xref: /AOO41X/main/svtools/source/toolpanel/tabbargeometry.cxx (revision cdf0e10c4e3984b49a9502b011690b615761d4a3)
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26*cdf0e10cSrcweir 
27*cdf0e10cSrcweir #include "precompiled_svtools.hxx"
28*cdf0e10cSrcweir 
29*cdf0e10cSrcweir #include "tabbargeometry.hxx"
30*cdf0e10cSrcweir 
31*cdf0e10cSrcweir #include <basegfx/range/b2drange.hxx>
32*cdf0e10cSrcweir #include <basegfx/matrix/b2dhommatrix.hxx>
33*cdf0e10cSrcweir #include <basegfx/numeric/ftools.hxx>
34*cdf0e10cSrcweir 
35*cdf0e10cSrcweir #include <vcl/window.hxx>
36*cdf0e10cSrcweir 
37*cdf0e10cSrcweir #include <algorithm>
38*cdf0e10cSrcweir 
39*cdf0e10cSrcweir // the width (or height, depending on alignment) of the scroll buttons
40*cdf0e10cSrcweir #define BUTTON_FLOW_WIDTH       20
41*cdf0e10cSrcweir // the space between the scroll buttons and the items
42*cdf0e10cSrcweir #define BUTTON_FLOW_SPACE       2
43*cdf0e10cSrcweir // outer space to apply between the tab bar borders and any content. Note that those refer to a "normalized" geometry,
44*cdf0e10cSrcweir // i.e. if the tab bar were aligned at the top
45*cdf0e10cSrcweir #define OUTER_SPACE_LEFT        2
46*cdf0e10cSrcweir #define OUTER_SPACE_TOP         4
47*cdf0e10cSrcweir #define OUTER_SPACE_RIGHT       4
48*cdf0e10cSrcweir #define OUTER_SPACE_BOTTOM      2
49*cdf0e10cSrcweir 
50*cdf0e10cSrcweir // outer space to apply between the area for the items, and the actual items. They refer to a normalized geometry.
51*cdf0e10cSrcweir #define ITEMS_INSET_LEFT        4
52*cdf0e10cSrcweir #define ITEMS_INSET_TOP         3
53*cdf0e10cSrcweir #define ITEMS_INSET_RIGHT       4
54*cdf0e10cSrcweir #define ITEMS_INSET_BOTTOM      0
55*cdf0e10cSrcweir 
56*cdf0e10cSrcweir //......................................................................................................................
57*cdf0e10cSrcweir namespace svt
58*cdf0e10cSrcweir {
59*cdf0e10cSrcweir //......................................................................................................................
60*cdf0e10cSrcweir 
61*cdf0e10cSrcweir 	//==================================================================================================================
62*cdf0e10cSrcweir 	//= helper
63*cdf0e10cSrcweir 	//==================================================================================================================
64*cdf0e10cSrcweir     namespace
65*cdf0e10cSrcweir     {
66*cdf0e10cSrcweir 	    //--------------------------------------------------------------------------------------------------------------
67*cdf0e10cSrcweir         static void lcl_transform( Rectangle& io_rRect, const ::basegfx::B2DHomMatrix& i_rTransformation )
68*cdf0e10cSrcweir         {
69*cdf0e10cSrcweir             ::basegfx::B2DRange aRect( io_rRect.Left(), io_rRect.Top(), io_rRect.Right(), io_rRect.Bottom() );
70*cdf0e10cSrcweir             aRect.transform( i_rTransformation );
71*cdf0e10cSrcweir             io_rRect.Left() = long( aRect.getMinX() );
72*cdf0e10cSrcweir             io_rRect.Top() = long( aRect.getMinY() );
73*cdf0e10cSrcweir             io_rRect.Right() = long( aRect.getMaxX() );
74*cdf0e10cSrcweir             io_rRect.Bottom() = long( aRect.getMaxY() );
75*cdf0e10cSrcweir         }
76*cdf0e10cSrcweir 
77*cdf0e10cSrcweir 	    //--------------------------------------------------------------------------------------------------------------
78*cdf0e10cSrcweir         /** transforms the given, possible rotated playground,
79*cdf0e10cSrcweir         */
80*cdf0e10cSrcweir         void lcl_rotate( const Rectangle& i_rReference, Rectangle& io_rArea, const bool i_bRight )
81*cdf0e10cSrcweir         {
82*cdf0e10cSrcweir             // step 1: move the to-be-upper-left corner (left/bottom) of the rectangle to (0,0)
