haiku/src/servers/app/ServerWindow.cpp

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/*
* Copyright 2001-2006, Haiku.
* Distributed under the terms of the MIT License.
*
* Authors:
* DarkWyrm <bpmagic@columbus.rr.com>
* Adrian Oanca <adioanca@gmail.com>
* Stephan Aßmus <superstippi@gmx.de>
* Stefano Ceccherini (burton666@libero.it)
* Axel Dörfler, axeld@pinc-software.de
*/
/*!
\class ServerWindow
\brief Shadow BWindow class
A ServerWindow handles all the intraserver tasks required of it by its BWindow. There are
too many tasks to list as being done by them, but they include handling View transactions,
coordinating and linking a window's WindowLayer half with its messaging half, dispatching
mouse and key events from the server to its window, and other such things.
*/
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
#include <new>
#include <AppDefs.h>
#include <DirectWindow.h>
#include <GraphicsDefs.h>
#include <Message.h>
#include <PortLink.h>
#include <Rect.h>
#include <View.h>
#include <ViewAux.h>
#include <Autolock.h>
#include <TokenSpace.h>
#include <WindowInfo.h>
#include <WindowPrivate.h>
#include <DirectWindowPrivate.h>
#include <MessagePrivate.h>
#include <PictureProtocol.h>
#include "AppServer.h"
#include "BGet++.h"
#include "DebugInfoManager.h"
#include "Desktop.h"
#include "DrawingEngine.h"
#include "HWInterface.h"
#include "RAMLinkMsgReader.h"
#include "RenderingBuffer.h"
#include "ServerApp.h"
#include "ServerBitmap.h"
#include "ServerPicture.h"
#include "ServerProtocol.h"
#include "WindowLayer.h"
#include "Workspace.h"
#include "WorkspacesLayer.h"
#include "ServerWindow.h"
#include "clipping.h"
using std::nothrow;
//#define TRACE_SERVER_WINDOW
//#define TRACE_SERVER_WINDOW_MESSAGES
//#define PROFILE_MESSAGE_LOOP
#ifdef TRACE_SERVER_WINDOW
# include <stdio.h>
# define STRACE(x) printf x
#else
# define STRACE(x) ;
#endif
#ifdef TRACE_SERVER_WINDOW_MESSAGES
# include <stdio.h>
# define DTRACE(x) printf x
#else
# define DTRACE(x) ;
#endif
#ifdef PROFILE_MESSAGE_LOOP
static struct profile { int32 count; bigtime_t time; } sMessageProfile[AS_LAST_CODE];
#endif
struct direct_window_data {
direct_window_data();
~direct_window_data();
status_t InitCheck() const;
sem_id sem;
sem_id sem_ack;
area_id area;
bool started;
direct_buffer_info *buffer_info;
};
direct_window_data::direct_window_data()
:
sem(-1),
sem_ack(-1),
area(-1),
started(false),
buffer_info(NULL)
{
area = create_area("direct area", (void **)&buffer_info,
B_ANY_ADDRESS, B_PAGE_SIZE, B_NO_LOCK, B_READ_WRITE);
sem = create_sem(0, "direct sem");
sem_ack = create_sem(0, "direct sem ack");
}
direct_window_data::~direct_window_data()
{
// this should make the client die in case it's still running
buffer_info->bits = NULL;
buffer_info->bytes_per_row = 0;
delete_area(area);
delete_sem(sem);
delete_sem(sem_ack);
}
status_t
direct_window_data::InitCheck() const
{
if (area < B_OK)
return area;
if (sem < B_OK)
return sem;
if (sem_ack < B_OK)
return sem_ack;
return B_OK;
}
// #pragma mark -
/*!
Sets up the basic BWindow counterpart - you have to call Init() before
you can actually use it, though.
*/
ServerWindow::ServerWindow(const char *title, ServerApp *app,
port_id clientPort, port_id looperPort, int32 clientToken)
: MessageLooper(title && *title ? title : "Unnamed Window"),
fTitle(NULL),
fDesktop(app->GetDesktop()),
fServerApp(app),
fWindowLayer(NULL),
fClientTeam(app->ClientTeam()),
fMessagePort(-1),
fClientReplyPort(clientPort),
fClientLooperPort(looperPort),
fClientViewsWithInvalidCoords(B_VIEW_RESIZED),
fClientToken(clientToken),
fCurrentLayer(NULL),
fCurrentDrawingRegion(),
fCurrentDrawingRegionValid(false),
fDirectWindowData(NULL)
{
STRACE(("ServerWindow(%s)::ServerWindow()\n", title));
SetTitle(title);
fServerToken = BPrivate::gDefaultTokens.NewToken(B_SERVER_TOKEN, this);
BMessenger::Private(fFocusMessenger).SetTo(fClientTeam,
looperPort, B_PREFERRED_TOKEN);
BMessenger::Private(fHandlerMessenger).SetTo(fClientTeam,
looperPort, clientToken);
Have I said input event handling is done? * didn't realize that mouse events always go to the view under the mouse, not only if its the focus window (FFM can really do harm, after all :-)). * removed a TODO from the list: EventDispatcher::Target is now a public class EventTarget, and every ServerWindow has one. * as a result, EventDispatcher no longer manages targets itself, it just maintains a list of them. You no longer set messengers, you only set targets. * customization of the message filters, they no longer inherit from BMessageFilter (but EventFilter). * a message target is no longer set explicetly anywhere, it's only changed in the message filters if needed. * therefore, no more locking mess in the EventDispatcher needed. * this also made the EventDispatcher::fLastFocus stuff superfluous. * moved the RootLayer::MouseEventHandler() into the message filter. * Replaced RootLayer::_ChildAt() with WindowAt(). * WindowLayer now has an idea if it has focus or not, it no longer needs to query the RootLayer for this - maybe we should rename "focus" to "active", though (as far as layers are concerned). * the "_view_token" data is now added from the EventDispatcher, not the (Window)Layer class anymore. * removed Layer::MouseWheelChanged() as we currently don't need it (if the need arises, we can add it back later again) * there is still no mouse moved message sent when opening a window under the cursor, though... git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15228 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-11-29 19:01:41 +03:00
fEventTarget.SetTo(fFocusMessenger);
fDeathSemaphore = create_sem(0, "window death");
}
//! Tears down all connections the main app_server objects, and deletes some internals.
ServerWindow::~ServerWindow()
{
STRACE(("ServerWindow(%s@%p):~ServerWindow()\n", fTitle, this));
if (!fWindowLayer->IsOffscreenWindow())
fDesktop->RemoveWindow(fWindowLayer);
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
delete fWindowLayer;
free(fTitle);
delete_port(fMessagePort);
BPrivate::gDefaultTokens.RemoveToken(fServerToken);
delete fDirectWindowData;
STRACE(("ServerWindow(%p) will exit NOW\n", this));
delete_sem(fDeathSemaphore);
#ifdef PROFILE_MESSAGE_LOOP
for (int32 i = 0; i < AS_LAST_CODE; i++) {
if (sMessageProfile[i].count == 0)
continue;
printf("[%ld] called %ld times, %g secs (%Ld usecs per call)\n",
i, sMessageProfile[i].count, sMessageProfile[i].time / 1000000.0,
sMessageProfile[i].time / sMessageProfile[i].count);
}
#endif
}
status_t
ServerWindow::Init(BRect frame, window_look look, window_feel feel,
uint32 flags, uint32 workspace)
{
if (fTitle == NULL)
return B_NO_MEMORY;
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
// fMessagePort is the port to which the app sends messages for the server
fMessagePort = create_port(100, fTitle);
if (fMessagePort < B_OK)
return fMessagePort;
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
fLink.SetSenderPort(fClientReplyPort);
fLink.SetReceiverPort(fMessagePort);
// We cannot call MakeWindowLayer in the constructor, since it
// is a virtual function!
fWindowLayer = MakeWindowLayer(frame, fTitle, look, feel, flags, workspace);
if (!fWindowLayer)
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
return B_NO_MEMORY;
if (!fWindowLayer->IsOffscreenWindow())
fDesktop->AddWindow(fWindowLayer);
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
return B_OK;
}
bool
ServerWindow::Run()
{
if (!MessageLooper::Run())
return false;
// Send a reply to our window - it is expecting fMessagePort
// port and some other info
fLink.StartMessage(B_OK);
fLink.Attach<port_id>(fMessagePort);
int32 minWidth, maxWidth, minHeight, maxHeight;
fWindowLayer->GetSizeLimits(&minWidth, &maxWidth, &minHeight, &maxHeight);
fLink.Attach<BRect>(fWindowLayer->Frame());
fLink.Attach<float>((float)minWidth);
fLink.Attach<float>((float)maxWidth);
fLink.Attach<float>((float)minHeight);
fLink.Attach<float>((float)maxHeight);
fLink.Flush();
return true;
}
void
ServerWindow::_PrepareQuit()
{
if (fThread == find_thread(NULL)) {
// make sure we're hidden
Hide();
App()->RemoveWindow(this);
} else if (fThread >= B_OK)
PostMessage(AS_HIDE_WINDOW);
}
void
ServerWindow::_GetLooperName(char* name, size_t length)
{
const char *title = Title();
if (title == NULL || !title[0])
title = "Unnamed Window";
snprintf(name, length, "w:%ld:%s", ClientTeam(), title);
}
//! Forces the window layer to update its decorator
void
ServerWindow::ReplaceDecorator()
{
if (!IsLocked())
debugger("you must lock a ServerWindow object before calling ::ReplaceDecorator()\n");
STRACE(("ServerWindow %s: Replace Decorator\n", fTitle));
//fWindowLayer->UpdateDecorator();
}
//! Shows the window's WindowLayer
void
ServerWindow::Show()
{
// NOTE: if you do something else, other than sending a port message, PLEASE lock
STRACE(("ServerWindow %s: Show\n", Title()));
if (fQuitting || !fWindowLayer->IsHidden() || fWindowLayer->IsOffscreenWindow())
return;
// TODO: race condition? maybe we need to dispatch a message to the desktop to show/hide us
// instead of doing it from this thread.
fDesktop->UnlockSingleWindow();
fDesktop->ShowWindow(fWindowLayer);
fDesktop->LockSingleWindow();
if (fDirectWindowData != NULL)
HandleDirectConnection(B_DIRECT_START | B_BUFFER_RESET);
}
//! Hides the window's WindowLayer
void
ServerWindow::Hide()
{
// NOTE: if you do something else, other than sending a port message, PLEASE lock
STRACE(("ServerWindow %s: Hide\n", Title()));
if (fWindowLayer->IsHidden() || fWindowLayer->IsOffscreenWindow())
return;
if (fDirectWindowData != NULL)
HandleDirectConnection(B_DIRECT_STOP);
// TODO: race condition? maybe we need to dispatch a message to the desktop to show/hide us
// instead of doing it from this thread.
fDesktop->UnlockSingleWindow();
fDesktop->HideWindow(fWindowLayer);
fDesktop->LockSingleWindow();
}
void
ServerWindow::RequestRedraw()
{
PostMessage(AS_REDRAW, 0);
// we don't care if this fails - it's only a notification, and if
// it fails, there are obviously enough messages in the queue
// already
atomic_add(&fRedrawRequested, 1);
}
void
ServerWindow::SetTitle(const char* newTitle)
{
char* oldTitle = fTitle;
if (newTitle == NULL)
newTitle = "";
fTitle = strdup(newTitle);
if (fTitle == NULL) {
// out of memory condition
fTitle = oldTitle;
return;
}
free(oldTitle);
if (Thread() >= B_OK) {
char name[B_OS_NAME_LENGTH];
_GetLooperName(name, sizeof(name));
rename_thread(Thread(), name);
}
if (fWindowLayer != NULL)
fDesktop->SetWindowTitle(fWindowLayer, newTitle);
}
//! Requests that the ServerWindow's BWindow quit
void
ServerWindow::NotifyQuitRequested()
{
// NOTE: if you do something else, other than sending a port message, PLEASE lock
STRACE(("ServerWindow %s: Quit\n", fTitle));
BMessage msg(B_QUIT_REQUESTED);
SendMessageToClient(&msg);
}
void
ServerWindow::NotifyMinimize(bool minimize)
{
// The client is responsible for the actual minimization
BMessage msg(B_MINIMIZE);
msg.AddInt64("when", real_time_clock_usecs());
msg.AddBool("minimize", minimize);
SendMessageToClient(&msg);
}
//! Sends a message to the client to perform a Zoom
void
ServerWindow::NotifyZoom()
{
// NOTE: if you do something else, other than sending a port message, PLEASE lock
BMessage msg(B_ZOOM);
SendMessageToClient(&msg);
}
void
ServerWindow::GetInfo(window_info& info)
{
info.team = ClientTeam();
info.server_token = ServerToken();
info.thread = Thread();
info.client_token = ClientToken();
info.client_port = fClientLooperPort;
info.workspaces = fWindowLayer->Workspaces();
info.layer = 0; // ToDo: what is this???
info.feel = fWindowLayer->Feel();
info.flags = fWindowLayer->Flags();
info.window_left = (int)floor(fWindowLayer->Frame().left);
info.window_top = (int)floor(fWindowLayer->Frame().top);
info.window_right = (int)floor(fWindowLayer->Frame().right);
info.window_bottom = (int)floor(fWindowLayer->Frame().bottom);
info.show_hide_level = fWindowLayer->IsHidden() ? 1 : 0; // ???
info.is_mini = fWindowLayer->IsMinimized();
}
/*!
