Pass calling window to context menu

This commit is contained in:
DarkPhoenix
2019-07-30 19:12:45 +03:00
parent 5a0ca503c1
commit cd20164d7a
49 changed files with 199 additions and 204 deletions

View File

@@ -603,18 +603,13 @@ class SkillTreeView(wx.Panel):
srcContext = "skillItem"
itemContext = "Skill"
context = (srcContext, itemContext)
menu = ContextMenu.getMenu(eveItem, [eveItem], context)
menu = ContextMenu.getMenu(self, eveItem, [eveItem], context)
char = self.charEditor.entityEditor.getActiveEntity()
if char.name not in ("All 0", "All 5"):
menu.AppendSeparator()
menu.Append(self.idUnlearned, "Unlearn")
for level in range(6):
menu.Append(self.idLevels[level], "Level %d" % level)
# Doesn't make sense to have these menu items here, as they do not revert skill changes
# done in an editor - because these changes are persisted anyway
# menu.AppendSeparator()
# menu.Append(self.revertID, "Revert")
# menu.Append(self.saveID, "Save")
menu.Bind(wx.EVT_MENU, self.changeLevel)
self.PopupMenu(menu)
@@ -718,7 +713,7 @@ class ImplantEditorView(BaseImplantEditorView):
# fuck good coding practices, passing a pointer to the character editor here for [reasons] =D
# (see implantSets context class for info)
item = self.Parent.Parent
menu = ContextMenu.getMenu(item, (item,), *context)
menu = ContextMenu.getMenu(self, item, (item,), *context)
if menu:
self.PopupMenu(menu)