4905a19032
Fixes #fdo30794 Based on bin/add-modelines script (originally posted in mail 1286706307.1871.1399280959@webmail.messagingengine.com) Signed-off-by: Sebastian Spaeth <Sebastian@SSpaeth.de>
331 lines
14 KiB
C++
331 lines
14 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*************************************************************************
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2000, 2010 Oracle and/or its affiliates.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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#include "precompiled_svtools.hxx"
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#include "tabbargeometry.hxx"
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#include <basegfx/range/b2drange.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <basegfx/numeric/ftools.hxx>
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#include <vcl/window.hxx>
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#include <algorithm>
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// the width (or height, depending on alignment) of the scroll buttons
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#define BUTTON_FLOW_WIDTH 20
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// the space between the scroll buttons and the items
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#define BUTTON_FLOW_SPACE 2
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// outer space to apply between the tab bar borders and any content. Note that those refer to a "normalized" geometry,
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// i.e. if the tab bar were aligned at the top
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#define OUTER_SPACE_LEFT 2
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#define OUTER_SPACE_TOP 4
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#define OUTER_SPACE_RIGHT 4
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#define OUTER_SPACE_BOTTOM 2
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// outer space to apply between the area for the items, and the actual items. They refer to a normalized geometry.
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#define ITEMS_INSET_LEFT 4
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#define ITEMS_INSET_TOP 3
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#define ITEMS_INSET_RIGHT 4
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#define ITEMS_INSET_BOTTOM 0
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//......................................................................................................................
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namespace svt
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{
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//......................................................................................................................
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//==================================================================================================================
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//= helper
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//==================================================================================================================
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namespace
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{
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//--------------------------------------------------------------------------------------------------------------
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static void lcl_transform( Rectangle& io_rRect, const ::basegfx::B2DHomMatrix& i_rTransformation )
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{
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::basegfx::B2DRange aRect( io_rRect.Left(), io_rRect.Top(), io_rRect.Right(), io_rRect.Bottom() );
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aRect.transform( i_rTransformation );
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io_rRect.Left() = long( aRect.getMinX() );
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io_rRect.Top() = long( aRect.getMinY() );
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io_rRect.Right() = long( aRect.getMaxX() );
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io_rRect.Bottom() = long( aRect.getMaxY() );
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}
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//--------------------------------------------------------------------------------------------------------------
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/** transforms the given, possible rotated playground,
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*/
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void lcl_rotate( const Rectangle& i_rReference, Rectangle& io_rArea, const bool i_bRight )
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{
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// step 1: move the to-be-upper-left corner (left/bottom) of the rectangle to (0,0)
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::basegfx::B2DHomMatrix aTransformation;
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aTransformation.translate(
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i_bRight ? -i_rReference.Left() : -i_rReference.Right(),
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i_bRight ? -i_rReference.Bottom() : -i_rReference.Top()
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);
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// step 2: rotate by -90 degrees
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aTransformation.rotate( i_bRight ? +F_PI2 : -F_PI2 );
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// note:
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// on the screen, the ordinate goes top-down, while basegfx calculates in a system where the
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// ordinate goes bottom-up; thus the "wrong" sign before F_PI2 here
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// step 3: move back to original coordinates
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aTransformation.translate( i_rReference.Left(), i_rReference.Top() );
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// apply transformation
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lcl_transform( io_rArea, aTransformation );
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}
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}
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//------------------------------------------------------------------------------------------------------------------
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void lcl_mirrorHorizontally( const Rectangle& i_rReferenceArea, Rectangle& io_rArea )
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{
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io_rArea.Left() = i_rReferenceArea.Left() + i_rReferenceArea.Right() - io_rArea.Left();
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io_rArea.Right() = i_rReferenceArea.Left() + i_rReferenceArea.Right() - io_rArea.Right();
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::std::swap( io_rArea.Left(), io_rArea.Right() );
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}
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//------------------------------------------------------------------------------------------------------------------
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void lcl_mirrorVertically( const Rectangle& i_rReferenceArea, Rectangle& io_rArea )
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{
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io_rArea.Top() = i_rReferenceArea.Top() + i_rReferenceArea.Bottom() - io_rArea.Top();
