Made dnd reentrent safe as per stable tree.

Dropped in new wxMatrix.
  Compile wxMatrix.


git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@8796 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Robert Roebling 2000-11-24 12:41:23 +00:00
parent 555526fbff
commit 513abb883f
5 changed files with 496 additions and 132 deletions

View File

@ -2,11 +2,11 @@
// Name: matrix.cpp
// Purpose: wxTransformMatrix class
// Author: Chris Breeze, Julian Smart
// Modified by:
// Modified by: Klaas Holwerda
// Created: 01/02/97
// RCS-ID: $Id$
// Copyright: (c) Julian Smart and Markus Holzem
// Licence: wxWindows licence
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifdef __GNUG__
@ -27,138 +27,142 @@
#include "wx/defs.h"
#endif
#include "wx/matrix.h"
#include "wxmatrix.h"
#include <math.h>
const double pi = 3.1415926535;
wxTransformMatrix::wxTransformMatrix(void)
{
m_isIdentity = FALSE;
m_isIdentity = FALSE;
Identity();
Identity();
}
wxTransformMatrix::wxTransformMatrix(const wxTransformMatrix& mat)
{
(*this) = mat;
(*this) = mat;
}
double wxTransformMatrix::GetValue(int row, int col) const
double wxTransformMatrix::GetValue(int col, int row) const
{
if (row < 0 || row > 2 || col < 0 || col > 2)
return 0.0;
if (row < 0 || row > 2 || col < 0 || col > 2)
return 0.0;
return m_matrix[row][col];
return m_matrix[col][row];
}
void wxTransformMatrix::SetValue(int row, int col, double value)
void wxTransformMatrix::SetValue(int col, int row, double value)
{
if (row < 0 || row > 2 || col < 0 || col > 2)
return;
if (row < 0 || row > 2 || col < 0 || col > 2)
return;
m_matrix[row][col] = value;
m_matrix[col][row] = value;
m_isIdentity = IsIdentity1();
}
void wxTransformMatrix::operator = (const wxTransformMatrix& mat)
{
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
m_matrix[i][j] = mat.m_matrix[i][j];
}
}
m_isIdentity = mat.m_isIdentity;
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
m_matrix[i][j] = mat.m_matrix[i][j];
}
}
m_isIdentity = mat.m_isIdentity;
}
bool wxTransformMatrix::operator == (const wxTransformMatrix& mat)
{
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
if (m_matrix[i][j] != mat.m_matrix[i][j])
return FALSE;
}
}
return TRUE;
if (m_isIdentity==TRUE && mat.m_isIdentity==TRUE)
return TRUE;
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
if (m_matrix[i][j] != mat.m_matrix[i][j])
return FALSE;
}
}
return TRUE;
}
bool wxTransformMatrix::operator != (const wxTransformMatrix& mat)
{
return (! ((*this) == mat));
return (! ((*this) == mat));
}
double& wxTransformMatrix::operator()(int row, int col)
double& wxTransformMatrix::operator()(int col, int row)
{
if (row < 0 || row > 2 || col < 0 || col > 2)
return m_matrix[0][0];
if (row < 0 || row > 2 || col < 0 || col > 2)
return m_matrix[0][0];
return m_matrix[row][col];
return m_matrix[col][row];
}
double wxTransformMatrix::operator()(int row, int col) const
double wxTransformMatrix::operator()(int col, int row) const
{
if (row < 0 || row > 2 || col < 0 || col > 2)
return 0.0;
if (row < 0 || row > 2 || col < 0 || col > 2)
return 0.0;
return m_matrix[row][col];
