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Эх сурвалжийг харах

Mouse move events are now generated when over non-client window area

Marko Pintera 12 жил өмнө
parent
commit
4783b5cbb6

+ 1 - 0
CamelotCore/Source/CmPlatformWndProc.cpp

@@ -157,6 +157,7 @@ namespace CamelotFramework
 
 				return HTCLIENT;
 			}
+		case WM_NCMOUSEMOVE:
 		case WM_MOUSEMOVE:
 			{
 				POINT mousePos;

+ 10 - 10
EditorWindowDock.txt

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