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- Popovers are implemented as child windows. - Renamed _CPAttachedWindow/_CPAttachedWindowView to _CPPopoverWindow/_CPPopoverWindowView, since that is its only use. - The default for CPView -acceptsFirstMouse is now NO, per Cocoa. Subclasses override this as necessary. - _CPWindowView -hitTest returns self it the mouse is within a resize region, which may be outside the window's frame. - Fixed an off by one bug in CPDomWindowLayer -insertWindow:atIndex:, where inserting a visible window behind a window it is already behind would cause it to move up one from its intended position. - Updated the ChildWindows and CPPopover test apps.
404 lines
14 KiB
Plaintext
404 lines
14 KiB
Plaintext
/*
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* _CPPopoverWindowView.j
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* AppKit
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*
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* Created by Antoine Mercadal
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* Copyright 2011 <primalmotion@archipelproject.org>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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@import <Foundation/CPGeometry.j>
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@import "CGGradient.j"
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@import "_CPWindowView.j"
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@global CPPopoverAppearanceMinimal
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#define ALIGN_STROKE(point) (FLOOR(point) === (point) ? (point) + halfStrokeWidth : (point))
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#define ALIGN_COORD(point) (FLOOR(point))
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var _CPPopoverWindowViewDefaultCursorSize = _CGSizeMake(16, 10),
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_CPPopoverWindowViewRadius = 5.0,
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_CPPopoverWindowViewStrokeWidth = 1.0,
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_CPPopoverWindowViewShadowSize = _CGSizeMake(0, 6),
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_CPPopoverWindowViewShadowBlur = 15.0;
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/*!
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@ignore
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A custom CPWindowView that manages a border and cursor
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*/
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@implementation _CPPopoverWindowView : _CPWindowView
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{
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float _arrowOffsetX @accessors(property=arrowOffsetX);
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float _arrowOffsetY @accessors(property=arrowOffsetY);
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int _appearance @accessors(property=appearance);
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unsigned _preferredEdge @accessors(property=preferredEdge);
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CGSize _cursorSize;
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}
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/*!
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Compute the contentView frame from a given window frame
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@param aFrameRect the window frame
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*/
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- (CGRect)contentRectForFrameRect:(CGRect)aFrameRect
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{
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var contentRect = _CGRectMakeCopy(aFrameRect),
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modifierX = 16,
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modifierY = 19;
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// @todo change border art and remove this pixel perfect adaptation
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//
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// @comment: If we use this, each time we open the popover, the content
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// view is reduced a little over and over
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// return _CGRectInset(contentRect, modifierX, modifierY);
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contentRect.origin.x += modifierX;
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contentRect.origin.y += modifierY;
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contentRect.size.width -= modifierX * 2;
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contentRect.size.height -= modifierY * 2;
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return contentRect;
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}
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/*!
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Compute the window frame from a given contentView frame
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@param aContentRect the contentView frame
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*/
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+ (CGRect)frameRectForContentRect:(CGRect)aContentRect
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{
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var frameRect = _CGRectMakeCopy(aContentRect),
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modifierX = 16,
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modifierY = 19;
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// @todo change border art and remove this pixel perfect adaptation
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// @comment: If we use this, each time we open the popover, the content
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//
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// view is reduced a little over and over
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// return _CGRectOffset(frameRect, modifierX, modifierY);
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frameRect.origin.x -= modifierX;
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frameRect.origin.y -= modifierY;
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frameRect.size.width += modifierX * 2;
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frameRect.size.height += modifierY * 2;
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return frameRect;
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}
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/*!
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Initialize the _CPWindowView
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*/
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- (id)initWithFrame:(CGRect)aFrame styleMask:(unsigned)aStyleMask
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{
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if (self = [super initWithFrame:aFrame styleMask:aStyleMask])
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{
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_arrowOffsetX = 0.0;
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_arrowOffsetY = 0.0;
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_appearance = CPPopoverAppearanceMinimal;
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_cursorSize = _CGSizeMakeCopy(_CPPopoverWindowViewDefaultCursorSize);
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}
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return self;
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}
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/*!
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Hide the cursor
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*/
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- (void)hideCursor
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{
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_cursorSize = _CGSizeMakeZero();
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[self setNeedsDisplay:YES];
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}
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/*!
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Show the cursor
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*/
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- (void)showCursor
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{
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_cursorSize = _CGSizeMakeCopy(_CPPopoverWindowViewDefaultCursorSize);
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[self setNeedsDisplay:YES];
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}
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/*!
