver()->need_menu_handle_part2() returns true on Mac
need_menu_handle_part1_extra() does not exist
Other alternative:
Neither need_menu_handle_part2() nor need_menu_handle_part1_extra() exist
--> the menuwindow code is entirely cross-platform and simpler.
It makes a small difference with Mac OS when resizing a window with a menu on:
the menu disappears after the end of the resize rather than at its beginning.
Apple applications do close popups at the beginning of resizes.
*/
static int use_part2 = Fl::system_driver()->need_menu_handle_part2();
int ret = handle_part1(e);
if (use_part2) ret = handle_part2(e, ret);
return ret;
}
int menuwindow::handle_part2(int e, int ret) {
// This off-route takes care of the "detached menu" bug on OS X (STR #449).
// 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.
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::handle_part1(int e) {
menustate &pp = *p;
switch (e) {
case FL_KEYBOARD:
switch (Fl::event_key()) {
case FL_BackSpace:
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_MOVE: {
static int use_part1_extra = Fl::system_driver()->need_menu_handle_part1_extra();
if (use_part1_extra && pp.state == DONE_STATE) {
return 1; // Fix for STR #2619
}
}
/* FALLTHROUGH */
case FL_ENTER:
case FL_PUSH:
case FL_DRAG:
{
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 \p W wide, and the picked item \p initial_item
is centered over the rectangle (like Fl_Choice uses).
If \p initial_item is \p NULL or not found, the menu is aligned just
below the rectangle (like a pulldown menu).
The \p title and \p 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* title,
int menubar) const {
Fl_Group::current(0); // fix possible user error...
// track the Fl_Menu_ widget to make sure we notice if it gets
// deleted while the menu is open (STR #3503)
Fl_Widget_Tracker wp((Fl_Widget *)pbutton);
button = pbutton;
if (pbutton && pbutton->window()) {
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, title, 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::grab(0);
return 0;
}
}
initial_item = pp.current_item;
if (initial_item) goto STARTUP;
// the main loop: runs until p.state goes to DONE_STATE or the menu
// widget is deleted (e.g. from a timer callback, see STR #3503):
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 (pbutton && wp.deleted()) // menu widget has been deleted (STR #3503)
break;
if (pp.state == DONE_STATE) break; // done.
if (pp.current_item == oldi) continue;
}
// only do rest if item changes:
if(pp.fakemenu) {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;
}
if(pp.fakemenu) {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;
int waX, waY, waW, waH;
Fl::screen_work_area(waX, waY, waW, waH, X, Y);
for (int menu = 0; menu <= pp.menu_number; menu++) {
menuwindow* tt = pp.p[menu];
int nx = tt->x()+dx; if (nx < waX) {nx = waX; dx = -tt->x() + waX;}
int ny = tt->y()+dy; if (ny < waY) {ny = waY; dy = -tt->y() + waY;}
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,
(title ? 0 : 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 = (pbutton && wp.deleted()) ? NULL : pp.current_item;
delete pp.fakemenu;
while (pp.nummenus>1) delete pp.p[--pp.nummenus];
mw.hide();
Fl::grab(0);
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>
The menu is positioned so the cursor is centered over the item
picked. This will work even if \p picked is in a submenu.
If \p picked is zero or not in the menu item table the menu is
positioned with the cursor in the top-left corner.
\param[in] X,Y 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).
\param[in] title a character string title for the menu. If
non-zero a small box appears above the menu with the title in it.
\param[in] picked if this pointer is not NULL, the popup menu will appear
so that the picked menu is under the mouse pointer.
\param[in] menu_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.
\return a pointer to the menu item selected by the user, or NULL
*/
const Fl_Menu_Item* Fl_Menu_Item::popup(
int X, int Y,
const char* title,
const Fl_Menu_Item* picked,
const Fl_Menu_* menu_button
) const {
static Fl_Menu_Item dummy; // static so it is all zeros
dummy.text = title;
return pulldown(X, Y, 0, 0, picked, menu_button, title ? &dummy : 0);
}
/**
Search only the top level menu for a shortcut.
Either &x in the label or the shortcut fields are used.
This tests the current event, which must be an FL_KEYBOARD or
FL_SHORTCUT, against a shortcut value.
\param ip returns the index of the item, if \p ip is not NULL.
\param require_alt if true: match only if Alt key is pressed.
\return found Fl_Menu_Item or NULL
*/
const Fl_Menu_Item* Fl_Menu_Item::find_shortcut(int* ip, const bool require_alt) const {
const Fl_Menu_Item* m = this;
if (m) for (int ii = 0; m->text; m = next_visible_or_not(m), ii++) {
if (m->active()) {
if (Fl::test_shortcut(m->shortcut_)
|| Fl_Widget::test_shortcut(m->text, require_alt)) {
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 = this;
const Fl_Menu_Item* ret = 0;
if (m) for (; m->text; m = next_visible_or_not(m)) {
if (m->active()) {
// 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;
}