Renamed fVisible2 and fFullVisible2 to fVisible and fFullVisible.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14921 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
parent
5df853ea79
commit
a436bab2da
@ -45,12 +45,6 @@ Layer::Layer(BRect frame, const char* name, int32 token,
|
||||
:
|
||||
fName(name),
|
||||
fFrame(frame),
|
||||
// fBoundsLeftTop(0.0, 0.0),
|
||||
|
||||
fVisible2(),
|
||||
fFullVisible2(),
|
||||
fDirtyForRebuild(),
|
||||
fDrawingRegion(),
|
||||
|
||||
fDriver(driver),
|
||||
fRootLayer(NULL),
|
||||
@ -377,10 +371,10 @@ Layer::LayerAt(const BPoint &pt, bool recursive)
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (fVisible2.Contains(pt))
|
||||
if (fVisible.Contains(pt))
|
||||
return this;
|
||||
|
||||
if (fFullVisible2.Contains(pt)) {
|
||||
if (fFullVisible.Contains(pt)) {
|
||||
for (Layer* child = LastChild(); child; child = PreviousChild()) {
|
||||
if (Layer* layer = child->LayerAt(pt))
|
||||
return layer;
|
||||
@ -509,8 +503,8 @@ Layer::Hide(bool invalidate)
|
||||
}
|
||||
|
||||
fHidden = true;
|
||||
if (invalidate && fFullVisible2.CountRects() > 0) {
|
||||
BRegion invalid(fFullVisible2);
|
||||
if (invalidate && fFullVisible.CountRects() > 0) {
|
||||
BRegion invalid(fFullVisible);
|
||||
|
||||
fParent->MarkForRebuild(invalid);
|
||||
GetRootLayer()->MarkForRedraw(invalid);
|
||||
@ -564,7 +558,7 @@ Layer::PopState()
|
||||
|
||||
//! Matches the BView call of the same name
|
||||
BRect
|
||||
Layer::Bounds(void) const
|
||||
Layer::Bounds() const
|
||||
{
|
||||
BRect r(fFrame);
|
||||
// r.OffsetTo(fBoundsLeftTop);
|
||||
@ -575,7 +569,7 @@ Layer::Bounds(void) const
|
||||
|
||||
//! Matches the BView call of the same name
|
||||
BRect
|
||||
Layer::Frame(void) const
|
||||
Layer::Frame() const
|
||||
{
|
||||
return fFrame;
|
||||
}
|
||||
@ -594,12 +588,12 @@ Layer::MoveBy(float x, float y)
|
||||
if (fParent && !IsHidden() && GetRootLayer() && GetRootLayer()->Lock()) {
|
||||
fFrame.OffsetBy(x, y);
|
||||
|
||||
BRegion oldFullVisible(fFullVisible2);
|
||||
BRegion oldFullVisible(fFullVisible);
|
||||
|
||||
// we'll invalidate the old position and the new, maxmial one.
|
||||
BRegion invalid;
|
||||
GetOnScreenRegion(invalid);
|
||||
invalid.Include(&fFullVisible2);
|
||||
invalid.Include(&fFullVisible);
|
||||
|
||||
fParent->MarkForRebuild(invalid);
|
||||
fParent->TriggerRebuild();
|
||||
@ -607,7 +601,7 @@ Layer::MoveBy(float x, float y)
|
||||
// done rebuilding regions, now copy common parts and redraw regions that became visible
|
||||
|
||||
// include the actual and the old fullVisible regions. later, we'll exclude the common parts.
|
||||
BRegion redrawReg(fFullVisible2);
|
||||
BRegion redrawReg(fFullVisible);
|
||||
redrawReg.Include(&oldFullVisible);
|
||||
|
||||
// offset to layer's new location so that we can calculate the common region.
|
||||
@ -618,7 +612,7 @@ Layer::MoveBy(float x, float y)
|
||||
|
||||
// by intersecting the old fullVisible offseted to layer's new location, with the current
|
||||
// fullVisible, we'll have the common region which can be copied using HW acceleration.
|
||||
oldFullVisible.IntersectWith(&fFullVisible2);
|
||||
oldFullVisible.IntersectWith(&fFullVisible);
|
||||
|
||||
// offset back and instruct the HW to do the actual copying.
