1  /**************************************************************
2   *
3   * Licensed to the Apache Software Foundation (ASF) under one
4   * or more contributor license agreements.  See the NOTICE file
5   * distributed with this work for additional information
6   * regarding copyright ownership.  The ASF licenses this file
7   * to you under the Apache License, Version 2.0 (the
8   * "License"); you may not use this file except in compliance
9   * with the License.  You may obtain a copy of the License at
10   *
11   *   http://www.apache.org/licenses/LICENSE-2.0
12   *
13   * Unless required by applicable law or agreed to in writing,
14   * software distributed under the License is distributed on an
15   * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
16   * KIND, either express or implied.  See the License for the
17   * specific language governing permissions and limitations
18   * under the License.
19   *
20   *************************************************************/
21  
22  
23  
24  #include "precompiled_svtools.hxx"
25  
26  #include "tabbargeometry.hxx"
27  
28  #include <basegfx/range/b2drange.hxx>
29  #include <basegfx/matrix/b2dhommatrix.hxx>
30  #include <basegfx/numeric/ftools.hxx>
31  
32  #include <vcl/window.hxx>
33  
34  #include <algorithm>
35  
36  // the width (or height, depending on alignment) of the scroll buttons
37  #define BUTTON_FLOW_WIDTH       20
38  // the space between the scroll buttons and the items
39  #define BUTTON_FLOW_SPACE       2
40  // outer space to apply between the tab bar borders and any content. Note that those refer to a "normalized" geometry,
41  // i.e. if the tab bar were aligned at the top
42  #define OUTER_SPACE_LEFT        2
43  #define OUTER_SPACE_TOP         4
44  #define OUTER_SPACE_RIGHT       4
45  #define OUTER_SPACE_BOTTOM      2
46  
47  // outer space to apply between the area for the items, and the actual items. They refer to a normalized geometry.
48  #define ITEMS_INSET_LEFT        4
49  #define ITEMS_INSET_TOP         3
50  #define ITEMS_INSET_RIGHT       4
51  #define ITEMS_INSET_BOTTOM      0
52  
53  //......................................................................................................................
54  namespace svt
55  {
56  //......................................................................................................................
57  
58  	//==================================================================================================================
59  	//= helper
60  	//==================================================================================================================
61      namespace
62      {
63  	    //--------------------------------------------------------------------------------------------------------------
lcl_transform(Rectangle & io_rRect,const::basegfx::B2DHomMatrix & i_rTransformation)64          static void lcl_transform( Rectangle& io_rRect, const ::basegfx::B2DHomMatrix& i_rTransformation )
65          {
66              ::basegfx::B2DRange aRect( io_rRect.Left(), io_rRect.Top(), io_rRect.Right(), io_rRect.Bottom() );
67              aRect.transform( i_rTransformation );
68              io_rRect.Left() = long( aRect.getMinX() );
69              io_rRect.Top() = long( aRect.getMinY() );
70              io_rRect.Right() = long( aRect.getMaxX() );
71              io_rRect.Bottom() = long( aRect.getMaxY() );
72          }
73  
74  	    //--------------------------------------------------------------------------------------------------------------
75          /** transforms the given, possible rotated playground,
76          */
lcl_rotate(const Rectangle & i_rReference,Rectangle & io_rArea,const bool i_bRight)77          void lcl_rotate( const Rectangle& i_rReference, Rectangle& io_rArea, const bool i_bRight )
78          {
79              // step 1: move the to-be-upper-left corner (left/bottom) of the rectangle to (0,0)
80              ::basegfx::B2DHomMatrix aTransformation;
81              aTransformation.translate(
82                  i_bRight ? -i_rReference.Left() : -i_rReference.Right(),
