m_mouseInWindow = FALSE;
m_lastKeydownProcessed = FALSE;
+ m_childrenDisabled = NULL;
+
// wxWnd
m_hMenu = 0;
// remove hWnd <-> wxWindow association
wxRemoveHandleAssociation(this);
}
+
+ delete m_childrenDisabled;
}
// real construction (Init() must have been called before!)
if ( hWnd )
::EnableWindow(hWnd, (BOOL)enable);
- // VZ: no, this is a bad idea: imagine that you have a dialog with some
- // disabled controls and disable it - you really wouldn't like the
- // disabled controls be reenabled too when you reenable the dialog!
-#if 0
- wxWindowList::Node *node = GetChildren().GetFirst();
- while ( node )
+ // the logic below doesn't apply to the top level windows -- otherwise
+ // showing a modal dialog would result in total greying out (and ungreying
+ // out later) of everything which would be really ugly
+ if ( IsTopLevel() )
+ return TRUE;
+
+ // when the parent is disabled, all of its children should be disabled as
+ // well but when it is enabled back, only those of the children which
+ // hadn't been already disabled in the beginning should be enabled again,
+ // so we have to keep the list of those children
+ for ( wxWindowList::Node *node = GetChildren().GetFirst();
+ node;
+ node = node->GetNext() )
{
wxWindow *child = node->GetData();
- child->Enable(enable);
+ if ( child->IsTopLevel() )
+ {
+ // the logic below doesn't apply to top level children
+ continue;
+ }
- node = node->GetNext();
+ if ( enable )
+ {
+ // enable the child back unless it had been disabled before us
+ if ( !m_childrenDisabled || !m_childrenDisabled->Find(child) )
+ child->Enable();
+ }
+ else // we're being disabled
+ {
+ if ( child->IsEnabled() )
+ {
+ // disable it as children shouldn't stay enabled while the
+ // parent is not
+ child->Disable();
+ }
+ else // child already disabled, remember it
+ {
+ // have we created the list of disabled children already?
+ if ( !m_childrenDisabled )
+ m_childrenDisabled = new wxWindowList;
+
+ m_childrenDisabled->Append(child);
+ }
+ }
+ }
+
+ if ( enable && m_childrenDisabled )
+ {
+ // we don't need this list any more, don't keep unused memory
+ delete m_childrenDisabled;
+ m_childrenDisabled = NULL;
}
-#endif // 0
return TRUE;
}
void wxWindowMSW::Update()
{
+#ifdef __WXWINE__
+ ::UpdateWindow(GetHwnd());
+#else
if ( !::UpdateWindow(GetHwnd()) )
{
wxLogLastError(_T("UpdateWindow"));
}
-
+#endif
+
#if defined(__WIN32__) && !defined(__WXMICROWIN__)
// just calling UpdateWindow() is not enough, what we did in our WM_PAINT
// handler needs to be really drawn right now
// trace all messages - useful for the debugging
#ifdef __WXDEBUG__
wxLogTrace(wxTraceMessages, wxT("Processing %s(wParam=%8lx, lParam=%8lx)"),
- wxGetMessageName(message), wParam, lParam);
+ wxGetMessageName(message), (long) wParam, lParam);
#endif // __WXDEBUG__
wxWindowMSW *wnd = wxFindWinFromHandle((WXHWND) hWnd);
if ( oldWin && (oldWin != win) )
{
wxLogDebug(wxT("HWND %X already associated with another window (%s)"),
- hWnd, win->GetClassInfo()->GetClassName());
+ (int) hWnd, win->GetClassInfo()->GetClassName());
}
else
#endif // __WXDEBUG__