* Extend the app_server protocol by configuration options to turn
subpixel font rendering on/off and also make the glyph hinting optional
(aligning of glyph shapes to the pixel grid).
* Implement the setting in the app_server and also handle the persistency.
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accelerant (or the app_server via EDID info). It's still experimental
API, and opinions are welcome.
* Moved BPrivateScreen into the BPrivate namespace.
* Rewrote Screen.h.
* Introduced a BScreen::GetMonitorInfo() method, and implemented it in the
app server as well (ie. AS_GET_MONITOR_INFO).
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and DrawString() without
* this change also includes adding the penlocation to the shape to-screem
coordinate conversion (temporarily breaks shape rendering, will be fixed
in next commit)
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* the previous AGG implementation is superfluous
* the new implementation is based on that one, but in a way that allows
read/write locking to the list of cache entries (fonts) as well as
read/write locking to the cached glyphs per individual font cache entry
* new GlyphLayoutEngine.h, which is to be the central place for layouting
glyphs along the baseline.
It handles the locking for getting the font cache entries.
It works by giving it a template class GlyphConsumer which does the
actual work.
* changed AGGTextRenderer to use the new font cache
* changed ServerFont::StringWidth(), and the bounding box stuff to use it
* changed DrawingEngine, it doesn't need the global font lock anymore
* our BFont thought that GetBoundingBoxesAsGlyphs and GetBoundingBoxesAsString
is the same, which of course it isn't, hence the two separate functions...
AsGlyphs just gets the bounding box of each glyph in a string, not treating
the string as an actual word
AsString adds the offset of the glyph in the word to the bounding box
* changed ServerProtocol.h accordingly for the different bounding box meaning
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of the active ViewLayer is now always mirrored in the Painter instance
of a ServerWindow, so that it doesn't need to be synced on every drawing
command, this was previously incomplete for font handling
* removed the DrawState parameter from all the DrawingEngine functions
* adjusted ServerWindow and ServerPicture accordingly
* made sure that string related functions used by non-drawing related
parts (ServerApp, Decorator) don't interfere with the current drawing
state
* moved AS_SYNC handling from _DispatchViewMessage to _DispatchMessage,
it is actually a window message and doesn't require fCurrentLayer to
be valid
* fixed bug #1300, fCurrentLayer was not updated when a ViewLayer was
deleted by client request which happened to be fCurrentLayer (I am now
handling it so that the parent becomes the current layer, could be
wrong)
* AGGTextRenderer is no longer using it's own scanline, which should save
a few bytes RAM, the Painter already had such an object
* StringWidth() in AGGTextRenderer is now taking the escapement_delta into
account
* Painter::StrokeLine() doesn't need to check the clipping as much, since
that is already done in DrawingEngine
* if a ServerWindow message is not handled because fCurrentLayer is NULL,
a reply is sent in case the messages needs it (client window could
freeze otherwise, waiting for the reply for ever)
* removed unused AS_SET_FONT and AS_SET_FONT_SIZE
* added automatic RGBColor -> rgb_color conversion to RGBColor.h
* minor cleanup for 80 char/line limit
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This fixes bug #242. The value is currently stored in a separate file.
* Removed some unused codes from ServerProtocol.h.
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app_server for this; added a new AS_IS_FRONT_WINDOW command for this.
For example, clicking on the menu bar to bring windows to front in FFM mode
does work now.
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app_server. I added it at the end. Feel free to move it to a better spot, if
there is one. Note that putting it in the middle with require recompiling a lot
of things.
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when enabled, and B_NORMAL_WINDOW_FEEL when disabled. IOW when enabled, no
other windows can interfere.
* Therefore, it's no longer necessary to have the screen_blanker window
use kWindowScreenFeel - it will set its window to full screen as long
as the blanker runs.
* Added a AS_APP_CRASHED notification in the app_server that will remove
all kWindowScreenFeels from the windows of the crashed app.
* This is now used by the debugger to ensure that the debugger alert will
be visible.
* Factored out a DesktopLink class out of the BRoster::_ActivateApp()
method. This class is now also used in the new BRoster::_ApplicationCrashed()
method as used in the debug_server (via BRoster::Private).
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is managed for those bitmaps:
- the shared client memory mechanism is used to allocate a small overlay_client_data
structure that contains the actual buffer and a semaphore that you have acquire in
order to access it.
- LockBits()/UnlockBits() now have a function: you need to call them before accessing
the overlay buffer, and you need to keep that lock until you're done with it.
* The overlay cookie is now an extra member of the ServerBitmap class.
