BEGIN_EVENT_TABLE(wxTopLevelWindowBase, wxWindow)
EVT_CLOSE(wxTopLevelWindowBase::OnCloseWindow)
EVT_SIZE(wxTopLevelWindowBase::OnSize)
- EVT_WINDOW_DESTROY(wxTopLevelWindowBase::OnChildDestroy)
+ WX_EVENT_TABLE_CONTROL_CONTAINER(wxTopLevelWindowBase)
END_EVENT_TABLE()
+WX_DELEGATE_TO_CONTROL_CONTAINER(wxTopLevelWindowBase, wxWindow)
+
// ============================================================================
// implementation
// ============================================================================
{
// Unlike windows, top level windows are created hidden by default.
m_isShown = false;
- m_winDefault = NULL;
- m_winTmpDefault = NULL;
+
+ WX_INIT_CONTROL_CONTAINER();
}
wxTopLevelWindowBase::~wxTopLevelWindowBase()
wxTopLevelWindows.DeleteObject(this);
+ // delete any our top level children which are still pending for deletion
+ // immediately: this could happen if a child (e.g. a temporary dialog
+ // created with this window as parent) was Destroy()'d) while this window
+ // was deleted directly (with delete, or maybe just because it was created
+ // on the stack) immediately afterwards and before the child TLW was really
+ // destroyed -- not destroying it now would leave it alive with a dangling
+ // parent pointer and result in a crash later
+ for ( wxObjectList::iterator i = wxPendingDelete.begin();
+ i != wxPendingDelete.end();
+ )
+ {
+ wxWindow * const win = wxDynamicCast(*i, wxWindow);
+ if ( win && win->GetParent() == this )
+ {
+ wxPendingDelete.erase(i);
+
+ delete win;
+
+ // deleting it invalidated the list (and not only one node because
+ // it could have resulted in deletion of other objects to)
+ i = wxPendingDelete.begin();
+ }
+ else
+ {
+ ++i;
+ }
+ }
+
if ( IsLastBeforeExit() )
{
// no other (important) windows left, quit the app
if ( !wxPendingDelete.Member(this) )
wxPendingDelete.Append(this);
- if (wxTopLevelWindows.GetCount() > 1)
+ // normally we want to hide the window immediately so that it doesn't get
+ // stuck on the screen while it's being destroyed, however we shouldn't
+ // hide the last visible window as then we might not get any idle events
+ // any more as no events will be sent to the hidden window and without idle
+ // events we won't prune wxPendingDelete list and the application won't
+ // terminate
+ for ( wxWindowList::const_iterator i = wxTopLevelWindows.begin(),
+ end = wxTopLevelWindows.end();
+ i != end;
+ ++i )
{
- // Hide it immediately. This should
- // not be done if this TLW is the
- // only one left since we then would
- // risk not to get any idle events
- // at all anymore during which we
- // could delete any pending events.
- Hide();
+ wxTopLevelWindow * const win = static_cast<wxTopLevelWindow *>(*i);
+ if ( win != this && win->IsShown() )
+ {
+ // there remains at least one other visible TLW, we can hide this
+ // one
+ Hide();
+
+ break;
+ }
}
return true;
// then decide whether we should exit at all
for ( i = wxTopLevelWindows.begin(); i != end; ++i )
{
- wxTopLevelWindow * const win = wx_static_cast(wxTopLevelWindow *, *i);
+ wxTopLevelWindow * const win = static_cast<wxTopLevelWindow *>(*i);
if ( win->ShouldPreventAppExit() )
{
// there remains at least one important TLW, don't exit
for ( i = wxTopLevelWindows.begin(); i != end; ++i )
{
// don't close twice the windows which are already marked for deletion
- wxTopLevelWindow * const win = wx_static_cast(wxTopLevelWindow *, *i);
+ wxTopLevelWindow * const win = static_cast<wxTopLevelWindow *>(*i);
if ( !wxPendingDelete.Member(win) && !win->Close() )
{
// one of the windows refused to close, don't exit
void wxTopLevelWindowBase::SetMinSize(const wxSize& minSize)
