Beautified some odd code (like "a ? a : NULL" to "a").

Applied our coding style guide.
No functional change.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@12464 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Axel Dörfler 2005-04-25 14:14:09 +00:00
parent 9d7e67b1bc
commit 7b58474a09

View File

@ -50,25 +50,24 @@
#define STRACE(a) /* nothing */
#endif
Desktop::Desktop(void)
{
fActiveRootLayer = NULL;
fActiveScreen = NULL;
fActiveRootLayer = NULL;
fActiveScreen = NULL;
}
Desktop::~Desktop(void)
{
void *ptr;
for (int32 i = 0; WinBorder *border = (WinBorder *)fWinBorderList.ItemAt(i); i++)
delete border;
for(int32 i=0; (ptr=fWinBorderList.ItemAt(i)); i++)
delete (WinBorder*)ptr;
for(int32 i=0; (ptr=fRootLayerList.ItemAt(i)); i++)
delete (RootLayer*)ptr;
for(int32 i=0; (ptr=fScreenList.ItemAt(i)); i++)
delete (Screen*)ptr;
for (int32 i = 0; RootLayer *rootLayer = (RootLayer *)fRootLayerList.ItemAt(i); i++)
delete rootLayer;
for (int32 i = 0; Screen *screen = (Screen *)fScreenList.ItemAt(i); i++)
delete screen;
}
@ -117,107 +116,122 @@ Desktop::AddDriver(DisplayDriver *driver)
}
}
void Desktop::InitMode(void)
void
Desktop::InitMode(void)
{
// this is init mode for n-SS.
fActiveScreen = fScreenList.ItemAt(0)? (Screen*)fScreenList.ItemAt(0): NULL;
for (int32 i=0; i<fScreenList.CountItems(); i++)
{
char name[32];
sprintf(name, "RootLayer %ld", i+1);
fActiveScreen = (Screen *)fScreenList.ItemAt(0);
Screen *screens[1];
screens[0] = (Screen*)fScreenList.ItemAt(i);
RootLayer *rl = new RootLayer(name, 4, this, GetDisplayDriver());
rl->SetScreens(screens, 1, 1);
rl->RunThread();
fRootLayerList.AddItem(rl);
for (int32 i = 0; i < fScreenList.CountItems(); i++) {
Screen *screen = (Screen *)fScreenList.ItemAt(i);
char name[32];
sprintf(name, "RootLayer %ld", i + 1);
RootLayer *rootLayer = new RootLayer(name, 4, this, GetDisplayDriver());
rootLayer->SetScreens(&screen, 1, 1);
rootLayer->RunThread();
fRootLayerList.AddItem(rootLayer);
}
}
//---------------------------------------------------------------------------
// Methods for multiple monitors.
//---------------------------------------------------------------------------
inline
Screen* Desktop::ScreenAt(int32 index) const
inline Screen *
Desktop::ScreenAt(int32 index) const
{
return static_cast<Screen*>(fScreenList.ItemAt(index));
return static_cast<Screen *>(fScreenList.ItemAt(index));
}
inline
int32 Desktop::ScreenCount(void) const
inline int32
Desktop::ScreenCount(void) const
{
return fScreenList.CountItems();
}
inline
Screen* Desktop::ActiveScreen(void) const
inline Screen *
Desktop::ActiveScreen(void) const
{
return fActiveScreen;
}
inline
void Desktop::SetActiveRootLayerByIndex(int32 listIndex)
{
RootLayer *rl=RootLayerAt(listIndex);
if (rl)
SetActiveRootLayer(rl);
inline void
Desktop::SetActiveRootLayerByIndex(int32 listIndex)
{
RootLayer *rootLayer = RootLayerAt(listIndex);
if (rootLayer != NULL)
SetActiveRootLayer(rootLayer);
}
inline
void Desktop::SetActiveRootLayer(RootLayer* rl)
inline void
Desktop::SetActiveRootLayer(RootLayer *rootLayer)
{
if (fActiveRootLayer == rl)
if (fActiveRootLayer == rootLayer)
return;
fActiveRootLayer = rl;
fActiveRootLayer = rootLayer;
}
RootLayer* Desktop::ActiveRootLayer(void) const
RootLayer *
Desktop::ActiveRootLayer(void) const
{
return fActiveRootLayer;
}
inline
int32 Desktop::ActiveRootLayerIndex(void) const
inline int32
Desktop::ActiveRootLayerIndex(void) const
{
int32 rootLayerCount = CountRootLayers();
for(int32 i=0; i<rootLayerCount; i++)
{
if(fActiveRootLayer == (RootLayer*)(fRootLayerList.ItemAt(i)))
int32 rootLayerCount = CountRootLayers();
for (int32 i = 0; i < rootLayerCount; i++) {
if (fActiveRootLayer == (RootLayer *)fRootLayerList.ItemAt(i))
return i;
}
return -1;
}
inline
RootLayer* Desktop::RootLayerAt(int32 index)
inline RootLayer *
Desktop::RootLayerAt(int32 index)
{
return static_cast<RootLayer*>(fRootLayerList.ItemAt(index));
return static_cast<RootLayer *>(fRootLayerList.ItemAt(index));
}
inline
int32 Desktop::CountRootLayers() const
inline int32
Desktop::CountRootLayers() const
{
return fRootLayerList.CountItems();
}
inline
DisplayDriver* Desktop::GetDisplayDriver() const
inline DisplayDriver *
Desktop::GetDisplayDriver() const
{
return ScreenAt(0)->DDriver();
}
//---------------------------------------------------------------------------
// Methods for layer(WinBorder) manipulation.
