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interpret negative dialog <x> and <y> coordinates as distance from the

right/upper screen edge (analogous to the --geometry spec), assuming
that we never want to draw outside the screen area; for this to work
we need to write the original x/y coords back to overwrite the absolute,
positive values that the layouter stored there
This commit is contained in:
mfranz 2005-11-06 23:53:30 +00:00
parent e52a628c1f
commit e4929c1dc1

View file

@ -432,12 +432,20 @@ FGDialog::display (SGPropertyNode * props)
wid.setDefaultFont(fnt, int(fnt->getPointSize()));
int pw=0, ph=0;
int px, py, savex, savey;
if(!userw || !userh)
wid.calcPrefSize(&pw, &ph);
pw = props->getIntValue("width", pw);
ph = props->getIntValue("height", ph);
int px = props->getIntValue("x", (screenw - pw) / 2);
int py = props->getIntValue("y", (screenh - ph) / 2);
px = savex = props->getIntValue("x", (screenw - pw) / 2);
py = savey = props->getIntValue("y", (screenh - ph) / 2);
// Negative x/y coordinates are interpreted as distance from the top/right
// corner rather than bottom/left.
if (px < 0)
px = screenw - pw + px;
if (py < 0)
py = screenh - ph + py;
// Define "x", "y", "width" and/or "height" in the property tree if they
// are not specified in the configuration file.
@ -448,9 +456,17 @@ FGDialog::display (SGPropertyNode * props)
_object = makeObject(props, screenw, screenh);
// Remove automatically generated properties, so the layout looks
// the same next time around.
if(!userx) props->removeChild("x");
if(!usery) props->removeChild("y");
// the same next time around, or restore x and y to preserve negative coords.
if(userx)
props->setIntValue("x", savex);
else
props->removeChild("x");
if(usery)
props->setIntValue("y", savey);
else
props->removeChild("y");
if(!userw) props->removeChild("width");
if(!userh) props->removeChild("height");