83                  i_bRight ? -i_rReference.Bottom() : -i_rReference.Top()
84              );
85  
86              // step 2: rotate by -90 degrees
87              aTransformation.rotate( i_bRight ? +F_PI2 : -F_PI2 );
88                  // note:
89                  // on the screen, the ordinate goes top-down, while basegfx calculates in a system where the
90                  // ordinate goes bottom-up; thus the "wrong" sign before F_PI2 here
91  
92              // step 3: move back to original coordinates
93              aTransformation.translate( i_rReference.Left(), i_rReference.Top() );
94  
95              // apply transformation
96              lcl_transform( io_rArea, aTransformation );
97          }
98      }
99  
100  	//------------------------------------------------------------------------------------------------------------------
lcl_mirrorHorizontally(const Rectangle & i_rReferenceArea,Rectangle & io_rArea)101      void lcl_mirrorHorizontally( const Rectangle& i_rReferenceArea, Rectangle& io_rArea )
102      {
103          io_rArea.Left() = i_rReferenceArea.Left() + i_rReferenceArea.Right() - io_rArea.Left();
104          io_rArea.Right() = i_rReferenceArea.Left() + i_rReferenceArea.Right() - io_rArea.Right();
105          ::std::swap( io_rArea.Left(), io_rArea.Right() );
106      }
107  
108  	//------------------------------------------------------------------------------------------------------------------
lcl_mirrorVertically(const Rectangle & i_rReferenceArea,Rectangle & io_rArea)109      void lcl_mirrorVertically( const Rectangle& i_rReferenceArea, Rectangle& io_rArea )
110      {
111          io_rArea.Top() = i_rReferenceArea.Top() + i_rReferenceArea.Bottom() - io_rArea.Top();
112          io_rArea.Bottom() = i_rReferenceArea.Top() + i_rReferenceArea.Bottom() - io_rArea.Bottom();
113          ::std::swap( io_rArea.Top(), io_rArea.Bottom() );
114      }
115  
116  	//==================================================================================================================
117  	//= NormalizedArea
118  	//==================================================================================================================
119  	//------------------------------------------------------------------------------------------------------------------
NormalizedArea()120      NormalizedArea::NormalizedArea()
121          :m_aReference()
122      {
123      }
124  
125  	//------------------------------------------------------------------------------------------------------------------
NormalizedArea(const Rectangle & i_rReference,const bool i_bIsVertical)126      NormalizedArea::NormalizedArea( const Rectangle& i_rReference, const bool i_bIsVertical )
127          :m_aReference( i_bIsVertical ? Rectangle( i_rReference.TopLeft(), Size( i_rReference.GetHeight(), i_rReference.GetWidth() ) ) : i_rReference )
128      {
129      }
130  
131  	//------------------------------------------------------------------------------------------------------------------
getTransformed(const Rectangle & i_rArea,const TabAlignment i_eTargetAlignment) const132      Rectangle NormalizedArea::getTransformed( const Rectangle& i_rArea, const TabAlignment i_eTargetAlignment ) const
133      {
134          Rectangle aResult( i_rArea );
135  
136          if  (   ( i_eTargetAlignment == TABS_RIGHT )
137              ||  ( i_eTargetAlignment == TABS_LEFT )
138              )
139          {
140              lcl_rotate( m_aReference, aResult, true );
141  
142              if ( i_eTargetAlignment == TABS_LEFT )
143              {
144                  Rectangle aReference( m_aReference );
145                  aReference.Transpose();
146                  lcl_mirrorHorizontally( aReference, aResult );
147              }
148          }
149          else
150          if  ( i_eTargetAlignment == TABS_BOTTOM )
151          {
152              lcl_mirrorVertically( m_aReference, aResult );
153          }
154  
155          return aResult;
156      }
157  
158  	//------------------------------------------------------------------------------------------------------------------
