Esempio n. 1
0
void wxAuiFloatingFrame::OnMoveEvent(wxMoveEvent& event)
{
    if (!m_solid_drag)
    {
        // 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 win_rect = GetRect();

    if (win_rect == m_last_rect)
        return;

    // skip the first move event
    if (m_last_rect.IsEmpty())
    {
        m_last_rect = win_rect;
        return;
    }

    // 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))
    {
        m_last3_rect = m_last2_rect;
        m_last2_rect = m_last_rect;
        m_last_rect = win_rect;
        return;
    }

    // prevent frame redocking during resize
    if (m_last_rect.GetSize() != win_rect.GetSize())
    {
        m_last3_rect = m_last2_rect;
        m_last2_rect = m_last_rect;
        m_last_rect = win_rect;
        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);

    if (vert_dist >= horiz_dist)
    {
        if (win_rect.y < m_last3_rect.y)
            dir = wxNORTH;
        else
            dir = wxSOUTH;
    }
    else
    {
        if (win_rect.x < m_last3_rect.x)
            dir = wxWEST;
        else
            dir = wxEAST;
    }

    m_last3_rect = m_last2_rect;
    m_last2_rect = m_last_rect;
    m_last_rect = win_rect;

    if (!isMouseDown())
        return;

    if (!m_moving)
    {
        OnMoveStart();
        m_moving = true;
    }

    if (m_last3_rect.IsEmpty())
        return;

    OnMoving(event.GetRect(), dir);
}
Esempio n. 2
0
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
    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);
}