aseprite/src/ui/fit_bounds.cpp

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// Aseprite UI Library
// Copyright (C) 2019-2022 Igara Studio S.A.
// Copyright (C) 2001-2016 David Capello
//
// This file is released under the terms of the MIT license.
// Read LICENSE.txt for more information.
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "ui/fit_bounds.h"
#include "gfx/rect.h"
#include "os/screen.h"
#include "os/system.h"
#include "ui/base.h"
#include "ui/display.h"
#include "ui/system.h"
#include "ui/window.h"
#include <algorithm>
namespace ui {
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#if 0 // TODO unused function, referenced in a comment in this file
static gfx::Region get_workarea_region()
{
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// Returns the union of the workarea of all available screens
gfx::Region wa;
os::ScreenList screens;
os::instance()->listScreens(screens);
for (const auto& screen : screens)
wa |= gfx::Region(screen->workarea());
return wa;
}
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#endif
int fit_bounds(Display* display, int arrowAlign, const gfx::Rect& target, gfx::Rect& bounds)
{
bounds.x = target.x;
bounds.y = target.y;
int trycount = 0;
for (; trycount < 4; ++trycount) {
switch (arrowAlign) {
case TOP | LEFT:
bounds.x = target.x + target.w;
bounds.y = target.y + target.h;
break;
case TOP | RIGHT:
bounds.x = target.x - bounds.w;
bounds.y = target.y + target.h;
break;
case BOTTOM | LEFT:
bounds.x = target.x + target.w;
bounds.y = target.y - bounds.h;
break;
case BOTTOM | RIGHT:
bounds.x = target.x - bounds.w;
bounds.y = target.y - bounds.h;
break;
case TOP:
bounds.x = target.x + target.w/2 - bounds.w/2;
bounds.y = target.y + target.h;
break;
case BOTTOM:
bounds.x = target.x + target.w/2 - bounds.w/2;
bounds.y = target.y - bounds.h;
break;
case LEFT:
bounds.x = target.x + target.w;
bounds.y = target.y + target.h/2 - bounds.h/2;
break;
case RIGHT:
bounds.x = target.x - bounds.w;
bounds.y = target.y + target.h/2 - bounds.h/2;
break;
}
gfx::Size displaySize = display->size();
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bounds.x = std::clamp(bounds.x, 0, displaySize.w-bounds.w);
bounds.y = std::clamp(bounds.y, 0, displaySize.h-bounds.h);
if (target.intersects(bounds)) {
switch (trycount) {
case 0:
case 2:
// Switch position
if (arrowAlign & (TOP | BOTTOM)) arrowAlign ^= TOP | BOTTOM;
if (arrowAlign & (LEFT | RIGHT)) arrowAlign ^= LEFT | RIGHT;
break;
case 1:
// Rotate positions
if (arrowAlign & (TOP | LEFT)) arrowAlign ^= TOP | LEFT;
if (arrowAlign & (BOTTOM | RIGHT)) arrowAlign ^= BOTTOM | RIGHT;
break;
}
}
else
break;
}
return arrowAlign;
}
void fit_bounds(const Display* parentDisplay,
Window* window,
const gfx::Rect& candidateBoundsRelativeToParentDisplay,
std::function<void(const gfx::Rect& workarea,
gfx::Rect& bounds,
std::function<gfx::Rect(Widget*)> getWidgetBounds)> fitLogic)
{
gfx::Point pos = candidateBoundsRelativeToParentDisplay.origin();
if (get_multiple_displays() && window->shouldCreateNativeWindow()) {
const os::Window* nativeWindow = const_cast<ui::Display*>(parentDisplay)->nativeWindow();
// Limit to the current screen workarea (instead of using all the
// available workarea between all monitors, get_workarea_region())
const gfx::Rect workarea = nativeWindow->screen()->workarea();
const int scale = nativeWindow->scale();
// Screen frame bounds
gfx::Rect frame(
nativeWindow->pointToScreen(pos),
candidateBoundsRelativeToParentDisplay.size() * scale);
if (fitLogic)
fitLogic(workarea, frame, [](Widget* widget){ return widget->boundsOnScreen(); });
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frame.x = std::clamp(frame.x, workarea.x, workarea.x2() - frame.w);
frame.y = std::clamp(frame.y, workarea.y, workarea.y2() - frame.h);
// Set frame bounds directly
window->setBounds(gfx::Rect(0, 0, frame.w / scale, frame.h / scale));
window->loadNativeFrame(frame);
if (window->isVisible()) {
if (window->ownDisplay())
window->display()->nativeWindow()->setFrame(frame);
}
}
else {
const gfx::Rect displayBounds(parentDisplay->size());
gfx::Rect frame(candidateBoundsRelativeToParentDisplay);
if (fitLogic)
fitLogic(displayBounds, frame, [](Widget* widget){ return widget->bounds(); });
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frame.x = std::clamp(frame.x, 0, displayBounds.w - frame.w);
frame.y = std::clamp(frame.y, 0, displayBounds.h - frame.h);
window->setBounds(frame);
}
}
// Limit window position using the union of all workareas
//
// TODO at least the title bar should be visible so we can
// resize it, because workareas can form an irregular shape
// (not rectangular) the calculation is a little more
// complex
void limit_with_workarea(Display* parentDisplay, gfx::Rect& frame)
{
if (!get_multiple_displays())
return;
ASSERT(parentDisplay);
gfx::Rect waBounds = parentDisplay->nativeWindow()->screen()->workarea();
if (frame.x < waBounds.x) frame.x = waBounds.x;
if (frame.y < waBounds.y) frame.y = waBounds.y;
if (frame.x2() > waBounds.x2()) {
frame.x -= frame.x2() - waBounds.x2();
if (frame.x < waBounds.x) {
frame.x = waBounds.x;
frame.w = waBounds.w;
}
}
if (frame.y2() > waBounds.y2()) {
frame.y -= frame.y2() - waBounds.y2();
if (frame.y < waBounds.y) {
frame.y = waBounds.y;
frame.h = waBounds.h;
}
}
}
} // namespace ui