Implemented some support for moving and reziving Layers. It works too. :-)
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@12701 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -1,258 +1,426 @@
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#include <OS.h>
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#include <View.h>
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#include <Window.h>
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#include <Looper.h>
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#include <Region.h>
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#include <Rect.h>
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#include <stdio.h>
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#include <strings.h>
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#include "Layer.h"
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extern BWindow* wind;
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Layer::Layer(BRect frame, const char* name, uint32 rm, rgb_color c)
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{
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fFrame = frame;
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fRM = rm;
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fColor = c;
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fBottom = NULL;
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fUpper = NULL;
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fLower = NULL;
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fTop = NULL;
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fParent = NULL;
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fView = NULL;
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strcpy(fName, name);
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}
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Layer::~Layer()
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{
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Layer *c = fBottom;
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Layer *toast;
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while (c)
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{
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toast = c;
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c = c->fUpper;
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delete toast;
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}
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}
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void Layer::ConvertToScreen2(BRect* rect)
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{
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BView *view = GetRootLayer();
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if (view)
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if (fParent)
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{
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rect->Set( rect->left + fFrame.left,
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rect->top + fFrame. top,
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rect->right + fFrame.left,
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rect->bottom + fFrame.top);
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fParent->ConvertToScreen2(rect);
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}
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}
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BView* Layer::GetRootLayer() const
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{
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if (fView)
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return fView;
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else
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if (fParent)
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return fParent->GetRootLayer();
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else
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return NULL;
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}
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Layer* Layer::VirtualBottomChild() const
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{
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return fBottom;
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}
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Layer* Layer::VirtualTopChild() const
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{
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return fTop;
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}
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Layer* Layer::VirtualUpperSibling() const
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{
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return fUpper;
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}
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Layer* Layer::VirtualLowerSibling() const
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{
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return fLower;
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}
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void Layer::AddLayer(Layer* layer)
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{
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if( layer->fParent != NULL )
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{
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printf("ERROR: Layer already has a parent\n");
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return;
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}
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layer->fParent = this;
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if (!fBottom)
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{
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fBottom = layer;
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fTop = layer;
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return;
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}
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fBottom->fLower = layer;
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layer->fUpper = fBottom;
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fBottom = layer;
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}
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bool Layer::RemLayer(Layer* layer)
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{
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if(!layer->fParent || layer->fParent != this)
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{
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printf("ERROR: Rem: Layer doesn't have a fParent or !=this\n");
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return false;
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}
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layer->fParent = NULL;
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if(fTop == layer)
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fTop = layer->fLower;
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if(fBottom == layer )
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fBottom = layer->fUpper;
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if(layer->fUpper != NULL)
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layer->fUpper->fLower = layer->fLower;
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if(layer->fLower != NULL)
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layer->fLower->fUpper = layer->fUpper;
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layer->fUpper = NULL;
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layer->fLower = NULL;
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layer->clear_visible_regions();
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return true;
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}
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void Layer::set_user_regions(BRegion ®)
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{
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// OPT: maybe we should have all these cached in a 'fFull' member
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// 1) set to frame in screen coords
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// BRect screenFrame(fFrame);
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BRect screenFrame(Bounds());
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ConvertToScreen2(&screenFrame);
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reg.Set(screenFrame);
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// 2) intersect with screen region
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// TODO: remove locking when for real
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wind->Lock();
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printf("Adi: RL: %p\n", wind);
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printf("Adi: RL: %s\n", wind->Name());
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BRegion screenReg(GetRootLayer()->Bounds());
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wind->Unlock();
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reg.IntersectWith(&screenReg);
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// TODO: you MUST at some point uncomment this block!
