haiku/src/servers/app/ViewLayer.cpp

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/*
* Copyright (c) 2001-2007, Haiku, Inc.
* Distributed under the terms of the MIT license.
*
* Authors:
* DarkWyrm <bpmagic@columbus.rr.com>
* Adi Oanca <adioanca@gmail.com>
* Axel Dörfler, axeld@pinc-software.de
* Stephan Aßmus <superstippi@gmx.de>
* Marcus Overhagen <marcus@overhagen.de>
*/
#include "ViewLayer.h"
#include "BitmapManager.h"
#include "Desktop.h"
#include "DrawingEngine.h"
#include "Overlay.h"
#include "ServerApp.h"
#include "ServerBitmap.h"
#include "ServerCursor.h"
#include "ServerPicture.h"
#include "ServerWindow.h"
#include "WindowLayer.h"
#include "drawing_support.h"
#include <List.h>
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
#include <Message.h>
#include <PortLink.h>
#include <View.h> // for resize modes
#include <WindowPrivate.h>
#include <stdio.h>
#include <new>
using std::nothrow;
void
resize_frame(IntRect& frame, uint32 resizingMode, int32 x, int32 y)
{
// follow with left side
if ((resizingMode & 0x0F00U) == _VIEW_RIGHT_ << 8)
frame.left += x;
else if ((resizingMode & 0x0F00U) == _VIEW_CENTER_ << 8)
frame.left += x / 2;
// follow with right side
if ((resizingMode & 0x000FU) == _VIEW_RIGHT_)
frame.right += x;
else if ((resizingMode & 0x000FU) == _VIEW_CENTER_)
frame.right += x / 2;
// follow with top side
if ((resizingMode & 0xF000U) == _VIEW_BOTTOM_ << 12)
frame.top += y;
else if ((resizingMode & 0xF000U) == _VIEW_CENTER_ << 12)
frame.top += y / 2;
// follow with bottom side
if ((resizingMode & 0x00F0U) == _VIEW_BOTTOM_ << 4)
frame.bottom += y;
else if ((resizingMode & 0x00F0U) == _VIEW_CENTER_ << 4)
frame.bottom += y / 2;
}
// #pragma mark -
ViewLayer::ViewLayer(IntRect frame, IntPoint scrollingOffset, const char* name,
int32 token, uint32 resizeMode, uint32 flags)
:
fName(name),
fToken(token),
fFrame(frame),
fScrollingOffset(scrollingOffset),
fViewColor(RGBColor(255, 255, 255)),
fDrawState(new (nothrow) DrawState),
fViewBitmap(NULL),
fResizeMode(resizeMode),
fFlags(flags),
// ViewLayers start visible by default
fHidden(false),
fVisible(true),
fBackgroundDirty(true),
fIsDesktopBackground(false),
fEventMask(0),
fEventOptions(0),
fWindow(NULL),
fParent(NULL),
fFirstChild(NULL),
fPreviousSibling(NULL),
fNextSibling(NULL),
fLastChild(NULL),
fCursor(NULL),
fPicture(NULL),
fLocalClipping(Bounds()),
fScreenClipping(),
fScreenClippingValid(false)
{
if (fDrawState)
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
ViewLayer::~ViewLayer()
{
if (fViewBitmap != NULL)
gBitmapManager->DeleteBitmap(fViewBitmap);
delete fDrawState;
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 (fWindow && this == fWindow->TopLayer())
// fWindow->SetTopLayer(NULL);
if (fCursor)
fCursor->Release();
// iterate over children and delete each one
ViewLayer* layer = fFirstChild;
while (layer) {
ViewLayer* toast = layer;
layer = layer->fNextSibling;
delete toast;
}
}
IntRect
ViewLayer::Bounds() const
{
IntRect bounds(fScrollingOffset.x, fScrollingOffset.y,
fScrollingOffset.x + fFrame.Width(),
fScrollingOffset.y + fFrame.Height());
return bounds;
}
void
ViewLayer::ConvertToVisibleInTopView(IntRect* bounds) const
{
*bounds = *bounds & Bounds();
// NOTE: this step is necessary even if we don't have a parent!
