Now that child classes aren't overriding the various InvalidateLayout() methods, we can take advantage of some guarantees to simplify/clean/optimize the layout invalidation propagation mechanisms!
This commit is contained in:
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c74faed432
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e7b0dc78f7
@ -90,8 +90,6 @@ protected:
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private:
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friend class BView;
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bool InvalidateLayoutsForView(BView* view);
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bool InvalidationLegal();
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void SetOwner(BView* owner);
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void SetTarget(BView* target);
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@ -299,8 +299,10 @@ BLayout::InvalidateLayout(bool children)
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// printf("BLayout(%p)::InvalidateLayout(%i) : state %x, disabled %li\n",
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// this, children, (unsigned int)fState, fInvalidationDisabled);
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if (!InvalidationLegal())
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if (fInvalidationDisabled > 0
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|| (fState & B_LAYOUT_INVALIDATION_ILLEGAL) != 0) {
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return;
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}
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fState |= B_LAYOUT_NECESSARY;
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LayoutInvalidated(children);
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@ -310,23 +312,15 @@ BLayout::InvalidateLayout(bool children)
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ItemAt(i)->InvalidateLayout(children);
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}
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if (fOwner && BView::Private(fOwner).MinMaxValid())
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if (fOwner)
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fOwner->InvalidateLayout(children);
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if (BLayout* nestedIn = Layout()) {
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if (nestedIn->InvalidationLegal())
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nestedIn->InvalidateLayout();
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nestedIn->InvalidateLayout();
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} else if (fOwner) {
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// If we weren't added as a BLayoutItem, we still have to invalidate
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// whatever layout our owner is in.
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BView* ownerParent = fOwner->fParent;
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if (ownerParent) {
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BLayout* layout = ownerParent->GetLayout();
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if (layout && layout->fNestedLayouts.CountItems() > 0)
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layout->InvalidateLayoutsForView(fOwner);
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else if (BView::Private(ownerParent).MinMaxValid())
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ownerParent->InvalidateLayout(false);
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}
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fOwner->_InvalidateParentLayout();
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}
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}
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@ -591,31 +585,6 @@ BLayout::LayoutContext() const
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}
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bool
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BLayout::InvalidateLayoutsForView(BView* view)
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{
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BView::Private viewPrivate(view);
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int32 count = viewPrivate.CountLayoutItems();
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if (count == 0)
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return false;
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for (int32 i = 0; i < count; i++) {
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BLayout* layout = viewPrivate.LayoutItemAt(i)->Layout();
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if (layout->InvalidationLegal())
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layout->InvalidateLayout();
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}
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return true;
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}
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bool
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BLayout::InvalidationLegal()
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{
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return fInvalidationDisabled <= 0
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&& (fState & B_LAYOUT_INVALIDATION_ILLEGAL) == 0;
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}
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void
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BLayout::SetOwner(BView* owner)
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{
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250
src/kits/interface/LayoutInvalidator.cpp
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250
src/kits/interface/LayoutInvalidator.cpp
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@ -0,0 +1,250 @@
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/*
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* Copyright 2011, Haiku, Inc. All rights reserved.
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* Distributed under the terms of the MIT License.
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*/
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#include "LayoutInvalidator.h"
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#include <Layout.h>
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#include <LayoutItem.h>
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#include <View.h>
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#include <ViewPrivate.h>
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/*
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Handles propagation of layout invalidations between the various classes.
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* keeps the propagation logic in one place
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* lets the other classes focus on invalidation, not propagation logic
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* along with NVI, makes it easier to ensure that we are not
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invalidating the same objects over and over.
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TODO: could be optimized further if we can be certain that encountering
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an already invalidated object means we are done.
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Note: we must be certain of this for BLayout objects, if we want to have
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any reasonable way to invalidate from a set of BLayoutItems without
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invalidating all of their parent objects n times.
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*/
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class LayoutInvalidator {
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public:
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class Layout;
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class View;
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class LayoutItem;
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/* Since we use templates, we don't need these in the base class,
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but these methods are conceptually virtual.
