EditorWindowDock.txt 1.8 KB

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  1. 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?)
  2. - Drag and drop manager currently ignores the provided icon, but it should use it as a cursor
  3. Add highlight to WindowMover so I can know when I'm mousing over it with a dragged window in hand
  4. Ensure that dropping a window onto a mover will actually docks it properly
  5. I still have the issue where GUIManager hack code got triggered
  6. Get rid of the GUIManager mouseUp hack when I ensure resize/move using non client areas work
  7. Prevent docking if available size is less than 20 pixels, otherwise there might be some weirdness
  8. There are some weird issues with move/resize:
  9. - Moving will sometimes block and delay for 2-3 seconds
  10. - Resize will sometimes fail to register the resize area
  11. - If I overlap two windows and move along the bottom resize border of the child window to the main window slowly, the resize cursor doesn't change
  12. ------------------------
  13. Other things to remember:
  14. - Possibly add a way to have hidden widgets in the EditorWidgetContainer (like side-bars that pop on mouse over in Visual Studio)
  15. - A way to persist window states
  16. - Also a way to reset all widgets to original locations
  17. Will destroying a GUIWidget properly schedule destruction? (i.e. so it won't be destroyed mid-frame)
  18. - I will probably need to add deferred destroy to Components and SceneObjects as well
  19. GUIViewport:
  20. - TODO - GUIViewport updateRenderElementsInternal only gets called when contents change, but viewport should update even if
  21. only its offset changes (normally that just marks the mesh as modified, which doesn't result in a call to updateRenderElementsInternal)
  22. - UPDATE: I don't use GUIViewport anymore