void CustomFrameView::LayoutTitleBar() { // The window title is based on the calculated icon position, even when there // is no icon. gfx::Rect icon_bounds(IconBounds()); if(frame_->widget_delegate()->ShouldShowWindowIcon()) { window_icon_->SetBoundsRect(icon_bounds); } // Size the title. int title_x = frame_->widget_delegate()->ShouldShowWindowIcon() ? icon_bounds.right()+kIconTitleSpacing : icon_bounds.x(); int title_height = title_font_->GetHeight(); // We bias the title position so that when the difference between the icon and // title heights is odd, the extra pixel of the title is above the vertical // midline rather than below. This compensates for how the icon is already // biased downwards (see IconBounds()) and helps prevent descenders on the // title from overlapping the 3D edge at the bottom of the titlebar. title_bounds_.SetRect(title_x, icon_bounds.y()+((icon_bounds.height()-title_height-1)/2), std::max(0, (should_show_minmax_buttons_ ? minimize_button_->x() : close_button_->x()) - kTitleCaptionSpacing - title_x), title_height); }
SidebarNavigator::SidebarNavigator(const BBox& sidebar_bounds, const BBox& main_content_bounds) : side_bar(sidebar_bounds), main_content(main_content_bounds), view( INVENTORY), content_overlay(NULL), inventory( get_sprite_by_name("inventory_icon"), new InventoryContent(main_content_bounds), icon_bounds(main_content_bounds, 0, NUM_ICONS_ROW_1)), equipment( get_sprite_by_name("equipment_icon"), new EquipmentContent(main_content_bounds), icon_bounds(main_content_bounds, 1, NUM_ICONS_ROW_1)), spells( get_sprite_by_name("spells_icon"), new SpellsContent(main_content_bounds), icon_bounds(main_content_bounds, 2, NUM_ICONS_ROW_1)), enemies( get_sprite_by_name("enemies_icon"), new EnemiesSeenContent(main_content_bounds), icon_bounds(main_content_bounds, 0, NUM_ICONS_ROW_2, 1)), config( get_sprite_by_name("config_icon"), new ConfigContent(main_content_bounds), icon_bounds(main_content_bounds, 1, NUM_ICONS_ROW_2, 1)) { }