Trying to work around 3D scene focus after de-activation of the main
window without having to resort to CallAfter(), which breaks on Linux with some window managers that follow mouser cursor. May fix #5620 #6870 #6992
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@ -2101,6 +2101,21 @@ void MainFrame::technology_changed()
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}
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#if defined(__linux__) || defined(_WIN32)
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// wxWidgets callback to enable / disable window and all its children windows.
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// called by wxWindowDisabler when entering / leaving modal dialog loop.
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// Unfortunately the wxWindowDisabler calls Enable(true) after the wxEVT_ACTIVATE event is processed
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// while MainFrame is not yet enabled, thus restoring focus in OnActivate() handler fails
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// and we need to do it now.
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bool MainFrame::Enable(bool enable)
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{
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bool retval = DPIFrame::Enable(enable);
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if (enable && retval)
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this->plater()->restore_keyboard_focus();
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return retval;
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}
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#endif
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//
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// Called after the Preferences dialog is closed and the program settings are saved.
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// Update the UI based on the current preferences.
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@ -148,6 +148,15 @@ public:
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void update_title();
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#if defined(__linux__) || defined(_WIN32)
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// wxWidgets callback to enable / disable window and all its children windows.
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// called by wxWindowDisabler when entering / leaving modal dialog loop.
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// Unfortunately the wxWindowDisabler calls Enable(true) after the wxEVT_ACTIVATE event is processed
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// while MainFrame is not yet enabled, thus restoring focus in OnActivate() handler fails
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// and we need to do it now.
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bool Enable(bool enable = true) override;
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#endif
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void init_tabpanel();
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void create_preset_tabs();
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void add_created_tab(Tab* panel, const std::string& bmp_name = "");
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@ -6303,16 +6303,34 @@ void Plater::force_print_bed_update()
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void Plater::on_activate()
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{
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#if defined(__linux__) || defined(_WIN32)
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this->restore_keyboard_focus();
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#endif
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this->p->show_delayed_error_message();
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}
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#if defined(__linux__) || defined(_WIN32)
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// wxWidgets callback to enable / disable window and all its children windows.
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// called by wxProgressDialog when entering / leaving modal dialog loop.
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// Unfortunately the wxProgressDialog calls Enable(true) after the wxEVT_ACTIVATE event is processed
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// while MainFrame is not yet enabled, thus restoring focus in OnActivate() handler fails
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// and we need to do it now.
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bool Plater::Enable(bool enable)
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{
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bool retval = wxPanel::Enable(enable);
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if (enable && retval)
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this->restore_keyboard_focus();
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return retval;
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}
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void Plater::restore_keyboard_focus()
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{
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// Activating the main frame, and no window has keyboard focus.
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// Set the keyboard focus to the visible Canvas3D.
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if (this->p->view3D->IsShown() && wxWindow::FindFocus() != this->p->view3D->get_wxglcanvas())
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CallAfter([this]() { this->p->view3D->get_wxglcanvas()->SetFocus(); });
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this->p->view3D->get_wxglcanvas()->SetFocus();
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else if (this->p->preview->IsShown() && wxWindow::FindFocus() != this->p->view3D->get_wxglcanvas())
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CallAfter([this]() { this->p->preview->get_wxglcanvas()->SetFocus(); });
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#endif
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this->p->show_delayed_error_message();
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this->p->preview->get_wxglcanvas()->SetFocus();
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}
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#endif // Linux or Windows
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// Get vector of extruder colors considering filament color, if extruder color is undefined.
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std::vector<std::string> Plater::get_extruder_colors_from_plater_config(const GCodeProcessorResult* const result) const
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@ -6875,7 +6893,6 @@ wxMenu* Plater::instance_menu() { return p->menus.instance_menu();
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wxMenu* Plater::layer_menu() { return p->menus.layer_menu(); }
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wxMenu* Plater::multi_selection_menu() { return p->menus.multi_selection_menu(); }
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SuppressBackgroundProcessingUpdate::SuppressBackgroundProcessingUpdate() :
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m_was_scheduled(wxGetApp().plater()->is_background_process_update_scheduled())
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{
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@ -149,6 +149,16 @@ public:
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void render_project_state_debug_window() const;
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#endif // ENABLE_PROJECT_DIRTY_STATE_DEBUG_WINDOW
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#if defined(__linux__) || defined(_WIN32)
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// wxWidgets callback to enable / disable window and all its children windows.
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// called by wxProgressDialog when entering / leaving modal dialog loop.
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// Unfortunately the wxProgressDialog calls Enable(true) after the wxEVT_ACTIVATE event is processed
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// while MainFrame is not yet enabled, thus restoring focus in OnActivate() handler fails
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// and we need to do it now.
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bool Enable(bool enable) override;
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void restore_keyboard_focus();
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#endif
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Sidebar& sidebar();
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const Model& model() const;
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Model& model();
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