getNormalized(const Rectangle & i_rArea,const TabAlignment i_eTargetAlignment) const159      Rectangle NormalizedArea::getNormalized( const Rectangle& i_rArea, const TabAlignment i_eTargetAlignment ) const
160      {
161          Rectangle aResult( i_rArea );
162  
163          if  (   ( i_eTargetAlignment == TABS_RIGHT )
164              ||  ( i_eTargetAlignment == TABS_LEFT )
165              )
166          {
167              Rectangle aReference( m_aReference );
168              lcl_rotate( m_aReference, aReference, true );
169  
170              if ( i_eTargetAlignment == TABS_LEFT )
171              {
172                  lcl_mirrorHorizontally( aReference, aResult );
173              }
174  
175              lcl_rotate( aReference, aResult, false );
176          }
177          else
178          if  ( i_eTargetAlignment == TABS_BOTTOM )
179          {
180              lcl_mirrorVertically( m_aReference, aResult );
181          }
182          return aResult;
183      }
184  
185  	//==================================================================================================================
186  	//= TabBarGeometry
187  	//==================================================================================================================
188  	//------------------------------------------------------------------------------------------------------------------
TabBarGeometry(const TabItemContent i_eItemContent)189      TabBarGeometry::TabBarGeometry( const TabItemContent i_eItemContent )
190          :m_eTabItemContent( i_eItemContent )
191          ,m_aItemsInset()
192          ,m_aButtonBackRect()
193          ,m_aItemsRect()
194          ,m_aButtonForwardRect()
195      {
196          m_aItemsInset.Left()   = ITEMS_INSET_LEFT;
197          m_aItemsInset.Top()    = ITEMS_INSET_TOP;
198          m_aItemsInset.Right()  = ITEMS_INSET_RIGHT;
199          m_aItemsInset.Bottom() = ITEMS_INSET_BOTTOM;
200      }
201  
202  	//------------------------------------------------------------------------------------------------------------------
~TabBarGeometry()203      TabBarGeometry::~TabBarGeometry()
204      {
205      }
206  
207      //------------------------------------------------------------------------------------------------------------------
impl_fitItems(ItemDescriptors & io_rItems) const208      bool TabBarGeometry::impl_fitItems( ItemDescriptors& io_rItems ) const
209      {
210          if ( io_rItems.empty() )
211              // nothing to do, "no items" perfectly fit into any space we have ...
212              return true;
213  
214          // the available size
215          Size aOutputSize( getItemsRect().GetSize() );
216          // shrunk by the outer space
217          aOutputSize.Width() -= m_aItemsInset.Right();
218          aOutputSize.Height() -= m_aItemsInset.Bottom();
219          const Rectangle aFitInto( Point( 0, 0 ), aOutputSize );
220  
221          TabItemContent eItemContent( getItemContent() );
222          if ( eItemContent == TABITEM_AUTO )
223          {
224              // the "content modes" to try
225              TabItemContent eTryThis[] =
226              {
227                  TABITEM_IMAGE_ONLY,     // assumed to have the smallest rects
228                  TABITEM_TEXT_ONLY,
229                  TABITEM_IMAGE_AND_TEXT  // assumed to have the largest rects
230              };
231  
232  
233              // determine which of the different version fits
234              eItemContent = eTryThis[0];
235              size_t nTryIndex = 2;
236              while ( nTryIndex > 0 )
237              {
238                  const Point aBottomRight( io_rItems.rbegin()->GetRect( eTryThis[ nTryIndex ] ).BottomRight() );
239                  if ( aFitInto.IsInside( aBottomRight ) )
240                  {
241                      eItemContent = eTryThis[ nTryIndex ];
242                      break;
243                  }
244                  --nTryIndex;
245              }
246          }
247  
248          // propagate to the items
249          for (   ItemDescriptors::iterator item = io_rItems.begin();
250                  item != io_rItems.end();
251                  ++item
252              )