|
||||
oldFullVisible.OffsetBy(-x, -y);
|
||||
@ -663,9 +657,9 @@ Layer::ResizeBy(float x, float y)
|
||||
for (Layer *child = LastChild(); child != NULL; child = PreviousChild())
|
||||
child->_ResizeLayerFrameBy(x, y);
|
||||
|
||||
BRegion oldFullVisible(fFullVisible2);
|
||||
BRegion oldFullVisible(fFullVisible);
|
||||
// this is required to invalidate the old border
|
||||
BRegion oldVisible(fVisible2);
|
||||
BRegion oldVisible(fVisible);
|
||||
|
||||
// in case they moved, bottom, right and center aligned layers must be redrawn
|
||||
BRegion redrawMore;
|
||||
@ -674,7 +668,7 @@ Layer::ResizeBy(float x, float y)
|
||||
// we'll invalidate the old area and the new, maxmial one.
|
||||
BRegion invalid;
|
||||
GetOnScreenRegion(invalid);
|
||||
invalid.Include(&fFullVisible2);
|
||||
invalid.Include(&fFullVisible);
|
||||
|
||||
fParent->MarkForRebuild(invalid);
|
||||
fParent->TriggerRebuild();
|
||||
@ -683,11 +677,11 @@ Layer::ResizeBy(float x, float y)
|
||||
|
||||
// what's invalid, are the differences between to old and the new fullVisible region
|
||||
// 1) in case we grow.
|
||||
BRegion redrawReg(fFullVisible2);
|
||||
BRegion redrawReg(fFullVisible);
|
||||
redrawReg.Exclude(&oldFullVisible);
|
||||
// 2) in case we shrink
|
||||
BRegion redrawReg2(oldFullVisible);
|
||||
redrawReg2.Exclude(&fFullVisible2);
|
||||
BRegion redrawReg2(oldFullVisible);
|
||||
redrawReg2.Exclude(&fFullVisible);
|
||||
// 3) combine.
|
||||
redrawReg.Include(&redrawReg2);
|
||||
|
||||
@ -698,10 +692,10 @@ Layer::ResizeBy(float x, float y)
|
||||
_RezizeLayerRedrawMore(redrawReg, x, y);
|
||||
|
||||
// include layer's visible region in case we want a full update on resize
|
||||
if (fFlags & B_FULL_UPDATE_ON_RESIZE && fVisible2.Frame().IsValid()) {
|
||||
if (fFlags & B_FULL_UPDATE_ON_RESIZE && fVisible.Frame().IsValid()) {
|
||||
_ResizeLayerFullUpdateOnResize(redrawReg, x, y);
|
||||
|
||||
redrawReg.Include(&fVisible2);
|
||||
redrawReg.Include(&fVisible);
|
||||
redrawReg.Include(&oldVisible);
|
||||
}
|
||||
|
||||
@ -743,20 +737,20 @@ Layer::ScrollBy(float x, float y)
|
||||
fDrawState->OffsetOrigin(BPoint(x, y));
|
||||
|
||||
// set the region to be invalidated.
|
||||
BRegion invalid(fFullVisible2);
|
||||
BRegion invalid(fFullVisible);
|
||||
|
||||
MarkForRebuild(invalid);
|
||||
|
||||
TriggerRebuild();
|
||||
|
||||
// for the moment we say that the whole surface needs to be redraw.
|
||||
BRegion redrawReg(fFullVisible2);
|
||||
BRegion redrawReg(fFullVisible);
|
||||
|
||||
// offset old region so that we can start comparing.
|
||||
invalid.OffsetBy(x, y);
|
||||
|
||||
// compute the common region. we'll use HW acc to copy this to the new location.
|
||||
invalid.IntersectWith(&fFullVisible2);
|
||||
invalid.IntersectWith(&fFullVisible);
|
||||
GetDrawingEngine()->CopyRegion(&invalid, -x, -y);
|
||||
|
||||
// common region goes back to its original location. then, by excluding
|
||||
@ -976,12 +970,12 @@ Layer::do_CopyBits(BRect& src, BRect& dst, int32 xOffset, int32 yOffset) {
|
||||
BRegion copyRegion(src);
|
||||
// apply the current clipping of the layer
|
||||
|
||||
copyRegion.IntersectWith(&fVisible2);
|
||||
copyRegion.IntersectWith(&fVisible);
|
||||
|
||||
// offset the region to the destination
|
||||
// and apply the current clipping there as well
|
||||
copyRegion.OffsetBy(xOffset, yOffset);
|
||||
copyRegion.IntersectWith(&fVisible2);
|
||||
copyRegion.IntersectWith(&fVisible);
|
||||
|
||||
// the region at the destination that needs invalidation
|
||||
BRegion redrawReg(dst);
|
||||
@ -989,7 +983,7 @@ Layer::do_CopyBits(BRect& src, BRect& dst, int32 xOffset, int32 yOffset) {
|
||||
// TODO: quick fix for our scrolling problem. FIX THIS!
