Kaydet (Commit) f4147a39 authored tarafından Tomaž Vajngerl's avatar Tomaž Vajngerl

refactor TableControl to use RenderContext

Change-Id: I4a84cdc8517b69b28fbb8521d0593ae5ed4c3a79
üst f54212fb
...@@ -1197,124 +1197,103 @@ namespace svt { namespace table ...@@ -1197,124 +1197,103 @@ namespace svt { namespace table
} }
void TableControl_Impl::doPaintContent( const Rectangle& _rUpdateRect ) void TableControl_Impl::doPaintContent(vcl::RenderContext& rRenderContext, const Rectangle& _rUpdateRect)
{ {
if ( !getModel() ) if (!getModel())
return; return;
PTableRenderer pRenderer = getModel()->getRenderer(); PTableRenderer pRenderer = getModel()->getRenderer();
DBG_ASSERT( !!pRenderer, "TableDataWindow::doPaintContent: invalid renderer!" ); DBG_ASSERT(!!pRenderer, "TableDataWindow::doPaintContent: invalid renderer!");
if ( !pRenderer ) if (!pRenderer)
return; return;
// our current style settings, to be passed to the renderer // our current style settings, to be passed to the renderer
const StyleSettings& rStyle = m_rAntiImpl.GetSettings().GetStyleSettings(); const StyleSettings& rStyle = rRenderContext.GetSettings().GetStyleSettings();
m_nRowCount = m_pModel->getRowCount(); m_nRowCount = m_pModel->getRowCount();
// the area occupied by all (at least partially) visible cells, including // the area occupied by all (at least partially) visible cells, including
// headers // headers
Rectangle const aAllCellsWithHeaders( impl_getAllVisibleCellsArea() ); Rectangle const aAllCellsWithHeaders( impl_getAllVisibleCellsArea() );
// draw the header column area // draw the header column area
if ( m_pModel->hasColumnHeaders() ) if (m_pModel->hasColumnHeaders())
{ {
TableRowGeometry const aHeaderRow( *this, Rectangle( Point( 0, 0 ), TableRowGeometry const aHeaderRow(*this, Rectangle(Point(0, 0), aAllCellsWithHeaders.BottomRight()), ROW_COL_HEADERS);
aAllCellsWithHeaders.BottomRight() ), ROW_COL_HEADERS );
Rectangle const aColRect(aHeaderRow.getRect()); Rectangle const aColRect(aHeaderRow.getRect());
pRenderer->PaintHeaderArea( pRenderer->PaintHeaderArea(rRenderContext, aColRect, true, false, rStyle);
*m_pDataWindow, aColRect, true, false, rStyle
);
// Note that strictly, aHeaderRow.getRect() also contains the intersection between column // Note that strictly, aHeaderRow.getRect() also contains the intersection between column
// and row header area. However, below we go to paint this intersection, again, // and row header area. However, below we go to paint this intersection, again,
// so this hopefully doesn't hurt if we already paint it here. // so this hopefully doesn't hurt if we already paint it here.
for ( TableCellGeometry aCell( aHeaderRow, m_nLeftColumn ); for (TableCellGeometry aCell(aHeaderRow, m_nLeftColumn); aCell.isValid(); aCell.moveRight())
aCell.isValid();
aCell.moveRight()
)
{ {
if ( _rUpdateRect.GetIntersection( aCell.getRect() ).IsEmpty() ) if (_rUpdateRect.GetIntersection(aCell.getRect()).IsEmpty())
continue; continue;
bool isActiveColumn = ( aCell.getColumn() == getCurrentColumn() ); bool isActiveColumn = (aCell.getColumn() == getCurrentColumn());
bool isSelectedColumn = false; bool isSelectedColumn = false;
pRenderer->PaintColumnHeader( aCell.getColumn(), isActiveColumn, isSelectedColumn, pRenderer->PaintColumnHeader(aCell.getColumn(), isActiveColumn, isSelectedColumn, rRenderContext, aCell.getRect(), rStyle);
*m_pDataWindow, aCell.getRect(), rStyle );
} }
} }
// the area occupied by the row header, if any // the area occupied by the row header, if any
Rectangle aRowHeaderArea; Rectangle aRowHeaderArea;
if ( m_pModel->hasRowHeaders() ) if (m_pModel->hasRowHeaders())
{ {
aRowHeaderArea = aAllCellsWithHeaders; aRowHeaderArea = aAllCellsWithHeaders;
aRowHeaderArea.Right() = m_nRowHeaderWidthPixel - 1; aRowHeaderArea.Right() = m_nRowHeaderWidthPixel - 1;
TableSize const nVisibleRows = impl_getVisibleRows( true ); TableSize const nVisibleRows = impl_getVisibleRows(true);
TableSize nActualRows = nVisibleRows; TableSize nActualRows = nVisibleRows;
if ( m_nTopRow + nActualRows > m_nRowCount ) if (m_nTopRow + nActualRows > m_nRowCount)
nActualRows = m_nRowCount - m_nTopRow; nActualRows = m_nRowCount - m_nTopRow;
aRowHeaderArea.Bottom() = m_nColHeaderHeightPixel + m_nRowHeightPixel * nActualRows - 1; aRowHeaderArea.Bottom() = m_nColHeaderHeightPixel + m_nRowHeightPixel * nActualRows - 1;
pRenderer->PaintHeaderArea( *m_pDataWindow, aRowHeaderArea, false, true, rStyle ); pRenderer->PaintHeaderArea(rRenderContext, aRowHeaderArea, false, true, rStyle);
// Note that strictly, aRowHeaderArea also contains the intersection between column // Note that strictly, aRowHeaderArea also contains the intersection between column
// and row header area. However, below we go to paint this intersection, again, // and row header area. However, below we go to paint this intersection, again,
// so this hopefully doesn't hurt if we already paint it here. // so this hopefully doesn't hurt if we already paint it here.
