%! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % @(#)piemenu.ps % % Pie menu class implementation. % Copyright (C) 1987. % By Don Hopkins. % All rights reserved. % % Simple Simon popped a Pie Men- % u upon the screen; % With directional selection, % all is peachy keen! % % Pie Menus are provided for UNRESTRICTED use provided that this % copyright message is preserved on all copies and derivative works. % This is provided without any warranty. No author or distributor % accepts any responsibility whatsoever to any person or any entity % with respect to any loss or damage caused or alleged to be caused % directly or indirectly by this program. This includes, but is not % limited to, any interruption of service, loss of business, loss of % information, loss of anticipated profits, core dumps, abuses of the % virtual memory system, or any consequential or incidental damages % resulting from the use of this program. % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % May 28 1987 Don Hopkins % First cut, based on LitePullRightMenu. % % May 30 1987 Don Hopkins % Uses "Thing"s from liteitem.ps for key labels. A thing can be a % string, or a keyword. The string is shown in MenuFont. The % keyword can be either the name of an icon in icondict, or bound % on the dict stack to an executable function. The function takes % a boolean as input; if true, it draws itsself; if false, it % returns its width and height. % NOTE: in NeWS 1.1, a Thing is either: a string, a keyword (icon % name only), an executable array (taking /draw or /size as % input), or an Object dict (sent a /draw and /size messages). % See the colornames demo! % Better label positioning scheme: top or bottom justify labels at % at the very bottom or top of the menu, and left or right justify % labels on the right or left sides of the menu. The points % relative to which the labels are justified are positioned at % evenly spaced angles in a circle around the menu center. The % instance variable PieInitialAngle is the angle of the first % point. LabelRadius is the distance from the menu center to each % point, calculated as: % LabelMinRadius + LabelRadiusPerKey * % NOTE: LabelRadiusPerKey is obsolete now. LabelRadius is automatically % pushed out until no labels overlap. % If the menu can't be centered on the location of the button % event that invoked it, then warp the cursor to the menu center % plus how much it has moved since the button down event, so that % pop up menus near the screen edge and static menus work % correctly. But ARRRGH FOO: setcursorlocation is broken!!! It % moves the cursor, but next time you move the mouse, the cursor % pops back to where it used to be! The Sun X server used to have % the same problem with XWarpMouse. Makes you wonder. Well, % anyway, I commented it out, because it's more confusing with % setcursorlocation broken than it is not warping at all. % NOTE: It's fixed now, so it works right! % % July 13 1987 Don Hopkins % Fixed up handling of retained canvases. Changed SliceLines to % SliceWedges, and made it draw wedges inside of LabelRadius. % Put in MoveMenu, which moves the menu, making sure that it's % completely on the screen, and the mouse is in the menu center. % (The latter part should be uncommented when setcursorlocation % is fixed.) Changed slice highlighting. % Implemented an oops function. Pressing the adjust button moves % the top menu so the cursor's back in its center. (Well, % setcursorlocation is still broken ...) If the mouse is already % in the menu center, then the menu is popped down and the % one below it is moved so its center is at the cursor. % NOTE: Oops works much better now that setcursorlocation is fixed! % On AdjustButton Down (Ker), the cursor moves to the menu center. % On AdjustButtonUp (Chunk), if the cursor is still in the menu % center, the menu is popped down, leaving you in the previous % menu (if any), at the location you invoked this menu from. % % July 24 1987 Don Hopkins % Changed to work with NeWS 1.1 litemenu.ps ... (just in time for SIGGRAPH!) % % August 20, 1987 Don Hopkins % Uncommented out and fixed the mouse warping code. Added display % interruption, so that if the events that would make the menu % selection are