office-gobmx/svtools/source/toolpanel/tabbargeometry.cxx
Sebastian Spaeth 4905a19032 Add vim/emacs modelines to all source files
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>
2010-10-14 17:02:15 +02:00

331 lines
14 KiB
C++

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