\brief Sets the font state for a layer
\param layer The layer to set the font
*/
void
ServerWindow::SetLayerFontState(ViewLayer *layer, BPrivate::LinkReceiver &link)
{
STRACE(("ServerWindow %s: SetLayerFontStateMessage for layer %s\n",
fTitle, layer->Name()));
// NOTE: no need to check for a lock. This is a private method.
layer->CurrentState()->ReadFontFromLink(link);
}
void
ServerWindow::SetLayerState(ViewLayer *layer, BPrivate::LinkReceiver &link)
{
STRACE(("ServerWindow %s: SetLayerState for layer %s\n", Title(),
layer->Name()));
// NOTE: no need to check for a lock. This is a private method.
layer->CurrentState()->ReadFromLink(link);
// TODO: When is this used?!?
layer->RebuildClipping(true);
}
ViewLayer*
ServerWindow::CreateLayerTree(BPrivate::LinkReceiver &link, ViewLayer **_parent)
{
// NOTE: no need to check for a lock. This is a private method.
int32 token;
BRect frame;
uint32 resizeMask;
uint32 eventMask;
uint32 eventOptions;
uint32 flags;
bool hidden;
int32 parentToken;
char* name = NULL;
rgb_color viewColor;
link.Read<int32>(&token);
link.ReadString(&name);
link.Read<BRect>(&frame);
link.Read<uint32>(&resizeMask);
link.Read<uint32>(&eventMask);
link.Read<uint32>(&eventOptions);
link.Read<uint32>(&flags);
link.Read<bool>(&hidden);
link.Read<rgb_color>(&viewColor);
link.Read<int32>(&parentToken);
STRACE(("ServerWindow(%s)::CreateLayerTree()-> layer %s, token %ld\n",
fTitle, name, token));
ViewLayer* newLayer;
if (link.Code() == AS_LAYER_CREATE_ROOT
&& (fWindowLayer->Flags() & kWorkspacesWindowFlag) != 0) {
// this is a workspaces window!
newLayer = new (nothrow) WorkspacesLayer(frame, name, token, resizeMask,
flags);
} else {
newLayer = new (nothrow) ViewLayer(frame, name, token, resizeMask, flags);
}
free(name);
if (newLayer == NULL)
return NULL;
// there is no way of setting this, other than manually :-)
newLayer->SetViewColor(viewColor);
newLayer->SetHidden(hidden);
newLayer->SetEventMask(eventMask, eventOptions);
DesktopSettings settings(fDesktop);
ServerFont font;
settings.GetDefaultPlainFont(font);
newLayer->CurrentState()->SetFont(font);
if (_parent) {
ViewLayer *parent;
if (App()->ViewTokens().GetToken(parentToken, B_HANDLER_TOKEN,
(void**)&parent) != B_OK
|| parent->Window()->ServerWindow() != this) {
CRITICAL("View token not found!\n");
parent = NULL;
}
*_parent = parent;
}
return newLayer;
}
/*!
Dispatches all window messages, and those view messages that
don't need a valid fCurrentLayer (ie. layer creation).
*/
void
ServerWindow::_DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
{
switch (code) {
case AS_SHOW_WINDOW:
STRACE(("ServerWindow %s: Message AS_SHOW_WINDOW\n", Title()));
Show();
break;
case AS_HIDE_WINDOW:
STRACE(("ServerWindow %s: Message AS_HIDE_WINDOW\n", Title()));
Hide();
break;
case AS_MINIMIZE_WINDOW:
{
DTRACE(("ServerWindow %s: Message AS_MINIMIZE_WINDOW\n", Title()));
bool minimize;
if (link.Read<bool>(&minimize) == B_OK) {
// TODO: this actually needs to take the window's show/hide counter into account
if (minimize && !fWindowLayer->IsHidden())
Hide();
else if (!minimize && fWindowLayer->IsHidden())
Show();
fWindowLayer->SetMinimized(minimize);
}
break;
}
case AS_ACTIVATE_WINDOW:
{
DTRACE(("ServerWindow %s: Message AS_ACTIVATE_WINDOW: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
bool activate = true;
link.Read<bool>(&activate);
if (activate)
fDesktop->ActivateWindow(fWindowLayer);
else
fDesktop->SendWindowBehind(fWindowLayer, NULL);
break;
}
case AS_SEND_BEHIND:
{
STRACE(("ServerWindow %s: Message Send_Behind unimplemented\n", Title()));
int32 token;
team_id teamID;
status_t status;
link.Read<int32>(&token);
link.Read<team_id>(&teamID);
WindowLayer *behindOf;
if ((behindOf = fDesktop->FindWindowLayerByClientToken(token, teamID)) != NULL) {
fDesktop->SendWindowBehind(fWindowLayer, behindOf);
status = B_OK;
} else
status = B_NAME_NOT_FOUND;
fLink.StartMessage(status);
fLink.Flush();
break;
}
case B_QUIT_REQUESTED:
STRACE(("ServerWindow %s received quit request\n", Title()));
NotifyQuitRequested();
break;
case AS_BEGIN_TRANSACTION:
{
STRACE(("ServerWindow %s: Message AS_BEGIN_TRANSACTION unimplemented\n",
Title()));
// TODO: we could probably do a bit more here...
// TODO: AS_BEGIN_TRANSACTION
//fWindowLayer->DisableUpdateRequests();
break;
}
case AS_END_TRANSACTION:
{
STRACE(("ServerWindow %s: Message AS_END_TRANSACTION unimplemented\n",
Title()));
// TODO: AS_END_TRANSACTION
//fWindowLayer->EnableUpdateRequests();
break;
}
case AS_ENABLE_UPDATES:
{
STRACE(("ServerWindow %s: Message AS_ENABLE_UPDATES unimplemented\n",
Title()));
// TODO: AS_ENABLE_UPDATES
//fWindowLayer->EnableUpdateRequests();
break;
}
case AS_DISABLE_UPDATES:
{
STRACE(("ServerWindow %s: Message AS_DISABLE_UPDATES unimplemented\n",
Title()));
// TODO: AS_DISABLE_UPDATES
//fWindowLayer->DisableUpdateRequests();
break;
}
case AS_NEEDS_UPDATE:
{
STRACE(("ServerWindow %s: Message Needs_Update unimplemented\n", Title()));
if (fWindowLayer->NeedsUpdate())
fLink.StartMessage(B_OK);
else
fLink.StartMessage(B_ERROR);
fLink.Flush();
break;
}
case AS_SET_WINDOW_TITLE:
{
char* newTitle;
if (link.ReadString(&newTitle) == B_OK) {
SetTitle(newTitle);
free(newTitle);
}
break;
}
case AS_ADD_TO_SUBSET:
{
STRACE(("ServerWindow %s: Message AS_ADD_TO_SUBSET\n", Title()));
status_t status = B_ERROR;
int32 token;
if (link.Read<int32>(&token) == B_OK) {
WindowLayer* windowLayer = fDesktop->FindWindowLayerByClientToken(
token, App()->ClientTeam());
if (windowLayer == NULL
|| windowLayer->Feel() != B_NORMAL_WINDOW_FEEL) {
status = B_BAD_VALUE;
} else {
status = fDesktop->AddWindowToSubset(fWindowLayer, windowLayer)
? B_OK : B_NO_MEMORY;
}
}
Have I said input event handling is done? * didn't realize that mouse events always go to the view under the mouse, not only if its the focus window (FFM can really do harm, after all :-)). * removed a TODO from the list: EventDispatcher::Target is now a public class EventTarget, and every ServerWindow has one. * as a result, EventDispatcher no longer manages targets itself, it just maintains a list of them. You no longer set messengers, you only set targets. * customization of the message filters, they no longer inherit from BMessageFilter (but EventFilter). * a message target is no longer set explicetly anywhere, it's only changed in the message filters if needed. * therefore, no more locking mess in the EventDispatcher needed. * this also made the EventDispatcher::fLastFocus stuff superfluous. * moved the RootLayer::MouseEventHandler() into the message filter. * Replaced RootLayer::_ChildAt() with WindowAt(). * WindowLayer now has an idea if it has focus or not, it no longer needs to query the RootLayer for this - maybe we should rename "focus" to "active", though (as far as layers are concerned). * the "_view_token" data is now added from the EventDispatcher, not the (Window)Layer class anymore. * removed Layer::MouseWheelChanged() as we currently don't need it (if the need arises, we can add it back later again) * there is still no mouse moved message sent when opening a window under the cursor, though... git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15228 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-11-29 19:01:41 +03:00
fLink.StartMessage(status);
fLink.Flush();
break;
}
case AS_REMOVE_FROM_SUBSET:
{
STRACE(("ServerWindow %s: Message AS_REM_FROM_SUBSET\n", Title()));
status_t status = B_ERROR;
int32 token;
if (link.Read<int32>(&token) == B_OK) {
WindowLayer* windowLayer = fDesktop->FindWindowLayerByClientToken(
token, App()->ClientTeam());
if (windowLayer != NULL) {
fDesktop->RemoveWindowFromSubset(fWindowLayer, windowLayer);
status = B_OK;
} else
status = B_BAD_VALUE;
}
fLink.StartMessage(status);
fLink.Flush();
break;
}
case AS_SET_LOOK:
{
STRACE(("ServerWindow %s: Message AS_SET_LOOK\n", Title()));
status_t status = B_ERROR;
int32 look;
if (link.Read<int32>(&look) == B_OK) {
// test if look is valid
status = WindowLayer::IsValidLook((window_look)look)
? B_OK : B_BAD_VALUE;
}
if (status == B_OK && !fWindowLayer->IsOffscreenWindow())
fDesktop->SetWindowLook(fWindowLayer, (window_look)look);
fLink.StartMessage(status);
fLink.Flush();
break;
}
case AS_SET_FEEL:
{
STRACE(("ServerWindow %s: Message AS_SET_FEEL\n", Title()));
status_t status = B_ERROR;
int32 feel;
if (link.Read<int32>(&feel) == B_OK) {
// test if feel is valid
status = WindowLayer::IsValidFeel((window_feel)feel)
? B_OK : B_BAD_VALUE;
}
if (status == B_OK && !fWindowLayer->IsOffscreenWindow())
fDesktop->SetWindowFeel(fWindowLayer, (window_feel)feel);
fLink.StartMessage(status);
fLink.Flush();
break;
}
case AS_SET_FLAGS:
{
STRACE(("ServerWindow %s: Message AS_SET_FLAGS\n", Title()));
status_t status = B_ERROR;
uint32 flags;
if (link.Read<uint32>(&flags) == B_OK) {
// test if flags are valid
status = (flags & ~WindowLayer::ValidWindowFlags()) == 0
? B_OK : B_BAD_VALUE;
}
if (status == B_OK && !fWindowLayer->IsOffscreenWindow())
fDesktop->SetWindowFlags(fWindowLayer, flags);
fLink.StartMessage(status);
fLink.Flush();
break;
}
#if 0
case AS_SET_ALIGNMENT:
{
// TODO: Implement AS_SET_ALIGNMENT
STRACE(("ServerWindow %s: Message Set_Alignment unimplemented\n", Title()));
break;
}
case AS_GET_ALIGNMENT:
{
// TODO: Implement AS_GET_ALIGNMENT
STRACE(("ServerWindow %s: Message Get_Alignment unimplemented\n", Title()));
break;
}
#endif
case AS_GET_WORKSPACES:
{
STRACE(("ServerWindow %s: Message Get_Workspaces unimplemented\n", Title()));
fLink.StartMessage(B_OK);
fLink.Attach<uint32>(fWindowLayer->Workspaces());
fLink.Flush();
break;
}
case AS_SET_WORKSPACES:
{
STRACE(("ServerWindow %s: Message Set_Workspaces unimplemented\n", Title()));
uint32 newWorkspaces;
link.Read<uint32>(&newWorkspaces);
fDesktop->SetWindowWorkspaces(fWindowLayer, newWorkspaces);
break;
}
case AS_WINDOW_RESIZE:
{
float xResizeBy;
float yResizeBy;
link.Read<float>(&xResizeBy);
link.Read<float>(&yResizeBy);
STRACE(("ServerWindow %s: Message AS_WINDOW_RESIZE %.1f, %.1f\n", Title(), xResizeBy, yResizeBy));
fDesktop->ResizeWindowBy(fWindowLayer, xResizeBy, yResizeBy);
break;
}
case AS_WINDOW_MOVE:
{
float xMoveBy;
float yMoveBy;
link.Read<float>(&xMoveBy);
link.Read<float>(&yMoveBy);
STRACE(("ServerWindow %s: Message AS_WINDOW_MOVE: %.1f, %.1f\n", Title(), xMoveBy, yMoveBy));
fDesktop->MoveWindowBy(fWindowLayer, xMoveBy, yMoveBy);
break;
}
case AS_SET_SIZE_LIMITS:
{
// Attached Data:
// 1) float minimum width
// 2) float maximum width
// 3) float minimum height
// 4) float maximum height
// TODO: for now, move the client to int32 as well!