already in the event queue, then the menu is not % displayed. I'm not sure if the way I'm doing it is the best way, % but it seems to work. I'm still not sure that the way mouse warping % near the screen edge and display interruption are interacting is % really correct. It should not warp the mouse if the events are % already in the queue, so maybe warping should be defered, as well. % There was also a problem with /Damaged events generated when the % canvas is reshaped, being put into the queue before the /MapMenu % event is. This was causing the menu to be painted before the % defered mapping took place, which is not the way I think it should % work. So I kludged around it. There's got to be a safer way to % make it work right. % NOTE: This kludge has been flushed in favor of drawing the menu % before it's mapped. % A delay has been added to the map event, to facilitate mouse-ahead % display suppression. If you click down and up, without moving out % of the menu center, you will get the menu as soon you let up, but % if you click down and move, without letting up, there will be a % delay before it is mapped, during which time if you let up in an % active slice region, the mapping of the menu will be suppressed % (unless there is a submenu), and the selection you have chosen % acted upon immediatly. The submenu delay is shorter than the delay % of a menu with no parent, so that when you mouse-ahead quickly % into a submenu, you will see the submenu mapped first. (Because % the parent menu is less important than the active submenu, now % that you've already made the selection.) This may sound quite % bizarre, but it seems to work pretty nicely for me. % % March 29, 1988 Don Hopkins % Lots of changes have been made, too many to go into excruciating % detail, but I've put notes in the above comments to bring them % somewhat up to date. Please destroy any evil old copies of % piemenu.ps and replace them with this!!! % % August 28, 1988 Don Hopkins % Fixed "go!" so the framebuffer's event manager would not end up % with the currentcanvas of the process from which it was invoked. % (This was causing damage on the framebuffer not to be repainted % if piemenu.ps was run from a menu.) % Added the DontSetDefaultMenu flag. % % February 17 1989 Don Hopkins % Changed MapMenuEvent handler so that mapping is defered until % the mouse stops moving around. % % March 7 1989 Don Hopkins % Finally figure out some sort of light-weight feedback to use with % mouse-ahead display suppression, short of mapping the menu. When % popping down a menu whose display was supressed, draw a circle % where the menu would have been, with the selected slice cut out. % (Direct Pac-Manipulation feedback.) % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % Things to do: % % Teach it to use items as menu keys. Create PieItems like buttons, % cycles, sliders and pull-out menus based on the distance, % etc... (Use Things that are Objects!) % % Make each slice a canvas, and map just the choosen slices. Leave % a trail of wedges to the current active submenu. % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% systemdict begin systemdict /Item known not { (NeWS/liteitem.ps) LoadFile not { (Can't load liteitem.ps!\n) print } if } if systemdict /LiteMenu known not { (NeWS/litemenu.ps) LoadFile not { (Can't load litemenu.ps!\n) print } if } if %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % Utilities % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % Replace the go! function with one that starts a root event manager % that listens for (and ignores) menu button up events. This is so they % don't get dropped on the floor before a pie menu can express interest % in them. (Crucial for effective mouse-ahead!) /go! { verbose? { (Starting root eventmgr\n) print } if /rooteventmgr where { pop rooteventmgr type /processtype eq { rooteventmgr killprocess } if } if { countdictstack 1 sub {end} repeat framebuffer setcanvas /rooteventmgr [ /rootmenu where { pop MenuButton { {newprocessgroup /showat rootmenu send} fork pop } /DownTransition framebuffer eventmgrinterest MenuButton { CurrentEvent redistributeevent } null null eventmgrinterest dup /Priority -5 put AdjustButton { CurrentEvent redistributeevent } null null eventmgrinterest dup /Priority -5 put } if /Damaged {newprocessgroup damagepath clipcanvas PaintRoot newpath clipcanvas} null framebuffer eventmgrinterest ] forkeventmgr def } fork pop } def /rooteventmgr where { pop rooteventmgr type /processtype eq { go! } if } if % Coerce an angle to be >=0 and <360. % Note: mod returns integers, so's no good. /NormalAngle { % angle => angle dup 0 lt { dup 360 sub 360 idiv 360 mul sub } if dup 360 ge { dup 360 idiv 360 mul sub } if } def % From demomenu.ps % Fake method to send to a menu that returns a copy of the menu in the % new menu style. Recursivly changes all sub-menus. One thing to look % out for is that it does not change variables bound to the sub-menus % that were changed, so setting /rootmenu to the result of sending % /flipstyle to rootmenu will give you a new root menu, with a new % terminal sub-menu, but /terminalmenu will still be bound to the old % one, so sending messages to terminalmenu will not change the % terminal menu you get under the new rootmenu. But sending /flipstyle % to terminalwindow would not update the terminal menu under rootmenu. % So get your changes in before you flip styles! Or use /searchkey to % find the new menu, and re-def it in systemdict. /flipstyle { % - => newmenu 0 1 MenuActions length 1 sub { dup getmenuaction % fixed to use getmenuaction! dup type /dicttype eq { /flipstyle exch send % i menu' MenuActions 3 1 roll put % - } {pop pop} ifelse } for MenuKeys MenuActions /new DefaultMenu send } def % Override flipdefaultmenustyle, a function invoked from the user % interface menu. /flipdefaultmenustyle { % - => - (Flips default menu style) /DefaultMenu DefaultMenu SunViewMenu eq {PieMenu} {SunViewMenu} ifelse store } def %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % SimplePieMenu class % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% /SimplePieMenu LiteMenu %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % Instance variables % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% dictbegin % The slice currently painted. /PaintedValue null def % Inner radius around which labels are positioned. Based LabelMinRadius, % LabelRadiusPerKey, and the length of MenuKeys. /LabelRadius null def % Pie menu outer radius. Based on LabelRadius and the bounding boxes of % the Key Things. /PieRadius null def % The number of degrees a slice takes up. Based on length of MenuKeys. /PieSliceWidth null def % The current direction in degrees from the menu center to the cursor. /PieDirection null def % The current distance from the menu center to the cursor. /PieDistance null def % Angle used in loops. /ThisAngle null def % Amount to move the menu so that it fits entirely on the screen. /DeltaX null def /DeltaY null def % Flag to remember if we've gotten a menu button down event before. /GotDown false def % Interruptable display event /MapMenuEvent null def /CurX 0 def /CurY 0 def dictend %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % Class variables % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% classbegin % Highlight: true strokes, false fills. /StrokeSelection false def % Width of border just inside PieRadius perimiter. /Border 3 def % Gap between outermost label edge and border. /Gap 9 def % Radius of numb hole in menu center that makes no menu selection. /NumbRadius 14 def % Fudge factors for menu positioning. /MouseXDelta 0 def /MouseYDelta -3 def % Draw lines delimiting slices. /SliceWedges true def % Draw arrows in the directions of slices. /SliceArrows false def % Drill a hole through the menu center, as big as NumbRadius. /NumbHole false def % Save the bits so pop-up is fast. % /RetainCanvas? true def /RetainCanvas? false def % Nice menu font... /MenuFont /Helvetica-Bold findfont 12 scalefont def % Draw arrow pointing to current selection? /HiLiteWithArrow? true def % Menu line attributes /MenuLineWidth 0 def /MenuLineCap 1 def /MenuArrowWidth 1 def /MenuArrowCap 1 def % Minimum radius for label positioning. /LabelMinRadius 25 def % Radius to step by when sizing menu /LabelRadiusStep 5 def % Extra radius to add when sizing menu /LabelRadiusExtra 10 def % Direction in which the keys are laid out around the circle. /Clockwise true def % The