83*cdf0e10cSrcweir             ::basegfx::B2DHomMatrix aTransformation;
84*cdf0e10cSrcweir             aTransformation.translate(
85*cdf0e10cSrcweir                 i_bRight ? -i_rReference.Left() : -i_rReference.Right(),
86*cdf0e10cSrcweir                 i_bRight ? -i_rReference.Bottom() : -i_rReference.Top()
87*cdf0e10cSrcweir             );
88*cdf0e10cSrcweir 
89*cdf0e10cSrcweir             // step 2: rotate by -90 degrees
90*cdf0e10cSrcweir             aTransformation.rotate( i_bRight ? +F_PI2 : -F_PI2 );
91*cdf0e10cSrcweir                 // note:
92*cdf0e10cSrcweir                 // on the screen, the ordinate goes top-down, while basegfx calculates in a system where the
93*cdf0e10cSrcweir                 // ordinate goes bottom-up; thus the "wrong" sign before F_PI2 here
94*cdf0e10cSrcweir 
95*cdf0e10cSrcweir             // step 3: move back to original coordinates
96*cdf0e10cSrcweir             aTransformation.translate( i_rReference.Left(), i_rReference.Top() );
97*cdf0e10cSrcweir 
98*cdf0e10cSrcweir             // apply transformation
99*cdf0e10cSrcweir             lcl_transform( io_rArea, aTransformation );
100*cdf0e10cSrcweir         }
101*cdf0e10cSrcweir     }
102*cdf0e10cSrcweir 
103*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
104*cdf0e10cSrcweir     void lcl_mirrorHorizontally( const Rectangle& i_rReferenceArea, Rectangle& io_rArea )
105*cdf0e10cSrcweir     {
106*cdf0e10cSrcweir         io_rArea.Left() = i_rReferenceArea.Left() + i_rReferenceArea.Right() - io_rArea.Left();
107*cdf0e10cSrcweir         io_rArea.Right() = i_rReferenceArea.Left() + i_rReferenceArea.Right() - io_rArea.Right();
108*cdf0e10cSrcweir         ::std::swap( io_rArea.Left(), io_rArea.Right() );
109*cdf0e10cSrcweir     }
110*cdf0e10cSrcweir 
111*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
112*cdf0e10cSrcweir     void lcl_mirrorVertically( const Rectangle& i_rReferenceArea, Rectangle& io_rArea )
113*cdf0e10cSrcweir     {
114*cdf0e10cSrcweir         io_rArea.Top() = i_rReferenceArea.Top() + i_rReferenceArea.Bottom() - io_rArea.Top();
115*cdf0e10cSrcweir         io_rArea.Bottom() = i_rReferenceArea.Top() + i_rReferenceArea.Bottom() - io_rArea.Bottom();
116*cdf0e10cSrcweir         ::std::swap( io_rArea.Top(), io_rArea.Bottom() );
117*cdf0e10cSrcweir     }
118*cdf0e10cSrcweir 
119*cdf0e10cSrcweir 	//==================================================================================================================
120*cdf0e10cSrcweir 	//= NormalizedArea
121*cdf0e10cSrcweir 	//==================================================================================================================
122*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
123*cdf0e10cSrcweir     NormalizedArea::NormalizedArea()
124*cdf0e10cSrcweir         :m_aReference()
125*cdf0e10cSrcweir     {
126*cdf0e10cSrcweir     }
127*cdf0e10cSrcweir 
128*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
129*cdf0e10cSrcweir     NormalizedArea::NormalizedArea( const Rectangle& i_rReference, const bool i_bIsVertical )
130*cdf0e10cSrcweir         :m_aReference( i_bIsVertical ? Rectangle( i_rReference.TopLeft(), Size( i_rReference.GetHeight(), i_rReference.GetWidth() ) ) : i_rReference )
131*cdf0e10cSrcweir     {
132*cdf0e10cSrcweir     }
133*cdf0e10cSrcweir 
134*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
135*cdf0e10cSrcweir     Rectangle NormalizedArea::getTransformed( const Rectangle& i_rArea, const TabAlignment i_eTargetAlignment ) const
136*cdf0e10cSrcweir     {
137*cdf0e10cSrcweir         Rectangle aResult( i_rArea );
138*cdf0e10cSrcweir 
139*cdf0e10cSrcweir         if  (   ( i_eTargetAlignment == TABS_RIGHT )
140*cdf0e10cSrcweir             ||  ( i_eTargetAlignment == TABS_LEFT )
141*cdf0e10cSrcweir             )
142*cdf0e10cSrcweir         {
143*cdf0e10cSrcweir             lcl_rotate( m_aReference, aResult, true );
