Cristian Stoica wrote:
So instead of adding scroll to every canvas and then removing the
wrong ones, one by one, I prefer to know exactly what bindings there are.
I agree, this is certainly better.
Two ideas:
- ttk_bindMouseWheel (preferable ttk::bindMouseWheel
for transparency) could make use of a "break" optional argument that
defaults to no.
Replacing library functions is very error prone. A new developer should
not need to read all the code to contribute to the project and he should
be able to assume that standard functions behave normally.
We can call it scidBindMouseWheel or consistentBindMouseWheel or
nofocusBindMouseWheel, etc..
- If you know about other classes used in scid that fire under
MouseWheel, those should also be disabled
I believe the best thing to proceed is:
1) start from scratch, that is with a patch that remove the focus
stealing and all the mousewheel bind
2) test and list all the unwanted behaviors
3) adapt and change the name of ttk_bindMouseWheel so that we can call
ttk_bindMouseWheel .main somecallback to allow the use of mousewheel to
change the position of a game
- ttk_bindMouseWheel to scroll the gamelist
- ttk_bindMouseWheel to change the position of a gbrowser window
- ttk_bindMouseWheel to scroll all the autoscrollframe
4) adapt the ttk_bindMouseWheel to work as we want on Windows (deliver
the event to the window under the mouse and not to the windows with the
focus)
5) test and list all the unwanted behaviors
If you want to we can split the work: if you can send a patch for point
1) I (and anyone else who wants to help) can start to test it and list
all the unwanted behaviors.
Bye,
Fulvio
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