ConvertToParent(bounds);
if (fParent)
fParent->ConvertToVisibleInTopView(bounds);
}
void
ViewLayer::AttachedToWindow(WindowLayer* window)
{
fWindow = window;
// an ugly hack to detect the desktop background
if (window->Feel() == kDesktopWindowFeel && Parent() == TopLayer())
fIsDesktopBackground = true;
// insert view into local token space
if (fWindow != NULL)
fWindow->ServerWindow()->App()->ViewTokens().SetToken(fToken, B_HANDLER_TOKEN, this);
// attach child views as well
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->AttachedToWindow(window);
}
void
ViewLayer::DetachedFromWindow()
{
// remove view from local token space
if (fWindow != NULL)
fWindow->ServerWindow()->App()->ViewTokens().RemoveToken(fToken);
fWindow = NULL;
// detach child views as well
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->DetachedFromWindow();
}
// #pragma mark -
void
ViewLayer::AddChild(ViewLayer* layer)
{
if (layer->fParent) {
printf("ViewLayer::AddChild() - ViewLayer already has a parent\n");
return;
}
layer->fParent = this;
if (!fLastChild) {
// no children yet
fFirstChild = layer;
} else {
// append layer to formerly last child
fLastChild->fNextSibling = layer;
layer->fPreviousSibling = fLastChild;
}
fLastChild = layer;
layer->UpdateVisibleDeep(fVisible);
if (layer->IsVisible())
RebuildClipping(false);
if (fWindow) {
layer->AttachedToWindow(fWindow);
if (layer->IsVisible()) {
// trigger redraw
IntRect clippedFrame = layer->Frame();
ConvertToVisibleInTopView(&clippedFrame);
BRegion* dirty = fWindow->GetRegion();
if (dirty) {
dirty->Set((clipping_rect)clippedFrame);
fWindow->MarkContentDirtyAsync(*dirty);
fWindow->RecycleRegion(dirty);
}
}
}
}
bool
ViewLayer::RemoveChild(ViewLayer* layer)
{
if (layer->fParent != this) {
printf("ViewLayer::RemoveChild(%p - %s) - ViewLayer is not child of this (%p) layer!\n", layer, layer ? layer->Name() : NULL, this);
return false;
}
layer->fParent = NULL;
if (fLastChild == layer)
fLastChild = layer->fPreviousSibling;
// layer->fNextSibling would be NULL
if (fFirstChild == layer )
fFirstChild = layer->fNextSibling;
// layer->fPreviousSibling would be NULL
// connect child before and after layer
if (layer->fPreviousSibling)
layer->fPreviousSibling->fNextSibling = layer->fNextSibling;
if (layer->fNextSibling)
layer->fNextSibling->fPreviousSibling = layer->fPreviousSibling;
// layer has no siblings anymore
layer->fPreviousSibling = NULL;
layer->fNextSibling = NULL;
if (layer->IsVisible()) {
Overlay* overlay = _Overlay();
if (overlay != NULL)
overlay->Hide();
RebuildClipping(false);
}
if (fWindow) {
layer->DetachedFromWindow();
if (fVisible && layer->IsVisible()) {
// trigger redraw
IntRect clippedFrame = layer->Frame();
ConvertToVisibleInTopView(&clippedFrame);
BRegion* dirty = fWindow->GetRegion();
if (dirty) {
dirty->Set((clipping_rect)clippedFrame);
fWindow->MarkContentDirtyAsync(*dirty);
fWindow->RecycleRegion(dirty);
}
}
}
return true;
}
ViewLayer*
ViewLayer::TopLayer()
{
// returns the top level view of the hirarchy,
// it doesn't have to be the top level of a window
if (fParent)
return fParent->TopLayer();
return this;
}
uint32
ViewLayer::CountChildren(bool deep) const
{
uint32 count = 0;
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
count++;
if (deep) {
count += child->CountChildren(deep);
}
}
return count;
}
void
ViewLayer::CollectTokensForChildren(BList* tokenMap) const
{
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
tokenMap->AddItem((void*)child);
child->CollectTokensForChildren(tokenMap);
}
}
ViewLayer*
ViewLayer::ViewAt(const BPoint& where, BRegion* windowContentClipping)
{
if (!fVisible)
return NULL;
if (ScreenClipping(windowContentClipping).Contains(where))
return this;
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
ViewLayer* layer = child->ViewAt(where, windowContentClipping);
if (layer)
return layer;
}
return NULL;
}
// #pragma mark -
void
ViewLayer::SetName(const char* string)
{
fName.SetTo(string);
}
void
ViewLayer::SetFlags(uint32 flags)
{
fFlags = flags;
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
void
ViewLayer::SetDrawingOrigin(BPoint origin)
{
fDrawState->SetOrigin(origin);
// rebuild clipping
if (fDrawState->ClippingRegion())
RebuildClipping(false);
}
BPoint
ViewLayer::DrawingOrigin() const
{
BPoint origin(fDrawState->Origin());
float scale = Scale();
origin.x *= scale;
origin.y *= scale;
return origin;
}
void
ViewLayer::SetScale(float scale)
{
fDrawState->SetScale(scale);
// rebuild clipping
if (fDrawState->ClippingRegion())
RebuildClipping(false);
}
float
ViewLayer::Scale() const
{
return CurrentState()->Scale();
}
void
ViewLayer::SetUserClipping(const BRegion* region)
{
fDrawState->SetClippingRegion(region);
// rebuild clipping (for just this view)
RebuildClipping(false);
}
void
ViewLayer::SetViewBitmap(ServerBitmap* bitmap, IntRect sourceRect,
IntRect destRect, int32 resizingMode, int32 options)
{
if (fViewBitmap != NULL) {
Overlay* overlay = _Overlay();
if (bitmap != NULL) {
// take over overlay token from current overlay (if it has any)
Overlay* newOverlay = bitmap->Overlay();
if (overlay != NULL && newOverlay != NULL)
newOverlay->TakeOverToken(overlay);
} else if (overlay != NULL)
overlay->Hide();
gBitmapManager->DeleteBitmap(fViewBitmap);
}
// the caller is allowed to delete the bitmap after setting the background
if (bitmap != NULL)
bitmap->Acquire();
fViewBitmap = bitmap;
fBitmapSource = sourceRect;
fBitmapDestination = destRect;
fBitmapResizingMode = resizingMode;
fBitmapOptions = options;
_UpdateOverlayView();
}
::Overlay*
ViewLayer::_Overlay() const
{
if (fViewBitmap == NULL)
return NULL;
return fViewBitmap->Overlay();
}
void
ViewLayer::_UpdateOverlayView() const
{
Overlay* overlay = _Overlay();
if (overlay == NULL)
return;
IntRect destination = fBitmapDestination;
ConvertToScreen(&destination);
overlay->Configure(fBitmapSource, destination);
}
/*!
