Age | Commit message (Collapse) | Author |
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* Before, the image was 4 pixels away from the left, in default layout
So when you align many components with there left edges, it
looked as if the checkbox widget wasn't aligned correctly.
* Now the image is only 2 pixels from the edge, so aligning with
other widgets looks much better.
* Focus rectangle is now only drawn around the text portion of the
widget too. This is now similar to most OSes.
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* ComboBox was always auto sized which is not always desired.
We now have a property to control that behaviour.
* Default is False, in preperation for layout managers which
control the size.
* Widget frame borders are now retrieved from the current Style
instance.
* default Height is set to 24px. The same default used for TfpgEdit
widget. Default sizes have been moved up into TfpgBaseComboBox,
out of TfpgBaseStaticCombo.
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* 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.
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It's disabled by default. Enabling can be done via project level
or inside each unit at the beginning of such units.
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Used internally, but could be used in developers own software
too.
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Apparently it is good to allocate a instance, without
calling the constructor. I'm not exactly sure why, but it also
makes supporting FPC 2.5.1 a lot less messy (no casting required).
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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.
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Another one of those annoyances I had to fix. When I enter a file name
to save and want to press ENTER to save and close the dialog.
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scrolled. DrawImage does not obey the cliprect.
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TfpgListView.Subitems is actually TfpgListViewSubItems and can be casted as such to alter the imageindex of subitems
Updated the example so subitems have an assigned imagelist
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Fixed a crash in the listview example when it was closing
Updated listview example to use icons
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a large amount of items
Commented a stray WriteLn
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highlighted
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* TfpgButton now ignores double clicks by default
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ssh://fpgui.git.sourceforge.net/gitroot/fpgui/fpgui"
Andrew is finding is training wheels with git.
This reverts commit e320dfae6add39c66ea554dbb161a844ee06db4d, reversing
changes made to 735aec8207036adb17f2174ffcb9056bee712ed3.
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* The popup menu caption changes if you click over any non-active tabs
* Selecting the popup menu item, closes the tab you clicked over - no need
to set it as the active tabsheet first, before closing.
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method called TabSheetAtPos(). This allows the developer to reuse this
method too for other things.
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Grid.HeaderStyle has Button, Thin and Flat options
New DrawBevel can draw a bevel raised or lowered using standard system
colors. Quite similar to TfpgBevel.
New DrawBevel() method and new Grid.HeaderStyle option.
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When I changed the DoubleClick and SingleClick behaviour I accidently
broke the 'click via keyboard' (Enter or SpaceBar).
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This is so they can be tested. Once DND stabilizes, I'll make the
properties available on the other components too.
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* also introduced virtual DoDragStartDetected which executes
the OnDragStartDetected event
* We also added a override of DoDragStartDetected in GDI for
some extra tasks.
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Mime types should be registered from most specific (first item in
mime list) to least specific (last item in mime list). The preferred
mime choice will be the first item in the list. Raise an error
if the mime list doesn't contain data.
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We can't just go adding mime types without actual data associated
with each entry.
So now we match the mime stringlist to exact data count in IDataObject
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* Introduced a new parameter to know if we translated the mime
type to a known Windows CF_ clipboard type.
* Fixed the spelling mistake in the function name
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Finally we are getting somewhere with OLE DND.
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This is needed so we can store a string in a global buffer for DND.
This will also reduce code duplication a bit, by simply allowing
us to call this function.
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This allows use to easily find the TfpgDrag instance we are
working with. Same was done in X11 backend.
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* Also changed FormatCount to Count (more like standard list interface)
* Also introduced a Items property (more like standard list interface)
* The above to changes also made other implementations more
simplified, so I did a bit of refactoring.
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