haiku/src/servers/app/server/WinBorder.cpp

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//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: WinBorder.cpp
// Author: DarkWyrm <bpmagic@columbus.rr.com>
// Adi Oanca <adioanca@myrealbox.com>
// Description: Layer subclass which handles window management
//
//------------------------------------------------------------------------------
#include <Region.h>
#include <String.h>
#include <Locker.h>
#include <Debug.h>
#include <TokenSpace.h>
#include "View.h" // for mouse button defines
#include "ServerWindow.h"
#include "Decorator.h"
#include "DisplayDriver.h"
#include "Desktop.h"
#include "WinBorder.h"
#include "AppServer.h" // for new_decorator()
#include "TokenHandler.h"
#include "Globals.h"
#include "RootLayer.h"
#include "Workspace.h"
// TODO: Document this file completely
// Toggle general function call output
//#define DEBUG_WINBORDER
// toggle
#define DEBUG_WINBORDER_MOUSE
#define DEBUG_WINBORDER_CLICK
#ifdef DEBUG_WINBORDER
# include <stdio.h>
# define STRACE(x) printf x
#else
# define STRACE(x) ;
#endif
#ifdef DEBUG_WINBORDER_MOUSE
# include <stdio.h>
# define STRACE_MOUSE(x) printf x
#else
# define STRACE_MOUSE(x) ;
#endif
#ifdef DEBUG_WINBORDER_CLICK
# include <stdio.h>
# define STRACE_CLICK(x) printf x
#else
# define STRACE_CLICK(x) ;
#endif
//! TokenHandler object used to provide IDs for all WinBorder objects
TokenHandler border_token_handler;
//---------------------------------------------------------------------------
WinBorder::WinBorder(const BRect &r, const char *name, const int32 look, const int32 feel,
const int32 flags, ServerWindow *win, DisplayDriver *driver)
: Layer(r, name, B_NULL_TOKEN, B_FOLLOW_NONE, flags, driver)
{
// unlike BViews, windows start off as hidden
_hidden = true;
_serverwin = win;
fMouseButtons = 0;
fKeyModifiers = 0;
fMainWinBorder = NULL;
fDecorator = NULL;
fDecFull = NULL;
fLastMousePosition.Set(-1,-1);
SetLevel();
if (feel == B_NO_BORDER_WINDOW_LOOK){
}
else{
fDecorator = new_decorator(r, name, look, feel, flags, fDriver);
fDecFull = new BRegion();
fDecorator->GetFootprint(fDecFull);
}
_full.MakeEmpty();
STRACE(("WinBorder %s:\n",GetName()));
STRACE(("\tFrame: (%.1f,%.1f,%.1f,%.1f)\n",r.left,r.top,r.right,r.bottom));
STRACE(("\tWindow %s\n",win?win->Title():"NULL"));
}
//---------------------------------------------------------------------------
WinBorder::~WinBorder(void)
{
STRACE(("WinBorder %s:~WinBorder()\n",GetName()));
if (fDecorator) {
delete fDecorator;
fDecorator = NULL;
delete fDecFull;
fDecFull = NULL;
}
}
//---------------------------------------------------------------------------
void WinBorder::RebuildFullRegion(void){
_full.MakeEmpty();
if(fDecorator)
fDecFull->MakeEmpty();
_serverwin->fTopLayer->RebuildFullRegion();
_full = _serverwin->fTopLayer->_full;
if (fDecorator){
fDecorator->GetFootprint(fDecFull);
_full.Include(fDecFull);
_serverwin->fTopLayer->_full.Exclude(fDecFull);
}
}
//---------------------------------------------------------------------------
void WinBorder::MouseDown(const BPoint &pt, const int32 &buttons, const int32 &modifiers)
{
// this is important to determine how much we should resize or move the Layer(WinBorder)(window)
fLastMousePosition = pt;
}
//---------------------------------------------------------------------------
void WinBorder::MouseMoved(const BPoint &pt, const int32 &buttons)
{
fLastMousePosition = pt;
}
//---------------------------------------------------------------------------
void WinBorder::MouseUp(const BPoint &pt, const int32 &modifiers)
{
}
//---------------------------------------------------------------------------
void WinBorder::HighlightDecorator(const bool &active)
{
fDecorator->SetFocus(active);
}
//---------------------------------------------------------------------------
void WinBorder::Draw(const BRect &r)
{
printf("WinBorder(%s)::Draw()\n", GetName());
if(fDecorator){
BRegion reg(r);
reg.IntersectWith(fDecFull);
if (reg.CountRects() > 0){
// restrict Decorator drawing to the update region only.
