haiku/src/servers/app/WorkspacesLayer.cpp

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/*
* Copyright 2005-2006, Haiku Inc.
* Distributed under the terms of the MIT License.
*
* Authors:
* Axel Dörfler, axeld@pinc-software.de
* Stephan Aßmus <superstippi@gmx.de>
*/
#include "WorkspacesLayer.h"
#include "AppServer.h"
#include "Desktop.h"
#include "DrawingEngine.h"
#include "WindowLayer.h"
#include "Workspace.h"
#include <ColorSet.h>
#include <WindowPrivate.h>
WorkspacesLayer::WorkspacesLayer(BRect frame, const char* name,
int32 token, uint32 resizeMode, uint32 flags)
: ViewLayer(frame, name, token, resizeMode, flags),
fSelectedWindow(NULL),
fSelectedWorkspace(-1),
fHasMoved(false)
{
fDrawState->SetLowColor(RGBColor(255, 255, 255));
fDrawState->SetHighColor(RGBColor(0, 0, 0));
}
WorkspacesLayer::~WorkspacesLayer()
{
}
void
WorkspacesLayer::_GetGrid(int32& columns, int32& rows)
{
DesktopSettings settings(Window()->Desktop());
int32 count = settings.WorkspacesCount();
rows = 1;
for (int32 i = 2; i < count; i++) {
if (count % i == 0)
rows = i;
}
columns = count / rows;
}
/*!
\brief Returns the frame of the screen for the specified workspace.
*/
BRect
WorkspacesLayer::_ScreenFrame(int32 i)
{
// TODO: we don't need the current screen frame, but the one
// from the workspace!
uint16 width, height;
uint32 colorSpace;
float frequency;
Window()->Desktop()->ScreenAt(0)->GetMode(width, height,
colorSpace, frequency);
return BRect(0, 0, width - 1, height - 1);
}
/*!
\brief Returns the frame of the specified workspace within the
workspaces layer.
*/
BRect
WorkspacesLayer::_WorkspaceAt(int32 i)
{
int32 columns, rows;
_GetGrid(columns, rows);
int32 width = Frame().IntegerWidth() / columns;
int32 height = Frame().IntegerHeight() / rows;
int32 column = i % columns;
int32 row = i / columns;
BRect rect(column * width, row * height, (column + 1) * width, (row + 1) * height);
rect.OffsetBy(Frame().LeftTop());
// make sure there is no gap anywhere
if (column == columns - 1)
rect.right = Frame().right;
if (row == rows - 1)
rect.bottom = Frame().bottom;
return rect;
}
/*!
\brief Returns the workspace frame and index of the workspace
under \a where.
If, for some reason, there is no workspace located under \where,
an empty rectangle is returned, and \a index is set to -1.
*/
BRect
WorkspacesLayer::_WorkspaceAt(BPoint where, int32& index)
{
int32 columns, rows;
_GetGrid(columns, rows);
for (index = columns * rows; index-- > 0;) {
BRect workspaceFrame = _WorkspaceAt(index);
if (workspaceFrame.Contains(where))
return workspaceFrame;
}
return BRect();
}
BRect
WorkspacesLayer::_WindowFrame(const BRect& workspaceFrame,
const BRect& screenFrame, const BRect& windowFrame,
BPoint windowPosition)
{
BRect frame = windowFrame;
frame.OffsetTo(windowPosition);
float factor = workspaceFrame.Width() / screenFrame.Width();
frame.left = rintf(frame.left * factor);
frame.right = rintf(frame.right * factor);
factor = workspaceFrame.Height() / screenFrame.Height();
frame.top = rintf(frame.top * factor);
frame.bottom = rintf(frame.bottom * factor);
frame.OffsetBy(workspaceFrame.LeftTop());
return frame;
}
void
WorkspacesLayer::_DrawWindow(DrawingEngine* drawingEngine, const BRect& workspaceFrame,
const BRect& screenFrame, WindowLayer* window, BPoint windowPosition,
BRegion& backgroundRegion, bool active)
{
if (window->Feel() == kDesktopWindowFeel || window->IsHidden())
return;
BPoint offset = window->Frame().LeftTop() - windowPosition;
BRect frame = _WindowFrame(workspaceFrame, screenFrame, window->Frame(),
windowPosition);
Decorator *decorator = window->Decorator();
BRect tabFrame(0, 0, 0, 0);
if (decorator != NULL)
tabFrame = decorator->TabRect();
tabFrame = _WindowFrame(workspaceFrame, screenFrame,
tabFrame, tabFrame.LeftTop() - offset);
if (!workspaceFrame.Intersects(frame) && !workspaceFrame.Intersects(tabFrame))
return;
// ToDo: let decorator do this!
