modified the way BView data is received.
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@7149 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -21,6 +21,7 @@
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//
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// File Name: ServerWindow.cpp
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// Author: DarkWyrm <bpmagic@columbus.rr.com>
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// Adi Oanca <adioanca@mymail.ro>
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// Description: Shadow BWindow class
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//
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//------------------------------------------------------------------------------
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@ -152,35 +153,28 @@ ServerWindow::ServerWindow(BRect rect, const char *string, uint32 wlook,
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winLink.Attach<port_id>(fMessagePort);
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winLink.Flush();
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// Wait for top_view data and create ServerWindow's top most Layer
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int32 vCode;
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int32 vToken;
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BRect vFrame;
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uint32 vResizeMode;
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uint32 vFlags;
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char* vName = NULL;
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// check the next 2 messages to make sure we receive top_view's attributes.
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fSession->ReadInt32(&vCode);
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if(vCode != AS_LAYER_CREATE_ROOT)
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debugger("SERVER ERROR: ServerWindow(xxx): NO top_view data received!\n");
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fSession->ReadInt32(&vToken);
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fSession->ReadRect(&vFrame);
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fSession->ReadUInt32(&vResizeMode);
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fSession->ReadUInt32(&vFlags);
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vName = fSession->ReadString();
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debugger("SERVER ERROR: ServerWindow(xxx): NO top_view data received! - 1\n");
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// Create the top layer.
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fTopLayer = new Layer(vFrame, vName, vToken, vResizeMode, vFlags, desktop->GetDisplayDriver());
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fSession->ReadInt32(&vCode);
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if(vCode != AS_LAYER_CREATE)
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debugger("SERVER ERROR: ServerWindow(xxx): NO top_view data received! - 2\n");
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// start receiving top_view data. pass NULL as the parent view.
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// This should be the *only* place where this happens.
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fTopLayer = CreateLayerTree(NULL);
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fTopLayer->SetAsTopLayer(true);
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cl = fTopLayer;
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// Create a WindoBorder object for our ServerWindow.
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fWinBorder = new WinBorder( fFrame, fTitle.String(),
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wlook, wfeel, wflags,
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this, desktop->GetDisplayDriver());
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delete vName;
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cl = fTopLayer;
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STRACE(("ServerWindow %s:\n",fTitle.String()));
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STRACE(("\tFrame (%.1f,%.1f,%.1f,%.1f)\n",rect.left,rect.top,rect.right,rect.bottom));
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STRACE(("\tPort: %ld\n",fMessagePort));
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@ -268,6 +262,7 @@ STRACE(("ServerWindow %s: Quit\n",fTitle.String()));
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//! Shows the window's WinBorder
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void ServerWindow::Show(void)
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{
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// whaaat?
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if(!fWinBorder->IsHidden())
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return;
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@ -310,6 +305,8 @@ void ServerWindow::Show(void)
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desktop->fGeneralLock.Unlock();
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STRACE(("ServerWindow(%s)::Show() - General lock released\n", fWinBorder->GetName()));
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}
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snooze(1000000);
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fWinBorder->MoveBy(100,100);
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}
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//! Hides the window's WinBorder
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@ -549,7 +546,7 @@ void ServerWindow::SetLayerFontState(Layer *layer){
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// in ServerFont class. DW, could you add one?
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//layer->_layerdata->font->
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}
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if (mask & B_FONT_SIZE){
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float size;
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fSession->ReadFloat(&size);
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@ -591,7 +588,7 @@ void ServerWindow::SetLayerFontState(Layer *layer){
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fSession->ReadUInt32(&flags); // uint32
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layer->_layerdata->font.SetFlags(flags);
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}
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STRACE(("DONE: ServerWindow %s: Message AS_LAYER_SET_FONT_STATE: Layer: %s\n",fTitle.String(), cl->_name->String()));
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STRACE(("DONE: ServerWindow %s: Message AS_LAYER_SET_FONT_STATE: Layer: %s\n",fTitle.String(), layer->_name->String()));
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}
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void ServerWindow::SetLayerState(Layer *layer){
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@ -642,13 +639,11 @@ void ServerWindow::SetLayerState(Layer *layer){
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layer->_layerdata->clippReg = NULL;
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}
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}
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STRACE(("DONE: ServerWindow %s: Message AS_LAYER_SET_STATE: Layer: %s\n",fTitle.String(), cl->_name->String()));
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STRACE(("DONE: ServerWindow %s: Message AS_LAYER_SET_STATE: Layer: %s\n",fTitle.String(), layer->_name->String()));
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}
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void ServerWindow::CreateLayerTree(Layer *localRoot){
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Layer* ServerWindow::CreateLayerTree(Layer *localRoot){
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STRACE(("ServerWindow(%s)::CreateLayerTree()\n", fTitle.String()));
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if(!localRoot)
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debugger("ServerWindow(%s)::CreateLayerTree() - NO localRoot Layer specified!\n");
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int32 token;
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BRect frame;
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@ -684,13 +679,14 @@ STRACE(("ServerWindow(%s)::CreateLayerTree()\n", fTitle.String()));
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//lastly, the BView's graphic state
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fSession->ReadInt32(&dummyMsg);
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if (dummyMsg == AS_LAYER_SET_FONT_STATE)
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if (dummyMsg == AS_LAYER_SET_STATE)
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SetLayerState(newLayer);
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else
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debugger("ServerWindow(%s) - AS_LAYER_SET_STATE Expected!\n");
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// add the new Layer to the tree structure.