return m_matrix[col][row];
}
// Invert matrix
bool wxTransformMatrix::Invert(void)
{
double inverseMatrix[3][3];
double inverseMatrix[3][3];
// calculate the adjoint
inverseMatrix[0][0] = wxCalculateDet(m_matrix[1][1],m_matrix[2][1],m_matrix[1][2],m_matrix[2][2]);
inverseMatrix[0][1] = -wxCalculateDet(m_matrix[0][1],m_matrix[2][1],m_matrix[0][2],m_matrix[2][2]);
inverseMatrix[0][2] = wxCalculateDet(m_matrix[0][1],m_matrix[1][1],m_matrix[0][2],m_matrix[1][2]);
// calculate the adjoint
inverseMatrix[0][0] = wxCalculateDet(m_matrix[1][1],m_matrix[2][1],m_matrix[1][2],m_matrix[2][2]);
inverseMatrix[0][1] = -wxCalculateDet(m_matrix[0][1],m_matrix[2][1],m_matrix[0][2],m_matrix[2][2]);
inverseMatrix[0][2] = wxCalculateDet(m_matrix[0][1],m_matrix[1][1],m_matrix[0][2],m_matrix[1][2]);
inverseMatrix[1][0] = -wxCalculateDet(m_matrix[1][0],m_matrix[2][0],m_matrix[1][2],m_matrix[2][2]);
inverseMatrix[1][1] = wxCalculateDet(m_matrix[0][0],m_matrix[2][0],m_matrix[0][2],m_matrix[2][2]);
inverseMatrix[1][2] = -wxCalculateDet(m_matrix[0][0],m_matrix[1][0],m_matrix[0][2],m_matrix[1][2]);
inverseMatrix[1][0] = -wxCalculateDet(m_matrix[1][0],m_matrix[2][0],m_matrix[1][2],m_matrix[2][2]);
inverseMatrix[1][1] = wxCalculateDet(m_matrix[0][0],m_matrix[2][0],m_matrix[0][2],m_matrix[2][2]);
inverseMatrix[1][2] = -wxCalculateDet(m_matrix[0][0],m_matrix[1][0],m_matrix[0][2],m_matrix[1][2]);
inverseMatrix[2][0] = wxCalculateDet(m_matrix[1][0],m_matrix[2][0],m_matrix[1][1],m_matrix[2][1]);
inverseMatrix[2][1] = -wxCalculateDet(m_matrix[0][0],m_matrix[2][0],m_matrix[0][1],m_matrix[2][1]);
inverseMatrix[2][2] = wxCalculateDet(m_matrix[0][0],m_matrix[1][0],m_matrix[0][1],m_matrix[1][1]);
inverseMatrix[2][0] = wxCalculateDet(m_matrix[1][0],m_matrix[2][0],m_matrix[1][1],m_matrix[2][1]);
inverseMatrix[2][1] = -wxCalculateDet(m_matrix[0][0],m_matrix[2][0],m_matrix[0][1],m_matrix[2][1]);
inverseMatrix[2][2] = wxCalculateDet(m_matrix[0][0],m_matrix[1][0],m_matrix[0][1],m_matrix[1][1]);
// now divide by the determinant
double det = m_matrix[0][0] * inverseMatrix[0][0] + m_matrix[0][1] * inverseMatrix[1][0] + m_matrix[0][2] * inverseMatrix[2][0];
if (det != 0.0)
{
inverseMatrix[0][0] /= det; inverseMatrix[1][0] /= det; inverseMatrix[2][0] /= det;
inverseMatrix[0][1] /= det; inverseMatrix[1][1] /= det; inverseMatrix[2][1] /= det;
inverseMatrix[0][2] /= det; inverseMatrix[1][2] /= det; inverseMatrix[2][2] /= det;
// now divide by the determinant
double det = m_matrix[0][0] * inverseMatrix[0][0] + m_matrix[0][1] * inverseMatrix[1][0] + m_matrix[0][2] * inverseMatrix[2][0];
if (det != 0.0)
{
inverseMatrix[0][0] /= det; inverseMatrix[1][0] /= det; inverseMatrix[2][0] /= det;
inverseMatrix[0][1] /= det; inverseMatrix[1][1] /= det; inverseMatrix[2][1] /= det;
inverseMatrix[0][2] /= det; inverseMatrix[1][2] /= det; inverseMatrix[2][2] /= det;
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
m_matrix[i][j] = inverseMatrix[i][j];
}
}
m_isIdentity = IsIdentity1();
return TRUE;
}
else
{
return FALSE;
}
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