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/*
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// 3) impose user constrained regions
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LayerData *stackData = fLayerData;
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while (stackData)
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{
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// transform in screen coords
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BRegion screenReg(stackData->ClippingRegion());
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ConvertToScreen2(&screenReg);
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reg.IntersectWith(&screenReg);
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stackData = stackData->prevState;
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}
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*/
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}
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void Layer::RebuildVisibleRegions(const BRegion &invalid, const Layer *startFrom)
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{
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BRegion localVisible(fFullVisible);
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localVisible.IntersectWith(&invalid);
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rebuild_visible_regions(invalid, localVisible, startFrom);
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}
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void Layer::rebuild_visible_regions(const BRegion &invalid,
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const BRegion &parentLocalVisible,
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const Layer *startFrom)
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{
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bool fullRebuild = false;
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// intersect maximum wanted region with the invalid region
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BRegion common;
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set_user_regions(common);
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common.IntersectWith(&invalid);
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// if the resulted region is not valid, this layer is not in the catchment area
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// of the region being invalidated
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if (!common.Frame().IsValid())
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return;
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// now intersect with parent's visible part of the region that was/is invalidated
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common.IntersectWith(&parentLocalVisible);
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//printf("\t%s: For this layer we invalidate:\n", fName);
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//common.PrintToStream();
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if (common.Frame().IsValid())
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{
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// we have something to include to our fullVisible. It may already be in
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// there, but we'll never know.
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fFullVisible.Include(&common);
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}
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else
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{
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// this layer is in the catchment area of the region being invalidated,
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// yet it will have no new visible area attached to it. It means
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// this layer was overshaddowed by those above it and any visible area
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// that it may have common with the region being invalidated, must be
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// excluded from it's fFullVisible and fVisible regions.
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fFullVisible.Exclude(&invalid);
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fVisible.Exclude(&invalid);
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// we don't return here becase we want the same thing to happen to all
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// our children.
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// Don't worry about the last line from this method, it will do nothing -
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// common is invalid. Same goes for the last one in the 'for' statement below.
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}
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for (Layer *lay = VirtualBottomChild(); lay ; lay = VirtualUpperSibling())
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{
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if (lay == startFrom)
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fullRebuild = true;
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if (fullRebuild)
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lay->rebuild_visible_regions(invalid, common, lay->VirtualBottomChild());
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common.Exclude(&lay->fFullVisible);
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fVisible.Exclude(&lay->fFullVisible);
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}
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// the visible region of this layer is what left after all its children took
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// what they could.
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fVisible.Include(&common);
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}
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void Layer::clear_visible_regions()
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{
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fVisible.MakeEmpty();
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fFullVisible.MakeEmpty();
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Layer *child = fBottom;
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while (child)
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{
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child->clear_visible_regions();
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child = child->fUpper;
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}
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}
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void Layer::PrintToStream() const
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{
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printf("-> %s\n", fName);
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Layer *child = VirtualBottomChild();
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while(child)
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{
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child->PrintToStream();
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child = child->VirtualUpperSibling();
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}
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}
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#include <OS.h>
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#include <Region.h>
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#include <Rect.h>
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#include <stdio.h>
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#include <strings.h>
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#include <Window.h>
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#include "Layer.h"
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#include "MyView.h"
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extern BWindow* wind;
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Layer::Layer(BRect frame, const char* name, uint32 rm, rgb_color c)
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{
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fFrame = frame;
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fOrigin.Set(0.0f, 0.0f);
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fResizeMode = rm;
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fColor = c;
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fBottom = NULL;
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fUpper = NULL;
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fLower = NULL;
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fTop = NULL;
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fParent = NULL;
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fView = NULL;
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strcpy(fName, name);
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}
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Layer::~Layer()
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{
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Layer *c = fBottom;
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Layer *toast;
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while (c)
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{
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toast = c;
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c = c->fUpper;
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delete toast;
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}
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}
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void Layer::ConvertToScreen2(BRect* rect)
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{
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MyView *view = GetRootLayer();
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if (view)
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if (fParent)
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{
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rect->Set( rect->left + fFrame.left,
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rect->top + fFrame. top,
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rect->right + fFrame.left,
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rect->bottom + fFrame.top);
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fParent->ConvertToScreen2(rect);
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}
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}
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MyView* Layer::GetRootLayer() const
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{
