// headers & declarations
// ============================================================================
+#include "wx/wxprec.h"
+
#include "wx/app.h"
#include "wx/menu.h"
#include "wx/menuitem.h"
wxMenu *pSubMenu)
: wxMenuItemBase(pParentMenu, id, text, strHelp, kind, pSubMenu)
{
- // TO DISCUSS on dev : whether we can veto id 0
- // wxASSERT_MSG( id != 0 || pSubMenu != NULL , wxT("A MenuItem ID of Zero does not work under Mac") ) ;
+ wxASSERT_MSG( id != 0 || pSubMenu != NULL , wxT("A MenuItem ID of Zero does not work under Mac") ) ;
// In other languages there is no difference in naming the Exit/Quit menu item between MacOS and Windows guidelines
// therefore these item must not be translated
if ( m_bitmap.Ok() )
{
ControlButtonContentInfo info ;
- wxMacCreateBitmapButton( &info , m_bitmap , kControlContentCIconHandle ) ;
+ wxMacCreateBitmapButton( &info , m_bitmap ) ;
if ( info.contentType != kControlNoContent )
{
- if ( info.contentType == kControlContentCIconHandle )
+ if ( info.contentType == kControlContentIconRef )
SetMenuItemIconHandle( mhandle , index ,
- kMenuColorIconType , (Handle) info.u.cIconHandle ) ;
+ kMenuIconRefType , (Handle) info.u.iconRef ) ;
}
+ wxMacReleaseBitmapButton( &info ) ;
}
}
void wxMenuItem::Enable(bool bDoEnable)
{
- if ( m_isEnabled != bDoEnable )
+ if (( m_isEnabled != bDoEnable
+#if TARGET_CARBON
+ // avoid changing menuitem state when menu is disabled
+ // eg. BeginAppModalStateForWindow() will disable menus and ignore this change
+ // which in turn causes m_isEnabled to become out of sync with real menuitem state
+ && !(m_parentMenu && !IsMenuItemEnabled(MAC_WXHMENU(m_parentMenu->GetHMenu()), 0)) )
+ // always update builtin menuitems
+ || ( GetId() == wxApp::s_macPreferencesMenuItemId
+ || GetId() == wxApp::s_macExitMenuItemId
+ || GetId() == wxApp::s_macAboutMenuItemId
+#endif
+ ))
{
wxMenuItemBase::Enable( bDoEnable ) ;
UpdateItemStatus() ;
}
// also uncheck all the other items in this radio group
- wxMenuItemList::Node *node = items.Item(start);
+ wxMenuItemList::compatibility_iterator node = items.Item(start);
for ( int n = start; n <= end && node; n++ )
{
if ( n != pos )