Menus don't flicker anymore, extended some ToDos, small cleanups. Implemented BMenu::IsItemVisible() as I think I'll need it soon, extended Bmenu::OverSubmenu() to be recursive, it's not used at the moment but should be.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@12899 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -31,6 +31,7 @@
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#include <MenuItem.h>
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#include <Path.h>
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#include <PropertyInfo.h>
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#include <Screen.h>
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#include <Window.h>
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#include <MenuWindow.h>
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@ -356,17 +357,16 @@ bool
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BMenu::AddList(BList *list, int32 index)
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{
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// TODO: test this function, it's not documented in the bebook.
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int32 numItems = 0;
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if (list != NULL)
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numItems = list->CountItems();
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if (list == NULL)
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return false;
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int32 numItems = list->CountItems();
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for (int32 i = 0; i < numItems; i++) {
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BMenuItem *item = static_cast<BMenuItem *>(list->ItemAt(i));
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if (item != NULL)
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_AddItem(item, index + i);
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}
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// TODO: return false if needed
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return true;
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}
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@ -406,7 +406,7 @@ 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 (int i = 0; i < fItems.CountItems(); i++)
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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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return RemoveItems(i, 1, NULL, false);
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@ -501,22 +501,32 @@ BMenu::FindItem(uint32 command) const
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status_t
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BMenu::SetTargetForItems(BHandler *handler)
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{
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for (int32 i = 0; i < fItems.CountItems(); i++)
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if (ItemAt(i)->SetTarget(handler) < B_OK)
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return B_ERROR;
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return B_OK;
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// TODO: Test what beos returns here in
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// case there are no items
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status_t status = B_OK;
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for (int32 i = 0; i < fItems.CountItems(); i++) {
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status = ItemAt(i)->SetTarget(handler);
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if (status < B_OK)
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break;
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}
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return status;
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}
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status_t
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BMenu::SetTargetForItems(BMessenger messenger)
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{
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for (int32 i = 0; i < fItems.CountItems(); i++)
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if (ItemAt(i)->SetTarget(messenger) < B_OK)
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return B_ERROR;
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// TODO: Test what beos returns here in
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// case there are no items
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status_t status = B_OK;
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for (int32 i = 0; i < fItems.CountItems(); i++) {
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status = ItemAt(i)->SetTarget(messenger);
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if (status < B_OK)
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break;
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}
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return B_OK;
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return status;
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}
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@ -603,11 +613,14 @@ BMenu::MaxContentWidth() const
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BMenuItem *
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BMenu::FindMarked()
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{
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for (int i = 0; i < fItems.CountItems(); i++)
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if (((BMenuItem*)fItems.ItemAt(i))->IsMarked())
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return (BMenuItem*)fItems.ItemAt(i);
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BMenuItem *item = NULL;
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for (int32 i = 0; i < fItems.CountItems(); i++) {
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item = ItemAt(i);
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if (item->IsMarked())
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break;
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}
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return NULL;
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return item;
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}
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@ -1102,14 +1115,9 @@ BMenu::_track(int *action, long start)
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item = HitTestItems(location, B_ORIGIN);
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// TODO: Sometimes the menu flickers a bit.
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// try to be smarter and suggest an update area,
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// instead of invalidating the whole view.
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if (item != NULL) {
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if (item != fSelected) {
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if (item != fSelected)
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SelectItem(item);
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Invalidate();
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}
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int submenuAction = 0;
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BMenuItem *submenuItem = NULL;
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@ -1381,8 +1389,9 @@ void
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BMenu::DrawItems(BRect updateRect)
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{
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for (int32 i = 0; i < fItems.CountItems(); i++) {
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if (ItemAt(i)->Frame().Intersects(updateRect))
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ItemAt(i)->Draw();
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BMenuItem *item = ItemAt(i);
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if (item->Frame().Intersects(updateRect))
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item->Draw();
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}
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}
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@ -1421,11 +1430,18 @@ BMenu::OverSuper(BPoint location)
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bool
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BMenu::OverSubmenu(BMenuItem *item, BPoint loc)
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{
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// TODO: we assume that loc is in screen coords
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if (!item->Submenu())
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// we assume that loc is in screen coords
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BMenu *subMenu = item->Submenu();
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if (subMenu == NULL)
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return false;
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return item->Submenu()->Window()->Frame().Contains(loc);
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if (subMenu->Window()->Frame().Contains(loc))
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return true;
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if (subMenu->fSelected == NULL)
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return false;
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return subMenu->OverSubmenu(subMenu->fSelected, loc);
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}
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@ -1554,7 +1570,12 @@ BMenu::NextItem(BMenuItem *item, bool forward) const
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bool
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BMenu::IsItemVisible(BMenuItem *item) const
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{
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return false;
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BRect itemFrame = item->Frame();
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ConvertToScreen(&itemFrame);
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BRect visibilityFrame = Window()->Frame() & BScreen(Window()).Frame();
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return visibilityFrame.Intersects(itemFrame);
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}
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@ -395,13 +395,14 @@ BMenuBar::Track(int32 *action, int32 startIndex, bool showMenu)
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{
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// TODO: This function is very incomplete and just partially working:
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// For example, it doesn't respect the "sticky mode" setting.
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// Cleanup
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// Cleanup: We shouldn't use two nested loops. This simplifies the code
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// but doesn't work well
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BMenuItem *resultItem = NULL;
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BWindow *window = Window();
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int localAction;
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bool exitLoop = false;
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do {
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if (window->LockLooperWithTimeout(200000) < B_OK)
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if (window->LockWithTimeout(200000) < B_OK)
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break;
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BPoint where;
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@ -432,7 +433,7 @@ BMenuBar::Track(int32 *action, int32 startIndex, bool showMenu)
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resultItem = menu->_track(&localAction, startIndex);
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if (window->LockLooperWithTimeout(200000) < B_OK)
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if (window->LockWithTimeout(200000) < B_OK)
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break;
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// the returned action is "5" when the BMenu is closed.
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@ -487,12 +488,10 @@ BMenuBar::RestoreFocus()
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if (BPrivate::gDefaultTokens.GetToken(fPrevFocusToken, B_HANDLER_TOKEN,
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(void **)&handler, NULL) == B_OK) {
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BView *view = dynamic_cast<BView *>(handler);
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// TODO: Are there other things to do in case the BHandler
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// is not a BView ?
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if (view != NULL)
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view->MakeFocus();
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}
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fPrevFocusToken = NULL;
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fPrevFocusToken = -1;
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window->Unlock();
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}
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}
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