CPPopover fixes/enhancements

- Lion-style popovers now zoom open just like their Lion counterparts (except for opacity, the browser couldn't handle that at the same time).
- Fixed a number of subtle drawing issues caused by not aligning path points correctly.
- The anchor arrow deals correctly with corner cases where the middle of the reference rect is not within the corners of the popover.
- Code cleanup: factored redundant code, removed unused code.
- Added corner cases to the demo app, changed demo app to reuse a single popover.
This commit is contained in:
Aparajita Fishman committed 2012-03-23 19:53:46 -07:00
1 parent 28ed2f9bd0
commit 1a8fc7f07f
3 files changed
+381 -222

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@@ -22,11 +22,15 @@
@import "_CPWindowView.j"
#define ALIGN_STROKE(point) (FLOOR(point) === (point) ? (point) + halfStrokeWidth : (point))
#define ALIGN_COORD(point) (FLOOR(point))
var _CPAttachedWindowViewDefaultCursorSize = CGSizeMake(16, 10);
/*!
@ignore
A custom CPWindowView that manage border and cursor
A custom CPWindowView that manages a border and cursor
*/
@implementation _CPAttachedWindowView : _CPWindowView
{
@@ -36,7 +40,7 @@
int _appearance @accessors(property=appearance);
unsigned _preferredEdge @accessors(property=preferredEdge);
CPSize _cursorSize;
CGSize _cursorSize;
}
/*!
@@ -81,18 +85,16 @@
/*!
Initialize the _CPWindowView
*/
- (id)initWithFrame:(CPRect)aFrame styleMask:(unsigned)aStyleMask
- (id)initWithFrame:(CGRect)aFrame styleMask:(unsigned)aStyleMask
{
if (self = [super initWithFrame:aFrame styleMask:aStyleMask])
{
var bundle = [CPBundle bundleForClass:[self class]];
_arrowOffsetX = 0.0;
_arrowOffsetY = 0.0;
// @TODO: make this themable
_useGlowingEffect = YES;
_appearance = CPPopoverAppearanceMinimal;
_cursorSize = CPSizeMake(15, 10);
_cursorSize = CGSizeMakeCopy(_CPAttachedWindowViewDefaultCursorSize);
}
return self;
@@ -103,7 +105,7 @@
*/
- (void)hideCursor
{
_cursorSize = CPSizeMakeZero();
_cursorSize = CGSizeMakeZero();
[self setNeedsDisplay:YES];
}
@@ -112,7 +114,7 @@
*/
- (void)showCursor
{
_cursorSize = CPSizeMake(15, 10);
_cursorSize = CGSizeMakeCopy(_CPAttachedWindowViewDefaultCursorSize);
[self setNeedsDisplay:YES];
_mouseDownPressed = NO;
}
@@ -129,11 +131,13 @@
arrowWidth = _cursorSize.width,
arrowHeight = _cursorSize.height,
strokeWidth = 1,
halfStrokeWidth = strokeWidth / 2.0,
strokeColor,
shadowColor = [[CPColor blackColor] colorWithAlphaComponent:.2],
shadowSize = CGSizeMake(0, 7),
shadowSize = CGSizeMake(0, 6),
shadowBlur = 15,
gradient;
gradient,
frame = [self bounds];
if (_appearance == CPPopoverAppearanceMinimal)
{
@@ -149,133 +153,217 @@
}
// fix rect to take care of stroke and shadow
aRect.origin.x += strokeWidth + shadowBlur;
aRect.origin.y += strokeWidth + (shadowBlur + shadowSize.height / 2);
