Age | Commit message (Collapse) | Author |
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The Margin is how many pixels from the internal background the text
must appear. Later we will replace this with SideMargin and HeightMargin
properties.
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We now use Canvas.DrawString() to auto calculate the text position
based on the text flags passed in. This is now the same as TfpgEdit does.
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Now the Height will only change if AutoSize is actually enabled.
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* Linux now defaults to 'Liberation Sans' which comes standard
with most Linux distros, and is metric compatible with Arial.
The latter is freely available, but doesn't come standard
with any Linux disto.
* Windows default font size is now 8 (down from previous 10),
which is now the same as the remainder of Windows apps.
Strange that the same font as size (eg: Arial-10) is different
sizes in pixels under Linux and Windows. Weird! :-/
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No more manual handling of LineEnding characters etc, because StringList
does that already, and our custom handling causes blank lines to
disappear in the memo. Not what we want.
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Old behaviour was that the OnClick will trigger even if the left
mouse button was released outside the bounds. This is not standard
behaviour compared to other gui toolkits.
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Sender: the widget the mouse was over when drop occurs.
Source: If whole DND is inside the same app, then Source is the
original Widget the DND started from.
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Sender: the widget the mouse was over when drop occurs.
Source: If whole DND is inside the same app, then Source is the
original Widget the DND started from.
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Sender: = the widget the mouse entered and that triggered the event
Source: = if whole DND occurs in same app, then Source is the
Widget the DND action started from.
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Sender = widget the mouse entered and triggered the event
Source = if the whole DND is inside the same app, then Source
is the original Widget drag started from.
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* A new constructor was also added where you can pass the tabsheet
title, so tabsheet size can be better calculated if tabs are
set to Left or Right.
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* Also fixed the issue where the treeview did not always display
in the UI Designer.
* When the treeview is in the UI Designer, then only limited
painting occurs.
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This means that the internal state of the result component instances
are set correctly - without extra developer intervention.
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We must not use field variables for Width, Heigh, Top and Left any more.
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This is sow that the internal FPrevXXX and other state information
is setup correctly.
The Edit Button controls also needed some extra code to work correctly
in the UI Designer.
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Because widget positioning is new possible before it is show, we
need to call UpdateWindowPosition any time we set Width, Height,
Top or Left so that it can update the internal state of the
widget correctly.
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We used FHeight instead of FLeft!! Dope!
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Updated the following methods by rather checking the ComponentState,
than the HasHandle result. Why? Because we want alignment and anchor
calculations to work, even before we have a window handle. Something
that happens often when using a Frame-type design for the UI.
* HandleMove()
* HandleResize()
* UpdateWindowPosition()
Due to removing the HasHandle check in UpdateWindowPosition, we had
to do the HasHandle check in each backend code instead. We don't want
to trigger API calls when we don't have a window handle yet.
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* All fpGUI backends must override it as supply an implementation.
* Moved DowaitWindowMessage() implementations to the protected
section in the GDI and X11 backends.
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Also made MessagesPending() a virtual abstract method in fpg_base.pas
which every fpGUI backend must supply an implementation.
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A boolean return value of True means that there are active timers.
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This function blocks the calling method, but allows for framework
messages still to be processed. Could be useful for some developers.
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Windows uses OS messages for the timer, and Linux not. So the
DoMessagePending code had to be tweaked to work for both.
I made a note of this, to see if there is a better way of doing this.
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Old behaviour calculated the size deltas, then applied the new sizes from
the received message. The new sizes were not guaranteed due to widget size
constraints that could be applied, which means the deltas could be wrong, which
in turn meant child components could be positioned incorrectly.
We now store the original size values in temp variables, apply the new sizes
which handles possible constraints, then only do we calculate the deltas, and
then pass those on to HandleAlignments().
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eg: When you resize continuously for a few seconds to test widget anchor
processing, it was possible to reach the message queue limit. After this change,
that is not so likely any more.
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instance.
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* Painting is now near identical to Checkbox painting.
* Focus rectangle is now only around text.
Same reason as before. The left margin was 4px's which meant radiobuttons
never aligned nicely with other widgets. Now the margin is only 2px
so alignment is much better using the same left co-ordinate.
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Because new now only paint inside the HandlePaint() method, we need
some optimization while setting properties. BeginUpdate
now blocks painting until EndUpdate it called.
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Painting outside the HandlePaint is possible but very unpredictable,
so it is best we do not do it.
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Now that the Align issues have been resolved, this work-around
is not needed any more. Commented, it now produces the exact same
events as under Windows too. This is good, obviously. :)
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Not calling Parent.Realign ment we (self widget) is not being
resized (excluded from the re-align calculation), and thus the
self widget status at its current location and dimentions - until
the end-user actually resizes the top-level form.
This has now been fixed.
NOTE:
If you create extra widgets (eg: frames) outside the control of
the UI Designer, but still created before resource handles are
created, and you use Align property in those widgets, you need to
rather create those in Form.OnShow().
Align changes are not always acted apon before they have a window
handle, so it's best to do it in Form.OnShow for example. I'm still
figuring out how best to handle this.
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