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:
Alex Wilson 2011-10-22 19:33:33 -06:00
parent c74faed432
commit e7b0dc78f7
5 changed files with 306 additions and 65 deletions

View File

@ -90,8 +90,6 @@ protected:
private:
friend class BView;
bool InvalidateLayoutsForView(BView* view);
bool InvalidationLegal();
void SetOwner(BView* owner);
void SetTarget(BView* target);

View File

@ -299,8 +299,10 @@ BLayout::InvalidateLayout(bool children)
// printf("BLayout(%p)::InvalidateLayout(%i) : state %x, disabled %li\n",
// this, children, (unsigned int)fState, fInvalidationDisabled);
if (!InvalidationLegal())
if (fInvalidationDisabled > 0
|| (fState & B_LAYOUT_INVALIDATION_ILLEGAL) != 0) {
return;
}
fState |= B_LAYOUT_NECESSARY;
LayoutInvalidated(children);
@ -310,23 +312,15 @@ BLayout::InvalidateLayout(bool children)
ItemAt(i)->InvalidateLayout(children);
}
if (fOwner && BView::Private(fOwner).MinMaxValid())
if (fOwner)
fOwner->InvalidateLayout(children);
if (BLayout* nestedIn = Layout()) {
if (nestedIn->InvalidationLegal())
nestedIn->InvalidateLayout();
nestedIn->InvalidateLayout();
} else if (fOwner) {
// If we weren't added as a BLayoutItem, we still have to invalidate
// whatever layout our owner is in.
BView* ownerParent = fOwner->fParent;
if (ownerParent) {
BLayout* layout = ownerParent->GetLayout();
if (layout && layout->fNestedLayouts.CountItems() > 0)
layout->InvalidateLayoutsForView(fOwner);
else if (BView::Private(ownerParent).MinMaxValid())
ownerParent->InvalidateLayout(false);
}
fOwner->_InvalidateParentLayout();
}
}
@ -591,31 +585,6 @@ BLayout::LayoutContext() const
}
bool
BLayout::InvalidateLayoutsForView(BView* view)
{
BView::Private viewPrivate(view);
int32 count = viewPrivate.CountLayoutItems();
if (count == 0)
return false;
for (int32 i = 0; i < count; i++) {
BLayout* layout = viewPrivate.LayoutItemAt(i)->Layout();
if (layout->InvalidationLegal())
layout->InvalidateLayout();
}
return true;
}
bool
BLayout::InvalidationLegal()
{
return fInvalidationDisabled <= 0
&& (fState & B_LAYOUT_INVALIDATION_ILLEGAL) == 0;
}
void
BLayout::SetOwner(BView* owner)
{

