(pane.IsFixed()?0:wxRESIZE_BORDER)
)
{
- m_owner_mgr = owner_mgr;
+ m_ownerMgr = owner_mgr;
m_moving = false;
m_mgr.SetManagedWindow(this);
- m_solid_drag = true;
+ 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_solid_drag = b ? true : false;
+ m_solidDrag = b ? true : false;
#endif
SetExtraStyle(wxWS_EX_PROCESS_IDLE);
wxAuiFloatingFrame::~wxAuiFloatingFrame()
{
// if we do not do this, then we can crash...
- if (m_owner_mgr && m_owner_mgr->m_action_window == this)
+ if (m_ownerMgr && m_ownerMgr->m_actionWindow == this)
{
- m_owner_mgr->m_action_window = NULL;
+ m_ownerMgr->m_actionWindow = NULL;
}
m_mgr.UnInit();
void wxAuiFloatingFrame::SetPaneWindow(const wxAuiPaneInfo& pane)
{
- m_pane_window = pane.window;
- m_pane_window->Reparent(this);
+ m_paneWindow = pane.window;
+ m_paneWindow->Reparent(this);
wxAuiPaneInfo contained_pane = pane;
contained_pane.Dock().Center().Show().
SetMinSize(pane.window->GetMinSize());
- m_mgr.AddPane(m_pane_window, contained_pane);
+ m_mgr.AddPane(m_paneWindow, contained_pane);
m_mgr.Update();
if (pane.min_size.IsFullySpecified())
SetTitle(pane.caption);
- if (pane.floating_size != wxDefaultSize)
+ // 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 ( hasFloatingSize )
{
SetSize(pane.floating_size);
}
if (size == wxDefaultSize)
size = pane.min_size;
if (size == wxDefaultSize)
- size = m_pane_window->GetSize();
- if (m_owner_mgr && pane.HasGripper())
+ size = m_paneWindow->GetSize();
+ if (m_ownerMgr && pane.HasGripper())
{
if (pane.HasGripperTop())
- size.y += m_owner_mgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE);
+ size.y += m_ownerMgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE);
else
- size.x += m_owner_mgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE);
+ size.x += m_ownerMgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE);
}
SetClientSize(size);
}
-
- if (pane.IsFixed())
- {
- SetWindowStyleFlag(GetWindowStyleFlag() & ~wxRESIZE_BORDER);
- }
}
wxAuiManager* wxAuiFloatingFrame::GetOwnerManager() const
{
- return m_owner_mgr;
+ return m_ownerMgr;
}
void wxAuiFloatingFrame::OnSize(wxSizeEvent& WXUNUSED(event))
{
- if (m_owner_mgr)
+ if (m_ownerMgr)
{
- m_owner_mgr->OnFloatingPaneResized(m_pane_window, GetRect());
+ m_ownerMgr->OnFloatingPaneResized(m_paneWindow, GetRect());
}
}
void wxAuiFloatingFrame::OnClose(wxCloseEvent& evt)
{
- if (m_owner_mgr)
+ if (m_ownerMgr)
{
- m_owner_mgr->OnFloatingPaneClosed(m_pane_window, evt);
+ m_ownerMgr->OnFloatingPaneClosed(m_paneWindow, evt);
}
if (!evt.GetVeto())
{
- m_mgr.DetachPane(m_pane_window);
+ m_mgr.DetachPane(m_paneWindow);
Destroy();
}
}
void wxAuiFloatingFrame::OnMoveEvent(wxMoveEvent& event)
{
- if (!m_solid_drag)
+ if (!m_solidDrag)
{
// systems without solid window dragging need to be
// handled slightly differently, due to the lack of
}
- wxRect win_rect = GetRect();
+ wxRect winRect = GetRect();
- if (win_rect == m_last_rect)
+ if (winRect == m_lastRect)
return;
// skip the first move event
- if (m_last_rect.IsEmpty())
+ if (m_lastRect.IsEmpty())
{
- m_last_rect = win_rect;
+ 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(win_rect.x - m_last_rect.x) > 3) ||
- (abs(win_rect.y - m_last_rect.y) > 3))
+ if ((abs(winRect.x - m_lastRect.x) > 3) ||
+ (abs(winRect.y - m_lastRect.y) > 3))
{
- m_last3_rect = m_last2_rect;
- m_last2_rect = m_last_rect;
- 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_owner_mgr)
+ if (m_ownerMgr)
{
- m_owner_mgr->GetPane(m_pane_window).
- floating_pos = win_rect.GetPosition();
+ 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_last3_rect = m_last2_rect;
- m_last2_rect = m_last_rect;
- m_last_rect = win_rect;
+ m_last3Rect = m_last2Rect;
+ m_last2Rect = m_lastRect;
+ m_lastRect = winRect;
return;
}
wxDirection dir = wxALL;
- int horiz_dist = abs(win_rect.x - m_last3_rect.x);
- int vert_dist = abs(win_rect.y - m_last3_rect.y);
+ int horiz_dist = abs(winRect.x - m_last3Rect.x);
+ int vert_dist = abs(winRect.y - m_last3Rect.y);
if (vert_dist >= horiz_dist)
{
- if (win_rect.y < m_last3_rect.y)
+ if (winRect.y < m_last3Rect.y)
dir = wxNORTH;
else
dir = wxSOUTH;
}
else
{
- if (win_rect.x < m_last3_rect.x)
+ if (winRect.x < m_last3Rect.x)
dir = wxWEST;
else
dir = wxEAST;
}
- m_last3_rect = m_last2_rect;
- m_last2_rect = m_last_rect;
- m_last_rect = win_rect;
+ m_last3Rect = m_last2Rect;
+ m_last2Rect = m_lastRect;
+ m_lastRect = winRect;
if (!isMouseDown())
return;
m_moving = true;
}
- if (m_last3_rect.IsEmpty())
+ 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)
void wxAuiFloatingFrame::OnMoveStart()
{
// notify the owner manager that the pane has started to move
- if (m_owner_mgr)
+ if (m_ownerMgr)
{
- m_owner_mgr->OnFloatingPaneMoveStart(m_pane_window);
+ m_ownerMgr->OnFloatingPaneMoveStart(m_paneWindow);
}
}
void wxAuiFloatingFrame::OnMoving(const wxRect& WXUNUSED(window_rect), wxDirection dir)
{
// notify the owner manager that the pane is moving
- if (m_owner_mgr)
+ if (m_ownerMgr)
{
- m_owner_mgr->OnFloatingPaneMoving(m_pane_window, dir);
+ m_ownerMgr->OnFloatingPaneMoving(m_paneWindow, dir);
}
m_lastDirection = dir;
}
void wxAuiFloatingFrame::OnMoveFinished()
{
// notify the owner manager that the pane has finished moving
- if (m_owner_mgr)
+ if (m_ownerMgr)
{
- m_owner_mgr->OnFloatingPaneMoved(m_pane_window, m_lastDirection);
+ m_ownerMgr->OnFloatingPaneMoved(m_paneWindow, m_lastDirection);
}
}
void wxAuiFloatingFrame::OnActivate(wxActivateEvent& event)
{
- if (m_owner_mgr && 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 wxAuiFloatingFrame::isMouseDown()