///////////////////////////////////////////////////////////////////////////////
-// Name: floatpane.cpp
+// Name: src/aui/floatpane.cpp
// Purpose: wxaui: wx advanced user interface - docking window manager
// Author: Benjamin I. Williams
// Modified by:
// Created: 2005-05-17
-// RCS-ID:
// Copyright: (C) Copyright 2005-2006, Kirix Corporation, All Rights Reserved
// Licence: wxWindows Library Licence, Version 3.1
///////////////////////////////////////////////////////////////////////////////
#include "wx/aui/dockart.h"
#ifndef WX_PRECOMP
-// #include "wx/log.h"
#endif
-wxFloatingPane::wxFloatingPane(wxWindow* parent,
- wxFrameManager* owner_mgr,
- wxWindowID id /*= -1*/,
- const wxPoint& pos /*= wxDefaultPosition*/,
- const wxSize& size /*= wxDefaultSize*/)
- : wxFloatingPaneBaseClass(parent, id, wxT(""), pos, size,
- wxRESIZE_BORDER | wxSYSTEM_MENU | wxCAPTION |
- wxCLOSE_BOX | wxFRAME_NO_TASKBAR |
- wxFRAME_FLOAT_ON_PARENT | wxCLIP_CHILDREN)
+#ifdef __WXMSW__
+#include "wx/msw/private.h"
+#endif
+
+IMPLEMENT_CLASS(wxAuiFloatingFrame, wxAuiFloatingFrameBaseClass)
+
+wxAuiFloatingFrame::wxAuiFloatingFrame(wxWindow* parent,
+ wxAuiManager* owner_mgr,
+ const wxAuiPaneInfo& pane,
+ wxWindowID id /*= wxID_ANY*/,
+ long style /*=wxRESIZE_BORDER | wxSYSTEM_MENU | wxCAPTION |
+ wxFRAME_NO_TASKBAR | wxFRAME_FLOAT_ON_PARENT |
+ wxCLIP_CHILDREN
+ */)
+ : wxAuiFloatingFrameBaseClass(parent, id, wxEmptyString,
+ pane.floating_pos, pane.floating_size,
+ style |
+ (pane.HasCloseButton()?wxCLOSE_BOX:0) |
+ (pane.HasMaximizeButton()?wxMAXIMIZE_BOX:0) |
+ (pane.IsFixed()?0:wxRESIZE_BORDER)
+ )
{
- m_owner_mgr = owner_mgr;
+ m_ownerMgr = owner_mgr;
m_moving = false;
- m_last_rect = wxRect();
- m_mgr.SetFrame(this);
+ m_mgr.SetManagedWindow(this);
+ m_solidDrag = true;
+
+ // find out if the system supports solid window drag.
+ // on non-msw systems, this is assumed to be the case
+#ifdef __WXMSW__
+ BOOL b = TRUE;
+ SystemParametersInfo(38 /*SPI_GETDRAGFULLWINDOWS*/, 0, &b, 0);
+ m_solidDrag = b ? true : false;
+#endif
+
SetExtraStyle(wxWS_EX_PROCESS_IDLE);
}
-wxFloatingPane::~wxFloatingPane()
+wxAuiFloatingFrame::~wxAuiFloatingFrame()
{
+ // if we do not do this, then we can crash...
+ if (m_ownerMgr && m_ownerMgr->m_actionWindow == this)
+ {
+ m_ownerMgr->m_actionWindow = NULL;
+ }
+
m_mgr.UnInit();
}
-void wxFloatingPane::SetPaneWindow(const wxPaneInfo& pane)
+void wxAuiFloatingFrame::SetPaneWindow(const wxAuiPaneInfo& pane)
{
- m_pane_window = pane.window;
- m_pane_window->Reparent(this);
-
- wxPaneInfo contained_pane = pane;
+ m_paneWindow = pane.window;
+ m_paneWindow->Reparent(this);
+
+ wxAuiPaneInfo contained_pane = pane;
contained_pane.Dock().Center().Show().
CaptionVisible(false).
PaneBorder(false).
Layer(0).Row(0).Position(0);
-
- m_mgr.AddPane(m_pane_window, contained_pane);
- m_mgr.Update();
+
+ // Carry over the minimum size
+ wxSize pane_min_size = pane.window->GetMinSize();
+
+ // if the frame window's max size is greater than the min size
+ // then set the max size to the min size as well
+ wxSize cur_max_size = GetMaxSize();
+ if (cur_max_size.IsFullySpecified() &&
+ (cur_max_size.x < pane.min_size.x ||
+ cur_max_size.y < pane.min_size.y)
+ )
+ {
+ SetMaxSize(pane_min_size);
+ }
+
+ SetMinSize(pane.window->GetMinSize());
+
+ m_mgr.AddPane(m_paneWindow, contained_pane);
+ m_mgr.Update();
if (pane.min_size.IsFullySpecified())
{
GetSizer()->SetSizeHints(this);
SetSize(tmp);
}
-
+
SetTitle(pane.caption);
- if (contained_pane.IsFixed())
- SetWindowStyle(GetWindowStyle() & ~wxRESIZE_BORDER);
+ // This code is slightly awkward because we need to reset wxRESIZE_BORDER
+ // before calling SetClientSize() below as doing it after setting the
+ // client size would actually change it, at least under MSW, where the
+ // total window size doesn't change and hence, as the borders size changes,
+ // the client size does change.