int32 minWidth, maxWidth, minHeight, maxHeight;
float value;
link.Read<float>(&value); minWidth = (int32)value;
link.Read<float>(&value); maxWidth = (int32)value;
link.Read<float>(&value); minHeight = (int32)value;
link.Read<float>(&value); maxHeight = (int32)value;
/*
link.Read<int32>(&minWidth);
link.Read<int32>(&maxWidth);
link.Read<int32>(&minHeight);
link.Read<int32>(&maxHeight);
*/
if (fDesktop->LockAllWindows()) {
fWindowLayer->SetSizeLimits(minWidth, maxWidth,
minHeight, maxHeight);
fDesktop->UnlockAllWindows();
}
// and now, sync the client to the limits that we were able to enforce
fWindowLayer->GetSizeLimits(&minWidth, &maxWidth,
&minHeight, &maxHeight);
fLink.StartMessage(B_OK);
fLink.Attach<BRect>(fWindowLayer->Frame());
fLink.Attach<float>((float)minWidth);
fLink.Attach<float>((float)maxWidth);
fLink.Attach<float>((float)minHeight);
fLink.Attach<float>((float)maxHeight);
fLink.Flush();
break;
}
case AS_REDRAW:
// Nothing to do here - the redraws are actually handled by looking
// at the fRedrawRequested member variable in _MessageLooper().
break;
case AS_BEGIN_UPDATE:
DTRACE(("ServerWindowo %s: AS_BEGIN_UPDATE\n", Title()));
// NOTE: when line below is turned on, the behaviour starts to
// be very much like on R5, but if the client crashes in
// one of it's BView's Draw() functions, AS_END_UPDATE is
// never received and the app_server is toast! Maybe R5
// does something like this, but if the write lock cannot
// be optained within a certain amount of time, it crashes
// whoever holds the read lock on purpose.
//fDesktop->LockSingleWindow();
fWindowLayer->BeginUpdate(fLink);
break;
case AS_END_UPDATE:
DTRACE(("ServerWindowo %s: AS_END_UPDATE\n", Title()));
fWindowLayer->EndUpdate();
//fDesktop->UnlockSingleWindow();
break;
case AS_LAYER_DELETE_ROOT:
{
// Received when a window deletes its internal top view
ServerFont: * fixed weird pointer conversion in SetStyle() * fixed a potential mix up in operator=() in case the other ServerFont has fStyle == NULL ServerWindow: * the WindowLayer fTopLayer cannot be deleted by client request, just for safety reasons * the link is flushed if there is no drawing engine, but this case is theoretical only * deleting the ServerWindow object syncs with the client, so that when BBitmaps are deleted, they can be sure there are no pending messages (which would be executed in a nother thread) * there is no timeout anymore when sending messages to the client, which made absolutely no sense AGGTextRenderer: * renamed fFontManager to fFontCache, because that's what it really is * fLastFamilyAndStyle defaulted to the system plain font and therefor that font was never loaded when the font never changed meanwhile DrawingMode: * I'm not quite sure but I think there was the potential of a division by zero, at least I had crashes with "divide error" HWInterface: * fix update when the cursor shape changed in double buffered mode ViewLayer: * since the top layer is never really deleted before its time has come, it is not necessary to set it to NULL in the ViewLayer destructor ViewLayer/WindowLayer: * added a function to collect the view tokens that are affected by an update session EventDispatcher: * use the importance of the message for the timeout in _SendMessage() * drop mouse moved events in the server if we're lagging behind more than 5 ms (Axel, maybe review) View: * there were some problems with the locking of the BWindow looper in RemoveSelf(), since this is called from the window destructor, also of BWindows from BBitmaps, which have never been run (this might need review), at least I seem to have solved the crashing problems introduced by actually deleting the view hirarchy in the BWindow destructor * fixed _Draw() for being used non-recursively, temporarily disabled DrawAfterChildren, which didn't work yet anyways (because views cannot draw over children in the server yet) Window: * small cleanup when deleting shortcuts * sync with the server when having send AS_DELETE_WINDOW (see ServerWindow above) * fixed locking in Begin/EndViewTransaction() * removed folding of _UPDATE_ messages, since there is only one ever in the queue * set the fInTransaction flag during an update, I plan to use this in BView later to flush the link when drawing outside of an update * BView::_Draw() is now called by view token, this gives the next leap forward in speed, the overhead because of drawing clean views was considerable git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15878 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-01-09 01:04:52 +03:00
printf("AS_LAYER_DELETE_ROOT\n");
// TODO: Implement AS_LAYER_DELETE_ROOT
STRACE(("ServerWindow %s: Message Delete_Layer_Root unimplemented\n", Title()));
break;
}
case AS_GET_MOUSE:
{
fDesktop->UnlockSingleWindow();
DTRACE(("ServerWindow %s: Message AS_GET_MOUSE\n", fTitle));
// Returns
// 1) BPoint mouse location
// 2) int32 button state
BPoint where;
int32 buttons;
fDesktop->EventDispatcher().GetMouse(where, buttons);
fLink.StartMessage(B_OK);
fLink.Attach<BPoint>(where);
fLink.Attach<int32>(buttons);
fLink.Flush();
fDesktop->LockSingleWindow();
break;
}
// BDirectWindow communication
case AS_DIRECT_WINDOW_GET_SYNC_DATA:
{
status_t status = _EnableDirectWindowMode();
if (status == B_OK) {
fLink.StartMessage(B_OK);
struct direct_window_sync_data syncData = {
fDirectWindowData->area,
fDirectWindowData->sem,
fDirectWindowData->sem_ack
};
fLink.Attach(&syncData, sizeof(syncData));
} else
fLink.StartMessage(status);
fLink.Flush();
break;
}
// View creation and destruction (don't need a valid fCurrentLayer)
case AS_SET_CURRENT_LAYER:
{
int32 token;
link.Read<int32>(&token);
ViewLayer *current;
if (App()->ViewTokens().GetToken(token, B_HANDLER_TOKEN,
(void**)&current) != B_OK
|| current->Window()->ServerWindow() != this) {
// ToDo: if this happens, we probably want to kill the app and clean up
fprintf(stderr, "ServerWindow %s: Message AS_SET_CURRENT_LAYER: layer not found, token %ld\n", fTitle, token);
current = NULL;
} else {
DTRACE(("ServerWindow %s: Message AS_SET_CURRENT_LAYER: %s, token %ld\n", fTitle, current->Name(), token));
_SetCurrentLayer(current);
}
break;
}
case AS_LAYER_CREATE_ROOT:
{
STRACE(("ServerWindow %s: Message AS_LAYER_CREATE_ROOT\n", fTitle));
// Start receiving top_view data -- pass NULL as the parent view.
// This should be the *only* place where this happens.
if (fCurrentLayer != NULL) {
fprintf(stderr, "ServerWindow %s: Message AS_LAYER_CREATE_ROOT: fCurrentLayer already set!!\n", fTitle);
break;
}
_SetCurrentLayer(CreateLayerTree(link, NULL));
fWindowLayer->SetTopLayer(fCurrentLayer);
break;
}
case AS_LAYER_CREATE:
{
STRACE(("ServerWindow %s: Message AS_LAYER_CREATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
ViewLayer* parent = NULL;
ViewLayer* newLayer = CreateLayerTree(link, &parent);
if (parent != NULL && newLayer != NULL)
parent->AddChild(newLayer);
else
fprintf(stderr, "ServerWindow %s: Message AS_LAYER_CREATE: parent or newLayer NULL!!\n", fTitle);
break;
}
default:
// TODO: when creating a ViewLayer, check for yet non-existing ViewLayer::InitCheck()
// and take appropriate actions, then checking for fCurrentLayer->CurrentState()
// is unnecessary
if (fCurrentLayer == NULL || fCurrentLayer->CurrentState() == NULL) {
printf("ServerWindow %s received unexpected code - message offset %ld before top_view attached.\n", Title(), code - B_OK);
return;
}
_DispatchViewMessage(code, link);
break;
}
}
/*!
Dispatches all view messages that need a valid fCurrentLayer.
*/
void
ServerWindow::_DispatchViewMessage(int32 code,
BPrivate::LinkReceiver &link)
{
if (_DispatchPictureMessage(code, link))
return;
switch (code) {
case AS_LAYER_SCROLL:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SCROLL: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
float dh;
float dv;
link.Read<float>(&dh);
link.Read<float>(&dv);
fWindowLayer->ScrollViewBy(fCurrentLayer, dh, dv);
break;
}
case AS_LAYER_COPY_BITS:
{
BRect src;
BRect dst;
link.Read<BRect>(&src);
link.Read<BRect>(&dst);
BRegion contentRegion;
// TODO: avoid copy operation maybe?
fWindowLayer->GetContentRegion(&contentRegion);
fCurrentLayer->CopyBits(src, dst, contentRegion);
break;
}
case AS_LAYER_DELETE:
{
// Received when a view is detached from a window. This is definitely
// the less taxing operation - we call PruneTree() on the removed
// layer, detach the layer itself, delete it, and invalidate the
// area assuming that the view was visible when removed
ViewLayer *parent = fCurrentLayer->Parent();
STRACE(("ServerWindow %s: AS_LAYER_DELETE view: %p, parent: %p\n", fTitle,
fCurrentLayer, parent));
ServerFont: * fixed weird pointer conversion in SetStyle() * fixed a potential mix up in operator=() in case the other ServerFont has fStyle == NULL ServerWindow: * the WindowLayer fTopLayer cannot be deleted by client request, just for safety reasons * the link is flushed if there is no drawing engine, but this case is theoretical only * deleting the ServerWindow object syncs with the client, so that when BBitmaps are deleted, they can be sure there are no pending messages (which would be executed in a nother thread) * there is no timeout anymore when sending messages to the client, which made absolutely no sense AGGTextRenderer: * renamed fFontManager to fFontCache, because that's what it really is * fLastFamilyAndStyle defaulted to the system plain font and therefor that font was never loaded when the font never changed meanwhile DrawingMode: * I'm not quite sure but I think there was the potential of a division by zero, at least I had crashes with "divide error" HWInterface: * fix update when the cursor shape changed in double buffered mode ViewLayer: * since the top layer is never really deleted before its time has come, it is not necessary to set it to NULL in the ViewLayer destructor ViewLayer/WindowLayer: * added a function to collect the view tokens that are affected by an update session EventDispatcher: * use the importance of the message for the timeout in _SendMessage() * drop mouse moved events in the server if we're lagging behind more than 5 ms (Axel, maybe review) View: * there were some problems with the locking of the BWindow looper in RemoveSelf(), since this is called from the window destructor, also of BWindows from BBitmaps, which have never been run (this might need review), at least I seem to have solved the crashing problems introduced by actually deleting the view hirarchy in the BWindow destructor * fixed _Draw() for being used non-recursively, temporarily disabled DrawAfterChildren, which didn't work yet anyways (because views cannot draw over children in the server yet) Window: * small cleanup when deleting shortcuts * sync with the server when having send AS_DELETE_WINDOW (see ServerWindow above) * fixed locking in Begin/EndViewTransaction() * removed folding of _UPDATE_ messages, since there is only one ever in the queue * set the fInTransaction flag during an update, I plan to use this in BView later to flush the link when drawing outside of an update * BView::_Draw() is now called by view token, this gives the next leap forward in speed, the overhead because of drawing clean views was considerable git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15878 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-01-09 01:04:52 +03:00
if (parent != NULL) {
parent->RemoveChild(fCurrentLayer);
ServerFont: * fixed weird pointer conversion in SetStyle() * fixed a potential mix up in operator=() in case the other ServerFont has fStyle == NULL ServerWindow: * the WindowLayer fTopLayer cannot be deleted by client request, just for safety reasons * the link is flushed if there is no drawing engine, but this case is theoretical only * deleting the ServerWindow object syncs with the client, so that when BBitmaps are deleted, they can be sure there are no pending messages (which would be executed in a nother thread) * there is no timeout anymore when sending messages to the client, which made absolutely no sense AGGTextRenderer: * renamed fFontManager to fFontCache, because that's what it really is * fLastFamilyAndStyle defaulted to the system plain font and therefor that font was never loaded when the font never changed meanwhile DrawingMode: * I'm not quite sure but I think there was the potential of a division by zero, at least I had crashes with "divide error" HWInterface: * fix update when the cursor shape changed in double buffered mode ViewLayer: * since the top layer is never really deleted before its time has come, it is not necessary to set it to NULL in the ViewLayer destructor ViewLayer/WindowLayer: * added a function to collect the view tokens that are affected by an update session EventDispatcher: * use the importance of the message for the timeout in _SendMessage() * drop mouse moved events in the server if we're lagging behind more than 5 ms (Axel, maybe review) View: * there were some problems with the locking of the BWindow looper in RemoveSelf(), since this is called from the window destructor, also of BWindows from BBitmaps, which have never been run (this might need review), at least I seem to have solved the crashing problems introduced by actually deleting the view hirarchy in the BWindow destructor * fixed _Draw() for being used non-recursively, temporarily disabled DrawAfterChildren, which didn't work yet anyways (because views cannot draw over children in the server yet) Window: * small cleanup when deleting shortcuts * sync with the server when having send AS_DELETE_WINDOW (see ServerWindow above) * fixed locking in Begin/EndViewTransaction() * removed folding of _UPDATE_ messages, since there is only one ever in the queue * set the fInTransaction flag during an update, I plan to use this in BView later to flush the link when drawing outside of an update * BView::_Draw() is now called by view token, this gives the next leap forward in speed, the overhead because of drawing clean views was considerable git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15878 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-01-09 01:04:52 +03:00
if (fCurrentLayer->EventMask() != 0) {
fDesktop->EventDispatcher().RemoveListener(EventTarget(),
fCurrentLayer->Token());
}
delete fCurrentLayer;
}
// TODO: It is necessary to do this, but I find it very obscure.
