>
> On 11 Dec 2009, at 11:17, manolo gouy wrote:
> >
> > Could it be that your palette is nothing more than a window
> > with nothing inside? Fl::pushed() would return the window,
> > w->window() would return NULL,
> > and while(win->window()) would crash on dereferencing a NULL pointer.
> >
> > This would be corrected by:
> >   Fl_Widget *w = Fl::pushed();
> >   Fl_Window *win = w->window();
> >   if(win == NULL) { win = (Fl_Window*)w; }
> >   else { while(win->window()) win = win->window(); }
>
> Yes - in tests, the DnD now seems to work OK, more or less (I still
> have other issues however, see other posts.)
>
> The main kicker with this now is that as the drag happens, the drag
> displays a tooltip with the contents of the drag displayed - but what
> I am dragging is a long text string full of cryptic information used
> to define the dragged entities, and it just looks very odd.
>
> I'm guess that my end users will not like that - is there any way to
> suppress that behaviour and not display the text content during the
> drag?
>
> --
> Ian

Excellent.
I was so proud of showing graphically the dragged text!
I guess we could show this only when the dragging source is
an Fl_Input_, but Cocoa needs absolutely an image to display
during drag. What image do you suggest for "generic" drag operations ?
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