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@@ -1,26 +1,26 @@
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Add icons to drag and drop - There's a built-in windows icon for this. I think. Although solution that accepts custom cursors is probably better longterm. (Special class BuiltinCursors?)
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- Drag and drop manager currently ignores the provided icon, but it should use it as a cursor
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-Fix an issue where drag and dropping a window for the second times causes an exception
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-
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Add highlight to WindowMover so I can know when I'm mousing over it with a dragged window in hand
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-Ensure that dropping a window onto a mover will actually dock it properly
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+Ensure that dropping a window onto a mover will actually docks it properly
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Moving a cursor to a non-client area doesn't seem to refresh the GUIElements properly. They are handled as if I was mousing over them.
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I still have the issue where GUIManager hack code got triggered
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-
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Get rid of the GUIManager mouseUp hack when I ensure resize/move using non client areas work
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Prevent docking if available size is less than 20 pixels, otherwise there might be some weirdness
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-GUIViewport:
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- - TODO - GUIViewport updateRenderElementsInternal only gets called when contents change, but viewport should update even if
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- only its offset changes (normally that just marks the mesh as modified, which doesn't result in a call to updateRenderElementsInternal)
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- - UPDATE: I don't use GUIViewport anymore
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-
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Other things to remember:
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- Possibly add a way to have hidden widgets in the EditorWidgetContainer (like side-bars that pop on mouse over in Visual Studio)
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- A way to persist window states
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- - Also a way to reset all widgets to original locations
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+ - Also a way to reset all widgets to original locations
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+
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+Will destroying a GUIWidget properly schedule destruction? (i.e. so it won't be destroyed mid-frame)
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+ - I will probably need to add deferred destroy to Components and SceneObjects as well
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+
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+GUIViewport:
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+ - TODO - GUIViewport updateRenderElementsInternal only gets called when contents change, but viewport should update even if
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+ only its offset changes (normally that just marks the mesh as modified, which doesn't result in a call to updateRenderElementsInternal)
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+ - UPDATE: I don't use GUIViewport anymore
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