| Index: ui/gfx/win/scaling_util.cc
|
| diff --git a/ui/gfx/win/scaling_util.cc b/ui/gfx/win/scaling_util.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..590a71c3f7dce210ffe80830540fc17673b643ee
|
| --- /dev/null
|
| +++ b/ui/gfx/win/scaling_util.cc
|
| @@ -0,0 +1,257 @@
|
| +// Copyright 2016 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +#include "ui/gfx/win/scaling_util.h"
|
| +
|
| +#include <algorithm>
|
| +
|
| +#include "ui/gfx/geometry/rect.h"
|
| +#include "ui/gfx/geometry/safe_integer_conversions.h"
|
| +#include "ui/gfx/geometry/size.h"
|
| +#include "ui/gfx/geometry/vector2d.h"
|
| +#include "ui/gfx/range/range.h"
|
| +
|
| +namespace {
|
| +
|
| +enum class RelativePosition {
|
| + BOTTOM = 0,
|
| + LEFT = 1,
|
| + TOP = 2,
|
| + RIGHT = 3,
|
| +};
|
| +
|
| +// Returns the relative position of |test| with respect to |ref|.
|
| +// If |test| is below |ref|, then the return value is RelativePosition::BOTTOM.
|
| +// The precedence of relative position in order of highest to lowest is
|
| +// BOTTOM, LEFT, TOP, and finally RIGHT.
|
| +// In other words, if |test| is both below and to the left of |ref|, then the
|
| +// RelativePosition is BOTTOM.
|
| +RelativePosition RectRelativePosition(const gfx::Rect& ref,
|
| + const gfx::Rect& test) {
|
| + if (ref.bottom() <= test.y())
|
| + return RelativePosition::BOTTOM;
|
| + if (test.right() <= ref.x())
|
| + return RelativePosition::LEFT;
|
| + if (test.bottom() <= ref.y())
|
| + return RelativePosition::TOP;
|
| +
|
| + return RelativePosition::RIGHT;
|
| +}
|
| +
|
| +gfx::Rect CoordinateRotateRectangle90(const gfx::Rect& rect) {
|
| + return gfx::Rect(rect.y(), -rect.x() - rect.width(),
|
| + rect.height(), rect.width());
|
| +}
|
| +
|
| +gfx::Rect CoordinateRotateRectangle180(const gfx::Rect& rect) {
|
| + return gfx::Rect(-rect.x() - rect.width(), -rect.y() -rect.height(),
|
| + rect.width(), rect.height());
|
| +}
|
| +
|
| +gfx::Rect CoordinateRotateRectangle270(const gfx::Rect& rect) {
|
| + return gfx::Rect(-rect.y() - rect.height(), rect.x(),
|
| + rect.height(), rect.width());
|
| +}
|
| +
|
| +gfx::Rect CoordinateReflectRectangleYAxis(const gfx::Rect& rect) {
|
| + return gfx::Rect(-rect.x() - rect.width(), rect.y(),
|
| + rect.width(), rect.height());
|
| +}
|
| +
|
| +gfx::Rect CanonicalizeRelativePosition(const gfx::Rect& rect,
|
| + RelativePosition relative_position) {
|
| + switch (relative_position) {
|
| + case RelativePosition::LEFT:
|
| + return CoordinateRotateRectangle90(rect);
|
| + case RelativePosition::TOP:
|
| + return CoordinateRotateRectangle180(rect);
|
| + case RelativePosition::RIGHT:
|
| + return CoordinateRotateRectangle270(rect);
|
| + }
|
| + return rect;
|
| +}
|
| +
|
| +bool InRange(int target, int lower_bound, int upper_bound) {
|
| + return lower_bound <= target && target <= upper_bound;
|
| +}
|
| +
|
| +// Scales |val| within |old_min| and |old_max| to |new_min| and |new_max|.
|
| +int ScaleValue(int new_min, int new_max, int old_min, int old_max, int val) {
|
| + int old_delta = old_max - old_min;
|
| + if (old_delta == 0) {
|
| + DCHECK_EQ(new_min, new_max);
|
| + return new_min;
|
| + }
|
| + float percent =
|
| + static_cast<float>(val - old_min) / static_cast<float>(old_delta);
|
| + return new_min + gfx::ToFlooredInt(percent * (float)(new_max - new_min));
|
| +}
|
| +
|
| +// Scaled |unscaled_offset| to the same relative position on |unscaled_length|
|
| +// based off of |unscaled_length|'s |scale_factor|.