View File

@ -0,0 +1,250 @@
/*
* Copyright 2011, Haiku, Inc. All rights reserved.
* Distributed under the terms of the MIT License.
*/
#include "LayoutInvalidator.h"
#include <Layout.h>
#include <LayoutItem.h>
#include <View.h>
#include <ViewPrivate.h>
/*
Handles propagation of layout invalidations between the various classes.
* keeps the propagation logic in one place
* lets the other classes focus on invalidation, not propagation logic
* along with NVI, makes it easier to ensure that we are not
invalidating the same objects over and over.
TODO: could be optimized further if we can be certain that encountering
an already invalidated object means we are done.
Note: we must be certain of this for BLayout objects, if we want to have
any reasonable way to invalidate from a set of BLayoutItems without
invalidating all of their parent objects n times.
*/
class LayoutInvalidator {
public:
class Layout;
class View;
class LayoutItem;
/* Since we use templates, we don't need these in the base class,
but these methods are conceptually virtual.
virtual bool IsFinished() = 0;
virtual *this InvalidateChildren() = 0;
virtual *this DoInvalidation() = 0; // actually does the invalidation
virtual void Up() = 0; // propagates upwards
*/
template <class T>
static void InvalidateLayout(T from, bool deep = false)
{
if (LayoutInvalidator::For(from).IsFinished())
return;
if (deep) {
LayoutInvalidator::For(from)
.DoInvalidation()
.InvalidateChildren()
.Up();
} else {
LayoutInvalidator::For(from)
.DoInvalidation()
.Up();
}
}
static LayoutInvalidator::Layout For(BLayout* layout);
static LayoutInvalidator::View For(BView* view);
static LayoutInvalidator::LayoutItem For(BLayoutItem* item);
class View {
public:
View(BView* view)
:
fView(view),
fViewPrivate(view)
{
}
bool IsFinished()
{
return fView != NULL;
// TODO: test other conditions
}
View& InvalidateChildren()
{
// fViewPrivate.InvalidateChildren();
// TODO: propagate downwards
return *this;
}
View& DoInvalidation()
{
// fViewPrivate.InvalidateLayout();
// BLayout::Private(fView->GetLayout()).InvalidateLayout();
// We don't invalidate layout items, if a BView subclass requires
// that behaviour, it can be implemented there.
return *this;
}
View& View::Up()
{
BLayout* layout = fView->GetLayout();
if (layout && layout->Layout()) {
LayoutInvalidator::InvalidateLayout(layout->Layout());
} else if (fViewPrivate.CountLayoutItems() > 0) {
_UpThroughLayoutItems();
} else {
LayoutInvalidator::InvalidateLayout(fView->Parent());
}
return *this;
}
private:
void _UpThroughLayoutItems()
{
int32 count = fViewPrivate.CountLayoutItems();
for (int32 i = 0; i < count; i++) {
BLayoutItem* item = fViewPrivate.LayoutItemAt(i);
LayoutInvalidator::InvalidateLayout(item);
}
}
BView* fView;
BView::Private fViewPrivate;
};
class Layout {
public:
Layout(BLayout* layout)
:
fLayout(layout)
{
}
bool IsFinished()
{
// return !fLayout->LayoutIsValid();
return false;
}
Layout& InvalidateChildren()
{
/*
for (int32 i = fLayout->CountItems() - 1; i >= 0 i--;)
BLayoutItem::Private(fLayout->ItemAt(i)).InvalidateLayout(true);
*/
return *this;
}
Layout& DoInvalidation()
{
BLayout::Private(fLayout).InvalidateLayout();
BView::Private(fLayout->Owner()).InvalidateLayout();
return *this;
}
void Up()
{
if (fLayout->Layout())
LayoutInvalidator::InvalidateLayout(fLayout->Layout());
else if (fLayout->Owner())
LayoutInvalidator::For(fLayout->Owner()).Up();
}
private:
BLayout* fLayout;
};
class LayoutItem {
public:
LayoutItem(BLayoutItem* layoutItem)
:
fLayoutItem(layoutItem)
{
}
bool IsFinished()
{
return !fLayoutItem->LayoutIsValid();
}
LayoutItem& InvalidateChildren()
{
/* what to do here?? */
return *this;
}
LayoutItem& DoInvalidation()
{
BLayoutItem::Private(fLayoutItem).InvalidateLayout();
BView::Private(fLayoutItem->View()).InvalidateLayout();
return *this;
}
void Up()
{
if (fLayoutItem->Layout())
BLayoutInvalidator::_InvalidateLayout(fLayoutItem->Layout());
else if (fLayoutItem->View())
BLayoutInvalidator::For(fLayoutItem->View()).Up();
}
private:
BLayoutItem* fLayoutItem;
};
};
inline LayoutInvalidator::Layout
LayoutInvalidator::For(BLayout* layout)
{
return BLayoutInvalidator::Layout(layout);
}
inline LayoutInvalidator::View
LayoutInvalidator::For(BView* view)
{
return BLayoutInvalidator::View(view);
}
inline LayoutInvalidator::LayoutItem
LayoutInvalidator::For(BLayoutItem* item)
{
return LayoutInvalidator::LayoutItem(view);
}
void
BLayoutInvalidator::InvalidateLayout(BLayout* layout, bool deep)
{
LayoutInvalidator::For(layout).InvalidateLayout(deep);
}
void
BLayoutInvalidator::InvalidateLayout(BLayoutItem* item, bool deep)
{
LayoutInvalidator::For(item).InvalidateLayout(deep);
}
void
BLayoutInvalidator::InvalidateLayout(BView* view, bool deep)
{
LayoutInvalidator::For(view).InvalidateLayout(deep);
}

