haiku/src/servers/app/WinBorder.cpp

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/*
* Copyright (c) 2001-2005, Haiku, Inc.
* Distributed under the terms of the MIT license.
*
* Author: DarkWyrm <bpmagic@columbus.rr.com>
* Adi Oanca <adioanca@cotty.iren.ro>
* Stephan Aßmus <superstippi@gmx.de>
*/
#include <Locker.h>
#include <Region.h>
#include <String.h>
#include <View.h> // for mouse button defines
#include <Debug.h>
#include "DebugInfoManager.h"
#include "Decorator.h"
#include "DecorManager.h"
#include "Desktop.h"
#include "Globals.h"
#include "MessagePrivate.h"
#include "PortLink.h"
#include "RootLayer.h"
#include "ServerWindow.h"
#include "TokenHandler.h"
#include "Workspace.h"
#include "WinBorder.h"
// 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
WinBorder::WinBorder(const BRect &frame,
const char *name,
const uint32 wlook,
const uint32 wfeel,
const uint32 wflags,
const uint32 wwksindex,
ServerWindow *win,
DisplayDriver *driver)
: Layer(frame, name, B_NULL_TOKEN, B_FOLLOW_NONE, 0UL, driver),
fDecorator(NULL),
fTopLayer(NULL),
fCumulativeRegion(),
fInUpdateRegion(),
fMouseButtons(0),
fKeyModifiers(0),
fLastMousePosition(-1.0, -1.0),
fIsClosing(false),
fIsMinimizing(false),
fIsZooming(false),
fIsDragging(false),
fBringToFrontOnRelease(false),
fIsResizing(false),
fIsSlidingTab(false),
fInUpdate(false),
fRequestSent(false),
fLook(wlook),
fFeel(-1),
fLevel(-100),
fWindowFlags(wflags),
fWorkspaces(wwksindex),
fMinWidth(1.0),
fMaxWidth(10000.0),
fMinHeight(1.0),
fMaxHeight(10000.0),
cnt(0) // for debugging
{
// unlike BViews, windows start off as hidden
fHidden = true;
fServerWin = win;
fClassID = AS_WINBORDER_CLASS;
fAdFlags = fAdFlags | B_LAYER_CHILDREN_DEPENDANT;
fFlags = B_WILL_DRAW | B_FULL_UPDATE_ON_RESIZE;
fEventMask = B_POINTER_EVENTS;
#ifdef NEW_CLIPPING
fRebuildDecRegion = true;
#endif
QuietlySetFeel(wfeel);
if (fFeel != B_NO_BORDER_WINDOW_LOOK) {
// ToDo: these should probably restricted by the decorator only, but
// the code there doesn't look too robust to me currently
fMinWidth = 20;
fMinHeight = 20;
}
if (fFrame.Width() < fMinWidth)
fFrame.right = fFrame.left + fMinWidth;
if (fFrame.Height() < fMinHeight)
fFrame.bottom = fFrame.top + fMinHeight;
if (fFeel != B_NO_BORDER_WINDOW_LOOK) {
fDecorator = gDecorManager.AllocateDecorator(frame, name, fLook, fFeel,
fWindowFlags, fDriver);
if (fDecorator) {
fDecorator->GetSizeLimits(&fMinWidth, &fMinHeight, &fMaxWidth, &fMaxHeight);
// we need to change our size to let the decorator fit
if (fMinWidth > fFrame.Width())
fFrame.right = fFrame.left + fMinWidth;
if (fMinHeight > fFrame.Height())
fFrame.bottom = fFrame.top + fMinHeight;
}
}
#ifndef NEW_CLIPPING
RebuildFullRegion();
#endif
gDesktop->AddWinBorder(this);
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()
{
STRACE(("WinBorder(%s)::~WinBorder()\n",GetName()));
gDesktop->RemoveWinBorder(this);
delete fTopLayer;
delete fDecorator;
}
//! redraws a certain section of the window border
void
WinBorder::Draw(const BRect &r)
{
#ifdef DEBUG_WINBORDER
printf("WinBorder(%s)::Draw() : ", GetName());
r.PrintToStream();
#endif
// if we have a visible region, it is decorator's one.
