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:
Axel Dörfler 2005-11-14 17:56:51 +00:00
parent 5df853ea79
commit a436bab2da
5 changed files with 58 additions and 64 deletions

View File

@ -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);
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(&copyRegion);
// 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 &reg, float dx, float dy)
child->ConvertToScreen(&regZ);
// intersect that with this'(not child's) fullVisible region
regZ.IntersectWith(&fFullVisible2);
regZ.IntersectWith(&fFullVisible);
reg.Include(&regZ);
child->_RezizeLayerRedrawMore(reg,
@ -1313,12 +1307,12 @@ Layer::_RezizeLayerRedrawMore(BRegion &reg, 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 &reg, 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)

View File

@ -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;

View File

@ -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);

View File

@ -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) {

View File

@ -792,7 +792,7 @@ WinBorder::_ReserveRegions(BRegion &reg)
{
BRegion reserve(reg);
reserve.IntersectWith(&fDecRegion);
fVisible2.Include(&reserve);
fVisible.Include(&reserve);
reg.Exclude(&reserve);
}