aRect.size.width -= (strokeWidth * 2) + (shadowBlur * 2);
aRect.size.height -= (strokeWidth * 2) + (shadowBlur * 2 + shadowSize.height);
frame.origin.x += halfStrokeWidth + shadowBlur;
frame.origin.y += halfStrokeWidth + (shadowBlur + shadowSize.height / 2);
frame.size.width -= strokeWidth + (shadowBlur * 2);
frame.size.height -= strokeWidth + (shadowBlur * 2 + shadowSize.height);
CGContextSetStrokeColor(context, strokeColor);
CGContextSetLineWidth(context, strokeWidth);
CGContextBeginPath(context);
CGContextSetShadowWithColor(context, shadowSize, shadowBlur, shadowColor);
CGContextDrawLinearGradient(context, gradient, CGPointMake(CPRectGetMidX(aRect), 0.0), CGPointMake(CPRectGetMidX(aRect), aRect.size.height), 0);
CGContextDrawLinearGradient(context, gradient, CGPointMake(CGRectGetMidX(frame), 0.0), CGPointMake(CGRectGetMidX(frame), frame.size.height), 0);
var xMin = _CGRectGetMinX(aRect),
xMax = _CGRectGetMaxX(aRect),
yMin = _CGRectGetMinY(aRect),
yMax = _CGRectGetMaxY(aRect);
var xMin = _CGRectGetMinX(frame),
xMax = _CGRectGetMaxX(frame),
yMin = _CGRectGetMinY(frame),
yMax = _CGRectGetMaxY(frame),
arrowMinX = ALIGN_COORD(xMin + radius + strokeWidth),
arrowMaxX = ALIGN_COORD(xMax - radius - strokeWidth),
arrowMinY = ALIGN_COORD(yMin + radius + strokeWidth),
arrowMaxY = ALIGN_COORD(yMax - radius + strokeWidth),
arrowAnchor = CGPointMakeZero(),
arrowStart = CGPointMakeZero(),
pt = CGPointMakeZero();
// draw!
switch (_preferredEdge)
{
case CPMinXEdge:
// origin ne
CGContextMoveToPoint(context, xMin + radius, yMin);
// ne
CGContextAddLineToPoint(context, xMax - radius, yMin);
CGContextAddCurveToPoint(context, xMax - radius, yMin, xMax, yMin, xMax, yMin + radius);
// arrow CPMinXEdge
CGContextAddLineToPoint(context, xMax, (aRect.size.height / 2) + aRect.origin.y + _arrowOffsetY - (arrowHeight - 2));
CGContextAddLineToPoint(context, aRect.size.width + arrowHeight + aRect.origin.x + _arrowOffsetX, (aRect.size.height / 2) + aRect.origin.y + _arrowOffsetY);
CGContextAddLineToPoint(context, aRect.size.width + aRect.origin.x + _arrowOffsetX, (aRect.size.height / 2 + (arrowWidth / 2)) + aRect.origin.y + _arrowOffsetY);
// se
CGContextAddLineToPoint(context, xMax, yMax - radius);
CGContextAddCurveToPoint(context, xMax, yMax - radius, xMax, yMax, xMax - radius, yMax);
// sw
CGContextAddLineToPoint(context, xMin + radius, yMax);
CGContextAddCurveToPoint(context, xMin + radius, yMax, xMin, yMax, xMin, yMax - radius);
// nw
CGContextAddLineToPoint(context, xMin, yMin + radius);
CGContextAddCurveToPoint(context, xMin, yMin + radius, xMin, yMin, xMin + radius, yMin);
break;
case CPMaxXEdge:
// origin ne
CGContextMoveToPoint(context, xMin + radius, yMin);
// origin nw
pt.x = ALIGN_COORD(xMin + radius);
pt.y = yMin;
