/////////////////////////////////////////////////////////////////////////////
-// Name: common/toplvcmn.cpp
+// Name: src/common/toplvcmn.cpp
// Purpose: common (for all platforms) wxTopLevelWindow functions
// Author: Julian Smart, Vadim Zeitlin
// Created: 01/02/97
void wxTopLevelWindowBase::DoCentre(int dir)
{
- wxRect rectCentre;
+ // we need the display rect anyhow so store it first
+ int nDisplay = wxDisplay::GetFromWindow(this);
+ wxDisplay dpy(nDisplay == wxNOT_FOUND ? 0 : nDisplay);
+ const wxRect rectDisplay(dpy.GetClientArea());
+
+ // what should we centre this window on?
+ wxRect rectParent;
if ( !(dir & wxCENTRE_ON_SCREEN) && GetParent() )
{
- // centre on parent window
- rectCentre = GetParent()->GetRect();
+ // centre on parent window: notice that we need screen coordinates for
+ // positioning this TLW
+ rectParent = GetParent()->GetScreenRect();
+
+ // if the parent is entirely off screen (happens at least with MDI
+ // parent frame under Mac but could happen elsewhere too if the frame
+ // was hidden/moved away for some reason), don't use it as otherwise
+ // this window wouldn't be visible at all
+ if ( !rectDisplay.Inside(rectParent.GetTopLeft()) &&
+ !rectParent.Inside(rectParent.GetBottomRight()) )
+ {
+ // this is enough to make IsEmpty() test below pass
+ rectParent.width = 0;
+ }
}
- else
+
+ if ( rectParent.IsEmpty() )
{
// we were explicitely asked to centre this window on the entire screen
// or if we have no parent anyhow and so can't centre on it
-#if wxUSE_DISPLAY
- const int nDisplay = wxDisplay::GetFromWindow(this);
- if ( nDisplay != wxNOT_FOUND )
- {
- rectCentre = wxDisplay(nDisplay).GetGeometry();
- }
- else
-#endif // wxUSE_DISPLAY
+ rectParent = rectDisplay;
+ }
+
+ // centering maximized window on screen is no-op
+ if((rectParent == rectDisplay) && IsMaximized())
+ return;
+
+ // the new window rect candidate
+ wxRect rect = GetRect().CentreIn(rectParent, dir);
+
+ // we don't want to place the window off screen if Centre() is called as
+ // this is (almost?) never wanted and it would be very difficult to prevent
+ // it from happening from the user code if we didn't check for it here
+ if ( rectDisplay.Inside(rect.GetTopLeft()) )
+ {
+ if ( !rectDisplay.Inside(rect.GetBottomRight()) )
{
- wxDisplaySize(&rectCentre.width, &rectCentre.height);
+ // check if we can move the window so that the bottom right corner
+ // is visible without hiding the top left one
+ int dx = rectDisplay.GetRight() - rect.GetRight();
+ int dy = rectDisplay.GetBottom() - rect.GetBottom();
+ rect.Offset(dx, dy);
}
+ //else: the window top left and bottom right corner are both visible,
+ // although the window might still be not entirely on screen (with
+ // 2 staggered displays for example) we wouldn't be able to
+ // improve the layout much in such case, so just leave it as is
+ }
+ else // make top left corner visible
+ {
+ if ( rect.x < rectDisplay.x )
+ rect.x = rectDisplay.x;
+
+ if ( rect.y < rectDisplay.y )
+ rect.y = rectDisplay.y;
}
- // window may be at -1 if it's centered on a secondary display, for example
- SetSize(GetRect().CentreIn(rectCentre, dir), wxSIZE_ALLOW_MINUS_ONE);
+ // -1 could be valid coordinate here if there are several displays
+ SetSize(rect, wxSIZE_ALLOW_MINUS_ONE);
}
// ----------------------------------------------------------------------------
// it's probably better than do nothing, isn't it?
Raise();
}
-