angle at which the first key is placed. /PieInitialAngle 90 def % up % Don't ask. /SplatFactor 0 def % Delays to use before mapping, if a button up has not happened yet. /MapLongDelay .6 60 div def % root menu popup delay /MapShortDelay .25 60 div def % submenu popup delay /NoMapDist 10 def % Direct Pac-Manupulation Feedback /Wocka true def /WockaTime .05 60 div def %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % % Class methods % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % Calculate and set the menu % LabelRadius, PieRadius, MenuWidth, and MenuHeight. Shape the canvas % and set the cursor. /layout { gsave MenuFont setfont initmatrix /PieSliceWidth 360 MenuKeys length 1 max div store % Get the size of all the keys, and point them in the right direction /ThisAngle PieInitialAngle store MenuItems { begin w null eq {/Key load ThingSize /h exch def /w exch def} if /ang ThisAngle def /dx ang cos def /dy ang sin def dx abs .05 lt { % top or bottom /xoffset w -.5 mul def /yoffset ang 180 gt {h neg} {0} ifelse def } { % left or right /xoffset ang 90 gt ang 270 lt and {w neg} {0} ifelse def /yoffset h -.5 mul def } ifelse /ThisAngle ThisAngle PieSliceWidth Clockwise {sub} {add} ifelse NormalAngle store end } forall % Push the keys out so none of them overlap /LabelRadius LabelMinRadius def MenuItems length 1 gt { 0 1 MenuItems length 1 sub { /i exch def /nexti i 1 add MenuItems length mod def { i calcrect nexti calcrect rectsoverlap not {exit} if /LabelRadius LabelRadius LabelRadiusStep add def } loop } for } if /LabelRadius LabelRadius LabelRadiusExtra add def /PieRadius LabelRadius dup mul def MenuItems { begin /x dx LabelRadius cvr mul def % XXX: cvr is for NeWS math bug /y dy LabelRadius cvr mul def /X x xoffset add def /Y y yoffset add def dx abs .05 lt { % top or bottom x abs w 2 div add dup mul y abs h add dup mul add } { % left or right x abs w add dup mul y abs h 2 div add dup mul add } ifelse PieRadius max /PieRadius exch store end } forall /PieRadius PieRadius sqrt Gap add Border add round store /MenuWidth PieRadius dup add store /MenuHeight MenuWidth store grestore } def /calcrect { % item_number => x y w h MenuItems exch get begin LabelRadius dx mul xoffset add LabelRadius dy mul yoffset add w h end } def /reshape { MenuGSave framebuffer setcanvas newpath PieRadius dup dup 0 360 arc closepath NumbHole { PieRadius dup NumbRadius 1 sub 360 0 arcn closepath } if SplatFactor { 6 { PieRadius dup add random mul } repeat curveto } repeat MenuCanvas eoreshapecanvas /beye /beye_m MenuCanvas setstandardcursor % So retained canvases don't have their old image upon popup: RetainCanvas? { MenuCanvas setcanvas MenuFillColor fillcanvas } if grestore } def % Make sure nothing's highlighted if there's a retained canvas. % Layout the menu, make the canvas, and reshape it, as needed. Try to % center the menu on (XLocation, YLocation) (the location of the event % or the (X, Y) arguments), but if needed, move it so that it's % completely on the screen, remembering the distance moved in (DeltaX, % DeltaY), for repositioning the mouse later. Set up the canvas. Send % out a MapMenuEvent with a delay, so that we can supress the mapping % if we receive the events that complete the selection right away. % (This is mouse-ahead display suppression.) (Submenus have a shorter % delay than parentless menus, because if you mouse quickly into a % submenu, then wait, you're more immediatly interested in seeing the % submenu than the parent.) Finally, reset the menu value, and % activate the menu event manager. /showat { % event => - PaintedValue null ne MenuCanvas null ne and MenuWidth null ne and { MenuGSave PaintedValue PaintSlice grestore } if /PaintedValue null store MenuEventMgr null ne {MenuEventMgr waitprocess pop} if MenuWidth null eq { /layout self send MenuCanvas null ne {/reshape self send} if } if MenuCanvas null eq { /MenuCanvas ParentCanvas newcanvas def MenuCanvas /Retained RetainCanvas? put MenuCanvas /SaveBehind ColorDisplay? put % MenuCanvas /SaveBehind true put /reshape self send } if MapMenuEvent null eq { /MapMenuEvent createevent def MapMenuEvent begin /Name /MapMenu def end % MapMenuEvent } if MapMenuEvent /Canvas MenuCanvas put gsave framebuffer