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) ||
return;
}
+#endif
// prevent frame redocking during resize
if (m_lastRect.GetSize() != winRect.GetSize())
if (m_last3Rect.IsEmpty())
return;
- OnMoving(event.GetRect(), dir);
+ if ( event.GetEventType() == wxEVT_MOVING )
+ OnMoving(event.GetRect(), dir);
+ else
+ OnMoving(wxRect(event.GetPosition(),GetSize()), dir);
}
void wxAuiFloatingFrame::OnIdle(wxIdleEvent& event)
}
// 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 wxAuiFloatingFrame::isMouseDown()