View File

@ -0,0 +1,20 @@
/*
* Copyright 2011, Haiku, Inc. All rights reserved.
* Distributed under the terms of the MIT License.
*/
#ifndef _LAYOUT_INVALIDATOR_H
#define _LAYOUT_INVALIDATOR_H
class BLayout;
class BLayoutItem;
class BView;
struct BLayoutInvalidator {
static void InvalidateLayout(BLayout* layout, bool deep);
static void InvalidateLayout(BLayoutItem* item, bool deep);
static void InvalidateLayout(BView* view, bool deep);
};
#endif

View File

@ -4692,32 +4692,30 @@ BView::InvalidateLayout(bool descendants)
// this, descendants, fLayoutData->fLayoutValid,
// fLayoutData->fLayoutInProgress);
if (fLayoutData->fMinMaxValid && !fLayoutData->fLayoutInProgress
&& fLayoutData->fLayoutInvalidationDisabled == 0) {
if (!fLayoutData->fMinMaxValid || fLayoutData->fLayoutInProgress
|| fLayoutData->fLayoutInvalidationDisabled > 0) {
return;
}
fLayoutData->fLayoutValid = false;
fLayoutData->fMinMaxValid = false;
LayoutInvalidated(descendants);
fLayoutData->fLayoutValid = false;
fLayoutData->fMinMaxValid = false;
LayoutInvalidated(descendants);
if (descendants) {
for (BView* child = fFirstChild;
child; child = child->fNextSibling) {
child->InvalidateLayout(descendants);
}
}
if (fLayoutData->fLayout && fLayoutData->fLayout->InvalidationLegal())
fLayoutData->fLayout->InvalidateLayout(descendants);
else if (!fLayoutData->fLayout && fParent) {
_InvalidateParentLayout();
}
if (fTopLevelView) {
// trigger layout process
if (fOwner)
fOwner->PostMessage(B_LAYOUT_WINDOW);
if (descendants) {
for (BView* child = fFirstChild;
child; child = child->fNextSibling) {
child->InvalidateLayout(descendants);
}
}
if (fLayoutData->fLayout)
fLayoutData->fLayout->InvalidateLayout(descendants);
else if (fParent) {
_InvalidateParentLayout();
}
if (fTopLevelView && fOwner)
fOwner->PostMessage(B_LAYOUT_WINDOW);
}
@ -4936,12 +4934,18 @@ BView::_LayoutLeft(BLayout* deleted)
void
BView::_InvalidateParentLayout()
{
if (!fParent)
return;
BLayout* layout = fLayoutData->fLayout;
BLayout* layoutParent = layout ? layout->Layout() : NULL;
if (layoutParent && layoutParent->InvalidationLegal()) {
layout->Layout()->InvalidateLayout();
} else if (fParent && fParent->fLayoutData->fLayout) {
fParent->fLayoutData->fLayout->InvalidateLayoutsForView(this);
if (layoutParent) {
layoutParent->InvalidateLayout();
} else if (fLayoutData->fLayoutItems.CountItems() > 0) {
int32 count = fLayoutData->fLayoutItems.CountItems();
for (int32 i = 0; i < count; i++) {
fLayoutData->fLayoutItems.ItemAt(i)->Layout()->InvalidateLayout();
}
} else if (fParent) {
fParent->InvalidateLayout();
}