kde-workspace/plasma/containments/desktop/itemspace.h
Ivailo Monev efbde9e504 plasma: organize sub-directories
Signed-off-by: Ivailo Monev <xakepa10@gmail.com>
2015-12-24 22:48:47 +02:00

316 lines
10 KiB
C++

/*
Copyright (c) 2008 Ambroz Bizjak <ambro@b4ever.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
*/
#ifndef ITEMSPACE_H
#define ITEMSPACE_H
#include <QtCore/qrect.h>
#include <QList>
#include <QVariant>
/**
* ItemSpace class
* Implements "push and pull" dynamics of rectangular items in 2D space.
*
* All isolated motion folows these rules:
* - overlapping items stay at the same positions relative to each other
* - non-overlapping items stay such and do not jump one over another
*
* There are two types of motion:
* - forced motion: an item moves all items on its way, even if any of them
* would intersect the border of the working area
* - non-forced motion: an item moves items on its way only as much as the border
* of the working area
*
* Items are pushed to fit inside the working area:
* if an item is in the way of one of the borders of alignment, the move is forced;
* if an item is in the way of one of the opposite borders, the move is non-forced.
*
* An item can have a "preferred position". Such item is moved non-forced in the
* direction towards the preferred position.
**/
class ItemSpace
{
public:
ItemSpace();
void setWorkingArea(const QSizeF& area);
/**
* Returns the visibility of an item at a given position.
* This is the part of the item inside the working area.
**/
qreal positionVisibility(const QRectF& geom);
class ItemSpaceItem
{
public:
QPointF preferredPosition;
QRectF lastGeometry;
bool pushBack : 1;
bool animateMovement : 1;
QVariant user;
};
enum DirectionFlag {
DirLeft = 1,
DirRight = 2,
DirUp = 4,
DirDown = 8
};
Q_DECLARE_FLAGS(Direction, DirectionFlag)
enum PushPowerFlag {
NoPower = 0,
PushAwayFromPreferred = 1,
PushOverBorder = 2
};
Q_DECLARE_FLAGS(PushPower, PushPowerFlag)
/**
* Push an item group. Requires no initialization.
*
* @param groupId the index of the group
* @param direction in which direction pushing will be done
* @param amount how much to push
* @param power how 'powerful' the push is; what types of obstacles
* can be pushed or ignored
*
* @return how much the item group was really pushed
**/
qreal performPush(int groupId, Direction direction, qreal amount, PushPower power);
/**
* Add a new item.
* Groups will be updated to reflect the change.
*
* @param newItem the item to add; must be initialized
**/
void addItem(ItemSpaceItem newItem);
/**
* Removes an item by its location.
*
* @param groupIndex the index of the item's group
* @param itemInGroup the index of the item in its group
**/
void removeItem(int groupIndex, int itemInGroup);
/**
* Move the item to a new position.
*
* @param groupIndex the index of the item's group
* @param itemInGroup the index of the item in its group
* @param newGeom the new geometry of the item
**/
void moveItem(int groupIndex, int itemInGroup, const QRectF& newGeom);
/**
* Resize an item. The item's alignment corner will be the center of resizing.
*
* @param groupId the index of the group
* @param direction in which direction pushing will be done
* @param newSize the item's new size
**/
void resizeItem(int groupId, int itemInGroup, const QSizeF& newSize);
/**
* Offset the positions of all items.
**/
void offsetPositions(const QPointF &offset);
/**
* Find an item by its number as if we iterated over
* all groups and over all items in each group.
**/
bool locateItemByPosition(int pos, int *groupIndex, int *itemInGroup) const;
/**
* Find an item by its 'user' parameter.
**/
bool locateItemByUser(QVariant user, int *groupIndex, int *itemInGroup) const;
/**
* Finds an empty place for an item.
* Tries to stack the item vertically, starting in the corner
* of alignment, and advances horizontally once no more positions
* are valid.
*
* @param itemSize the size of the item; placementSpacing is already
* considered
* @param align the corner of the screen where position testing will
* begin (and in what directions it will advance)
* must be an OR of Qt::AlignLeft or Qt::AlignRight
* and Qt::AlignTop or Qt::AlignBottom
* @param limitedSpace if true, positions outside the working area
* will not be considered; otherwise, positions
* will only be limited by the borders at the
* alignment corner.
