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Linux build: Main game window doesn't repair damage when Dialogue opened #208
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We can't make the dialog windows behave the same as the map window, because the map window is a modeless window while the dialogs are modal. From what I recall (haven't tested recently), this is not a problem on the Mac. I think it's because the Mac doesn't dirty the canvas of covered windows (or something). Anyway I don't know how this can be fixed while keeping the windows modal... there must be a way, but I don't know what it is. |
I've just seen that this problem still affects the scenario editor--which makes sense, I was only trying to fix the game itself. |
Presumably the same solution works in both editors though. |
Yes, as long as they have complete void() draw functions, the editor main
functions can just pass them along the same way. I can look into it and
make another PR if you don’t get the chance.
…On Wed, Jan 4, 2023 at 7:57 PM Celtic Minstrel ***@***.***> wrote:
Presumably the same solution works in both editors though.
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We ended up determining that, due to SFML and operating system limitations, this can't be fixed further than it currently is by those PRs I made. |
The main game window doesn't repair damage (when stuff overwrites it) when Dialogue window is opened..
but it DOES... when map is invoked. Maybe we can invoke the dialogue window the same way map window is?
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