setcanvas dup type /eventtype eq { begin XLocation YLocation end } if PieRadius sub MouseYDelta add /MenuY exch def PieRadius sub MouseXDelta add /MenuX exch def currentcursorlocation /CurY exch def /CurX exch def clippath pathbbox /DeltaY exch def /DeltaX exch def pop pop /DeltaY MenuY MenuHeight add dup DeltaY ge { DeltaY exch sub } { dup MenuHeight lt { MenuHeight exch sub } { pop 0 } ifelse } ifelse def /DeltaX MenuX MenuWidth add dup DeltaX ge { DeltaX exch sub } { dup MenuWidth lt { MenuWidth exch sub } { pop 0 } ifelse } ifelse def /MenuX MenuX DeltaX add store /MenuY MenuY DeltaY add store % MenuCanvas savebehindcanvas MenuCanvas setcanvas MenuX MenuY movecanvas MenuCanvas canvastotop grestore % Defer the mapping till events already in the input queue % have been processed. MapMenuEvent recallevent % So active submenu pops up before already choosen parent! MapMenuEvent /TimeStamp currenttime MapShortDelay add put MapMenuEvent sendevent /MenuValue null def /GotDown false def /activate self send } def /paint { MenuGSave PaintMenuFrame PaintMenuItems grestore } def /PaintMenuFrame { MenuGSave MenuFillColor fillcanvas PieRadius dup translate newpath 0 0 PieRadius 0 360 arc closepath 0 0 PieRadius Border sub 0 360 arc closepath % 0 0 NumbRadius 0 360 arc closepath MenuBorderColor setcolor eofill grestore } def /PaintMenuItems { MenuGSave false setprintermatch PieRadius dup translate MenuItems { % item begin MenuTextColor setcolor /Key load X Y ShowThing % There seems to be a NeWS line clipping bug with lines with one % endpoint the right of the hole in the center of the menu ... 2 setlinequality % Solves SOME of the line glitches ... MenuLineWidth setlinewidth MenuLineCap setlinecap SliceWedges { gsave newpath ang PieSliceWidth 2 div sub rotate NumbRadius 0 moveto LabelRadius Gap sub 0 lineto MenuBorderColor setcolor stroke grestore } if SliceArrows { gsave MenuArrowWidth setlinewidth MenuArrowCap setlinecap newpath ang rotate NumbRadius 0 moveto LabelRadius .5 mul 0 lineto currentpoint LabelRadius .4 mul LabelRadius .04 mul lineto moveto LabelRadius .4 mul LabelRadius -.04 mul lineto MenuBorderColor setcolor stroke grestore } if end } forall grestore } def % Handle drag events. If there's not a child menu up, then track the % mouse movement, updating the menu value according the the event % location; if it has changed, then update the highlighting. /DragProc { ChildMenu null eq { MenuGSave PieRadius dup translate CurrentEvent begin XLocation DeltaX add YLocation DeltaY add end SetMenuValue MenuValue PaintedValue ne { PaintMenuValue } if grestore } if } def % Handle enter canvas events. Just call DragProc to keep the menu % value updated. /EnterProc { DragProc } def % Handle exit canvas events. Same as above. Here we keep tracking even % when you're off the menu edge (due to expressing interest in events % on the null canvas). But if it really turns you on, going off the % edge could mean no selection (like when you're within the numb % radius - look at SetMenuValue), or select the slice, or pop up a % submenu, or drag the menu around, or give more info about the slice, % or whatever. /ExitProc { DragProc } def % Pop back to the center of the menu. /KerProc { MenuGSave DragProc framebuffer setcanvas MenuX PieRadius add MouseXDelta sub MenuY PieRadius add MouseYDelta sub setcursorlocation grestore } def % Pop back to the previous menu, if we're in this menu's center. /ChunkProc { MenuGSave DragProc MenuValue null eq { popdown } if grestore } def % Map the menu on the screen. This is invoked when we get a /MapMenu % event, so that we can interrupt the display of the menu (by % recalling the event) if the events that would complete the selection % are already in the input queue. /MapMenu { gsave DeltaX 0 ne DeltaY 0 ne or { framebuffer setcanvas currentcursorlocation exch DeltaX add exch DeltaY add setcursorlocation /DeltaX 0 def /DeltaY 0 def } if % MenuCanvas /SaveBehind ChildMenu null eq put MenuCanvas /Mapped true put grestore } def /MaybeMapMenu { gsave framebuffer setcanvas CurX CurY currentcursorlocation /CurY exch def /CurX exch def CurY sub dup mul exch CurX sub dup mul add NoMapDist gt { MapMenuEvent /TimeStamp currenttime ChildMenu null eq MapShortDelay