_SetCurrentLayer(parent);
break;
}
case AS_LAYER_SET_STATE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_STATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
SetLayerState(fCurrentLayer, link);
break;
}
case AS_LAYER_SET_FONT_STATE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_FONT_STATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
SetLayerFontState(fCurrentLayer, link);
break;
}
case AS_LAYER_GET_STATE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_STATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
// attach state data
fCurrentLayer->CurrentState()->WriteToLink(fLink.Sender());
fLink.Flush();
break;
}
case AS_LAYER_SET_EVENT_MASK:
{
STRACE(("ServerWindow %s: Message AS_LAYER_SET_MOUSE_EVENT_MASK: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
uint32 eventMask, options;
link.Read<uint32>(&eventMask);
if (link.Read<uint32>(&options) == B_OK) {
fDesktop->UnlockSingleWindow();
fCurrentLayer->SetEventMask(eventMask, options);
if (eventMask != 0 || options != 0) {
fDesktop->EventDispatcher().AddListener(EventTarget(),
fCurrentLayer->Token(), eventMask, options);
} else {
fDesktop->EventDispatcher().RemoveListener(EventTarget(),
fCurrentLayer->Token());
}
fDesktop->LockSingleWindow();
}
break;
}
case AS_LAYER_SET_MOUSE_EVENT_MASK:
{
STRACE(("ServerWindow %s: Message AS_LAYER_SET_MOUSE_EVENT_MASK: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
uint32 eventMask, options;
link.Read<uint32>(&eventMask);
if (link.Read<uint32>(&options) == B_OK) {
fDesktop->UnlockSingleWindow();
if (eventMask != 0 || options != 0) {
fDesktop->EventDispatcher().AddTemporaryListener(EventTarget(),
fCurrentLayer->Token(), eventMask, options);
} else {
fDesktop->EventDispatcher().RemoveTemporaryListener(EventTarget(),
fCurrentLayer->Token());
}
fDesktop->LockSingleWindow();
}
// TODO: support B_LOCK_WINDOW_FOCUS option in Desktop
break;
}
case AS_LAYER_MOVE_TO:
{
STRACE(("ServerWindow %s: Message AS_LAYER_MOVE_TO: ViewLayer name: %s\n",
fTitle, fCurrentLayer->Name()));
float x, y;
link.Read<float>(&x);
link.Read<float>(&y);
float offsetX = x - fCurrentLayer->Frame().left;
float offsetY = y - fCurrentLayer->Frame().top;
if (fDesktop->LockSingleWindow()) {
BRegion dirty;
fCurrentLayer->MoveBy(offsetX, offsetY, &dirty);
// TODO: think about how to avoid this hack:
// the parent clipping needs to be updated, it is not
// done in ResizeBy() since it would need to avoid
// too much computations when children are resized because
// follow modes
if (ViewLayer* parent = fCurrentLayer->Parent())
parent->RebuildClipping(false);
fWindowLayer->MarkContentDirty(dirty);
fDesktop->UnlockSingleWindow();
}
break;
}
case AS_LAYER_RESIZE_TO:
{
STRACE(("ServerWindow %s: Message AS_LAYER_RESIZE_TO: ViewLayer name: %s\n",
fTitle, fCurrentLayer->Name()));
float newWidth, newHeight;
link.Read<float>(&newWidth);
link.Read<float>(&newHeight);
float deltaWidth = newWidth - fCurrentLayer->Frame().Width();
float deltaHeight = newHeight - fCurrentLayer->Frame().Height();
if (fDesktop->LockSingleWindow()) {
BRegion dirty;
fCurrentLayer->ResizeBy(deltaWidth, deltaHeight, &dirty);
// TODO: see above
if (ViewLayer* parent = fCurrentLayer->Parent())
parent->RebuildClipping(false);
fWindowLayer->MarkContentDirty(dirty);
fDesktop->UnlockSingleWindow();
}
break;
}
case AS_LAYER_GET_COORD:
{
fDesktop->LockSingleWindow();
STRACE(("ServerWindow %s: Message AS_LAYER_GET_COORD: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
// our offset in the parent -> will be originX and originY in BView
fLink.Attach<float>(fCurrentLayer->Frame().left);
fLink.Attach<float>(fCurrentLayer->Frame().top);
fLink.Attach<BRect>(fCurrentLayer->Bounds());
fLink.Flush();
fDesktop->UnlockSingleWindow();
break;
}
case AS_LAYER_SET_ORIGIN:
{
STRACE(("ServerWindow %s: Message AS_LAYER_SET_ORIGIN: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
float x, y;
link.Read<float>(&x);
link.Read<float>(&y);
fCurrentLayer->SetDrawingOrigin(BPoint(x, y));
break;
}
case AS_LAYER_GET_ORIGIN:
{
STRACE(("ServerWindow %s: Message AS_LAYER_GET_ORIGIN: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
// TODO: rename this where it is used in the BView code!
// (it wants to know scrolling offset, not drawing origin)
fLink.Attach<BPoint>(fCurrentLayer->ScrollingOffset());
fLink.Flush();
break;
}
case AS_LAYER_RESIZE_MODE:
{
STRACE(("ServerWindow %s: Message AS_LAYER_RESIZE_MODE: ViewLayer: %s\n",
Title(), fCurrentLayer->Name()));
uint32 resizeMode;
if (link.Read<uint32>(&resizeMode) == B_OK)
fCurrentLayer->SetResizeMode(resizeMode);
break;
}
case AS_LAYER_SET_CURSOR:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_CURSOR: ViewLayer: %s - NOT IMPLEMENTED\n", Title(), fCurrentLayer->Name()));
int32 token;
if (link.Read<int32>(&token) == B_OK) {
// TODO: this badly needs reference counting
ServerCursor* cursor = fDesktop->GetCursorManager().FindCursor(token);
fCurrentLayer->SetCursor(cursor);
}
// TODO: if fCurrentLayer is the view under the cursor, the appearance should change immediately!
break;
}
case AS_LAYER_SET_FLAGS:
{
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
uint32 flags;
link.Read<uint32>(&flags);
fCurrentLayer->SetFlags(flags);
STRACE(("ServerWindow %s: Message AS_LAYER_SET_FLAGS: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
break;
}
case AS_LAYER_HIDE:
{
STRACE(("ServerWindow %s: Message AS_LAYER_HIDE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
// TODO: test
fCurrentLayer->SetHidden(true);
break;
}
case AS_LAYER_SHOW:
{
STRACE(("ServerWindow %s: Message AS_LAYER_SHOW: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
// TODO: test
fCurrentLayer->SetHidden(false);
break;
}
case AS_LAYER_SET_LINE_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_LINE_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
int8 lineCap, lineJoin;
float miterLimit;
link.Read<int8>(&lineCap);
link.Read<int8>(&lineJoin);
link.Read<float>(&miterLimit);
fCurrentLayer->CurrentState()->SetLineCapMode((cap_mode)lineCap);
fCurrentLayer->CurrentState()->SetLineJoinMode((join_mode)lineJoin);
fCurrentLayer->CurrentState()->SetMiterLimit(miterLimit);
break;
}
case AS_LAYER_GET_LINE_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_LINE_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->LineCapMode()));
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->LineJoinMode()));
fLink.Attach<float>(fCurrentLayer->CurrentState()->MiterLimit());
fLink.Flush();
break;
}
case AS_LAYER_PUSH_STATE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_PUSH_STATE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fCurrentLayer->PushState();
break;
}
case AS_LAYER_POP_STATE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_POP_STATE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fCurrentLayer->PopState();
break;
}
case AS_LAYER_SET_SCALE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_SCALE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
float scale;
link.Read<float>(&scale);
fCurrentLayer->SetScale(scale);
break;
}
case AS_LAYER_GET_SCALE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_SCALE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<float>(fCurrentLayer->CurrentState()->Scale());
fLink.Flush();
break;
}
case AS_LAYER_SET_PEN_LOC:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_PEN_LOC: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
float x, y;
link.Read<float>(&x);
link.Read<float>(&y);
fCurrentLayer->CurrentState()->SetPenLocation(BPoint(x, y));
break;
}
case AS_LAYER_GET_PEN_LOC:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_PEN_LOC: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<BPoint>(fCurrentLayer->CurrentState()->PenLocation());
fLink.Flush();
break;
}
case AS_LAYER_SET_PEN_SIZE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_PEN_SIZE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
float penSize;
link.Read<float>(&penSize);
fCurrentLayer->CurrentState()->SetPenSize(penSize);
break;
}
case AS_LAYER_GET_PEN_SIZE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_PEN_SIZE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<float>(fCurrentLayer->CurrentState()->PenSize());
fLink.Flush();
break;
}
case AS_LAYER_SET_VIEW_COLOR:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_VIEW_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
rgb_color c;
link.Read(&c, sizeof(rgb_color));
fCurrentLayer->SetViewColor(RGBColor(c));
break;
}
case AS_LAYER_GET_HIGH_COLOR:
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_HIGH_COLOR: ViewLayer: %s\n",
Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<rgb_color>(fCurrentLayer->CurrentState()->HighColor().GetColor32());
fLink.Flush();
break;
case AS_LAYER_GET_LOW_COLOR:
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_LOW_COLOR: ViewLayer: %s\n",
Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<rgb_color>(fCurrentLayer->CurrentState()->LowColor().GetColor32());
fLink.Flush();
break;
case AS_LAYER_GET_VIEW_COLOR:
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_VIEW_COLOR: ViewLayer: %s\n",
Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<rgb_color>(fCurrentLayer->ViewColor().GetColor32());
fLink.Flush();
break;
case AS_LAYER_SET_BLENDING_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_BLEND_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
int8 srcAlpha, alphaFunc;
link.Read<int8>(&srcAlpha);
link.Read<int8>(&alphaFunc);
fCurrentLayer->CurrentState()->SetBlendingMode((source_alpha)srcAlpha,
(alpha_function)alphaFunc);
break;
}
case AS_LAYER_GET_BLENDING_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_BLEND_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->AlphaSrcMode()));
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->AlphaFncMode()));
fLink.Flush();
break;
}
case AS_LAYER_SET_DRAWING_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_DRAW_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
int8 drawingMode;
link.Read<int8>(&drawingMode);
fCurrentLayer->CurrentState()->SetDrawingMode((drawing_mode)drawingMode);
break;
}
case AS_LAYER_GET_DRAWING_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_DRAW_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->GetDrawingMode()));
fLink.Flush();
break;
}
case AS_LAYER_SET_VIEW_BITMAP:
{
int32 bitmapToken, resizingMode, options;
BRect srcRect, dstRect;
link.Read<int32>(&bitmapToken);
link.Read<BRect>(&srcRect);
link.Read<BRect>(&dstRect);
link.Read<int32>(&resizingMode);
status_t status = link.Read<int32>(&options);
if (status == B_OK) {
ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken);
if (bitmapToken == -1 || bitmap != NULL) {
fCurrentLayer->SetViewBitmap(bitmap, srcRect, dstRect,
resizingMode, options);
BRegion dirty(fCurrentLayer->Bounds());
fWindowLayer->InvalidateView(fCurrentLayer, dirty);
} else
status = B_BAD_VALUE;
}
fLink.StartMessage(status);
fLink.Flush();
break;
}
case AS_LAYER_PRINT_ALIASING:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_PRINT_ALIASING: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
bool fontAliasing;
if (link.Read<bool>(&fontAliasing) == B_OK)
fCurrentLayer->CurrentState()->SetForceFontAliasing(fontAliasing);
break;
}
case AS_LAYER_CLIP_TO_PICTURE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_CLIP_TO_PICTURE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
// TODO: you are not allowed to use ViewLayer regions here!!!
int32 pictureToken;
BPoint where;
bool inverse = false;
link.Read<int32>(&pictureToken);
link.Read<BPoint>(&where);
link.Read<bool>(&inverse);
// search for a picture with the specified token.