//---------------------------------------------------------------------------
void Desktop::AddWinBorder(WinBorder *winBorder)
void
Desktop::AddWinBorder(WinBorder *winBorder)
{
if (!winBorder)
return;
@ -233,8 +247,7 @@ void Desktop::AddWinBorder(WinBorder *winBorder)
// we're playing with window list. lock first.
Lock();
if (fWinBorderList.HasItem(winBorder))
{
if (fWinBorderList.HasItem(winBorder)) {
Unlock();
ActiveRootLayer()->Unlock();
debugger("AddWinBorder: WinBorder already in Desktop list\n");
@ -247,21 +260,18 @@ void Desktop::AddWinBorder(WinBorder *winBorder)
// add FLOATING_APP windows to the local list of all normal windows.
// This is to keep the order all floating windows (app or subset) when we go from
// one normal window to another.
if (feel == B_FLOATING_APP_WINDOW_FEEL || feel == B_NORMAL_WINDOW_FEEL)
{
WinBorder *wb = NULL;
int32 count = fWinBorderList.CountItems();
int32 feelToLookFor = (feel == B_NORMAL_WINDOW_FEEL ?
B_FLOATING_APP_WINDOW_FEEL :
B_NORMAL_WINDOW_FEEL);
if (feel == B_FLOATING_APP_WINDOW_FEEL || feel == B_NORMAL_WINDOW_FEEL) {
WinBorder *wb = NULL;
int32 count = fWinBorderList.CountItems();
int32 feelToLookFor = (feel == B_NORMAL_WINDOW_FEEL ?
B_FLOATING_APP_WINDOW_FEEL : B_NORMAL_WINDOW_FEEL);
for (int32 i = 0; i < count; i++) {
wb = (WinBorder *)fWinBorderList.ItemAt(i);
for(int32 i = 0; i < count; i++)
{
wb = (WinBorder*)fWinBorderList.ItemAt(i);
if (wb->App()->ClientTeamID() == winBorder->App()->ClientTeamID()
&& wb->Feel() == feelToLookFor)
&& wb->Feel() == feelToLookFor) {
// R2: RootLayer comparison is needed.
{
feel == B_NORMAL_WINDOW_FEEL ?
winBorder->fFMWList.AddWinBorder(wb) :
wb->fFMWList.AddWinBorder(winBorder);
@ -270,8 +280,7 @@ void Desktop::AddWinBorder(WinBorder *winBorder)
}
// add application's list of modal windows.
if (feel == B_MODAL_APP_WINDOW_FEEL)
{
if (feel == B_MODAL_APP_WINDOW_FEEL) {
winBorder->App()->fAppFMWList.AddWinBorder(winBorder);
}
@ -284,7 +293,9 @@ void Desktop::AddWinBorder(WinBorder *winBorder)
ActiveRootLayer()->Unlock();
}
void Desktop::RemoveWinBorder(WinBorder *winBorder)
void
Desktop::RemoveWinBorder(WinBorder *winBorder)
{
if (!winBorder)
return;
@ -296,9 +307,8 @@ void Desktop::RemoveWinBorder(WinBorder *winBorder)
Lock();
// remove from main WinBorder list.
if (fWinBorderList.RemoveItem(winBorder))
{
int32 feel = winBorder->Feel();
if (fWinBorderList.RemoveItem(winBorder)) {
int32 feel = winBorder->Feel();
// floating app/subset and modal_subset windows require special atention because
// they are/may_be added to the list of a lot normal windows.