RGBColor yellow;
if (decorator != NULL)
yellow = decorator->Colors().window_tab;
RGBColor gray(180, 180, 180);
RGBColor white(255, 255, 255);
if (!active) {
_DarkenColor(yellow);
_DarkenColor(gray);
_DarkenColor(white);
}
if (tabFrame.left < frame.left)
tabFrame.left = frame.left;
if (tabFrame.right >= frame.right)
tabFrame.right = frame.right - 1;
tabFrame.top = frame.top - 1;
tabFrame.bottom = frame.top - 1;
backgroundRegion.Exclude(tabFrame);
backgroundRegion.Exclude(frame);
if (decorator != NULL)
drawingEngine->StrokeLine(tabFrame.LeftTop(), tabFrame.RightBottom(), yellow);
drawingEngine->StrokeRect(frame, gray);
frame.InsetBy(1, 1);
drawingEngine->FillRect(frame, white);
// draw title
// TODO: disabled because it's much too slow this way - the mini-window
// functionality should probably be moved into the WindowLayer class,
// so that it has only to be recalculated on demand. With double buffered
// windows, this would also open up the door to have a more detailed
// preview.
#if 0
BString title = window->Name();
ServerFont font = fDrawState->Font();
font.SetSize(7);
fDrawState->SetFont(font);
fDrawState->Font().TruncateString(&title, B_TRUNCATE_END, frame.Width() - 4);
float width = GetDrawingEngine()->StringWidth(title.String(), title.Length(),
fDrawState, NULL);
float height = GetDrawingEngine()->StringHeight(title.String(), title.Length(),
fDrawState);
GetDrawingEngine()->DrawString(title.String(), title.Length(),
BPoint(frame.left + (frame.Width() - width) / 2,
frame.top + (frame.Height() + height) / 2),
fDrawState, NULL);
#endif
}
void
WorkspacesLayer::_DrawWorkspace(DrawingEngine* drawingEngine,
BRegion& redraw, int32 index)
{
BRect rect = _WorkspaceAt(index);
Workspace workspace(*Window()->Desktop(), index);
bool active = workspace.IsCurrent();
if (active) {
// draw active frame
RGBColor black(0, 0, 0);
drawingEngine->StrokeRect(rect, black);
}
rect.InsetBy(1, 1);
RGBColor color = workspace.Color();
if (!active)
_DarkenColor(color);
// draw windows
BRegion backgroundRegion = redraw;
// ToDo: would be nice to get the real update region here
BRect screenFrame = _ScreenFrame(index);
BRegion workspaceRegion(rect);
backgroundRegion.IntersectWith(&workspaceRegion);
drawingEngine->ConstrainClippingRegion(&backgroundRegion);
WindowLayer* window;
BPoint leftTop;
while (workspace.GetNextWindow(window, leftTop) == B_OK) {
_DrawWindow(drawingEngine, rect, screenFrame, window,
leftTop, backgroundRegion, active);
}
// draw background
drawingEngine->ConstrainClippingRegion(&backgroundRegion);
drawingEngine->FillRect(rect, color);
drawingEngine->ConstrainClippingRegion(&redraw);
}
void
WorkspacesLayer::_DarkenColor(RGBColor& color) const
{
color = tint_color(color.GetColor32(), B_DARKEN_2_TINT);
}
void
WorkspacesLayer::Draw(DrawingEngine* drawingEngine, BRegion* effectiveClipping,