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Draw the view
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*/
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- (void)drawRect:(CGRect)aRect
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{
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[super drawRect:aRect];
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var context = [[CPGraphicsContext currentContext] graphicsPort],
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radius = _CPPopoverWindowViewRadius,
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arrowWidth = _cursorSize.width,
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arrowHeight = _cursorSize.height,
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strokeWidth = _CPPopoverWindowViewStrokeWidth,
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halfStrokeWidth = strokeWidth / 2.0,
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strokeColor,
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shadowColor = [[CPColor blackColor] colorWithAlphaComponent:.2],
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shadowSize = _CPPopoverWindowViewShadowSize,
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shadowBlur = _CPPopoverWindowViewShadowBlur,
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gradient,
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frame = [self bounds];
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if (_appearance == CPPopoverAppearanceMinimal)
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{
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gradient = CGGradientCreateWithColorComponents(
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CGColorSpaceCreateDeviceRGB(),
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[
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(254.0 / 255), (254.0 / 255), (254.0 / 255), 0.93,
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(231.0 / 255), (231.0 / 255), (231.0 / 255), 0.93
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],
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[0, 1],
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2
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);
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strokeColor = [CPColor colorWithHexString:@"B8B8B8"];
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}
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else
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{
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gradient = CGGradientCreateWithColorComponents(
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CGColorSpaceCreateDeviceRGB(),
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[
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(38.0 / 255), (38.0 / 255), (38.0 / 255), 0.93,
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(18.0 / 255), (18.0 / 255), (18.0 / 255), 0.93
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],
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[0, 1],
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2);
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strokeColor = [CPColor colorWithHexString:@"222222"];
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}
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// fix rect to take care of stroke and shadow
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frame.origin.x += halfStrokeWidth + shadowBlur;
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frame.origin.y += halfStrokeWidth + (shadowBlur + shadowSize.height / 2);
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frame.size.width -= strokeWidth + (shadowBlur * 2);
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frame.size.height -= strokeWidth + (shadowBlur * 2 + shadowSize.height);
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CGContextSetStrokeColor(context, strokeColor);
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CGContextSetLineWidth(context, strokeWidth);
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CGContextBeginPath(context);
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CGContextSetShadowWithColor(context, shadowSize, shadowBlur, shadowColor);
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CGContextDrawLinearGradient(context, gradient, _CGPointMake(_CGRectGetMidX(frame), 0.0), _CGPointMake(_CGRectGetMidX(frame), frame.size.height), 0);
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var xMin = _CGRectGetMinX(frame),
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xMax = _CGRectGetMaxX(frame),
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yMin = _CGRectGetMinY(frame),
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yMax = _CGRectGetMaxY(frame),
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arrowMinX = ALIGN_COORD(xMin + radius + strokeWidth),
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arrowMaxX = ALIGN_COORD(xMax - radius - strokeWidth),
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arrowMinY = ALIGN_COORD(yMin + radius + strokeWidth),
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arrowMaxY = ALIGN_COORD(yMax - radius + strokeWidth),
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arrowAnchor = _CGPointMakeZero(),
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arrowStart = _CGPointMakeZero(),
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pt = _CGPointMakeZero();
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// draw!
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switch (_preferredEdge)
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{
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case CPMinXEdge:
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case CPMaxXEdge:
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// origin nw
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pt.x = ALIGN_COORD(xMin + radius);
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pt.y = yMin;
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CGContextMoveToPoint(context, pt.x, pt.y);
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// ne
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pt.x = ALIGN_COORD(xMax - radius);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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CGContextAddCurveToPoint(context, pt.x, pt.y, xMax, yMin, xMax, ALIGN_COORD(yMin + radius));
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if (_preferredEdge === CPMinXEdge)
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{
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// arrow CPMinXEdge
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arrowAnchor.x = ALIGN_STROKE(xMax);
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arrowAnchor.y = ALIGN_COORD((frame.size.height / 2) + yMin + _arrowOffsetY);
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// to top edge
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pt.y = ALIGN_COORD(arrowAnchor.y - (arrowWidth / 2));
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// adjust starting point to not go beyond the corner
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if (pt.y <= arrowMinY)
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pt.y = arrowMinY;
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else if ((pt.y + arrowWidth) > arrowMaxY)
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pt.y = arrowMaxY - arrowWidth;
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pt.x = arrowAnchor.x;
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arrowStart = _CGPointMakeCopy(pt);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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// top edge -> point
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pt.x = ALIGN_STROKE(arrowAnchor.x + arrowHeight);
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pt.y = arrowAnchor.y;
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CGContextAddLineToPoint(context, pt.x, pt.y);
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// point -> bottom edge
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pt.x = arrowAnchor.x;
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pt.y = ALIGN_COORD(arrowStart.y + arrowWidth);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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}
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// se
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pt.x = xMax;
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pt.y = ALIGN_COORD(yMax - radius);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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CGContextAddCurveToPoint(context, pt.x, pt.y, pt.x, yMax, ALIGN_COORD(xMax - radius), yMax);
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// sw
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pt.x = ALIGN_COORD(xMin + radius);
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pt.y = yMax;
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CGContextAddLineToPoint(context, pt.x, pt.y);
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CGContextAddCurveToPoint(context, pt.x, pt.y, xMin, pt.y, xMin, ALIGN_COORD(yMax - radius));
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if (_preferredEdge === CPMaxXEdge)