@ -306,30 +316,25 @@ void Desktop::RemoveWinBorder(WinBorder *winBorder)
|| feel == B_MODAL_SUBSET_WINDOW_FEEL
|| feel == B_FLOATING_APP_WINDOW_FEEL)
{
WinBorder *wb = NULL;
int32 count = fWinBorderList.CountItems();
WinBorder *wb = NULL;
int32 count = fWinBorderList.CountItems();
for (int32 i = 0; i < count; i++)
{
wb = (WinBorder*)fWinBorderList.ItemAt(i);
for (int32 i = 0; i < count; i++) {
wb = (WinBorder*)fWinBorderList.ItemAt(i);
if (wb->Feel() == B_NORMAL_WINDOW_FEEL
&& wb->App()->ClientTeamID() == winBorder->App()->ClientTeamID())
&& wb->App()->ClientTeamID() == winBorder->App()->ClientTeamID()) {
// R2: RootLayer comparison is needed. We'll see.
{
wb->fFMWList.RemoveItem(winBorder);
}
}
}
// remove from application's list
if (feel == B_MODAL_APP_WINDOW_FEEL)
{
if (feel == B_MODAL_APP_WINDOW_FEEL) {
winBorder->App()->fAppFMWList.RemoveItem(winBorder);
}
}
else
{
} else {
Unlock();
ActiveRootLayer()->Unlock();
debugger("RemoveWinBorder: WinBorder not found in Desktop list\n");
@ -339,13 +344,13 @@ void Desktop::RemoveWinBorder(WinBorder *winBorder)
// Tell to winBorder's RootLayer about this.
ActiveRootLayer()->RemoveWinBorder(winBorder);
// unlock!
Unlock();
ActiveRootLayer()->Unlock();
}
void Desktop::AddWinBorderToSubset(WinBorder *winBorder, WinBorder *toWinBorder)
void
Desktop::AddWinBorderToSubset(WinBorder *winBorder, WinBorder *toWinBorder)
{
// NOTE: we can safely lock the entire method body, because this method is called from
// RootLayer's thread only.
@ -354,24 +359,21 @@ void Desktop::AddWinBorderToSubset(WinBorder *winBorder, WinBorder *toWinBorder)
Lock();
if (!winBorder || !toWinBorder
|| !fWinBorderList.HasItem(winBorder) || !fWinBorderList.HasItem(toWinBorder))
{
|| !fWinBorderList.HasItem(winBorder)
|| !fWinBorderList.HasItem(toWinBorder)) {
Unlock();
debugger("AddWinBorderToSubset: NULL WinBorder or not found in Desktop list\n");
return;
}
if ( (winBorder->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL
if ((winBorder->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL
|| winBorder->Feel() == B_MODAL_SUBSET_WINDOW_FEEL)
&& toWinBorder->Feel() == B_NORMAL_WINDOW_FEEL
&& toWinBorder->App()->ClientTeamID() == winBorder->App()->ClientTeamID()
&& !toWinBorder->fFMWList.HasItem(winBorder))
{
&& toWinBorder->Feel() == B_NORMAL_WINDOW_FEEL
&& toWinBorder->App()->ClientTeamID() == winBorder->App()->ClientTeamID()
&& !toWinBorder->fFMWList.HasItem(winBorder)) {
// add to normal_window's list
toWinBorder->fFMWList.AddWinBorder(winBorder);
}
else
{
} else {
Unlock();
debugger("AddWinBorderToSubset: you must add a subset_window to a normal_window's subset with the same team_id\n");
return;
@ -380,11 +382,12 @@ void Desktop::AddWinBorderToSubset(WinBorder *winBorder, WinBorder *toWinBorder)
// send WinBorder to be added to workspaces, if not already in there.
ActiveRootLayer()->AddSubsetWinBorder(winBorder, toWinBorder);
// hey, unlock!
Unlock();
}
void Desktop::RemoveWinBorderFromSubset(WinBorder *winBorder, WinBorder *fromWinBorder)
void
Desktop::RemoveWinBorderFromSubset(WinBorder *winBorder, WinBorder *fromWinBorder)
{
// NOTE: we can safely lock the entire method body, because this method is called from
// RootLayer's thread only.
@ -393,8 +396,8 @@ void Desktop::RemoveWinBorderFromSubset(WinBorder *winBorder, WinBorder *fromWin
Lock();
if (!winBorder || !fromWinBorder
|| !fWinBorderList.HasItem(winBorder) || !fWinBorderList.HasItem(fromWinBorder))
{
|| !fWinBorderList.HasItem(winBorder)
|| !fWinBorderList.HasItem(fromWinBorder)) {
Unlock();
debugger("RemoveWinBorderFromSubset: NULL WinBorder or not found in Desktop list\n");
return;
@ -403,23 +406,21 @@ void Desktop::RemoveWinBorderFromSubset(WinBorder *winBorder, WinBorder *fromWin
// remove WinBorder from workspace, if needed - some other windows may still have it in their subset
ActiveRootLayer()->RemoveSubsetWinBorder(winBorder, fromWinBorder);
if (fromWinBorder->Feel() == B_NORMAL_WINDOW_FEEL)
{
if (fromWinBorder->Feel() == B_NORMAL_WINDOW_FEEL) {
//remove from this normal_window's subset.
fromWinBorder->fFMWList.RemoveItem(winBorder);
}
else
{
} else {
Unlock();
debugger("RemoveWinBorderFromSubset: you must remove a subset_window from a normal_window's subset\n");
return;
}
// hey, unlock!
