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StellarX-kaifa/Control.cpp
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#include "Control.h"
#include "SxLog.h"
#include<assert.h>
#include "Window.h"
#include <algorithm>
namespace
{
// 单轴解算后的临时结果:只描述“在父局部坐标系中的位置和尺寸”。
struct LayoutAxisResult
{
int pos = 0;
int size = 0;
};
int ClampNonNegative(int value)
{
return value < 0 ? 0 : value;
}
int RoundDiv(long long numerator, long long denominator)
{
if (denominator == 0)
return 0;
if (numerator >= 0)
return static_cast<int>((numerator + denominator / 2) / denominator);
return -static_cast<int>(((-numerator) + denominator / 2) / denominator);
}
// 旧接口兼容层:
// 将 setAnchor(a1, a2) 的双锚点输入映射为单轴 LayoutSpec。
// 这里只负责“从旧输入翻译成新模型”,不直接参与后续求解。
StellarX::AxisLayoutSpec BuildLegacyAxisSpec(StellarX::Anchor anchor1, StellarX::Anchor anchor2,
StellarX::Anchor startAnchor, StellarX::Anchor endAnchor)
{
StellarX::AxisLayoutSpec spec{};
spec.anchorStart = (anchor1 == startAnchor || anchor2 == startAnchor);
spec.anchorEnd = (anchor1 == endAnchor || anchor2 == endAnchor);
if (spec.anchorStart && spec.anchorEnd)
{
spec.sizePolicy = StellarX::AxisSizePolicy::Stretch;
spec.alignPolicy = StellarX::AxisAlignPolicy::Start;
}
else if (spec.anchorEnd)
{
spec.sizePolicy = StellarX::AxisSizePolicy::FixedSize;
spec.alignPolicy = StellarX::AxisAlignPolicy::End;
}
else
{
spec.sizePolicy = StellarX::AxisSizePolicy::FixedSize;
spec.alignPolicy = StellarX::AxisAlignPolicy::Start;
}
return spec;
}
// 单轴统一解算器:
// 输入设计态父尺寸、当前父尺寸、子控件设计态位置/尺寸,以及当前轴策略,
// 输出该轴在“父局部坐标系”下的运行态位置与尺寸。
LayoutAxisResult ResolveAxis(int parentDesignSize, int parentCurrentSize, int childDesignPos, int childDesignSize,
const StellarX::AxisLayoutSpec& spec, bool allowStretch)
{
LayoutAxisResult result{};
const int startMargin = childDesignPos;
const int endMargin = parentDesignSize - (childDesignPos + childDesignSize);
const bool wantsStretch = spec.sizePolicy == StellarX::AxisSizePolicy::Stretch;
const bool canStretch = allowStretch && spec.anchorStart && spec.anchorEnd;
if (wantsStretch && canStretch)
{
// 双边锚定 + Stretch
// 保持设计态中的起边距和终边距,让尺寸随父容器变化。
result.pos = startMargin;
result.size = ClampNonNegative(parentCurrentSize - startMargin - endMargin);
return result;
}
// 其余情况一律按固定尺寸处理;即便调用方请求 Stretch,
// 只要锚点条件或控件能力边界不满足,也会在这里自然降级为 FixedSize。
result.size = ClampNonNegative(childDesignSize);
if (spec.anchorStart && !spec.anchorEnd)
{
// 仅锚定起边:保持起边距,尺寸不变。
result.pos = startMargin;
return result;
}
if (!spec.anchorStart && spec.anchorEnd)
{
// 仅锚定终边:保持终边距,尺寸不变。
result.pos = parentCurrentSize - endMargin - result.size;
return result;
}
if (spec.anchorStart && spec.anchorEnd)
{
// 双边锚定但尺寸固定:
// 位置由 alignPolicy 决定,用于表达“只位移、不拉伸”的场景。
switch (spec.alignPolicy)
{
case StellarX::AxisAlignPolicy::End:
result.pos = parentCurrentSize - endMargin - result.size;
break;
case StellarX::AxisAlignPolicy::Center:
// 保持相对父容器中心的偏移关系。
result.pos = childDesignPos + (parentCurrentSize - parentDesignSize) / 2;
break;
case StellarX::AxisAlignPolicy::Proportional:
{
// 保持设计态中的相对位置比例。
// 注意:这里只调整位置,不改变尺寸。
const int designTravel = parentDesignSize - result.size;