* Removed fInitialized from ServerBitmap - IsValid() now just checks the buffer associated
with the bitmap.
* ViewLayer::Draw() will now handle overlay bitmaps specially and will draw the overlay
color instead of any contents (this is currently in ugly pink, but will become some
dark color later on).
* All what's missing from actually being able to use overlays now is to configure
them so that they are shown on screen. VLC will now show an empty pink window when
overlay video is enabled.
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via the graphics driver (but not yet shown on screen).
I probably got the meaning of the "overlay count" wrong - I guess that you
can allocate any number of overlay bitmaps, but can only see "overlay count"
on screen at a time (right now, I only allow to create "overlay count" bitmaps).
Stephan?
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to cut down on BRegion related allocations, cannot really tell
if it speeds things up
* used the new BRegion pool in WindowLayer and ViewLayer whereever
a BRegion was used on the stack
* fixed the debugging stuff in MultiLocker - it will get you into
the debugger if you
- try to nest read locks
- try to write lock when your are a reader already
- don't match up nested locks when your a writer
-> but only if you #define DEBUG 1 in the .cpp, is off by default now
* went over WindowLayer, ServerWindow, Desktop and a few other places
and fixed the locking for use with the MultiLocker, the "a reader can
not become a writer" is especially tricky, feel free to review the
changes
* activated the MultiLocker, I tested this quite a bit, if there are
problems simply turn on DEBUG and you should drop into the debugger
right where the problem is... hope all is good
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* Removed DisplaySupport.h, wasn't needed anymore.
* Removed private color set functions from InterfaceDefs.cpp - we might want
something similar, but definitely not like that.
* Minor cleanup, added some missing licenses.
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all teams in serveral server areas, and instead of having to eventually clone
them all several times in BBitmap, we now have one or more areas per team,
and BBitmap will only clone areas once if needed. As a side effect, this
method should be magnitudes faster than the previous version.
* This method is also much more secure: instead of putting the allocation
maintenance structures into those everyone-read-write areas, they are now
separated, so that faulty applications cannot crash the app_server this
way anymore. This should fix bug #172.
* Freeing memory is not yet implemented though! (although all memory will
be freed upon app exit)
* There are now 3 different bitmap allocation strategies: per ClientMemoryAllocator
(ie. via ServerApp), per area (for overlays, not yet implemented), and using
malloc()/free() for server-only bitmaps.
* ServerBitmap now deletes its buffers itself.
* Cleaned up BBitmap and BApplication a bit.
* The test environment currently doesn't build anymore, will fix it next.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16826 a95241bf-73f2-0310-859d-f6bbb57e9c96
free to continue (it would be nice to be notified before, though, in case
I get to it again in the next weeks).
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windows to front (or minimize them).
* Desktop::ActivateWindow() no longer crashes in case the window to be activated
is not on the current workspace - instead, it doesn't do anything at this
point. IOW it doesn't handle workspace activation at all, yet.
* Renamed ServerWindow::GetWindowLayer() to ServerWindow::Window().
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16550 a95241bf-73f2-0310-859d-f6bbb57e9c96
all those error output from the app_server.
* AS_LAYER_DELETE now gets a token, no longer frightening choice of parent.
* Removed locking in RemoveChild(); it has to be called locked now.
* Removed AS_LAYER_DELETE_ROOT as it's no longer needed.
* Removed support from BView for being PR3 compatible.
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used by the Deskbar (for "Hide All" and "Show All"). The latter doesn't work
correctly yet, though, it just maximizes all windows of that application.
* Added a TODO to ServerWindow AS_MINIMIZE_WINDOW on how to make it work correctly.
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got lost, before.
It might not work 100% correctly yet, but it works good enough to hide the Tracker
status window from the Deskbar, and thus, fixing bug #133.
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* Fixed a myriad of bugs all over the place, ranging from locking errors to
deleting objects that don't belong to the one deleting them (hello HWInterface!)
* Almost all ServerWindow cursor stuff was broken; I've replaced all commands
to set a cursor with a single one AS_SET_CURSOR.
* Renamed some cursor commands.
* Changed the (broken) way ServerApp::fAppCursor was maintained - the application
cursor is now NULL as long as possible.
* Removed superfluous ServerCursor app signature stuff.
* The BApplication will no longer duplicate the default/I-beam cursors, it will
just reuse the default ones which now have fixed tokens.
* As a result, changing the cursor is now working as expected, closing bug #102.
* Rewrote Cursor.h, renamed private members to match our style guide.
* Minor cleanup.
What's still left to be done is reference counting the cursor objects to make them
work right and reliable.
