// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
-#ifdef __GNUG__
-#pragma implementation "laywin.h"
-#endif
-
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
{
m_orientation = wxLAYOUT_HORIZONTAL;
m_alignment = wxLAYOUT_TOP;
+#ifdef __WXMAC__
+ MacSetClipChildren( true ) ;
+#endif
}
// This is the function that wxLayoutAlgorithm calls to ascertain the window
{
// If not in query mode, resize the window.
// TODO: add wxRect& form to wxWindow::SetSize
- wxSize sz = GetSize();
+ wxSize sz2 = GetSize();
wxPoint pos = GetPosition();
SetSize(thisRect.x, thisRect.y, thisRect.width, thisRect.height);
// Make sure the sash is erased when the window is resized
- if ((pos.x != thisRect.x || pos.y != thisRect.y || sz.x != thisRect.width || sz.y != thisRect.height) &&
+ if ((pos.x != thisRect.x || pos.y != thisRect.y || sz2.x != thisRect.width || sz2.y != thisRect.height) &&
(GetSashVisible(wxSASH_TOP) || GetSashVisible(wxSASH_RIGHT) || GetSashVisible(wxSASH_BOTTOM) || GetSashVisible(wxSASH_LEFT)))
- Refresh(TRUE);
+ Refresh(true);
}
wxCalculateLayoutEvent event;
event.SetRect(rect);
- wxWindowList::Node *node = frame->GetChildren().GetFirst();
+ wxWindowList::compatibility_iterator node = frame->GetChildren().GetFirst();
while (node)
{
wxWindow* win = node->GetData();
clientWindow->SetSize(rect.x, rect.y, rect.width, rect.height);
- return TRUE;
+ return true;
}
#endif // wxUSE_MDI_ARCHITECTURE
// Find the last layout-aware window, so we can make it fill all remaining
// space.
- wxWindow *lastAwareWindow = NULL;
- wxWindowList::Node *node = parent->GetChildren().GetFirst();
+ wxWindow *lastAwareWindow = NULL;
+ wxWindowList::compatibility_iterator node = parent->GetChildren().GetFirst();
while (node)
{
}
if (event.GetRect().GetWidth() < 0 || event.GetRect().GetHeight() < 0)
- return FALSE;
+ return false;
event.SetRect(rect);
lastAwareWindow->SetSize(rect.x, rect.y, wxMax(0, rect.width), wxMax(0, rect.height));
}
- return TRUE;
+ return true;
}