if (fDecorator) {
WinBorder* wb = GetRootLayer()->FocusWinBorder();
if (wb == this)
fDecorator->SetFocus(true);
else
fDecorator->SetFocus(false);
fDecorator->Draw(r);
}
}
//! Moves the winborder with redraw
void
WinBorder::MoveBy(float x, float y)
{
x = (float)int32(x);
y = (float)int32(y);
if (x == 0.0 && y == 0.0)
return;
STRACE(("WinBorder(%s)::MoveBy(%.1f, %.1f) fDecorator: %p\n", GetName(), x, y, fDecorator));
if (fDecorator)
fDecorator->MoveBy(x,y);
#ifndef NEW_CLIPPING
// NOTE: I moved this here from Layer::move_layer()
// Should this have any bad consequences I'm not aware of?
fCumulativeRegion.OffsetBy(x, y);
fInUpdateRegion.OffsetBy(x, y);
if (IsHidden()) {
// TODO: This is a work around for a design issue:
// The actual movement of a layer is done during
// the region rebuild. The mechanism is somewhat
// complicated and scheduled for refractoring...
// The problem here for hidden layers is that
// they seem *not* to be part of the layer tree.
// I don't think this is wrong as such, but of
// course the rebuilding of regions does not take
// place then. I don't understand yet the consequences
// for normal views, but this here fixes at least
// BWindows being MoveTo()ed before they are Show()n.
// In Layer::move_to, StartRebuildRegions() is called
// on fParent. But the rest of the this layers tree
// has not been added to fParent apperantly. So now
// you ask why fParent is even valid? Me too.
fFrame.OffsetBy(x, y);
fFull.OffsetBy(x, y);
fTopLayer->move_layer(x, y);
// ...and here we get really hacky...
fTopLayer->fFrame.OffsetTo(0.0, 0.0);
} else {
move_layer(x, y);
}
#else
// implement. maybe...
#endif
if (Window()) {
// dispatch a message to the client informing about the changed size
BMessage msg(B_WINDOW_MOVED);
msg.AddPoint("where", fFrame.LeftTop());
Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
}
//! Resizes the winborder with redraw
void
WinBorder::ResizeBy(float x, float y)
{
STRACE(("WinBorder(%s)::ResizeBy()\n", GetName()));
x = (float)int32(x);
y = (float)int32(y);
float wantWidth = fFrame.Width() + x;
float wantHeight = fFrame.Height() + y;
// enforce size limits
if (wantWidth < fMinWidth)
wantWidth = fMinWidth;
if (wantWidth > fMaxWidth)
wantWidth = fMaxWidth;
if (wantHeight < fMinHeight)
wantHeight = fMinHeight;
if (wantHeight > fMaxHeight)
wantHeight = fMaxHeight;
x = wantWidth - fFrame.Width();
y = wantHeight - fFrame.Height();
if (x == 0.0 && y == 0.0)
return;
if (fDecorator)
fDecorator->ResizeBy(x, y);
#ifndef NEW_CLIPPING
if (IsHidden()) {
// TODO: See large comment in MoveBy()
fFrame.right += x;
fFrame.bottom += y;
fTopLayer->resize_layer(x, y);
} else {
resize_layer(x, y);
}
#else
// Do? I don't think so. The new move/resize/scroll hooks should handle these
#endif
if (Window()) {
// send a message to the client informing about the changed size
BMessage msg(B_WINDOW_RESIZED);
msg.AddInt64("when", system_time());
BRect frame(fTopLayer->Frame());
msg.AddInt32("width", frame.IntegerWidth());
msg.AddInt32("height", frame.IntegerHeight());
Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
}
// UpdateStart
void
WinBorder::UpdateStart()
{
// During updates we only want to draw what's in the update region
fInUpdate = true;
fRequestSent = false;
cnt--;
if (cnt != 0)
CRITICAL("Layer::UpdateStart(): wb->cnt != 0 -> Not Allowed!");
}
// UpdateEnd
void
WinBorder::UpdateEnd()
{
// The usual case. Drawing is permitted in the whole visible area.
