X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/a23717e5069bd06c8134240e02889c424cd293f4..a15781955d5e06b1a9a197be87a6f8734a8ba5e2:/src/aui/floatpane.cpp diff --git a/src/aui/floatpane.cpp b/src/aui/floatpane.cpp index c2c0147106..f33966740a 100644 --- a/src/aui/floatpane.cpp +++ b/src/aui/floatpane.cpp @@ -43,47 +43,48 @@ wxAuiFloatingFrame::wxAuiFloatingFrame(wxWindow* parent, const wxAuiPaneInfo& pane, wxWindowID id /*= wxID_ANY*/, long style /*=wxRESIZE_BORDER | wxSYSTEM_MENU | wxCAPTION | - wxFRAME_NO_TASKBAR | wxFRAME_FLOAT_ON_PARENT | + wxFRAME_NO_TASKBAR | wxFRAME_FLOAT_ON_PARENT | wxCLIP_CHILDREN */) : wxAuiFloatingFrameBaseClass(parent, id, wxEmptyString, pane.floating_pos, pane.floating_size, - style | + style | (pane.HasCloseButton()?wxCLOSE_BOX:0) | (pane.HasMaximizeButton()?wxMAXIMIZE_BOX:0) | (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(). @@ -93,7 +94,7 @@ void wxAuiFloatingFrame::SetPaneWindow(const wxAuiPaneInfo& pane) // Carry over the minimum size wxSize pane_min_size = pane.window->GetMinSize(); - + // if the frame window's max size is greater than the min size // then set the max size to the min size as well wxSize cur_max_size = GetMaxSize(); @@ -104,10 +105,10 @@ void wxAuiFloatingFrame::SetPaneWindow(const wxAuiPaneInfo& pane) { SetMaxSize(pane_min_size); } - + 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()) @@ -122,23 +123,38 @@ void wxAuiFloatingFrame::SetPaneWindow(const wxAuiPaneInfo& pane) 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); } - else + else { wxSize size = pane.best_size; if (size == wxDefaultSize) size = pane.min_size; if (size == wxDefaultSize) - size = m_pane_window->GetSize(); - if (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); @@ -147,27 +163,34 @@ void wxAuiFloatingFrame::SetPaneWindow(const wxAuiPaneInfo& pane) wxAuiManager* wxAuiFloatingFrame::GetOwnerManager() const { - return m_owner_mgr; + return m_ownerMgr; } -void wxAuiFloatingFrame::OnSize(wxSizeEvent& event) +void wxAuiFloatingFrame::OnSize(wxSizeEvent& WXUNUSED(event)) { - m_owner_mgr->OnFloatingPaneResized(m_pane_window, event.GetSize()); + if (m_ownerMgr) + { + m_ownerMgr->OnFloatingPaneResized(m_paneWindow, GetRect()); + } } void wxAuiFloatingFrame::OnClose(wxCloseEvent& evt) { - m_owner_mgr->OnFloatingPaneClosed(m_pane_window, evt); - if (!evt.GetVeto()) { - m_mgr.DetachPane(m_pane_window); + if (m_ownerMgr) + { + m_ownerMgr->OnFloatingPaneClosed(m_paneWindow, evt); + } + if (!evt.GetVeto()) + { + 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 @@ -179,63 +202,76 @@ void wxAuiFloatingFrame::OnMoveEvent(wxMoveEvent& event) m_moving = true; return; } - - - wxRect win_rect = GetRect(); - if (win_rect == m_last_rect) + + wxRect winRect = GetRect(); + + 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; } - // skip if moving too fast to avoid massive redraws and + // 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_ownerMgr) + { + 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; @@ -246,10 +282,13 @@ void wxAuiFloatingFrame::OnMoveEvent(wxMoveEvent& event) 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) @@ -261,7 +300,7 @@ void wxAuiFloatingFrame::OnIdle(wxIdleEvent& event) m_moving = false; OnMoveFinished(); } - else + else { event.RequestMore(); } @@ -271,27 +310,36 @@ void wxAuiFloatingFrame::OnIdle(wxIdleEvent& event) void wxAuiFloatingFrame::OnMoveStart() { // notify the owner manager that the pane has started to move - m_owner_mgr->OnFloatingPaneMoveStart(m_pane_window); + if (m_ownerMgr) + { + m_ownerMgr->OnFloatingPaneMoveStart(m_paneWindow); + } } void wxAuiFloatingFrame::OnMoving(const wxRect& WXUNUSED(window_rect), wxDirection dir) { // notify the owner manager that the pane is moving - m_owner_mgr->OnFloatingPaneMoving(m_pane_window, dir); + if (m_ownerMgr) + { + m_ownerMgr->OnFloatingPaneMoving(m_paneWindow, dir); + } m_lastDirection = dir; } void wxAuiFloatingFrame::OnMoveFinished() { // notify the owner manager that the pane has finished moving - m_owner_mgr->OnFloatingPaneMoved(m_pane_window, m_lastDirection); + if (m_ownerMgr) + { + m_ownerMgr->OnFloatingPaneMoved(m_paneWindow, m_lastDirection); + } } void wxAuiFloatingFrame::OnActivate(wxActivateEvent& event) { - if (event.GetActive()) + if (m_ownerMgr && event.GetActive()) { - m_owner_mgr->OnFloatingPaneActivated(m_pane_window); + m_ownerMgr->OnFloatingPaneActivated(m_paneWindow); } } @@ -301,7 +349,7 @@ void wxAuiFloatingFrame::OnActivate(wxActivateEvent& event) // functionality to wxWidgets itself) bool wxAuiFloatingFrame::isMouseDown() { - return wxGetMouseState().LeftDown(); + return wxGetMouseState().LeftIsDown(); }