fDriver->ConstrainClippingRegion(&fUpdateReg);
fUpdateReg.PrintToStream();
RGBColor c(128, 56, 98);
fDriver->FillRect(r, c);
snooze(1000000);
// NOTE: r is NOT transformed from Screen coordinates
fDecorator->Draw(r);
// remove the additional clipping region.
fDriver->ConstrainClippingRegion(NULL);
}
}
}
//---------------------------------------------------------------------------
void WinBorder::MoveBy(float x, float y)
{
if(fDecorator){
fDecorator->MoveBy(x,y);
}
Layer::MoveBy(x,y);
}
//---------------------------------------------------------------------------
void WinBorder::ResizeBy(float x, float y)
{
if(fDecorator){
fDecorator->ResizeBy(x,y);
}
Layer::ResizeBy(x,y);
}
//---------------------------------------------------------------------------
bool WinBorder::HasPoint(BPoint& pt) const{
return _fullVisible.Contains(pt);
}
//---------------------------------------------------------------------------
void WinBorder::SetMainWinBorder(WinBorder *newMain){
fMainWinBorder = newMain;
}
//---------------------------------------------------------------------------
WinBorder* WinBorder::MainWinBorder() const{
return fMainWinBorder;
}
//---------------------------------------------------------------------------
void WinBorder::SetLevel(){
switch(_serverwin->Feel()){
case B_NORMAL_WINDOW_FEEL:
_level = B_NORMAL_FEEL;
break;
case B_FLOATING_SUBSET_WINDOW_FEEL:
_level = B_FLOATING_SUBSET_FEEL;
break;
case B_FLOATING_APP_WINDOW_FEEL:
_level = B_FLOATING_APP_FEEL;
break;
case B_FLOATING_ALL_WINDOW_FEEL:
_level = B_FLOATING_ALL_FEEL;
break;
case B_MODAL_SUBSET_WINDOW_FEEL:
_level = B_MODAL_SUBSET_FEEL;
break;
case B_MODAL_APP_WINDOW_FEEL:
_level = B_MODAL_APP_FEEL;
break;
case B_MODAL_ALL_WINDOW_FEEL:
_level = B_MODAL_ALL_FEEL;
break;
case B_SYSTEM_LAST:
case B_SYSTEM_FIRST:
// TODO: uncomment later when this code makes its way into the real server!
// if(_win->ServerTeamID() != _win->ClientTeamID())
// _win->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
// else
_level = _serverwin->Feel();
break;
default:
_serverwin->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
_level = B_NORMAL_FEEL;
break;
}
}
//---------------------------------------------------------------------------
void WinBorder::AddToSubsetOf(WinBorder* main){
if (!main || (main && !(main->GetRootLayer())))
return;
if (main->Window()->fWinFMWList.HasItem(this) || !(desktop->HasWinBorder(this)))
return;
if (main->Window()->Feel() == B_NORMAL_WINDOW_FEEL
&& ( Window()->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL
|| Window()->Feel() == B_MODAL_SUBSET_WINDOW_FEEL)
)
{
// if the main window is hidden also hide this one.
if(main->IsHidden())
_hidden = true;
// add to main window's subset
main->Window()->fWinFMWList.AddItem(this);
// set this member accordingly
fMainWinBorder = main;
// because this window is in a subset it should appear in the
// workspaces its main window appears in.
