#include "panel.h"
-// 1) resize child
-// 2) resize parent
-// 3) redraw parent
-// 4) redraw child
+/************************************************************
+ * !!! This design is experimental and not yet fully implemented !!!!!!!!!!!!!
+ *
+ * AREA :
+ * Areas in tint2 are similar to widgets in a GUI.
+ * Graphical objects (panel, taskbar, task, systray, clock, ...) in tint2 'inherit' an Area class.
+ * Area is an abstract class of objects. It's at the begining of each object (&object == &area).
+ * Area manage the background and border drawing, size and padding.
+ *
+ * DATA ORGANISATION :
+ * tint2 define one panel per monitor. And each panel have a tree of Area (nodes).
+ * The root of the tree is Panel.Area. And task, clock, systray, taskbar,... are nodes.
+ *
+ * 'panel_items' parameter (in config) define the list and the order of nodes in tree's panel.
+ * 'panel_items = SC' define a panel with just Systray and Clock.
+ * So the root Panel.Area will have 2 childs (Systray and Clock).
+ *
+ * The tree allow to browse panel's objects from background to foreground and from left to right.
+ * The position of each node/Area depend on parent's position and brothers on the left.
+ *
+ * DRAWING EVENT :
+ * In the end, redrawing an object (like the clock) could come from an external event (date change)
+ * or from a layering event (size or position change).
+ *
+ * DRAWING LOOP :
+ * 1) browse tree and resize SIZE_BY_CONTENT node
+ * - children node are resized before its parent
+ * - if 'size' changed then 'redraw = 1' and 'resize = 1' on the parent
+ * 2) browse tree and resize SIZE_BY_LAYOUT node
+ * - parent node is resized before its children
+ * - if 'size' changed then 'redraw = 1' and 'resize = 1' on childs with SIZE_BY_LAYOUT
+ * 3) calculate posx of objects
+ * - parent's position is calculated before children's position
+ * - if 'position' changed then 'redraw = 1'
+ * 4) redraw needed objects
+ * - parent node is drawn before its children
+ *
+ * perhaps 2) and 3) can be merged...
+ * répartition entre niveau global et niveau local ??
+ * size_by_content peut-il modifier redraw=1 en cas de changement ? ou est ce géré par chaque composant ?
+ * size_by_layout peut-il modifier redraw ?
+ *
+ ************************************************************/
+
+
void refresh (Area *a)
{
// don't draw and resize hide objects
if (!a->on_screen) return;
- size(a);
-
// don't draw transparent objects (without foreground and without background)
if (a->redraw) {
a->redraw = 0;
}
-void size (Area *a)
+void size_by_content (Area *a)
{
- GSList *l;
+ // don't draw and resize hide objects
+ if (!a->on_screen) return;
- if (a->resize) {
+ // children node are resized before its parent
+ GSList *l;
+ for (l = a->list; l ; l = l->next)
+ size_by_content(l->data);
+
+ // calculate current area's size
+ if (a->resize && a->size_mode == SIZE_BY_CONTENT) {
a->resize = 0;
- // force the resize of childs
- for (l = a->list; l ; l = l->next) {
- Area *area = (Area*)l->data;
- area->resize = 1;
- size(area);
+
+ // if 'size' changed then 'resize = 1' on the parent
+ if (a->_resize) {
+ a->_resize(a);
+ a->redraw = 1;
+ ((Area*)a->parent)->resize = 1;
}
+ }
+}
- // resize can generate a redraw
- if (a->_resize)
+
+void size_by_layout (Area *a)
+{
+ // don't draw and resize hide objects
+ if (!a->on_screen) return;
+
+ // parent node is resized before its children
+ // calculate current area's size
+ GSList *l;
+ if (a->resize && a->size_mode == SIZE_BY_LAYOUT) {
+ a->resize = 0;
+
+ // if 'size' changed then 'resize = 1' on childs with SIZE_BY_LAYOUT
+ if (a->_resize) {
a->_resize(a);
+ for (l = a->list; l ; l = l->next) {
+ if (((Area*)l->data)->size_mode == SIZE_BY_LAYOUT)
+ ((Area*)l->data)->resize = 1;
+ }
+ }
}
+
+ for (l = a->list; l ; l = l->next)
+ size_by_layout(l->data);
}
draw_rect(c, a->bg->border.width/2.0, a->bg->border.width/2.0, a->width - a->bg->border.width, a->height - a->bg->border.width, a->bg->border.rounded);
/*
// convert : radian = degre * M_PI/180
- // définir le dégradé dans un carré de (0,0) (100,100)
- // ensuite ce dégradé est extrapolé selon le ratio width/height
- // dans repère (0, 0) (100, 100)
+ // definir le degrade dans un carre de (0,0) (100,100)
+ // ensuite ce degrade est extrapoler selon le ratio width/height
+ // dans repere (0, 0) (100, 100)
double X0, Y0, X1, Y1, degre;
// x = X * (a->width / 100), y = Y * (a->height / 100)
double x0, y0, x1, y1;
X1 = 100;
Y1 = 0;
degre = 45;
- // et ensuite faire la changement d'unité du repère
- // car ce qui doit resté inchangée est les traits et pas la direction
+ // et ensuite faire la changement d'unite du repere
+ // car ce qui doit reste inchangee est les traits et pas la direction
- // il faut d'abord appliquer une rotation de 90° (et -180° si l'angle est supérieur à 180°)
- // ceci peut être appliqué une fois pour toute au départ
- // ensuite calculer l'angle dans le nouveau repère
- // puis faire une rotation de 90°
+ // il faut d'abord appliquer une rotation de 90 (et -180 si l'angle est superieur a 180)
+ // ceci peut etre applique une fois pour toute au depart
+ // ensuite calculer l'angle dans le nouveau repare
+ // puis faire une rotation de 90
x0 = X0 * ((double)a->width / 100);
x1 = X1 * ((double)a->width / 100);
y0 = Y0 * ((double)a->height / 100);