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if (fView)
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return fView;
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else
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if (fParent)
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return fParent->GetRootLayer();
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else
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return NULL;
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}
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Layer* Layer::VirtualBottomChild() const
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{
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return fBottom;
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}
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Layer* Layer::VirtualTopChild() const
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{
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return fTop;
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}
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Layer* Layer::VirtualUpperSibling() const
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{
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return fUpper;
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}
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Layer* Layer::VirtualLowerSibling() const
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{
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return fLower;
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}
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void Layer::AddLayer(Layer* layer)
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{
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if( layer->fParent != NULL )
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{
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printf("ERROR: Layer already has a parent\n");
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return;
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}
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layer->fParent = this;
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if (!fBottom)
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{
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fBottom = layer;
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fTop = layer;
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return;
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}
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fBottom->fLower = layer;
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layer->fUpper = fBottom;
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fBottom = layer;
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}
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bool Layer::RemLayer(Layer* layer)
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{
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if(!layer->fParent || layer->fParent != this)
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{
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printf("ERROR: Rem: Layer doesn't have a fParent or !=this\n");
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return false;
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}
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layer->fParent = NULL;
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if(fTop == layer)
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fTop = layer->fLower;
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if(fBottom == layer )
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fBottom = layer->fUpper;
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if(layer->fUpper != NULL)
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layer->fUpper->fLower = layer->fLower;
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if(layer->fLower != NULL)
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layer->fLower->fUpper = layer->fUpper;
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layer->fUpper = NULL;
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layer->fLower = NULL;
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layer->clear_visible_regions();
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return true;
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}
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bool Layer::IsVisuallyHidden() const
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{
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// TODO: implement
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return false;
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}
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void Layer::resize_layer_frame_by(float x, float y)
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{
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uint16 rm = fResizeMode & 0x0000FFFF;
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BRect newFrame = fFrame;
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float dx, dy;
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if ((rm & 0x000FU) == _VIEW_LEFT_)
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{
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newFrame.left += 0.0f;
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newFrame.right += x;
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}
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else if ((rm & 0x000FU) == _VIEW_RIGHT_)
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{
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newFrame.left += x;
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newFrame.right += x;
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}
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else if ((rm & 0x000FU) == _VIEW_CENTER_)
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{
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newFrame.left += x/2;
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newFrame.right += x/2;
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}
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if ((rm & 0x00F0U) == _VIEW_TOP_)
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{
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newFrame.top += 0.0f;
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newFrame.bottom += y;
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}
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else if ((rm & 0x00F0U) == _VIEW_BOTTOM_)
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{
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newFrame.top += y;
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newFrame.bottom += y;
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}
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else if ((rm & 0x00F0U) == _VIEW_CENTER_)
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{
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newFrame.top += y/2;
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newFrame.bottom += y/2;
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}
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dx = newFrame.Width() - fFrame.Width();
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dy = newFrame.Height() - fFrame.Height();
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fFrame = newFrame;
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for (Layer *lay = VirtualBottomChild(); lay ; lay = VirtualUpperSibling())
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{
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lay->resize_layer_frame_by(dx, dy);
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}
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}
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void Layer::ResizeBy(float dx, float dy)
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{
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// TODO: add support for B_FULL_UPDATE_ON_RESIZE
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// TODO: center and right alligned view must be full redrawn
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fFrame.Set(fFrame.left, fFrame.top, fFrame.right+dx, fFrame.bottom+dy);
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// resize children using their resize_mask.
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for (Layer *lay = fParent->VirtualBottomChild();
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lay; lay = fParent->VirtualUpperSibling())
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lay->resize_layer_frame_by(dx, dy);
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if (!IsVisuallyHidden() && GetRootLayer())
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{
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BRegion oldFullVisible(fFullVisible);
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// we'll invalidate the old position and the new, maxmial, one (bounds in screen coords).
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BRegion invalid(fFullVisible);
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BRect r(Bounds());
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ConvertToScreen2(&r);
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invalid.Include(r);
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clear_visible_regions();
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fParent->RebuildVisibleRegions(invalid, this);
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// done rebuilding regions, now redraw regions that became visible
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// what's invalid, are the differences between to old and the new fullVisible region
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// 1) in case we grow.
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BRegion redrawReg(fFullVisible);
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redrawReg.Exclude(&oldFullVisible);
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// 2) in case we shrink
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BRegion redrawReg2(oldFullVisible);
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redrawReg2.Exclude(&fFullVisible);
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// 3) combine.
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redrawReg.Include(&redrawReg2);
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// add redrawReg to our RootLayer's redraw region.
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GetRootLayer()->fRedrawReg.Include(&redrawReg);
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GetRootLayer()->RequestRedraw(); // TODO: what if we pass (fParent, startFromTHIS, &redrawReg)?