CGContextMoveToPoint(context, pt.x, pt.y);
// ne
CGContextAddLineToPoint(context, xMax - radius, yMin);
CGContextAddCurveToPoint(context, xMax - radius, yMin, xMax, yMin, xMax, yMin + radius);
pt.x = ALIGN_COORD(xMax - radius);
CGContextAddLineToPoint(context, pt.x, pt.y);
CGContextAddCurveToPoint(context, pt.x, pt.y, xMax, yMin, xMax, ALIGN_COORD(yMin + radius));
if (_preferredEdge === CPMinXEdge)
{
// arrow CPMinXEdge
arrowAnchor.x = ALIGN_STROKE(xMax);
arrowAnchor.y = ALIGN_COORD((frame.size.height / 2) + yMin + _arrowOffsetY);
// to top edge
pt.y = ALIGN_COORD(arrowAnchor.y - (arrowWidth / 2));
// adjust starting point to not go beyond the corner
if (pt.y <= arrowMinY)
pt.y = arrowMinY;
else if ((pt.y + arrowWidth) > arrowMaxY)
pt.y = arrowMaxY - arrowWidth;
pt.x = arrowAnchor.x;
arrowStart = CGPointMakeCopy(pt);
CGContextAddLineToPoint(context, pt.x, pt.y);
// top edge -> point
pt.x = ALIGN_STROKE(arrowAnchor.x + arrowHeight);
pt.y = arrowAnchor.y;
CGContextAddLineToPoint(context, pt.x, pt.y);
// point -> bottom edge
pt.x = arrowAnchor.x;
pt.y = ALIGN_COORD(arrowStart.y + arrowWidth);
CGContextAddLineToPoint(context, pt.x, pt.y);
}
// se
CGContextAddLineToPoint(context, xMax, yMax - radius);
CGContextAddCurveToPoint(context, xMax, yMax - radius, xMax, yMax, xMax - radius, yMax);
pt.x = xMax;
pt.y = ALIGN_COORD(yMax - radius);
CGContextAddLineToPoint(context, pt.x, pt.y);
CGContextAddCurveToPoint(context, pt.x, pt.y, pt.x, yMax, ALIGN_COORD(xMax - radius), yMax);
// sw
CGContextAddLineToPoint(context, xMin + radius, yMax);
CGContextAddCurveToPoint(context, xMin + radius, yMax, xMin, yMax, xMin, yMax - radius);
pt.x = ALIGN_COORD(xMin + radius);
pt.y = yMax;
CGContextAddLineToPoint(context, pt.x, pt.y);
CGContextAddCurveToPoint(context, pt.x, pt.y, xMin, pt.y, xMin, ALIGN_COORD(yMax - radius));
// arrow CPMaxXEdge
CGContextAddLineToPoint(context, xMin, (aRect.size.height / 2 + (arrowWidth / 2) + aRect.origin.y + _arrowOffsetY));
CGContextAddLineToPoint(context, aRect.origin.x - arrowHeight + _arrowOffsetX, (aRect.size.height / 2) + aRect.origin.y + _arrowOffsetY);
CGContextAddLineToPoint(context, aRect.origin.x + _arrowOffsetX, (aRect.size.height / 2 - (arrowWidth / 2) + aRect.origin.y + _arrowOffsetY));
if (_preferredEdge === CPMaxXEdge)
{
// arrow CPMaxXEdge
arrowAnchor.x = ALIGN_STROKE(xMin);
arrowAnchor.y = ALIGN_COORD((frame.size.height / 2) + yMin + _arrowOffsetY);
// to bottom edge
pt.y = ALIGN_COORD(arrowAnchor.y + (arrowWidth / 2));
// adjust starting point to not go beyond the corner
if ((pt.y - arrowWidth) < arrowMinY)
pt.y = arrowMinY + arrowWidth;
else if (pt.y > arrowMaxY)
pt.y = arrowMaxY;
pt.x = arrowAnchor.x;
arrowStart = CGPointMakeCopy(pt);
CGContextAddLineToPoint(context, pt.x, pt.y);
// bottom edge -> point
