dolphin/Externals/wxWidgets3/src/aui/floatpane.cpp

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///////////////////////////////////////////////////////////////////////////////
// Name: src/aui/floatpane.cpp
// Purpose: wxaui: wx advanced user interface - docking window manager
// Author: Benjamin I. Williams
// Modified by:
// Created: 2005-05-17
// Copyright: (C) Copyright 2005-2006, Kirix Corporation, All Rights Reserved
// Licence: wxWindows Library Licence, Version 3.1
///////////////////////////////////////////////////////////////////////////////
// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#if wxUSE_AUI
#include "wx/aui/framemanager.h"
#include "wx/aui/floatpane.h"
#include "wx/aui/dockart.h"
#ifndef WX_PRECOMP
#endif
#ifdef __WXMSW__
#include "wx/msw/private.h"
#endif
IMPLEMENT_CLASS(wxAuiFloatingFrame, wxAuiFloatingFrameBaseClass)
wxAuiFloatingFrame::wxAuiFloatingFrame(wxWindow* parent,
wxAuiManager* owner_mgr,
const wxAuiPaneInfo& pane,
wxWindowID id /*= wxID_ANY*/,
long style /*=wxRESIZE_BORDER | wxSYSTEM_MENU | wxCAPTION |
wxFRAME_NO_TASKBAR | wxFRAME_FLOAT_ON_PARENT |
wxCLIP_CHILDREN
*/)
: wxAuiFloatingFrameBaseClass(parent, id, wxEmptyString,
pane.floating_pos, pane.floating_size,
style |
(pane.HasCloseButton()?wxCLOSE_BOX:0) |
(pane.HasMaximizeButton()?wxMAXIMIZE_BOX:0) |
(pane.IsFixed()?0:wxRESIZE_BORDER)
)
{
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m_ownerMgr = owner_mgr;
m_moving = false;
m_mgr.SetManagedWindow(this);
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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);
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m_solidDrag = b ? true : false;
#endif
SetExtraStyle(wxWS_EX_PROCESS_IDLE);
}
wxAuiFloatingFrame::~wxAuiFloatingFrame()
{
// if we do not do this, then we can crash...
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if (m_ownerMgr && m_ownerMgr->m_actionWindow == this)
{
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m_ownerMgr->m_actionWindow = NULL;
}
m_mgr.UnInit();
}
void wxAuiFloatingFrame::SetPaneWindow(const wxAuiPaneInfo& pane)
{
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m_paneWindow = pane.window;
m_paneWindow->Reparent(this);
wxAuiPaneInfo contained_pane = pane;
contained_pane.Dock().Center().Show().
CaptionVisible(false).
PaneBorder(false).
Layer(0).Row(0).Position(0);
// 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();
if (cur_max_size.IsFullySpecified() &&
(cur_max_size.x < pane.min_size.x ||
cur_max_size.y < pane.min_size.y)
)
{
SetMaxSize(pane_min_size);
}
SetMinSize(pane.window->GetMinSize());
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m_mgr.AddPane(m_paneWindow, contained_pane);
m_mgr.Update();
if (pane.min_size.IsFullySpecified())
{
// because SetSizeHints() calls Fit() too (which sets the window
// size to its minimum allowed), we keep the size before calling
// SetSizeHints() and reset it afterwards...