253          {
254              item->eContent = eItemContent;
255          }
256  
257          const ItemDescriptor& rLastItem( *io_rItems.rbegin() );
258          const Point aLastItemBottomRight( rLastItem.GetCurrentRect().BottomRight() );
259          return  aFitInto.Left() <= aLastItemBottomRight.X()
260              &&  aFitInto.Right() >= aLastItemBottomRight.X();
261      }
262  
263  	//------------------------------------------------------------------------------------------------------------------
getOptimalSize(ItemDescriptors & io_rItems,const bool i_bMinimalSize) const264      Size TabBarGeometry::getOptimalSize( ItemDescriptors& io_rItems, const bool i_bMinimalSize ) const
265      {
266          if ( io_rItems.empty() )
267              return Size(
268                  m_aItemsInset.Left() + m_aItemsInset.Right(),
269                  m_aItemsInset.Top() + m_aItemsInset.Bottom()
270              );
271  
272          // the rect of the last item
273          const Rectangle& rLastItemRect( i_bMinimalSize ? io_rItems.rbegin()->aIconOnlyArea : io_rItems.rbegin()->aCompleteArea );
274          return Size(
275                      rLastItemRect.Left() + 1 + m_aItemsInset.Right(),
276                      rLastItemRect.Top() + 1 + rLastItemRect.Bottom() + m_aItemsInset.Bottom()
277                  );
278      }
279  
280  	//------------------------------------------------------------------------------------------------------------------
relayout(const Size & i_rActualOutputSize,ItemDescriptors & io_rItems)281      void TabBarGeometry::relayout( const Size& i_rActualOutputSize, ItemDescriptors& io_rItems )
282      {
283          // assume all items fit
284          Point aButtonBackPos( OUTER_SPACE_LEFT, OUTER_SPACE_TOP );
285          m_aButtonBackRect = Rectangle( aButtonBackPos, Size( 1, 1 ) );
286          m_aButtonBackRect.SetEmpty();
287  
288          Point aButtonForwardPos( i_rActualOutputSize.Width(), OUTER_SPACE_TOP );
289          m_aButtonForwardRect = Rectangle( aButtonForwardPos, Size( 1, 1 ) );
290          m_aButtonForwardRect.SetEmpty();
291  
292          Point aItemsPos( OUTER_SPACE_LEFT, 0 );
293          Size aItemsSize( i_rActualOutputSize.Width() - OUTER_SPACE_LEFT - OUTER_SPACE_RIGHT, i_rActualOutputSize.Height() );
294          m_aItemsRect = Rectangle( aItemsPos, aItemsSize );
295  
296          if ( !impl_fitItems( io_rItems ) )
297          {
298              // assumption was wrong, the items do not fit => calculate rects for the scroll buttons
299              const Size aButtonSize( BUTTON_FLOW_WIDTH, i_rActualOutputSize.Height() - OUTER_SPACE_TOP - OUTER_SPACE_BOTTOM );
300  
301              aButtonBackPos = Point( OUTER_SPACE_LEFT, OUTER_SPACE_TOP );
302              m_aButtonBackRect = Rectangle( aButtonBackPos, aButtonSize );
303  
304              aButtonForwardPos = Point( i_rActualOutputSize.Width() - BUTTON_FLOW_WIDTH - OUTER_SPACE_RIGHT, OUTER_SPACE_TOP );
305              m_aButtonForwardRect = Rectangle( aButtonForwardPos, aButtonSize );
306  
307              aItemsPos.X() = aButtonBackPos.X() + aButtonSize.Width() + BUTTON_FLOW_SPACE;
308              aItemsSize.Width() = aButtonForwardPos.X() - BUTTON_FLOW_SPACE - aItemsPos.X();
309              m_aItemsRect = Rectangle( aItemsPos, aItemsSize );
310  
311              // fit items, again. In the TABITEM_AUTO case, the smaller playground for the items might lead to another
312              // item content.
313              impl_fitItems( io_rItems );
314          }
315      }
316  
317  	//------------------------------------------------------------------------------------------------------------------
getFirstItemPosition() const318      Point TabBarGeometry::getFirstItemPosition() const
319      {
320          return Point( m_aItemsInset.Left(), m_aItemsInset.Top() );
321      }
322  
323  //......................................................................................................................
324  } // namespace svt
325  //......................................................................................................................
326