pt.x = ALIGN_STROKE(arrowAnchor.x - arrowHeight);
pt.y = arrowAnchor.y;
CGContextAddLineToPoint(context, pt.x, pt.y);
// point -> top edge
pt.x = arrowAnchor.x;
pt.y = ALIGN_COORD(arrowStart.y - arrowWidth);
CGContextAddLineToPoint(context, pt.x, pt.y);
}
// nw
CGContextAddLineToPoint(context, xMin, yMin + radius);
CGContextAddCurveToPoint(context, xMin, yMin + radius, xMin, yMin, xMin + radius, yMin);
pt.x = xMin;
pt.y = ALIGN_COORD(yMin + radius);
CGContextAddLineToPoint(context, pt.x, pt.y);
CGContextAddCurveToPoint(context, pt.x, pt.y, pt.x, yMin, ALIGN_COORD(xMin + radius), yMin);
break;
case CPMaxYEdge:
// origin nw
CGContextMoveToPoint(context, xMin, yMin + yMin);
// nw
CGContextAddLineToPoint(context, xMin, yMin + radius);
CGContextAddCurveToPoint(context, xMin, yMin + radius, xMin, yMin, xMin + radius, yMin);
// arrow CPMaxYEdge
CGContextAddLineToPoint(context, (aRect.size.width / 2) + aRect.origin.x + _arrowOffsetX - (arrowWidth / 2), yMin);
CGContextAddLineToPoint(context, (aRect.size.width / 2) + aRect.origin.x + _arrowOffsetX, aRect.origin.y - arrowHeight + _arrowOffsetY);
CGContextAddLineToPoint(context, (aRect.size.width / 2) + (arrowWidth / 2) + aRect.origin.x + _arrowOffsetX, aRect.origin.y + _arrowOffsetY);
// ne
CGContextAddLineToPoint(context, xMax - radius, yMin);
CGContextAddCurveToPoint(context, xMax - radius, yMin, xMax, yMin, xMax, yMin + radius);
// se
CGContextAddLineToPoint(context, xMax, yMax - radius);
CGContextAddCurveToPoint(context, xMax, yMax - radius, xMax, yMax, xMax - radius, yMax);
// sw
CGContextAddLineToPoint(context, xMin + radius, yMax);
CGContextAddCurveToPoint(context, xMin + radius, yMax, xMin, yMax, xMin, yMax - radius);
break;
case CPMinYEdge:
// origin nw
CGContextMoveToPoint(context, xMin, yMin + yMin);
// origin sw
pt.x = xMin;
pt.y = ALIGN_COORD(yMax - radius);
CGContextMoveToPoint(context, pt.x, pt.y);
// nw
CGContextAddLineToPoint(context, xMin, yMin + radius);
CGContextAddCurveToPoint(context, xMin, yMin + radius, xMin, yMin, xMin + radius, yMin);
pt.y = ALIGN_COORD(yMin + radius);
CGContextAddLineToPoint(context, pt.x, pt.y);
CGContextAddCurveToPoint(context, pt.x, pt.y, pt.x, yMin, ALIGN_COORD(xMin + radius), yMin);
if (_preferredEdge === CPMaxYEdge)
{
// arrow CPMaxYEdge
arrowAnchor.x = ALIGN_COORD((frame.size.width / 2) + xMin + _arrowOffsetX);
arrowAnchor.y = ALIGN_STROKE(yMin + _arrowOffsetY);
// to left edge
pt.x = ALIGN_COORD(arrowAnchor.x - (arrowWidth / 2));
// adjust starting point to not go beyond the corner
if (pt.x < arrowMinX)
pt.x = arrowMinX;
else if ((pt.x + arrowWidth) > arrowMaxX)
pt.x = arrowMaxX - arrowWidth;
pt.y = arrowAnchor.y;
arrowStart = CGPointMakeCopy(pt);
CGContextAddLineToPoint(context, pt.x, pt.y);
// left edge -> point
pt.x = arrowAnchor.x;
