EditorWindowDock.txt 1.4 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. Prevent docking if available size is less than 20 pixels, otherwise there might be some weirdness
  6. When using the scroll bar and then mousing over non-client area the scroll bar will get reset!
  7. ------------------------
  8. Other things to remember:
  9. - Possibly add a way to have hidden widgets in the EditorWidgetContainer (like side-bars that pop on mouse over in Visual Studio)
  10. - A way to persist window states
  11. - Also a way to reset all widgets to original locations
  12. Will destroying a GUIWidget properly schedule destruction? (i.e. so it won't be destroyed mid-frame)
  13. - I will probably need to add deferred destroy to Components and SceneObjects as well
  14. GUIViewport:
  15. - TODO - GUIViewport updateRenderElementsInternal only gets called when contents change, but viewport should update even if
  16. only its offset changes (normally that just marks the mesh as modified, which doesn't result in a call to updateRenderElementsInternal)
  17. - UPDATE: I don't use GUIViewport anymore