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}
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// call hook function
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if (dx != 0.0f || dy != 0.0f)
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ResizedByHook(dx, dy);
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}
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void Layer::MoveBy(float dx, float dy)
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{
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fFrame.Set(fFrame.left+dx, fFrame.top+dy, fFrame.right+dx, fFrame.bottom+dy);
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if (!IsVisuallyHidden() && GetRootLayer())
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{
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BRegion oldFullVisible(fFullVisible);
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// we'll invalidate the old position and the new, maxmial, one (bounds in screen coords).
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BRegion invalid(fFullVisible);
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BRect r(Bounds());
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ConvertToScreen2(&r);
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invalid.Include(r);
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clear_visible_regions();
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fParent->RebuildVisibleRegions(invalid, this);
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// done rebuilding regions, now copy common parts and redraw regions that became visible
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// include the actual and the old fullVisible regions. later, we'll exclude the common parts.
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BRegion redrawReg(fFullVisible);
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redrawReg.Include(&oldFullVisible);
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// offset to layer's new location so that we can calculate the common region.
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oldFullVisible.OffsetBy(dx, dy);
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// finally we have the region that needs to be redrawn.
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redrawReg.Exclude(&oldFullVisible);
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// by intersecting the old fullVisible offseted to layer's new location, with the current
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// fullVisible, we'll have the common region which can be copied using HW acceleration.
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oldFullVisible.IntersectWith(&fFullVisible);
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// offset back and instruct the HW to do the actual copying.
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oldFullVisible.OffsetBy(-dx, -dy);
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// TODO: HACK this!
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// GetDisplayDriver()->CopyRegion(&oldFullVisible, dx, dy);
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// add redrawReg to our RootLayer's redraw region.
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GetRootLayer()->fRedrawReg.Include(&redrawReg);
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GetRootLayer()->RequestRedraw(); // TODO: what if we pass (fParent, startFromTHIS, &redrawReg)?
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}
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// call hook function
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if (dx != 0.0f || dy != 0.0f)
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MovedByHook(dx, dy);
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}
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void Layer::ScrollBy(float dx, float dy)
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{
|
||||
fOrigin.Set(fOrigin.x + dx, fOrigin.y + dy);
|
||||
|
||||
if (!IsVisuallyHidden() && GetRootLayer())
|
||||
{
|
||||
clear_visible_regions();
|
||||
|
||||
RebuildVisibleRegions(fFullVisible, VirtualBottomChild());
|
||||
|
||||
// TODO: continue
|
||||
|
||||
}
|
||||
|
||||
if (dx != 0.0f || dy != 0.0f)
|
||||
ScrolledByHook(dx, dy);
|
||||
}
|
||||
|
||||
void Layer::set_user_regions(BRegion ®)
|
||||
{
|
||||
// OPT: maybe we should have all these cached in a 'fFull' member
|
||||
|
||||
// 1) set to frame in screen coords
|
||||
// BRect screenFrame(fFrame);
|
||||
BRect screenFrame(Bounds());
|
||||
ConvertToScreen2(&screenFrame);
|
||||
reg.Set(screenFrame);
|
||||
|
||||
// 2) intersect with screen region
|
||||
// TODO: remove locking when for real
|
||||
wind->Lock();
|
||||
BRegion screenReg(GetRootLayer()->Bounds());
|
||||
wind->Unlock();
|
||||
reg.IntersectWith(&screenReg);
|
||||
|
||||
// TODO: you MUST at some point uncomment this block!
|
||||
/*
|
||||
// 3) impose user constrained regions
|
||||
LayerData *stackData = fLayerData;
|
||||
while (stackData)
|
||||
{
|
||||
// transform in screen coords
|
||||
BRegion screenReg(stackData->ClippingRegion());
|
||||
ConvertToScreen2(&screenReg);
|
||||
reg.IntersectWith(&screenReg);
|
||||
stackData = stackData->prevState;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void Layer::RebuildVisibleRegions(const BRegion &invalid, const Layer *startFrom)
|
||||
{
|
||||
BRegion localVisible(fFullVisible);
|
||||
localVisible.IntersectWith(&invalid);
|
||||
rebuild_visible_regions(invalid, localVisible, startFrom);
|
||||
}
|
||||
|
||||
void Layer::rebuild_visible_regions(const BRegion &invalid,
|
||||
const BRegion &parentLocalVisible,
|
||||
const Layer *startFrom)
|
||||
{
|
||||
bool fullRebuild = false;
|
||||
// intersect maximum wanted region with the invalid region
|
||||
BRegion common;
|
||||
set_user_regions(common);
|
||||
common.IntersectWith(&invalid);
|
||||
// if the resulted region is not valid, this layer is not in the catchment area
|
||||
// of the region being invalidated
|
||||
if (!common.Frame().IsValid())
|
||||
return;
|
||||
|
||||
// now intersect with parent's visible part of the region that was/is invalidated
|
||||
common.IntersectWith(&parentLocalVisible);
|
||||
|
||||
if (common.Frame().IsValid())
|
||||
{
|
||||
// we have something to include to our fullVisible. It may already be in
|
||||
// there, but we'll never know.