|
| +int ScaleOffset(int unscaled_length, float scale_factor, int unscaled_offset) {
|
| + float scaled_length = static_cast<float>(unscaled_length) / scale_factor;
|
| + float percent =
|
| + static_cast<float>(unscaled_offset) / static_cast<float>(unscaled_length);
|
| + return gfx::ToFlooredInt(scaled_length * percent);
|
| +}
|
| +
|
| +} // namespace
|
| +
|
| +namespace gfx {
|
| +namespace win {
|
| +
|
| +bool DisplayInfosTouch(const gfx::win::DisplayInfo& a,
|
| + const gfx::win::DisplayInfo& b) {
|
| + const gfx::Rect& a_rect = a.screen_rect();
|
| + const gfx::Rect& b_rect = b.screen_rect();
|
| + int max_left = std::max(a_rect.x(), b_rect.x());
|
| + int max_top = std::max(a_rect.y(), b_rect.y());
|
| + int min_right = std::min(a_rect.right(), b_rect.right());
|
| + int min_bottom = std::min(a_rect.bottom(), b_rect.bottom());
|
| + return max_left == min_right || max_top == min_bottom;
|
| +}
|
| +
|
| +gfx::DisplayPlacement::Position CalculateDisplayPosition(
|
| + const gfx::win::DisplayInfo& parent,
|
| + const gfx::win::DisplayInfo& current) {
|
| + const gfx::Rect& parent_rect = parent.screen_rect();
|
| + const gfx::Rect& current_rect = current.screen_rect();
|
| + int max_left = std::max(parent_rect.x(), current_rect.x());
|
| + int max_top = std::max(parent_rect.y(), current_rect.y());
|
| + int min_right = std::min(parent_rect.right(), current_rect.right());
|
| + int min_bottom = std::min(parent_rect.bottom(), current_rect.bottom());
|
| + if (max_left == min_right && max_top == min_bottom) {
|
| + // Corner touching.
|
| + if (parent_rect.bottom() == max_top)
|
| + return gfx::DisplayPlacement::Position::BOTTOM;
|
| + if (parent_rect.x() == max_left)
|
| + return gfx::DisplayPlacement::Position::LEFT;
|
| +
|
| + return gfx::DisplayPlacement::Position::TOP;
|
| + }
|
| + if (max_left == min_right) {
|
| + // Vertical edge touching.
|
| + return parent_rect.x() == max_left
|
| + ? gfx::DisplayPlacement::Position::LEFT
|
| + : gfx::DisplayPlacement::Position::RIGHT;
|
| + }
|
| + if (max_top == min_bottom) {
|
| + // Horizontal edge touching.
|
| + return parent_rect.y() == max_top
|
| + ? gfx::DisplayPlacement::Position::TOP
|
| + : gfx::DisplayPlacement::Position::BOTTOM;
|
| + }
|
| + NOTREACHED();
|
| + return gfx::DisplayPlacement::Position::RIGHT;
|
| +}
|
| +
|
| +gfx::DisplayPlacement CalculateDisplayPlacement(
|
| + const gfx::win::DisplayInfo& parent,
|
| + const gfx::win::DisplayInfo& current) {
|
| + DCHECK(DisplayInfosTouch(parent, current)) << "DisplayInfos must touch.";
|
| +
|
| + gfx::DisplayPlacement placement;
|
| + placement.parent_display_id = parent.id();
|
| + placement.display_id = current.id();
|
| + placement.position = CalculateDisplayPosition(parent, current);
|
| +
|
| + int parent_begin = 0;
|
| + int parent_end = 0;
|
| + int current_begin = 0;
|
| + int current_end = 0;
|
| +
|
| + switch (placement.position) {
|
| + case gfx::DisplayPlacement::Position::TOP:
|
| + case gfx::DisplayPlacement::Position::BOTTOM:
|
| + parent_begin = parent.screen_rect().x();
|
| + parent_end = parent.screen_rect().right();
|
| + current_begin = current.screen_rect().x();
|
| + current_end = current.screen_rect().right();
|
| + break;
|
| + case gfx::DisplayPlacement::Position::LEFT:
|
| + case gfx::DisplayPlacement::Position::RIGHT:
|
| + parent_begin = parent.screen_rect().y();
|
| + parent_end = parent.screen_rect().bottom();
|
| + current_begin = current.screen_rect().y();
|
| + current_end = current.screen_rect().bottom();
|
| + break;
|
| + }
|
| +
|
| + // Since we're talking offsets, make everything relative to parent_begin.
