📄 dw_viewport.c
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return callback_data.widget;}/************* * * * Anchors * * * *************//* * Add or change an anchor. * The widget is responsible for storing a copy of name. * * todo: Currently, no horizontal scrolling is done. This is generally * possible, DW_HPOS_INTO_VIEW should be used for this, but it is * rather complicated to determine the width of an anchor. This would * be the lenght of the region between <a> and </a>, the page widget * would have to have two kinds of content types (opening and closing * anchor), and some changes in the HTML parser are necessary. */void p_Dw_viewport_put_anchor (DwWidget *widget, gchar *name, gint32 y){ DwViewport *viewport; DwViewportAnchor *anchor; viewport = (DwViewport *) widget->viewport; _MSG(" name(%p)=[%s]\n", name, name); if (!g_hash_table_lookup_extended (viewport->anchors_table, name, NULL, (gpointer*)&anchor)) { anchor = g_new (DwViewportAnchor, 1); g_hash_table_insert (viewport->anchors_table, name, anchor); } anchor->widget = widget; anchor->y = y; Dw_viewport_update_anchor (viewport);}/* * Called when possibly the scroll position has to be changed because * of anchors. */void Dw_viewport_update_anchor (DwViewport *viewport){ DwViewportAnchor *anchor; if (viewport->anchor && g_hash_table_lookup_extended (viewport->anchors_table, viewport->anchor, NULL, (gpointer*)&anchor)) { Dw_viewport_scroll_to (viewport, DW_HPOS_NO_CHANGE, DW_VPOS_TOP, 0, anchor->y + anchor->widget->allocation.y, 0, 0); }}/* * Sets the anchor to scroll to. */void a_Dw_viewport_set_anchor (DwViewport *viewport, const gchar *anchor){ Dw_viewport_remove_anchor (viewport); if (anchor) { viewport->anchor = g_strdup (anchor); Dw_viewport_update_anchor (viewport); } else { viewport->anchor = NULL; viewport->world_y = 0; SetScrollPos (viewport->hwnd, SB_VERT, 0); }}/* * Used by Dw_viewport_update_anchor_idle. */static gboolean Dw_viewport_calc_into (gint32 requested_value, gint32 requested_size, gint32 current_value, gint32 size, gint32 *return_value){ if (requested_size > size) { /* The viewport size is smaller than the size of the region which will * be shown. If the region is already visible, do not change the * position. Otherwise, show the left/upper border, this is most likely * what is needed. */ if (current_value >= requested_value && current_value + size < requested_value + requested_size) return FALSE; else requested_size = size; } if (requested_value < current_value) { *return_value = requested_value; return TRUE; } else if (requested_value + requested_size > current_value + size) { *return_value = requested_value - size + requested_size; return TRUE; } else return FALSE;}/* * See Dw_viewport_scroll_to. */static gint Dw_viewport_update_anchor_idle (DwViewport *viewport){ gint32 vp_width, vp_height, x = 0, y = 0; gboolean change_x, change_y; vp_width = viewport->allocation.width; vp_height = viewport->allocation.height; change_x = TRUE; switch (viewport->anchor_pos.hpos) { case DW_HPOS_LEFT: x = viewport->anchor_pos.x; break; case DW_HPOS_CENTER: x = viewport->anchor_pos.x - (vp_width - viewport->anchor_pos.width) / 2; break; case DW_HPOS_RIGHT: x = viewport->anchor_pos.x - (vp_width - viewport->anchor_pos.width); break; case DW_HPOS_INTO_VIEW: change_x = Dw_viewport_calc_into (viewport->anchor_pos.x, viewport->anchor_pos.width, viewport->world_x, vp_width, &x); break; case DW_HPOS_NO_CHANGE: change_x = FALSE; break; } change_y = TRUE; switch (viewport->anchor_pos.vpos) { case DW_VPOS_TOP: y = viewport->anchor_pos.y; break; case DW_VPOS_CENTER: y = viewport->anchor_pos.y - (vp_height - viewport->anchor_pos.height) / 2; break; case DW_VPOS_BOTTOM: y = viewport->anchor_pos.y - (vp_height - viewport->anchor_pos.height); break; case DW_VPOS_INTO_VIEW: change_y = Dw_viewport_calc_into (viewport->anchor_pos.y, viewport->anchor_pos.height, viewport->world_y, vp_height, &y); case DW_VPOS_NO_CHANGE: change_y = FALSE; break; } if (change_x) { MGD_scroll_to_x (viewport, x); } if (change_y) { MGD_scroll_to_y (viewport, y); } return FALSE;}/* * Sets the position to scroll to. The current anchor will be removed. */void a_Dw_viewport_set_scrolling_position (DwViewport *viewport, gint32 