+ //
+ // So we must call it first but doing it generates a size event and updates
+ // pane.floating_size from inside it so we must also record its original
+ // value before doing it.
+ const bool hasFloatingSize = pane.floating_size != wxDefaultSize;
+ if (pane.IsFixed())
+ {
+ SetWindowStyleFlag(GetWindowStyleFlag() & ~wxRESIZE_BORDER);
+ }
- if (pane.floating_size != wxDefaultSize)
+ if ( hasFloatingSize )
{
SetSize(pane.floating_size);
}
- else
+ else
{
wxSize size = pane.best_size;
if (size == wxDefaultSize)
size = pane.min_size;
if (size == wxDefaultSize)
- size = m_pane_window->GetSize();
- if (pane.HasGripper())
+ size = m_paneWindow->GetSize();
+ if (m_ownerMgr && pane.HasGripper())
{
if (pane.HasGripperTop())
- size.y += m_owner_mgr->m_art->GetMetric(wxAUI_ART_GRIPPER_SIZE);
+ size.y += m_ownerMgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE);
else
- size.x += m_owner_mgr->m_art->GetMetric(wxAUI_ART_GRIPPER_SIZE);
+ size.x += m_ownerMgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE);
}
-
+
SetClientSize(size);
}
}
-void wxFloatingPane::OnSize(wxSizeEvent& event)
+wxAuiManager* wxAuiFloatingFrame::GetOwnerManager() const
{
- m_owner_mgr->OnFloatingPaneResized(m_pane_window, event.GetSize());
+ return m_ownerMgr;
}
-void wxFloatingPane::OnClose(wxCloseEvent& WXUNUSED(event))
+
+void wxAuiFloatingFrame::OnSize(wxSizeEvent& WXUNUSED(event))
{
- m_owner_mgr->OnFloatingPaneClosed(m_pane_window);
- Destroy();
+ if (m_ownerMgr)
+ {
+ m_ownerMgr->OnFloatingPaneResized(m_paneWindow, GetRect());
+ }
}
-void wxFloatingPane::OnMoveEvent(wxMoveEvent& event)
+void wxAuiFloatingFrame::OnClose(wxCloseEvent& evt)
{
- wxRect win_rect = GetRect();
+ if (m_ownerMgr)
+ {
+ m_ownerMgr->OnFloatingPaneClosed(m_paneWindow, evt);
+ }
+ if (!evt.GetVeto())
+ {
+ m_mgr.DetachPane(m_paneWindow);
+ Destroy();
+ }
+}
+
+void wxAuiFloatingFrame::OnMoveEvent(wxMoveEvent& event)
+{
+ if (!m_solidDrag)
+ {
+ // systems without solid window dragging need to be
+ // handled slightly differently, due to the lack of
+ // the constant stream of EVT_MOVING events
+ if (!isMouseDown())
+ return;
+ OnMoveStart();
+ OnMoving(event.GetRect(), wxNORTH);
+ m_moving = true;
+ return;
+ }
+
+
+ wxRect winRect = GetRect();
+
+ if (winRect == m_lastRect)
+ return;
// skip the first move event
- if (m_last_rect.IsEmpty())
+ if (m_lastRect.IsEmpty())
+ {
+ m_lastRect = winRect;
+ return;
+ }
+
+ // as on OSX moving windows are not getting all move events, only sporadically, this difference
+ // is almost always big on OSX, so avoid this early exit opportunity
+#ifndef __WXOSX__
+ // skip if moving too fast to avoid massive redraws and
+ // jumping hint windows
+ if ((abs(winRect.x - m_lastRect.x) > 3) ||
+ (abs(winRect.y - m_lastRect.y) > 3))
{
- m_last_rect = win_rect;
+ m_last3Rect = m_last2Rect;
+ m_last2Rect = m_lastRect;
+ m_lastRect = winRect;
+
+ // However still update the internally stored position to avoid
+ // snapping back to the old one later.
+ if (m_ownerMgr)
+ {
+ m_ownerMgr->GetPane(m_paneWindow).