Unlock();
}
void Desktop::SetWinBorderFeel(WinBorder *winBorder, uint32 feel)
void
Desktop::SetWinBorderFeel(WinBorder *winBorder, uint32 feel)
{
// NOTE: this method is called from RootLayer thread only
@ -430,86 +431,110 @@ void Desktop::SetWinBorderFeel(WinBorder *winBorder, uint32 feel)
winBorder->QuietlySetFeel(feel);
AddWinBorder(winBorder);
// unlock!
Unlock();
}
WinBorder* Desktop::FindWinBorderByServerWindowTokenAndTeamID(int32 token, team_id teamID)
WinBorder *
Desktop::FindWinBorderByServerWindowTokenAndTeamID(int32 token, team_id teamID)
{
WinBorder* wb;
WinBorder *wb;
Lock();
for (int32 i = 0; (wb = (WinBorder*)fWinBorderList.ItemAt(i)); i++)
{
for (int32 i = 0; (wb = (WinBorder *)fWinBorderList.ItemAt(i)); i++) {
if (wb->Window()->ClientToken() == token
&& wb->Window()->ClientTeamID() == teamID)
break;
}
Unlock();
return wb;
}
//---------------------------------------------------------------------------
// Methods for various desktop stuff handled by the server
//---------------------------------------------------------------------------
void Desktop::SetScrollBarInfo(const scroll_bar_info &info)
void
Desktop::SetScrollBarInfo(const scroll_bar_info &info)
{
fScrollBarInfo = info;
fScrollBarInfo = info;
}
scroll_bar_info Desktop::ScrollBarInfo(void) const
scroll_bar_info
Desktop::ScrollBarInfo(void) const
{
return fScrollBarInfo;
}
void Desktop::SetMenuInfo(const menu_info &info)
void
Desktop::SetMenuInfo(const menu_info &info)
{
fMenuInfo = info;
fMenuInfo = info;
}
menu_info Desktop::MenuInfo(void) const
menu_info
Desktop::MenuInfo(void) const
{
return fMenuInfo;
}
void Desktop::UseFFMouse(const bool &useffm)
void
Desktop::UseFFMouse(const bool &useffm)
{
fFFMouseMode = useffm;
fFFMouseMode = useffm;
}
bool Desktop::FFMouseInUse(void) const
bool
Desktop::FFMouseInUse(void) const
{
return fFFMouseMode;
}
void Desktop::SetFFMouseMode(const mode_mouse &value)
void
Desktop::SetFFMouseMode(const mode_mouse &value)
{
fMouseMode = value;
fMouseMode = value;
}
mode_mouse Desktop::FFMouseMode(void) const
mode_mouse
Desktop::FFMouseMode(void) const
{
return fMouseMode;
}
void Desktop::PrintToStream(void)
void
Desktop::PrintToStream(void)
{
printf("RootLayer List:\n=======\n");
for(int32 i=0; i<fRootLayerList.CountItems(); i++)
{
for (int32 i = 0; i < fRootLayerList.CountItems(); i++) {
printf("\t%s\n", ((RootLayer*)fRootLayerList.ItemAt(i))->GetName());
((RootLayer*)fRootLayerList.ItemAt(i))->PrintToStream();
printf("-------\n");
}
printf("=======\nActive RootLayer: %s\n", fActiveRootLayer? fActiveRootLayer->GetName(): "NULL");
printf("=======\nActive RootLayer: %s\n",
fActiveRootLayer ? fActiveRootLayer->GetName() : "NULL");
// printf("Active WinBorder: %s\n", fActiveWinBorder? fActiveWinBorder->Name(): "NULL");
printf("Screen List:\n");
for(int32 i=0; i<fScreenList.CountItems(); i++)
for (int32 i = 0; i < fScreenList.CountItems(); i++)
printf("\t%ld\n", ((Screen*)fScreenList.ItemAt(i))->ScreenNumber());
}
void Desktop::PrintVisibleInRootLayerNo(int32 no)
void
Desktop::PrintVisibleInRootLayerNo(int32 no)
{
}