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📄 dw_viewport.c

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            return anchor->name;   }}/* * Assign a position for an already existing anchor. */void p_Dw_viewport_change_anchor (DwWidget *widget,                                      gchar *name,                                      gint32 y){   DwViewport *viewport;   DwViewportAnchor *anchor;   gpointer tmp_anchor;   gboolean exists;   _MSG("changing anchor %p/'%s' -> %d\n", widget, name, y);   g_return_if_fail (widget->viewport != NULL);   viewport = DW_VIEWPORT (widget->viewport);   exists =      g_hash_table_lookup_extended (viewport->anchors_table, name, NULL,                                    &tmp_anchor);   g_return_if_fail(exists);   anchor = tmp_anchor;   g_return_if_fail(anchor->widget == widget);   anchor->y = y;   Dw_viewport_update_anchor (viewport);}/* * Remove an anchor from the table in the viewport. Notice that "name" * is freed here. */void p_Dw_viewport_remove_anchor (DwWidget *widget,                                      gchar *name){   DwViewport *viewport;   DwViewportAnchor *anchor;   gpointer tmp_anchor;   gboolean exists;   _MSG("removing anchor %p/'%s'\n", widget, name);   g_return_if_fail (widget->viewport != NULL);   viewport = DW_VIEWPORT (widget->viewport);   exists =       g_hash_table_lookup_extended (viewport->anchors_table, name, NULL,                                    &tmp_anchor);   g_return_if_fail(exists);   anchor = tmp_anchor;   g_return_if_fail(anchor->widget == widget);      g_hash_table_remove (viewport->anchors_table, name);   g_free (anchor->name);   g_free (anchor);}/* * 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;   }}/* * Drawing and resizing is done in this idle function. */gint a_Dw_viewport_draw_resize (DwViewport *viewport){   DwRectangle viewport_area, world_area;   RECT redraw_area;   int i;   for (i = 0; i < viewport->num_draw_areas; i++) {      viewport_area.x = viewport->world_x;      viewport_area.y = viewport->world_y;      viewport_area.width = viewport->allocation.width;      viewport_area.height = viewport->allocation.height;      if (p_Dw_rectangle_intersect (&viewport->draw_areas[i],                                    &viewport_area, &world_area)) {         redraw_area.left = world_area.x - viewport_area.x;         redraw_area.top = world_area.y - viewport_area.y;         redraw_area.right = redraw_area.left + world_area.width;         redraw_area.bottom = redraw_area.top + world_area.height;         InvalidateRect (viewport->hwnd, &redraw_area, TRUE);      }   }   /* No more areas to be drawn. */   viewport->num_draw_areas = 0;   if (viewport->draw_resize_action == DW_VIEWPORT_RESIZE)      Dw_viewport_calc_size (viewport);   return 0;}/* * 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){   MSG msg;   DwRectangle area;   int i;   if (!PeekPostMessage (&msg, viewport->hwnd, MGD_RESIZE,                            MGD_RESIZE, PM_NOREMOVE)) {      PostMessage (viewport->hwnd, MGD_RESIZE, DW_VIEWPORT_DRAW,                       (LPARAM)viewport);   }   if (viewport->draw_resize_action != DW_VIEWPORT_RESIZE) {      viewport->draw_resize_action = DW_VIEWPORT_DRAW;   }   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.    */   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;}/* * 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){   MSG msg;   /* Resizing always overrides drawing. */   viewport->draw_resize_action = DW_VIEWPORT_RESIZE;      if (!PeekPostMessage (&msg, viewport->hwnd, MGD_RESIZE,                            MGD_RESIZE, PM_NOREMOVE)) {      PostMessage (viewport->hwnd, MGD_RESIZE, DW_VIEWPORT_RESIZE,                       (LPARAM)viewport);   }}/* * 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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