This method is called whenever the window is resized or moved - would
be nice to have a better solution for this, though.
*/
void
ViewLayer::UpdateOverlay()
{
if (!IsVisible())
return;
if (_Overlay() != NULL) {
_UpdateOverlayView();
} else {
// recursively ask children of this view
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
child->UpdateOverlay();
}
}
}
// #pragma mark -
void
ViewLayer::ConvertToParent(BPoint* point) const
{
// remove scrolling offset and convert to parent coordinate space
point->x += fFrame.left - fScrollingOffset.x;
point->y += fFrame.top - fScrollingOffset.y;
}
void
ViewLayer::ConvertToParent(IntPoint* point) const
{
// remove scrolling offset and convert to parent coordinate space
point->x += fFrame.left - fScrollingOffset.x;
point->y += fFrame.top - fScrollingOffset.y;
}
void
ViewLayer::ConvertToParent(BRect* rect) const
{
// remove scrolling offset and convert to parent coordinate space
rect->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
ViewLayer::ConvertToParent(IntRect* rect) const
{
// remove scrolling offset and convert to parent coordinate space
rect->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
ViewLayer::ConvertToParent(BRegion* region) const
{
// remove scrolling offset and convert to parent coordinate space
region->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
ViewLayer::ConvertFromParent(BPoint* point) const
{
// convert from parent coordinate space amd add scrolling offset
point->x += fScrollingOffset.x - fFrame.left;
point->y += fScrollingOffset.y - fFrame.top;
}
void
ViewLayer::ConvertFromParent(IntPoint* point) const
{
// convert from parent coordinate space amd add scrolling offset
point->x += fScrollingOffset.x - fFrame.left;
point->y += fScrollingOffset.y - fFrame.top;
}
void
ViewLayer::ConvertFromParent(BRect* rect) const
{
// convert from parent coordinate space amd add scrolling offset
rect->OffsetBy(fScrollingOffset.x - fFrame.left,
fScrollingOffset.y - fFrame.top);
}
void
ViewLayer::ConvertFromParent(IntRect* rect) const
{
// convert from parent coordinate space amd add scrolling offset
rect->OffsetBy(fScrollingOffset.x - fFrame.left,
fScrollingOffset.y - fFrame.top);
}
void
ViewLayer::ConvertFromParent(BRegion* region) const
{
// convert from parent coordinate space amd add scrolling offset
region->OffsetBy(fScrollingOffset.x - fFrame.left,
fScrollingOffset.y - fFrame.top);
}
//! converts a point from local to screen coordinate system
void
ViewLayer::ConvertToScreen(BPoint* pt) const
{
ConvertToParent(pt);
if (fParent)
fParent->ConvertToScreen(pt);
}
//! converts a point from local to screen coordinate system
void
ViewLayer::ConvertToScreen(IntPoint* pt) const
{
ConvertToParent(pt);
if (fParent)
fParent->ConvertToScreen(pt);
}
//! converts a rect from local to screen coordinate system
void
ViewLayer::ConvertToScreen(BRect* rect) const
{
BPoint offset(0.0, 0.0);
ConvertToScreen(&offset);
rect->OffsetBy(offset);
}
//! converts a rect from local to screen coordinate system
void
ViewLayer::ConvertToScreen(IntRect* rect) const
{
BPoint offset(0.0, 0.0);
ConvertToScreen(&offset);
rect->OffsetBy(offset);
}
//! converts a region from local to screen coordinate system
void
ViewLayer::ConvertToScreen(BRegion* region) const
{
BPoint offset(0.0, 0.0);
ConvertToScreen(&offset);
region->OffsetBy((int)offset.x, (int)offset.y);
}
//! converts a point from screen to local coordinate system
void
ViewLayer::ConvertFromScreen(BPoint* pt) const
{
ConvertFromParent(pt);
if (fParent)
fParent->ConvertFromScreen(pt);
}
//! converts a point from screen to local coordinate system
void
ViewLayer::ConvertFromScreen(IntPoint* pt) const
{
ConvertFromParent(pt);
if (fParent)
fParent->ConvertFromScreen(pt);
}
//! converts a rect from screen to local coordinate system
void
ViewLayer::ConvertFromScreen(BRect* rect) const
{
BPoint offset(0.0, 0.0);
ConvertFromScreen(&offset);
rect->OffsetBy(offset.x, offset.y);
}
