Files
cappuccino/AppKit/CPWindow/_CPAttachedWindowView.j
T
Aparajita Fishman 1a8fc7f07f 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.
2012-03-23 19:53:46 -07:00

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/*
* _CPAttachedWindowView.j
* AppKit
*
* Created by Antoine Mercadal
* Copyright 2011 <primalmotion@archipelproject.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
@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 manages a border and cursor
*/
@implementation _CPAttachedWindowView : _CPWindowView
{
BOOL _mouseDownPressed @accessors(getter=isMouseDownPressed, setter=setMouseDownPressed:);
float _arrowOffsetX @accessors(property=arrowOffsetX);
float _arrowOffsetY @accessors(property=arrowOffsetY);
int _appearance @accessors(property=appearance);
unsigned _preferredEdge @accessors(property=preferredEdge);
CGSize _cursorSize;
}
/*!
Compute the contentView frame from a given window frame
@param aFrameRect the window frame
*/
- (CGRect)contentRectForFrameRect:(CGRect)aFrameRect
{
var contentRect = CGRectMakeCopy(aFrameRect);
// @todo change border art and remove this pixel perfect adaptation
// return CGRectInset(contentRect, 20, 20);
contentRect.origin.x += 18;
contentRect.origin.y += 17;
contentRect.size.width -= 35;
contentRect.size.height -= 37;
return contentRect;
}
/*!
Compute the window frame from a given contentView frame
@param aContentRect the contentView frame
*/
+ (CGRect)frameRectForContentRect:(CGRect)aContentRect
{
var frameRect = CGRectMakeCopy(aContentRect);
// @todo change border art and remove this pixel perfect adaptation
//return CGRectOffset(frameRect, 20, 20);
frameRect.origin.x -= 18;
frameRect.origin.y -= 17;
frameRect.size.width += 35;
frameRect.size.height += 37;
return frameRect;
}
/*!
Initialize the _CPWindowView
*/
- (id)initWithFrame:(CGRect)aFrame styleMask:(unsigned)aStyleMask
{
if (self = [super initWithFrame:aFrame styleMask:aStyleMask])
{
_arrowOffsetX = 0.0;
_arrowOffsetY = 0.0;
// @TODO: make this themable
_appearance = CPPopoverAppearanceMinimal;
_cursorSize = CGSizeMakeCopy(_CPAttachedWindowViewDefaultCursorSize);
}
return self;
}
/*!
Hide the cursor
*/
- (void)hideCursor
{
_cursorSize = CGSizeMakeZero();
[self setNeedsDisplay:YES];
}
/*!
Show the cursor
*/
- (void)showCursor
{
_cursorSize = CGSizeMakeCopy(_CPAttachedWindowViewDefaultCursorSize);
[self setNeedsDisplay:YES];
_mouseDownPressed = NO;
}
/*!
Draw the view
*/
- (void)drawRect:(CGRect)aRect
{
[super drawRect:aRect];
var context = [[CPGraphicsContext currentContext] graphicsPort],
radius = 5,
arrowWidth = _cursorSize.width,
arrowHeight = _cursorSize.height,
strokeWidth = 1,
halfStrokeWidth = strokeWidth / 2.0,
strokeColor,
shadowColor = [[CPColor blackColor] colorWithAlphaComponent:.2],
shadowSize = CGSizeMake(0, 6),
shadowBlur = 15,
gradient,
frame = [self bounds];
if (_appearance == CPPopoverAppearanceMinimal)
{
gradient = CGGradientCreateWithColorComponents(CGColorSpaceCreateDeviceRGB(), [(254.0 / 255), (254.0 / 255), (254.0 / 255), 0.93,
(231.0 / 255), (231.0 / 255), (231.0 / 255), 0.93], [0,1], 2);
strokeColor = [CPColor colorWithHexString:@"B8B8B8"];
}
else
{
gradient = CGGradientCreateWithColorComponents(CGColorSpaceCreateDeviceRGB(), [(38.0 / 255), (38.0 / 255), (38.0 / 255), 0.93,
(18.0 / 255), (18.0 / 255), (18.0 / 255), 0.93], [0,1], 2);
strokeColor = [CPColor colorWithHexString:@"222222"];
}
// fix rect to take care of stroke and shadow
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(CGRectGetMidX(frame), 0.0), CGPointMake(CGRectGetMidX(frame), frame.size.height), 0);
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:
case CPMaxXEdge:
// origin nw
pt.x = ALIGN_COORD(xMin + radius);
pt.y = yMin;
CGContextMoveToPoint(context, pt.x, pt.y);
// ne
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
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
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));
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
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:
case CPMinYEdge:
// origin sw
pt.x = xMin;
pt.y = ALIGN_COORD(yMax - radius);
CGContextMoveToPoint(context, pt.x, pt.y);
// nw
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
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
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);
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
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(frame, radius, radius, YES, YES, YES, YES));
}
CGContextClosePath(context);
//Draw it
CGContextStrokePath(context);
CGContextFillPath(context);
}
- (void)mouseDown:(CPEvent)anEvent
{
_mouseDownPressed = YES;
[super mouseDown:anEvent];
}
- (void)mouseUp:(CPEvent)anEvent
{
_mouseDownPressed = NO;
[super mouseUp:anEvent];
}
@end