m_matrix[i][j] = inverseMatrix[i][j];
}
}
m_isIdentity = IsIdentity1();
return TRUE;
}
else
{
return FALSE;
}
}
// Make into identity matrix
bool wxTransformMatrix::Identity(void)
{
m_matrix[0][0] = m_matrix[1][1] = m_matrix[2][2] = 1.0;
m_matrix[1][0] = m_matrix[2][0] = m_matrix[0][1] = m_matrix[2][1] = m_matrix[0][2] = m_matrix[1][2] = 0.0;
m_isIdentity = TRUE;
m_matrix[0][0] = m_matrix[1][1] = m_matrix[2][2] = 1.0;
m_matrix[1][0] = m_matrix[2][0] = m_matrix[0][1] = m_matrix[2][1] = m_matrix[0][2] = m_matrix[1][2] = 0.0;
m_isIdentity = TRUE;
return TRUE;
return TRUE;
}
// Scale by scale (isotropic scaling i.e. the same in x and y):
@ -168,17 +172,113 @@ bool wxTransformMatrix::Identity(void)
//
bool wxTransformMatrix::Scale(double scale)
{
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
m_matrix[i][j] *= scale;
}
}
m_isIdentity = IsIdentity1();
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 3; j++)
{
m_matrix[i][j] *= scale;
}
}
m_isIdentity = IsIdentity1();
return TRUE;
return TRUE;
}
// scale a matrix in 2D
//
// xs 0 xc(1-xs)
// 0 ys yc(1-ys)
// 0 0 1
//
wxTransformMatrix& wxTransformMatrix::Scale(const double &xs, const double &ys,const double &xc, const double &yc)
{
double r00,r10,r20,r01,r11,r21;
if (m_isIdentity)
{
double tx =xc*(1-xs);
double ty =yc*(1-ys);
r00 = xs;
r10 = 0;
r20 = tx;
r01 = 0;
r11 = ys;
r21 = ty;
}
else if (xc!=0 || yc!=0)
{
double tx =xc*(1-xs);
double ty =yc*(1-ys);
r00 = xs * m_matrix[0][0];
r10 = xs * m_matrix[1][0];
r20 = xs * m_matrix[2][0] + tx;
r01 = ys * m_matrix[0][1];
r11 = ys * m_matrix[1][1];
r21 = ys * m_matrix[2][1] + ty;
}
else
{
r00 = xs * m_matrix[0][0];
r10 = xs * m_matrix[1][0];
r20 = xs * m_matrix[2][0];
r01 = ys * m_matrix[0][1];
r11 = ys * m_matrix[1][1];
r21 = ys * m_matrix[2][1];
}
m_matrix[0][0] = r00;
m_matrix[1][0] = r10;
m_matrix[2][0] = r20;
m_matrix[0][1] = r01;
m_matrix[1][1] = r11;
m_matrix[2][1] = r21;
/* or like this
// first translate to origin O
(*this).Translate(-x_cen, -y_cen);
// now do the scaling
wxTransformMatrix scale;
scale.m_matrix[0][0] = x_fac;
scale.m_matrix[1][1] = y_fac;
scale.m_isIdentity = IsIdentity1();
*this = scale * (*this);
// translate back from origin to x_cen, y_cen
(*this).Translate(x_cen, y_cen);
*/
m_isIdentity = IsIdentity1();
return *this;
}
// mirror a matrix in x, y
//
// -1 0 0 Y-mirror
// 0 -1 0 X-mirror
// 0 0 -1 Z-mirror
wxTransformMatrix& wxTransformMatrix::Mirror(bool x, bool y)
{
wxTransformMatrix temp;
if (x)
{
temp.m_matrix[1][1] = -1;
temp.m_isIdentity=false;
}
if (y)
{
temp.m_matrix[0][0] = -1;
temp.m_isIdentity=false;
}
*this = temp * (*this);
m_isIdentity = IsIdentity1();
return *this;
}
// Translate by dx, dy:
@ -188,52 +288,109 @@ bool wxTransformMatrix::Scale(double scale)
//
bool wxTransformMatrix::Translate(double dx, double dy)
{
int i;
for (i = 0; i < 3; i++)
m_matrix[i][0] += dx * m_matrix[i][2];
for (i = 0; i < 3; i++)
m_matrix[i][1] += dy * m_matrix[i][2];
int i;
for (i = 0; i < 3; i++)
m_matrix[i][0] += dx * m_matrix[i][2];
for (i = 0; i < 3; i++)
m_matrix[i][1] += dy * m_matrix[i][2];
m_isIdentity = IsIdentity1();