//! converts a rect from screen to local coordinate system
void
ViewLayer::ConvertFromScreen(IntRect* rect) const
{
BPoint offset(0.0, 0.0);
ConvertFromScreen(&offset);
rect->OffsetBy((int)offset.x, (int)offset.y);
}
//! converts a region from screen to local coordinate system
void
ViewLayer::ConvertFromScreen(BRegion* region) const
{
BPoint offset(0.0, 0.0);
ConvertFromScreen(&offset);
region->OffsetBy((int)offset.x, (int)offset.y);
}
//! converts a point from local *drawing* to screen coordinate system
void
ViewLayer::ConvertToScreenForDrawing(BPoint* point) const
{
fDrawState->Transform(point);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(point);
}
//! converts a rect from local *drawing* to screen coordinate system
void
ViewLayer::ConvertToScreenForDrawing(BRect* rect) const
{
fDrawState->Transform(rect);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(rect);
}
//! converts a region from local *drawing* to screen coordinate system
void
ViewLayer::ConvertToScreenForDrawing(BRegion* region) const
{
fDrawState->Transform(region);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(region);
}
//! converts points from local *drawing* to screen coordinate system
void
ViewLayer::ConvertToScreenForDrawing(BPoint* dst, const BPoint* src, int32 num) const
{
// TODO: optimize this, it should be smarter
while (num--) {
*dst = *src;
fDrawState->Transform(dst);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(dst);
src++;
dst++;
}
}
//! converts rects from local *drawing* to screen coordinate system
void
ViewLayer::ConvertToScreenForDrawing(BRect* dst, const BRect* src, int32 num) const
{
// TODO: optimize this, it should be smarter
while (num--) {
*dst = *src;
fDrawState->Transform(dst);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(dst);
src++;
dst++;
}
}
//! converts regions from local *drawing* to screen coordinate system
void
ViewLayer::ConvertToScreenForDrawing(BRegion* dst, const BRegion* src, int32 num) const
{
// TODO: optimize this, it should be smarter
while (num--) {
*dst = *src;
fDrawState->Transform(dst);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(dst);
src++;
dst++;
}
}
//! converts a point from screen to local coordinate system
void
ViewLayer::ConvertFromScreenForDrawing(BPoint* point) const
{
ConvertFromScreen(point);
fDrawState->InverseTransform(point);
}
// #pragma mark -
void
ViewLayer::MoveBy(int32 x, int32 y, BRegion* dirtyRegion)
{
if (x == 0 && y == 0)
return;
fFrame.OffsetBy(x, y);
// to move on screen, we must not be hidden and we must have a parent
if (fVisible && fParent && dirtyRegion) {
#if 1
// based on redraw on new location
// the place were we are now visible
IntRect newVisibleBounds(Bounds());
// we can use the frame of the old
// local clipping to see which parts need invalidation
IntRect oldVisibleBounds(newVisibleBounds);
oldVisibleBounds.OffsetBy(-x, -y);
ConvertToScreen(&oldVisibleBounds);
ConvertToVisibleInTopView(&newVisibleBounds);
dirtyRegion->Include((clipping_rect)oldVisibleBounds);
// newVisibleBounds already is in screen coords
dirtyRegion->Include((clipping_rect)newVisibleBounds);
#else
// blitting version, invalidates
// old contents
IntRect oldVisibleBounds(Bounds());
IntRect newVisibleBounds(oldVisibleBounds);
oldVisibleBounds.OffsetBy(-x, -y);
ConvertToScreen(&oldVisibleBounds);
// NOTE: using ConvertToVisibleInTopView()
// instead of ConvertToScreen()! see below
ConvertToVisibleInTopView(&newVisibleBounds);
newVisibleBounds.OffsetBy(-x, -y);
// clipping oldVisibleBounds to newVisibleBounds
// makes sure we don't copy parts hidden under
// parent views
BRegion* region = fWindow->GetRegion();
if (region) {
region->Set(oldVisibleBounds & newVisibleBounds);
fWindow->CopyContents(region, x, y);
region->Set(oldVisibleBounds);
newVisibleBounds.OffsetBy(x, y);
region->Exclude((clipping_rect)newVisibleBounds);
dirtyRegion->Include(dirty);
fWindow->RecycleRegion(region);
}
#endif
}
if (!fParent) {
