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+/* -*- 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: */