I am writing a program that draws a rectangle with the mouse when and only when the user selects it in the menu, if the user does not select it will not draw. Up to now, I have successfully drawn the rectangle with the mouse, now how can I create a menu so that the user can choose to draw the rectangle? This is my program:
struct Position
{
Position() : x(0), y(0) {}
float x, y;
};
Position start, finish;
void mouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
start.x = finish.x = x;
start.y = finish.y = y;
}
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
{
finish.x = x;
finish.y = y;
}
glutPostRedisplay();
}
void motion(int x, int y)
{
finish.x = x;
finish.y = y;
glutPostRedisplay();
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double w = glutGet(GLUT_WINDOW_WIDTH);
double h = glutGet(GLUT_WINDOW_HEIGHT);
glOrtho(0, w, h, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glBegin(GL_LINE_LOOP);
glVertex2f(start.x, start.y);
glVertex2f(finish.x, start.y);
glVertex2f(finish.x, finish.y);
glVertex2f(start.x, finish.y);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
void menu(int choice)
{
switch (choice)
{
case 1:
// What to write in here?
break;
}
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(640, 480);
glutInitWindowPosition(100, 100);
glutCreateWindow("");
glutCreateMenu(menu);
glutAddMenuEntry("Rectangle", 1);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutDisplayFunc(display);
glutMainLoop();
}
Add a variable that indicates which shape has to be drawn:
int shape = 0;
Set the variable in menu
:
void menu(int choice)
{
switch (choice)
{
case 1:
shape = 1
break;
}
glutPostRedisplay();
}
Draw the scene dependent on shape
:
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double w = glutGet(GLUT_WINDOW_WIDTH);
double h = glutGet(GLUT_WINDOW_HEIGHT);
glOrtho(0, w, h, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (shape == 1)
{
glPushMatrix();
glBegin(GL_LINE_LOOP);
glVertex2f(start.x, start.y);
glVertex2f(finish.x, start.y);
glVertex2f(finish.x, finish.y);
glVertex2f(start.x, finish.y);
glEnd();
glPopMatrix();
}
glutSwapBuffers();
}