|
||||
// redrawReg.Exclude(©Region);
|
||||
// apply the current clipping as well
|
||||
redrawReg.IntersectWith(&fVisible2);
|
||||
redrawReg.IntersectWith(&fVisible);
|
||||
|
||||
// move the region back for the actual operation
|
||||
copyRegion.OffsetBy(-xOffset, -yOffset);
|
||||
@ -1159,7 +1153,7 @@ Layer::do_Hide()
|
||||
|
||||
if (fParent && !fParent->IsHidden() && GetRootLayer()) {
|
||||
// save fullVisible so we know what to invalidate
|
||||
BRegion invalid(fFullVisible2);
|
||||
BRegion invalid(fFullVisible);
|
||||
|
||||
_ClearVisibleRegions();
|
||||
|
||||
@ -1305,7 +1299,7 @@ Layer::_RezizeLayerRedrawMore(BRegion ®, float dx, float dy)
|
||||
child->ConvertToScreen(®Z);
|
||||
|
||||
// intersect that with this'(not child's) fullVisible region
|
||||
regZ.IntersectWith(&fFullVisible2);
|
||||
regZ.IntersectWith(&fFullVisible);
|
||||
reg.Include(®Z);
|
||||
|
||||
child->_RezizeLayerRedrawMore(reg,
|
||||
@ -1313,12 +1307,12 @@ Layer::_RezizeLayerRedrawMore(BRegion ®, float dx, float dy)
|
||||
(rm & 0xF0F0) == (uint16)B_FOLLOW_TOP_BOTTOM? dy: 0);
|
||||
|
||||
// above, OR this:
|
||||
// reg.Include(&child->fFullVisible2);
|
||||
// reg.Include(&child->fFullVisible);
|
||||
} else if (((rm & 0x0F0F) == (uint16)B_FOLLOW_RIGHT && dx != 0)
|
||||
|| ((rm & 0x0F0F) == (uint16)B_FOLLOW_H_CENTER && dx != 0)
|
||||
|| ((rm & 0xF0F0) == (uint16)B_FOLLOW_BOTTOM && dy != 0)
|
||||
|| ((rm & 0xF0F0) == (uint16)B_FOLLOW_V_CENTER && dy != 0)) {
|
||||
reg.Include(&child->fFullVisible2);
|
||||
reg.Include(&child->fFullVisible);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1334,8 +1328,8 @@ Layer::_ResizeLayerFullUpdateOnResize(BRegion ®, float dx, float dy)
|
||||
uint16 rm = child->fResizeMode & 0x0000FFFF;
|
||||
|
||||
if ((rm & 0x0F0F) == (uint16)B_FOLLOW_LEFT_RIGHT || (rm & 0xF0F0) == (uint16)B_FOLLOW_TOP_BOTTOM) {
|
||||
if (child->fFlags & B_FULL_UPDATE_ON_RESIZE && child->fVisible2.CountRects() > 0)
|
||||
reg.Include(&child->fVisible2);
|
||||
if (child->fFlags & B_FULL_UPDATE_ON_RESIZE && child->fVisible.CountRects() > 0)
|
||||
reg.Include(&child->fVisible);
|
||||
|
||||
child->_ResizeLayerFullUpdateOnResize(reg,
|
||||
(rm & 0x0F0F) == (uint16)B_FOLLOW_LEFT_RIGHT? dx: 0,
|
||||
@ -1383,7 +1377,7 @@ Layer::_RebuildVisibleRegions(const BRegion &invalid,
|
||||
|
||||
// no need to go deeper if the parent doesn't have a visible region anymore
|
||||
// and our fullVisible region is also empty.
