Files
reasampler/src/core/ui/action_bar.cpp
T

143 lines
4.6 KiB
C++

// action_bar — pure implementation. See action_bar.h.
#include "core/ui/action_bar.h"
#include <cstddef>
namespace reasampler::ui {
namespace {
int totalButtons(const std::vector<ClusterSpec>& 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<ActionBarSlot> tile(const ActionBarRect& bar,
const std::vector<ClusterSpec>& clusters,
const ActionBarSpec& spec, int visible) {
std::vector<ActionBarSlot> slots;
if (visible <= 0) return slots;
slots.reserve(static_cast<std::size_t>(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<ClusterSpec>& 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<ClusterSpec>& 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<ActionBarSlot> computeBarSlots(const ActionBarRect& bar,
const std::vector<ClusterSpec>& 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<ClusterSpec>& 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<ActionBarSlot> 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