📄 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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