144*cdf0e10cSrcweir 
145*cdf0e10cSrcweir             if ( i_eTargetAlignment == TABS_LEFT )
146*cdf0e10cSrcweir             {
147*cdf0e10cSrcweir                 Rectangle aReference( m_aReference );
148*cdf0e10cSrcweir                 aReference.Transpose();
149*cdf0e10cSrcweir                 lcl_mirrorHorizontally( aReference, aResult );
150*cdf0e10cSrcweir             }
151*cdf0e10cSrcweir         }
152*cdf0e10cSrcweir         else
153*cdf0e10cSrcweir         if  ( i_eTargetAlignment == TABS_BOTTOM )
154*cdf0e10cSrcweir         {
155*cdf0e10cSrcweir             lcl_mirrorVertically( m_aReference, aResult );
156*cdf0e10cSrcweir         }
157*cdf0e10cSrcweir 
158*cdf0e10cSrcweir         return aResult;
159*cdf0e10cSrcweir     }
160*cdf0e10cSrcweir 
161*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
162*cdf0e10cSrcweir     Rectangle NormalizedArea::getNormalized( const Rectangle& i_rArea, const TabAlignment i_eTargetAlignment ) const
163*cdf0e10cSrcweir     {
164*cdf0e10cSrcweir         Rectangle aResult( i_rArea );
165*cdf0e10cSrcweir 
166*cdf0e10cSrcweir         if  (   ( i_eTargetAlignment == TABS_RIGHT )
167*cdf0e10cSrcweir             ||  ( i_eTargetAlignment == TABS_LEFT )
168*cdf0e10cSrcweir             )
169*cdf0e10cSrcweir         {
170*cdf0e10cSrcweir             Rectangle aReference( m_aReference );
171*cdf0e10cSrcweir             lcl_rotate( m_aReference, aReference, true );
172*cdf0e10cSrcweir 
173*cdf0e10cSrcweir             if ( i_eTargetAlignment == TABS_LEFT )
174*cdf0e10cSrcweir             {
175*cdf0e10cSrcweir                 lcl_mirrorHorizontally( aReference, aResult );
176*cdf0e10cSrcweir             }
177*cdf0e10cSrcweir 
178*cdf0e10cSrcweir             lcl_rotate( aReference, aResult, false );
179*cdf0e10cSrcweir         }
180*cdf0e10cSrcweir         else
181*cdf0e10cSrcweir         if  ( i_eTargetAlignment == TABS_BOTTOM )
182*cdf0e10cSrcweir         {
183*cdf0e10cSrcweir             lcl_mirrorVertically( m_aReference, aResult );
184*cdf0e10cSrcweir         }
185*cdf0e10cSrcweir         return aResult;
186*cdf0e10cSrcweir     }
187*cdf0e10cSrcweir 
188*cdf0e10cSrcweir 	//==================================================================================================================
189*cdf0e10cSrcweir 	//= TabBarGeometry
190*cdf0e10cSrcweir 	//==================================================================================================================
191*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
192*cdf0e10cSrcweir     TabBarGeometry::TabBarGeometry( const TabItemContent i_eItemContent )
193*cdf0e10cSrcweir         :m_eTabItemContent( i_eItemContent )
194*cdf0e10cSrcweir         ,m_aItemsInset()
195*cdf0e10cSrcweir         ,m_aButtonBackRect()
196*cdf0e10cSrcweir         ,m_aItemsRect()
197*cdf0e10cSrcweir         ,m_aButtonForwardRect()
198*cdf0e10cSrcweir     {
199*cdf0e10cSrcweir         m_aItemsInset.Left()   = ITEMS_INSET_LEFT;
200*cdf0e10cSrcweir         m_aItemsInset.Top()    = ITEMS_INSET_TOP;
201*cdf0e10cSrcweir         m_aItemsInset.Right()  = ITEMS_INSET_RIGHT;
202*cdf0e10cSrcweir         m_aItemsInset.Bottom() = ITEMS_INSET_BOTTOM;
203*cdf0e10cSrcweir     }
204*cdf0e10cSrcweir 
205*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
206*cdf0e10cSrcweir     TabBarGeometry::~TabBarGeometry()
207*cdf0e10cSrcweir     {
208*cdf0e10cSrcweir     }
209*cdf0e10cSrcweir 
210*cdf0e10cSrcweir     //------------------------------------------------------------------------------------------------------------------
211*cdf0e10cSrcweir     bool TabBarGeometry::impl_fitItems( ItemDescriptors& io_rItems ) const
212*cdf0e10cSrcweir     {
213*cdf0e10cSrcweir         if ( io_rItems.empty() )
214*cdf0e10cSrcweir             // nothing to do, "no items" perfectly fit into any space we have ...
