/////////////////////////////////////////////////////////////////////////////// // 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" #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 wxIMPLEMENT_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) ) , m_ownerMgr(owner_mgr) { m_moving = false; m_mgr.SetManagedWindow(this); m_mgr.SetArtProvider(owner_mgr->GetArtProvider()->Clone()); 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_solidDrag = b ? true : false; #endif SetExtraStyle(wxWS_EX_PROCESS_IDLE); } wxAuiFloatingFrame::~wxAuiFloatingFrame() { // if we do not do this, then we can crash... if (m_ownerMgr && m_ownerMgr->m_actionWindow == this) { m_ownerMgr->m_actionWindow = NULL; } m_mgr.UnInit(); } void wxAuiFloatingFrame::SetPaneWindow(const wxAuiPaneInfo& pane) { 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()); 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); // 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) size = m_paneWindow->GetSize(); if (m_ownerMgr && pane.HasGripper()) { if (pane.HasGripperTop()) size.y += m_ownerMgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE); else size.x += m_ownerMgr->m_art->GetMetric(wxAUI_DOCKART_GRIPPER_SIZE); } SetClientSize(size); } } wxAuiManager* wxAuiFloatingFrame::GetOwnerManager() const { return m_ownerMgr; } bool wxAuiFloatingFrame::IsTopNavigationDomain(NavigationKind kind) const { switch ( kind ) { case Navigation_Tab: break; case Navigation_Accel: // Floating frames are often used as tool palettes and it's // convenient for the accelerators defined in the parent frame to // work in them, so don't block their propagation. return false; } return wxAuiFloatingFrameBaseClass::IsTopNavigationDomain(kind); } void wxAuiFloatingFrame::OnSize(wxSizeEvent& WXUNUSED(event)) { if (m_ownerMgr) { m_ownerMgr->OnFloatingPaneResized(m_paneWindow, GetRect()); } } void wxAuiFloatingFrame::OnClose(wxCloseEvent& evt) { 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_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; } wxRect winRect = GetRect(); if (winRect == m_lastRect) return; // skip the first move event if (m_lastRect.IsEmpty()) { 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 // TODO: Should 3x3px threshold increase on Retina displays? if ((abs(winRect.x - m_lastRect.x) > 3) || (abs(winRect.y - m_lastRect.y) > 3)) { 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_lastRect.GetSize() != winRect.GetSize()) { m_last3Rect = m_last2Rect; m_last2Rect = m_lastRect; m_lastRect = winRect; return; } wxDirection dir = wxALL; int horiz_dist = abs(winRect.x - m_last3Rect.x); int vert_dist = abs(winRect.y - m_last3Rect.y); if (vert_dist >= horiz_dist) { if (winRect.y < m_last3Rect.y) dir = wxNORTH; else dir = wxSOUTH; } else { if (winRect.x < m_last3Rect.x) dir = wxWEST; else dir = wxEAST; } m_last3Rect = m_last2Rect; m_last2Rect = m_lastRect; m_lastRect = winRect; if (!isMouseDown()) return; if (!m_moving) { OnMoveStart(); m_moving = true; } 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 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 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 if (m_ownerMgr) { m_ownerMgr->OnFloatingPaneMoved(m_paneWindow, m_lastDirection); } } void wxAuiFloatingFrame::OnActivate(wxActivateEvent& event) { if (m_ownerMgr && event.GetActive()) { 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(); } wxBEGIN_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) wxEND_EVENT_TABLE() #endif // wxUSE_AUI