ServerPicture *picture = fServerApp->FindPicture(pictureToken);
// TODO: Increase that picture's reference count.(~ allocate a picture)
if (picture == NULL)
break;
BRegion region;
// TODO: I think we also need the BView's token
// I think PictureToRegion would fit better into the ViewLayer class (?)
if (PictureToRegion(picture, region, inverse, where) < B_OK)
break;
fCurrentLayer->CurrentState()->SetClippingRegion(region);
// TODO: reenable AS_LAYER_CLIP_TO_PICTURE
#if 0
if (rootLayer && !(fCurrentLayer->IsHidden()) && !fWindowLayer->InUpdate()) {
BRegion invalidRegion;
fCurrentLayer->GetOnScreenRegion(invalidRegion);
// TODO: this is broken! a smaller area may be invalidated!
fCurrentLayer->fParent->MarkForRebuild(invalidRegion);
fCurrentLayer->fParent->TriggerRebuild();
rootLayer->MarkForRedraw(invalidRegion);
rootLayer->TriggerRedraw();
}
#endif
break;
}
case AS_LAYER_GET_CLIP_REGION:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_CLIP_REGION: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
// if this ViewLayer is hidden, it is clear that its visible region is void.
if (fCurrentLayer->IsHidden()) {
fLink.StartMessage(B_OK);
fLink.Attach<int32>(0L);
fLink.Flush();
} else {
BRegion drawingRegion = fCurrentLayer->LocalClipping();
int32 rectCount = drawingRegion.CountRects();
fLink.StartMessage(B_OK);
fLink.Attach<int32>(rectCount);
for (int32 i = 0; i < rectCount; i++) {
fLink.Attach<BRect>(drawingRegion.RectAt(i));
}
fLink.Flush();
}
break;
}
case AS_LAYER_SET_CLIP_REGION:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_CLIP_REGION: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
int32 rectCount;
link.Read<int32>(&rectCount);
BRegion region;
for (int32 i = 0; i < rectCount; i++) {
BRect r;
link.Read<BRect>(&r);
region.Include(r);
}
fCurrentLayer->SetUserClipping(region);
break;
}
case AS_LAYER_INVALIDATE_RECT:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_INVALIDATE_RECT: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
// NOTE: looks like this call is NOT affected by origin and scale on R5
// so this implementation is "correct"
BRect invalidRect;
if (link.Read<BRect>(&invalidRect) == B_OK) {
BRegion dirty(invalidRect);
fWindowLayer->InvalidateView(fCurrentLayer, dirty);
}
break;
}
case AS_LAYER_INVALIDATE_REGION:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_INVALIDATE_RECT: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
// NOTE: looks like this call is NOT affected by origin and scale on R5
// so this implementation is "correct"
BRegion dirty;
int32 rectCount;
BRect rect;
link.Read<int32>(&rectCount);
for (int i = 0; i < rectCount; i++) {
link.Read<BRect>(&rect);
dirty.Include(rect);
}
fWindowLayer->InvalidateView(fCurrentLayer, dirty);
break;
}
case AS_LAYER_SET_HIGH_COLOR:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_HIGH_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
rgb_color c;
link.Read(&c, sizeof(rgb_color));
fCurrentLayer->CurrentState()->SetHighColor(RGBColor(c));
break;
}
case AS_LAYER_SET_LOW_COLOR:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_LOW_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
rgb_color c;
link.Read(&c, sizeof(rgb_color));
fCurrentLayer->CurrentState()->SetLowColor(RGBColor(c));
break;
}
case AS_LAYER_SET_PATTERN:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_PATTERN: ViewLayer: %s\n", fTitle, fCurrentLayer->Name()));
pattern pat;
link.Read(&pat, sizeof(pattern));
fCurrentLayer->CurrentState()->SetPattern(Pattern(pat));
break;
}
case AS_MOVEPENTO:
{
DTRACE(("ServerWindow %s: Message AS_MOVEPENTO\n", Title()));
float x,y;
link.Read<float>(&x);
link.Read<float>(&y);
fCurrentLayer->CurrentState()->SetPenLocation(BPoint(x, y));
break;
}
case AS_SETPENSIZE:
{
DTRACE(("ServerWindow %s: Message AS_SETPENSIZE\n", Title()));
float size;
link.Read<float>(&size);
fCurrentLayer->CurrentState()->SetPenSize(size);
break;
}
case AS_SET_FONT:
{
DTRACE(("ServerWindow %s: Message AS_SET_FONT\n", Title()));
// TODO: Implement AS_SET_FONT?
// Confusing!! But it works already!
break;
}
case AS_SET_FONT_SIZE:
{
DTRACE(("ServerWindow %s: Message AS_SET_FONT_SIZE\n", Title()));
// TODO: Implement AS_SET_FONT_SIZE?
break;
}
case AS_AREA_MESSAGE:
{
STRACE(("ServerWindow %s: Message AS_AREA_MESSAGE\n", Title()));
// This occurs in only one kind of case: a message is too big to send over a port. This
// is really an edge case, so this shouldn't happen *too* often
// Attached Data:
// 1) area_id id of an area already owned by the server containing the message
// 2) size_t offset of the pointer in the area
// 3) size_t size of the message
area_id area;
size_t offset;
size_t msgsize;
area_info ai;
int8 *msgpointer;
link.Read<area_id>(&area);
link.Read<size_t>(&offset);
link.Read<size_t>(&msgsize);
// Part sanity check, part get base pointer :)
if(get_area_info(area,&ai)!=B_OK)
break;
msgpointer = (int8*)ai.address + offset;
RAMLinkMsgReader mlink(msgpointer);
_DispatchMessage(mlink.Code(), mlink);
// This is a very special case in the sense that when ServerMemIO is used for this
// purpose, it will be set to NOT automatically free the memory which it had
// requested. This is the server's job once the message has been dispatched.
fServerApp->AppAreaPool()->ReleaseBuffer(msgpointer);
break;
}
case AS_SYNC:
{
// TODO: AS_SYNC is a no-op for now, just to get things working
fLink.StartMessage(B_OK);
fLink.Flush();
break;
}
case AS_LAYER_DRAG_IMAGE:
{
// TODO: flesh out AS_LAYER_DRAG_IMAGE
STRACE(("ServerWindow %s: Message AS_DRAG_IMAGE\n", Title()));
int32 bitmapToken;
drawing_mode dragMode;
BPoint offset;
int32 bufferSize;
link.Read<int32>(&bitmapToken);
link.Read<int32>((int32*)&dragMode);
link.Read<BPoint>(&offset);
link.Read<int32>(&bufferSize);
if (bufferSize > 0) {
char* buffer = new (nothrow) char[bufferSize];
BMessage dragMessage;
if (link.Read(buffer, bufferSize) == B_OK
&& dragMessage.Unflatten(buffer) == B_OK) {
// ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken);
fDesktop->EventDispatcher().SetDragMessage(dragMessage/*, bitmap*/);
if (ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken)) {
fDesktop->HWInterface()->SetDragBitmap(bitmap, offset);
}
}
delete[] buffer;
}
// sync the client (it can now delete the bitmap)
fLink.StartMessage(B_OK);
fLink.Flush();
break;
}
case AS_LAYER_DRAG_RECT:
{
// TODO: flesh out AS_LAYER_DRAG_RECT
STRACE(("ServerWindow %s: Message AS_DRAG_RECT\n", Title()));
BRect dragRect;
BPoint offset;
int32 bufferSize;
link.Read<BRect>(&dragRect);
link.Read<BPoint>(&offset);
link.Read<int32>(&bufferSize);
if (bufferSize > 0) {
char* buffer = new (nothrow) char[bufferSize];
BMessage dragMessage;
if (link.Read(buffer, bufferSize) == B_OK
&& dragMessage.Unflatten(buffer) == B_OK) {
fDesktop->EventDispatcher().SetDragMessage(dragMessage/*, dragRect*/);
}
delete[] buffer;
}
break;
}
Next big step in the event handling: * RootLayer's mouse event processing is now at its minimum - the EventDispatcher handles them now. As a result, a window will now get only one message per event. * RootLayer adds "_view_token" to mouse moved messages that specify the view currently under the cursor. * There is now a mouse event layer in RootLayer that gets preferred when it's set - this is now used for the window moving instead of the previous mechanism. * changed the previous DistributeMessage() to an UnpackMessage() method following Adi's suggestion. * caveat: some things might be functionally broken in RootLayer now because of removing the mouse notification stuff. * "be:transit" handling is now done completely client side by BWindow::_SanitizeMessage(() (similar to what the input_server does). This should also make the mechanism pretty robust, since every B_MOUSE_MOVED message can now trigger the view transit (in case a message is lost). B_WINDOW_ACTIVATED messages should be generated client side as well. * renamed AS_LAYER_GET_MOUSE_COORDS to AS_GET_MOUSE as it's not a layer specific command, and also gets the mouse buttons. * B_MOUSE_* messages from the up server now contain only a "screen_where" field; "where" (in window's coordinates) and "be:view_where" are added in BMessage::_SanitizeMessage(). * messages that don't have a valid target in the looper are now dropped instead of being sent to the looper - this should be done in BLooper as well, though. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15087 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-11-23 18:17:58 +03:00
case AS_LAYER_BEGIN_PICTURE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_BEGIN_PICTURE\n", Title()));
ServerPicture *picture = App()->CreatePicture();
fCurrentLayer->SetPicture(picture);
break;
}
case AS_LAYER_APPEND_TO_PICTURE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_APPEND_TO_PICTURE\n", Title()));
int32 pictureToken;
link.Read<int32>(&pictureToken);
fCurrentLayer->SetPicture(App()->FindPicture(pictureToken));
// we don't care if it's NULL
break;
}
case AS_LAYER_END_PICTURE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_END_PICTURE\n", Title()));
ServerPicture *picture = fCurrentLayer->Picture();
if (picture != NULL) {
fCurrentLayer->SetPicture(NULL);
fLink.StartMessage(B_OK);
fLink.Attach<int32>(picture->Token());
} else
fLink.StartMessage(B_ERROR);
fLink.Flush();
break;
}
default:
if (fDesktop->LockSingleWindow()) {
_DispatchViewDrawingMessage(code, link);
fDesktop->UnlockSingleWindow();
}
break;
}
}
/*!
Dispatches all view drawing messages.
The desktop clipping must be read locked when entering this method.
Requires a valid fCurrentLayer.
*/
void
ServerWindow::_DispatchViewDrawingMessage(int32 code, BPrivate::LinkReceiver &link)
{
if (!fCurrentLayer->IsVisible() || !fWindowLayer->IsVisible()) {
if (link.NeedsReply()) {
printf("ServerWindow::DispatchViewDrawingMessage() got message %ld that needs a reply!\n", code);
// the client is now blocking and waiting for a reply!
fLink.StartMessage(B_ERROR);
fLink.Flush();
}
return;
}
DrawingEngine* drawingEngine = fWindowLayer->GetDrawingEngine();
if (!drawingEngine) {
// ?!?