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localRoot->AddChild(newLayer);
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if (localRoot)
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localRoot->AddChild(newLayer);
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// attach newLayer's children...
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for(int i = 0; i < childCount; i++)
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@ -701,7 +697,8 @@ STRACE(("ServerWindow(%s)::CreateLayerTree()\n", fTitle.String()));
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else
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debugger("ServerWindow(%s) - AS_LAYER_CREATE Expected!\n");
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}
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STRACE(("DONE: ServerWindow %s: Message AS_CREATE_LAYER: Parent: %s, Child: %s\n", fTitle.String(), cl->_name->String(), name));
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STRACE(("DONE: ServerWindow %s: Message AS_CREATE_LAYER: Parent: %s, Child: %s\n", fTitle.String(), newLayer->_name->String(), name));
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return newLayer;
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}
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void ServerWindow::DispatchMessage(int32 code)
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@ -65,108 +65,127 @@ class Layer;
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class ServerWindow
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{
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public:
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ServerWindow(BRect rect, const char *string, uint32 wlook, uint32 wfeel, uint32 wflags,
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ServerApp *winapp, port_id winport, port_id looperPort, port_id replyport,
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uint32 index, int32 handlerID);
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~ServerWindow(void);
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ServerWindow( BRect rect,
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const char *string,
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uint32 wlook,
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uint32 wfeel,
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uint32 wflags,
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ServerApp *winapp,
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port_id winport,
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port_id looperPort,
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port_id replyport,
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uint32 index,
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int32 handlerID);
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virtual ~ServerWindow(void);
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void Init();
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void Init();
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void ReplaceDecorator(void);
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void Quit(void);
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void Show(void);
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void Hide(void);
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bool IsHidden(void);
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void Minimize(bool status);
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void Zoom(void);
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void SetFocus(bool value);
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bool HasFocus(void);
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void RequestDraw(BRect rect);
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void RequestDraw(void);
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void ReplaceDecorator(void);
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void Quit(void);
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void Show(void);
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void Hide(void);
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bool IsHidden(void);
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void Minimize(bool status);
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void Zoom(void);
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void SetFocus(bool value);
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bool HasFocus(void);
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void RequestDraw(BRect rect);
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void RequestDraw(void);
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void WorkspaceActivated(int32 workspace, bool active);
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void WorkspacesChanged(int32 oldone,int32 newone);
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void WindowActivated(bool active);
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void ScreenModeChanged(const BRect frame, const color_space cspace);
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void WorkspaceActivated(int32 workspace, bool active);
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void WorkspacesChanged(int32 oldone,int32 newone);
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void WindowActivated(bool active);
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void ScreenModeChanged(const BRect frame, const color_space cspace);
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void SetFrame(const BRect &rect);
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BRect Frame(void);
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void SetFrame(const BRect &rect);
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BRect Frame(void);
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status_t Lock(void);
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void Unlock(void);
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bool IsLocked(void);
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thread_id ThreadID(void) const { return fMonitorThreadID;}
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status_t Lock(void);
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void Unlock(void);
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bool IsLocked(void);
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thread_id ThreadID(void) const
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{ return fMonitorThreadID;}
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void DispatchMessage(int32 code);
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void DispatchGraphicsMessage(int32 msgsize, int8 *msgbuffer);
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static int32 MonitorWin(void *data);
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static void HandleMouseEvent(PortMessage *msg);
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static void HandleKeyEvent(int32 code, int8 *buffer);
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void PostMessage(int32 code, size_t size=0, int8 *buffer=NULL);
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void DispatchMessage(int32 code);
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void DispatchGraphicsMessage(int32 msgsize, int8 *msgbuffer);
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static int32 MonitorWin(void *data);
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static void HandleMouseEvent(PortMessage *msg);
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static void HandleKeyEvent(int32 code, int8 *buffer);
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void PostMessage(int32 code, size_t size=0, int8 *buffer=NULL);
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//! Returns the index of the workspaces to which it belongs
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int32 GetWorkspaceIndex(void) { return fWorkspaces; }
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Workspace *GetWorkspace(void);
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void SetWorkspace(Workspace *wkspc);
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//! Returns the index of the workspaces to which it belongs
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int32 GetWorkspaceIndex(void)
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{ return fWorkspaces; }
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Workspace* GetWorkspace(void);