if ( m_pModel->hasColumnHeaders() ) if (m_pModel->hasColumnHeaders())
{ {
TableCellGeometry const aIntersection( *this, Rectangle( Point( 0, 0 ), TableCellGeometry const aIntersection(*this, Rectangle(Point(0, 0), aAllCellsWithHeaders.BottomRight()),
aAllCellsWithHeaders.BottomRight() ), COL_ROW_HEADERS, ROW_COL_HEADERS ); COL_ROW_HEADERS, ROW_COL_HEADERS);
Rectangle const aInters( aIntersection.getRect() ); Rectangle const aInters(aIntersection.getRect());
pRenderer->PaintHeaderArea( pRenderer->PaintHeaderArea(rRenderContext, aInters, true, true, rStyle);
*m_pDataWindow, aInters, true, true, rStyle
);
} }
} }
// draw the table content row by row // draw the table content row by row
TableSize colCount = getModel()->getColumnCount(); TableSize colCount = getModel()->getColumnCount();
// paint all rows // paint all rows
Rectangle const aAllDataCellsArea( impl_getAllVisibleDataCellArea() ); Rectangle const aAllDataCellsArea(impl_getAllVisibleDataCellArea());
for ( TableRowGeometry aRowIterator( *this, aAllCellsWithHeaders, getTopRow() ); for (TableRowGeometry aRowIterator(*this, aAllCellsWithHeaders, getTopRow()); aRowIterator.isValid(); aRowIterator.moveDown())
aRowIterator.isValid();
aRowIterator.moveDown() )
{ {
if ( _rUpdateRect.GetIntersection( aRowIterator.getRect() ).IsEmpty() ) if (_rUpdateRect.GetIntersection(aRowIterator.getRect() ).IsEmpty())
continue; continue;
bool const isControlFocused = m_rAntiImpl.HasControlFocus(); bool const isControlFocused = m_rAntiImpl.HasControlFocus();
bool const isSelectedRow = isRowSelected( aRowIterator.getRow() ); bool const isSelectedRow = isRowSelected(aRowIterator.getRow());
Rectangle const aRect = aRowIterator.getRect().GetIntersection( aAllDataCellsArea ); Rectangle const aRect = aRowIterator.getRect().GetIntersection(aAllDataCellsArea);
// give the redenderer a chance to prepare the row // give the redenderer a chance to prepare the row
pRenderer->PrepareRow( pRenderer->PrepareRow(aRowIterator.getRow(), isControlFocused, isSelectedRow, rRenderContext, aRect, rStyle);
aRowIterator.getRow(), isControlFocused, isSelectedRow,
*m_pDataWindow, aRect, rStyle
);
// paint the row header // paint the row header
if ( m_pModel->hasRowHeaders() ) if (m_pModel->hasRowHeaders())
{ {
const Rectangle aCurrentRowHeader( aRowHeaderArea.GetIntersection( aRowIterator.getRect() ) ); const Rectangle aCurrentRowHeader(aRowHeaderArea.GetIntersection(aRowIterator.getRect()));
pRenderer->PaintRowHeader( isControlFocused, isSelectedRow, *m_pDataWindow, aCurrentRowHeader, pRenderer->PaintRowHeader(isControlFocused, isSelectedRow, rRenderContext, aCurrentRowHeader, rStyle);
rStyle );
} }
if ( !colCount ) if (!colCount)
continue; continue;
// paint all cells in this row // paint all cells in this row
for ( TableCellGeometry aCell( aRowIterator, m_nLeftColumn ); for (TableCellGeometry aCell(aRowIterator, m_nLeftColumn); aCell.isValid(); aCell.moveRight())
aCell.isValid();
aCell.moveRight()
)
{ {
bool isSelectedColumn = false; bool isSelectedColumn = false;
pRenderer->PaintCell( aCell.getColumn(), isSelectedRow || isSelectedColumn, isControlFocused, pRenderer->PaintCell(aCell.getColumn(), isSelectedRow || isSelectedColumn, isControlFocused,
*m_pDataWindow, aCell.getRect(), rStyle ); rRenderContext, aCell.getRect(), rStyle);
} }
} }
} }
......
