reduced to a minimum. It's the next on my TODO list to make redrawing code work it also.

git-svn-id: file:///srv/svn/repos/haiku/trunk/current@6721 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Adi Oanca 2004-02-24 11:56:03 +00:00
parent 8fca004965
commit 01f14b6c8c
2 changed files with 78 additions and 651 deletions

View File

@ -48,7 +48,7 @@
//#define DEBUG_WINBORDER
// toggle
//#define DEBUG_WINBORDER_MOUSE
#define DEBUG_WINBORDER_MOUSE
#define DEBUG_WINBORDER_CLICK
#ifdef DEBUG_WINBORDER
@ -75,631 +75,94 @@
//! 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)
: Layer(r, name, B_NULL_TOKEN, B_FOLLOW_NONE, flags, win)
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, so we need to tweak the hidecount
// assignment made by Layer().
// unlike BViews, windows start off as hidden
_hidden = true;
_serverwin = win;
fWindow = win;
fMouseButtons = 0;
fKeyModifiers = 0;
fMainWinBorder = NULL;
fDecorator = NULL;
fDecFull = NULL;
_mbuttons = 0;
_kmodifiers = 0;
_win = win;
_update = false;
_hresizewin = false;
_vresizewin = false;
fLastMousePosition.Set(-1,-1);
SetLevel();
fMainWinBorder = NULL;
_decorator = NULL;
if (feel == B_NO_BORDER_WINDOW_LOOK)
{
_full = _win->fTopLayer->_full;
fDecFull = NULL;
fDecFullVisible = NULL;
fDecVisible = NULL;
_full = fWindow->fTopLayer->_full;
}
else
{
_decorator = new_decorator(r, name, look, feel, flags, fDriver);
fDecorator = new_decorator(r, name, look, feel, flags, fDriver);
fDecFull = new BRegion();
fDecVisible = new BRegion();
fDecFullVisible = fDecVisible;
_decorator->GetFootprint( fDecFull );
fDecorator->GetFootprint( fDecFull );
// our full region is the union between decorator's region and fTopLayer's region
_full = _win->fTopLayer->_full;
_full = fWindow->fTopLayer->_full;
_full.Include( fDecFull );
}
// get a token
_view_token = border_token_handler.GetToken();
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 (_decorator) {
delete _decorator;
_decorator = NULL;
if (fDecorator) {
delete fDecorator;
fDecorator = NULL;
delete fDecFull;
fDecFull = NULL;
delete fDecFullVisible; // NOTE: fDecFullVisible == fDecVisible
fDecFullVisible = NULL;
fDecVisible = NULL;
}
}
//---------------------------------------------------------------------------
void WinBorder::MouseDown(const BPoint &pt, const int32 &buttons, const int32 &modifiers)
{
// user clicked on decorator
if (fDecFullVisible->Contains(pt))
{
click_type click;
click = _decorator->Clicked(pt, buttons, modifiers);
switch(click)
{
case DEC_CLOSE:
{
STRACE_CLICK(("WinBorder: Push Close Button\n"));
_decorator->SetClose(true);
_decorator->DrawClose();
break;
}
case DEC_ZOOM:
{
STRACE_CLICK(("WinBorder: Push Zoom Button\n"));
_decorator->SetZoom(true);
_decorator->DrawZoom();
break;
}
case DEC_MINIMIZE:
{
STRACE_CLICK(("WinBorder: Push Close Button\n"));
_decorator->SetMinimize(true);
_decorator->DrawMinimize();
break;
}
case DEC_MOVETOBACK:
{
STRACE_CLICK(("WinBorder: MoveToBack\n"));
MoveToBack();
break;
}
default:{
STRACE_CLICK(("WinBorder: MoveToFront\n"));
MoveToFront();
break;
}
}
}
// user clicked in window's area
else
{
STRACE_CLICK(("WinBorder: MoveToFront 2\n"));
bool sendMessage = true;
if (1 /* TODO: uncomment: ActiveLayer() != this*/)
{
MoveToFront();
if (0 /* B_FIRST_CLICK? what's the name of that flaaaag ??? */){
sendMessage = false;
}
}
if (sendMessage)
{
Layer *targetLayer=_win->fTopLayer->LayerAt(pt);
if(targetLayer)
{
BMessage msg;
// a tweak for converting a point into local coords. :-)
