Fixed a bad bug in the app_server:
fCurrentLayer was used to determine to which layer a new one would be added to, but BView::AddChild() would only set this correctly for the current view, ie. all children of the new child were added to the wrong layer in the app_server. Now, AS_LAYER_CREATE sends the parent's token to the server, and the server relies on this to build the layer hierarchy. All of a sudden a lot of hidden views are visible now. I noticed the bug while refactoring the task manager, but a lot of apps were affected. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13164 a95241bf-73f2-0310-859d-f6bbb57e9c96
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6a6ab9b2e2
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53442520cc
@ -3662,17 +3662,17 @@ BView::removeSelf()
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void
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BView::callDetachHooks(BView *aView)
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BView::callDetachHooks(BView *view)
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{
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aView->DetachedFromWindow();
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view->DetachedFromWindow();
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BView *child = aView->first_child;
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BView *child = view->first_child;
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while (child != NULL) {
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aView->callDetachHooks(child);
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view->callDetachHooks(child);
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child = child->next_sibling;
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}
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aView->AllDetached();
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view->AllDetached();
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}
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@ -3695,9 +3695,9 @@ BView::removeFromList()
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bool
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BView::addToList(BView *aView, BView *before)
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BView::addToList(BView *view, BView *before)
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{
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if (!aView)
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if (!view)
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return false;
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BView *current = first_child;
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@ -3714,47 +3714,48 @@ BView::addToList(BView *aView, BView *before)
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// we're at begining of the list, OR between two elements
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if (current) {
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if (current == first_child) {
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aView->next_sibling = current;
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current->prev_sibling = aView;
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first_child = aView;
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view->next_sibling = current;
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current->prev_sibling = view;
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first_child = view;
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} else {
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aView->next_sibling = current;
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aView->prev_sibling = current->prev_sibling;
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current->prev_sibling->next_sibling = aView;
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current->prev_sibling = aView;
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view->next_sibling = current;
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view->prev_sibling = current->prev_sibling;
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current->prev_sibling->next_sibling = view;
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current->prev_sibling = view;
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}
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} else {
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// we have reached the end of the list
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// if last!=NULL then we add to the end. Otherwise, aView is the
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// if last!=NULL then we add to the end. Otherwise, view is the
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// first chiild in the list
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if (last) {
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last->next_sibling = aView;
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aView->prev_sibling = last;
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last->next_sibling = view;
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view->prev_sibling = last;
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} else
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first_child = aView;
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first_child = view;
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}
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aView->parent = this;
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view->parent = this;
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return true;
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}
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void
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BView::callAttachHooks(BView *aView)
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BView::callAttachHooks(BView *view)
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{
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aView->AttachedToWindow();
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view->AttachedToWindow();
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BView *child= aView->first_child;
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BView *child = view->first_child;
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while (child != NULL) {
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aView->callAttachHooks(child);
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view->callAttachHooks(child);
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child = child->next_sibling;
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}
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aView->AllAttached();
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view->AllAttached();
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}
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bool
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BView::attachView(BView *aView)
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BView::attachView(BView *view)
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{
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// LEAVE the following line commented!!!
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// check_lock();
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@ -3768,30 +3769,30 @@ BView::attachView(BView *aView)
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are made.