215*cdf0e10cSrcweir             return true;
216*cdf0e10cSrcweir 
217*cdf0e10cSrcweir         // the available size
218*cdf0e10cSrcweir         Size aOutputSize( getItemsRect().GetSize() );
219*cdf0e10cSrcweir         // shrunk by the outer space
220*cdf0e10cSrcweir         aOutputSize.Width() -= m_aItemsInset.Right();
221*cdf0e10cSrcweir         aOutputSize.Height() -= m_aItemsInset.Bottom();
222*cdf0e10cSrcweir         const Rectangle aFitInto( Point( 0, 0 ), aOutputSize );
223*cdf0e10cSrcweir 
224*cdf0e10cSrcweir         TabItemContent eItemContent( getItemContent() );
225*cdf0e10cSrcweir         if ( eItemContent == TABITEM_AUTO )
226*cdf0e10cSrcweir         {
227*cdf0e10cSrcweir             // the "content modes" to try
228*cdf0e10cSrcweir             TabItemContent eTryThis[] =
229*cdf0e10cSrcweir             {
230*cdf0e10cSrcweir                 TABITEM_IMAGE_ONLY,     // assumed to have the smallest rects
231*cdf0e10cSrcweir                 TABITEM_TEXT_ONLY,
232*cdf0e10cSrcweir                 TABITEM_IMAGE_AND_TEXT  // assumed to have the largest rects
233*cdf0e10cSrcweir             };
234*cdf0e10cSrcweir 
235*cdf0e10cSrcweir 
236*cdf0e10cSrcweir             // determine which of the different version fits
237*cdf0e10cSrcweir             eItemContent = eTryThis[0];
238*cdf0e10cSrcweir             size_t nTryIndex = 2;
239*cdf0e10cSrcweir             while ( nTryIndex > 0 )
240*cdf0e10cSrcweir             {
241*cdf0e10cSrcweir                 const Point aBottomRight( io_rItems.rbegin()->GetRect( eTryThis[ nTryIndex ] ).BottomRight() );
242*cdf0e10cSrcweir                 if ( aFitInto.IsInside( aBottomRight ) )
243*cdf0e10cSrcweir                 {
244*cdf0e10cSrcweir                     eItemContent = eTryThis[ nTryIndex ];
245*cdf0e10cSrcweir                     break;
246*cdf0e10cSrcweir                 }
247*cdf0e10cSrcweir                 --nTryIndex;
248*cdf0e10cSrcweir             }
249*cdf0e10cSrcweir         }
250*cdf0e10cSrcweir 
251*cdf0e10cSrcweir         // propagate to the items
252*cdf0e10cSrcweir         for (   ItemDescriptors::iterator item = io_rItems.begin();
253*cdf0e10cSrcweir                 item != io_rItems.end();
254*cdf0e10cSrcweir                 ++item
255*cdf0e10cSrcweir             )
256*cdf0e10cSrcweir         {
257*cdf0e10cSrcweir             item->eContent = eItemContent;
258*cdf0e10cSrcweir         }
259*cdf0e10cSrcweir 
260*cdf0e10cSrcweir         const ItemDescriptor& rLastItem( *io_rItems.rbegin() );
261*cdf0e10cSrcweir         const Point aLastItemBottomRight( rLastItem.GetCurrentRect().BottomRight() );
262*cdf0e10cSrcweir         return  aFitInto.Left() <= aLastItemBottomRight.X()
263*cdf0e10cSrcweir             &&  aFitInto.Right() >= aLastItemBottomRight.X();
264*cdf0e10cSrcweir     }
265*cdf0e10cSrcweir 
266*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
267*cdf0e10cSrcweir     Size TabBarGeometry::getOptimalSize( ItemDescriptors& io_rItems, const bool i_bMinimalSize ) const
268*cdf0e10cSrcweir     {
269*cdf0e10cSrcweir         if ( io_rItems.empty() )
270*cdf0e10cSrcweir             return Size(
271*cdf0e10cSrcweir                 m_aItemsInset.Left() + m_aItemsInset.Right(),
272*cdf0e10cSrcweir                 m_aItemsInset.Top() + m_aItemsInset.Bottom()
273*cdf0e10cSrcweir             );
274*cdf0e10cSrcweir 
275*cdf0e10cSrcweir         // the rect of the last item
276*cdf0e10cSrcweir         const Rectangle& rLastItemRect( i_bMinimalSize ? io_rItems.rbegin()->aIconOnlyArea : io_rItems.rbegin()->aCompleteArea );
277*cdf0e10cSrcweir         return Size(
