Don't create a Panel for a seperate render window.
Instead of setting RenderParent to null and raising complexity RenderFrame can be its own parent.
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@ -177,7 +177,7 @@ private:
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CGameListCtrl* m_GameListCtrl;
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CGameListCtrl* m_GameListCtrl;
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wxPanel* m_Panel;
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wxPanel* m_Panel;
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CRenderFrame* m_RenderFrame;
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CRenderFrame* m_RenderFrame;
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wxPanel* m_RenderParent;
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wxWindow* m_RenderParent;
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CLogWindow* m_LogWindow;
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CLogWindow* m_LogWindow;
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LogConfigWindow* m_LogConfigWindow;
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LogConfigWindow* m_LogConfigWindow;
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FifoPlayerDlg* m_FifoPlayerDlg;
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FifoPlayerDlg* m_FifoPlayerDlg;
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@ -976,7 +976,7 @@ void CFrame::StartGame(const std::string& filename)
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m_RenderFrame->Bind(wxEVT_CLOSE_WINDOW, &CFrame::OnRenderParentClose, this);
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m_RenderFrame->Bind(wxEVT_CLOSE_WINDOW, &CFrame::OnRenderParentClose, this);
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m_RenderFrame->Bind(wxEVT_ACTIVATE, &CFrame::OnActive, this);
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m_RenderFrame->Bind(wxEVT_ACTIVATE, &CFrame::OnActive, this);
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m_RenderFrame->Bind(wxEVT_MOVE, &CFrame::OnRenderParentMove, this);
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m_RenderFrame->Bind(wxEVT_MOVE, &CFrame::OnRenderParentMove, this);
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m_RenderParent = new CPanel(m_RenderFrame, wxID_ANY);
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m_RenderParent = m_RenderFrame;
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m_RenderFrame->Show();
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m_RenderFrame->Show();
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}
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}
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