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I'm used to your definition of modal (which I call application-modal). There's also system-modal (e.g., a login dialog) which normal applications should never use. And for me your normal is what I call modeless. In this case I use a modal dialog for the application's about box (which is traditional), and a modeless dialog for the application's help window, so that the user can still interact with the main application while seeing the help text.
And yes, it is all working now. I've just got one more (modal) dialog to go.
On Tuesday, December 14, 2021 at 8:32:17 AM UTC Ian MacArthur wrote:
On Monday, 13 December 2021 at 20:57:09 UTC Mo wrote:
make_modal() just calls Fl_Window::set_modal and set_non_modal depending on the flag.
OK - but for the avoidance of any doubt here, I feel it is worth emphasising that the "modal-ness" of a window has three states, not two, so a binary true/false option may not cover it. Does the Rust port also provide a method to remove the "modality" altogether and set the window back to normal? (cf; Fl_Window::clear_modal_states(); )
For those following along who may be unfamiliar with the (somewhat odd, in my opinion) terminology, it comes out as something like:
modal - a window that remains on top of its parent, and grabs the focus so that all interactions go to that window rather than the parent (menus, alert dialogs, etc.)
non-modal -
a window that remains on top of its parent, but DOES NOT grab the focus so that the parent can still be used (toolboxes, typically and other types of dialog)
normal - a regular window, that does not remain on top or prevent access to its peers: this is the default for a window
So... I'm still not really clear on why Mark had a non-modal window at all; it seemed like a normal window would have been what was wanted?
Anyway, notwithstanding, it sounds like it has been sorted out anyway, which is good.
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