extern GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type );
extern GLboolean fgSetupPixelFormat( SFG_Window* window, GLboolean checkOnly,
unsigned char layer_type );
#ifdef WM_TOUCH
typedef BOOL (WINAPI *pGetTouchInputInfo)(HTOUCHINPUT,UINT,PTOUCHINPUT,int);
#ifdef WM_TOUCH
typedef BOOL (WINAPI *pGetTouchInputInfo)(HTOUCHINPUT,UINT,PTOUCHINPUT,int);
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Check if there are any open menus that need to be closed */
lRet = DefWindowProc( hWnd, uMsg, wParam, lParam );
/* Check if there are any open menus that need to be closed */
break;
case WM_MOUSEACTIVATE:
/* Clicks should not activate the menu.
* Especially important when clicking on a menu's submenu item which has no effect.
*/
break;
case WM_MOUSEACTIVATE:
/* Clicks should not activate the menu.
* Especially important when clicking on a menu's submenu item which has no effect.
*/
/* user clicked non-client area of window while a menu is open. Close menu */
fgDeactivateMenu(menu->ParentWindow);
/* user clicked non-client area of window while a menu is open. Close menu */
fgDeactivateMenu(menu->ParentWindow);
- if (win->IsMenu)
- cmdShow = SW_SHOWNA; /* Just show, don't activate if its a menu */
+ if (win->IsMenu && (!fgStructure.GameModeWindow || win->ActiveMenu->ParentWindow != fgStructure.GameModeWindow))
+ cmdShow = SW_SHOWNA; /* Just show, don't activate window if its a menu. Only exception is when the parent is a gamemode window as the menu would pop under it when we do this... */