Kaydet (Commit) ff2c26f5 authored tarafından Ivan Timofeev's avatar Ivan Timofeev

bUILocked is always false

üst 763b3e1e
...@@ -198,7 +198,6 @@ public: ...@@ -198,7 +198,6 @@ public:
SAL_DLLPRIVATE sal_Bool IsUpdated_Impl() const; SAL_DLLPRIVATE sal_Bool IsUpdated_Impl() const;
SAL_DLLPRIVATE int GetShellAndSlot_Impl( sal_uInt16 nSlot, SfxShell **ppShell, const SfxSlot **ppSlot, SAL_DLLPRIVATE int GetShellAndSlot_Impl( sal_uInt16 nSlot, SfxShell **ppShell, const SfxSlot **ppSlot,
sal_Bool bOwnShellsOnly, sal_Bool bModal, sal_Bool bRealSlot=sal_True ); sal_Bool bOwnShellsOnly, sal_Bool bModal, sal_Bool bRealSlot=sal_True );
SAL_DLLPRIVATE void LockUI_Impl( sal_Bool bLock = sal_True );
SAL_DLLPRIVATE void SetReadOnly_Impl( sal_Bool bOn ); SAL_DLLPRIVATE void SetReadOnly_Impl( sal_Bool bOn );
SAL_DLLPRIVATE sal_Bool GetReadOnly_Impl() const; SAL_DLLPRIVATE sal_Bool GetReadOnly_Impl() const;
SAL_DLLPRIVATE sal_Bool IsSlotEnabledByFilter_Impl( sal_uInt16 nSID ) const; SAL_DLLPRIVATE sal_Bool IsSlotEnabledByFilter_Impl( sal_uInt16 nSID ) const;
......
...@@ -145,7 +145,6 @@ struct SfxDispatcher_Impl ...@@ -145,7 +145,6 @@ struct SfxDispatcher_Impl
std::vector<sal_uInt32> aChildWins; std::vector<sal_uInt32> aChildWins;
sal_uInt16 nActionLevel; // in EnterAction sal_uInt16 nActionLevel; // in EnterAction
sal_uInt32 nEventId; // EventId UserEvent sal_uInt32 nEventId; // EventId UserEvent
sal_Bool bUILocked; // Update disconnected (no flicker)
sal_Bool bNoUI; // UI only from Parent Dispatcher sal_Bool bNoUI; // UI only from Parent Dispatcher
sal_Bool bReadOnly; // Document is ReadOnly sal_Bool bReadOnly; // Document is ReadOnly
sal_Bool bQuiet; // Only use parent dispatcher sal_Bool bQuiet; // Only use parent dispatcher
...@@ -330,7 +329,6 @@ void SfxDispatcher::Construct_Impl( SfxDispatcher* pParent ) ...@@ -330,7 +329,6 @@ void SfxDispatcher::Construct_Impl( SfxDispatcher* pParent )
pImp->bLocked = sal_False; pImp->bLocked = sal_False;
pImp->bActive = sal_False; pImp->bActive = sal_False;
pImp->pParent = NULL; pImp->pParent = NULL;
pImp->bUILocked = sal_False;
pImp->bNoUI = sal_False; pImp->bNoUI = sal_False;
pImp->bReadOnly = sal_False; pImp->bReadOnly = sal_False;
pImp->bQuiet = sal_False; pImp->bQuiet = sal_False;
...@@ -1305,7 +1303,7 @@ void SfxDispatcher::Update_Impl( sal_Bool bForce ) ...@@ -1305,7 +1303,7 @@ void SfxDispatcher::Update_Impl( sal_Bool bForce )
Flush(); Flush();
if ( !pImp->pFrame || pImp->bUILocked ) if ( !pImp->pFrame )
return; return;
SFX_APP(); // -Wall is this required??? SFX_APP(); // -Wall is this required???
...@@ -2183,14 +2181,6 @@ sal_uInt32 SfxDispatcher::GetObjectBarId( sal_uInt16 nPos ) const ...@@ -2183,14 +2181,6 @@ sal_uInt32 SfxDispatcher::GetObjectBarId( sal_uInt16 nPos ) const
return pImp->aObjBars[nPos].nResId; return pImp->aObjBars[nPos].nResId;
} }
void SfxDispatcher::LockUI_Impl( sal_Bool bLock )
{
sal_Bool bWasLocked = pImp->bUILocked;
pImp->bUILocked = bLock;
if ( !bLock && bWasLocked )
Update_Impl( sal_True );
}
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
void SfxDispatcher::HideUI( sal_Bool bHide ) void SfxDispatcher::HideUI( sal_Bool bHide )
{ {
......
...@@ -1876,9 +1876,6 @@ void SfxViewFrame::SetActiveChildFrame_Impl( SfxViewFrame *pViewFrame ) ...@@ -1876,9 +1876,6 @@ void SfxViewFrame::SetActiveChildFrame_Impl( SfxViewFrame *pViewFrame )
{ {
if ( pViewFrame != pImp->pActiveChild ) if ( pViewFrame != pImp->pActiveChild )
{ {
if ( !pImp->pActiveChild )
GetDispatcher()->LockUI_Impl( sal_False );
pImp->pActiveChild = pViewFrame; pImp->pActiveChild = pViewFrame;
Reference< XFramesSupplier > xFrame( GetFrame().GetFrameInterface(), UNO_QUERY ); Reference< XFramesSupplier > xFrame( GetFrame().GetFrameInterface(), UNO_QUERY );
......
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