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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"
#include "font.h"
#define MENU_MAX_BUTTONS 16
enum MenuState {
MENU_MAIN,
MENU_START,
MENU_OPTIONS
};
struct MenuStruct {
enum MenuState m_iMenuId;
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 MenuEnableGroup(int f_iGroup)
{
struct ButtonStruct l_sButton;
int l_iType, l_iGroup;
int i = 0;
// enable first radio button in this group
while (i < g_pCurMenu->m_iButtonCount)
{
l_sButton = g_pCurMenu->m_sButtons[i];
l_iType = l_sButton.m_iType;
l_iGroup = l_sButton.m_iGroup;
if (l_iType == BUTTON_RADIO && l_iGroup == f_iGroup)
{
ButtonEnable(&g_pCurMenu->m_sButtons[i]);
return;
}
i++;
}
} // MenuEnableGroup
void MenuAddButton(int f_dXPos, int f_dYPos, int f_dWidth, int f_dHeight, char *f_pcTitle, int f_iType, int f_iGroup)
{
int i = g_pCurMenu->m_iButtonCount;;
// create the button with the right parameters
g_pCurMenu->m_sButtons[i] = ButtonCreate(f_dXPos, f_dYPos, f_dWidth, f_dHeight, f_pcTitle, f_iType, f_iGroup, i);
g_pCurMenu->m_iButtonCount = i + 1;
} // MenuAddButton
void MenuClear(void)
{
g_pCurMenu->m_iButtonCount = 0;
memset(&g_pCurMenu->m_sButtons, 0, sizeof(g_pCurMenu->m_sButtons));
} // MenuClear
void MenuBuild (void)
{
int l_iMenuId = g_pCurMenu->m_iMenuId;
switch (l_iMenuId)
{
default:
case MENU_MAIN:
MenuAddButton(50, 50, 250, 64, "Button 1", BUTTON_CLICK, BUTTON_NO_GROUP);
MenuAddButton(50, 150, 250, 64, "Button 2", BUTTON_CLICK, BUTTON_NO_GROUP);
MenuAddButton(350, 50, 64, 64, "Radio 1", BUTTON_RADIO, BUTTON_GROUP1);
MenuAddButton(350, 150, 64, 64, "Radio 2", BUTTON_RADIO, BUTTON_GROUP1);
MenuEnableGroup(BUTTON_GROUP1);
MenuAddButton(50, 250, 256, 64, "Button 3", BUTTON_CLICK, BUTTON_NO_GROUP);
MenuAddButton(50, 350, 256, 64, "Button 4", BUTTON_CLICK, BUTTON_NO_GROUP);
MenuAddButton(350, 250, 64, 64, "Radio A", BUTTON_RADIO, BUTTON_GROUP2);
MenuAddButton(350, 350, 64, 64, "Radio B", BUTTON_RADIO, BUTTON_GROUP2);
MenuEnableGroup(BUTTON_GROUP2);
break;
case MENU_START:
MenuAddButton(50, 150, 250, 64, "Start", BUTTON_CLICK, BUTTON_NO_GROUP);
MenuAddButton(50, 250, 250, 64, "Back", BUTTON_CLICK, BUTTON_NO_GROUP);
MenuAddButton(350, 150, 64, 64, "Try first!", BUTTON_RADIO, BUTTON_GROUP1);
MenuAddButton(350, 250, 64, 64, "10 games", BUTTON_RADIO, BUTTON_GROUP1);
MenuEnableGroup(BUTTON_GROUP1);
break;
case MENU_OPTIONS:
MenuAddButton(50, 50, 64, 64, "Headtracking", BUTTON_RADIO, BUTTON_GROUP1);
MenuAddButton(50, 150, 64, 64, "Stereo vision", BUTTON_RADIO, BUTTON_GROUP1);
MenuEnableGroup(BUTTON_GROUP1);
break;
}
} // MenuBuild
void MenuRebuild(void)
{
MenuClear();
MenuBuild();
} // MenuRebuild
void MenuNext(void)
{
int l_iMenuId = g_pCurMenu->m_iMenuId;
l_iMenuId = (l_iMenuId + 1) % 3;
g_pCurMenu->m_iMenuId = l_iMenuId;
MenuRebuild();
} // MenuNext
void MenuInit(int f_iWinWidth, int f_iWinHeight)
{
// init menu props
g_iWinWidth = f_iWinWidth;
g_iWinHeight = f_iWinHeight;
// set pointer to the current menu
g_pCurMenu = &g_sMenuStart;
// init main menu
g_sMenuMain.m_iMenuId = MENU_MAIN;
// init start menu