// the top view's screen clipping does not change,
// because no parts are clipped away from parent
// views
_MoveScreenClipping(x, y, true);
} else {
// parts might have been revealed from underneath
// the parent, or might now be hidden underneath
// the parent, this is taken care of when building
// the screen clipping
InvalidateScreenClipping();
}
}
void
ViewLayer::ResizeBy(int32 x, int32 y, BRegion* dirtyRegion)
{
if (x == 0 && y == 0)
return;
fFrame.right += x;
fFrame.bottom += y;
if (fVisible && dirtyRegion) {
IntRect oldBounds(Bounds());
oldBounds.right -= x;
oldBounds.bottom -= y;
BRegion* dirty = fWindow->GetRegion();
if (!dirty)
return;
dirty->Set((clipping_rect)Bounds());
dirty->Include((clipping_rect)oldBounds);
if (!(fFlags & B_FULL_UPDATE_ON_RESIZE)) {
// the dirty region is just the difference of
// old and new bounds
dirty->Exclude((clipping_rect)(oldBounds & Bounds()));
}
InvalidateScreenClipping();
if (dirty->CountRects() > 0) {
// exclude children, they are expected to
// include their own dirty regions in ParentResized()
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
if (child->IsVisible()) {
IntRect previousChildVisible(child->Frame() & oldBounds & Bounds());
if (dirty->Frame().Intersects(previousChildVisible)) {
dirty->Exclude((clipping_rect)previousChildVisible);
}
}
}
ConvertToScreen(dirty);
dirtyRegion->Include(dirty);
}
fWindow->RecycleRegion(dirty);
}
// layout the children
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->ParentResized(x, y, dirtyRegion);
// view bitmap
resize_frame(fBitmapDestination, fBitmapResizingMode, x, y);
// at this point, children are at their new locations,
// so we can rebuild the clipping
// TODO: when the implementation of Hide() and Show() is
// complete, see if this should be avoided
RebuildClipping(false);
}
void
ViewLayer::ParentResized(int32 x, int32 y, BRegion* dirtyRegion)
{
IntRect newFrame = fFrame;
resize_frame(newFrame, fResizeMode & 0x0000ffff, x, y);
if (newFrame != fFrame) {
// careful, MoveBy will change fFrame
int32 widthDiff = (int32)(newFrame.Width() - fFrame.Width());
int32 heightDiff = (int32)(newFrame.Height() - fFrame.Height());
MoveBy(newFrame.left - fFrame.left,
newFrame.top - fFrame.top, dirtyRegion);
ResizeBy(widthDiff, heightDiff, dirtyRegion);
} else {
// TODO: this covers the fact that our screen clipping might change
// when the parent changes its size, even though our frame stays
// the same - there might be a way to test for this, but axeld doesn't
// know, stippi should look into this when he's back :)
InvalidateScreenClipping();
}
}
void
ViewLayer::ScrollBy(int32 x, int32 y, BRegion* dirtyRegion)
{
if (!fVisible || !fWindow) {
fScrollingOffset.x += x;
fScrollingOffset.y += y;
return;
}
// blitting version, invalidates
// old contents
// remember old bounds for tracking dirty region
IntRect oldBounds(Bounds());
// NOTE: using ConvertToVisibleInTopView()
// instead of ConvertToScreen(), this makes
// sure we don't try to move or invalidate an
// area hidden underneath the parent view
ConvertToVisibleInTopView(&oldBounds);
// find the area of the view that can be scrolled,
// contents are shifted in the opposite direction from scrolling
IntRect stillVisibleBounds(oldBounds);
stillVisibleBounds.OffsetBy(x, y);
stillVisibleBounds = stillVisibleBounds & oldBounds;
fScrollingOffset.x += x;
fScrollingOffset.y += y;
// do the blit, this will make sure
// that other more complex dirty regions
// are taken care of
BRegion* copyRegion = fWindow->GetRegion();
if (!copyRegion)
return;
copyRegion->Set((clipping_rect)stillVisibleBounds);
fWindow->CopyContents(copyRegion, -x, -y);
// find the dirty region as far as we are
// concerned
BRegion* dirty = copyRegion;
// reuse copyRegion and call it dirty
dirty->Set((clipping_rect)oldBounds);
stillVisibleBounds.OffsetBy(-x, -y);
dirty->Exclude((clipping_rect)stillVisibleBounds);
dirtyRegion->Include(dirty);
fWindow->RecycleRegion(dirty);
// the screen clipping of this view and it's