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*/
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if (aView->top_level_view)
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if (view->top_level_view)
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owner->fLink->StartMessage(AS_LAYER_CREATE_ROOT);
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else
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owner->fLink->StartMessage(AS_LAYER_CREATE);
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owner->fLink->Attach<int32>(_get_object_token_( aView ));
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owner->fLink->AttachString(aView->Name());
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owner->fLink->Attach<BRect>(aView->Frame());
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owner->fLink->Attach<uint32>(aView->ResizingMode());
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owner->fLink->Attach<uint32>(aView->fEventMask);
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owner->fLink->Attach<uint32>(aView->fEventOptions);
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owner->fLink->Attach<uint32>(aView->Flags());
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owner->fLink->Attach<bool>(aView->IsHidden(aView));
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owner->fLink->Attach<rgb_color>(aView->fState->viewColor);
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owner->fLink->Attach<int32>(aView->CountChildren());
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owner->fLink->Attach<int32>(_get_object_token_(view));
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owner->fLink->AttachString(view->Name());
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owner->fLink->Attach<BRect>(view->Frame());
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owner->fLink->Attach<uint32>(view->ResizingMode());
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owner->fLink->Attach<uint32>(view->fEventMask);
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owner->fLink->Attach<uint32>(view->fEventOptions);
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owner->fLink->Attach<uint32>(view->Flags());
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owner->fLink->Attach<bool>(view->IsHidden(view));
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owner->fLink->Attach<rgb_color>(view->fState->viewColor);
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owner->fLink->Attach<int32>(_get_object_token_(this));
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owner->fLink->Flush();
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aView->setCachedState();
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view->setCachedState();
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// we attach all its children
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BView *child= aView->first_child;
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BView *child = view->first_child;
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while (child != NULL) {
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aView->attachView(child);
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view->attachView(child);
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child = child->next_sibling;
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}
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@ -3802,26 +3803,26 @@ BView::attachView(BView *aView)
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void
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BView::deleteView( BView* aView)
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BView::deleteView(BView* view)
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{
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BView *child = aView->first_child;
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BView *child = view->first_child;
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while (child != NULL) {
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BView *nextChild = child->next_sibling;
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deleteView(child);
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child = nextChild;
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}
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delete aView;
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delete view;
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}
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BView *
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BView::findView(const BView *aView, const char *viewName) const
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BView::findView(const BView *view, const char *viewName) const
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{
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if (!strcmp(viewName, aView->Name()))
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return const_cast<BView *>(aView);
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if (!strcmp(viewName, view->Name()))
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return const_cast<BView *>(view);
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BView *child = aView->first_child;
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BView *child = view->first_child;
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while (child != NULL) {
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BView *view;
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if ((view = findView(child, viewName)) != NULL)
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@ -313,7 +313,7 @@ ServerWindow::SetLayerState(Layer *layer, BPrivate::LinkReceiver &link)
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inline Layer*
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ServerWindow::CreateLayerTree(Layer *localRoot, BPrivate::LinkReceiver &link)
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ServerWindow::CreateLayerTree(BPrivate::LinkReceiver &link, Layer **_parent)
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{
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// NOTE: no need to check for a lock. This is a private method.
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@ -324,7 +324,7 @@ ServerWindow::CreateLayerTree(Layer *localRoot, BPrivate::LinkReceiver &link)
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uint32 eventOptions;
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uint32 flags;
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bool hidden;
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int32 childCount;
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int32 parentToken;
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char *name = NULL;
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rgb_color viewColor;
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@ -336,10 +336,11 @@ ServerWindow::CreateLayerTree(Layer *localRoot, BPrivate::LinkReceiver &link)
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link.Read<uint32>(&eventOptions);
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link.Read<uint32>(&flags);
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link.Read<bool>(&hidden);
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link.Read<rgb_color>(&viewColor );
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link.Read<int32>(&childCount);
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link.Read<rgb_color>(&viewColor);
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link.Read<int32>(&parentToken);
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STRACE(("ServerWindow(%s)::CreateLayerTree()-> layer %s, token %ld\n", fName,name,token));
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STRACE(("ServerWindow(%s)::CreateLayerTree()-> layer %s, token %ld\n",
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fName, name, token));
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Layer *newLayer = new Layer(frame, name, token, resizeMask,
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flags, gDesktop->GetDisplayDriver());
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@ -353,9 +354,13 @@ ServerWindow::CreateLayerTree(Layer *localRoot, BPrivate::LinkReceiver &link)
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newLayer->fEventOptions = eventOptions;
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newLayer->fOwner = fWinBorder;
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// add the new Layer to the tree structure.