|
||||
fFullVisible.Include(&common);
|
||||
}
|
||||
else
|
||||
{
|
||||
// this layer is in the catchment area of the region being invalidated,
|
||||
// yet it will have no new visible area attached to it. It means
|
||||
// this layer was overshaddowed by those above it and any visible area
|
||||
// that it may have common with the region being invalidated, must be
|
||||
// excluded from it's fFullVisible and fVisible regions.
|
||||
fFullVisible.Exclude(&invalid);
|
||||
fVisible.Exclude(&invalid);
|
||||
// we don't return here becase we want the same thing to happen to all
|
||||
// our children.
|
||||
|
||||
// Don't worry about the last line from this method, it will do nothing -
|
||||
// common is invalid. Same goes for the last one in the 'for' statement below.
|
||||
}
|
||||
|
||||
for (Layer *lay = VirtualBottomChild(); lay ; lay = VirtualUpperSibling())
|
||||
{
|
||||
if (lay == startFrom)
|
||||
fullRebuild = true;
|
||||
|
||||
if (fullRebuild)
|
||||
lay->rebuild_visible_regions(invalid, common, lay->VirtualBottomChild());
|
||||
|
||||
common.Exclude(&lay->fFullVisible);
|
||||
fVisible.Exclude(&lay->fFullVisible);
|
||||
}
|
||||
|
||||
// the visible region of this layer is what left after all its children took
|
||||
// what they could.
|
||||
fVisible.Include(&common);
|
||||
}
|
||||
|
||||
void Layer::clear_visible_regions()
|
||||
{
|
||||
fVisible.MakeEmpty();
|
||||
fFullVisible.MakeEmpty();
|
||||
Layer *child = VirtualBottomChild();
|
||||
while (child)
|
||||
{
|
||||
child->clear_visible_regions();
|
||||
child = child->VirtualUpperSibling();
|
||||
}
|
||||
}
|
||||
|
||||
void Layer::PrintToStream() const
|
||||
{
|
||||
printf("-> %s\n", fName);
|
||||
Layer *child = VirtualBottomChild();
|
||||
while(child)
|
||||
{
|
||||
child->PrintToStream();
|
||||
child = child->VirtualUpperSibling();
|
||||
}
|
||||
}
|
||||
|
@ -3,7 +3,7 @@
|
||||
#include <Rect.h>
|
||||
#include <GraphicsDefs.h>
|
||||
|
||||
class BView;
|
||||
class MyView;
|
||||
|
||||
class Layer
|
||||
{
|
||||
@ -14,6 +14,14 @@ public:
|
||||
void AddLayer(Layer* layer);
|
||||
bool RemLayer(Layer* layer);
|
||||
|
||||
void MoveBy(float dx, float dy);
|
||||
void ResizeBy(float dx, float dy);
|
||||
void ScrollBy(float dx, float dy);
|
||||
|
||||
virtual void MovedByHook(float dx, float dy) { }
|
||||
virtual void ResizedByHook(float dx, float dy) { }
|
||||
virtual void ScrolledByHook(float dx, float dy) { }
|
||||
|
||||
Layer* VirtualBottomChild() const;
|
||||
Layer* VirtualTopChild() const;
|
||||
Layer* VirtualUpperSibling() const;
|
||||
@ -22,15 +30,16 @@ public:
|
||||
void RebuildVisibleRegions( const BRegion &invalid,
|
||||
const Layer *startFrom);
|
||||
void ConvertToScreen2(BRect* rect);
|
||||
BView* GetRootLayer() const;
|
||||
void SetRootLayer(BView* view) { fView = view; }
|
||||
MyView* GetRootLayer() const;
|
||||
void SetRootLayer(MyView* view) { fView = view; }
|
||||
bool IsVisuallyHidden() const;
|
||||
|
||||
BRegion* Visible() { return &fVisible; }