// childs is no longer valid
InvalidateScreenClipping();
RebuildClipping(false);
}
void
ViewLayer::CopyBits(IntRect src, IntRect dst, BRegion& windowContentClipping)
{
if (!fVisible || !fWindow)
return;
// TODO: confirm that in R5 this call is affected by origin and scale
// blitting version
int32 xOffset = dst.left - src.left;
int32 yOffset = dst.top - src.top;
// figure out which part can be blittet
IntRect visibleSrc(src);
ConvertToVisibleInTopView(&visibleSrc);
IntRect visibleSrcAtDest(src);
visibleSrcAtDest.OffsetBy(xOffset, yOffset);
ConvertToVisibleInTopView(&visibleSrcAtDest);
// clip src to visible at dest
visibleSrcAtDest.OffsetBy(-xOffset, -yOffset);
visibleSrc = visibleSrc & visibleSrcAtDest;
// do the blit, this will make sure
// that other more complex dirty regions
// are taken care of
BRegion* copyRegion = fWindow->GetRegion();
if (!copyRegion)
return;
// move src rect to destination here for efficiency reasons
visibleSrc.OffsetBy(xOffset, yOffset);
// we need to interstect the copyRegion too times, onces
// at the source and once at the destination (here done
// the other way arround but it doesn't matter)
// the reason for this is that we are not supposed to visually
// copy children in the source rect and neither to copy onto
// children in the destination rect...
copyRegion->Set((clipping_rect)visibleSrc);
copyRegion->IntersectWith(&ScreenClipping(&windowContentClipping));
// note that fScreenClipping is used directly from hereon
// because it is now up to date
copyRegion->OffsetBy(-xOffset, -yOffset);
copyRegion->IntersectWith(&fScreenClipping);
// do the actual blit
fWindow->CopyContents(copyRegion, xOffset, yOffset);
// find the dirty region as far as we are concerned
IntRect dirtyDst(dst);
ConvertToVisibleInTopView(&dirtyDst);
BRegion* dirty = fWindow->GetRegion();
if (!dirty) {
fWindow->RecycleRegion(copyRegion);
return;
}
// offset copyRegion to destination again
copyRegion->OffsetBy(xOffset, yOffset);
// start with destination given by user
dirty->Set((clipping_rect)dirtyDst);
// exclude the part that we could copy
dirty->Exclude(copyRegion);
dirty->IntersectWith(&fScreenClipping);
fWindow->MarkContentDirty(*dirty);
fWindow->RecycleRegion(dirty);
fWindow->RecycleRegion(copyRegion);
}
// #pragma mark -
void
ViewLayer::PushState()
{
fDrawState = fDrawState->PushState();
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
void
ViewLayer::PopState()
{
if (fDrawState->PreviousState() == NULL) {
fprintf(stderr, "WARNING: User called BView(%s)::PopState(), "
"but there is NO state on stack!\n", Name());
return;
}
bool rebuildClipping = fDrawState->ClippingRegion() != NULL;
fDrawState = fDrawState->PopState();
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
// rebuild clipping
// (the clipping from the popped state is not effective anymore)
if (rebuildClipping)
RebuildClipping(false);
}
void
ViewLayer::SetEventMask(uint32 eventMask, uint32 options)
{
fEventMask = eventMask;
fEventOptions = options;
}
void
ViewLayer::SetCursor(ServerCursor *cursor)
{
if (cursor != fCursor) {
if (fCursor)
fCursor->Release();
fCursor = cursor;
if (fCursor) {
fCursor->Acquire();
fCursor->SetPendingViewCursor(false);
}
}
}
void
ViewLayer::SetPicture(ServerPicture *picture)
{
fPicture = picture;
}
ServerPicture *
ViewLayer::Picture() const
{
return fPicture;
}
void
ViewLayer::Draw(DrawingEngine* drawingEngine, BRegion* effectiveClipping,
BRegion* windowContentClipping, bool deep)
{
if (!fVisible) {
// child views cannot be visible either
return;
}
if (fViewBitmap != NULL || !fViewColor.IsTransparentMagic()) {
// we can only draw within our own area
BRegion* redraw = fWindow->GetRegion(ScreenClipping(windowContentClipping));
if (!redraw)
return;
// add the current clipping
redraw->IntersectWith(effectiveClipping);
Overlay* overlayCookie = _Overlay();
if (fViewBitmap != NULL && overlayCookie == NULL) {
// draw view bitmap
// TODO: support other options!