BRect helpRect(pt.x, pt.y, pt.x+1, pt.y+1);
msg.what = B_MOUSE_DOWN;
msg.AddInt64("when", real_time_clock_usecs());
msg.AddPoint("where", (targetLayer->ConvertFromTop(helpRect)).LeftTop() );
msg.AddInt32("modifiers", modifiers);
msg.AddInt32("buttons", buttons);
msg.AddInt32("clicks", 1);
_win->SendMessageToClient( &msg );
}
}
}
// this is important to determine how much we should resize or move the Layer(WinBorder)(window)
// 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)
{
// Buffer data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - buttons down
click_type action = _decorator->Clicked(pt, _mbuttons, _kmodifiers);
// If the user clicked a button and then moused away without lifting the button,
// we don't want to trigger the button. Instead, we reset it to its original up state
if(_decorator->GetClose() && action!=DEC_CLOSE)
{
_decorator->SetClose(false);
_decorator->DrawClose();
}
if(_decorator->GetZoom() && action!=DEC_ZOOM)
{
_decorator->SetZoom(false);
_decorator->DrawZoom();
}
if(_decorator->GetMinimize() && action!=DEC_MINIMIZE)
{
_decorator->SetMinimize(false);
_decorator->DrawMinimize();
}
switch (action)
{
case DEC_DRAG:
{
STRACE_CLICK(("WinBorder: Drag\n"));
BPoint difference;
difference = pt - fLastMousePosition;
MoveBy( difference.x, difference.y );
break;
}
case DEC_RESIZE:
{
STRACE_CLICK(("WinBorder: Resize\n"));
BPoint difference;
difference = pt - fLastMousePosition;
ResizeBy( difference.x, difference.y );
break;
}
default:
{
BMessage msg;
// a tweak for converting a point into local coords. :-)
BRect helpRect(pt.x, pt.y, pt.x+1, pt.y+1);
msg.what = B_MOUSE_MOVED;
msg.AddInt64("when", real_time_clock_usecs());
msg.AddPoint("where", (_win->fTopLayer->ConvertFromTop(helpRect)).LeftTop() );
msg.AddInt32("buttons", buttons);
_win->SendMessageToClient( &msg );
}
}
// this is important to determine how much we should resize or move the
// Layer(WinBorder)(window)
fLastMousePosition = pt;
}
//---------------------------------------------------------------------------
void WinBorder::MouseUp(const BPoint &pt, const int32 &modifiers)
{
STRACE_MOUSE(("WinBorder %s: MouseUp() \n",GetName()));
// buffer 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
click_type action =_decorator->Clicked(pt, _mbuttons, _kmodifiers);
switch (action)
{
case DEC_CLOSE:
{
STRACE_CLICK(("WinBorder: Close\n"));
if(_decorator->GetClose())
{
_decorator->SetClose(false);
_decorator->DrawClose();
BMessage msg(B_QUIT_REQUESTED);
_win->SendMessageToClient(&msg);
}
break;
}
case DEC_ZOOM:
{
STRACE_CLICK(("WinBorder: Zoom\n"));
if(_decorator->GetZoom())
{
_decorator->SetZoom(false);
_decorator->DrawZoom();
BMessage msg(B_ZOOM);
_win->SendMessageToClient(&msg);
}
break;
}
case DEC_MINIMIZE:
{
STRACE_CLICK(("WinBoder: Minimize\n"));
if(_decorator->GetMinimize())
{
_decorator->SetMinimize(false);
_decorator->DrawMinimize();
BMessage msg(B_MINIMIZE);
_win->SendMessageToClient(&msg);
}
break;
}
default:
{
Layer *targetLayer=_win->fTopLayer->LayerAt(pt);
if(targetLayer)
{
BMessage msg;
// a tweak for converting a point into local coords. :-)
BRect helpRect(pt.x, pt.y, pt.x+1, pt.y+1);
msg.what = B_MOUSE_UP;
msg.AddInt64("when", real_time_clock_usecs());
msg.AddPoint("where", (targetLayer->ConvertFromTop(helpRect)).LeftTop() );
msg.AddInt32("modifiers", modifiers);
_win->SendMessageToClient( &msg );
}
}
}
}
void WinBorder::Show(){
if( !_hidden )
return;
_hidden = false;
}
void WinBorder::Hide(){
if ( _hidden )
return;
_hidden = true;
}
/*!
