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@mymail.ro>
// Description: Layer subclass which handles window management
//
//------------------------------------------------------------------------------
#include <Region.h>
#include <String.h>
#include <Locker.h>
#include <Debug.h>
#include <TokenSpace.h>
#include "PortMessage.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;
bool gMouseDown = false;
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;
fIsMoving = false;
fIsResizing = false;
fIsClosing = false;
fIsMinimizing = false;
fIsZooming = false;
fLastMousePosition.Set(-1,-1);
SetLevel();
fNewTopLayerFrame = &(win->fTopLayer->_frame);
if (feel!= B_NO_BORDER_WINDOW_LOOK)
{
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)
{
STRACE(("WinBorder(%s):~RebuildFullRegion()\n",GetName()));
BRegion topLayerFull;
Layer *topLayer = _serverwin->fTopLayer;
topLayerFull.Set( ConvertToTop(*fNewTopLayerFrame) );
fNewTopLayerFrame = &(_serverwin->fTopLayer->_frame);
// TODO: Convert to screen coordinates
LayerData *ld;
ld = topLayer->_layerdata;
do
{
// clip to user region
if(ld->clipReg)
topLayerFull.IntersectWith( ld->clipReg );
} while( (ld = ld->prevState) );
// clip to user picture region
if(topLayer->clipToPicture)
{
if(topLayer->clipToPictureInverse)
topLayerFull.Exclude( topLayer->clipToPicture );
else
topLayerFull.IntersectWith( topLayer->clipToPicture );
}
_full.MakeEmpty();
_full = topLayerFull;
if (fDecorator)
{
fDecFull->MakeEmpty();
fDecorator->GetFootprint(fDecFull);
_full.Include(fDecFull);
}
}
void WinBorder::MouseDown(PortMessage *msg)
{
// this is important to determine how much we should resize or move the Layer(WinBorder)(window)
// user clicked on WinBorder's visible region, which is in fact decorator's.
// so, if true, we find out if the user clicked the decorator.
// Attached data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - modifier keys down
// 5) int32 - buttons down
// 6) int32 - clicks
int64 time;
BPoint pt;
int32 modifierkeys;
int32 buttons;
int32 clicks;
msg->Read<int64>(&time);
msg->Read<float>(&pt.x);
msg->Read<float>(&pt.y);
msg->Read<int32>(&modifierkeys);
msg->Read<int32>(&buttons);
msg->Read<int32>(&clicks);
Layer *target = LayerAt(pt);
if (target == this)
{
click_type action;
// find out where user clicked in Decorator
action = fDecorator->Clicked(pt, buttons, modifierkeys);
switch(action)
{
case DEC_CLOSE:
{
fIsClosing = true;
fDecorator->SetClose(true);
fDecorator->DrawClose();
STRACE_CLICK(("===> DEC_CLOSE\n"));
break;
}
case DEC_ZOOM:
{
fIsZooming = true;
fDecorator->SetZoom(true);
fDecorator->DrawZoom();
STRACE_CLICK(("===> DEC_ZOOM\n"));
break;
}
case DEC_RESIZE:
{
fIsResizing = true;
STRACE_CLICK(("===> DEC_RESIZE\n"));
break;
}
case DEC_DRAG:
{
fIsMoving = true;
STRACE_CLICK(("===> DEC_DRAG\n"));
break;
}
case DEC_MOVETOBACK:
{
GetRootLayer()->ActiveWorkspace()->MoveToBack(this);
break;
}
case DEC_NONE:
{
debugger("WinBorder::MouseDown - Decorator should NOT return DEC_NONE\n");
break;
}
default:
{
debugger("WinBorder::MouseDown - Decorator returned UNKNOWN code\n");
break;
}
}
}
else
{
BMessage msg;
msg.what= B_MOUSE_DOWN;
msg.AddInt64("when", time);
msg.AddPoint("where", pt);
msg.AddInt32("modifiers", modifierkeys);
msg.AddInt32("buttons", buttons);
msg.AddInt32("clicks", clicks);
// TODO: figure out how to specify the target