BRect rect = fBitmapDestination;
ConvertToScreenForDrawing(&rect);
align_rect_to_pixels(&rect);
if (fBitmapOptions & B_TILE_BITMAP_Y) {
// move rect up as much as needed
while (rect.top > redraw->Frame().top)
rect.OffsetBy(0.0, -(rect.Height() + 1));
}
if (fBitmapOptions & B_TILE_BITMAP_X) {
// move rect left as much as needed
while (rect.left > redraw->Frame().left)
rect.OffsetBy(-(rect.Width() + 1), 0.0);
}
// XXX: locking removed because the WindowLayer keeps the engine locked
// because it keeps track of syncing right now
// lock the drawing engine for as long as we need the clipping
// to be valid
if (rect.IsValid()/* && drawingEngine->Lock()*/) {
drawingEngine->ConstrainClippingRegion(redraw);
DrawState defaultDrawState;
if (fBitmapOptions & B_TILE_BITMAP) {
// tile across entire view
float start = rect.left;
while (rect.top < redraw->Frame().bottom) {
while (rect.left < redraw->Frame().right) {
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
rect, &defaultDrawState);
rect.OffsetBy(rect.Width() + 1, 0.0);
}
rect.OffsetBy(start - rect.left, rect.Height() + 1);
}
// nothing left to be drawn
redraw->MakeEmpty();
} else if (fBitmapOptions & B_TILE_BITMAP_X) {
// tile in x direction
while (rect.left < redraw->Frame().right) {
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
rect, &defaultDrawState);
rect.OffsetBy(rect.Width() + 1, 0.0);
}
// remove horizontal stripe from clipping
rect.left = redraw->Frame().left;
rect.right = redraw->Frame().right;
redraw->Exclude(rect);
} else if (fBitmapOptions & B_TILE_BITMAP_Y) {
// tile in y direction
while (rect.top < redraw->Frame().bottom) {
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
rect, &defaultDrawState);
rect.OffsetBy(0.0, rect.Height() + 1);
}
// remove vertical stripe from clipping
rect.top = redraw->Frame().top;
rect.bottom = redraw->Frame().bottom;
redraw->Exclude(rect);
} else {
// no tiling at all
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
rect, &defaultDrawState);
redraw->Exclude(rect);
}
// NOTE: It is ok not to reset the clipping, that
// would only waste time
// drawingEngine->Unlock();
}
}
if (!fViewColor.IsTransparentMagic()) {
// fill visible region with view color,
// this version of FillRegion ignores any
// clipping, that's why "redraw" needs to
// be correct
drawingEngine->FillRegion(*redraw, overlayCookie != NULL
? overlayCookie->Color() : fViewColor);
}
fWindow->RecycleRegion(redraw);
}
fBackgroundDirty = false;
// let children draw
if (deep) {
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
child->Draw(drawingEngine, effectiveClipping,
windowContentClipping, deep);
}
}
}
void
ViewLayer::MouseDown(BMessage* message, BPoint where)
{
// empty hook method
}
void
ViewLayer::MouseUp(BMessage* message, BPoint where)
{
// empty hook method
}
void
ViewLayer::MouseMoved(BMessage* message, BPoint where)
{
// empty hook method
}
// #pragma mark -
void
ViewLayer::SetHidden(bool hidden)
{
if (fHidden != hidden) {
fHidden = hidden;
// recurse into children and update their visible flag
bool oldVisible = fVisible;
UpdateVisibleDeep(fParent ? fParent->IsVisible() : !fHidden);
if (oldVisible != fVisible) {
// Include or exclude us from the parent area, and update the
// children's clipping as well when the view will be visible
if (fParent)
fParent->RebuildClipping(fVisible);
else
RebuildClipping(fVisible);
if (fWindow) {
// trigger a redraw
IntRect clippedBounds = Bounds();
ConvertToVisibleInTopView(&clippedBounds);
BRegion* dirty = fWindow->GetRegion();
if (!dirty)
return;
dirty->Set((clipping_rect)clippedBounds);
fWindow->MarkContentDirty(*dirty);
fWindow->RecycleRegion(dirty);
}
}
}
}
bool
ViewLayer::IsHidden() const
{
return fHidden;
}
void
ViewLayer::UpdateVisibleDeep(bool parentVisible)
{
bool wasVisible = fVisible;
fVisible = parentVisible && !fHidden;
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->UpdateVisibleDeep(fVisible);
// overlay handling
Overlay* overlay = _Overlay();
if (overlay == NULL)
return;
if (fVisible && !wasVisible)
_UpdateOverlayView();
else if (!fVisible && wasVisible)
overlay->Hide();
}
// #pragma mark -
void
ViewLayer::MarkBackgroundDirty()
{
if (fBackgroundDirty)
return;
fBackgroundDirty = true;
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->MarkBackgroundDirty();
}
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
void
ViewLayer::AddTokensForLayersInRegion(BMessage* message,
