BMenu::_AddItem() keeps the looper locked for the whole time, other changes: let's see if this fixes that bug
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16990 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -416,9 +416,10 @@ BMenu::RemoveItems(int32 index, int32 count, bool del)
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bool
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BMenu::RemoveItem(BMenu *submenu)
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{
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for (int32 i = 0; i < fItems.CountItems(); i++)
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if (static_cast<BMenuItem *>(fItems.ItemAt(i))->Submenu() == submenu)
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for (int32 i = 0; i < fItems.CountItems(); i++) {
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if (static_cast<BMenuItem *>(fItems.ItemAtFast(i))->Submenu() == submenu)
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return RemoveItems(i, 1, NULL, false);
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}
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return false;
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}
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@ -456,9 +457,10 @@ BMenu::IndexOf(BMenuItem *item) const
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int32
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BMenu::IndexOf(BMenu *submenu) const
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{
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for (int32 i = 0; i < fItems.CountItems(); i++)
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for (int32 i = 0; i < fItems.CountItems(); i++) {
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if (ItemAt(i)->Submenu() == submenu)
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return i;
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}
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return -1;
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}
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@ -1087,7 +1089,13 @@ BMenu::_show(bool selectFirstItem)
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window->Unlock();
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return false;
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}
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// Move the BMenu to 1, 1, if it's attached to a BMenuWindow,
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// (that means it's a BMenu, BMenuBars are attached to regular BWindows).
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// This is needed to be able to draw the frame around the BMenu.
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if (dynamic_cast<BMenuWindow *>(window) != NULL)
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MoveTo(1, 1);
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// TODO: for some reason, Window() can already be NULL at this point,
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// which causes a crash in one of the following functions...
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// Does this still happens ?
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@ -1230,26 +1238,21 @@ BMenu::_AddItem(BMenuItem *item, int32 index)
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window = Superitem()->fWindow;
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else
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window = Window();
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if (locked)
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UnlockLooper();
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if (window != NULL)
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item->Install(window);
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item->SetSuper(this);
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// if we need to install the item in another window, we don't
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// want to keep our lock to prevent deadlocks
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if (window && window->Lock()) {
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item->Install(window);
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if (locked && window != NULL && !window->IsHidden()) {
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// Make sure we update the layout if needed.
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//if (fResizeToFit) {
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LayoutItems(index);
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//UpdateWindowViewSize();
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Invalidate();
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//}
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window->Unlock();
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LayoutItems(index);
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//UpdateWindowViewSize();
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Invalidate();
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}
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if (locked)
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UnlockLooper();
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return true;
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}
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@ -1303,8 +1306,9 @@ BMenu::RemoveItems(int32 index, int32 count, BMenuItem *item, bool deleteItems)
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}
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}
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if (invalidateLayout && locked /*&& fResizeToFit*/) {
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if (invalidateLayout && locked && window != NULL && !window->IsHidden()) {
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LayoutItems(0);
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//UpdateWindowViewSize();
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Invalidate();
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}
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@ -1324,12 +1328,6 @@ BMenu::LayoutItems(int32 index)
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ComputeLayout(index, fResizeToFit, true, &width, &height);
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ResizeTo(width, height);
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// Move the BMenu to 1, 1, if it's attached to a BMenuWindow,
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// (that means it's a BMenu, BMenuBars are attached to regular BWindows).
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// This is needed to be able to draw the frame around the BMenu.
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if (dynamic_cast<BMenuWindow *>(Window()) != NULL)
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MoveTo(1, 1);
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}
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@ -1847,6 +1845,12 @@ void
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BMenu::UpdateWindowViewSize(bool upWind)
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{
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BWindow *window = Window();
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ASSERT(window != NULL);
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if (window == NULL)
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return;
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bool scroll;
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BRect frame = CalcFrame(ScreenLocation(), &scroll);
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ResizeTo(frame.Width(), frame.Height());
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