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📄 dw_viewport.c

📁 飞漫公司的minigui的1.6.8收费增值版本的demon等示例程序
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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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