BRegion* windowContentClipping, bool deep)
{
// we can only draw within our own area
BRegion redraw(ScreenClipping(windowContentClipping));
// add the current clipping
redraw.IntersectWith(effectiveClipping);
int32 columns, rows;
_GetGrid(columns, rows);
// draw grid
// make sure the grid around the active workspace is not drawn
// to reduce flicker
BRect activeRect = _WorkspaceAt(Window()->Desktop()->CurrentWorkspace());
BRegion gridRegion(redraw);
gridRegion.Exclude(activeRect);
drawingEngine->ConstrainClippingRegion(&gridRegion);
BRect frame = Frame();
// top ViewLayer frame is in screen coordinates
// horizontal lines
drawingEngine->StrokeLine(BPoint(frame.left, frame.top),
BPoint(frame.right, frame.top), ViewColor());
for (int32 row = 0; row < rows; row++) {
BRect rect = _WorkspaceAt(row * columns);
drawingEngine->StrokeLine(BPoint(frame.left, rect.bottom),
BPoint(frame.right, rect.bottom), ViewColor());
}
// vertical lines
drawingEngine->StrokeLine(BPoint(frame.left, frame.top),
BPoint(frame.left, frame.bottom), ViewColor());
for (int32 column = 0; column < columns; column++) {
BRect rect = _WorkspaceAt(column);
drawingEngine->StrokeLine(BPoint(rect.right, frame.top),
BPoint(rect.right, frame.bottom), ViewColor());
}
drawingEngine->ConstrainClippingRegion(&redraw);
// draw workspaces
for (int32 i = rows * columns; i-- > 0;) {
_DrawWorkspace(drawingEngine, redraw, i);
}
}
void
WorkspacesLayer::MouseDown(BMessage* message, BPoint where)
{
// reset tracking variables
fSelectedWorkspace = -1;
fSelectedWindow = NULL;
fHasMoved = false;
// check if the correct mouse button is pressed
int32 buttons;
if (message->FindInt32("buttons", &buttons) != B_OK
|| (buttons & B_PRIMARY_MOUSE_BUTTON) == 0)
return;
int32 index;
BRect workspaceFrame = _WorkspaceAt(where, index);
if (index < 0)
return;
Workspace workspace(*Window()->Desktop(), index);
workspaceFrame.InsetBy(1, 1);
BRect screenFrame = _ScreenFrame(index);
WindowLayer* window;
BPoint leftTop;
while (workspace.GetNextWindow(window, leftTop) == B_OK) {
BRect frame = _WindowFrame(workspaceFrame, screenFrame, window->Frame(),
leftTop);
if (frame.Contains(where) && window->Feel() != kDesktopWindowFeel)
fSelectedWindow = window;
}
// Some special functionality (clicked with modifiers)
int32 modifiers;
if (fSelectedWindow != NULL
&& message->FindInt32("modifiers", &modifiers) == B_OK) {
if ((modifiers & B_CONTROL_KEY) != 0) {
// Activate window if clicked with the control key pressed,
// minimize it if control+shift - this mirrors Deskbar
// shortcuts (when pressing a team menu item).
if ((modifiers & B_SHIFT_KEY) != 0)
fSelectedWindow->ServerWindow()->NotifyMinimize(true);
else
Window()->Desktop()->ActivateWindow(fSelectedWindow);
fSelectedWindow = NULL;
} else if ((modifiers & B_OPTION_KEY) != 0) {
// Also, send window to back if clicked with the option
// key pressed.