BRegion& region,
BRegion* windowContentClipping)
{
if (!fVisible)
return;
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 (region.Intersects(ScreenClipping(windowContentClipping).Frame()))
message->AddInt32("_token", fToken);
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->AddTokensForLayersInRegion(message, region,
windowContentClipping);
}
void
ViewLayer::AddTokensForLayersInRegion(BPrivate::PortLink& link,
BRegion& region,
BRegion* windowContentClipping)
{
if (!fVisible)
return;
IntRect screenBounds(Bounds());
ConvertToScreen(&screenBounds);
if (!region.Intersects((clipping_rect)screenBounds))
return;
if (region.Intersects(ScreenClipping(windowContentClipping).Frame()))
link.Attach<int32>(fToken);
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->AddTokensForLayersInRegion(link, region,
windowContentClipping);
}
void
ViewLayer::PrintToStream() const
{
printf("ViewLayer: %s\n", Name());
printf(" fToken: %ld\n", fToken);
printf(" fFrame: IntRect(%ld, %ld, %ld, %ld)\n", fFrame.left, fFrame.top, fFrame.right, fFrame.bottom);
printf(" fScrollingOffset: IntPoint(%ld, %ld)\n", fScrollingOffset.x, fScrollingOffset.y);
printf(" fHidden: %d\n", fHidden);
printf(" fVisible: %d\n", fVisible);
printf(" fWindow: %p\n", fWindow);
printf(" fParent: %p\n", fParent);
printf(" fLocalClipping:\n");
fLocalClipping.PrintToStream();
printf(" fScreenClipping:\n");
fScreenClipping.PrintToStream();
printf(" valid: %d\n", fScreenClippingValid);
printf(" state:\n");
printf(" user clipping: %p\n", fDrawState->ClippingRegion());
printf(" origin: BPoint(%.1f, %.1f)\n", fDrawState->Origin().x, fDrawState->Origin().y);
printf(" scale: %.2f\n", fDrawState->Scale());
printf("\n");
}
void
ViewLayer::RebuildClipping(bool deep)
{
// the clipping spans over the bounds area
fLocalClipping.Set((clipping_rect)Bounds());
if (ViewLayer* child = FirstChild()) {
BRegion* childrenRegion = fWindow->GetRegion();
if (!childrenRegion)
return;
// exclude all children from the clipping
for (; child; child = child->NextSibling()) {
if (child->IsVisible())
childrenRegion->Include((clipping_rect)child->Frame());
if (deep)
child->RebuildClipping(deep);
}
fLocalClipping.Exclude(childrenRegion);
fWindow->RecycleRegion(childrenRegion);
}
// add the user clipping in case there is one
if (const BRegion* userClipping = fDrawState->ClippingRegion()) {
// NOTE: in case the user sets a user defined clipping region,
// rebuilding the clipping is a bit more expensive because there
// is no separate "drawing region"... on the other
// hand, views for which this feature is actually used will
// probably not have any children, so it is not that expensive
// after all
BRegion* screenUserClipping = fWindow->GetRegion(*userClipping);
if (!screenUserClipping)
return;
fDrawState->Transform(screenUserClipping);
fLocalClipping.IntersectWith(screenUserClipping);
fWindow->RecycleRegion(screenUserClipping);
}
fScreenClippingValid = false;
}
BRegion&
ViewLayer::ScreenClipping(BRegion* windowContentClipping, bool force) const
{
if (!fScreenClippingValid || force) {
fScreenClipping = fLocalClipping;
ConvertToScreen(&fScreenClipping);
// see if we parts of our bounds are hidden underneath
// the parent, the local clipping does not account for this
IntRect clippedBounds = Bounds();
ConvertToVisibleInTopView(&clippedBounds);
if (clippedBounds.Width() < fScreenClipping.Frame().Width() ||
clippedBounds.Height() < fScreenClipping.Frame().Height()) {
BRegion* temp = fWindow->GetRegion();
if (temp) {
temp->Set((clipping_rect)clippedBounds);
fScreenClipping.IntersectWith(temp);
fWindow->RecycleRegion(temp);
}
}
fScreenClipping.IntersectWith(windowContentClipping);
fScreenClippingValid = true;
}
//printf("###ViewLayer(%s)::ScreenClipping():\n", Name());
//fScreenClipping.PrintToStream();
return fScreenClipping;
}
void
ViewLayer::InvalidateScreenClipping()
{
if (!fScreenClippingValid)
return;
fScreenClippingValid = false;
// invalidate the childrens screen clipping as well
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
child->InvalidateScreenClipping();
}
}
void
ViewLayer::_MoveScreenClipping(int32 x, int32 y, bool deep)
{
if (fScreenClippingValid)
fScreenClipping.OffsetBy(x, y);
if (deep) {
// move the childrens screen clipping as well
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
child->_MoveScreenClipping(x, y, deep);
}
}
}