m_isIdentity = IsIdentity1();
return TRUE;
return TRUE;
}
// Rotate by the given number of degrees:
// Rotate clockwise by the given number of degrees:
// | cos sin 0 |
// matrix' = | -sin cos 0 | x matrix
// | 0 0 1 |
//
bool wxTransformMatrix::Rotate(double degrees)
{
double angle = degrees * pi / 180.0;
double s = sin(angle);
double c = cos(angle);
Rotate(-degrees,0,0);
return TRUE;
}
m_matrix[0][0] = c * m_matrix[0][0] + s * m_matrix[0][1];
m_matrix[1][0] = c * m_matrix[1][0] + s * m_matrix[1][1];
m_matrix[2][0] = c * m_matrix[2][0] + s * m_matrix[2][1];
m_matrix[0][2] = c * m_matrix[0][1] - s * m_matrix[0][0];
m_matrix[1][2] = c * m_matrix[1][1] - s * m_matrix[1][0];
m_matrix[2][2] = c * m_matrix[2][1] - s * m_matrix[2][0];
// counter clockwise rotate around a point
//
// cos(r) -sin(r) x(1-cos(r))+y(sin(r)
// sin(r) cos(r) y(1-cos(r))-x(sin(r)
// 0 0 1
wxTransformMatrix& wxTransformMatrix::Rotate(const double &degrees, const double &x, const double &y)
{
double angle = degrees * pi / 180.0;
double c = cos(angle);
double s = sin(angle);
double r00,r10,r20,r01,r11,r21;
m_isIdentity = IsIdentity1();
if (m_isIdentity)
{
double tx = x*(1-c)+y*s;
double ty = y*(1-c)-x*s;
r00 = c ;
r10 = -s;
r20 = tx;
r01 = s;
r11 = c;
r21 = ty;
}
else if (x!=0 || y!=0)
{
double tx = x*(1-c)+y*s;
double ty = y*(1-c)-x*s;
r00 = c * m_matrix[0][0] - s * m_matrix[0][1] + tx * m_matrix[0][2];
r10 = c * m_matrix[1][0] - s * m_matrix[1][1] + tx * m_matrix[1][2];
r20 = c * m_matrix[2][0] - s * m_matrix[2][1] + tx;// * m_matrix[2][2];
r01 = c * m_matrix[0][1] + s * m_matrix[0][0] + ty * m_matrix[0][2];
r11 = c * m_matrix[1][1] + s * m_matrix[1][0] + ty * m_matrix[1][2];
r21 = c * m_matrix[2][1] + s * m_matrix[2][0] + ty;// * m_matrix[2][2];
}
else
{
r00 = c * m_matrix[0][0] - s * m_matrix[0][1];
r10 = c * m_matrix[1][0] - s * m_matrix[1][1];
r20 = c * m_matrix[2][0] - s * m_matrix[2][1];
r01 = c * m_matrix[0][1] + s * m_matrix[0][0];
r11 = c * m_matrix[1][1] + s * m_matrix[1][0];
r21 = c * m_matrix[2][1] + s * m_matrix[2][0];
}
return TRUE;
m_matrix[0][0] = r00;
m_matrix[1][0] = r10;
m_matrix[2][0] = r20;
m_matrix[0][1] = r01;
m_matrix[1][1] = r11;
m_matrix[2][1] = r21;
/* or like this
wxTransformMatrix rotate;
rotate.m_matrix[2][0] = tx;
rotate.m_matrix[2][1] = ty;
rotate.m_matrix[0][0] = c;
rotate.m_matrix[0][1] = s;
rotate.m_matrix[1][0] = -s;
rotate.m_matrix[1][1] = c;
rotate.m_isIdentity=false;
*this = rotate * (*this);
*/
m_isIdentity = IsIdentity1();
return *this;
}
// Transform a point from logical to device coordinates
bool wxTransformMatrix::TransformPoint(double x, double y, double& tx, double& ty) const
{
if (IsIdentity())
{
tx = x; ty = y; return TRUE;
}
if (IsIdentity())
{
tx = x; ty = y; return TRUE;
}
tx = x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0];
ty = x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1];
tx = x * m_matrix[0][0] + y * m_matrix[1][0] + m_matrix[2][0];
ty = x * m_matrix[0][1] + y * m_matrix[1][1] + m_matrix[2][1];
return TRUE;
return TRUE;
}
// Transform a point from device to logical coordinates.