DTRACE(("ServerWindow %s: no drawing engine!!\n", Title()));
ServerFont: * fixed weird pointer conversion in SetStyle() * fixed a potential mix up in operator=() in case the other ServerFont has fStyle == NULL ServerWindow: * the WindowLayer fTopLayer cannot be deleted by client request, just for safety reasons * the link is flushed if there is no drawing engine, but this case is theoretical only * deleting the ServerWindow object syncs with the client, so that when BBitmaps are deleted, they can be sure there are no pending messages (which would be executed in a nother thread) * there is no timeout anymore when sending messages to the client, which made absolutely no sense AGGTextRenderer: * renamed fFontManager to fFontCache, because that's what it really is * fLastFamilyAndStyle defaulted to the system plain font and therefor that font was never loaded when the font never changed meanwhile DrawingMode: * I'm not quite sure but I think there was the potential of a division by zero, at least I had crashes with "divide error" HWInterface: * fix update when the cursor shape changed in double buffered mode ViewLayer: * since the top layer is never really deleted before its time has come, it is not necessary to set it to NULL in the ViewLayer destructor ViewLayer/WindowLayer: * added a function to collect the view tokens that are affected by an update session EventDispatcher: * use the importance of the message for the timeout in _SendMessage() * drop mouse moved events in the server if we're lagging behind more than 5 ms (Axel, maybe review) View: * there were some problems with the locking of the BWindow looper in RemoveSelf(), since this is called from the window destructor, also of BWindows from BBitmaps, which have never been run (this might need review), at least I seem to have solved the crashing problems introduced by actually deleting the view hirarchy in the BWindow destructor * fixed _Draw() for being used non-recursively, temporarily disabled DrawAfterChildren, which didn't work yet anyways (because views cannot draw over children in the server yet) Window: * small cleanup when deleting shortcuts * sync with the server when having send AS_DELETE_WINDOW (see ServerWindow above) * fixed locking in Begin/EndViewTransaction() * removed folding of _UPDATE_ messages, since there is only one ever in the queue * set the fInTransaction flag during an update, I plan to use this in BView later to flush the link when drawing outside of an update * BView::_Draw() is now called by view token, this gives the next leap forward in speed, the overhead because of drawing clean views was considerable git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15878 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-01-09 01:04:52 +03:00
if (link.NeedsReply()) {
// the client is now blocking and waiting for a reply!
fLink.StartMessage(B_ERROR);
fLink.Flush();
}
return;
}
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
if (!fCurrentDrawingRegionValid || fWindowLayer->DrawingRegionChanged(fCurrentLayer)) {
fWindowLayer->GetEffectiveDrawingRegion(fCurrentLayer, fCurrentDrawingRegion);
fCurrentDrawingRegionValid = true;
}
if (fCurrentDrawingRegion.CountRects() <= 0) {
if (link.NeedsReply()) {
// the client is now blocking and waiting for a reply!
fLink.StartMessage(B_ERROR);
fLink.Flush();
}
return;
}
// prevent other ServerWindows from messing with the drawing engine
// as long as each uses the same instance... TODO: remove the locking
// when each has its own
drawingEngine->Lock();
drawingEngine->ConstrainClippingRegion(&fCurrentDrawingRegion);
switch (code) {
case AS_STROKE_LINE:
{
DTRACE(("ServerWindow %s: Message AS_STROKE_LINE\n", Title()));
float x1, y1, x2, y2;
link.Read<float>(&x1);
link.Read<float>(&y1);
link.Read<float>(&x2);
link.Read<float>(&y2);
BPoint p1(x1, y1);
BPoint p2(x2, y2);
BPoint penPos = p2;
fCurrentLayer->ConvertToScreenForDrawing(&p1);
fCurrentLayer->ConvertToScreenForDrawing(&p2);
drawingEngine->StrokeLine(p1, p2, fCurrentLayer->CurrentState());
// We update the pen here because many DrawingEngine calls which do not update the
// pen position actually call StrokeLine
// TODO: Decide where to put this, for example, it cannot be done
// for DrawString(), also there needs to be a decision, if penlocation
// is in View coordinates (I think it should be) or in screen coordinates.
fCurrentLayer->CurrentState()->SetPenLocation(penPos);
break;
}
case AS_LAYER_INVERT_RECT:
{
DTRACE(("ServerWindow %s: Message AS_INVERT_RECT\n", Title()));
BRect rect;
link.Read<BRect>(&rect);
fCurrentLayer->ConvertToScreenForDrawing(&rect);
drawingEngine->InvertRect(rect);
break;
}
case AS_STROKE_RECT:
{
DTRACE(("ServerWindow %s: Message AS_STROKE_RECT\n", Title()));
float left, top, right, bottom;
link.Read<float>(&left);
link.Read<float>(&top);
link.Read<float>(&right);
link.Read<float>(&bottom);
BRect rect(left,top,right,bottom);
fCurrentLayer->ConvertToScreenForDrawing(&rect);
drawingEngine->StrokeRect(rect, fCurrentLayer->CurrentState());
break;
}
case AS_FILL_RECT:
{
DTRACE(("ServerWindow %s: Message AS_FILL_RECT\n", Title()));
BRect rect;
link.Read<BRect>(&rect);
fCurrentLayer->ConvertToScreenForDrawing(&rect);
drawingEngine->FillRect(rect, fCurrentLayer->CurrentState());
break;
}
case AS_LAYER_DRAW_BITMAP:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_DRAW_BITMAP: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
int32 bitmapToken;
BRect srcRect, dstRect;
link.Read<int32>(&bitmapToken);
link.Read<BRect>(&dstRect);
link.Read<BRect>(&srcRect);
ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken);
if (bitmap) {
fCurrentLayer->ConvertToScreenForDrawing(&dstRect);
drawingEngine->DrawBitmap(bitmap, srcRect, dstRect, fCurrentLayer->CurrentState());
}
break;
}
case AS_STROKE_ARC:
case AS_FILL_ARC:
{
DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_ARC\n", Title()));
float angle, span;
BRect r;
link.Read<BRect>(&r);
link.Read<float>(&angle);
link.Read<float>(&span);
fCurrentLayer->ConvertToScreenForDrawing(&r);
drawingEngine->DrawArc(r, angle, span, fCurrentLayer->CurrentState(), code == AS_FILL_ARC);
break;
}
case AS_STROKE_BEZIER:
case AS_FILL_BEZIER:
{
DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_BEZIER\n", Title()));
BPoint pts[4];
for (int32 i = 0; i < 4; i++) {
link.Read<BPoint>(&(pts[i]));
fCurrentLayer->ConvertToScreenForDrawing(&pts[i]);
}
drawingEngine->DrawBezier(pts, fCurrentLayer->CurrentState(), code == AS_FILL_BEZIER);
break;
}
case AS_STROKE_ELLIPSE:
case AS_FILL_ELLIPSE:
{
DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_ELLIPSE\n", Title()));
BRect rect;
link.Read<BRect>(&rect);
fCurrentLayer->ConvertToScreenForDrawing(&rect);
drawingEngine->DrawEllipse(rect, fCurrentLayer->CurrentState(), code == AS_FILL_ELLIPSE);
break;
}
case AS_STROKE_ROUNDRECT:
case AS_FILL_ROUNDRECT:
{
DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_ROUNDRECT\n", Title()));
BRect rect;
float xrad,yrad;
link.Read<BRect>(&rect);
link.Read<float>(&xrad);
link.Read<float>(&yrad);
fCurrentLayer->ConvertToScreenForDrawing(&rect);
drawingEngine->DrawRoundRect(rect, xrad, yrad, fCurrentLayer->CurrentState(), code == AS_FILL_ROUNDRECT);
break;
}
case AS_STROKE_TRIANGLE:
case AS_FILL_TRIANGLE:
{
DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_TRIANGLE\n", Title()));
BPoint pts[3];
BRect rect;
for (int32 i = 0; i < 3; i++) {
link.Read<BPoint>(&(pts[i]));
fCurrentLayer->ConvertToScreenForDrawing(&pts[i]);
}
link.Read<BRect>(&rect);
fCurrentLayer->ConvertToScreenForDrawing(&rect);
drawingEngine->DrawTriangle(pts, rect, fCurrentLayer->CurrentState(), code == AS_FILL_TRIANGLE);
break;
}
case AS_STROKE_POLYGON:
case AS_FILL_POLYGON:
{
DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_POLYGON\n", Title()));
BRect polyFrame;
bool isClosed = true;
int32 pointCount;
link.Read<BRect>(&polyFrame);
if (code == AS_STROKE_POLYGON)
link.Read<bool>(&isClosed);
link.Read<int32>(&pointCount);
BPoint* pointList = new(nothrow) BPoint[pointCount];
if (link.Read(pointList, pointCount * sizeof(BPoint)) >= B_OK) {
for (int32 i = 0; i < pointCount; i++)
fCurrentLayer->ConvertToScreenForDrawing(&pointList[i]);
drawingEngine->DrawPolygon(pointList, pointCount, polyFrame,
fCurrentLayer->CurrentState(), code == AS_FILL_POLYGON,
isClosed && pointCount > 2);
}
delete[] pointList;
break;
}
case AS_STROKE_SHAPE:
case AS_FILL_SHAPE:
{
DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_SHAPE\n", Title()));
BRect shapeFrame;
int32 opCount;
int32 ptCount;
link.Read<BRect>(&shapeFrame);
link.Read<int32>(&opCount);
link.Read<int32>(&ptCount);
uint32* opList = new(nothrow) uint32[opCount];
BPoint* ptList = new(nothrow) BPoint[ptCount];
if (link.Read(opList, opCount * sizeof(uint32)) >= B_OK &&
link.Read(ptList, ptCount * sizeof(BPoint)) >= B_OK) {
for (int32 i = 0; i < ptCount; i++)
fCurrentLayer->ConvertToScreenForDrawing(&ptList[i]);
drawingEngine->DrawShape(shapeFrame, opCount, opList, ptCount, ptList,
fCurrentLayer->CurrentState(), code == AS_FILL_SHAPE);
}
delete[] opList;
delete[] ptList;
break;
}
case AS_FILL_REGION:
{
DTRACE(("ServerWindow %s: Message AS_FILL_REGION\n", Title()));
int32 count;
link.Read<int32>(&count);
BRect* rects = new(nothrow) BRect[count];
if (link.Read(rects, sizeof(BRect) * count) < B_OK) {
delete[] rects;
break;
}
// Between the client-side conversion to BRects from clipping_rects to the overhead
// in repeatedly calling FillRect(), this is definitely in need of optimization. At
// least it works for now. :)
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
BRegion region;
for (int32 i = 0; i < count; i++) {
region.Include(rects[i]);
}
fCurrentLayer->ConvertToScreenForDrawing(&region);
drawingEngine->FillRegion(region, fCurrentLayer->CurrentState());
delete[] rects;
// TODO: create support for clipping_rect usage for faster BRegion display.
