#if wxUSE_AUI
#include "wx/frame.h"
-#include "wx/weakref.h"
#if defined( __WXMSW__ ) || defined( __WXMAC__ ) || defined( __WXGTK__ )
#include "wx/minifram.h"
class WXDLLIMPEXP_AUI wxAuiFloatingFrame : public wxAuiFloatingFrameBaseClass
{
+ friend class wxAuiManager;
+
public:
wxAuiFloatingFrame(wxWindow* parent,
wxAuiManager* owner_mgr,
wxAuiManager* GetOwnerManager() const;
protected:
+ void SetOwnerManager(wxAuiManager* owner_mgr);
virtual void OnMoveStart();
virtual void OnMoving(const wxRect& window_rect, wxDirection dir);
virtual void OnMoveFinished();
wxSize m_last_size;
wxDirection m_lastDirection;
- wxWeakRef<wxAuiManager> m_owner_mgr;
+ wxAuiManager* m_owner_mgr;
wxAuiManager m_mgr;
#ifndef SWIG
// forwards and array declarations
+class WXDLLIMPEXP_FWD_AUI wxAuiFloatingFrame;
class wxAuiDockUIPart;
class wxAuiPaneButton;
class wxAuiPaneInfo;
WX_DECLARE_USER_EXPORTED_OBJARRAY(wxAuiDockUIPart, wxAuiDockUIPartArray, WXDLLIMPEXP_AUI);
WX_DECLARE_USER_EXPORTED_OBJARRAY(wxAuiPaneButton, wxAuiPaneButtonArray, WXDLLIMPEXP_AUI);
WX_DECLARE_USER_EXPORTED_OBJARRAY(wxAuiPaneInfo, wxAuiPaneInfoArray, WXDLLIMPEXP_AUI);
+WX_DEFINE_USER_EXPORTED_ARRAY_PTR(wxAuiFloatingFrame*, wxAuiFloatingFramePtrArray, class WXDLLIMPEXP_AUI);
WX_DEFINE_USER_EXPORTED_ARRAY_PTR(wxAuiPaneInfo*, wxAuiPaneInfoPtrArray, class WXDLLIMPEXP_AUI);
WX_DEFINE_USER_EXPORTED_ARRAY_PTR(wxAuiDockInfo*, wxAuiDockInfoPtrArray, class WXDLLIMPEXP_AUI);
#endif // SWIG
-class WXDLLIMPEXP_FWD_AUI wxAuiFloatingFrame;
-
class WXDLLIMPEXP_AUI wxAuiManager : public wxEvtHandler
{
friend class wxAuiFloatingFrame;
protected:
+ // Sometimes floating frames are deleted after wxAuiManager, so we need
+ // to clear m_owner_mgr in the floating frame to avoid a crash. To do so,
+ // we register frames with wxAuiManager so it can keep track.
+ void RegisterFloatingFrame(wxAuiFloatingFrame* frame);
+ void UnregisterFloatingFrame(wxAuiFloatingFrame* frame);
+
void UpdateHintWindowConfig();
void DoFrameLayout();
wxAuiPaneInfoArray m_panes; // array of panes structures
wxAuiDockInfoArray m_docks; // array of docks structures
wxAuiDockUIPartArray m_uiparts; // array of UI parts (captions, buttons, etc)
+ wxAuiFloatingFramePtrArray m_floating_frames; // array of floating frames
int m_action; // current mouse action
wxPoint m_action_start; // position where the action click started
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_owner_mgr)
{
- m_owner_mgr->m_action_window = NULL;
+ if(m_owner_mgr->m_action_window == this)
+ m_owner_mgr->m_action_window = NULL;
+ m_owner_mgr->UnregisterFloatingFrame(this);
}
m_mgr.UnInit();
return m_owner_mgr;
}
+void wxAuiFloatingFrame::SetOwnerManager(wxAuiManager* owner_mgr)
+{
+ // we want to allow for NULL here to avoid crashing in dtor
+ m_owner_mgr = owner_mgr;
+}
void wxAuiFloatingFrame::OnSize(wxSizeEvent& event)
{
}
#endif
+ // We need to remove any reference to this wxAuiManager in any of the
+ // wxAuiFloatingFrames associated with this manager in case they haven't
+ // been deleted just yet.
+ // We need an array copy since Unregister removes the items.
+ wxAuiFloatingFramePtrArray array_copy = m_floating_frames;
+ int i, count = array_copy.GetCount();
+ for (i = 0; i < count; ++i)
+ {
+ UnregisterFloatingFrame(array_copy.Item(i));
+ }
+
delete m_art;
}
wxAuiFloatingFrame* wxAuiManager::CreateFloatingFrame(wxWindow* parent,
const wxAuiPaneInfo& pane_info)
{
- return new wxAuiFloatingFrame(parent, this, pane_info);
+ wxAuiFloatingFrame* frame = new wxAuiFloatingFrame(parent, this, pane_info);
+ RegisterFloatingFrame(frame);
+ return frame;
}
bool wxAuiManager::CanDockPanel(const wxAuiPaneInfo & WXUNUSED(p))
return !(wxGetKeyState(WXK_CONTROL) || wxGetKeyState(WXK_ALT));
}
+// registers a floating frame with this manager (see header)
+void wxAuiManager::RegisterFloatingFrame(wxAuiFloatingFrame* frame)
+{
+ frame->SetOwnerManager(this);
+ int i, count = m_floating_frames.GetCount();
+ for (i = 0; i < count; ++i)
+ {
+ wxAuiFloatingFrame* f = m_floating_frames.Item(i);
+ if (f == frame)
+ // this frame is already registered
+ return;
+ }
+ m_floating_frames.Add(frame);
+}
+
+// unregisters a floating frame from this manager (see header)
+void wxAuiManager::UnregisterFloatingFrame(wxAuiFloatingFrame* frame)
+{
+ frame->SetOwnerManager(NULL);
+ int i, count = m_floating_frames.GetCount();
+ for (i = 0; i < count; ++i)
+ {
+ wxAuiFloatingFrame* f = m_floating_frames.Item(i);
+ if (f == frame)
+ {
+ m_floating_frames.Remove(f);
+ return;
+ }
+ }
+}
+
// GetPane() looks up a wxAuiPaneInfo structure based
// on the supplied window pointer. Upon failure, GetPane()
// returns an empty wxAuiPaneInfo, a condition which can be checked