Leaked source code of windows server 2003
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/*******************************************************************************
*
* (C) COPYRIGHT MICROSOFT CORPORATION, 1998
*
* TITLE: VWIASET.H
*
* VERSION: 1.0
*
* AUTHOR: ShaunIv
*
* DATE: 1/10/2000
*
* DESCRIPTION: Encapsulate the differences between LIST and RANGE properties
*
*******************************************************************************/
#ifndef __VWIASET_H_INCLUDED
#define __VWIASET_H_INCLUDED
#include <windows.h>
#include "pshelper.h"
class CValidWiaSettings
{
private:
//
// Indices into array for range values
//
enum
{
MinValue = 0,
MaxValue = 1,
StepValue = 2
};
private:
CSimpleDynamicArray<LONG> m_ValueList;
LONG m_nInitialValue;
LONG m_nType;
public:
CValidWiaSettings(void)
: m_nType(0),
m_nInitialValue(0)
{
}
CValidWiaSettings( IUnknown *pUnknown, const PropStorageHelpers::CPropertyId &propertyName )
: m_nType(0),
m_nInitialValue(0)
{
Read( pUnknown, propertyName );
}
CValidWiaSettings( const CValidWiaSettings &other )
: m_nType(0),
m_nInitialValue(0)
{
Assign(other);
}
CValidWiaSettings &operator=( const CValidWiaSettings &other )
{
if (&other != this)
{
Assign(other);
}
return *this;
}
CValidWiaSettings &Assign( const CValidWiaSettings &other )
{
Destroy();
m_nType = other.Type();
m_ValueList = other.ValueList();
m_nInitialValue = other.InitialValue();
if (!IsValid())
{
Destroy();
}
return *this;
}
LONG Type(void) const
{
return m_nType;
}
LONG InitialValue(void) const
{
return m_nInitialValue;
}
const CSimpleDynamicArray<LONG> &ValueList(void) const
{
return m_ValueList;
}
CSimpleDynamicArray<LONG> &ValueList(void)
{
return m_ValueList;
}
void Destroy(void)
{
m_nType = 0;
m_nInitialValue = 0;
m_ValueList.Destroy();
}
bool IsValid(void) const
{
if (IsList())
{
return (m_ValueList.Size() != 0);
}
else if (IsRange())
{
return (m_ValueList.Size() == 3);
}
else return false;
}
bool Read( IUnknown *pUnknown, const PropStorageHelpers::CPropertyId &propertyName )
{
bool bSuccess = false;
Destroy();
m_nType = 0;
//
// If we can't read this value, we're done
//
if (!PropStorageHelpers::GetProperty( pUnknown, propertyName, m_nInitialValue ))
{
return false;
}
ULONG nAccessFlags;
if (PropStorageHelpers::GetPropertyAccessFlags( pUnknown, propertyName, nAccessFlags ))
{
if (nAccessFlags & WIA_PROP_LIST)
{
if (PropStorageHelpers::GetPropertyList( pUnknown, propertyName, m_ValueList ))
{
m_nType = WIA_PROP_LIST;
bSuccess = (m_ValueList.Size() != 0);
}
}
else if (nAccessFlags & WIA_PROP_RANGE)
{
PropStorageHelpers::CPropertyRange PropertyRange;
if (PropStorageHelpers::GetPropertyRange( pUnknown, propertyName, PropertyRange ))
{
m_nType = WIA_PROP_RANGE;
m_ValueList.Append( PropertyRange.nMin );
m_ValueList.Append( PropertyRange.nMax );
m_ValueList.Append( PropertyRange.nStep );
bSuccess = (m_ValueList.Size() == 3);
}
}
}
if (!bSuccess)
{
Destroy();
}
return bSuccess;
}
bool FindClosestValueByRoundingDown( LONG &nValue ) const
{
//
// Make sure we have a valid item
//
if (!IsValid())
{
return false;
}
if (IsRange())
{
//
// Make sure we are in the legal range
//
nValue = WiaUiUtil::Min( WiaUiUtil::Max( m_ValueList[MinValue], nValue ), m_ValueList[MaxValue] );
//
// Divide the difference between nValue and min by nStep, then multiply by nStep to
// get rid of the remainder to round down to the nearest value
//
nValue = m_ValueList[MinValue] + (((nValue - m_ValueList[MinValue]) / m_ValueList[StepValue]) * m_ValueList[StepValue]);
return true;
}
else if (IsList() && m_ValueList.Size())
{
//
// Assume the list is sorted, so we can take the first item and assume it is the minimum value