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io_rArea.Bottom() = i_rReferenceArea.Top() + i_rReferenceArea.Bottom() - io_rArea.Bottom();
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::std::swap( io_rArea.Top(), io_rArea.Bottom() );
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}
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//==================================================================================================================
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//= NormalizedArea
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//==================================================================================================================
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//------------------------------------------------------------------------------------------------------------------
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NormalizedArea::NormalizedArea()
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:m_aReference()
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{
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}
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//------------------------------------------------------------------------------------------------------------------
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NormalizedArea::NormalizedArea( const Rectangle& i_rReference, const bool i_bIsVertical )
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:m_aReference( i_bIsVertical ? Rectangle( i_rReference.TopLeft(), Size( i_rReference.GetHeight(), i_rReference.GetWidth() ) ) : i_rReference )
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{
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}
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//------------------------------------------------------------------------------------------------------------------
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Rectangle NormalizedArea::getTransformed( const Rectangle& i_rArea, const TabAlignment i_eTargetAlignment ) const
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{
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Rectangle aResult( i_rArea );
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if ( ( i_eTargetAlignment == TABS_RIGHT )
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|| ( i_eTargetAlignment == TABS_LEFT )
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)
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{
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lcl_rotate( m_aReference, aResult, true );
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if ( i_eTargetAlignment == TABS_LEFT )
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{
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Rectangle aReference( m_aReference );
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aReference.Transpose();
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lcl_mirrorHorizontally( aReference, aResult );
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}
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}
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else
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if ( i_eTargetAlignment == TABS_BOTTOM )
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{
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lcl_mirrorVertically( m_aReference, aResult );
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}
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return aResult;
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}
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//------------------------------------------------------------------------------------------------------------------
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Rectangle NormalizedArea::getNormalized( const Rectangle& i_rArea, const TabAlignment i_eTargetAlignment ) const
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{
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Rectangle aResult( i_rArea );
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if ( ( i_eTargetAlignment == TABS_RIGHT )
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|| ( i_eTargetAlignment == TABS_LEFT )
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)
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{
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Rectangle aReference( m_aReference );
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lcl_rotate( m_aReference, aReference, true );
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if ( i_eTargetAlignment == TABS_LEFT )
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{
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lcl_mirrorHorizontally( aReference, aResult );
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}
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lcl_rotate( aReference, aResult, false );
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}
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else
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if ( i_eTargetAlignment == TABS_BOTTOM )
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{
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lcl_mirrorVertically( m_aReference, aResult );
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}
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return aResult;
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}
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//==================================================================================================================
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//= TabBarGeometry
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//==================================================================================================================
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//------------------------------------------------------------------------------------------------------------------
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TabBarGeometry::TabBarGeometry( const TabItemContent i_eItemContent )
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:m_eTabItemContent( i_eItemContent )
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,m_aItemsInset()
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,m_aButtonBackRect()
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,m_aItemsRect()
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,m_aButtonForwardRect()
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{
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m_aItemsInset.Left() = ITEMS_INSET_LEFT;
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m_aItemsInset.Top() = ITEMS_INSET_TOP;
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m_aItemsInset.Right() = ITEMS_INSET_RIGHT;
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m_aItemsInset.Bottom() = ITEMS_INSET_BOTTOM;
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}
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//------------------------------------------------------------------------------------------------------------------
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TabBarGeometry::~TabBarGeometry()
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{
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}
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//------------------------------------------------------------------------------------------------------------------
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bool TabBarGeometry::impl_fitItems( ItemDescriptors& io_rItems ) const
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{
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if ( io_rItems.empty() )
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// nothing to do, "no items" perfectly fit into any space we have ...