@ -246,22 +403,209 @@ bool wxTransformMatrix::TransformPoint(double x, double y, double& tx, double& t
// dc.LogicalToDevice(x, y, x1, y1);
// The latter is slightly less efficient if we're doing several
// conversions, since the matrix is inverted several times.
bool wxTransformMatrix::InverseTransformPoint(double x, double y, double& tx, double& ty) const
{
if (IsIdentity())
{
tx = x; ty = y; return TRUE;
}
if (IsIdentity())
{
tx = x; ty = y; return TRUE;
}
double z = (1.0 - m_matrix[0][2] * x - m_matrix[1][2] * y) / m_matrix[2][2];
if (z == 0.0)
{
// z = 0.0000001;
return FALSE;
}
tx = x * m_matrix[0][0] + y * m_matrix[1][0] + z * m_matrix[2][0];
ty = x * m_matrix[0][1] + y * m_matrix[1][1] + z * m_matrix[2][1];
return TRUE;
double z = (1.0 - m_matrix[0][2] * x - m_matrix[1][2] * y) / m_matrix[2][2];
if (z == 0.0)
{
// z = 0.0000001;
return FALSE;
}
tx = x * m_matrix[0][0] + y * m_matrix[1][0] + z * m_matrix[2][0];
ty = x * m_matrix[0][1] + y * m_matrix[1][1] + z * m_matrix[2][1];
return TRUE;
}
wxTransformMatrix& wxTransformMatrix::operator*=(const double& t)
{
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
m_matrix[i][j]*= t;
m_isIdentity = IsIdentity1();
return *this;
}
wxTransformMatrix& wxTransformMatrix::operator/=(const double& t)
{
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
m_matrix[i][j]/= t;
m_isIdentity = IsIdentity1();
return *this;
}
wxTransformMatrix& wxTransformMatrix::operator+=(const wxTransformMatrix& mat)
{
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
m_matrix[i][j] += mat.m_matrix[i][j];
m_isIdentity = IsIdentity1();
return *this;
}
wxTransformMatrix& wxTransformMatrix::operator-=(const wxTransformMatrix& mat)
{
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
m_matrix[i][j] -= mat.m_matrix[i][j];
m_isIdentity = IsIdentity1();
return *this;
}
wxTransformMatrix& wxTransformMatrix::operator*=(const wxTransformMatrix& mat)
{
if (mat.m_isIdentity)
return *this;
if (m_isIdentity)
{
*this = mat;
return *this;
}
else
{
wxTransformMatrix result;
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
double sum = 0;
for (int k = 0; k < 3; k++)
sum += m_matrix[k][i] * mat.m_matrix[j][k];
result.m_matrix[j][i] = sum;
}
}
*this = result;
}
m_isIdentity = IsIdentity1();
return *this;
}
// constant operators
wxTransformMatrix wxTransformMatrix::operator*(const double& t) const
{
wxTransformMatrix result = *this;
result *= t;
result.m_isIdentity = result.IsIdentity1();
return result;
}
wxTransformMatrix wxTransformMatrix::operator/(const double& t) const
{
wxTransformMatrix result = *this;
// wxASSERT(t!=0);
result /= t;
result.m_isIdentity = result.IsIdentity1();
return result;
}
wxTransformMatrix wxTransformMatrix::operator+(const wxTransformMatrix& m) const
{
wxTransformMatrix result = *this;
result += m;
result.m_isIdentity = result.IsIdentity1();
return result;
}
wxTransformMatrix wxTransformMatrix::operator-(const wxTransformMatrix& m) const
{
wxTransformMatrix result = *this;
result -= m;
result.m_isIdentity = result.IsIdentity1();
return result;
}
wxTransformMatrix wxTransformMatrix::operator*(const wxTransformMatrix& m) const
{
wxTransformMatrix result = *this;
result *= m;
result.m_isIdentity = result.IsIdentity1();
return result;
}
wxTransformMatrix wxTransformMatrix::operator-() const
{
wxTransformMatrix result = *this;
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; j++)
result.m_matrix[i][j] = -(this->m_matrix[i][j]);
result.m_isIdentity = result.IsIdentity1();
return result;
}
static double CheckInt(double getal)
{
// check if the number is very close to an integer
if ( (ceil(getal) - getal) < 0.0001)
return ceil(getal);
else if ( (getal - floor(getal)) < 0.0001)
return floor(getal);
return getal;
}
double wxTransformMatrix::Get_scaleX()
{
double scale_factor;
double rot_angle = CheckInt(atan2(m_matrix[1][0],m_matrix[0][0])*180/pi);
if (rot_angle != 90 && rot_angle != -90)
scale_factor = m_matrix[0][0]/cos((rot_angle/180)*pi);
else
scale_factor = m_matrix[0][0]/sin((rot_angle/180)*pi); // er kan nl. niet door 0 gedeeld worden !