fInUpdate = false;
fInUpdateRegion.MakeEmpty();
if (fCumulativeRegion.CountRects() > 0) {
BRegion reg(fCumulativeRegion);
RequestDraw(reg, NULL);
}
}
#ifndef NEW_CLIPPING
//! Rebuilds the WinBorder's "fully-visible" region based on info from the decorator
void
WinBorder::RebuildFullRegion()
{
STRACE(("WinBorder(%s)::RebuildFullRegion()\n",GetName()));
fFull.MakeEmpty();
// Winborder holds Decorator's full regions. if any...
if (fDecorator)
fDecorator->GetFootprint(&fFull);
}
#endif
//! Sets the minimum and maximum sizes of the window
void
WinBorder::SetSizeLimits(float minWidth, float maxWidth,
float minHeight, float maxHeight)
{
if (minWidth < 0)
minWidth = 0;
if (minHeight < 0)
minHeight = 0;
fMinWidth = minWidth;
fMaxWidth = maxWidth;
fMinHeight = minHeight;
fMaxHeight = maxHeight;
// give the Decorator a say in this too
if (fDecorator)
fDecorator->GetSizeLimits(&fMinWidth, &fMinHeight,
&fMaxWidth, &fMaxHeight);
if (fMaxWidth < fMinWidth)
fMaxWidth = fMinWidth;
if (fMaxHeight < fMinHeight)
fMaxHeight = fMinHeight;
#if 0 // On R5, Windows don't automatically resize (the code works though)
// Automatically resize the window to fit these new limits
// if it does not already.
float minWidthDiff = fMinWidth - fFrame.Width();
float minHeightDiff = fMinHeight - fFrame.Height();
float maxWidthDiff = fMaxWidth - fFrame.Width();
float maxHeightDiff = fMaxHeight - fFrame.Height();
float xDiff = 0.0;
if (minWidthDiff > 0.0) // we're currently smaller than minWidth
xDiff = minWidthDiff;
else if (maxWidthDiff < 0.0) // we're currently larger than maxWidth
xDiff = maxWidthDiff;
float yDiff = 0.0;
if (minHeightDiff > 0.0) // we're currently smaller than minHeight
yDiff = minHeightDiff;
else if (maxHeightDiff < 0.0) // we're currently larger than maxHeight
yDiff = maxHeightDiff;
ResizeBy(xDiff, yDiff);
#endif
}
// GetSizeLimits
void
WinBorder::GetSizeLimits(float* minWidth, float* maxWidth,
float* minHeight, float* maxHeight) const
{
*minWidth = fMinWidth;
*maxWidth = fMaxWidth;
*minHeight = fMinHeight;
*maxHeight = fMaxHeight;
}
/*!
\brief Handles B_MOUSE_DOWN events and takes appropriate actions
\param evt PointerEvent object containing the info from the last B_MOUSE_DOWN message
\param sendMessage flag to send a B_MOUSE_DOWN message to the client
This function searches to see if the B_MOUSE_DOWN message is being sent to the window tab
or frame. If it is not, the message is passed on to the appropriate view in the client
BWindow. If the WinBorder is the target, then the proper action flag is set.
*/
click_type
WinBorder::MouseDown(const PointerEvent& event)
{
click_type action = _ActionFor(event);
if (fDecorator) {
// find out where user clicked in Decorator
switch(action) {
case DEC_CLOSE:
fIsClosing = true;
fDecorator->SetClose(true);
STRACE_CLICK(("===> DEC_CLOSE\n"));
break;
case DEC_ZOOM:
fIsZooming = true;
fDecorator->SetZoom(true);
STRACE_CLICK(("===> DEC_ZOOM\n"));
break;
case DEC_MINIMIZE:
fIsMinimizing = true;
fDecorator->SetMinimize(true);
STRACE_CLICK(("===> DEC_MINIMIZE\n"));
break;
case DEC_DRAG:
fIsDragging = true;
fBringToFrontOnRelease = true;
fLastMousePosition = event.where;
STRACE_CLICK(("===> DEC_DRAG\n"));
break;
case DEC_RESIZE:
fIsResizing = true;
fLastMousePosition = event.where;
fResizingClickOffset = event.where - fFrame.RightBottom();
STRACE_CLICK(("===> DEC_RESIZE\n"));
break;
case DEC_SLIDETAB:
fIsSlidingTab = true;
fLastMousePosition = event.where;
// fResizingClickOffset = event.where - fFrame.RightBottom();
STRACE_CLICK(("===> DEC_SLIDETAB\n"));
break;
default:
break;
}
}
return action;
}
/*!
