overall more correct, most importantly corrected a bug in content scrolling that caused view redraws to ignore the window content clipping
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15627 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -49,17 +49,6 @@
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# define STRACE_CLICK(x) ;
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#endif
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// if the background clearing is delayed until
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// the client draws the view, we have less flickering
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// when contents have to be redrawn because of resizing
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// a window or because the client invalidates parts.
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// when redrawing something that has been exposed from underneath
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// other windows, the other window will be seen longer at
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// its previous position though if the exposed parts are not
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// cleared right away. maybe there ought to be a flag in
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// the update session, which tells us the cause of the update
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#define DELAYED_BACKGROUND_CLEARING 0
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// IMPORTANT: nested LockSingleWindow()s are not supported (by MultiLocker)
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using std::nothrow;
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@ -435,6 +424,7 @@ WindowLayer::ScrollViewBy(ViewLayer* view, int32 dx, int32 dy)
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//fDrawingEngine->FillRegion(dirty, RGBColor(255, 0, 255, 255));
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//snooze(2000);
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dirty.IntersectWith(&VisibleContentRegion());
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_TriggerContentRedraw(dirty);
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fDesktop->UnlockSingleWindow();
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@ -707,12 +697,12 @@ WindowLayer::InvalidateView(ViewLayer* layer, BRegion& layerRegion)
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_UpdateContentRegion();
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layer->ConvertToScreen(&layerRegion);
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layerRegion.IntersectWith(&fVisibleRegion);
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layerRegion.IntersectWith(&VisibleContentRegion());
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if (layerRegion.CountRects() > 0) {
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layerRegion.IntersectWith(&layer->ScreenClipping(&fContentRegion));
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//fDrawingEngine->FillRegion(layerRegion, RGBColor(255, 255, 0, 255));
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//snooze(2000);
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//fDrawingEngine->FillRegion(layerRegion, RGBColor(0, 255, 0, 255));
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//snooze(10000);
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_TriggerContentRedraw(layerRegion);
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}
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@ -935,24 +925,35 @@ WindowLayer::MouseMoved(BMessage *msg, BPoint where, int32* _viewToken)
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fDrawingEngine->Unlock();
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}
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if (fIsDragging && !(Flags() & B_NOT_MOVABLE)) {
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BPoint delta = where - fLastMousePosition;
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fDesktop->MoveWindowBy(this, delta.x, delta.y);
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BPoint delta = where - fLastMousePosition;
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// moving
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if (fIsDragging) {
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if (!(Flags() & B_NOT_MOVABLE))
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fDesktop->MoveWindowBy(this, delta.x, delta.y);
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else
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delta = BPoint(0, 0);
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}
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if (fIsResizing && !(Flags() & B_NOT_RESIZABLE)) {
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BPoint delta = where - fLastMousePosition;
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if (Flags() & B_NOT_V_RESIZABLE)
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delta.y = 0;
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if (Flags() & B_NOT_H_RESIZABLE)
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delta.x = 0;
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fDesktop->ResizeWindowBy(this, delta.x, delta.y);
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// resizing
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if (fIsResizing) {
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if (!(Flags() & B_NOT_RESIZABLE)) {
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if (Flags() & B_NOT_V_RESIZABLE)
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delta.y = 0;
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if (Flags() & B_NOT_H_RESIZABLE)
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delta.x = 0;
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fDesktop->ResizeWindowBy(this, delta.x, delta.y);
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} else
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delta = BPoint(0, 0);
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}
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// sliding tab
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if (fIsSlidingTab) {
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// TODO: implement
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}
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fLastMousePosition = where;
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// NOTE: fLastMousePosition is currently only
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// used for window moving/resizing/sliding the tab
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// ther
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fLastMousePosition += delta;
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// change focus in FFM mode
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DesktopSettings desktopSettings(fDesktop);
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@ -1546,23 +1547,24 @@ void
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WindowLayer::_TriggerContentRedraw(BRegion& dirtyContentRegion)
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{
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if (dirtyContentRegion.CountRects() > 0) {
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// send UPDATE message to the client
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// put this into the pending dirty region
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// to eventually trigger a client redraw
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_TransferToUpdateSession(&dirtyContentRegion);
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#if DELAYED_BACKGROUND_CLEARING
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if (!fTopLayer->IsBackgroundDirty())
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fTopLayer->MarkBackgroundDirty();
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#else
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if (!fContentRegionValid)
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_UpdateContentRegion();
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if (fDrawingEngine->Lock()) {