g_sMenuStart.m_iMenuId = MENU_START;
// init options menu
g_sMenuOptions.m_iMenuId = MENU_OPTIONS;
// init font
FontInit(f_iWinWidth, f_iWinHeight);
// build the current menu (main)
MenuBuild();
} // MenuInit
void MenuRender(void)
{
int i = 0;
glClearColor(0.9, 0.9, 0.9, 1);
glDisable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glColor4d(1, 1, 1, 1);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, g_iWinWidth, g_iWinHeight, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// render the buttons of the current menu
for (i; i < g_pCurMenu->m_iButtonCount; i++)
{
ButtonRender(&g_pCurMenu->m_sButtons[i]);
}
glDisable(GL_BLEND);
//restore the previous projection matrix
glMatrixMode(GL_PROJECTION);
glPopMatrix();
} // MenuRender
int MenuCollision(struct ButtonStruct *f_sButton, int f_iXPos, int f_iYPos)
{
int l_iCollision;
int l_iButtonX, l_iButtonY;
int l_iButtonWidth, l_iButtonHeight;
l_iButtonX = f_sButton->m_dXPos;
l_iButtonY = f_sButton->m_dYPos;
l_iButtonWidth = f_sButton->m_dWidth;
l_iButtonHeight = f_sButton->m_dHeight;
l_iCollision = f_iXPos >= l_iButtonX;
l_iCollision &= f_iYPos >= l_iButtonY;
l_iCollision &= f_iXPos <= l_iButtonX + l_iButtonWidth;
l_iCollision &= f_iYPos <= l_iButtonY + l_iButtonHeight;
if (l_iCollision) return TRUE;
return FALSE;
} // MenuCollision
void MenuMouseClick(int f_iGlutButton, int f_iGlutState, int f_iXPos, int f_iYPos)
{
int i = 0;
int l_iXPos, l_iYPos;
int l_iWidth, l_iHeight;
int l_iType, l_iId, l_iGroup;
struct ButtonStruct l_sButton;
// button released
if (f_iGlutButton == GLUT_LEFT_BUTTON && f_iGlutState == GLUT_UP)
{
// post a button released event to all buttons
for (i; i < g_pCurMenu->m_iButtonCount; i++)
{
l_iType = g_pCurMenu->m_sButtons[i].m_iType;
ButtonRelease(&g_pCurMenu->m_sButtons[i]);
}
}
// check if any button needs attention from the mouse
i = g_pCurMenu->m_iButtonCount;
for (i; i >= 0; i--)
{
l_sButton = g_pCurMenu->m_sButtons[i];
l_iXPos = l_sButton.m_dXPos;
l_iYPos = l_sButton.m_dYPos;
l_iWidth = l_sButton.m_dWidth;
l_iHeight = l_sButton.m_dHeight;
l_iType = l_sButton.m_iType;
l_iId = l_sButton.m_iId;
l_iGroup = l_sButton.m_iGroup;
if (MenuCollision(&l_sButton, f_iXPos, f_iYPos))
{
// button pressed?
if (f_iGlutButton == GLUT_LEFT_BUTTON && f_iGlutState == GLUT_DOWN)
{
ButtonPress(&g_pCurMenu->m_sButtons[i]);
if (l_iType == BUTTON_RADIO)
{
i = 0;
while (i < g_pCurMenu->m_iButtonCount)
{
if (l_iId != g_pCurMenu->m_sButtons[i].m_iId &&
l_iType == g_pCurMenu->m_sButtons[i].m_iType &&
l_iGroup == g_pCurMenu->m_sButtons[i].m_iGroup)
{
ButtonDisable(&g_pCurMenu->m_sButtons[i]);
}
i++;
}
}
return;
}
}
}
} // MenuMouseClick
void MenuMouseMove(int f_iXPos, int f_iYPos)
{
int i = 0;
struct ButtonStruct l_sButton;
// check if any button needs attention from the mouse
for (i; i < g_pCurMenu->m_iButtonCount; i++)
{
l_sButton = g_pCurMenu->m_sButtons[i];
if (MenuCollision(&l_sButton, f_iXPos, f_iYPos))
{
ButtonEnter(&g_pCurMenu->m_sButtons[i]);
}
else // mouse leaves button
{
ButtonExit(&g_pCurMenu->m_sButtons[i]);
}
}
} // MenuMouseMove
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