AnsweredAssumed Answered

D4D Nested Menu Failure

Question asked by Mike Jones on Aug 14, 2012
Latest reply on Aug 14, 2012 by Petr Gargulak

I built an app that uses nested menus, but they only work the first try, then fail to pop.

 

Menus that exit by the X or by calling D4D_EscapeScreen(), as in the example, work fine.

 

When a menu calls another screen with a menu, and when all exits follow the X or D4D_EscapeScreen(), they also work fine.

 

But if a nested menu directly calls the main screen with D4D_ActivateScreen (D4D_TRUE), the next use of the menus fails to work.

 

I tried to unwind the history by calling D4D_EscapeScreen() twice, and this works. For example, if in the callback of the second menu:

 

D4D_EscapeScreen();

D4D_EscapeScreen();

D4D_ActivateScreen(..., D4D_TRUE)

 

However, this causes some screen flicker as the previous menu paints.

 

Is there a proper way to leave a nested menu that does not break the following use?

Outcomes