Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Canvas.DrawControlFrame() simply passed it along to fpgStyle for a long
time already. Now we finally separate the two, so the Styling code can
be separated from the corelib code.
|
|
This reverts commit bff6c8c3b5071ae28ba3c10cf612c55e893926b4.
|
|
This reverts commit 5ee5b79db4825a3b2afa03dde72ddbe7e46b3c47.
|
|
This reverts commit ccfd4b2ae0a9dfae0d19ae7ba673118af70c75da.
|
|
|
|
|
|
|
|
I was just ready to send a new patch concerning the limit values
which is solving the issue with the gridediting. In addition, it is now
possible to set only one limit, max or min, and I solved a bug on the
editfloat which prevented to enter decimals in some cases.
|
|
|
|
No need for so much code duplication. This also means that widgets like TfpgStringGrid now
have keyMenu keypress behaviour. Basically any widget that supports a PopupMenu.
|
|
No more hard-coded 2 pixel widths.
|
|
The following changes was made:
* Revert "Edit: fixed vertical centering of text."
This reverts commit 6f0128aea4f4efcffe0d6ab3ce9bfe.
This commit made many undesired results, so it was best to undo them
all.
* Fix GetClientRect() which never set the Result value for
BorderStyle = ebsNone. This now fixes the actual problem we experienced
and was the reason for commit 8e129e1d34.
|
|
Space indentation.
|
|
DoOnChange must now occur before any call to RePaint. This gives us time
to adjust the text color for possitive or negative values.
|
|
|
|
|
|
If setting the text color via the TextColor property, then FOldColor get
overwritten and we loose the real old color.
|
|
|
|
|
|
OldColor value.
|
|
This allows use to reuse this bit of code without affecting the internal
FText values - as is caused by SetShowThousand in FormatEdit().
|
|
There was tab character indentation for some reason. I converted these
to Space character indentation.
|
|
This now makes it easier to reuse this border style declaration in other
widgets. We need to refactor some other widgets too, that have there own
border styles as well.
|
|
|
|
Somehow I forgot to rename this type when we introduced the 'fpg' prefix years ago.
|
|
|
|
This means that the internal state of the result component instances
are set correctly - without extra developer intervention.
|
|
* This was done in preperation for layout managers which will
control widget sizes, and AutoSize will just interfere.
* Default Height is now set at 24px (same as what it was before
with default Arial font)
* Also implementeted setter for AutoSize property. This now
correctly adjusts the widget set when the property is changed
to True.
|
|
Old behaviour was that the beginning of long text was scrolled
off the left of the edit, so you saw the end of the text.
Now we should see the beginning of the text and the end of the
Text is out of view on the right.
|
|
This is so they can be tested. Once DND stabilizes, I'll make the
properties available on the other components too.
|
|
The property does more that just set the color. It calls FormatEdit,
which changes the color of TextColor property. This meant the
parent color was never stored in FOldColor field variable.
|
|
By defining the default color, the UI Designer can omit that
line in generated code, if the color did not change.
|
|
Those properties are exactly the same visibility as inherited
classes, so no point in simply listing them again.
TextColor was the exception, it was public, so you can't decrease
the visibility in descendants.
|
|
|
|
repaint
|
|
* Now the UI Designer can work with that property too
* A few other components got one or two other properties published too.
|
|
This is just a start, so a few widgets can be tested with DND. After DND has
be tested more, other widgets will get the published properties too.
|
|
|
|
* now read-only and disabled states display correctly.
|
|
|
|
Before we had a hard-coded top co-ordinate for the text. This
caused problems when the TfpgEdit.Height was adjusted for some
reason. So now we rather use the Canvas.DrawText() and give it
a rectangle and text flags so text output can be calculated
correctly. This is very useful for inline editing in a StringGrid.
Internally Canvas.DrawText calls fpgStyle.DrawString, so custom
styling should still be applied.
|
|
The old behaviour was indistinguishable between Disabled state
with actual Text. So we had to modify the ExtraHint painting.
|
|
|
|
Text can now be inserted into a TfpgEdit via the Character Map dialog.
|
|
If True (default), then the Height will be adjusted based on the
FontDesc being set.
|
|
By default the mouse pointer changes to a I-beam when the mouse enters
the TfpgEdit component. This property overrides that behaviour.
|
|
When a Edit component is ReadOnly, not all the options was correctly
disabled. Also, even though Delete (clear edit contents) was disabled,
it still fired when enter key selected that option. Now all this is
fixed.
|