const int currentTravel = parentCurrentSize - result.size;
if (designTravel <= 0 || currentTravel <= 0)
result.pos = startMargin;
else
result.pos = RoundDiv(static_cast<long long>(startMargin) * currentTravel, designTravel);
break;
}
case StellarX::AxisAlignPolicy::Start:
default:
result.pos = startMargin;
break;
}
return result;
}
// 无锚点:退回设计态位置,尺寸保持设计值。
result.pos = childDesignPos;
return result;
}
}
StellarX::ControlText& StellarX::ControlText::operator=(const ControlText& text)
{
{
nHeight = text.nHeight;
nWidth = text.nWidth;
lpszFace = text.lpszFace;
color = text.color;
nEscapement = text.nEscapement;
nOrientation = text.nOrientation;
nWeight = text.nWeight;
bItalic = text.bItalic;
bUnderline = text.bUnderline;
bStrikeOut = text.bStrikeOut;
return *this;
}
}
bool StellarX::ControlText::operator!=(const ControlText& text)
{
if(nHeight != text.nHeight)
return true;
else if (nWidth != text.nWidth)
return true;
else if (lpszFace != text.lpszFace)
return true;
else if (color != text.color)
return true;
else if (nEscapement != text.nEscapement)
return true;
else if (nOrientation != text.nOrientation)
return true;
else if (nWeight != text.nWeight)
return true;
else if (bItalic != text.bItalic)
return true;
else if (bUnderline != text.bUnderline)
return true;
else if (bStrikeOut != text.bStrikeOut)
return true;
return false;
}
void Control::setIsVisible(bool show)
{
SX_LOGD("Control") << SX_T("重置可见状态: id=", "setIsVisible: id=")
<< id
<< " show=" << (show ? 1 : 0);
if (this->show == show)
return;
this->show = show;
this->dirty = true;
if (!show)
{
// 隐藏:擦除自己在屏幕上的内容,并释放快照
discardBackground();
return;
}
// 显示:不在这里 requestRepaint(避免父容器快照未就绪时子控件抢跑 draw,污染快照)
// 仅向上标脏,让事件收口阶段由容器统一重绘。
if (parent)
parent->setDirty(true);
}
void Control::onWindowResize()
{
SX_LOGD("Layout") << SX_T("尺寸变化:id=", "onWindowResize: id=") << id
<< SX_T(" -> 丢背景快照 + 标脏", " -> discardSnap + dirty");
// 自己:丢快照 + 标脏
invalidateBackgroundSnapshot();
setDirty(true);
}
void Control::setLayoutMode(StellarX::LayoutMode layoutMode_)
{
this->layoutMode = layoutMode_;
}
void Control::setAnchor(StellarX::Anchor anchor_1, StellarX::Anchor anchor_2)
{
this->anchor_1 = anchor_1;
this->anchor_2 = anchor_2;
// 旧 API 只作为兼容输入层存在:
// 这里把历史上的 anchor_1 / anchor_2 映射为新的水平/垂直轴布局规格,
// 后续统一解算全部以 layoutSpec 为准。
this->layoutSpec.horizontal = BuildLegacyAxisSpec(anchor_1, anchor_2, StellarX::Anchor::Left, StellarX::Anchor::Right);
this->layoutSpec.vertical = BuildLegacyAxisSpec(anchor_1, anchor_2, StellarX::Anchor::Top, StellarX::Anchor::Bottom);
}
StellarX::Anchor Control::getAnchor_1() const
{
return this->anchor_1;
}
StellarX::Anchor Control::getAnchor_2() const
{
return this->anchor_2;
}
StellarX::LayoutMode Control::getLayoutMode() const
{
return this->layoutMode;
}
const StellarX::LayoutSpec& Control::getLayoutSpec() const
{
return layoutSpec;
}
const StellarX::LayoutCapability& Control::getLayoutCapability() const
{
return layoutCapability;
}
void Control::setX(int x)
{
this->x = x;
dirty = true;
}
void Control::setY(int y)
{
this->y = y;
dirty = true;
}
void Control::setWidth(int width)
{
this->width = width;
dirty = true;
}
void Control::setHeight(int height)