// Tweaks to DrawingEngine are necessary along with conversion routines in ViewLayer
break;
}
case AS_STROKE_LINEARRAY:
{
DTRACE(("ServerWindow %s: Message AS_STROKE_LINEARRAY\n", Title()));
// Attached Data:
// 1) int32 Number of lines in the array
// 2) array of struct _array_data_ objects, as defined in ViewAux.h
int32 lineCount;
link.Read<int32>(&lineCount);
if (lineCount > 0) {
LineArrayData lineData[lineCount];
for (int32 i = 0; i < lineCount; i++) {
LineArrayData* index = &lineData[i];
link.Read<float>(&(index->pt1.x));
link.Read<float>(&(index->pt1.y));
link.Read<float>(&(index->pt2.x));
link.Read<float>(&(index->pt2.y));
link.Read<rgb_color>(&(index->color));
fCurrentLayer->ConvertToScreenForDrawing(&index->pt1);
fCurrentLayer->ConvertToScreenForDrawing(&index->pt2);
}
drawingEngine->StrokeLineArray(lineCount, lineData,
fCurrentLayer->CurrentState());
}
break;
}
case AS_DRAW_STRING:
{
DTRACE(("ServerWindow %s: Message AS_DRAW_STRING\n", Title()));
char* string;
int32 length;
BPoint location;
escapement_delta delta;
link.Read<int32>(&length);
link.Read<BPoint>(&location);
link.Read<escapement_delta>(&delta);
link.ReadString(&string);
fCurrentLayer->ConvertToScreenForDrawing(&location);
BPoint penLocation = drawingEngine->DrawString(string, length, location,
fCurrentLayer->CurrentState(), &delta);
fCurrentLayer->ConvertFromScreenForDrawing(&penLocation);
fCurrentLayer->CurrentState()->SetPenLocation(penLocation);
free(string);
break;
}
case AS_LAYER_DRAW_PICTURE:
{
int32 token;
if (link.Read<int32>(&token) == B_OK) {
BPoint where;
link.Read<BPoint>(&where);
ServerPicture *picture = App()->FindPicture(token);
if (picture != NULL) {
fCurrentLayer->ConvertToScreenForDrawing(&where);
fCurrentLayer->CurrentState()->SetPenLocation(where);
// TODO: pass the location to the play method and handle it there
picture->Play(fCurrentLayer);
}
}
break;
}
default:
printf("ServerWindow %s received unexpected code - message offset %ld\n",
Title(), code - B_OK);
if (link.NeedsReply()) {
// the client is now blocking and waiting for a reply!
fLink.StartMessage(B_ERROR);
fLink.Flush();
}
break;
}
drawingEngine->Unlock();
}
bool
ServerWindow::_DispatchPictureMessage(int32 code, BPrivate::LinkReceiver &link)
{
ServerPicture *picture = fCurrentLayer->Picture();
if (picture == NULL)
return false;
switch (code) {
case AS_FILL_RECT:
case AS_STROKE_RECT:
{
BRect rect;
link.Read<BRect>(&rect);
picture->BeginOp(code == AS_FILL_RECT ? B_PIC_FILL_RECT : B_PIC_STROKE_RECT);
picture->AddRect(rect);
picture->EndOp();
break;
}
case AS_STROKE_LINE:
{
float x1, y1, x2, y2;
link.Read<float>(&x1);
link.Read<float>(&y1);
link.Read<float>(&x2);
link.Read<float>(&y2);
picture->BeginOp(B_PIC_STROKE_LINE);
picture->AddCoord(BPoint(x1, y1));
picture->AddCoord(BPoint(x2, y2));
picture->EndOp();
break;
}
case AS_LAYER_SET_LOW_COLOR:
case AS_LAYER_SET_HIGH_COLOR:
{
rgb_color color;
link.Read(&color, sizeof(rgb_color));
picture->BeginOp(code == AS_LAYER_SET_HIGH_COLOR ? B_PIC_SET_FORE_COLOR : B_PIC_SET_BACK_COLOR);
picture->AddColor(color);
picture->EndOp();
break;
}
case AS_DRAW_STRING:
{
char* string;
int32 length;
BPoint location;
escapement_delta delta;
link.Read<int32>(&length);
link.Read<BPoint>(&location);
link.Read<escapement_delta>(&delta);
link.ReadString(&string);
picture->BeginOp(B_PIC_MOVE_PEN_BY);
picture->AddCoord(location - fCurrentLayer->CurrentState()->PenLocation());
picture->EndOp();
picture->BeginOp(B_PIC_DRAW_STRING);
picture->AddInt32(length);
picture->AddData(string, length);
picture->AddFloat(delta.space);
picture->AddFloat(delta.nonspace);
picture->EndOp();
break;
}
case AS_LAYER_DRAW_BITMAP:
{
int32 token;
link.Read<int32>(&token);
BRect destRect;
link.Read<BRect>(&destRect);
BRect sourceRect;
link.Read<BRect>(&sourceRect);
ServerBitmap *bitmap = App()->FindBitmap(token);
if (bitmap == NULL)
break;
picture->BeginOp(B_PIC_DRAW_PIXELS);
picture->AddRect(sourceRect);
picture->AddRect(destRect);
picture->AddInt32(bitmap->Width());
picture->AddInt32(bitmap->Height());
picture->AddInt32(bitmap->BytesPerRow());
picture->AddInt32(bitmap->ColorSpace());
picture->AddInt32(/*bitmap->Flags()*/0);
picture->AddData((void *)bitmap->Bits(), bitmap->BitsLength());
picture->EndOp();
break;
}
default:
return false;
}
if (link.NeedsReply()) {
fLink.StartMessage(B_ERROR);
fLink.Flush();
}
return true;
}
/*!
\brief Message-dispatching loop for the ServerWindow
Watches the ServerWindow's message port and dispatches as necessary
*/
void
ServerWindow::_MessageLooper()
{
BPrivate::LinkReceiver& receiver = fLink.Receiver();
bool quitLoop = false;
while (!quitLoop) {
//STRACE(("info: ServerWindow::MonitorWin listening on port %ld.\n",
// fMessagePort));
int32 code;
status_t status = receiver.GetNextMessage(code);
if (status < B_OK) {
// that shouldn't happen, it's our port
printf("Someone deleted our message port!\n");
// try to let our client die happily
NotifyQuitRequested();
break;
}
#ifdef PROFILE_MESSAGE_LOOP
bigtime_t start = system_time();
#endif
Lock();
#ifdef PROFILE_MESSAGE_LOOP
bigtime_t diff = system_time() - start;
if (diff > 10000)
printf("ServerWindow %s: lock acquisition took %Ld usecs\n", Title(), diff);
#endif
int32 messagesProcessed = 0;
bool lockedDesktop = false;
while (true) {
if (code == AS_DELETE_WINDOW || code == kMsgQuitLooper) {
// this means the client has been killed
STRACE(("ServerWindow %s received 'AS_DELETE_WINDOW' message code\n",
Title()));
ServerFont: * fixed weird pointer conversion in SetStyle() * fixed a potential mix up in operator=() in case the other ServerFont has fStyle == NULL ServerWindow: * the WindowLayer fTopLayer cannot be deleted by client request, just for safety reasons * the link is flushed if there is no drawing engine, but this case is theoretical only * deleting the ServerWindow object syncs with the client, so that when BBitmaps are deleted, they can be sure there are no pending messages (which would be executed in a nother thread) * there is no timeout anymore when sending messages to the client, which made absolutely no sense AGGTextRenderer: * renamed fFontManager to fFontCache, because that's what it really is * fLastFamilyAndStyle defaulted to the system plain font and therefor that font was never loaded when the font never changed meanwhile DrawingMode: * I'm not quite sure but I think there was the potential of a division by zero, at least I had crashes with "divide error" HWInterface: * fix update when the cursor shape changed in double buffered mode ViewLayer: * since the top layer is never really deleted before its time has come, it is not necessary to set it to NULL in the ViewLayer destructor ViewLayer/WindowLayer: * added a function to collect the view tokens that are affected by an update session EventDispatcher: * use the importance of the message for the timeout in _SendMessage() * drop mouse moved events in the server if we're lagging behind more than 5 ms (Axel, maybe review) View: * there were some problems with the locking of the BWindow looper in RemoveSelf(), since this is called from the window destructor, also of BWindows from BBitmaps, which have never been run (this might need review), at least I seem to have solved the crashing problems introduced by actually deleting the view hirarchy in the BWindow destructor * fixed _Draw() for being used non-recursively, temporarily disabled DrawAfterChildren, which didn't work yet anyways (because views cannot draw over children in the server yet) Window: * small cleanup when deleting shortcuts * sync with the server when having send AS_DELETE_WINDOW (see ServerWindow above) * fixed locking in Begin/EndViewTransaction() * removed folding of _UPDATE_ messages, since there is only one ever in the queue * set the fInTransaction flag during an update, I plan to use this in BView later to flush the link when drawing outside of an update * BView::_Draw() is now called by view token, this gives the next leap forward in speed, the overhead because of drawing clean views was considerable git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15878 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-01-09 01:04:52 +03:00
if (code == AS_DELETE_WINDOW) {
fLink.StartMessage(B_OK);
fLink.Flush();
}
if (lockedDesktop)
fDesktop->UnlockSingleWindow();
quitLoop = true;
// ServerWindow's destructor takes care of pulling this object off the desktop.
if (!fWindowLayer->IsHidden())
CRITICAL("ServerWindow: a window must be hidden before it's deleted\n");
break;
}
if (!lockedDesktop) {
// only lock it once
fDesktop->LockSingleWindow();
lockedDesktop = true;
}
if (atomic_and(&fRedrawRequested, 0) != 0)
fWindowLayer->RedrawDirtyRegion();
_DispatchMessage(code, receiver);
#ifdef PROFILE_MESSAGE_LOOP
if (code >= 0 && code < AS_LAST_CODE) {
diff = system_time() - start;
atomic_add(&sMessageProfile[code].count, 1);
#ifndef HAIKU_TARGET_PLATFORM_LIBBE_TEST
atomic_add64(&sMessageProfile[code].time, diff);
#else
sMessageProfile[code].time += diff;
#endif
if (diff > 10000)
printf("ServerWindow %s: message %ld took %Ld usecs\n", Title(), code, diff);
}
#endif
// only process up to 70 waiting messages at once (we have the Desktop locked)
if (!receiver.HasMessages() || ++messagesProcessed > 70) {
fDesktop->UnlockSingleWindow();
break;
}
status_t status = receiver.GetNextMessage(code);
if (status < B_OK) {
// that shouldn't happen, it's our port
printf("Someone deleted our message port!\n");
fDesktop->UnlockSingleWindow();
// try to let our client die happily
NotifyQuitRequested();
break;
}
}
Unlock();
}
// we were asked to quit the message loop - either on request or because of an error
Quit();
// does not return
}
status_t
ServerWindow::SendMessageToClient(const BMessage* msg, int32 target) const
{
Next big step in the event handling: * RootLayer's mouse event processing is now at its minimum - the EventDispatcher handles them now. As a result, a window will now get only one message per event. * RootLayer adds "_view_token" to mouse moved messages that specify the view currently under the cursor. * There is now a mouse event layer in RootLayer that gets preferred when it's set - this is now used for the window moving instead of the previous mechanism. * changed the previous DistributeMessage() to an UnpackMessage() method following Adi's suggestion. * caveat: some things might be functionally broken in RootLayer now because of removing the mouse notification stuff. * "be:transit" handling is now done completely client side by BWindow::_SanitizeMessage(() (similar to what the input_server does). This should also make the mechanism pretty robust, since every B_MOUSE_MOVED message can now trigger the view transit (in case a message is lost). B_WINDOW_ACTIVATED messages should be generated client side as well. * renamed AS_LAYER_GET_MOUSE_COORDS to AS_GET_MOUSE as it's not a layer specific command, and also gets the mouse buttons. * B_MOUSE_* messages from the up server now contain only a "screen_where" field; "where" (in window's coordinates) and "be:view_where" are added in BMessage::_SanitizeMessage(). * messages that don't have a valid target in the looper are now dropped instead of being sent to the looper - this should be done in BLooper as well, though. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15087 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-11-23 18:17:58 +03:00
if (target == B_NULL_TOKEN)
target = fClientToken;
#ifndef USING_MESSAGE4
ssize_t size = msg->FlattenedSize();
char* buffer = new(nothrow) char[size];
status_t ret;
if ((ret = msg->Flatten(buffer, size)) == B_OK) {
ret = BMessage::Private::SendFlattenedMessage(buffer, size,
ServerFont: * fixed weird pointer conversion in SetStyle() * fixed a potential mix up in operator=() in case the other ServerFont has fStyle == NULL ServerWindow: * the WindowLayer fTopLayer cannot be deleted by client request, just for safety reasons * the link is flushed if there is no drawing engine, but this case is theoretical only * deleting the ServerWindow object syncs with the client, so that when BBitmaps are deleted, they can be sure there are no pending messages (which would be executed in a nother thread) * there is no timeout anymore when sending messages to the client, which made absolutely no sense AGGTextRenderer: * renamed fFontManager to fFontCache, because that's what it really is * fLastFamilyAndStyle defaulted to the system plain font and therefor that font was never loaded when the font never changed meanwhile DrawingMode: * I'm not quite sure but I think there was the potential of a division by zero, at least I had crashes with "divide error" HWInterface: * fix update when the cursor shape changed in double buffered mode ViewLayer: * since the top layer is never really deleted before its time has come, it is not necessary to set it to NULL in the ViewLayer destructor ViewLayer/WindowLayer: * added a function to collect the view tokens that are affected by an update session EventDispatcher: * use the importance of the message for the timeout in _SendMessage() * drop mouse moved events in the server if we're lagging behind more than 5 ms (Axel, maybe review) View: * there were some problems with the locking of the BWindow looper in RemoveSelf(), since this is called from the window destructor, also of BWindows from BBitmaps, which have never been run (this might need review), at least I seem to have solved the crashing problems introduced by actually deleting the view hirarchy in the BWindow destructor * fixed _Draw() for being used non-recursively, temporarily disabled DrawAfterChildren, which didn't work yet anyways (because views cannot draw over children in the server yet) Window: * small cleanup when deleting shortcuts * sync with the server when having send AS_DELETE_WINDOW (see ServerWindow above) * fixed locking in Begin/EndViewTransaction() * removed folding of _UPDATE_ messages, since there is only one ever in the queue * set the fInTransaction flag during an update, I plan to use this in BView later to flush the link when drawing outside of an update * BView::_Draw() is now called by view token, this gives the next leap forward in speed, the overhead because of drawing clean views was considerable git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15878 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-01-09 01:04:52 +03:00
fClientLooperPort, target, 0);
if (ret < B_OK) {
fprintf(stderr, "ServerWindow(\"%s\")::SendMessageToClient('%.4s'): %s\n",
Title(), (char*)&msg->what, strerror(ret));
}
} else
printf("PANIC: ServerWindow %s: can't flatten message in 'SendMessageToClient()'\n", fTitle);
delete[] buffer;
return ret;
#else
BMessenger reply;
BMessage::Private messagePrivate((BMessage *)msg);
ServerFont: * fixed weird pointer conversion in SetStyle() * fixed a potential mix up in operator=() in case the other ServerFont has fStyle == NULL ServerWindow: * the WindowLayer fTopLayer cannot be deleted by client request, just for safety reasons * the link is flushed if there is no drawing engine, but this case is theoretical only * deleting the ServerWindow object syncs with the client, so that when BBitmaps are deleted, they can be sure there are no pending messages (which would be executed in a nother thread) * there is no timeout anymore when sending messages to the client, which made absolutely no sense AGGTextRenderer: * renamed fFontManager to fFontCache, because that's what it really is * fLastFamilyAndStyle defaulted to the system plain font and therefor that font was never loaded when the font never changed meanwhile DrawingMode: * I'm not quite sure but I think there was the potential of a division by zero, at least I had crashes with "divide error" HWInterface: * fix update when the cursor shape changed in double buffered mode ViewLayer: * since the top layer is never really deleted before its time has come, it is not necessary to set it to NULL in the ViewLayer destructor ViewLayer/WindowLayer: * added a function to collect the view tokens that are affected by an update session EventDispatcher: * use the importance of the message for the timeout in _SendMessage() * drop mouse moved events in the server if we're lagging behind more than 5 ms (Axel, maybe review) View: * there were some problems with the locking of the BWindow looper in RemoveSelf(), since this is called from the window destructor, also of BWindows from BBitmaps, which have never been run (this might need review), at least I seem to have solved the crashing problems introduced by actually deleting the view hirarchy in the BWindow destructor * fixed _Draw() for being used non-recursively, temporarily disabled DrawAfterChildren, which didn't work yet anyways (because views cannot draw over children in the server yet) Window: * small cleanup when deleting shortcuts * sync with the server when having send AS_DELETE_WINDOW (see ServerWindow above) * fixed locking in Begin/EndViewTransaction() * removed folding of _UPDATE_ messages, since there is only one ever in the queue * set the fInTransaction flag during an update, I plan to use this in BView later to flush the link when drawing outside of an update * BView::_Draw() is now called by view token, this gives the next leap forward in speed, the overhead because of drawing clean views was considerable git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15878 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-01-09 01:04:52 +03:00
return messagePrivate.SendMessage(fClientLooperPort, target, 0,
false, reply);
#endif
}
WindowLayer*
ServerWindow::MakeWindowLayer(BRect frame, const char* name,
window_look look, window_feel feel, uint32 flags, uint32 workspace)
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
{
// The non-offscreen ServerWindow uses the DrawingEngine instance from the desktop.