scale_factor = CheckInt(scale_factor);
if (scale_factor < 0)
scale_factor = -scale_factor;
return scale_factor;
}
double wxTransformMatrix::Get_scaleY()
{
double scale_factor;
double rot_angle = CheckInt(atan2(m_matrix[1][0],m_matrix[0][0])*180/pi);
if (rot_angle != 90 && rot_angle != -90)
scale_factor = m_matrix[1][1]/cos((rot_angle/180)*pi);
else
scale_factor = m_matrix[1][1]/sin((rot_angle/180)*pi); // er kan nl. niet door 0 gedeeld worden !
scale_factor = CheckInt(scale_factor);
if (scale_factor < 0)
scale_factor = -scale_factor;
return scale_factor;
}
double wxTransformMatrix::GetRotation()
{
double temp1 = GetValue(0,0); // for angle calculation
double temp2 = GetValue(0,1); //
// Rotation
double rot_angle = atan2(temp2,temp1)*180/pi;
rot_angle = CheckInt(rot_angle);
return rot_angle;
}
void wxTransformMatrix::SetRotation(double rotation)
{
double x=GetValue(2,0);
double y=GetValue(2,1);
Rotate(-GetRotation(), x, y);
Rotate(rotation, x, y);
}

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@ -226,6 +226,11 @@ static gboolean target_drag_drop( GtkWidget *widget,
if (context->suggested_action == GDK_ACTION_COPY) result = wxDragCopy;
*/
/* reset the block here as someone might very well
show a dialog as a reaction to a drop and this
wouldn't work without events */
g_blockEventsOnDrag = FALSE;
bool ret = drop_target->OnDrop( x, y );
if (!ret)
@ -740,8 +745,12 @@ wxDragResult wxDropSource::DoDragDrop( bool allowMove )
if (m_data->GetFormatCount() == 0)
return (wxDragResult) wxDragNone;
// still in drag
if (g_blockEventsOnDrag)
return (wxDragResult) wxDragNone;
// disabled for now
g_blockEventsOnDrag = FALSE;
g_blockEventsOnDrag = TRUE;
RegisterWindow();

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@ -102,6 +102,7 @@ ALL_SOURCES = \
common/list.cpp \
common/log.cpp \
common/longlong.cpp \
common/matrix.cpp \
common/memory.cpp \
common/menucmn.cpp \
common/mimecmn.cpp \

View File

@ -226,6 +226,11 @@ static gboolean target_drag_drop( GtkWidget *widget,
if (context->suggested_action == GDK_ACTION_COPY) result = wxDragCopy;
*/
/* reset the block here as someone might very well
show a dialog as a reaction to a drop and this
wouldn't work without events */
g_blockEventsOnDrag = FALSE;
bool ret = drop_target->OnDrop( x, y );
if (!ret)
@ -740,8 +745,12 @@ wxDragResult wxDropSource::DoDragDrop( bool allowMove )
if (m_data->GetFormatCount() == 0)
return (wxDragResult) wxDragNone;
// still in drag
if (g_blockEventsOnDrag)
return (wxDragResult) wxDragNone;
// disabled for now
g_blockEventsOnDrag = FALSE;
g_blockEventsOnDrag = TRUE;
RegisterWindow();

View File

@ -102,6 +102,7 @@ ALL_SOURCES = \
common/list.cpp \
common/log.cpp \
common/longlong.cpp \
common/matrix.cpp \
common/memory.cpp \
common/menucmn.cpp \
common/mimecmn.cpp \