\brief Function to pass focus value on to decorator
\param active Focus flag
*/
void WinBorder::SetFocus(const bool &active)
//---------------------------------------------------------------------------
void WinBorder::HighlightDecorator(const bool &active)
{
_decorator->SetFocus(active);
fDecorator->SetFocus(active);
}
void WinBorder::RebuildRegions( const BRect& r ){
/* WinBorder is a little bit special. It doesn't have a visible region
in which to do its drawings. Instead the whole visible region is split
between decorator and top_layer.
*/
// if we're in the rebuild area, rebuild our v.r.
if ( _full.Intersects( r ) ){
_visible = _full;
if (_parent){
_visible.IntersectWith( &(_parent->_visible) );
// exclude from parent's visible area.
if ( !(_hidden) )
_parent->_visible.Exclude( &(_visible) );
}
_fullVisible = _visible;
}
else{
// our visible region will stay the same
// exclude our FULL visible region from parent's visible region.
if ( !(_hidden) && _parent )
_parent->_visible.Exclude( &(_fullVisible) );
// we're not in the rebuild area so our children's v.r.s are OK.
return;
}
// rebuild top_layer:
if ( _win->fTopLayer->_full.Intersects( r ) ){
// build top_layer's visible region by intersecting its _full with winborder's _visible region.
_win->fTopLayer->_visible = _win->fTopLayer->_full;
_win->fTopLayer->_visible.IntersectWith( &(_visible) );
// then exclude it from winborder's _visible...
_visible.Exclude( &(_win->fTopLayer->_visible) );
_win->fTopLayer->_fullVisible = _win->fTopLayer->_visible;
// Rebuild regions for children...
for(Layer *lay = _win->fTopLayer->_bottomchild; lay != NULL; lay = lay->_uppersibling){
if ( !(lay->_hidden) ){
lay->RebuildRegions( r );
}
}
}
else{
_visible.Exclude( &(_win->fTopLayer->_fullVisible) );
}
// rebuild decorator.
if (_decorator){
if ( fDecFull->Intersects( r ) ){
*fDecVisible = *fDecFull;
fDecVisible->IntersectWith( &(_visible) );
_visible.Exclude( fDecVisible );
// !!!! Pointer assignement !!!!
fDecFullVisible = fDecVisible;
}
else{
_visible.Exclude( fDecFullVisible );
}
}
}
//---------------------------------------------------------------------------
void WinBorder::Draw(const BRect &r)
{
//TODO: REMOVE this! For Test purposes only!
STRACE(("*WinBorder(%s)::Draw()\n", GetName()));
_decorator->Draw();
STRACE(("#WinBorder(%s)::Draw() ENDED\n", GetName()));
return;
//----------------
// draw the decorator
BRegion reg(r);
if (_decorator){
reg.IntersectWith( fDecVisible );
if (reg.CountRects() > 0){
_decorator->Draw( reg.Frame() );
}
}
// draw the top_layer
reg.Set( r );
reg.IntersectWith( &(_win->fTopLayer->_visible) );
if (reg.CountRects() > 0){
_win->fTopLayer->RequestClientUpdate( reg.Frame() );
}
}
//---------------------------------------------------------------------------
void WinBorder::MoveBy(float x, float y)
{
BRegion oldFullVisible( _fullVisible );
// BPoint oldFullVisibleOrigin( _fullVisible.Frame().LeftTop() );
_frame.OffsetBy(x, y);
_full.OffsetBy(x, y);
_win->fTopLayer->_frame.OffsetBy(x, y);
_win->fTopLayer->MoveRegionsBy(x, y);
if (_decorator){
// allow decorator to make its internal calculations.