//
LONG nResult = m_ValueList[0];
for (int i=0;i<m_ValueList.Size();i++)
{
if (m_ValueList[i] > nValue)
{
break;
}
nResult = m_ValueList[i];
}
nValue = nResult;
return true;
}
return false;
}
bool FindClosestValue( LONG &nValue ) const
{
LONG nFloor=nValue;
if (FindClosestValueByRoundingDown(nFloor))
{
LONG nCeiling=nFloor;
if (Increment(nCeiling))
{
if (nValue - nFloor < nCeiling - nValue)
{
nValue = nFloor;
return true;
}
else
{
nValue = nCeiling;
return true;
}
}
}
return false;
}
bool IsLegalValue( LONG nValue ) const
{
LONG nTestValue = nValue;
if (FindClosestValueByRoundingDown(nTestValue))
{
return (nTestValue == nValue);
}
return false;
}
int FindIndexOfItem( LONG nCurrentValue ) const
{
if (IsRange())
{
//
// Make sure we are in the legal range
//
nCurrentValue = WiaUiUtil::Min( WiaUiUtil::Max( m_ValueList[MinValue], nCurrentValue ), m_ValueList[MaxValue] );
return (nCurrentValue - m_ValueList[MinValue]) / m_ValueList[StepValue];
}
else if (IsList() && m_ValueList.Size())
{
//
// Assume the list is sorted, so we can take the first item and assume it is the minimum value
//
for (int i=0;i<m_ValueList.Size();i++)
{
if (m_ValueList[i] == nCurrentValue)
{
return i;
}
}
}
//
// returns -1 to indicate failure
//
return -1;
}
bool Increment( LONG &nCurrentValue ) const
{
//
// Round us off. This will also take care of validation.
//
if (!FindClosestValueByRoundingDown( nCurrentValue ))
{
return false;
}
if (IsRange())
{
//
// Let FindClosestValueByRoundingDown take care of making sure that we don't exceed the maximum
//
nCurrentValue += m_ValueList[StepValue];
return FindClosestValueByRoundingDown( nCurrentValue );
}
else if (IsList() && m_ValueList.Size())
{
int nIndex = FindIndexOfItem( nCurrentValue );
//
// Make sure we are in the list
//
if (nIndex < 0)
{
return false;
}
//
// Get the next value
//
nIndex++;
//
// Make sure we aren't off the end of the list
//
if (nIndex >= m_ValueList.Size())
{
nIndex = m_ValueList.Size() - 1;
}
//
// Return it
//
nCurrentValue = m_ValueList[nIndex];
//
// Everything is OK
//
return true;
}
return false;
}
bool Decrement( LONG &nCurrentValue ) const
{
//
// Round us off. This will also take care of validation.
//
if (!FindClosestValueByRoundingDown( nCurrentValue ))
{
return false;
}
if (IsRange())
{
//
// Let FindClosestValueByRoundingDown take care of making sure that we don't go under the minimum
//
nCurrentValue -= m_ValueList[StepValue];
return FindClosestValueByRoundingDown( nCurrentValue );
}
else if (IsList() && m_ValueList.Size())
{
int nIndex = FindIndexOfItem( nCurrentValue );
//
// Make sure we are in the list
//
if (nIndex < 0)
{
return false;
}
//
// Get the previous value
//
nIndex--;
//
// Make sure we aren't before the beginning of the list
//
if (nIndex < 0)
{
nIndex = 0;
}
//
// Return it
//
nCurrentValue = m_ValueList[nIndex];
//
// Everything is OK
//
return true;
}
return false;
}
LONG GetItemCount(void) const
{
if (IsList())
{
return m_ValueList.Size();
}
else if (IsRange())
{
//
// Calculate the number of steps between the minimum and maximum
//
return ((m_ValueList[MaxValue] - m_ValueList[MinValue]) / m_ValueList[StepValue]) + 1;
}
return 0;
}
bool GetItemAtIndex( int nIndex, LONG &nItem ) const
{
if (!IsValid())
{
return false;
}
if (IsList() && nIndex >= 0 && nIndex < m_ValueList.Size())
{
nItem = m_ValueList[nIndex];
return true;
}
else if (IsRange() && nIndex < GetItemCount())
{
//
// Return the minimum + nIndex * stepvalue
//
nItem = m_ValueList[MinValue] + (m_ValueList[StepValue] * nIndex);
return true;
}
return false;
}
bool FindIntersection( const CValidWiaSettings &Set1, const CValidWiaSettings &Set2 )