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fDrawingEngine->ConstrainClippingRegion(&dirtyContentRegion);
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#if DELAYED_BACKGROUND_CLEARING
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fTopLayer->Draw(fDrawingEngine, &dirtyContentRegion,
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&fContentRegion, false);
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#else
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fTopLayer->Draw(fDrawingEngine, &dirtyContentRegion,
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&fContentRegion, true);
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#endif
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fDrawingEngine->Unlock();
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}
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#endif
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}
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}
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@ -1606,6 +1608,9 @@ WindowLayer::_TransferToUpdateSession(BRegion* contentDirtyRegion)
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if (contentDirtyRegion->CountRects() <= 0)
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return;
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//fDrawingEngine->FillRegion(*contentDirtyRegion, RGBColor(255, 255, 0, 255));
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//snooze(10000);
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// add to pending
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fPendingUpdateSession.SetUsed(true);
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fPendingUpdateSession.Include(contentDirtyRegion);
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@ -1616,24 +1621,19 @@ WindowLayer::_TransferToUpdateSession(BRegion* contentDirtyRegion)
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// this could be done smarter (clip layers from pending
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// that have not yet been redrawn in the current update
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// session)
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#if !DELAYED_BACKGROUND_CLEARING
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if (fCurrentUpdateSession.IsUsed()) {
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fCurrentUpdateSession.Exclude(contentDirtyRegion);
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fEffectiveDrawingRegionValid = false;
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}
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#endif
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if (!fUpdateRequested) {
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// send this to client
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_SendUpdateMessage();
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// as long as we have not received
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// the "begin update" command, the
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// pending session does not become the
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// current
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// TODO: problem: since we sent the update regions frame,
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// we should not add to the pending session after we
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// sent the update message!!!
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} else {
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if (!fCurrentUpdateSession.IsUsed())
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fprintf(stderr, "WindowLayer(%s)::_TransferToUpdateSession() - pending region changed before BeginUpdate()!\n", Title());
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// the pending region is now the current,
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// though the update does not start until
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// we received BEGIN_UPDATE from the client
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}
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}
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@ -1675,6 +1675,28 @@ WindowLayer::BeginUpdate()
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// session enforced
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fInUpdate = true;
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fEffectiveDrawingRegionValid = false;
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#if DELAYED_BACKGROUND_CLEARING
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// TODO: each view could be drawn individually
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// right before carrying out the first drawing
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// command from the client during an update
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// (ViewLayer::IsBackgroundDirty() can be used
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// for this)
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if (fDrawingEngine->Lock()) {
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if (!fContentRegionValid)
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_UpdateContentRegion();
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BRegion dirty(fCurrentUpdateSession.DirtyRegion());
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dirty.IntersectWith(&VisibleContentRegion());
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fTopLayer->Draw(fDrawingEngine, &dirty,
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&fContentRegion, true);
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fDrawingEngine->Unlock();
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}
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#endif
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} else {
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fprintf(stderr, "WindowLayer::BeginUpdate() - no update requested!\n");
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}
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fDesktop->UnlockSingleWindow();
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@ -32,6 +32,18 @@ class WindowLayer;
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#define AS_REDRAW 'rdrw'
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// if the background clearing is delayed until
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// the client draws the view, we have less flickering
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// when contents have to be redrawn because of resizing
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// a window or because the client invalidates parts.
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// when redrawing something that has been exposed from underneath
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// other windows, the other window will be seen longer at
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// its previous position though if the exposed parts are not
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// cleared right away. maybe there ought to be a flag in
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// the update session, which tells us the cause of the update
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#define DELAYED_BACKGROUND_CLEARING 0
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class WindowLayer {
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public:
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WindowLayer(const BRect& frame,
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@ -105,6 +117,8 @@ class WindowLayer {
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void BeginUpdate();
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void EndUpdate();
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bool InUpdate() const
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{ return fInUpdate; }
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bool NeedsUpdate() const
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{ return fUpdateRequested; }
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