|
| + parent_end -= parent_begin;
|
| + current_begin -= parent_begin;
|
| + current_end -= parent_begin;
|
| + parent_begin = 0;
|
| +
|
| + // There are a few ways lines can intersect:
|
| + // End Aligned
|
| + // CURRENT's offset is relative to the end (in our world, BOTTOM_RIGHT).
|
| + // +-PARENT----------------+
|
| + // +-CURRENT------------+
|
| + //
|
| + // Positioning based off of |current_begin|.
|
| + // CURRENT's offset is simply a percentage of its position on PARENT.
|
| + // +-PARENT----------------+
|
| + // +-CURRENT------------+
|
| + //
|
| + // Positioning based off of |current_end|.
|
| + // CURRENT's offset is dependent on the percentage of its end position on
|
| + // PARENT.
|
| + // +-PARENT----------------+
|
| + // +-CURRENT------------+
|
| + //
|
| + // Positioning based off of |parent_begin| on current.
|
| + // CURRENT's offset is dependent on the percentage of its end position on
|
| + // PARENT.
|
| + // +-PARENT----------------+
|
| + // +-CURRENT--------------------------+
|
| + if (parent_end == current_end) {
|
| + // End aligned.
|
| + placement.offset_reference =
|
| + gfx::DisplayPlacement::OffsetReference::BOTTOM_RIGHT;
|
| + placement.offset = 0;
|
| + } else if (InRange(current_begin, parent_begin, parent_end)) {
|
| + placement.offset = ScaleOffset(parent_end,
|
| + parent.device_scale_factor(),
|
| + current_begin);
|
| + } else if (InRange(current_end, parent_begin, parent_end)) {
|
| + placement.offset_reference =
|
| + gfx::DisplayPlacement::OffsetReference::BOTTOM_RIGHT;
|
| + placement.offset = ScaleOffset(parent_end,
|
| + parent.device_scale_factor(),
|
| + parent_end - current_end);
|
| + } else {
|
| + DCHECK(InRange(parent_begin, current_begin, current_end));
|
| + placement.offset = ScaleOffset(current_end - current_begin,
|
| + current.device_scale_factor(),
|
| + current_begin);
|
| + }
|
| +
|
| + return placement;
|
| +}
|
| +
|
| +// This function takes the same approach as ScaleAndPositionRect, transforming
|
| +// the two input rects so that the relative positions are always the same.
|
| +int64_t SquaredDistanceBetweenRects(const gfx::Rect& ref,
|
| + const gfx::Rect& rect) {
|
| + if (ref.Intersects(rect))
|
| + return 0;
|
| +
|
| + RelativePosition relative_position = RectRelativePosition(ref, rect);
|
| + gfx::Rect ref_work(CanonicalizeRelativePosition(ref, relative_position));
|
| + gfx::Rect rect_work(CanonicalizeRelativePosition(rect, relative_position));
|
| + // Now that the ref is on top, we can concentrate ref bottom
|
| + // and rect top calculations.
|
| + if (rect_work.right() < ref_work.x())
|
| + return (rect_work.top_right() - ref_work.bottom_left()).LengthSquared();
|
| + else if (ref_work.right() < rect_work.x())
|
| + return (rect_work.origin() - ref_work.bottom_right()).LengthSquared();
|
| +
|
| + int distance = rect_work.y() - ref_work.bottom();
|
| + return distance * distance;
|
| +}
|
| +
|
| +} // namespace win
|
| +} // namespace gfx
|
|
|