// action_bar — pure implementation. See action_bar.h. #include "core/ui/action_bar.h" #include namespace reasampler::ui { namespace { int totalButtons(const std::vector& clusters) { int n = 0; for (const ClusterSpec& c : clusters) if (c.count > 0) n += c.count; return n; } void fillTextRects(ActionBarSlot& s, const ActionBarSpec& /*spec*/) { const int hpad = 4; const int innerX = s.x + hpad; const int innerW = s.width - 2 * hpad; if (innerW <= 0) return; s.labelX = innerX; s.labelY = s.y; s.labelW = innerW; s.labelH = s.height; } // The one placement routine; computeBarSlots and hitTestActionBar both drive it so draw and // hit-test can't drift apart. std::vector tile(const ActionBarRect& bar, const std::vector& clusters, const ActionBarSpec& spec, int visible) { std::vector slots; if (visible <= 0) return slots; slots.reserve(static_cast(visible)); const int top = bar.y + spec.verticalInset; const int btnH = bar.height - 2 * spec.verticalInset; if (btnH <= 0) return slots; int cursorX = bar.x + spec.sidePad; int flatIndex = 0; int placed = 0; bool firstClusterEmitted = false; for (const ClusterSpec& c : clusters) { if (c.count <= 0) continue; if (placed >= visible) break; if (firstClusterEmitted) cursorX += spec.clusterGap; firstClusterEmitted = true; for (int i = 0; i < c.count; ++i, ++flatIndex) { if (placed >= visible) return slots; if (i > 0) cursorX += spec.buttonGap; ActionBarSlot s; s.index = flatIndex; s.cluster = c.cluster; s.x = cursorX; s.y = top; s.width = spec.buttonWidth; s.height = btnH; fillTextRects(s, spec); slots.push_back(s); cursorX += spec.buttonWidth; ++placed; } } return slots; } // Mirrors tile()'s advance math so fit and layout agree. int rightEdgeFor(const ActionBarRect& bar, const std::vector& clusters, const ActionBarSpec& spec, int visible) { if (visible <= 0) return bar.x + spec.sidePad; int cursorX = bar.x + spec.sidePad; int placed = 0; bool firstClusterEmitted = false; for (const ClusterSpec& c : clusters) { if (c.count <= 0) continue; if (placed >= visible) break; if (firstClusterEmitted) cursorX += spec.clusterGap; firstClusterEmitted = true; for (int i = 0; i < c.count; ++i) { if (placed >= visible) return cursorX; if (i > 0) cursorX += spec.buttonGap; cursorX += spec.buttonWidth; ++placed; if (placed >= visible) return cursorX; } } return cursorX; } } // namespace BarFit computeBarFit(const ActionBarRect& bar, const std::vector& clusters, const ActionBarSpec& spec) { BarFit fit; const int total = totalButtons(clusters); if (total <= 0 || bar.width <= 0 || bar.height <= 0 || spec.buttonWidth <= 0) { fit.hiddenCount = total > 0 ? total : 0; return fit; } const int usableRight = bar.x + bar.width - spec.sidePad; int visible = 0; for (int cand = 1; cand <= total; ++cand) { if (rightEdgeFor(bar, clusters, spec, cand) <= usableRight) visible = cand; else break; } fit.visibleCount = visible; fit.hiddenCount = total - visible; return fit; } std::vector computeBarSlots(const ActionBarRect& bar, const std::vector& clusters, const ActionBarSpec& spec) { if (bar.width <= 0 || bar.height <= 0 || spec.buttonWidth <= 0) return {}; const BarFit fit = computeBarFit(bar, clusters, spec); return tile(bar, clusters, spec, fit.visibleCount); } int hitTestActionBar(int px, int py, const ActionBarRect& bar, const std::vector& clusters, const ActionBarSpec& spec) { if (bar.height <= 0 || bar.width <= 0) return -1; if (px < bar.x || px >= bar.x + bar.width || py < bar.y || py >= bar.y + bar.height) return -1; const std::vector slots = computeBarSlots(bar, clusters, spec); for (const ActionBarSlot& s : slots) { if (px >= s.x && px < s.x + s.width && py >= s.y && py < s.y + s.height) return s.index; } return -1; } } // namespace reasampler::ui