Window()->QuietlySetWorkspaces(main->Window()->Workspaces());
// this is a *modal* window, so add it to main windows workspaces.
if (Window()->Feel() == B_MODAL_SUBSET_WINDOW_FEEL){
RootLayer *rl = main->GetRootLayer();
rl->fMainLock.Lock();
rl->AddWinBorderToWorkspaces(this, main->Window()->Workspaces());
rl->fMainLock.Unlock();
}
// this a *floating* window so if the main window is 'front',
// add it to workspace.
if ( !(main->IsHidden()) && Window()->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL){
RootLayer *rl = main->GetRootLayer();
desktop->fGeneralLock.Lock();
STRACE(("WinBorder(%s)::AddToSubsetOf(%s) - General lock acquired\n", GetName(), main->GetName()));
rl->fMainLock.Lock();
STRACE(("WinBorder(%s)::AddToSubsetOf(%s) - Main lock acquired\n", GetName(), main->GetName()));
for(int32 i = 0; i < rl->WorkspaceCount(); i++){
Workspace *ws = rl->WorkspaceAt(i+1);
if(ws->FrontLayer() == main)
ws->AddLayerPtr(this);
}
rl->fMainLock.Unlock();
STRACE(("WinBorder(%s)::AddToSubsetOf(%s) - Main lock released\n", GetName(), main->GetName()));
desktop->fGeneralLock.Unlock();
STRACE(("WinBorder(%s)::AddToSubsetOf(%s) - General lock released\n", GetName(), main->GetName()));
}
}
}
//---------------------------------------------------------------------------
void WinBorder::RemoveFromSubsetOf(WinBorder* main){
RootLayer *rl = main->GetRootLayer();
desktop->fGeneralLock.Lock();
STRACE(("WinBorder(%s)::RemoveFromSubsetOf(%s) - General lock acquired\n", GetName(), main->GetName()));
rl->fMainLock.Lock();
STRACE(("WinBorder(%s)::RemoveFromSubsetOf(%s) - Main lock acquired\n", GetName(), main->GetName()));
// remove from main window's subset list.
if(main->Window()->fWinFMWList.RemoveItem(this)){
int32 count = main->GetRootLayer()->WorkspaceCount();
for(int32 i=0; i < count; i++){
if(main->Window()->Workspaces() & (0x00000001 << i)){
Workspace *ws = main->GetRootLayer()->WorkspaceAt(i+1);
// if its main window is in 'i' workspaces, remove it from
// workspace 'i' if it's in there...
ws->RemoveLayerPtr(this);
}
}
}
fMainWinBorder = NULL;
rl->fMainLock.Unlock();
STRACE(("WinBorder(%s)::RemoveFromSubsetOf(%s) - Main lock released\n", GetName(), main->GetName()));
desktop->fGeneralLock.Unlock();
STRACE(("WinBorder(%s)::RemoveFromSubsetOf(%s) - General lock released\n", GetName(), main->GetName()));
}
//---------------------------------------------------------------------------
void WinBorder::PrintToStream(){
printf("\t%s", GetName());
if (_level == B_FLOATING_SUBSET_FEEL)
printf("\t%s", "B_FLOATING_SUBSET_WINDOW_FEEL");
if (_level == B_FLOATING_APP_FEEL)
printf("\t%s", "B_FLOATING_APP_WINDOW_FEEL");
if (_level == B_FLOATING_ALL_FEEL)
printf("\t%s", "B_FLOATING_ALL_WINDOW_FEEL");
if (_level == B_MODAL_SUBSET_FEEL)
printf("\t%s", "B_MODAL_SUBSET_WINDOW_FEEL");
if (_level == B_MODAL_APP_FEEL)
printf("\t%s", "B_MODAL_APP_WINDOW_FEEL");
if (_level == B_MODAL_ALL_FEEL)
printf("\t%s", "B_MODAL_ALL_WINDOW_FEEL");
if (_level == B_NORMAL_FEEL)
printf("\t%s", "B_NORMAL_WINDOW_FEEL");
printf("\t%s\n", _hidden?"hidden" : "not hidden");
}
//---------------------------------------------------------------------------
void WinBorder::UpdateColors(void)
{
STRACE(("WinBorder %s: UpdateColors unimplemented\n",GetName()));
}
void WinBorder::UpdateDecorator(void)
{
STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",GetName()));
}
void WinBorder::UpdateFont(void)
{
STRACE(("WinBorder %s: UpdateFont unimplemented\n",GetName()));
}
void WinBorder::UpdateScreen(void)
{
STRACE(("WinBorder %s: UpdateScreen unimplemented\n",GetName()));
}