x, gint32 y){ Dw_viewport_remove_anchor (viewport); Dw_viewport_scroll_to (viewport, DW_HPOS_LEFT, DW_VPOS_TOP, x, y, 0, 0);}/* * Scrolls the viewport, so that the region [x, y, width, height] (world * coordinates) is seen, according to hpos and vpos. * * The actual scrolling is done in an idle function. */void Dw_viewport_scroll_to (DwViewport *viewport, DwHPosition hpos, DwVPosition vpos, gint32 x, gint32 y, gint32 width, gint32 height){ viewport->anchor_pos.hpos = hpos; viewport->anchor_pos.vpos = vpos; viewport->anchor_pos.x = x; viewport->anchor_pos.y = y; viewport->anchor_pos.width = width; viewport->anchor_pos.height = height; DBG_OBJ_SET_NUM (viewport, "anchor_pos.hpos", viewport->anchor_pos.hpos); DBG_OBJ_SET_NUM (viewport, "anchor_pos.vpos", viewport->anchor_pos.vpos); DBG_OBJ_SET_NUM (viewport, "anchor_pos.x", viewport->anchor_pos.x); DBG_OBJ_SET_NUM (viewport, "anchor_pos.y", viewport->anchor_pos.y); DBG_OBJ_SET_NUM (viewport, "anchor_pos.width", viewport->anchor_pos.width); DBG_OBJ_SET_NUM (viewport, "anchor_pos.height", viewport->anchor_pos.height); Dw_viewport_update_anchor_idle (viewport);}/* * Remove anchor and idle function. */void Dw_viewport_remove_anchor (DwViewport *viewport){ if (viewport->anchor) { g_free (viewport->anchor); viewport->anchor = NULL; }}/* * Queue an area for drawing. This function is called by * p_Dw_widget_queue_draw_area. x and y are passed in world coordinates. */void Dw_viewport_queue_draw (DwViewport *viewport, gint32 x, gint32 y, gint32 width, gint32 height){#if 0 DwRectangle area; int i; if (viewport->draw_resize_idle_id == 0) { viewport->draw_resize_action = DW_GTK_VIEWPORT_DRAW; viewport->draw_resize_idle_id = idle_add (Dw_viewport_draw_resize_idle, (gpointer)viewport); } else if (viewport->draw_resize_action == DW_GTK_VIEWPORT_RESIZE) /* Drawing is always overridden by resizing. */ return; area.x = x; area.y = y; area.width = width; area.height = height; /* First, try to keep the list as clean as possible. Check whether other * rectangles interfer with this one in some way. */ /* An idea for optimization: The list could be sorted, and so the part of * the list we have to consider here, may be reduced, the start may be * found via linear search. However, this probably makes balanced binary * trees necessary, since moving elements within the array may be quite * time-consuming. */ _MSG(" num_draw_areas = %d\n", viewport->num_draw_areas); for (i = 0; i < viewport->num_draw_areas; i++) { if (p_Dw_rectangle_is_subset (&area, &viewport->draw_areas[i])) /* First case: area is a subset of an already queued rectangle * -> nothing to do. */ return; else if (p_Dw_rectangle_is_subset (&viewport->draw_areas[i], &area)) { /* Second case: area is a subset of an already queued rectangle * -> replace the other one with area. */ viewport->draw_areas[i] = area; return; } /* Maybe some more tests: if both areas may exactly be combined to a * rectangle? Very unlikely case ... */ } /* No interference: add the new area to the list. */ viewport->num_draw_areas++; a_List_add (viewport->draw_areas, viewport->num_draw_areas, viewport->num_draw_areas_max); viewport->draw_areas[viewport->num_draw_areas - 1] = area;#else //printf ("Dw_viewport_queue_draw called.\n");#endif}/* * Start the resizing idle. This function is called by * p_Dw_widget_queue_resize, after the appropriate attributes have been set in * the widgets, where necessary. */void Dw_viewport_queue_resize (DwViewport *viewport){#if 0 /* Resizing always overrides drawing. */ viewport->draw_resize_action = DW_GTK_VIEWPORT_RESIZE; viewport->num_draw_areas = 0; if (viewport->draw_resize_idle_id == 0) viewport->draw_resize_idle_id = idle_add (Dw_viewport_draw_resize_idle, (gpointer)viewport);#else //printf ("Dw_viewport_queue_resize called.\n");#endif}/* * Return the DwWidget which is at position (vx, vy) in viewport coordinates. */DwWidget* a_Dw_viewport_widget_at_viewport_point (DwViewport *viewport, gint32 vx, gint32 vy){ gint32 world_x, world_y; if (viewport->child) { world_x = vx + viewport->world_x; world_y = vy + viewport->world_y; return Dw_viewport_widget_at_point (viewport, world_x, world_y); } else return NULL; }
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