// but I think this should work, if we destroy the children first.
// Note that this might need to be done for wxFrame also.
DestroyChildren();
-
- // This causes a crash in e.g. the resource sample when closing
- // the example dialog. TODO: Probably not necessary (?)
-#if 0
- // Now process all events, because otherwise
- // this might remain on the screen.
- Display* display;
- if (m_mainWidget)
- display = XtDisplay((Widget) m_mainWidget);
- else
- display = (Display*) wxGetDisplay();
-
- XSync(display, FALSE);
- XEvent event;
- while (XtAppPending((XtAppContext) wxTheApp->GetAppContext())) {
- XFlush(display);
- XtAppNextEvent((XtAppContext) wxTheApp->GetAppContext(), &event);
- XtDispatchEvent(&event);
+
+ // The idea about doing it here is that if you have to remove the
+ // XtDestroyWidget from ~wxWindow, at least top-level windows
+ // will still be deleted (and destroy children implicitly).
+ if (GetMainWidget())
+ {
+ DetachWidget(GetMainWidget()); // Removes event handlers
+ XtDestroyWidget((Widget) GetMainWidget());
+ SetMainWidget((WXWidget) NULL);
}
-#endif
}
// By default, pressing escape cancels the dialog
if (event -> xexpose.count == 0)
{
- wxPaintEvent event(win->GetId());
- event.SetEventObject(win);
- win->GetEventHandler()->ProcessEvent(event);
+ win->DoPaint();
win->ClearUpdateRects();
}
}
else
{
- keyEvent.SetEventType(wxEVT_CHAR);
- dialog->GetEventHandler()->ProcessEvent(keyEvent);
+ // For simplicity, OnKeyDown is the same as OnChar
+ // TODO: filter modifier key presses from OnChar
+ keyEvent.SetEventType(wxEVT_KEY_DOWN);
+
+ // Only process OnChar if OnKeyDown didn't swallow it
+ if (!dialog->GetEventHandler()->ProcessEvent (keyEvent))
+ {
+ keyEvent.SetEventType(wxEVT_CHAR);
+ dialog->GetEventHandler()->ProcessEvent(keyEvent);
+ }
}
}
}