278*cdf0e10cSrcweir                     rLastItemRect.Left() + 1 + m_aItemsInset.Right(),
279*cdf0e10cSrcweir                     rLastItemRect.Top() + 1 + rLastItemRect.Bottom() + m_aItemsInset.Bottom()
280*cdf0e10cSrcweir                 );
281*cdf0e10cSrcweir     }
282*cdf0e10cSrcweir 
283*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
284*cdf0e10cSrcweir     void TabBarGeometry::relayout( const Size& i_rActualOutputSize, ItemDescriptors& io_rItems )
285*cdf0e10cSrcweir     {
286*cdf0e10cSrcweir         // assume all items fit
287*cdf0e10cSrcweir         Point aButtonBackPos( OUTER_SPACE_LEFT, OUTER_SPACE_TOP );
288*cdf0e10cSrcweir         m_aButtonBackRect = Rectangle( aButtonBackPos, Size( 1, 1 ) );
289*cdf0e10cSrcweir         m_aButtonBackRect.SetEmpty();
290*cdf0e10cSrcweir 
291*cdf0e10cSrcweir         Point aButtonForwardPos( i_rActualOutputSize.Width(), OUTER_SPACE_TOP );
292*cdf0e10cSrcweir         m_aButtonForwardRect = Rectangle( aButtonForwardPos, Size( 1, 1 ) );
293*cdf0e10cSrcweir         m_aButtonForwardRect.SetEmpty();
294*cdf0e10cSrcweir 
295*cdf0e10cSrcweir         Point aItemsPos( OUTER_SPACE_LEFT, 0 );
296*cdf0e10cSrcweir         Size aItemsSize( i_rActualOutputSize.Width() - OUTER_SPACE_LEFT - OUTER_SPACE_RIGHT, i_rActualOutputSize.Height() );
297*cdf0e10cSrcweir         m_aItemsRect = Rectangle( aItemsPos, aItemsSize );
298*cdf0e10cSrcweir 
299*cdf0e10cSrcweir         if ( !impl_fitItems( io_rItems ) )
300*cdf0e10cSrcweir         {
301*cdf0e10cSrcweir             // assumption was wrong, the items do not fit => calculate rects for the scroll buttons
302*cdf0e10cSrcweir             const Size aButtonSize( BUTTON_FLOW_WIDTH, i_rActualOutputSize.Height() - OUTER_SPACE_TOP - OUTER_SPACE_BOTTOM );
303*cdf0e10cSrcweir 
304*cdf0e10cSrcweir             aButtonBackPos = Point( OUTER_SPACE_LEFT, OUTER_SPACE_TOP );
305*cdf0e10cSrcweir             m_aButtonBackRect = Rectangle( aButtonBackPos, aButtonSize );
306*cdf0e10cSrcweir 
307*cdf0e10cSrcweir             aButtonForwardPos = Point( i_rActualOutputSize.Width() - BUTTON_FLOW_WIDTH - OUTER_SPACE_RIGHT, OUTER_SPACE_TOP );
308*cdf0e10cSrcweir             m_aButtonForwardRect = Rectangle( aButtonForwardPos, aButtonSize );
309*cdf0e10cSrcweir 
310*cdf0e10cSrcweir             aItemsPos.X() = aButtonBackPos.X() + aButtonSize.Width() + BUTTON_FLOW_SPACE;
311*cdf0e10cSrcweir             aItemsSize.Width() = aButtonForwardPos.X() - BUTTON_FLOW_SPACE - aItemsPos.X();
312*cdf0e10cSrcweir             m_aItemsRect = Rectangle( aItemsPos, aItemsSize );
313*cdf0e10cSrcweir 
314*cdf0e10cSrcweir             // fit items, again. In the TABITEM_AUTO case, the smaller playground for the items might lead to another
315*cdf0e10cSrcweir             // item content.
316*cdf0e10cSrcweir             impl_fitItems( io_rItems );
317*cdf0e10cSrcweir         }
318*cdf0e10cSrcweir     }
319*cdf0e10cSrcweir 
320*cdf0e10cSrcweir 	//------------------------------------------------------------------------------------------------------------------
321*cdf0e10cSrcweir     Point TabBarGeometry::getFirstItemPosition() const
322*cdf0e10cSrcweir     {
323*cdf0e10cSrcweir         return Point( m_aItemsInset.Left(), m_aItemsInset.Top() );
324*cdf0e10cSrcweir     }
325*cdf0e10cSrcweir 
326*cdf0e10cSrcweir //......................................................................................................................
327*cdf0e10cSrcweir } // namespace svt
328*cdf0e10cSrcweir //......................................................................................................................
329