_decorator->MoveBy(x, y);
fDecFull->OffsetBy(x, y);
}
if ( !_hidden ){
// to clear the area occupied on its parent _visible
if (_fullVisible.CountRects() > 0){
_hidden = true;
_parent->RebuildChildRegions( _fullVisible.Frame(), this );
_hidden = false;
}
_parent->RebuildChildRegions( _full.Frame(), this );
}
// REDRAWING CODE:
if ( !(_hidden) )
{
/* The region(on screen) that will be invalidated.
* It is composed by:
* the regions that were visible, and now they aren't +
* the regions that are now visible, and they were not visible before.
* (oldFullVisible - _fullVisible) + (_fullVisible - oldFullVisible)
*/
BRegion clipReg;
// first offset the old region so we can do the correct operations.
oldFullVisible.OffsetBy(x, y);
// + (oldFullVisible - _fullVisible)
if ( oldFullVisible.CountRects() > 0 ){
BRegion tempReg( oldFullVisible );
tempReg.Exclude( &_fullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// + (_fullVisible - oldFullVisible)
if ( _fullVisible.CountRects() > 0 ){
BRegion tempReg( _fullVisible );
tempReg.Exclude( &oldFullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// there is no point in redrawing what already is visible. So just copy
// on-screen pixels to layer's new location.
if ( (oldFullVisible.CountRects() > 0) && (_fullVisible.CountRects() > 0) ){
BRegion tempReg( oldFullVisible );
tempReg.IntersectWith( &_fullVisible );
if (tempReg.CountRects() > 0){
// TODO: when you have such a method in DisplayDriver/Clipper, uncomment!
//fDriver->CopyBits( &tempReg, oldFullVisibleOrigin, oldFullVisibleOrigin.OffsetByCopy(x,y) );
}
}
// invalidate 'clipReg' so we can see the results of this move.
if (clipReg.CountRects() > 0){
Invalidate( clipReg );
}
}
}
//---------------------------------------------------------------------------
void WinBorder::ResizeBy(float x, float y)
{
BRegion oldFullVisible( _fullVisible );
_frame.right = _frame.right + x;
_frame.bottom = _frame.bottom + y;
_win->fTopLayer->ResizeRegionsBy(x, y);
_full = _win->fTopLayer->_full;
if (_decorator){
// allow decorator to make its internal calculations.
_decorator->ResizeBy(x, y);
_decorator->GetFootprint( fDecFull );
_full.Include( fDecFull );
}
if ( !_hidden ){
_parent->RebuildChildRegions( _full.Frame(), this );
}
// REDRAWING CODE:
if ( !(_hidden) )
{
/* The region(on screen) that will be invalidated.
* It is composed by:
* the regions that were visible, and now they aren't +
* the regions that are now visible, and they were not visible before.
* (oldFullVisible - _fullVisible) + (_fullVisible - oldFullVisible)
*/
BRegion clipReg;
// + (oldFullVisible - _fullVisible)
if ( oldFullVisible.CountRects() > 0 ){
BRegion tempReg( oldFullVisible );
tempReg.Exclude( &_fullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// + (_fullVisible - oldFullVisible)
if ( _fullVisible.CountRects() > 0 ){
BRegion tempReg( _fullVisible );
tempReg.Exclude( &oldFullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// invalidate 'clipReg' so we can see the results of this resize operation.
if (clipReg.CountRects() > 0){
Invalidate( clipReg );
}
}
}
bool WinBorder::HasPoint(BPoint pt) const{
//---------------------------------------------------------------------------
bool WinBorder::HasPoint(BPoint& pt) const{
return _full.Contains(pt);
}
void WinBorder::MoveToBack(){
// TODO: take care of focus.
if (this == _parent->_topchild)
return;
if (_uppersibling){
_uppersibling->_lowersibling = _lowersibling;
}
else{
_parent->_topchild = _lowersibling;
}
if (_lowersibling){
_lowersibling->_uppersibling = _uppersibling;
}
else{
_parent->_bottomchild = _uppersibling;
}
this->_lowersibling = _parent->_topchild;
this->_uppersibling = NULL;
_parent->_topchild = this;
// cache WinBorder's fullVisible region for use later
BRegion cachedFullVisible = _fullVisible;
// rebuild only that area the encloses the full visible part of this layer.
