Corrected BView::GetMouse(), untested though:
- it returned on _UPDATE_ messages without a mouse position - it no longer calls DispatchMessage() for everything anymore, however, it will still call BWindow::DispatchMessage() directly for _UPDATE_ messages - it didn't care for B_MOUSE_DOWN messages - it didn't unlock the queue in case it found a message. (this message actually reflects the differences to r12683 of this file, but the newer one r12705 was even more broken, but in other ways) git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@12714 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
parent
c1fc0493cb
commit
c66f958bb6
@ -1172,16 +1172,12 @@ BView::GetMouse(BPoint *location, uint32 *buttons, bool checkMessageQueue)
|
||||
{
|
||||
do_owner_check();
|
||||
|
||||
// TODO: This doesn't look correct, and it's probably the
|
||||
// reason for synchronous controls not working well.
|
||||
// 1. We shouldn't return in case we find an _UPDATE_
|
||||
// message in the queue, as this leaves us without a mouse position.
|
||||
// 2. we should check if we are calling this from the BWindow's thread or not.
|
||||
// 3. We should maybe take care of more things as the window's loop is blocked.
|
||||
// ToDo: We should check if we are calling this from the BWindow's thread or not.
|
||||
// But why exactly do we have to do this? If the looper is locked, it
|
||||
// shouldn't do too much harm, besides, who would do this, anyway :) -- axeld.
|
||||
|
||||
if (checkMessageQueue) {
|
||||
BWindow *window = Window();
|
||||
BMessageQueue *queue = window->MessageQueue();
|
||||
BMessageQueue *queue = Window()->MessageQueue();
|
||||
BMessage *msg;
|
||||
int32 i = 0;
|
||||
|
||||
@ -1189,22 +1185,36 @@ BView::GetMouse(BPoint *location, uint32 *buttons, bool checkMessageQueue)
|
||||
|
||||
while ((msg = queue->FindMessage(i++)) != NULL) {
|
||||
switch (msg->what) {
|
||||
case _UPDATE_:
|
||||
// TODO: This is probably not correct:
|
||||
// we should not dispatch the message but instead
|
||||
// call the right function to update the views directly ?
|
||||
window->DispatchMessage(msg, window);
|
||||
|
||||
// Fall through
|
||||
case B_MOUSE_UP:
|
||||
case B_MOUSE_DOWN:
|
||||
case B_MOUSE_MOVED:
|
||||
// We need to eat up all these messages
|
||||
{
|
||||
msg->FindPoint("where", location);
|
||||
msg->FindInt32("buttons", (int32 *)buttons);
|
||||
|
||||
// ToDo: if we're intercepting a mouse message for another
|
||||
// view, the coordinates must be updated to fit
|
||||
|
||||
queue->RemoveMessage(msg);
|
||||
delete msg;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
queue->Unlock();
|
||||
return;
|
||||
}
|
||||
|
||||
case _UPDATE_:
|
||||
{
|
||||
// ToDo: We should even eat *all* _UPDATE_ messages
|
||||
// in the queue, not only the ones before the current
|
||||
// mouse message...
|
||||
Window()->BWindow::DispatchMessage(msg, Window());
|
||||
// we need to make sure that no overridden method is called
|
||||
// here; for BWindow::DispatchMessage() we now exactly what
|
||||
// will happen
|
||||
queue->RemoveMessage(msg);
|
||||
delete msg;
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
queue->Unlock();
|
||||
@ -2413,7 +2423,7 @@ BView::StrokePolygon(const BPolygon* aPolygon,bool closed, pattern p)
|
||||
void
|
||||
BView::StrokePolygon(const BPoint *ptArray, int32 numPts, bool closed, pattern p)
|
||||
{
|
||||
BPolygon aPolygon(ptArray,numPts);
|
||||
BPolygon aPolygon(ptArray, numPts);
|
||||
|
||||
StrokePolygon(aPolygon.fPts, aPolygon.fCount, aPolygon.Frame(), closed, p);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user