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virtual bool IsFinished() = 0;
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virtual *this InvalidateChildren() = 0;
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virtual *this DoInvalidation() = 0; // actually does the invalidation
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virtual void Up() = 0; // propagates upwards
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*/
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template <class T>
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static void InvalidateLayout(T from, bool deep = false)
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{
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if (LayoutInvalidator::For(from).IsFinished())
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return;
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if (deep) {
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LayoutInvalidator::For(from)
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.DoInvalidation()
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.InvalidateChildren()
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.Up();
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} else {
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LayoutInvalidator::For(from)
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.DoInvalidation()
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.Up();
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}
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}
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static LayoutInvalidator::Layout For(BLayout* layout);
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static LayoutInvalidator::View For(BView* view);
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static LayoutInvalidator::LayoutItem For(BLayoutItem* item);
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class View {
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public:
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View(BView* view)
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:
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fView(view),
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fViewPrivate(view)
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{
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}
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bool IsFinished()
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{
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return fView != NULL;
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// TODO: test other conditions
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}
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View& InvalidateChildren()
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{
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// fViewPrivate.InvalidateChildren();
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// TODO: propagate downwards
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return *this;
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}
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View& DoInvalidation()
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{
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// fViewPrivate.InvalidateLayout();
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// BLayout::Private(fView->GetLayout()).InvalidateLayout();
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// We don't invalidate layout items, if a BView subclass requires
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// that behaviour, it can be implemented there.
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return *this;
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}
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View& View::Up()
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{
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BLayout* layout = fView->GetLayout();
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if (layout && layout->Layout()) {
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LayoutInvalidator::InvalidateLayout(layout->Layout());
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} else if (fViewPrivate.CountLayoutItems() > 0) {
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_UpThroughLayoutItems();
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} else {
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LayoutInvalidator::InvalidateLayout(fView->Parent());
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}
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return *this;
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}
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private:
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void _UpThroughLayoutItems()
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{
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int32 count = fViewPrivate.CountLayoutItems();
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for (int32 i = 0; i < count; i++) {
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BLayoutItem* item = fViewPrivate.LayoutItemAt(i);
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LayoutInvalidator::InvalidateLayout(item);
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}
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}
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BView* fView;
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BView::Private fViewPrivate;
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};
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class Layout {
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public:
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Layout(BLayout* layout)
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fLayout(layout)
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{
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}
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bool IsFinished()
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{
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// return !fLayout->LayoutIsValid();
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return false;
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}
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Layout& InvalidateChildren()
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{
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/*
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for (int32 i = fLayout->CountItems() - 1; i >= 0 i--;)
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BLayoutItem::Private(fLayout->ItemAt(i)).InvalidateLayout(true);
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*/
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return *this;
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}
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Layout& DoInvalidation()
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{
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BLayout::Private(fLayout).InvalidateLayout();
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BView::Private(fLayout->Owner()).InvalidateLayout();
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return *this;
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}
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void Up()
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{
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if (fLayout->Layout())
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LayoutInvalidator::InvalidateLayout(fLayout->Layout());
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else if (fLayout->Owner())
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LayoutInvalidator::For(fLayout->Owner()).Up();
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}
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private:
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BLayout* fLayout;
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};
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class LayoutItem {
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public:
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LayoutItem(BLayoutItem* layoutItem)
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fLayoutItem(layoutItem)
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{
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}
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bool IsFinished()
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{
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return !fLayoutItem->LayoutIsValid();
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}
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LayoutItem& InvalidateChildren()
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{
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/* what to do here?? */
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return *this;
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}
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LayoutItem& DoInvalidation()
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{
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BLayoutItem::Private(fLayoutItem).InvalidateLayout();
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BView::Private(fLayoutItem->View()).InvalidateLayout();
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return *this;
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}
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void Up()
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{
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if (fLayoutItem->Layout())
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BLayoutInvalidator::_InvalidateLayout(fLayoutItem->Layout());
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else if (fLayoutItem->View())
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BLayoutInvalidator::For(fLayoutItem->View()).Up();
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}
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private:
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BLayoutItem* fLayoutItem;
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};
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};
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inline LayoutInvalidator::Layout
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LayoutInvalidator::For(BLayout* layout)
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{
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return BLayoutInvalidator::Layout(layout);
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}
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inline LayoutInvalidator::View
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LayoutInvalidator::For(BView* view)
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{
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return BLayoutInvalidator::View(view);
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}
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inline LayoutInvalidator::LayoutItem
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LayoutInvalidator::For(BLayoutItem* item)
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{
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return LayoutInvalidator::LayoutItem(view);
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}
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void
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BLayoutInvalidator::InvalidateLayout(BLayout* layout, bool deep)
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{
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LayoutInvalidator::For(layout).InvalidateLayout(deep);
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}
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void
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BLayoutInvalidator::InvalidateLayout(BLayoutItem* item, bool deep)
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{
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LayoutInvalidator::For(item).InvalidateLayout(deep);
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}
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void
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BLayoutInvalidator::InvalidateLayout(BView* view, bool deep)
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{
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LayoutInvalidator::For(view).InvalidateLayout(deep);
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}
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20
src/kits/interface/LayoutInvalidator.h
Normal file
20
src/kits/interface/LayoutInvalidator.h
Normal file
@ -0,0 +1,20 @@
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/*
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* Copyright 2011, Haiku, Inc. All rights reserved.