wxSize tmp = GetSize();
GetSizer()->SetSizeHints(this);
SetSize(tmp);
}
SetTitle(pane.caption);
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// 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
{
wxSize size = pane.best_size;
if (size == wxDefaultSize)
size = pane.min_size;
if (size == wxDefaultSize)
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size = m_paneWindow->GetSize();
if (m_ownerMgr && pane.HasGripper())
{
if (pane.HasGripperTop())
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size.y += m_ownerMgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE);
else
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size.x += m_ownerMgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE);
}
SetClientSize(size);
}
}
wxAuiManager* wxAuiFloatingFrame::GetOwnerManager() const
{
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return m_ownerMgr;
}
void wxAuiFloatingFrame::OnSize(wxSizeEvent& WXUNUSED(event))
{
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if (m_ownerMgr)
{
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m_ownerMgr->OnFloatingPaneResized(m_paneWindow, GetRect());
}
}
void wxAuiFloatingFrame::OnClose(wxCloseEvent& evt)
{
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if (m_ownerMgr)
{
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m_ownerMgr->OnFloatingPaneClosed(m_paneWindow, evt);
}
if (!evt.GetVeto())
{
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m_mgr.DetachPane(m_paneWindow);
Destroy();
}
}
void wxAuiFloatingFrame::OnMoveEvent(wxMoveEvent& event)
{
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if (!m_solidDrag)
{
// systems without solid window dragging need to be
// handled slightly differently, due to the lack of
// the constant stream of EVT_MOVING events
if (!isMouseDown())
return;
OnMoveStart();
OnMoving(event.GetRect(), wxNORTH);
m_moving = true;
return;
}
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wxRect winRect = GetRect();
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if (winRect == m_lastRect)
return;
// skip the first move event
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if (m_lastRect.IsEmpty())
{
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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
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if ((abs(winRect.x - m_lastRect.x) > 3) ||
(abs(winRect.y - m_lastRect.y) > 3))
{
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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
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if (m_lastRect.GetSize() != winRect.GetSize())
{
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m_last3Rect = m_last2Rect;
m_last2Rect = m_lastRect;
m_lastRect = winRect;
return;
}
wxDirection dir = wxALL;
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int horiz_dist = abs(winRect.x - m_last3Rect.x);
int vert_dist = abs(winRect.y - m_last3Rect.y);
if (vert_dist >= horiz_dist)
{
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if (winRect.y < m_last3Rect.y)
dir = wxNORTH;
else
dir = wxSOUTH;
}
else
{
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if (winRect.x < m_last3Rect.x)
dir = wxWEST;
else
dir = wxEAST;
}
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m_last3Rect = m_last2Rect;
m_last2Rect = m_lastRect;
m_lastRect = winRect;
if (!isMouseDown())
return;
if (!m_moving)
{
OnMoveStart();
m_moving = true;
}
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if (m_last3Rect.IsEmpty())
return;
if ( event.GetEventType() == wxEVT_MOVING )
OnMoving(event.GetRect(), dir);
else
OnMoving(wxRect(event.GetPosition(),GetSize()), dir);
}
void wxAuiFloatingFrame::OnIdle(wxIdleEvent& event)
{
if (m_moving)
{
if (!isMouseDown())
{
m_moving = false;
OnMoveFinished();
}
else
{
event.RequestMore();
}
}
}
void wxAuiFloatingFrame::OnMoveStart()
{
// notify the owner manager that the pane has started to move
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if (m_ownerMgr)
{
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m_ownerMgr->OnFloatingPaneMoveStart(m_paneWindow);
}
}
void wxAuiFloatingFrame::OnMoving(const wxRect& WXUNUSED(window_rect), wxDirection dir)
{
// notify the owner manager that the pane is moving
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if (m_ownerMgr)
{
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m_ownerMgr->OnFloatingPaneMoving(m_paneWindow, dir);
}
m_lastDirection = dir;
}
void wxAuiFloatingFrame::OnMoveFinished()
{
// notify the owner manager that the pane has finished moving
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if (m_ownerMgr)
{
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m_ownerMgr->OnFloatingPaneMoved(m_paneWindow, m_lastDirection);
}
}
void wxAuiFloatingFrame::OnActivate(wxActivateEvent& event)
{
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if (m_ownerMgr && event.GetActive())
{
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m_ownerMgr->OnFloatingPaneActivated(m_paneWindow);
}
}
// utility function which determines the state of the mouse button
// (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()
{
return wxGetMouseState().LeftIsDown();
}
BEGIN_EVENT_TABLE(wxAuiFloatingFrame, wxAuiFloatingFrameBaseClass)
EVT_SIZE(wxAuiFloatingFrame::OnSize)
EVT_MOVE(wxAuiFloatingFrame::OnMoveEvent)
EVT_MOVING(wxAuiFloatingFrame::OnMoveEvent)
EVT_CLOSE(wxAuiFloatingFrame::OnClose)
EVT_IDLE(wxAuiFloatingFrame::OnIdle)
EVT_ACTIVATE(wxAuiFloatingFrame::OnActivate)
END_EVENT_TABLE()
#endif // wxUSE_AUI