// no constraints on the minimal window size
m_minWidth =
- m_maxWidth = wxDefaultSize.x;
+ m_maxWidth = wxDefaultCoord;
m_minHeight =
- m_maxHeight = wxDefaultSize.y;
+ m_maxHeight = wxDefaultCoord;
// invalidiated cache value
m_bestSizeCache = wxDefaultSize;
m_virtualSize = wxDefaultSize;
m_minVirtualWidth =
- m_maxVirtualWidth = wxDefaultSize.x;
+ m_maxVirtualWidth = wxDefaultCoord;
m_minVirtualHeight =
- m_maxVirtualHeight = wxDefaultSize.y;
+ m_maxVirtualHeight = wxDefaultCoord;
m_windowVariant = wxWINDOW_VARIANT_NORMAL;
int width, height;
GetSize(&width, &height);
- int xNew = wxDefaultPosition.x,
- yNew = wxDefaultPosition.y;
+ int xNew = wxDefaultCoord,
+ yNew = wxDefaultCoord;
if ( direction & wxHORIZONTAL )
xNew = (widthParent - width)/2;
// if the window hadn't been positioned yet, assume that it is in
// the origin
- if ( wx == wxDefaultPosition.x )
+ if ( wx == wxDefaultCoord )
wx = 0;
- if ( wy == wxDefaultPosition.y )
+ if ( wy == wxDefaultCoord )
wy = 0;
win->GetSize(&ww, &wh);
{
// setting min width greater than max width leads to infinite loops under
// X11 and generally doesn't make any sense, so don't allow it
- wxCHECK_RET( (minW == wxDefaultSize.x || maxW == wxDefaultSize.x || minW <= maxW) &&
- (minH == wxDefaultSize.y || maxH == wxDefaultSize.y || minH <= maxH),
+ wxCHECK_RET( (minW == wxDefaultCoord || maxW == wxDefaultCoord || minW <= maxW) &&
+ (minH == wxDefaultCoord || maxH == wxDefaultCoord || minH <= maxH),
_T("min width/height must be less than max width/height!") );
m_minWidth = minW;
void wxWindowBase::DoSetVirtualSize( int x, int y )
{
- if ( m_minVirtualWidth != wxDefaultSize.x && m_minVirtualWidth > x )
+ if ( m_minVirtualWidth != wxDefaultCoord && m_minVirtualWidth > x )
x = m_minVirtualWidth;
- if ( m_maxVirtualWidth != wxDefaultSize.x && m_maxVirtualWidth < x )
+ if ( m_maxVirtualWidth != wxDefaultCoord && m_maxVirtualWidth < x )
x = m_maxVirtualWidth;
- if ( m_minVirtualHeight != wxDefaultSize.y && m_minVirtualHeight > y )
+ if ( m_minVirtualHeight != wxDefaultCoord && m_minVirtualHeight > y )
y = m_minVirtualHeight;
- if ( m_maxVirtualHeight != wxDefaultSize.y && m_maxVirtualHeight < y )
+ if ( m_maxVirtualHeight != wxDefaultCoord && m_maxVirtualHeight < y )
y = m_maxVirtualHeight;
m_virtualSize = wxSize(x, y);
wxLayoutConstraints *constr = GetConstraints();
if ( constr )
{
- if ( x != wxDefaultPosition.x )
+ if ( x != wxDefaultCoord )
{
constr->left.SetValue(x);
constr->left.SetDone(true);
}
- if ( y != wxDefaultPosition.y )
+ if ( y != wxDefaultCoord )
{
constr->top.SetValue(y);
constr->top.SetDone(true);
}
- if ( w != wxDefaultSize.x )
+ if ( w != wxDefaultCoord )
{
constr->width.SetValue(w);
constr->width.SetDone(true);
}
- if ( h != wxDefaultSize.y )
+ if ( h != wxDefaultCoord )
{
constr->height.SetValue(h);
constr->height.SetDone(true);
wxLayoutConstraints *constr = GetConstraints();
if ( constr )
{
- if ( x != wxDefaultPosition.x )
+ if ( x != wxDefaultCoord )
{
constr->left.SetValue(x);
constr->left.SetDone(true);
}
- if ( y != wxDefaultPosition.y )
+ if ( y != wxDefaultCoord )
{
constr->top.SetValue(y);
constr->top.SetDone(true);
// unfortunately, when wxUSE_STL == 1 DetachNode() is not implemented so we
// can't just move the node around
- siblings.DeleteObject(this);
- if ( move == MoveBefore || ((i = i->GetNext()) != NULL) )
+ wxWindow *self = (wxWindow *)this;
+ siblings.DeleteObject(self);
+ if ( move == MoveAfter )
{
- siblings.Insert(i, this);
+ i = i->GetNext();
+ }
+
+ if ( i )
+ {
+ siblings.Insert(i, self);
}
else // MoveAfter and win was the last sibling
{
- siblings.Append(this);
+ siblings.Append(self);
}
}