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void SetWorkspace(Workspace *wkspc);
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//! Returns the window's title
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const char *Title(void) { return fTitle.String(); }
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//! Returns the window's title
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const char* Title(void)
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{ return fTitle.String(); }
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void CreateLayerTree(Layer *localRoot);
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void SetLayerState(Layer *layer);
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void SetLayerFontState(Layer *layer);
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Layer* CreateLayerTree(Layer *localRoot);
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void SetLayerState(Layer *layer);
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void SetLayerFontState(Layer *layer);
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Layer* FindLayer(const Layer* start, int32 token) const;
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void SendMessageToClient( const BMessage* msg ) const;
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Layer* FindLayer(const Layer* start, int32 token) const;
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void SendMessageToClient( const BMessage* msg ) const;
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int32 Look(void) const { return fLook; }
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int32 Feel(void) const { return fFeel; }
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uint32 Flags(void) const { return fFlags; }
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team_id ClientTeamID(void) const { return fClientTeamID; }
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ServerApp *App(void) const { return fServerApp; }
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uint32 Workspaces(void) const { return fWorkspaces; }
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WinBorder *GetWinBorder(void) const { return fWinBorder; }
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int32 Look(void) const
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{ return fLook; }
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int32 Feel(void) const
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{ return fFeel; }
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uint32 Flags(void) const
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{ return fFlags; }
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team_id ClientTeamID(void) const
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{ return fClientTeamID; }
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ServerApp* App(void) const
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{ return fServerApp; }
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uint32 Workspaces(void) const
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{ return fWorkspaces; }
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WinBorder* GetWinBorder(void) const
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{ return fWinBorder; }
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// server "private" - try not to use
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void QuietlySetWorkspaces(uint32 wks) { fWorkspaces = wks; }
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void QuietlySetFeel(int32 feel) { fFeel = feel; }
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int32 ClientToken(void) const { return fHandlerToken; }
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// server "private" - try not to use
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void QuietlySetWorkspaces(uint32 wks)
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{ fWorkspaces = wks; }
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void QuietlySetFeel(int32 feel)
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{ fFeel = feel; }
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int32 ClientToken(void) const
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{ return fHandlerToken; }
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FMWList fWinFMWList;
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FMWList fWinFMWList;
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protected:
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friend class ServerApp;
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friend class WinBorder;
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friend class Screen;
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friend class Layer;
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friend class ServerApp;
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friend class WinBorder;
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friend class Screen;
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friend class Layer;
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BString fTitle;
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int32 fLook,
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fFeel,
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fFlags;
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uint32 fWorkspaces;
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Workspace *fWorkspace;
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bool fIsActive;
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BString fTitle;
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int32 fLook,
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fFeel,
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fFlags;
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uint32 fWorkspaces;
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Workspace* fWorkspace;
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bool fIsActive;
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ServerApp *fServerApp;
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WinBorder *fWinBorder;
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ServerApp* fServerApp;
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WinBorder* fWinBorder;
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team_id fClientTeamID;
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thread_id fMonitorThreadID;
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team_id fClientTeamID;
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thread_id fMonitorThreadID;
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port_id fMessagePort;
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port_id fClientWinPort;
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port_id fClientLooperPort;
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port_id fMessagePort;
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port_id fClientWinPort;
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port_id fClientLooperPort;
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BLocker fLocker;
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BRect fFrame;
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uint32 fToken;
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int32 fHandlerToken;
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BLocker fLocker;
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BRect fFrame;
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uint32 fToken;
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int32 fHandlerToken;
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BSession *fSession;
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Layer *fTopLayer;
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Layer *cl; // short for currentLayer. We'll use it a lot, that's why it's short :-)
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BSession* fSession;
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Layer* fTopLayer;
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Layer* cl; // short for currentLayer. We'll use it a lot, that's why it's short :-)
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};
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void ActivateWindow(ServerWindow *oldwin,ServerWindow *newwin);
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#endif
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