_parent->RebuildChildRegions(_fullVisible.Frame(), this);
// we now have <= fullVisible region, so invalidate the parts that are not common.
cachedFullVisible.Exclude(&_fullVisible);
Invalidate( cachedFullVisible );
}
void WinBorder::MoveToFront(){
// TODO: take care of focus.
if (this == _parent->_bottomchild)
return;
if (_uppersibling){
_uppersibling->_lowersibling = _lowersibling;
}
else{
_parent->_topchild = _lowersibling;
}
if (_lowersibling){
_lowersibling->_uppersibling = _uppersibling;
}
else{
_parent->_bottomchild = _uppersibling;
}
this->_lowersibling = NULL;
this->_uppersibling = _parent->_bottomchild;
_parent->_bottomchild = this;
// cache WinBorder's fullVisible region for use later
BRegion cachedFullVisible = _fullVisible;
// rebuild the area that this WinBorder will occupy.
_parent->RebuildChildRegions(_full.Frame(), this);
// make a copy of the fullVisible region because it needs
// to be modified for invalidating a minimum area.
BRegion tempFullVisible = _fullVisible;
// invalidate only the difference between the present and
// the old fullVisible regions. We only need to update that area.
tempFullVisible.Exclude(&cachedFullVisible);
Invalidate( tempFullVisible );
}
//---------------------------------------------------------------------------
void WinBorder::SetMainWinBorder(WinBorder *newMain){
fMainWinBorder = newMain;
@ -710,7 +173,7 @@ WinBorder* WinBorder::MainWinBorder() const{
}
//---------------------------------------------------------------------------
void WinBorder::SetLevel(){
switch(_win->Feel()){
switch(fWindow->Feel()){
case B_NORMAL_WINDOW_FEEL:
_level = B_NORMAL_FEEL;
break;
@ -738,10 +201,10 @@ void WinBorder::SetLevel(){
// if(_win->ServerTeamID() != _win->ClientTeamID())
// _win->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
// else
_level = _win->Feel();
_level = fWindow->Feel();
break;
default:
_win->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
fWindow->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
_level = B_NORMAL_FEEL;
break;
}
@ -829,21 +292,6 @@ void WinBorder::RemoveFromSubsetOf(WinBorder* main){
//---------------------------------------------------------------------------
void WinBorder::PrintToStream(){
printf("\t%s", GetName());
/* if (Window()->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL)
printf("\t%s", "B_FLOATING_SUBSET_WINDOW_FEEL");
if (Window()->Feel() == B_FLOATING_APP_WINDOW_FEEL)
printf("\t%s", "B_FLOATING_APP_WINDOW_FEEL");
if (Window()->Feel() == B_FLOATING_ALL_WINDOW_FEEL)
printf("\t%s", "B_FLOATING_ALL_WINDOW_FEEL");
if (Window()->Feel() == B_MODAL_SUBSET_WINDOW_FEEL)
printf("\t%s", "B_MODAL_SUBSET_WINDOW_FEEL");
if (Window()->Feel() == B_MODAL_APP_WINDOW_FEEL)
printf("\t%s", "B_MODAL_APP_WINDOW_FEEL");
if (Window()->Feel() == B_MODAL_ALL_WINDOW_FEEL)
printf("\t%s", "B_MODAL_ALL_WINDOW_FEEL");
if (Window()->Feel() == B_NORMAL_WINDOW_FEEL)
printf("\t%s", "B_NORMAL_WINDOW_FEEL");
*/
if (_level == B_FLOATING_SUBSET_FEEL)
printf("\t%s", "B_FLOATING_SUBSET_WINDOW_FEEL");
if (_level == B_FLOATING_APP_FEEL)
@ -860,7 +308,6 @@ void WinBorder::PrintToStream(){
printf("\t%s", "B_NORMAL_WINDOW_FEEL");
printf("\t%s\n", _hidden?"hidden" : "not hidden");
// _full.PrintToStream();
}
//---------------------------------------------------------------------------
void WinBorder::UpdateColors(void)

View File

@ -21,6 +21,7 @@
//