\brief Handles B_MOUSE_MOVED events and takes appropriate actions
\param evt PointerEvent object containing the info from the last B_MOUSE_MOVED message
This function doesn't do much except test continue any move/resize operations in progress
or check to see if the user clicked on a tab button (close, zoom, etc.) and then moused
away to prevent the operation from occurring
*/
void
WinBorder::MouseMoved(const PointerEvent& event)
{
if (fDecorator) {
if (fIsZooming) {
fDecorator->SetZoom(_ActionFor(event) == DEC_ZOOM);
} else if (fIsClosing) {
fDecorator->SetClose(_ActionFor(event) == DEC_CLOSE);
} else if (fIsMinimizing) {
fDecorator->SetMinimize(_ActionFor(event) == DEC_MINIMIZE);
}
}
if (fIsDragging) {
// we will not come to front if we ever actually moved
fBringToFrontOnRelease = false;
BPoint delta = event.where - fLastMousePosition;
MoveBy(delta.x, delta.y);
}
if (fIsResizing) {
BRect frame(fFrame.LeftTop(), event.where - fResizingClickOffset);
BPoint delta = frame.RightBottom() - fFrame.RightBottom();
ResizeBy(delta.x, delta.y);
}
if (fIsSlidingTab) {
}
fLastMousePosition = event.where;
}
/*!
\brief Handles B_MOUSE_UP events and takes appropriate actions
\param evt PointerEvent object containing the info from the last B_MOUSE_UP message
This function resets any state objects (is_resizing flag and such) and if resetting a
button click flag, takes the appropriate action (i.e. clearing the close button flag also
takes steps to close the window).
*/
void
WinBorder::MouseUp(const PointerEvent& event)
{
if (fDecorator) {
click_type action = _ActionFor(event);
if (fIsZooming) {
fIsZooming = false;
fDecorator->SetZoom(false);
if (action == DEC_ZOOM)
Window()->NotifyZoom();
return;
}
if (fIsClosing) {
fIsClosing = false;
fDecorator->SetClose(false);
if (action == DEC_CLOSE)
Window()->NotifyQuitRequested();
return;
}
if (fIsMinimizing) {
fIsMinimizing = false;
fDecorator->SetMinimize(false);
if (action == DEC_MINIMIZE)
Window()->NotifyMinimize(true);
return;
}
}
if (fBringToFrontOnRelease) {
// TODO: We would have dragged the window if
// the mouse would have moved, but it didn't
// move -> This will bring the window to the
// front on R5 in FFM mode!
