* added a fOriginalFlags that contains the unaltered flags as set by the client
* when changing feel, the original flags are now restored. * added B_SAME_POSITION_IN_ALL_WORKSPACES to valid flags, so that they can be set by the user. * fixed masking out invalid flags (actually all but the valid flags were kept...) * everytime B_SAME_POSITION_IN_ALL_WORKSPACES can be set (either in SetFlags() or in SetFeel() the position is propagated to all window lists. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15441 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -109,7 +109,6 @@ WindowLayer::WindowLayer(const BRect& frame, const char *name,
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fLook(look),
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fFeel(feel),
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fFlags(flags),
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fWorkspaces(workspaces),
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fCurrentWorkspace(-1),
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@ -125,7 +124,8 @@ WindowLayer::WindowLayer(const BRect& frame, const char *name,
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fLook = B_TITLED_WINDOW_LOOK;
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if (!IsValidFeel(fFeel))
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fFeel = B_NORMAL_WINDOW_FEEL;
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fFlags &= ValidWindowFlags();
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SetFlags(flags, NULL);
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if (fLook != B_NO_BORDER_WINDOW_LOOK) {
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fDecorator = gDecorManager.AllocateDecorator(fDesktop, frame, name, fLook, fFlags);
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@ -371,6 +371,18 @@ WindowLayer::VisibleContentRegion()
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// #pragma mark -
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void
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WindowLayer::_PropagatePosition()
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{
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if ((fFlags & B_SAME_POSITION_IN_ALL_WORKSPACES) == 0)
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return;
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for (int32 i = 0; i < kListCount; i++) {
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Anchor(i).position = fFrame.LeftTop();
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}
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}
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void
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WindowLayer::MoveBy(int32 x, int32 y)
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{
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@ -382,13 +394,7 @@ WindowLayer::MoveBy(int32 x, int32 y)
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fWindow->HandleDirectConnection(B_DIRECT_STOP);
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fFrame.OffsetBy(x, y);
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// propagate position if asked for
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if (fFlags & B_SAME_POSITION_IN_ALL_WORKSPACES) {
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for (int32 i = 0; i <= kWorkingList; i++) {
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Anchor(i).position = fFrame.LeftTop();
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}
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}
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_PropagatePosition();
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fWindow->HandleDirectConnection(B_DIRECT_START | B_BUFFER_MOVED);
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@ -1222,17 +1228,26 @@ WindowLayer::SetFeel(window_feel feel)
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// having modal windows with B_AVOID_FRONT or B_AVOID_FOCUS doesn't
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// make that much sense, so we filter those flags out on demand
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fFlags &= ~ValidWindowFlags(fFeel);
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fFlags = fOriginalFlags;
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fFlags &= ValidWindowFlags(fFeel);
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if (!IsNormal())
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if (!IsNormal()) {
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fFlags |= B_SAME_POSITION_IN_ALL_WORKSPACES;
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_PropagatePosition();
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}
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}
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void
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WindowLayer::SetFlags(uint32 flags, BRegion* updateRegion)
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{
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fFlags = flags & ~ValidWindowFlags(fFeel);
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fOriginalFlags = flags;
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fFlags = flags & ValidWindowFlags(fFeel);
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if (!IsNormal())
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fFlags |= B_SAME_POSITION_IN_ALL_WORKSPACES;
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if ((fFlags & B_SAME_POSITION_IN_ALL_WORKSPACES) != 0)
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_PropagatePosition();
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if (fDecorator == NULL)
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return;
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@ -1540,6 +1555,7 @@ WindowLayer::ValidWindowFlags()
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| B_NOT_ANCHORED_ON_ACTIVATE
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| B_ASYNCHRONOUS_CONTROLS
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| B_QUIT_ON_WINDOW_CLOSE
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| B_SAME_POSITION_IN_ALL_WORKSPACES
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| kWorkspacesWindowFlag
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| kWindowScreenFlag;
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}
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@ -205,13 +205,13 @@ class WindowLayer {
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click_type _ActionFor(const BMessage* msg) const;
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void _ObeySizeLimits();
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void _PropagatePosition();
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BString fTitle;
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// TODO: no fp rects anywhere
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BRect fFrame;
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window_anchor fAnchor[kWorkingList + 1];
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// one for each desktop, and one working anchor
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window_anchor fAnchor[kListCount];
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// the visible region is only recalculated from the
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// Desktop thread, when using it, Desktop::ReadLockClipping()
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@ -301,6 +301,7 @@ class WindowLayer {
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window_look fLook;
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window_feel fFeel;
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uint32 fOriginalFlags;
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uint32 fFlags;
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uint32 fWorkspaces;
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int32 fCurrentWorkspace;
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@ -42,6 +42,8 @@ enum window_lists {
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kAllWindowList = 32,
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kSubsetList,
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kWorkingList,
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kListCount
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};
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struct window_anchor {
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