|
||||
if (!parentLocalVisible.Frame().IsValid() && !(fFullVisible2.CountRects() > 0))
|
||||
if (!parentLocalVisible.Frame().IsValid() && !(fFullVisible.CountRects() > 0))
|
||||
return;
|
||||
|
||||
bool fullRebuild = false;
|
||||
@ -1402,11 +1396,11 @@ Layer::_RebuildVisibleRegions(const BRegion &invalid,
|
||||
common.IntersectWith(&parentLocalVisible);
|
||||
|
||||
// exclude the invalid region
|
||||
fFullVisible2.Exclude(&invalid);
|
||||
fVisible2.Exclude(&invalid);
|
||||
fFullVisible.Exclude(&invalid);
|
||||
fVisible.Exclude(&invalid);
|
||||
|
||||
// put in what's really visible
|
||||
fFullVisible2.Include(&common);
|
||||
fFullVisible.Include(&common);
|
||||
|
||||
// allow this layer to hide some parts from its children
|
||||
_ReserveRegions(common);
|
||||
@ -1419,11 +1413,11 @@ Layer::_RebuildVisibleRegions(const BRegion &invalid,
|
||||
child->_RebuildVisibleRegions(invalid, common, child->LastChild());
|
||||
|
||||
// to let children know much they can take from parent's visible region
|
||||
common.Exclude(&child->fFullVisible2);
|
||||
common.Exclude(&child->fFullVisible);
|
||||
}
|
||||
|
||||
// include what's left after all children took what they could.
|
||||
fVisible2.Include(&common);
|
||||
fVisible.Include(&common);
|
||||
*/
|
||||
|
||||
// NOTE: I modified this method for the moment because of some issues that I have
|
||||
@ -1446,8 +1440,8 @@ Layer::_RebuildVisibleRegions(const BRegion &invalid,
|
||||
|
||||
// see how much you can take
|
||||
common.IntersectWith(&parentLocalVisible);
|
||||
fFullVisible2 = common;
|
||||
fVisible2.MakeEmpty();
|
||||
fFullVisible = common;
|
||||
fVisible.MakeEmpty();
|
||||
|
||||
// allow this layer to hide some parts from its children
|
||||
_ReserveRegions(common);
|
||||
@ -1456,11 +1450,11 @@ Layer::_RebuildVisibleRegions(const BRegion &invalid,
|
||||
child->_RebuildVisibleRegions(invalid, common, child->LastChild());
|
||||
|
||||
// to let children know much they can take from parent's visible region
|
||||
common.Exclude(&child->fFullVisible2);
|
||||
common.Exclude(&child->fFullVisible);
|
||||
}
|
||||
|
||||
// include what's left after all children took what they could.
|
||||
fVisible2.Include(&common);
|
||||
fVisible.Include(&common);
|
||||
|
||||
_RebuildDrawingRegion();
|
||||
}
|
||||
@ -1469,7 +1463,7 @@ Layer::_RebuildVisibleRegions(const BRegion &invalid,
|
||||
void
|
||||
Layer::_RebuildDrawingRegion()
|
||||
{
|
||||
fDrawingRegion = fVisible2;
|
||||
fDrawingRegion = fVisible;
|
||||
// apply user clipping which is in native coordinate system
|
||||
if (const BRegion* userClipping = fDrawState->ClippingRegion()) {
|
||||
BRegion screenUserClipping(*userClipping);
|
||||
@ -1488,11 +1482,11 @@ void
|
||||
Layer::_ClearVisibleRegions()
|
||||
{
|
||||
// OPT: maybe we should uncomment these lines for performance
|
||||
//if (fFullVisible2.CountRects() <= 0)
|
||||
//if (fFullVisible.CountRects() <= 0)
|
||||
// return;
|
||||
|
||||
fVisible2.MakeEmpty();
|
||||
fFullVisible2.MakeEmpty();
|
||||
fVisible.MakeEmpty();
|
||||
fFullVisible.MakeEmpty();
|
||||
for (Layer *child = LastChild(); child; child = PreviousChild())
|
||||
child->_ClearVisibleRegions();
|
||||
}
|
||||
@ -1515,7 +1509,7 @@ Layer::TriggerRebuild()
|
||||
_GetAllRebuildDirty(&totalInvalidReg);
|
||||
|
||||