pt.y = ALIGN_STROKE(arrowAnchor.y - arrowHeight);
CGContextAddLineToPoint(context, pt.x, pt.y);
// point -> right edge
pt.x = ALIGN_COORD(arrowStart.x + arrowWidth);
pt.y = arrowAnchor.y;
CGContextAddLineToPoint(context, pt.x, pt.y);
}
// ne
CGContextAddLineToPoint(context, xMax - radius, yMin);
CGContextAddCurveToPoint(context, xMax - radius, yMin, xMax, yMin, xMax, yMin + radius);
pt.x = ALIGN_COORD(xMax - radius);
pt.y = yMin;
CGContextAddLineToPoint(context, pt.x, pt.y);
CGContextAddCurveToPoint(context, pt.x, pt.y, xMax, pt.y, xMax, ALIGN_COORD(yMin + radius));
// se
CGContextAddLineToPoint(context, xMax, yMax - radius);
CGContextAddCurveToPoint(context, xMax, yMax - radius, xMax, yMax, xMax - radius, yMax);
pt.x = xMax;
pt.y = ALIGN_COORD(yMax - radius);
CGContextAddLineToPoint(context, pt.x, pt.y);
CGContextAddCurveToPoint(context, pt.x, pt.y, pt.x, yMax, ALIGN_COORD(xMax - radius), yMax);
// arrow CPMinYEdge
CGContextAddLineToPoint(context, (aRect.size.width / 2) + (arrowWidth / 2) + aRect.origin.x + _arrowOffsetX , yMax);
CGContextAddLineToPoint(context, (aRect.size.width / 2) + aRect.origin.x + _arrowOffsetX, aRect.size.height + aRect.origin.y + arrowHeight + _arrowOffsetY);
CGContextAddLineToPoint(context, (aRect.size.width / 2) - (arrowWidth / 2) + aRect.origin.x + _arrowOffsetX, aRect.size.height + aRect.origin.y + _arrowOffsetY);
if (_preferredEdge === CPMinYEdge)
{
// arrow CPMinYEdge
arrowAnchor.x = ALIGN_COORD((frame.size.width / 2) + xMin + _arrowOffsetX);
arrowAnchor.y = ALIGN_STROKE(yMax + _arrowOffsetY);
// to right edge
pt.x = ALIGN_COORD(arrowAnchor.x + (arrowWidth / 2));
// adjust starting point to not go beyond the corner
if ((pt.x - arrowWidth) < arrowMinX)
pt.x = arrowMinX + arrowWidth;
else if (pt.x > arrowMaxX)
pt.x = arrowMaxX;
pt.y = arrowAnchor.y;
arrowStart = CGPointMakeCopy(pt);
CGContextAddLineToPoint(context, pt.x, pt.y);
// right edge -> point
pt.x = arrowAnchor.x;
pt.y = ALIGN_STROKE(arrowAnchor.y + arrowHeight);
CGContextAddLineToPoint(context, pt.x, pt.y);
// point -> left edge
pt.x = ALIGN_COORD(arrowStart.x - arrowWidth);
pt.y = arrowAnchor.y;
CGContextAddLineToPoint(context, pt.x, pt.y);
}
// sw
CGContextAddLineToPoint(context, xMin + radius, yMax);
CGContextAddCurveToPoint(context, xMin + radius, yMax, xMin, yMax, xMin, yMax - radius);
pt.x = ALIGN_COORD(xMin + radius);
pt.y = yMax;
CGContextAddLineToPoint(context, pt.x, pt.y);
CGContextAddCurveToPoint(context, pt.x, pt.y, xMin, pt.y, xMin, ALIGN_COORD(yMax - radius));
break;
default:
// no computed edge means standard rounded rect
CGContextAddPath(context, CGPathWithRoundedRectangleInRect(aRect, radius, radius, YES, YES, YES, YES));
CGContextAddPath(context, CGPathWithRoundedRectangleInRect(frame, radius, radius, YES, YES, YES, YES));
}
CGContextClosePath(context);