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return true;
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// the available size
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Size aOutputSize( getItemsRect().GetSize() );
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// shrunk by the outer space
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aOutputSize.Width() -= m_aItemsInset.Right();
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aOutputSize.Height() -= m_aItemsInset.Bottom();
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const Rectangle aFitInto( Point( 0, 0 ), aOutputSize );
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TabItemContent eItemContent( getItemContent() );
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if ( eItemContent == TABITEM_AUTO )
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{
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// the "content modes" to try
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TabItemContent eTryThis[] =
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{
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TABITEM_IMAGE_ONLY, // assumed to have the smallest rects
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TABITEM_TEXT_ONLY,
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TABITEM_IMAGE_AND_TEXT // assumed to have the largest rects
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};
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// determine which of the different version fits
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eItemContent = eTryThis[0];
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size_t nTryIndex = 2;
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while ( nTryIndex > 0 )
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{
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const Point aBottomRight( io_rItems.rbegin()->GetRect( eTryThis[ nTryIndex ] ).BottomRight() );
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if ( aFitInto.IsInside( aBottomRight ) )
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{
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eItemContent = eTryThis[ nTryIndex ];
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break;
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}
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--nTryIndex;
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}
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}
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// propagate to the items
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for ( ItemDescriptors::iterator item = io_rItems.begin();
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item != io_rItems.end();
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++item
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)
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{
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item->eContent = eItemContent;
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}
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const ItemDescriptor& rLastItem( *io_rItems.rbegin() );
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const Point aLastItemBottomRight( rLastItem.GetCurrentRect().BottomRight() );
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return aFitInto.Left() <= aLastItemBottomRight.X()
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&& aFitInto.Right() >= aLastItemBottomRight.X();
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}
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//------------------------------------------------------------------------------------------------------------------
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Size TabBarGeometry::getOptimalSize( ItemDescriptors& io_rItems, const bool i_bMinimalSize ) const
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{
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if ( io_rItems.empty() )
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return Size(
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m_aItemsInset.Left() + m_aItemsInset.Right(),
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m_aItemsInset.Top() + m_aItemsInset.Bottom()
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);
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// the rect of the last item
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const Rectangle& rLastItemRect( i_bMinimalSize ? io_rItems.rbegin()->aIconOnlyArea : io_rItems.rbegin()->aCompleteArea );
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return Size(
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rLastItemRect.Left() + 1 + m_aItemsInset.Right(),
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rLastItemRect.Top() + 1 + rLastItemRect.Bottom() + m_aItemsInset.Bottom()
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);
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}
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//------------------------------------------------------------------------------------------------------------------
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void TabBarGeometry::relayout( const Size& i_rActualOutputSize, ItemDescriptors& io_rItems )
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{
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// assume all items fit
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Point aButtonBackPos( OUTER_SPACE_LEFT, OUTER_SPACE_TOP );
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m_aButtonBackRect = Rectangle( aButtonBackPos, Size( 1, 1 ) );
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m_aButtonBackRect.SetEmpty();
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Point aButtonForwardPos( i_rActualOutputSize.Width(), OUTER_SPACE_TOP );
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m_aButtonForwardRect = Rectangle( aButtonForwardPos, Size( 1, 1 ) );
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m_aButtonForwardRect.SetEmpty();
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Point aItemsPos( OUTER_SPACE_LEFT, 0 );
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Size aItemsSize( i_rActualOutputSize.Width() - OUTER_SPACE_LEFT - OUTER_SPACE_RIGHT, i_rActualOutputSize.Height() );
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m_aItemsRect = Rectangle( aItemsPos, aItemsSize );
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if ( !impl_fitItems( io_rItems ) )
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{
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// assumption was wrong, the items do not fit => calculate rects for the scroll buttons
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const Size aButtonSize( BUTTON_FLOW_WIDTH, i_rActualOutputSize.Height() - OUTER_SPACE_TOP - OUTER_SPACE_BOTTOM );
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aButtonBackPos = Point( OUTER_SPACE_LEFT, OUTER_SPACE_TOP );
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m_aButtonBackRect = Rectangle( aButtonBackPos, aButtonSize );
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aButtonForwardPos = Point( i_rActualOutputSize.Width() - BUTTON_FLOW_WIDTH - OUTER_SPACE_RIGHT, OUTER_SPACE_TOP );
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m_aButtonForwardRect = Rectangle( aButtonForwardPos, aButtonSize );
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aItemsPos.X() = aButtonBackPos.X() + aButtonSize.Width() + BUTTON_FLOW_SPACE;
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aItemsSize.Width() = aButtonForwardPos.X() - BUTTON_FLOW_SPACE - aItemsPos.X();
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m_aItemsRect = Rectangle( aItemsPos, aItemsSize );
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// fit items, again. In the TABITEM_AUTO case, the smaller playground for the items might lead to another
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// item content.
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impl_fitItems( io_rItems );
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}
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}
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//------------------------------------------------------------------------------------------------------------------
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Point TabBarGeometry::getFirstItemPosition() const
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{
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return Point( m_aItemsInset.Left(), m_aItemsInset.Top() );
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}
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//......................................................................................................................
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} // namespace svt
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//......................................................................................................................
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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