Window()->Desktop()->SendWindowBehind(fSelectedWindow);
fSelectedWindow = NULL;
}
}
// If this window is movable, we keep it selected
if (fSelectedWindow != NULL && (fSelectedWindow->Flags() & B_NOT_MOVABLE) != 0)
fSelectedWindow = NULL;
fSelectedWorkspace = index;
fLastMousePosition = where;
}
void
WorkspacesLayer::MouseUp(BMessage* message, BPoint where)
{
if (!fHasMoved && fSelectedWorkspace >= 0)
Window()->Desktop()->SetWorkspace(fSelectedWorkspace);
fSelectedWindow = NULL;
}
void
WorkspacesLayer::MouseMoved(BMessage* message, BPoint where)
{
if (fSelectedWindow == NULL)
return;
// check if the correct mouse button is pressed
int32 buttons;
if (message->FindInt32("buttons", &buttons) != B_OK
|| (buttons & B_PRIMARY_MOUSE_BUTTON) == 0)
return;
BPoint delta = where - fLastMousePosition;
if (delta.x == 0 && delta.y == 0)
return;
Window()->Desktop()->SetMouseEventWindow(Window());
// don't let us off the mouse
int32 index;
BRect workspaceFrame = _WorkspaceAt(where, index);
workspaceFrame.InsetBy(1, 1);
if (index != fSelectedWorkspace) {
return;
// TODO: the code below doesn't work yet...
#if 0
if (!fSelectedWindow->InWorkspace(index) && fSelectedWindow->IsNormal()) {
// move window to this new workspace
uint32 newWorkspaces = fSelectedWindow->Workspaces()
& ~(1UL << fSelectedWorkspace) | (1UL << index);
Window()->Desktop()->SetWindowWorkspaces(fSelectedWindow,
newWorkspaces);
// move window to the correct location on this new workspace
// (preserve offset to window relative to the mouse)
BRect screenFrame = _ScreenFrame(index);
BPoint leftTop = fSelectedWindow->Anchor(fSelectedWorkspace).position;
BRect windowFrame = _WindowFrame(workspaceFrame, screenFrame,
fSelectedWindow->Frame(), leftTop);
BPoint delta = fLastMousePosition - windowFrame.LeftTop();
delta.x = rintf(delta.x * screenFrame.Width() / workspaceFrame.Width());
delta.y = rintf(delta.y * screenFrame.Height() / workspaceFrame.Height());
printf("delta: %g, %g\n", delta.x, delta.y);
// normalize position
// TODO: take the actual grid position into account!!!
float left = leftTop.x + delta.x;
if (delta.x < 0)
left += screenFrame.Width();
else if (screenFrame.Width() + delta.x > 0)
left -= screenFrame.Width();
float top = leftTop.y + delta.y;
if (delta.y < 0)
top += screenFrame.Height();
else if (delta.y > 0)
top -= screenFrame.Height();
printf("new absolute position: %g, %g\n", left, top);
leftTop = fSelectedWindow->Anchor(index).position;
if (leftTop == kInvalidWindowPosition)
leftTop = fSelectedWindow->Anchor(fSelectedWorkspace).position;
Window()->Desktop()->MoveWindowBy(fSelectedWindow, left - leftTop.x,
top - leftTop.y, index);
}
fSelectedWorkspace = index;
#endif
}
BRect screenFrame = _ScreenFrame(index);
float deltaX = rintf(delta.x * screenFrame.Width() / workspaceFrame.Width());
float deltaY = rintf(delta.y * screenFrame.Height() / workspaceFrame.Height());
fHasMoved = true;
Window()->Desktop()->MoveWindowBy(fSelectedWindow, deltaX, deltaY);
fLastMousePosition += delta;
}
void
WorkspacesLayer::WindowChanged(WindowLayer* window)
{
// TODO: be smarter about this!
BRegion region(Frame());
Window()->MarkContentDirty(region);
}
void
WorkspacesLayer::WindowRemoved(WindowLayer* window)
{
if (fSelectedWindow == window)
fSelectedWindow = NULL;
}