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* Distributed under the terms of the MIT License.
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*/
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#ifndef _LAYOUT_INVALIDATOR_H
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#define _LAYOUT_INVALIDATOR_H
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class BLayout;
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class BLayoutItem;
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class BView;
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struct BLayoutInvalidator {
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static void InvalidateLayout(BLayout* layout, bool deep);
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static void InvalidateLayout(BLayoutItem* item, bool deep);
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static void InvalidateLayout(BView* view, bool deep);
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};
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#endif
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@ -4692,32 +4692,30 @@ BView::InvalidateLayout(bool descendants)
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// this, descendants, fLayoutData->fLayoutValid,
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// fLayoutData->fLayoutInProgress);
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if (fLayoutData->fMinMaxValid && !fLayoutData->fLayoutInProgress
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&& fLayoutData->fLayoutInvalidationDisabled == 0) {
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if (!fLayoutData->fMinMaxValid || fLayoutData->fLayoutInProgress
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|| fLayoutData->fLayoutInvalidationDisabled > 0) {
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return;
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}
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fLayoutData->fLayoutValid = false;
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fLayoutData->fMinMaxValid = false;
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LayoutInvalidated(descendants);
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fLayoutData->fLayoutValid = false;
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fLayoutData->fMinMaxValid = false;
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LayoutInvalidated(descendants);
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if (descendants) {
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for (BView* child = fFirstChild;
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child; child = child->fNextSibling) {
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child->InvalidateLayout(descendants);
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}
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}
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if (fLayoutData->fLayout && fLayoutData->fLayout->InvalidationLegal())
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fLayoutData->fLayout->InvalidateLayout(descendants);
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else if (!fLayoutData->fLayout && fParent) {
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_InvalidateParentLayout();
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}
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if (fTopLevelView) {
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// trigger layout process
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if (fOwner)
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fOwner->PostMessage(B_LAYOUT_WINDOW);
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if (descendants) {
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for (BView* child = fFirstChild;
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child; child = child->fNextSibling) {
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child->InvalidateLayout(descendants);
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}
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}
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if (fLayoutData->fLayout)
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fLayoutData->fLayout->InvalidateLayout(descendants);
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else if (fParent) {
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_InvalidateParentLayout();
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}
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if (fTopLevelView && fOwner)
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fOwner->PostMessage(B_LAYOUT_WINDOW);
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}
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@ -4936,12 +4934,18 @@ BView::_LayoutLeft(BLayout* deleted)
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void
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BView::_InvalidateParentLayout()
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{
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if (!fParent)
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return;
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BLayout* layout = fLayoutData->fLayout;
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BLayout* layoutParent = layout ? layout->Layout() : NULL;
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if (layoutParent && layoutParent->InvalidationLegal()) {
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layout->Layout()->InvalidateLayout();
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} else if (fParent && fParent->fLayoutData->fLayout) {
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fParent->fLayoutData->fLayout->InvalidateLayoutsForView(this);
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if (layoutParent) {
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layoutParent->InvalidateLayout();
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} else if (fLayoutData->fLayoutItems.CountItems() > 0) {
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int32 count = fLayoutData->fLayoutItems.CountItems();
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for (int32 i = 0; i < count; i++) {
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fLayoutData->fLayoutItems.ItemAt(i)->Layout()->InvalidateLayout();
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}
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} else if (fParent) {
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fParent->InvalidateLayout();
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}
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