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#ifdef G_OS_WIN32
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>
#endif
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glut.h>
#include "menu.h"
#include "button.h"
#define MENU_MAX_BUTTONS 16
enum MenuState {
MENU_MAIN,
MENU_START,
MENU_OPTIONS
};
struct MenuStruct {
enum MenuState m_eMenuId;
int m_iButtonCount;
struct ButtonStruct m_sButtons[MENU_MAX_BUTTONS];
};
struct MenuStruct g_sMenuMain; // definition of the main menu
struct MenuStruct g_sMenuStart; // definition of the start menu
struct MenuStruct g_sMenuOptions; // definition of the options menu
struct MenuStruct *g_pCurMenu; // current menu
int g_iWinWidth;
int g_iWinHeight;
void MenuAddButton(int f_dXPos, int f_dYPos, int f_dWidth, int f_dHeight, char *f_pcTitle, int f_iType)
{
int i;
i = g_sMenuMain.m_iButtonCount;
g_sMenuMain.m_sButtons[i] = ButtonCreate(f_dXPos, f_dYPos, f_dWidth, f_dHeight, f_pcTitle, f_iType);
i++;
g_sMenuMain.m_iButtonCount = i;
} // MenuAddButton
void MenuInit(int f_iWinWidth, int f_iWinHeight)
{
// init menu props
g_iWinWidth = f_iWinWidth;
g_iWinHeight = f_iWinHeight;
// init main menu
g_sMenuMain.m_eMenuId = MENU_MAIN;
MenuAddButton(50, 50, 200, 100, "Start", BUTTON_CLICK);
MenuAddButton(200, 200, 180, 180, "Start", BUTTON_RADIO);
// init start menu
g_sMenuStart.m_eMenuId = MENU_START;
g_sMenuStart.m_iButtonCount = 0;
// init options menu
g_sMenuOptions.m_eMenuId = MENU_OPTIONS;
g_sMenuOptions.m_iButtonCount = 0;
// set pointer to the current menu
g_pCurMenu = &g_sMenuMain;
} // MenuInit
void MenuRender(void)
{
int i;
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glColor4d(1, 1, 1, 1);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(1, (GLfloat)g_iWinWidth, (GLfloat)g_iWinHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_BLEND);
//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// render the buttons (mask) on the current menu
i = 0;
while (i < g_pCurMenu->m_iButtonCount)
{
ButtonRender(&g_pCurMenu->m_sButtons[i]);
i++;
}
glDisable(GL_BLEND);
//restore the previous projection matrix
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
} // MenuRender
void MenuMouseHandle(int f_iGlutButton, int f_iGlutState, int f_iXPos, int f_iYPos)
{
int i = 0;
double l_dXPos, l_dYPos;
double l_iWidth, l_iHeight;
// f_iGlutButton:
// # GLUT_LEFT_BUTTON
// # GLUT_MIDDLE_BUTTON
// # GLUT_RIGHT_BUTTON
// f_iGlutState
// # GLUT_DOWN
// # GLUT_UP
// button released
if (f_iGlutButton == GLUT_LEFT_BUTTON && f_iGlutState == GLUT_UP)
{
i = 0;
while (i < g_pCurMenu->m_iButtonCount)
{
if (ButtonGetType(&g_pCurMenu->m_sButtons[i]) == BUTTON_CLICK)
{
ButtonRelease(&g_pCurMenu->m_sButtons[i]);
}
i++;
}
}
// check if any button needs attention from the mouse
i = 0;
while (i < g_pCurMenu->m_iButtonCount)
{
l_dXPos = g_pCurMenu->m_sButtons[i].m_dXPos;
l_dYPos = g_pCurMenu->m_sButtons[i].m_dYPos;
l_iWidth = g_pCurMenu->m_sButtons[i].m_dWidth;
l_iHeight = g_pCurMenu->m_sButtons[i].m_dHeight;
if (l_dXPos <= f_iXPos && l_dXPos + l_iWidth >= f_iXPos &&l_dYPos <= f_iYPos && l_dYPos + l_iHeight >= f_iYPos)
{
ButtonEnter(&g_pCurMenu->m_sButtons[i]);
// button pressed?
if (f_iGlutButton == GLUT_LEFT_BUTTON && f_iGlutState == GLUT_DOWN)
{
ButtonPress(&g_pCurMenu->m_sButtons[i]);
}
}
else // mouse leaves button
{
ButtonExit(&g_pCurMenu->m_sButtons[i]);
}
i++;
}
} // MenuMouseHandle
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