// 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;
yNew += posParent.y;
// Base size of the visible dimensions of the display
- // to take into account the taskbar
- wxRect rect = wxGetClientDisplayRect();
- wxSize size (rect.width,rect.height);
+ // to take into account the taskbar. And the Mac menu bar at top.
+ wxRect clientrect = wxGetClientDisplayRect();
// NB: in wxMSW, negative position may not neccessary mean "out of screen",
// but it may mean that the window is placed on other than the main
// if the parent is at least partially present here.
if (posParent.x + widthParent >= 0) // if parent is (partially) on the main display
{
- if (xNew < 0)
- xNew = 0;
- else if (xNew+width > size.x)
- xNew = size.x-width-1;
+ if (xNew < clientrect.GetLeft())
+ xNew = clientrect.GetLeft();
+ else if (xNew + width > clientrect.GetRight())
+ xNew = clientrect.GetRight() - width;
}
if (posParent.y + heightParent >= 0) // if parent is (partially) on the main display
{
- if (yNew+height > size.y)
- yNew = size.y-height-1;
+ if (yNew + height > clientrect.GetBottom())
+ yNew = clientrect.GetBottom() - height;
// Make certain that the title bar is initially visible
// always, even if this would push the bottom of the
- // dialog of the visible area of the display
- if (yNew < 0)
- yNew = 0;
+ // dialog off the visible area of the display
+ if (yNew < clientrect.GetTop())
+ yNew = clientrect.GetTop();
}
// move the window to this position (keeping the old size but using
// 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);
}
// ----------------------------------------------------------------------------
-// navigation
+// keyboard navigation
// ----------------------------------------------------------------------------
// Navigates in the specified direction.
return false;
}
+void wxWindowBase::DoMoveInTabOrder(wxWindow *win, MoveKind move)
+{
+ // check that we're not a top level window
+ wxCHECK_RET( GetParent(),
+ _T("MoveBefore/AfterInTabOrder() don't work for TLWs!") );
+
+ // find the target window in the siblings list
+ wxWindowList& siblings = GetParent()->GetChildren();
+ wxWindowList::compatibility_iterator i = siblings.Find(win);
+ wxCHECK_RET( i, _T("MoveBefore/AfterInTabOrder(): win is not a sibling") );
+
+ // unfortunately, when wxUSE_STL == 1 DetachNode() is not implemented so we
+ // can't just move the node around
+ wxWindow *self = (wxWindow *)this;
+ siblings.DeleteObject(self);
+ if ( move == MoveAfter )
+ {
+ i = i->GetNext();
+ }
+
+ if ( i )
+ {
+ siblings.Insert(i, self);
+ }
+ else // MoveAfter and win was the last sibling
+ {
+ siblings.Append(self);
+ }
+}
+
// ----------------------------------------------------------------------------
// global functions
// ----------------------------------------------------------------------------