// File Name: WinBorder.h
// Author: DarkWyrm <bpmagic@columbus.rr.com>
// Adi Oanca <adioanca@mymail.ro>
// Description: Layer subclass which handles window management
//
//------------------------------------------------------------------------------
@ -38,80 +39,59 @@ class DisplayDriver;
class WinBorder : public Layer
{
public:
WinBorder(const BRect &r, const char *name, const int32 look,
const int32 feel, const int32 flags, ServerWindow *win);
virtual ~WinBorder(void);
WinBorder(const BRect &r, const char *name, const int32 look,
const int32 feel, const int32 flags, ServerWindow *win,
DisplayDriver *driver);
virtual ~WinBorder(void);
virtual void RebuildRegions( const BRect& r );
virtual void Draw(const BRect &r);
virtual void Draw(const BRect &r);
virtual void MoveBy(float x, float y);
virtual void ResizeBy(float x, float y);
bool HasPoint(BPoint pt) const;
virtual void MoveBy(float x, float y);
virtual void ResizeBy(float x, float y);
void MouseDown(const BPoint &pt, const int32 &buttons, const int32 &modifiers);
void MouseMoved(const BPoint &pt, const int32 &buttons);
void MouseUp(const BPoint &pt, const int32 &modifiers);
void MoveToBack();
void MoveToFront();
void UpdateColors(void);
void UpdateDecorator(void);
void UpdateFont(void);
void UpdateScreen(void);
void MouseDown(const BPoint &pt, const int32 &buttons, const int32 &modifiers);
void MouseMoved(const BPoint &pt, const int32 &buttons);
void MouseUp(const BPoint &pt, const int32 &modifiers);
ServerWindow* Window(void) const { return fWindow; }
Decorator* GetDecorator(void) const { return fDecorator; }
WinBorder* MainWinBorder() const;
void SetLevel();
void HighlightDecorator(const bool &active);
bool HasPoint(BPoint &pt) const;
virtual void Hide();
virtual void Show();
void AddToSubsetOf(WinBorder* main);
void RemoveFromSubsetOf(WinBorder* main);
void UpdateColors(void);
void UpdateDecorator(void);
void UpdateFont(void);
void UpdateScreen(void);
void SetFocus(const bool &active);
ServerWindow* Window(void) const { return _win; }
Decorator* GetDecorator(void) const { return _decorator; }
WinBorder* MainWinBorder() const;
void SetLevel();
void AddToSubsetOf(WinBorder* main);
void RemoveFromSubsetOf(WinBorder* main);
void PrintToStream();
void PrintToStream();
// Server "private" :-) - should not be used
void SetMainWinBorder(WinBorder *newMain);
void SetMainWinBorder(WinBorder *newMain);
protected:
ServerWindow *_win;
//BString *_title;
Decorator *_decorator;
int32 _flags;
BRect _clientframe;
int32 _mbuttons,
_kmodifiers;
BPoint fLastMousePosition;
bool _update;
bool _hresizewin,_vresizewin;
ServerWindow *fWindow;
Decorator *fDecorator;
int32 fFlags;
int32 fMouseButtons,
fKeyModifiers;
BPoint fLastMousePosition;
BRegion *fDecFull,
*fDecFullVisible,
*fDecVisible;
BRegion *fDecFull;
WinBorder *fMainWinBorder;
/* bool fIsMoving;
bool fIsResizing;
bool fIsClosing;
bool fIsMinimizing;
bool fIsZooming
WinBorder *fMainWinBorder;
/* bool fIsMoving;
bool fIsResizing;
bool fIsClosing;
bool fIsMinimizing;
bool fIsZooming;
*/
};
bool is_moving_window(void);
void set_is_moving_window(bool state);
bool is_resizing_window(void);
void set_is_resizing_window(bool state);
void set_active_winborder(WinBorder *win);
WinBorder* get_active_winborder(void);
void set_is_resizing_window(bool state);
void set_is_sliding_tab(bool state);
bool is_sliding_tab(void);
#endif