I'm having some undesired behavior with movable panels in wxpython. I'm using the wxpython Cocoa build 2.9.2.3 for Python 2.7 on Mac OS X 10.6.7. I'm importing wx.aui and trying to create dockable panels.
I have a panel that I've created a wx.aui.AuiManager on and have added two panels, one on top and one on below. For both of them I have disabled the close button. Right now, the panels can be dragged into different dockable positions on the frame or off of the frame to create a floating window. This window shows up as the Mac native MiniFrame with a disabled close button. I do not want users to be able to separate the panels from the main frame.
I have passed .Floatable(False) to each pane's PaneInfo, but this won't allow the panels to be moved around at all, even if I pass a .Dockable(True)
Can I have panes in AUI that are dockable and movable, but not floatable?
I don't know if there's a way to do that or not. It may be a limitation of wx.aui. You should ask on the wxPython mailing list. Or you could try the mostly drop-in replacement: wx.agw.aui (http://xoomer.virgilio.it/infinity77/AGW_Docs/aui_module.html#aui). It fixes a bunch of bugs in the default wx.aui and is written in pure Python.
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I am new to programming on the Apple Mac. I have followed a programming guide supplied in the Mac Developer Library to program a basic GUI program called TrackMix. In this program you place a textbox, a vertical slider and a button control on the view window. Initially, on dragging the specific object, say the textbox, to the window, a set of alignment guides (dotted blue lines) would automatically appear on the canvas when the object is dragged over it. I dont know what has happened, but now those guides have disappeared when I execute the same action of dragging objects to the window. When the object being dragged is over the window a small green dot, with a plus sign in it, appears on the bottom of the object. I have carefully retraced my steps to be exactly the same as stated in the Developer Library, but still the problem persist. Have I, perhaps, involuntarily changed some Xcode settings or what? I am at the end of my wits! PS: I am using Xcode 7.
You have to toggle the menu item "Editor > Canvas > Snap To Guides" in Storyboard. I hope that helps
I am not sure whether this will be helpful, but I just had the same problem and the only thing which worked was re-installing Xcode (7.3) and trashing all of the Xcode preferences.
Good luck.
What is the difference between a GTK theme and a window decoration theme? I am using Compiz and Unity and I do not understand the difference between these two theme types.
Window decorations are handled by the window manager and typically include the window title bar, window title bar buttons and window borders -- and those are the only things a window manager theme can change.
A GTK+ theme on the other hand can change how things look inside the window of a GTK+ application: buttons, entries, labels and all other widgets get their visual style from the GTK theme.
This separation may sound arbitrary and useless... and in a way it is. It only exists because of the way X works: the X server draws the decorations for all windows and clients only draw the window contents. This may be simpler or at least different in the glorious future when X is replaced by Wayland (or Mir if that's the way you lean).
Many OS X apps use some sort of iconized-tabs in the chrome of the menubar for their preference dialogs. For an wxPython app I would like to create such a preference dialog. Dropbox appears to be using wxPython (see also screenshot), so how would I create such a dialog myself?
Update: After fiddling with wx.Frame.CreateToolBar, the frame begins to resemble the original. However, the style of the radio button (which I probably need for a wx.Notebook) is not what it should be. See also the gradient and borders of the 'General' tab in the image above. (source code)
Dropbox doesn't use wx I'm pretty sure, but you can get this native toolbar with wx. You have to use ctypes and load in some core and carbon frameworks.
There is an article in the wx wiki on how to do it
I think what you want is a custom wx.Dialog with a wx.Toolbook in it. See the wxPython demo package for an example or you can read my tutorial: http://www.blog.pythonlibrary.org/2009/12/03/the-book-controls-of-wxpython-part-1-of-2/3/
UPDATE: I'm not sure if this still applies, but there is a wiki entry on something that sounds a lot like what the OP wants: http://wiki.wxpython.org/NativeMacOSXToolbarSelection
Through experience I have found that the native windows forms/components don’t like to be changed. I know using Delphi or Visual Studio you are given native windows components to populate a form or window with and then you attach code on events that these components may do (onClick for example).
However, how do all of these programs like Word or google’s Chrome browser alter the standard windows’ window? I thought it was somehow protected?
Chrome seems to have tabs actually on the window’s frame?
I know you can also get toolkits like Swing and QT that have their own controls/components to populate a form. How do these work? (How does the operating system/computer know what a non-native button should act like? For example; Chrome's back and forward buttons, they're not native components?).
I can understand how OpenGL/DirectX window would work because you’re telling the computer exactly what to draw with polygons/quads.
I hope this question is clear!
Windows does not protect GUI elements. Windows and controls can be subclassed to handle various drawing operations in a custom way. For example, windows may override and reimplement the handling of the WM_NCPAINT message to draw a custom titlebar and frame:
http://msdn.microsoft.com/en-us/library/dd145212(VS.85).aspx
Some Windows controls have an "owner-draw" mode. If you use this, you get to draw the control (or at least vital parts of the control), while Windows takes care of responding to user input in the standard way.
Swing ant QT draw their own widgets at a low level using basic primitives, but they also have theme engines which can mimic the native controls.
Qt moved to native controls a while back. As for how swing does it, it gets a basic window from the OS. Then much like Opengl\Directx it does all of the drawing with in that window. As for where to position things that is what the layout managers do. Each manager has a layout style horizontal, vertical, grid, components it has to draw and a section of window it is expected to fill. From there it does some pretty easy math to allocate its space to its controls.
There's no magic: non native controls are simply drawn on a blank window. Or, instead of being drawn they may be represented as one of several bitmaps based on state (ie: a button may be represented as a .png for the normal state, another .png for the pressed state, etc)
In Vista and Windows 7 almost any time the system uses a standard Listview (ie: Explorer Windows) it's accompanied by a little split button that shows a slider when the split is clicked that allows you to switch between the different views available for that listview (Tile, Details, List, etc.) as well as sliding smoothly between icon sizes (from 32x32 is to 256x256) using the top half of the slider.
This is a cool little bit of functionality, so I was wondering: Is that control available to developers, and if so what is it called and where is it documented? (Win32/C++ preferred)
Turns out in Windows 7, the explorer window is no longer a standard listview (though it does an extremely good job of looking like one). Open Spy++, point it at an explorer window list pane, and you'll see a classname of "DirectUIHWND" instead of the old "SysListView32".
The actual slider itself is indeed a real ComCtl32 slider; so you could perhaps roll your own; but as far as I know there's no way to reuse the existing explorer pane's functionality.