+ floating_pos = winRect.GetPosition();
+ }
+
return;
}
+#endif
// prevent frame redocking during resize
- if (m_last_rect.GetSize() != win_rect.GetSize())
+ if (m_lastRect.GetSize() != winRect.GetSize())
{
- m_last_rect = win_rect;
+ m_last3Rect = m_last2Rect;
+ m_last2Rect = m_lastRect;
+ m_lastRect = winRect;
return;
}
- m_last_rect = win_rect;
-
+ wxDirection dir = wxALL;
+
+ int horiz_dist = abs(winRect.x - m_last3Rect.x);
+ int vert_dist = abs(winRect.y - m_last3Rect.y);
+
+ if (vert_dist >= horiz_dist)
+ {
+ if (winRect.y < m_last3Rect.y)
+ dir = wxNORTH;
+ else
+ dir = wxSOUTH;
+ }
+ else
+ {
+ if (winRect.x < m_last3Rect.x)
+ dir = wxWEST;
+ else
+ dir = wxEAST;
+ }
+
+ m_last3Rect = m_last2Rect;
+ m_last2Rect = m_lastRect;
+ m_lastRect = winRect;
+
if (!isMouseDown())
return;
m_moving = true;
}
- OnMoving(event.GetRect());
+ if (m_last3Rect.IsEmpty())
+ return;
+
+ if ( event.GetEventType() == wxEVT_MOVING )
+ OnMoving(event.GetRect(), dir);
+ else
+ OnMoving(wxRect(event.GetPosition(),GetSize()), dir);
}
-void wxFloatingPane::OnIdle(wxIdleEvent& event)
+void wxAuiFloatingFrame::OnIdle(wxIdleEvent& event)
{
if (m_moving)
{
m_moving = false;
OnMoveFinished();
}
- else
+ else
{
event.RequestMore();
}
}
}
-void wxFloatingPane::OnMoveStart()
+void wxAuiFloatingFrame::OnMoveStart()
{
// notify the owner manager that the pane has started to move
- m_owner_mgr->OnFloatingPaneMoveStart(m_pane_window);
+ if (m_ownerMgr)
+ {
+ m_ownerMgr->OnFloatingPaneMoveStart(m_paneWindow);
+ }
}
-void wxFloatingPane::OnMoving(const wxRect& WXUNUSED(window_rect))
+void wxAuiFloatingFrame::OnMoving(const wxRect& WXUNUSED(window_rect), wxDirection dir)
{
// notify the owner manager that the pane is moving
- m_owner_mgr->OnFloatingPaneMoving(m_pane_window);
+ if (m_ownerMgr)
+ {
+ m_ownerMgr->OnFloatingPaneMoving(m_paneWindow, dir);
+ }
+ m_lastDirection = dir;
}
-void wxFloatingPane::OnMoveFinished()
+void wxAuiFloatingFrame::OnMoveFinished()
{
// notify the owner manager that the pane has finished moving
- m_owner_mgr->OnFloatingPaneMoved(m_pane_window);
+ if (m_ownerMgr)
+ {
+ m_ownerMgr->OnFloatingPaneMoved(m_paneWindow, m_lastDirection);
+ }
}
-void wxFloatingPane::OnActivate(wxActivateEvent& event)
+void wxAuiFloatingFrame::OnActivate(wxActivateEvent& event)
{
- if (event.GetActive())
+ if (m_ownerMgr && event.GetActive())
{
- m_owner_mgr->OnFloatingPaneActivated(m_pane_window);
+ m_ownerMgr->OnFloatingPaneActivated(m_paneWindow);
}
}
// utility function which determines the state of the mouse button
-// (independant of having a wxMouseEvent handy) - utimately a better
+// (independent of having a wxMouseEvent handy) - utimately a better
// mechanism for this should be found (possibly by adding the
// functionality to wxWidgets itself)
-bool wxFloatingPane::isMouseDown()
+bool wxAuiFloatingFrame::isMouseDown()
{
- return wxGetMouseState().LeftDown();
+ return wxGetMouseState().LeftIsDown();
}
-BEGIN_EVENT_TABLE(wxFloatingPane, wxFloatingPaneBaseClass)
- EVT_SIZE(wxFloatingPane::OnSize)
- EVT_MOVE(wxFloatingPane::OnMoveEvent)
- EVT_MOVING(wxFloatingPane::OnMoveEvent)
- EVT_CLOSE(wxFloatingPane::OnClose)
- EVT_IDLE(wxFloatingPane::OnIdle)
- EVT_ACTIVATE(wxFloatingPane::OnActivate)
+BEGIN_EVENT_TABLE(wxAuiFloatingFrame, wxAuiFloatingFrameBaseClass)
+ EVT_SIZE(wxAuiFloatingFrame::OnSize)
+ EVT_MOVE(wxAuiFloatingFrame::OnMoveEvent)
+ EVT_MOVING(wxAuiFloatingFrame::OnMoveEvent)
+ EVT_CLOSE(wxAuiFloatingFrame::OnClose)
+ EVT_IDLE(wxAuiFloatingFrame::OnIdle)
+ EVT_ACTIVATE(wxAuiFloatingFrame::OnActivate)
END_EVENT_TABLE()