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{
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// arrow CPMaxXEdge
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arrowAnchor.x = ALIGN_STROKE(xMin);
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arrowAnchor.y = ALIGN_COORD((frame.size.height / 2) + yMin + _arrowOffsetY);
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// to bottom edge
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pt.y = ALIGN_COORD(arrowAnchor.y + (arrowWidth / 2));
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// adjust starting point to not go beyond the corner
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if ((pt.y - arrowWidth) < arrowMinY)
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pt.y = arrowMinY + arrowWidth;
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else if (pt.y > arrowMaxY)
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pt.y = arrowMaxY;
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pt.x = arrowAnchor.x;
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arrowStart = _CGPointMakeCopy(pt);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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// bottom edge -> point
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pt.x = ALIGN_STROKE(arrowAnchor.x - arrowHeight);
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pt.y = arrowAnchor.y;
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CGContextAddLineToPoint(context, pt.x, pt.y);
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// point -> top edge
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pt.x = arrowAnchor.x;
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pt.y = ALIGN_COORD(arrowStart.y - arrowWidth);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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}
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// nw
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pt.x = xMin;
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pt.y = ALIGN_COORD(yMin + radius);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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CGContextAddCurveToPoint(context, pt.x, pt.y, pt.x, yMin, ALIGN_COORD(xMin + radius), yMin);
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break;
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case CPMaxYEdge:
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case CPMinYEdge:
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// origin sw
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pt.x = xMin;
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pt.y = ALIGN_COORD(yMax - radius);
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CGContextMoveToPoint(context, pt.x, pt.y);
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// nw
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pt.y = ALIGN_COORD(yMin + radius);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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CGContextAddCurveToPoint(context, pt.x, pt.y, pt.x, yMin, ALIGN_COORD(xMin + radius), yMin);
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if (_preferredEdge === CPMaxYEdge)
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{
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// arrow CPMaxYEdge
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arrowAnchor.x = ALIGN_COORD((frame.size.width / 2) + xMin + _arrowOffsetX);
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arrowAnchor.y = ALIGN_STROKE(yMin + _arrowOffsetY);
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// to left edge
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pt.x = ALIGN_COORD(arrowAnchor.x - (arrowWidth / 2));
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// adjust starting point to not go beyond the corner
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if (pt.x < arrowMinX)
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pt.x = arrowMinX;
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else if ((pt.x + arrowWidth) > arrowMaxX)
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pt.x = arrowMaxX - arrowWidth;
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pt.y = arrowAnchor.y;
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arrowStart = _CGPointMakeCopy(pt);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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// left edge -> point
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pt.x = arrowAnchor.x;
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pt.y = ALIGN_STROKE(arrowAnchor.y - arrowHeight);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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// point -> right edge
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pt.x = ALIGN_COORD(arrowStart.x + arrowWidth);
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pt.y = arrowAnchor.y;
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CGContextAddLineToPoint(context, pt.x, pt.y);
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}
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// ne
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pt.x = ALIGN_COORD(xMax - radius);
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pt.y = yMin;
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CGContextAddLineToPoint(context, pt.x, pt.y);
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CGContextAddCurveToPoint(context, pt.x, pt.y, xMax, pt.y, xMax, ALIGN_COORD(yMin + radius));
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// se
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pt.x = xMax;
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pt.y = ALIGN_COORD(yMax - radius);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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CGContextAddCurveToPoint(context, pt.x, pt.y, pt.x, yMax, ALIGN_COORD(xMax - radius), yMax);
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if (_preferredEdge === CPMinYEdge)
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{
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// arrow CPMinYEdge
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arrowAnchor.x = ALIGN_COORD((frame.size.width / 2) + xMin + _arrowOffsetX);
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arrowAnchor.y = ALIGN_STROKE(yMax + _arrowOffsetY);
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// to right edge
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pt.x = ALIGN_COORD(arrowAnchor.x + (arrowWidth / 2));
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// adjust starting point to not go beyond the corner
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if ((pt.x - arrowWidth) < arrowMinX)
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pt.x = arrowMinX + arrowWidth;
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else if (pt.x > arrowMaxX)
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pt.x = arrowMaxX;
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pt.y = arrowAnchor.y;
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arrowStart = _CGPointMakeCopy(pt);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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// right edge -> point
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pt.x = arrowAnchor.x;
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pt.y = ALIGN_STROKE(arrowAnchor.y + arrowHeight);
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CGContextAddLineToPoint(context, pt.x, pt.y);
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// point -> left edge
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pt.x = ALIGN_COORD(arrowStart.x - arrowWidth);
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pt.y = arrowAnchor.y;
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CGContextAddLineToPoint(context, pt.x, pt.y);
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}
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// sw
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pt.x = ALIGN_COORD(xMin + radius);
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pt.y = yMax;
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CGContextAddLineToPoint(context, pt.x, pt.y);
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CGContextAddCurveToPoint(context, pt.x, pt.y, xMin, pt.y, xMin, ALIGN_COORD(yMax - radius));
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break;
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default:
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// no computed edge means standard rounded rect
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CGContextAddPath(context, CGPathWithRoundedRectangleInRect(frame, radius, radius, YES, YES, YES, YES));
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}
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CGContextClosePath(context);
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CGContextStrokePath(context);
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CGContextFillPath(context);
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}
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@end
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