{
- SetSizeHints( minSize.x, minSize.y, GetMaxWidth(), GetMaxHeight() );
+ SetSizeHints(minSize, GetMaxSize());
}
void wxTopLevelWindowBase::SetMaxSize(const wxSize& maxSize)
{
- SetSizeHints( GetMinWidth(), GetMinHeight(), maxSize.x, maxSize.y );
-}
-
-// set the min/max size of the window
-void wxTopLevelWindowBase::DoSetSizeHints(int minW, int minH,
- int maxW, int maxH,
- int WXUNUSED(incW), int WXUNUSED(incH))
-{
- // 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 == 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;
- m_maxWidth = maxW;
- m_minHeight = minH;
- m_maxHeight = maxH;
+ SetSizeHints(GetMinSize(), maxSize);
}
void wxTopLevelWindowBase::GetRectForTopLevelChildren(int *x, int *y, int *w, int *h)
if(IsAlwaysMaximized())
return;
- // we need the display rect anyhow so store it first
- int nDisplay = wxDisplay::GetFromWindow(this);
+ // we need the display rect anyhow so store it first: notice that we should
+ // be centered on the same display as our parent window, the display of
+ // this window itself is not really defined yet
+ int nDisplay = wxDisplay::GetFromWindow(GetParent() ? GetParent() : this);
wxDisplay dpy(nDisplay == wxNOT_FOUND ? 0 : nDisplay);
const wxRect rectDisplay(dpy.GetClientArea());
if((rectParent == rectDisplay) && IsMaximized())
return;
+ if ( !(dir & wxBOTH) )
+ dir |= wxBOTH; // if neither is specified, center in both directions
+
// the new window rect candidate
- wxRect rect = GetRect().CentreIn(rectParent, dir);
+ wxRect rect = GetRect().CentreIn(rectParent, dir & ~wxCENTRE_ON_SCREEN);
// 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.Contains(rect.GetTopLeft()) )
+ if ( !rectDisplay.Contains(rect.GetTopLeft()) )
{
- if ( !rectDisplay.Contains(rect.GetBottomRight()) )
- {
- // move the window just enough for the bottom right corner to
- // become visible
- int dx = rectDisplay.GetRight() - rect.GetRight();
- int dy = rectDisplay.GetBottom() - rect.GetBottom();
- rect.Offset(dx < 0 ? dx : 0, dy < 0 ? dy : 0);
- }
- //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
+ // move the window just enough to make the corner visible
+ int dx = rectDisplay.GetLeft() - rect.GetLeft();
+ int dy = rectDisplay.GetTop() - rect.GetTop();
+ rect.Offset(dx > 0 ? dx : 0, dy > 0 ? dy : 0);
}
- else // make top left corner visible
- {
- if ( rect.x < rectDisplay.x )
- rect.x = rectDisplay.x;
- if ( rect.y < rectDisplay.y )
- rect.y = rectDisplay.y;
+ if ( !rectDisplay.Contains(rect.GetBottomRight()) )
+ {
+ // do the same for this corner too
+ int dx = rectDisplay.GetRight() - rect.GetRight();
+ int dy = rectDisplay.GetBottom() - rect.GetBottom();
+ rect.Offset(dx < 0 ? dx : 0, dy < 0 ? dy : 0);
}
+ // the window top left and bottom right corner are both visible now and
+ // 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 we stop here
+
// -1 could be valid coordinate here if there are several displays
SetSize(rect, wxSIZE_ALLOW_MINUS_ONE);
}
Destroy();
}
-void wxTopLevelWindowBase::OnChildDestroy(wxWindowDestroyEvent& event)
-{
- event.Skip();
-
- wxWindow * const win = event.GetWindow();
- if ( win == m_winDefault )
- m_winDefault = NULL;
- if ( win == m_winTmpDefault )
- m_winTmpDefault = NULL;
-}
-
bool wxTopLevelWindowBase::SendIconizeEvent(bool iconized)
{
wxIconizeEvent event(GetId(), iconized);
// it's probably better than do nothing, isn't it?
Raise();
}
-
-void wxTopLevelWindowBase::RemoveChild(wxWindowBase *child)
-{
- if ( child == m_winDefault )
- m_winDefault = NULL;
-
- if ( child == m_winTmpDefault )
- m_winTmpDefault = NULL;
-
- wxWindow::RemoveChild(child);
-}