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📄 fl_menu.cxx

📁 SRI international 发布的OAA框架软件
💻 CXX
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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;
    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; n--; m = m->next()) xx += m->measure(0, button) + 16;
  return xx;
}

////////////////////////////////////////////////////////////////
// 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;
};
static menustate* p;

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;
  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) {
  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) 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 ' ':
      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: {
    int mx = Fl::event_x_root();
    int my = Fl::event_y_root();
    int item=0; int mymenu;
    for (mymenu = pp.nummenus-1; ; mymenu--) {
      item = pp.p[mymenu]->find_selected(mx, my);
      if (item >= 0) break;
      if (mymenu <= 0) break;
    }
    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:
    // do nothing if they try to pick inactive items
    if (pp.current_item && !pp.current_item->activevisible()) return 1;
    // 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
	pp.state = DONE_STATE;
    }
    return 1;
  }
  return Fl_Window::handle(e);
}

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;

  menuwindow* 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) mw.handle(FL_DRAG); // find the initial menu
  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 fakemenu; 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 fakemenu; 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:
	fakemenu = new menuwindow(0,
				  cw.x()+cw.titlex(pp.item_number),
				  cw.y()+cw.h(), 0, 0,
				  0, m, 0, 1);
	fakemenu->title->show();
      }
    }
  }
  const Fl_Menu_Item* m = pp.current_item;
  delete fakemenu;
  while (pp.nummenus>1) delete pp.p[--pp.nummenus];
  mw.hide();
  Fl::release();
  return m;
}

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 = this;
  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:
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 = 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: Fl_Menu.cxx,v 1.1.1.1 2003/06/03 22:25:43 agno Exp $".
//

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