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if (localRoot)
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localRoot->AddChild(newLayer, NULL);
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if (_parent) {
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Layer *parent = fWinBorder->FindLayer(parentToken);
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if (parent == NULL)
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CRITICAL("View token not found!\n");
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*_parent = parent;
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}
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return newLayer;
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}
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@ -364,7 +369,7 @@ ServerWindow::CreateLayerTree(Layer *localRoot, BPrivate::LinkReceiver &link)
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void
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ServerWindow::DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
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{
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if (fCurrentLayer == NULL && code != AS_LAYER_CREATE_ROOT) {
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if (fCurrentLayer == NULL && code != AS_LAYER_CREATE_ROOT && code != AS_LAYER_CREATE) {
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printf("ServerWindow %s received unexpected code - message offset %ld before top_view attached.\n",fName, code - SERVER_TRUE);
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return;
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}
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@ -432,21 +437,18 @@ ServerWindow::DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
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link.Read<int32>(&token);
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// Layer *current = FindLayer(fWinBorder->fTopLayer, token);
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Layer *current = fWinBorder->FindLayer(token);
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if(current)
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{
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if (current) {
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DTRACE(("ServerWindow %s: Message AS_SET_CURRENT_LAYER: %s, token %ld\n", fName, current->fName->String(), token));
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}
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else
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{
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} else {
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DTRACE(("ServerWindow %s: Message AS_SET_CURRENT_LAYER: layer not found, token %ld\n", fName, token));
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}
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if (current)
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fCurrentLayer=current;
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fCurrentLayer = current;
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else // hope this NEVER happens! :-)
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CRITICAL("Server PANIC: window cannot find Layer with ID\n");
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// ToDo: if this happens, we probably want to kill the app and clean up
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break;
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}
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@ -459,8 +461,7 @@ ServerWindow::DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
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if (fCurrentLayer != NULL)
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break;
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// fWinBorder->fTopLayer = CreateLayerTree(NULL);
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fWinBorder->fTopLayer = CreateLayerTree(NULL, link);
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fWinBorder->fTopLayer = CreateLayerTree(link, NULL);
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fWinBorder->fTopLayer->SetAsTopLayer(true);
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fCurrentLayer = fWinBorder->fTopLayer;
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@ -472,19 +473,15 @@ ServerWindow::DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
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case AS_LAYER_CREATE:
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{
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STRACE(("ServerWindow %s: Message AS_LAYER_CREATE: Layer name: %s\n", fName, fCurrentLayer->fName->String()));
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Layer *newLayer;
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if (fCurrentLayer == NULL)
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break;
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Layer* parent = NULL;
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Layer* newLayer = CreateLayerTree(link, &parent);
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if (parent != NULL)
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parent->AddChild(newLayer, this);
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// newLayer = CreateLayerTree(NULL);
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newLayer = CreateLayerTree(NULL, link);
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fCurrentLayer->AddChild(newLayer, this);
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if (!(newLayer->IsHidden())){
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if (!newLayer->IsHidden()) {
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myRootLayer->GoInvalidate(newLayer, newLayer->fFull);
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}
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break;
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}
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case AS_LAYER_DELETE:
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@ -512,7 +509,7 @@ ServerWindow::DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
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delete fCurrentLayer;
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fCurrentLayer=parent;
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fCurrentLayer = parent;
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break;
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}
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case AS_LAYER_SET_STATE:
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@ -117,9 +117,8 @@ public:
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FMWList fWinFMWList;
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private:
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// methods for retrieving and creating a tree strcture of Layers.
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Layer* CreateLayerTree(Layer *localRoot, BPrivate::LinkReceiver &link);
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Layer* CreateLayerTree(BPrivate::LinkReceiver &link, Layer **_parent);
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void SetLayerState(Layer *layer, BPrivate::LinkReceiver &link);
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void SetLayerFontState(Layer *layer, BPrivate::LinkReceiver &link);
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void ClientDied(bool crashed);
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