{
this->height = height;
dirty = true;
}
void Control::commitCurrentGeometryAsDesignRect()
{
// 该接口是“显式提交新的设计基线”的唯一入口之一。
// 普通布局解算、父容器重排、窗口 resize 均不得自动回写 local*
// 否则会导致设计基线漂移,后续解算越来越不稳定。
localx = parent ? (x - parent->getX()) : x;
localy = parent ? (y - parent->getY()) : y;
localWidth = width;
localHeight = height;
}
StellarX::ResolvedLayoutRect Control::resolveLayoutRect(int parentDesignW, int parentDesignH,
int parentWorldX, int parentWorldY, int parentCurrentW, int parentCurrentH) const
{
StellarX::ResolvedLayoutRect rect{};
if (layoutMode != StellarX::LayoutMode::AnchorToEdges)
{
// 非锚点布局模式:直接使用设计态矩形,再映射到当前世界坐标。
rect.localX = localx;
rect.localY = localy;
rect.width = localWidth;
rect.height = localHeight;
rect.worldX = parentWorldX + rect.localX;
rect.worldY = parentWorldY + rect.localY;
return rect;
}
// 第 1 层:先在父局部坐标系内分别解算水平轴和垂直轴。
const LayoutAxisResult horizontal = ResolveAxis(parentDesignW, parentCurrentW, localx, localWidth,
layoutSpec.horizontal, layoutCapability.allowStretchX);
const LayoutAxisResult vertical = ResolveAxis(parentDesignH, parentCurrentH, localy, localHeight,
layoutSpec.vertical, layoutCapability.allowStretchY);
// 第 2 层:把父局部矩形映射到世界坐标。
rect.localX = horizontal.pos;
rect.localY = vertical.pos;
rect.width = horizontal.size;
rect.height = vertical.size;
rect.worldX = parentWorldX + rect.localX;
rect.worldY = parentWorldY + rect.localY;
return rect;
}
void Control::applyResolvedLayoutRect(const StellarX::ResolvedLayoutRect& rect)
{
// 默认实现只应用运行态世界矩形。
// 若某个控件还需要在应用后继续刷新内部布局,可重写此函数。
applyRuntimeRectDirect(rect.worldX, rect.worldY, rect.width, rect.height);
}
void Control::applyRuntimeRectDirect(int worldX, int worldY, int width, int height)
{
// 最底层运行态赋值入口:
// 只修改当前世界坐标和运行态尺寸,不触碰设计基线 local*。
this->x = worldX;
this->y = worldY;
this->width = width;
this->height = height;
dirty = true;
}
// 保存当前的绘图状态(字体、颜色、线型等)
// 在控件绘制前调用,确保不会影响全局绘图状态
void Control::saveStyle()
{
gettextstyle(&currentFont); // 获取当前字体样式
currentColor = gettextcolor(); // 获取当前字体颜色
currentBorderColor = getlinecolor(); //保存当前边框颜色
getlinestyle(&currentLineStyle); //保存当前线型
currentBkColor = getfillcolor(); //保存当前填充色
}
// 恢复之前保存的绘图状态
// 在控件绘制完成后调用,恢复全局绘图状态
void Control::restoreStyle()
{
settextstyle(&currentFont); // 恢复默认字体样式
settextcolor(currentColor); // 恢复默认字体颜色
setfillcolor(currentBkColor);
setlinestyle(&currentLineStyle);
setlinecolor(currentBorderColor);
setfillstyle(BS_SOLID);//恢复填充
}
void Control::requestRepaint(Control* parent)
{
if (shouldDeferManagedRepaint())
{
// 托管路径:当前正在 Window 的事件分发阶段,不能立即绘制;
// 这里只登记 source,真正的 root 选择由 Window 在 requestManagedRepaint 中完成。
if (auto* host = getHostWindow())
host->requestManagedRepaint(this);
return;
}
// 说明:
// - 常规路径:子控件调用 requestRepaint(this->parent),然后 parent 负责局部重绘(Canvas/TabControl override
// - 兜底路径:如果某个“容器控件”没 override requestRepaint,就会出现 parent==this 的递归风险
// 此时我们改为向更上层冒泡,直到根重绘。
if (parent == this)
{
SX_LOGW("Dirty")
<< SX_T("requestRepaint(默认容器兜底):id=", "requestRepaint(default-container-fallback): id=")
<< id
<< SX_T("parent==this,向上层 parent 继续冒泡", " parent==this, bubble to upper parent");
if (this->parent) this->parent->requestRepaint(this->parent);