if (totalInvalidReg.CountRects() > 0) {
|
||||
BRegion localFullVisible(fFullVisible2);
|
||||
BRegion localFullVisible(fFullVisible);
|
||||
|
||||
// localFullVisible.IntersectWith(&totalInvalidReg);
|
||||
|
||||
@ -1545,8 +1539,8 @@ Layer::_AllRedraw(const BRegion &invalid)
|
||||
if (wb)
|
||||
wb->RequestClientRedraw(invalid);
|
||||
|
||||
if (fVisible2.CountRects() > 0) {
|
||||
BRegion updateReg(fVisible2);
|
||||
if (fVisible.CountRects() > 0) {
|
||||
BRegion updateReg(fVisible);
|
||||
updateReg.IntersectWith(&invalid);
|
||||
|
||||
if (updateReg.CountRects() > 0) {
|
||||
@ -1558,7 +1552,7 @@ Layer::_AllRedraw(const BRegion &invalid)
|
||||
|
||||
for (Layer *child = LastChild(); child != NULL; child = PreviousChild()) {
|
||||
if (!(child->IsHidden())) {
|
||||
BRegion common(child->fFullVisible2);
|
||||
BRegion common(child->fFullVisible);
|
||||
common.IntersectWith(&invalid);
|
||||
|
||||
if (common.CountRects() > 0)
|
||||
|
@ -199,8 +199,8 @@ class Layer {
|
||||
void SetUserClipping(const BRegion& region);
|
||||
// region is expected in layer coordinates
|
||||
|
||||
inline const BRegion& VisibleRegion() const { return fVisible2; }
|
||||
inline const BRegion& FullVisible() const { return fFullVisible2; }
|
||||
inline const BRegion& VisibleRegion() const { return fVisible; }
|
||||
inline const BRegion& FullVisible() const { return fFullVisible; }
|
||||
inline const BRegion& DrawingRegion() const { return fDrawingRegion; }
|
||||
|
||||
virtual void GetOnScreenRegion(BRegion& region);
|
||||
@ -246,8 +246,8 @@ class Layer {
|
||||
// value.)
|
||||
// BPoint fBoundsLeftTop;
|
||||
|
||||
BRegion fVisible2;
|
||||
BRegion fFullVisible2;
|
||||
BRegion fVisible;
|
||||
BRegion fFullVisible;
|
||||
BRegion fDirtyForRebuild;
|
||||
BRegion fDrawingRegion;
|
||||
|
||||
|
@ -198,8 +198,8 @@ RootLayer::WorkingThread(void *data)
|
||||
oneRootLayer->Lock();
|
||||
|
||||
// RootLayer starts with valid visible regions
|
||||
oneRootLayer->fFullVisible2.Set(oneRootLayer->Bounds());
|
||||
oneRootLayer->fVisible2.Set(oneRootLayer->Bounds());
|
||||
oneRootLayer->fFullVisible.Set(oneRootLayer->Bounds());
|
||||
oneRootLayer->fVisible.Set(oneRootLayer->Bounds());
|
||||
|
||||
oneRootLayer->MarkForRebuild(oneRootLayer->Bounds());
|
||||
oneRootLayer->MarkForRedraw(oneRootLayer->Bounds());
|
||||
@ -305,8 +305,8 @@ RootLayer::ResizeBy(float x, float y)
|
||||
fFrame.right += x;
|
||||
fFrame.bottom += y;
|
||||
|
||||
fFullVisible2.Set(Bounds());
|
||||
fVisible2.Set(Bounds());
|
||||
fFullVisible.Set(Bounds());
|
||||
fVisible.Set(Bounds());
|
||||
|
||||
BRegion region(fFrame);
|
||||
MarkForRebuild(region);
|
||||
|
@ -513,7 +513,7 @@ ServerWindow::CreateLayerTree(BPrivate::LinkReceiver &link, Layer **_parent)
|
||||
// TODO: rework the clipping stuff to remove RootLayer dependency and then
|
||||
// remove this hack:
|
||||
if (fWinBorder->IsOffscreenWindow()) {
|
||||
newLayer->fVisible2.Set(newLayer->fFrame);
|
||||
newLayer->fVisible.Set(newLayer->fFrame);
|
||||
}
|
||||
|
||||
if (_parent) {
|
||||
|
@ -792,7 +792,7 @@ WinBorder::_ReserveRegions(BRegion ®)
|
||||
{
|
||||
BRegion reserve(reg);
|
||||
reserve.IntersectWith(&fDecRegion);
|
||||
fVisible2.Include(&reserve);
|
||||
fVisible.Include(&reserve);
|
||||
reg.Exclude(&reserve);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user