MapLongDelay ifelse add put MapMenuEvent sendevent } { MapMenu } ifelse grestore } def /popdown { % Direct Pac-Manipulation Feedback Wocka MenuCanvas /Mapped get not and { MenuValue null ne { gsave MenuItems MenuValue get begin fboverlay setcanvas overlayerase erasepage 0 setgray MenuX PieRadius add MenuY PieRadius add translate ang rotate 0 0 moveto 0 0 PieRadius % x y r PieSliceWidth 2 div dup neg arc closepath fill CurrentEvent /TimeStamp get WockaTime add { pause dup currenttime lt { exit } if } loop pop overlayerase erasepage end % Item grestore } if } if MapMenuEvent recallevent MenuCanvas null ne {MenuCanvas unmapcanvas} if % spin needs this?? RetainCanvas? not { /MenuCanvas null store /MenuInterests null store % /MenuWidth null store } if % framebuffer setcanvas? ChildMenu null ne { /popdown ChildMenu send } if ParentMenu null ne { ParentMenu /ChildMenu null put /ParentMenu null store } if MenuEventMgr null ne { MenuEventMgr /MenuEventMgr null store killprocess } if } def % Calculate and set the menu value from the cursor x y location. % Updates /PieDistance and /PieDirection instance variables. /SetMenuValue { % x y => - (Sets /MenuValue) /PieDistance 2 index cvr dup mul 2 index cvr dup mul add sqrt round cvi def PieDistance 0 eq { pop pop 0 } { exch atan } ifelse /PieDirection exch round cvi def /MenuValue PieDistance NumbRadius le % It could be that when the cursor is out past the menu radius, % nothing is selected. But I don't do it that way, because it wins % to be able to get arbitrarily more precision by moving out further. % PieDistance PieRadius gt or { null } { PieSliceWidth 2 div PieInitialAngle Clockwise { add PieDirection sub } { sub PieDirection add } ifelse NormalAngle PieSliceWidth idiv } ifelse def } def % Update the highlighted slice to show the current menu value. /PaintMenuValue { % - => - (Hilite current item, un-hilite prev one.) PaintedValue PaintSlice MenuValue PaintSlice /PaintedValue MenuValue store } def % Paint highlighting on a menu slice. If it's null, then do nothing. % Draw an arrow, and a box around the key. /PaintSlice { % key => - dup null ne { % key MenuGSave PieRadius dup translate % Draw an arrow pointing out in the direction of the slice. MenuItems exch get begin % overlayerase MenuBorderColor setcolor 5 setrasteropcode HiLiteWithArrow? { gsave ang rotate newpath NumbRadius 0 moveto LabelRadius Gap sub % r dup .6 mul dup PieSliceWidth 3 div sin mul lineto dup .9 mul 0 lineto .6 mul dup PieSliceWidth -3 div sin mul lineto % closepath StrokeSelection {stroke} {fill} ifelse grestore } if % Highlight the key Thing. -4 2 X Y w h insetrrect rrectpath StrokeSelection {stroke} {fill} ifelse end grestore } {pop} ifelse % } def % Handle button up events. If we have children, then let the leaf % child menu handle the button up event. Otherwise, we handle it: If % it's a menu dictionary, then make it the child menu and show it. % Otherwise, execute the associated menu action, and send a /popdown % message to the root parent menu. /UpProc { DragProc MenuValue getmenuaction dup type /dicttype eq { /DeltaX 0 def /DeltaY 0 def % selection already made -- don't warp! /ChildMenu exch def ChildMenu /ParentMenu self put CurrentEvent /showat ChildMenu send } { pop % Ignore first mouse up if we're still in center of first menu ParentMenu null ne MenuValue null ne GotDown or or { /DeltaX 0 def /DeltaY 0 def % don't warp! { % Find the parent menu self { dup /ParentMenu get dup null eq { pop exit } { exch pop } ifelse } loop % ^?^? (toodles [tm]!) /popdown exch send domenu } fork waitprocess % doesn't return } { % If we are still in menu center then map immediatly! MapMenuEvent recallevent MapMenu } ifelse } ifelse } def % Handle menu button down events. /DownProc { /GotDown true store DragProc } def % Handle damage events. Gotta make sure the highlighted slice is % re-highlighted. /DamageProc { MenuGSave damagepath clipcanvas /paint self send PaintedValue PaintSlice newpath clipcanvas grestore } def % Construct menu event interests. Use exclusivity so only the % top-most menu sees the events. /makeinterests { /MenuInterests [ % MenuButton /UpProc UpTransition null eventmgrinterest % X11/NeWS MenuButton {UpProc pop} UpTransition null