...@@ -34,11 +34,8 @@ ...@@ -34,11 +34,8 @@
class ScrollBar; class ScrollBar;
class ScrollBarBox; class ScrollBarBox;
namespace svt { namespace table namespace svt { namespace table
{ {
struct MutableColumnMetrics : protected ColumnMetrics struct MutableColumnMetrics : protected ColumnMetrics
{ {
MutableColumnMetrics() MutableColumnMetrics()
...@@ -170,7 +167,7 @@ namespace svt { namespace table ...@@ -170,7 +167,7 @@ namespace svt { namespace table
/** paints the table control content which intersects with the given rectangle /** paints the table control content which intersects with the given rectangle
*/ */
void doPaintContent( const Rectangle& _rUpdateRect ); void doPaintContent(vcl::RenderContext& rRenderContext, const Rectangle& _rUpdateRect);
/** moves the cursor to the cell with the given coordinates /** moves the cursor to the cell with the given coordinates
......
...@@ -17,7 +17,6 @@ ...@@ -17,7 +17,6 @@
* the License at http://www.apache.org/licenses/LICENSE-2.0 . * the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/ */
#include "table/tablecontrol.hxx" #include "table/tablecontrol.hxx"
#include "tabledatawindow.hxx" #include "tabledatawindow.hxx"
...@@ -27,16 +26,9 @@ ...@@ -27,16 +26,9 @@
#include <vcl/help.hxx> #include <vcl/help.hxx>
#include <vcl/settings.hxx> #include <vcl/settings.hxx>
namespace svt { namespace table namespace svt { namespace table
{ {
using css::uno::Any;
using ::com::sun::star::uno::Any;
//= TableDataWindow
TableDataWindow::TableDataWindow( TableControl_Impl& _rTableControl ) TableDataWindow::TableDataWindow( TableControl_Impl& _rTableControl )
:Window( &_rTableControl.getAntiImpl() ) :Window( &_rTableControl.getAntiImpl() )
...@@ -60,9 +52,9 @@ namespace svt { namespace table ...@@ -60,9 +52,9 @@ namespace svt { namespace table
Window::dispose(); Window::dispose();
} }
void TableDataWindow::Paint( vcl::RenderContext& /*rRenderContext*/, const Rectangle& rUpdateRect ) void TableDataWindow::Paint( vcl::RenderContext& rRenderContext, const Rectangle& rUpdateRect )
{ {
m_rTableControl.doPaintContent( rUpdateRect ); m_rTableControl.doPaintContent(rRenderContext, rUpdateRect);
} }
void TableDataWindow::SetBackground( const Wallpaper& rColor ) void TableDataWindow::SetBackground( const Wallpaper& rColor )
...@@ -221,7 +213,7 @@ namespace svt { namespace table ...@@ -221,7 +213,7 @@ namespace svt { namespace table
return nDone || Window::Notify( rNEvt ); return nDone || Window::Notify( rNEvt );
} }
} } // namespace svt::table }} // namespace svt::table
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
...@@ -26,15 +26,9 @@ ...@@ -26,15 +26,9 @@
namespace svt { namespace table namespace svt { namespace table
{ {
class TableControl_Impl; class TableControl_Impl;
class TableFunctionSet; class TableFunctionSet;
//= TableDataWindow
/** the window containing the content area (including headers) of /** the window containing the content area (including headers) of
a table control a table control
*/ */
...@@ -51,11 +45,17 @@ namespace svt { namespace table ...@@ -51,11 +45,17 @@ namespace svt { namespace table
virtual ~TableDataWindow(); virtual ~TableDataWindow();
virtual void dispose() SAL_OVERRIDE; virtual void dispose() SAL_OVERRIDE;
inline void SetSelectHdl( const Link<>& rLink ) { m_aSelectHdl = rLink; } inline void SetSelectHdl(const Link<>& rLink)
inline const Link<>& GetSelectHdl() const { return m_aSelectHdl; } {
m_aSelectHdl = rLink;
}
inline const Link<>& GetSelectHdl() const
{
return m_aSelectHdl;
}
// Window overridables // Window overridables
virtual void Paint( vcl::RenderContext& rRenderContext, const Rectangle& rRect ) SAL_OVERRIDE; virtual void Paint(vcl::RenderContext& rRenderContext, const Rectangle& rRect) SAL_OVERRIDE;
virtual void MouseMove( const MouseEvent& rMEvt) SAL_OVERRIDE; virtual void MouseMove( const MouseEvent& rMEvt) SAL_OVERRIDE;
virtual void MouseButtonDown( const MouseEvent& rMEvt) SAL_OVERRIDE; virtual void MouseButtonDown( const MouseEvent& rMEvt) SAL_OVERRIDE;
virtual void MouseButtonUp( const MouseEvent& rMEvt) SAL_OVERRIDE; virtual void MouseButtonUp( const MouseEvent& rMEvt) SAL_OVERRIDE;
......
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