// msg.AddInt32("token", token);
Window()->SendMessageToClient(&msg);
}
// Just to clean up any mess we've made. :)
msg->Rewind();
fLastMousePosition = pt;
}
void WinBorder::MouseMoved(PortMessage *msg)
{
BPoint pt;
int64 dummy;
int32 buttons;
msg->Read<int64>(&dummy);
msg->Read<float>(&pt.x);
msg->Read<float>(&pt.y);
msg->Read<int32>(&buttons);
msg->Rewind();
if (fIsMoving)
{
STRACE_CLICK(("===> Moving...\n"));
BPoint offset = pt;
offset -= fLastMousePosition;
MoveBy(offset.x, offset.y);
}
else
if (fIsResizing)
{
STRACE_CLICK(("===> Resizing...\n"));
BPoint offset = pt;
offset -= fLastMousePosition;
ResizeBy(offset.x, offset.y);
}
else
{
// Do a click test only if we have to, which would be now. :)
click_type location=fDecorator->Clicked(pt,buttons,fKeyModifiers);
if (fIsZooming && location!=DEC_ZOOM)
{
fDecorator->SetZoom(false);
fDecorator->DrawZoom();
}
else
if (fIsClosing && location!=DEC_CLOSE)
{
fDecorator->SetClose(false);
fDecorator->DrawClose();
}
else
if(fIsMinimizing && location!=DEC_MINIMIZE)
{
fDecorator->SetMinimize(false);
fDecorator->DrawMinimize();
}
}
fLastMousePosition = pt;
}
void WinBorder::MouseUp(PortMessage *msg)
{
if (fIsMoving)
{
fIsMoving = false;
return;
}
if (fIsResizing)
{
fIsResizing = false;
return;
}
if (fIsZooming)
{
fIsZooming = false;
fDecorator->SetZoom(false);
fDecorator->DrawZoom();
return;
}
if (fIsClosing)
{
fIsClosing = false;
fDecorator->SetClose(false);
fDecorator->DrawClose();
return;
}
if(fIsMinimizing)
{
fIsMinimizing = false;
fDecorator->SetMinimize(false);
fDecorator->DrawMinimize();
return;
}
}
void WinBorder::HighlightDecorator(const bool &active)
{
fDecorator->SetFocus(active);
}
void WinBorder::Draw(const BRect &r)
{
STRACE(("WinBorder(%s)::Draw()\n", GetName()));
if(fDecorator)
{
// decorator is allowed to draw in its entire visible region, not just in the update one.
fUpdateReg = _visible;
fUpdateReg.IntersectWith(fDecFull);
// restrict Decorator drawing to the update region only.
fDriver->ConstrainClippingRegion(&fUpdateReg);
/* fUpdateReg.PrintToStream();
RGBColor c(128, 56, 98);
//fDriver->FillRect(r, c);
fDriver->FillRect(fUpdateReg.Frame(), c);
snooze(1000000);
*/
// TODO: pass 'r' not as you do now!!! Let Decorator object handle update problems
fDecorator->Draw(fUpdateReg.Frame());
// remove the additional clipping region.
fDriver->ConstrainClippingRegion(NULL);
}
}
void WinBorder::MoveBy(float x, float y)
{
STRACE(("WinBorder(%s)::MoveBy()\n", GetName()));
if(fDecorator)
{
fDecorator->MoveBy(x,y);
fDecFull->OffsetBy(x,y);
}
Layer::MoveBy(x,y);
}
void WinBorder::ResizeBy(float x, float y)
{
STRACE(("WinBorder(%s)::ResizeBy()\n", GetName()));
if(fDecorator)
fDecorator->ResizeBy(x,y);
BRect *localRect = new BRect(_serverwin->fTopLayer->_frame);
fNewTopLayerFrame = localRect;
// force topLayer's frame to resize
fNewTopLayerFrame->right += x;
fNewTopLayerFrame->bottom += y;
Layer::ResizeBy(x,y);
delete localRect;
}
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)
{
STRACE(("WinBorder(%s)::AddToSubsetOf()\n", GetName()));
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 window's 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', and 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)
{
STRACE(("WinBorder(%s)::RemoveFromSubsetOf()\n", GetName()));
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()));
}