On Sat, 29 Sep 2018 17:11:27 +0200, Christian Gollwitzer
<
auri...@gmx.de> wrote:
>Am 29.09.18 um 16:59 schrieb Bill Waddington:
>> I'm finally able to build a simple menu that includes a
>> "config/options" cascading menu of checkbuttons.
...
>Are you sure that a menu is the right thing for your use case? IMHO a
>list of checkboxes would be more appropriate.
...
OK, I've officially lost my mind...
I managed to hand-build the equivalent of a menu bar with selections
that pop up message windows: "help", "about", etc... (Haven't set up
the checkbox thing yet.) They seem to work OK.
Since the app itself is small - not full screen - I use toplevel to
make the pop-ups since the text in them may need a window larger than
the main app window - and I could never figure out how to get the
whole thing to resize when I popped up a window. Getting the geometry
of the top-level window and using it in my pop-ups lets me post them
over the top of the app with a bit of offset, and it looks pretty
good.
Here's where it gets weird: I also use the same pop-up proc to bring
up an error window if some files I need are missing. That works too -
but the fool error window pops up offset from my display's corner, not
the app's main window... and it pops up BEHIND the main window.
Doesn't matter what order I do things in, what kind of delays I (try
to) introduce, or any of the other lame tricks I've tried.
I can actually see the main window getting drawn (or finished drawing)
AFTER the error pop-up even though the program order is main GUI drawn
first, files checked later.
If I invoke the file check manually by assigning it to one of my menu
buttons, then the error windos pops up where I want it. That isn't a
reasonable thing to do in this situation, though.
So... is the completion of grid operations really asynchronous? Any
sane way to sync it and wait for completion before my code moves on?
lost here...