main: fix on_close_event()

This commit is contained in:
hinto.janai 2023-12-26 11:56:01 -05:00
parent 8fe06865e0
commit d9b4106970
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@ -1182,36 +1182,38 @@ fn main() {
}
impl eframe::App for App {
#[inline(always)]
fn on_close_event(&mut self) -> bool {
if self.state.gupax.ask_before_quit {
// If we're already on the [ask_before_quit] screen and
// the user tried to exit again, exit.
if self.error_state.quit_twice {
if self.state.gupax.save_before_quit { self.save_before_quit(); }
return true
}
// Else, set the error
self.error_state.set("", ErrorFerris::Oops, ErrorButtons::StayQuit);
self.error_state.quit_twice = true;
false
// Else, just quit.
} else {
if self.state.gupax.save_before_quit { self.save_before_quit(); }
true
}
}
#[inline(always)]
#[inline]
fn update(&mut self, ctx: &egui::Context, frame: &mut eframe::Frame) {
// *-------*
// | DEBUG |
// *-------*
debug!("App | ----------- Start of [update()] -----------");
// If closing.
// Used to be `eframe::App::on_close_event(&mut self) -> bool`.
ctx.input(|input| {
if !input.viewport().close_requested() {
return;
}
if self.state.gupax.ask_before_quit {
// If we're already on the [ask_before_quit] screen and
// the user tried to exit again, exit.
if self.error_state.quit_twice {
if self.state.gupax.save_before_quit { self.save_before_quit(); }
ctx.send_viewport_cmd(egui::viewport::ViewportCommand::Close);
}
// Else, set the error
self.error_state.set("", ErrorFerris::Oops, ErrorButtons::StayQuit);
self.error_state.quit_twice = true;
// Else, just quit.
} else {
if self.state.gupax.save_before_quit { self.save_before_quit(); }
ctx.send_viewport_cmd(egui::viewport::ViewportCommand::Close);
}
});
// If [F11] was pressed, reverse [fullscreen] bool
let mut input = ctx.input_mut();
let key: KeyPressed = {
let key: KeyPressed = ctx.input_mut(|input| {
if input.consume_key(Modifiers::NONE, Key::F11) {
KeyPressed::F11
} else if input.consume_key(Modifiers::NONE, Key::Z) {
@ -1237,8 +1239,8 @@ impl eframe::App for App {
} else {
KeyPressed::None
}
};
drop(input);
});
// Check if egui wants keyboard input.
// This prevents keyboard shortcuts from clobbering TextEdits.
// (Typing S in text would always [Save] instead)