else onRequestRepaintAsRoot();
return;
}
SX_LOG_TRACE("Dirty") << SX_T("请求重绘:id=","requestRepaint: id=") << id << " parent=" << (parent ? parent->getId() : "null");
if (parent) parent->requestRepaint(parent); // 交给容器处理(容器可局部重绘)
else onRequestRepaintAsRoot(); // 根兜底
}
void Control::onRequestRepaintAsRoot()
{
if (shouldDeferManagedRepaint())
{
// 即使已经冒泡到 root,只要还在托管分发期,也不能直接绘制;
// 仍然回到 Window 做统一提交。
if (auto* host = getHostWindow())
host->requestManagedRepaint(this);
return;
}
SX_LOG_TRACE("Dirty")
<< SX_T("触发根重绘:id=", "onRequestRepaintAsRoot: id=") << id
<< SX_T("(从根节点开始重画)", " (root repaint)");
discardBackground();
setDirty(true);
draw(); // 只有“无父”时才允许立即画,不会被谁覆盖
}
bool Control::shouldDeferManagedRepaint() const
{
Window* host = getHostWindow();
return host && host->isManagedDispatchActive();
}
// 获取宿主 Window
// - 顶层控件由 Window/addDialog 直接注入;
// - 子控件没有直接注入时,沿 parent 链向上回溯即可。
Window* Control::getHostWindow() const
{
if (hostWindow)
return hostWindow;
return parent ? parent->getHostWindow() : nullptr;
}
// 托管重绘 root 选择规则:
// - 对于直接挂在 Window 下的控件,root 就是它自己;
// - 对于嵌套在 Canvas/TabControl/Dialog 内的子控件,沿 parent 向上找到与宿主 Window 同属一棵树的最上层控件。
Control* Control::getManagedRepaintRoot()
{
Control* root = this;
Window* host = getHostWindow();
while (root->parent && root->parent->getHostWindow() == host)
root = root->parent;
return root;
}
RECT Control::getBoundsRect() const
{
RECT rc{};
rc.left = x;
rc.top = y;
rc.right = x + width;
rc.bottom = y + height;
return rc;
}
bool Control::canCommitManagedPartialRepaint() const
{
// 基类默认不承诺自己能安全做局部提交;
// 只有 Canvas / TabControl / Dialog 这类“拥有完整背景语义”的 root 才会 override 为 true。
return false;
}
void Control::commitManagedRepaint()
{
if (!show)
return;
// 基类兜底:如果没有更具体的容器实现,就按根级重绘处理。
if (dirty)
onRequestRepaintAsRoot();
}
void Control::saveBackground(int x, int y, int w, int h)
{
if (w <= 0 || h <= 0) return;
saveBkX = x; saveBkY = y; saveWidth = w; saveHeight = h;
if (saveBkImage)
{
//尺寸变了才重建,避免反复 new/delete
if (saveBkImage->getwidth() != w || saveBkImage->getheight() != h)
{
SX_LOGD("Snap") <<SX_T("重新保存背景快照:id=", "saveBackground rebuild: id=") << id << " size=(" << w << "x" << h << ")";
saveBkImage.reset();
}
}
else
SX_LOGD("Snap") << SX_T("保存背景快照:id=", "saveBackground rebuild: id=") << id << " size=(" << w << "x" << h << ")";
if (!saveBkImage) saveBkImage = std::make_unique<IMAGE>(w, h);
SetWorkingImage(nullptr); // ★抓屏幕
getimage(saveBkImage.get(), x, y, w, h);
hasSnap = true;
}
void Control::restBackground()
{
if (!hasSnap || !saveBkImage) return;
// 直接回贴屏幕(与抓取一致)
SetWorkingImage(nullptr);
putimage(saveBkX, saveBkY, saveBkImage.get());
}
void Control::discardBackground()
{
if (saveBkImage)
{
restBackground();
SX_LOGD("Snap") << SX_T("丢弃背景快照:id=","discardBackground: id=") << id << " hasSnap=" << (hasSnap ? 1 : 0);
saveBkImage.reset();
}
hasSnap = false; saveWidth = saveHeight = 0;
}
void Control::invalidateBackgroundSnapshot()
{
if (saveBkImage)
{
SX_LOGD("Snap") << SX_T("作废背景快照:id=", "invalidateBackgroundSnapshot: id=") << id
<< " hasSnap=" << (hasSnap ? 1 : 0);
saveBkImage.reset();
}
hasSnap = false;
saveBkX = saveBkY = 0;
saveWidth = saveHeight = 0;
}