}
fIsDragging = false;
fIsResizing = false;
fIsSlidingTab = false;
fBringToFrontOnRelease = false;
}
// SetTabLocation
void
WinBorder::SetTabLocation(float location)
{
if (fDecorator)
fDecorator->SetTabLocation(location);
}
// TabLocation
float
WinBorder::TabLocation() const
{
if (fDecorator)
return fDecorator->TabLocation();
return 0.0;
}
//! Sets the decorator focus to active or inactive colors
void
WinBorder::HighlightDecorator(bool active)
{
STRACE(("Decorator->Highlight\n"));
if (fDecorator)
fDecorator->SetFocus(active);
}
//! Returns true if the point is in the WinBorder's screen area
bool
WinBorder::HasPoint(const BPoint& pt) const
{
#ifndef NEW_CLIPPING
return fFullVisible.Contains(pt);
#else
return NULL;
#endif
}
// Unimplemented. Hook function for handling when system GUI colors change
void
WinBorder::UpdateColors()
{
STRACE(("WinBorder %s: UpdateColors unimplemented\n",GetName()));
}
// Unimplemented. Hook function for handling when the system decorator changes
void
WinBorder::UpdateDecorator()
{
STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",GetName()));
}
// Unimplemented. Hook function for handling when a system font changes
void
WinBorder::UpdateFont()
{
STRACE(("WinBorder %s: UpdateFont unimplemented\n",GetName()));
}
// Unimplemented. Hook function for handling when the screen resolution changes
void
WinBorder::UpdateScreen()
{
STRACE(("WinBorder %s: UpdateScreen unimplemented\n",GetName()));
}
// QuietlySetFeel
void
WinBorder::QuietlySetFeel(int32 feel)
{
fFeel = feel;
switch(fFeel) {
case B_FLOATING_SUBSET_WINDOW_FEEL:
case B_FLOATING_APP_WINDOW_FEEL:
fLevel = B_FLOATING_APP;
break;
case B_MODAL_SUBSET_WINDOW_FEEL:
case B_MODAL_APP_WINDOW_FEEL:
fLevel = B_MODAL_APP;
break;
case B_NORMAL_WINDOW_FEEL:
fLevel = B_NORMAL;
break;
case B_FLOATING_ALL_WINDOW_FEEL:
fLevel = B_FLOATING_ALL;
break;
case B_MODAL_ALL_WINDOW_FEEL:
fLevel = B_MODAL_ALL;
break;
case B_SYSTEM_LAST:
fLevel = B_SYSTEM_LAST;
break;
case B_SYSTEM_FIRST:
fLevel = B_SYSTEM_FIRST;
break;
default:
fLevel = B_NORMAL;
}
// floating and modal windows must appear in every workspace where
// their main window is present. Thus their wksIndex will be set to
// '0x0' and they will be made visible when needed.
switch (fFeel) {
case B_MODAL_APP_WINDOW_FEEL:
break;
case B_MODAL_SUBSET_WINDOW_FEEL:
case B_FLOATING_APP_WINDOW_FEEL:
case B_FLOATING_SUBSET_WINDOW_FEEL:
fWorkspaces = 0x0UL;
break;
case B_MODAL_ALL_WINDOW_FEEL:
case B_FLOATING_ALL_WINDOW_FEEL:
case B_SYSTEM_LAST:
case B_SYSTEM_FIRST:
fWorkspaces = 0xffffffffUL;
break;
case B_NORMAL_WINDOW_FEEL:
break;
}
}
// _ActionFor
click_type
WinBorder::_ActionFor(const PointerEvent& event) const
{
#ifndef NEW_CLIPPING
if (fTopLayer->fFullVisible.Contains(event.where))
return DEC_NONE;
else
#endif
if (fDecorator)
return fDecorator->Clicked(event.where, event.buttons, event.modifiers);
else
return DEC_NONE;
}
#ifdef NEW_CLIPPING
void WinBorder::MovedByHook(float dx, float dy)
{
fDecRegion.OffsetBy(dx, dy);
}
void WinBorder::ResizedByHook(float dx, float dy, bool automatic)
{
fRebuildDecRegion = true;
}
void WinBorder::set_decorator_region(BRect bounds)
{
fRebuildDecRegion = false;
if (fDecorator)
{
fDecRegion.MakeEmpty();
fDecorator->GetFootprint(&fDecRegion);
}
}
bool WinBorder::alter_visible_for_children(BRegion &region)
{
region.Exclude(&fDecRegion);
return true;
}
void WinBorder::get_user_regions(BRegion &reg)
{
if (fRebuildDecRegion)
{
set_decorator_region(Bounds());
// TODO? the decorator should be in WinBorder coordinates?? It's easier not to.
//ConvertToScreen2(&fDecRegion);
}
BRect screenFrame(Bounds());
ConvertToScreen2(&screenFrame);
reg.Set(screenFrame);
BRegion screenReg(GetRootLayer()->Bounds());
reg.IntersectWith(&screenReg);
reg.Include(&fDecRegion);
}
#endif