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- DockManager implementation plan:
- - DockManager main class
- - When empty make sure it has a GUIElement that covers its entire space so it can catch and drop events. Will likely need a special transparent GUIElement?
- - Has a reference to one DockContainer, which is initially empty
- - DockContainer can have two DockContainer children, or one EditorWidgetContainer child (maybe make a container base class? - optional)
- - DockContainer should probably contain a GUIElement which can receieve events
- - This would mean extending GUIManager so it can send events to top level elements, and if they don't process them, send them one level lower?
- - Resizing a DockContainer resizes all child DockContainers recursively (and EditorWidgetContainers)
- - If DockContainer has DockContainer children then it also contains a GUIElement resizer (just an empty space, in the direction of the split)
- - Moving the element allows you to resize the two child DockContainers
- - When last element is removed from EditorWidgetContainer make sure to notify the parent
- - Make main render window frameless
- - Implement MainEditorWindow from EditorWindowBase
- - Make sure MainEditorWindow holds a DockManager reference and resizes it with the window
- DockContainer biggest issues:
- - How do I draw the drag and drop overlay??
- - How do I detect mouse input yet still let it through to child widget
- FIRST CREATE DOCK CONTAINER WITHOUT DRAG AND DROP SUPPORT
- RenderTexture issues:
- Rename waitUntilInitialized to synchronize()
- Set up a GUIViewport element which sets up a camera so it renders to that part of the window
- DirectX 9 currently DOES NOT support bindable render textures:
- - Bindable render textures should be created using CreateTexture and D3DUSAGE_RENDERTARGET/D3DUSAGE_DEPTHSTENCIL
- - UNLESS render target is using antialiasing, in which case it cannot be bound and should be created as it
- - However if it cannot be bound I should warn the user (in RenderTexture::getBindable* methods)
- Make sure to test everything thoroughly - right now I have tested very little
- Drag and drop manager currently ignores the provided icon, but it should use it as a cursor
- Prevent docking if available size is less than 20 pixels, otherwise there might be some weirdness
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- 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
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- Some use cases:
- 1. User drags one of the tabs on EditorWindow and then drops it
- - If user drags for N pixels the draged tab (and its EditorWidget) is removed from the EditorWindow and added to DragAndDropManager
- - If user drops the window onto empty/unsupported element drag and drop manager "dropCallback" is executed and EditorWidget is restored in its own EditorWindow.
- - If user drags the window over a title bar, drop positions get highlighted on the title bar
- - If the user releases over the title bar, the window is added at the specified drop position
- - If the user drags over an EditorWidget content area, semi-transparent drop areas are shown, and current area is highlighted
- - Dropping the window in that area will split the available space between existng and new window contents
- 2. User organizes his windows and the quits and restarts the program
- - TODO
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