{
//
// We are modifying ourselves, so clear all of our data
//
Destroy();
//
// If either set is invalid, no intersection
//
if (!Set1.IsValid() || !Set2.IsValid())
{
return false;
}
//
// If either a or b is a set (or both), just add all of the items
// that are legal in both to ourself and set the type to a LIST
//
if (Set1.IsList())
{
m_nType = WIA_PROP_LIST;
for (int i=0;i<Set1.GetItemCount();i++)
{
LONG nItem;
if (Set1.GetItemAtIndex(i,nItem))
{
if (Set2.IsLegalValue(nItem))
{
m_ValueList.Append(nItem);
}
}
}
//
// Figure out where to get the initial value from
//
if (IsLegalValue(Set1.InitialValue()))
{
m_nInitialValue = Set1.InitialValue();
}
else if (IsLegalValue(Set2.InitialValue()))
{
m_nInitialValue = Set2.InitialValue();
}
else
{
if (!FindClosestValueByRoundingDown( m_nInitialValue ))
{
//
// As a last resort, use the first value
//
GetItemAtIndex(0,m_nInitialValue);
}
}
return (m_ValueList.Size() != 0);
}
else if (Set2.IsList())
{
m_nType = WIA_PROP_LIST;
for (int i=0;i<Set2.GetItemCount();i++)
{
LONG nItem;
if (Set2.GetItemAtIndex(i,nItem))
{
if (Set1.IsLegalValue(nItem))
{
m_ValueList.Append(nItem);
}
}
}
//
// Figure out where to get the initial value from
//
if (IsLegalValue(Set2.InitialValue()))
{
m_nInitialValue = Set2.InitialValue();
}
else if (IsLegalValue(Set1.InitialValue()))
{
m_nInitialValue = Set1.InitialValue();
}
else
{
if (!FindClosestValueByRoundingDown( m_nInitialValue ))
{
//
// As a last resort, use the first value
//
GetItemAtIndex(0,m_nInitialValue);
}
}
return (m_ValueList.Size() != 0);
}
//
// Both are ranges.
// BUGBUG: I may have to actually figure out how to do this in a more sophisticated
// way. Basically, I am taking the minimum of the two maximums and the maximum of the
// two minimums if and only if the at least one of the minimums is in the set of the
// other items and they have the same step value
//
else if (Set1.IsLegalValue(Set2.Min()) || Set2.IsLegalValue(Set1.Min()) && Set1.Step() == Set2.Step())
{
m_nType = WIA_PROP_RANGE;
//
// Minimum, Maximum, Step
//
m_ValueList.Append(WiaUiUtil::Max(Set1.Min(),Set2.Min()));
m_ValueList.Append(WiaUiUtil::Min(Set1.Max(),Set2.Max()));
m_ValueList.Append(Set1.Step());
//
// Figure out where to get the initial value from
//
if (IsLegalValue(Set2.InitialValue()))
{
m_nInitialValue = Set2.InitialValue();
}
else if (IsLegalValue(Set1.InitialValue()))
{
m_nInitialValue = Set1.InitialValue();
}
else
{
if (!FindClosestValueByRoundingDown( m_nInitialValue ))
{
//
// As a last resort, use the first value
//
GetItemAtIndex(0,m_nInitialValue);
}
}
return (m_ValueList.Size() == 3);
}
return true;
}
LONG Min(void) const
{
if (!IsValid())
{
return 0;
}
if (IsList())
{
return (m_ValueList[0]);
}
else if (IsRange())
{
return (m_ValueList[MinValue]);
}
return 0;
}
LONG Max(void) const
{
if (!IsValid())
{
return 0;
}
if (IsList())
{
return (m_ValueList[m_ValueList.Size()-1]);
}
else if (IsRange())
{
return (m_ValueList[MaxValue]);
}
return 0;
}
LONG Step(void) const
{
if (IsRange())
{
return (m_ValueList[StepValue]);
}
return 0;
}
bool IsRange(void) const
{
return (m_nType == WIA_PROP_RANGE);
}
bool IsList(void) const
{
return (m_nType == WIA_PROP_LIST);
}
static bool SetNumericPropertyOnBoundary( IUnknown *pUnknown, const PropStorageHelpers::CPropertyId &propertyName, LONG nValue )
{
CValidWiaSettings ValidWiaSettings;
if (!ValidWiaSettings.Read( pUnknown, propertyName ))
{
return false;
}
if (!ValidWiaSettings.FindClosestValueByRoundingDown(nValue))
{
return false;
}
if (!PropStorageHelpers::SetProperty( pUnknown, propertyName, nValue ))
{
return false;
}
return true;
}
};
#endif //__VWIASET_H_INCLUDED