* @param findAll if false, searching will stop after the first valid
* position
*
* @return all positions found
**/
QList<QPointF> positionVertically(
const QSizeF &itemSize,
Qt::Alignment align,
bool limitedSpace,
bool findAll
) const;
bool positionedProperly(const QRectF& itemGeom);
/**
* Represents a group of overlapping items.
**/
class ItemGroup
{
public:
class Request
{
public:
/**
* Create a push request. No calculations will be performed.
*
* @param sourceGroup the group that posted the request, or
* -1 if it was posted manually.
* @param sourceGroupPushRequested how much the posting group wanted
* to move itself when the request was
* posted (if sourceGroup is -1)
* @param pushRequested how much the group concerned is asked to move
**/
Request(
int sourceGroup,
qreal sourceGroupPushRequested,
qreal pushRequested
);
/**
* Perform obstacle searching and post push request to obstacle groups.
* This is the main method involved in recursive push calculation.
*
* If an item is found to be in the way of any of the group's items,
* its ItemGroup will be created if it doesn't have one already,
* and a new push request will bo posted to it.
*
* If the offending group can not move as much as we need it to,
* we limit the amount our group wants to move, and future obstacles
* will be asked to move less than they would have been had there
* been no obstacle.
*
* @param group the ItemGroup this push request belongs to
**/
void activate(ItemSpace *itemSpace, ItemGroup *group);
// saved from constructor
int m_sourceGroup;
qreal m_sourceGroupPushRequested;
qreal m_pushRequested;
// true if the request has already been reached by applyResults
// and compensated for the reduction of the requester's move
bool m_compensated;
};
void resetPush(int id);
/**
* Post a move request.
* This adds the request to the group and calls activate on it.
**/
void addRequest(ItemSpace *itemSpace, const class Request &request);
/**
* Apply the results of initial push calculation, moving the items.
*
* For each push request belonging to the calling/requesting group,
* the requesting group is checked for how much it still wants to
* move itself, and the value is compared to how much it wanted to
* when the request was posted. The amount of the request is reduced
* by the difference.
*
* If all requests have been compensated, it updates the amount it
* would like to move (the maximum of all move requests) and
* physically moves its items. In that case it also calls applyResults
* on the item groups it has requested to move, which will see the new
* push amount.
* (Otherwise, another requesting group will reach it later on.)
**/
void applyResults(ItemSpace *itemSpace, int cameFrom);
// items belonging to this group
QList<ItemSpaceItem> m_groupItems;
// the list index of this group in the calculation process
int m_id;
// the maximum of all push requests
qreal m_largestPushRequested;
// the available space calculated so-far
qreal m_pushAvailable;
private:
// return true if the group is above this one (its requests lead here)
bool groupIsAbove(ItemSpace *itemSpace, QList<int> &visited, int groupId);
// move requests posted to this group
QList<Request> m_requests;
// groups we asked to move
QList<int> m_obstacles;
};
/**
* All item groups.
**/
QList<ItemGroup> m_groups;
Qt::Alignment spaceAlignment;
QSizeF workingGeom;
qreal placementSpacing;
qreal screenSpacing;
qreal shiftingSpacing;
private:
void linkItem(ItemSpaceItem newItem);
void unlinkItem(int removeGroup, int removeItemInGroup);
/**
* Prepare for pushing.
* After that, move requests can be posted to item groups
* with ItemGroup::addRequest and the move can be performed
* with ItemGroup::applyResults.
*
* @param direction in which direction pushing will be done
* @param power how 'powerful' the push is; what types of obstacles
* can be pushed or ignored
**/
void preparePush(Direction direction, PushPower power);
/**
* Look for items overlapping with working area borders and move them inside as much as possible.
**/
void checkBorders();
/**
* Look for items not in their preferred positions and move them back as much as possible.
**/
void checkPreferredPositions();
QRectF itemInRegionStartingFirstVert(const QRectF &region) const;
QRectF itemInRegionEndingLastVert(const QRectF &region) const;
QRectF itemInRegionEndingFirstHoriz(const QRectF &region) const;
QRectF itemInRegionStartingLastHoriz(const QRectF &region) const;
Direction m_direction;
PushPower m_power;
};
#endif