111 lines
4.4 KiB
C++
111 lines
4.4 KiB
C++
#include "FloatingPanelPlacement.h"
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#include <algorithm>
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namespace
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{
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// The part every placement shares, whatever put the panel where it wants to be: it is
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// pushed inside band rather than hanging off it, shortened to what its own column has
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// free, and lifted by however much of it hangs below that. wantedLeftPx and wantedTopPx
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// are where the panel would stand if nothing were in the way.
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QRect fitInBand(const QRect& band, int wantedLeftPx, int wantedTopPx, QSize wantedSize,
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const std::vector<QRect>& occupiedRects, int marginPx)
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{
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const int widthPx = std::min(wantedSize.width(), band.width());
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int leftPx = std::min(wantedLeftPx, band.right() - widthPx + 1);
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leftPx = std::max(leftPx, band.left());
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// Only the widgets its own column meets can shorten it.
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const int bottomPx = getAvailableBottomPx(band, occupiedRects, leftPx,
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leftPx + widthPx - 1, marginPx);
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const int heightPx =
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std::min(wantedSize.height(), std::max(0, bottomPx - band.top() + 1));
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// Never above the band: a panel taller than the space left is capped instead, and
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// scrolls.
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int topPx = std::max(wantedTopPx, band.top());
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topPx = std::min(topPx, bottomPx - heightPx + 1);
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topPx = std::max(topPx, band.top());
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return QRect(leftPx, topPx, widthPx, heightPx);
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}
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} // namespace
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int getAvailableBottomPx(const QRect& band, const std::vector<QRect>& occupiedRects,
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int leftPx, int rightPx, int marginPx)
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{
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int bottomPx = band.bottom();
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for (const QRect& occupied : occupiedRects)
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{
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if (occupied.isEmpty())
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{
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continue;
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}
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// Only what is actually in the way counts: a widget entirely to one side of this
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// span is not below it, however tall it is.
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if (occupied.right() < leftPx || occupied.left() > rightPx)
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{
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continue;
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}
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bottomPx = std::min(bottomPx, occupied.top() - marginPx - 1);
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}
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return bottomPx;
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}
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PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
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int marginPx)
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{
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// What each side offers: the gap between the anchor and that edge of the band, less
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// the margin the panel keeps from the anchor.
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const int roomRightPx = band.right() - anchorRect.right() - marginPx;
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const int roomLeftPx = anchorRect.left() - band.left() - marginPx;
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if (roomRightPx >= widthPx)
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{
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return PanelSide::Right;
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}
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if (roomLeftPx >= widthPx)
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{
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return PanelSide::Left;
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}
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// Neither side can hold it without covering the selection, so it goes where it
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// covers the least of it.
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return (roomRightPx >= roomLeftPx) ? PanelSide::Right : PanelSide::Left;
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}
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QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide side,
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QSize wantedSize, const std::vector<QRect>& occupiedRects,
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int marginPx)
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{
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const int widthPx = std::min(wantedSize.width(), band.width());
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// Against the anchor on the chosen side, growing away from it: the edge facing the
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// selection is the one that stays put as the panel's content resizes. A panel that
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// does not fit there is pushed back inside the view rather than hanging off it, which
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// is what puts it over the selection when neither side had room.
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const int wantedLeftPx = (side == PanelSide::Right)
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? anchorRect.right() + marginPx + 1
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: anchorRect.left() - marginPx - widthPx;
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// Top-aligned with the anchor, then lifted by however much of it hangs below what is
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// free.
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return fitInBand(band, wantedLeftPx, anchorRect.top(), wantedSize, occupiedRects,
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marginPx);
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}
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QRect placeAtDesiredTopLeft(const QRect& band, const QPoint& desiredTopLeftPx,
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QSize wantedSize, const std::vector<QRect>& occupiedRects,
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int marginPx)
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{
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// Where the player dropped it, resolved by the same rules as any other placement
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// (REQ-UI-SELECTION-PANEL-DRAG). Nothing here is written back to the desired point:
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// a panel lifted above the build button bar returns to where it was dropped as soon
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// as the bar stops meeting its column.
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return fitInBand(band, desiredTopLeftPx.x(), desiredTopLeftPx.y(), wantedSize,
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occupiedRects, marginPx);
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}
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