|
||||
BRegion* FullVisible() { return &fFullVisible; }
|
||||
|
||||
BRect Frame() const { return fFrame; }
|
||||
BRect Bounds() const { BRect r(fFrame);
|
||||
r.OffsetTo(0,0);
|
||||
r.OffsetTo(fOrigin);
|
||||
return r; }
|
||||
const char* Name() const { return fName; }
|
||||
Layer* Parent() const { return fParent; }
|
||||
@ -44,13 +53,15 @@ public:
|
||||
private:
|
||||
void set_user_regions(BRegion ®);
|
||||
void clear_visible_regions();
|
||||
void resize_layer_frame_by(float x, float y);
|
||||
|
||||
char fName[50];
|
||||
BRegion fVisible;
|
||||
BRegion fFullVisible;
|
||||
|
||||
BRect fFrame;
|
||||
uint32 fRM;
|
||||
BPoint fOrigin;
|
||||
uint32 fResizeMode;
|
||||
rgb_color fColor;
|
||||
|
||||
Layer* fBottom;
|
||||
@ -59,5 +70,5 @@ private:
|
||||
Layer* fTop;
|
||||
Layer* fParent;
|
||||
|
||||
BView* fView;
|
||||
MyView* fView;
|
||||
};
|
||||
|
@ -1,11 +1,14 @@
|
||||
#include <Message.h>
|
||||
#include <Messenger.h>
|
||||
#include <Window.h>
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include "MyView.h"
|
||||
#include "Layer.h"
|
||||
|
||||
extern BWindow *wind;
|
||||
|
||||
MyView::MyView(BRect frame, const char *name, uint32 resizingMode, uint32 flags)
|
||||
: BView(frame, name, resizingMode, flags)
|
||||
{
|
||||
@ -45,6 +48,14 @@ Layer* MyView::FindLayer(Layer *lay, const char *bytes) const
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void MyView::RequestRedraw()
|
||||
{
|
||||
// TODO: implement
|
||||
wind->Lock();
|
||||
Invalidate();
|
||||
wind->Unlock();
|
||||
}
|
||||
|
||||
void MyView::Draw(BRect area)
|
||||
{
|
||||
DrawSubTree(topLayer);
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include <OS.h>
|
||||
#include <View.h>
|
||||
#include <Region.h>
|
||||
|
||||
class Layer;
|
||||
|
||||
@ -9,11 +10,14 @@ public:
|
||||
MyView(BRect frame, const char *name, uint32 resizingMode, uint32 flags);
|
||||
virtual ~MyView();
|
||||
|
||||
virtual void Draw(BRect area);
|
||||
virtual void Draw(BRect area);
|
||||
|
||||
void RequestRedraw();
|
||||
|
||||
Layer* FindLayer(Layer *lay, const char *bytes) const;
|
||||
|
||||
Layer *topLayer;
|
||||
BRegion fRedrawReg;
|
||||
private:
|
||||
void DrawSubTree(Layer* lay);
|
||||
};
|
@ -80,7 +80,7 @@ bool clsMainWindow::QuitRequested()
|
||||
void clsMainWindow::test1()
|
||||
{
|
||||
Layer *topLayer = fView->topLayer;
|
||||
Layer *parent;
|
||||
// Layer *parent;
|
||||
|
||||
rgb_color c;
|
||||
BRect temp;
|
||||
@ -110,7 +110,7 @@ void clsMainWindow::test1()
|
||||
wind->Lock();
|
||||
fView->Invalidate();
|
||||
wind->Unlock();
|
||||
|
||||
/*
|
||||
snooze(2000000);
|
||||
|
||||
temp = lay2->Bounds();
|
||||
@ -125,6 +125,14 @@ void clsMainWindow::test1()
|
||||
wind->Lock();
|
||||
fView->Invalidate();
|
||||
wind->Unlock();
|
||||
*/
|
||||
snooze(2000000);
|
||||
|
||||
lay2->MoveBy(25,35);
|
||||
|
||||
snooze(2000000);
|
||||
|
||||
lay2->ResizeBy(45,55);
|
||||
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user