return new (nothrow) WindowLayer(frame, name, look, feel, flags,
workspace, this, fDesktop->GetDrawingEngine());
offscreen bitmaps work, tested on Haiku as well, supports all colorspaces that BBitmap::ImportBits() supports. It uses a fallback for non-B_RGB(A)32 bitmaps. Added support for B_SUB_PIXEL_PRECISION view flags, though it is a bit hacky, since I had to add it to LayerData, even though it is not a true part of stack data. Added Layer::SetFlags() to enforce code path and update fLayerData. Cleaned up DisplayDriverPainter and DisplayDriver API (changed some const BRect& rect to simply BRect rect in order to be able to reuse it in the code), moved Painter.h, the test environment only draws the changed part of the frame buffer again - this causes a lot less CPU overhead, Painter special cases stroke width of 1.0 to use square caps, which is similar to R5 implementation and removes a lot of problems with non-straight line drawing, ServerWindow uses the DisplayDriver from it's WinBorder instead of the one from the Desktop (needed for offscreen windows, which have their own DisplayDriverPainter), it also checks for GetRootLayer() == NULL, because offscreen layers are not attached to a RootLayer, there was a fix for scrolling which worked at least in the test environment, it is now defunced, because Adi moved _CopyBits to Layer... I need to reenable it later, LayerData has no more fEscapementDelta, also fixed fFontAliasing (which was thought to overriding the font flags, and now works as such again), Desktop initialises the menu_info and scroll_bar_info stuff, which makes ScrollBars work actually... hope I didn't forget something. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13448 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-05 20:17:16 +04:00
}
status_t
ServerWindow::_EnableDirectWindowMode()
{
if (fDirectWindowData != NULL) {
// already in direct window mode
return B_ERROR;
}
fDirectWindowData = new (nothrow) direct_window_data;
if (fDirectWindowData == NULL)
return B_NO_MEMORY;
status_t status = fDirectWindowData->InitCheck();
if (status < B_OK) {
delete fDirectWindowData;
fDirectWindowData = NULL;
return status;
}
return B_OK;
}
void
ServerWindow::HandleDirectConnection(int32 bufferState, int32 driverState)
{
STRACE(("HandleDirectConnection(bufferState = %ld, driverState = %ld)\n",
bufferState, driverState));
if (fDirectWindowData == NULL
|| (!fDirectWindowData->started
&& (bufferState & B_DIRECT_MODE_MASK) != B_DIRECT_START))
return;
fDirectWindowData->started = true;
if (bufferState != -1)
fDirectWindowData->buffer_info->buffer_state = (direct_buffer_state)bufferState;
if (driverState != -1)
fDirectWindowData->buffer_info->driver_state = (direct_driver_state)driverState;
if ((bufferState & B_DIRECT_MODE_MASK) != B_DIRECT_STOP) {
// TODO: Locking ?
RenderingBuffer *buffer = fDesktop->HWInterface()->FrontBuffer();
fDirectWindowData->buffer_info->bits = buffer->Bits();
fDirectWindowData->buffer_info->pci_bits = NULL; // TODO
fDirectWindowData->buffer_info->bytes_per_row = buffer->BytesPerRow();
switch (buffer->ColorSpace()) {
case B_RGB32:
case B_RGBA32:
case B_RGB32_BIG:
case B_RGBA32_BIG:
fDirectWindowData->buffer_info->bits_per_pixel = 32;
break;
case B_RGB24:
case B_RGB24_BIG:
fDirectWindowData->buffer_info->bits_per_pixel = 24;
break;
case B_RGB16:
case B_RGB16_BIG:
case B_RGB15:
case B_RGB15_BIG:
fDirectWindowData->buffer_info->bits_per_pixel = 16;
break;
case B_CMAP8:
fDirectWindowData->buffer_info->bits_per_pixel = 8;
break;
default:
fprintf(stderr, "unkown colorspace in HandleDirectConnection()!\n");
fDirectWindowData->buffer_info->bits_per_pixel = 0;
break;
}
fDirectWindowData->buffer_info->pixel_format = buffer->ColorSpace();
fDirectWindowData->buffer_info->layout = B_BUFFER_NONINTERLEAVED;
fDirectWindowData->buffer_info->orientation = B_BUFFER_TOP_TO_BOTTOM; // TODO
fDirectWindowData->buffer_info->window_bounds = to_clipping_rect(fWindowLayer->Frame());
// TODO: Review this
const int32 kMaxClipRectsCount = (B_PAGE_SIZE - sizeof(direct_buffer_info))
/ sizeof(clipping_rect);
// We just want the region inside the window, border excluded.
BRegion clipRegion = fWindowLayer->VisibleContentRegion();
fDirectWindowData->buffer_info->clip_list_count = min_c(clipRegion.CountRects(),
kMaxClipRectsCount);
fDirectWindowData->buffer_info->clip_bounds = clipRegion.FrameInt();
for (uint32 i = 0; i < fDirectWindowData->buffer_info->clip_list_count; i++)
fDirectWindowData->buffer_info->clip_list[i] = clipRegion.RectAtInt(i);
}
// Releasing this sem causes the client to call BDirectWindow::DirectConnected()
release_sem(fDirectWindowData->sem);
// TODO: Waiting half a second in the ServerWindow thread is not a problem,
// but since we are called from the Desktop's thread too, very bad things could happen.
// Find some way to call this method only within ServerWindow's thread (messaging ?)
status_t status;
do {
// TODO: The timeout is 3000000 usecs (3 seconds) on beos.
// Test, but I think half a second is enough.
status = acquire_sem_etc(fDirectWindowData->sem_ack, 1, B_TIMEOUT, 500000);
} while (status == B_INTERRUPTED);
if (status < B_OK) {
// The client application didn't release the semaphore
// within the given timeout. Or something else went wrong.
// Deleting this member should make it crash.
delete fDirectWindowData;
fDirectWindowData = NULL;
}
}
void
ServerWindow::_SetCurrentLayer(ViewLayer* layer)
{
if (fCurrentLayer != layer) {
fCurrentLayer = layer;
fCurrentDrawingRegionValid = false;
#if 0
#if DELAYED_BACKGROUND_CLEARING
fWindowLayer->ReadLockWindows();
ServerFont: * fixed weird pointer conversion in SetStyle() * fixed a potential mix up in operator=() in case the other ServerFont has fStyle == NULL ServerWindow: * the WindowLayer fTopLayer cannot be deleted by client request, just for safety reasons * the link is flushed if there is no drawing engine, but this case is theoretical only * deleting the ServerWindow object syncs with the client, so that when BBitmaps are deleted, they can be sure there are no pending messages (which would be executed in a nother thread) * there is no timeout anymore when sending messages to the client, which made absolutely no sense AGGTextRenderer: * renamed fFontManager to fFontCache, because that's what it really is * fLastFamilyAndStyle defaulted to the system plain font and therefor that font was never loaded when the font never changed meanwhile DrawingMode: * I'm not quite sure but I think there was the potential of a division by zero, at least I had crashes with "divide error" HWInterface: * fix update when the cursor shape changed in double buffered mode ViewLayer: * since the top layer is never really deleted before its time has come, it is not necessary to set it to NULL in the ViewLayer destructor ViewLayer/WindowLayer: * added a function to collect the view tokens that are affected by an update session EventDispatcher: * use the importance of the message for the timeout in _SendMessage() * drop mouse moved events in the server if we're lagging behind more than 5 ms (Axel, maybe review) View: * there were some problems with the locking of the BWindow looper in RemoveSelf(), since this is called from the window destructor, also of BWindows from BBitmaps, which have never been run (this might need review), at least I seem to have solved the crashing problems introduced by actually deleting the view hirarchy in the BWindow destructor * fixed _Draw() for being used non-recursively, temporarily disabled DrawAfterChildren, which didn't work yet anyways (because views cannot draw over children in the server yet) Window: * small cleanup when deleting shortcuts * sync with the server when having send AS_DELETE_WINDOW (see ServerWindow above) * fixed locking in Begin/EndViewTransaction() * removed folding of _UPDATE_ messages, since there is only one ever in the queue * set the fInTransaction flag during an update, I plan to use this in BView later to flush the link when drawing outside of an update * BView::_Draw() is now called by view token, this gives the next leap forward in speed, the overhead because of drawing clean views was considerable git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15878 a95241bf-73f2-0310-859d-f6bbb57e9c96
2006-01-09 01:04:52 +03:00
if (fCurrentLayer && fCurrentLayer->IsBackgroundDirty() && fWindowLayer->InUpdate()) {
DrawingEngine* drawingEngine = fWindowLayer->GetDrawingEngine();
if (drawingEngine->Lock()) {
fWindowLayer->GetEffectiveDrawingRegion(fCurrentLayer, fCurrentDrawingRegion);
fCurrentDrawingRegionValid = true;
BRegion dirty(fCurrentDrawingRegion);
BRegion content;
fWindowLayer->GetContentRegion(&content);
fCurrentLayer->Draw(drawingEngine, &dirty, &content, false);
drawingEngine->Unlock();
}
}
fWindowLayer->ReadUnlockWindows();
#endif
#endif // 0
}
}
status_t
ServerWindow::PictureToRegion(ServerPicture *picture, BRegion &region,
bool inverse, BPoint where)
{
fprintf(stderr, "ServerWindow::PictureToRegion() not implemented\n");
region.MakeEmpty();
return B_ERROR;
}