eventmgrinterest dup /Exclusivity true put dup /Priority 5 put % MenuButton /DownProc DownTransition null eventmgrinterest MenuButton {DownProc pop} DownTransition null eventmgrinterest dup /Exclusivity true put % MouseDragged /DragProc null null eventmgrinterest MouseDragged {DragProc pop} null null eventmgrinterest dup /Exclusivity true put % /EnterEvent /EnterProc null MenuCanvas eventmgrinterest /EnterEvent {EnterProc pop} null MenuCanvas eventmgrinterest dup /Exclusivity true put % /ExitEvent /ExitProc null MenuCanvas eventmgrinterest /ExitEvent {ExitProc pop} null MenuCanvas eventmgrinterest dup /Exclusivity true put % /Damaged /DamageProc null MenuCanvas eventmgrinterest /Damaged {DamageProc pop} null MenuCanvas eventmgrinterest dup /Exclusivity true put dup /Priority -5 put % AdjustButton /KerProc DownTransition null eventmgrinterest AdjustButton {KerProc pop} DownTransition null eventmgrinterest dup /Exclusivity true put % AdjustButton /ChunkProc UpTransition null eventmgrinterest AdjustButton {ChunkProc pop} UpTransition null eventmgrinterest dup /Exclusivity true put % Kludge to refresh messed up retained menu canvases. Ssssh! Don't tell anyone. PointButton {} DownTransition null eventmgrinterest % PointButton /DamageProc UpTransition MenuCanvas eventmgrinterest PointButton {DamageProc pop} UpTransition MenuCanvas eventmgrinterest % /MapMenu /MaybeMapMenu null MenuCanvas eventmgrinterest /MapMenu {MaybeMapMenu pop} null MenuCanvas eventmgrinterest dup /Priority -5 put ] def } def /getmenuaction { % index => action dup null ne { MenuActions 1 index MenuActions length 1 sub min get % Execute actions that are names! (This is so we can have references % to submenus (executable names) as actions, as opposed to having the % submenu object dict itsself!) dup type /nametype eq { exec } if } {nullproc} ifelse exch pop } def classend def /PieMenu SimplePieMenu def %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% /LayeredPieMenu SimplePieMenu dictbegin /MenuArgs [] def /MenuArg null def /PaintedArg null def dictend classbegin % Need to make flipstyle a no-op because /new takes a different number % of args, and actions might depend on MenuArg! Scratch that. % Instead, let's just make a new instance of ourselves, of % the same class. /flipstyle { 0 1 MenuActions length 1 sub { dup getmenuaction % fixed to use getmenuaction! dup type /dicttype eq { /flipstyle exch send % i menu' MenuActions 3 1 roll put % - } {pop pop} ifelse } for MenuArgs MenuKeys MenuActions /new ClassName load send dup /LabelMinRadius LabelMinRadius put % hack } def /new { % args keys actions => menu % -or- args keys/actions (one array) => menu /new super send begin /MenuArgs exch def currentdict end } def /showat { /MenuArg null def PaintedArg null ne MenuCanvas null ne and MenuWidth null ne and { MenuGSave PaintedArg PaintMenuArg grestore } if /PaintedArg null store /showat super send } def /DragProc { ChildMenu null eq { MenuGSave PieRadius dup translate CurrentEvent begin XLocation DeltaX add YLocation DeltaY add end SetMenuValue MenuValue PaintedValue ne { PaintMenuValue } if MenuArg PaintedArg ne { PaintMenuArg } if grestore } if } def /DamageProc { MenuGSave damagepath clipcanvas /paint self send PaintedValue PaintSlice PaintedArg PaintArg newpath clipcanvas grestore } def /PaintMenuArg { PaintedArg PaintArg MenuArg PaintArg /PaintedArg MenuArg store } def /PaintArg { dup null ne { MenuGSave PieRadius dup translate MenuBorderColor setcolor 5 setrasteropcode 100 string cvs dup stringbbox points2rect -.5 mul exch -.5 mul exch moveto pop pop show grestore } if } def /SetMenuValue { % x y => - /SetMenuValue super send /MenuArg MenuValue null eq MenuArgs length 0 eq or { null } { PieDistance PieRadius 1 sub min NumbRadius sub PieRadius NumbRadius sub div MenuArgs length mul floor MenuArgs exch get } ifelse def } def /getmenuarg { MenuArg } def classend def %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% /setdefaultmenu { % class => - /DefaultMenu exch store systemdict /rootmenu known { %/rootmenu /flipstyle rootmenu send store } if } def systemdict /SetDefaultMenu known { % Death to pulldown menus! PieMenu setdefaultmenu } if end %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%