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is known by the server, anyway.
* B_MODAL_SUBSET_WINDOW_FEEL now also works as expected.
* Renamed AS_REM_FROM_SUBSET to AS_REMOVE_FROM_SUBSET.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15285 a95241bf-73f2-0310-859d-f6bbb57e9c96
an app_server code. It's always up-to-date as it just reads the header
directly.
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* RootLayer's mouse event processing is now at its minimum - the
EventDispatcher handles them now. As a result, a window will now
get only one message per event.
* RootLayer adds "_view_token" to mouse moved messages that specify
the view currently under the cursor.
* There is now a mouse event layer in RootLayer that gets preferred
when it's set - this is now used for the window moving instead of
the previous mechanism.
* changed the previous DistributeMessage() to an UnpackMessage()
method following Adi's suggestion.
* caveat: some things might be functionally broken in RootLayer now
because of removing the mouse notification stuff.
* "be:transit" handling is now done completely client side by
BWindow::_SanitizeMessage(() (similar to what the input_server does).
This should also make the mechanism pretty robust, since every
B_MOUSE_MOVED message can now trigger the view transit (in case a
message is lost). B_WINDOW_ACTIVATED messages should be generated
client side as well.
* renamed AS_LAYER_GET_MOUSE_COORDS to AS_GET_MOUSE as it's not a
layer specific command, and also gets the mouse buttons.
* B_MOUSE_* messages from the up server now contain only a "screen_where"
field; "where" (in window's coordinates) and "be:view_where" are
added in BMessage::_SanitizeMessage().
* messages that don't have a valid target in the looper are now
dropped instead of being sent to the looper - this should be done
in BLooper as well, though.
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distribute any messages to the clients yet.
* removed the working thread from RootLayer - for now, its event handlers are
still called using input filters in the new event dispatcher, though (to
get things started).
* ServerApp is now using a BMessenger to identify its client, and no longer
stores the port/token separately.
* the input_server handshake is a bit simpler now, as it can now just reply
to the app_server message, removed unused code from ServerProtocol.h
* calmed down the MultiLocker (it always printed thread statistics on startup,
because it's compiled in debug mode).
* removed the cursor thread stuff from AppServer.cpp
* the new event dispatcher now uses a cursor thread when supported (only in
native mode, not in the test environment), although it improves cursor
movement under Qemu, the effect is not as good as expected - this might
need some more investigations (might just be a thread priority problem).
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temporary handling code in the app_server.
* RootLayer no longer creates the input_server messaging port - this is now
the responsibility of the input_server.
* Moved AS_CREATE_[OFFSCREEN_]WINDOW from ServerApp::_MessageLooper() to
_DispatchMessage().
* The RootLayer thread is now started as soon as the input_server is there.
* removed or disabled any input_server stuff in the AppServer class.
* removed old message commmands to the app_server.
* Removed the R5_CURSOR_COMM and HAIKU_APPSERVER_COMM definitions: the
input_server is now automatically built correctly depending on the target.
* InputServer::EventLoop() plays now safe and checks for error conditions.
* InputServer::EnqueueDeviceMessage() seems to leak memory, added TODO about
this.
* InputServer event loop messaging uses ports for inner-app communication - why?
* The InputServer event loop thread is no longer killed on exit, it just quits
when its port is gone.
* Minor cleanup in input_server.
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* BPrivateScreen now buffers its frame for 0.1 seconds (so that calling it several
times in a row is both consistent and cheap).
* Added GetFrameBufferConfig() call to the HW interface (and implemented it).
* Added server commands AS_VALID_SCREEN_ID, AS_GET_NEXT_SCREEN_ID, and
AS_GET_FRAME_BUFFER_CONFIG.
* BPrivateScreen::BaseAddress() and BPrivateScreen::BytesPerRow() are now working.
* minor cleanup.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14915 a95241bf-73f2-0310-859d-f6bbb57e9c96
* Introduced and implemented AS_GET_SCREEN_ID_FROM_WINDOW - it only returns B_MAIN_SCREEN_ID,
though.
* renamed ServerWindow::fHandlerToken to fClientToken.
* The BScreen(BWindow *) constructor now really asks the server for the screen ID.
* ServerApp::fWindowList is now a BObjectList.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14910 a95241bf-73f2-0310-859d-f6bbb57e9c96
Right now, only the updates are disabled as a start. I am not sure what else
we can do here, but there probably is something :-)
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the default fonts of the app_server.
Moved some font command implementations around to group them a bit better.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14800 a95241bf-73f2-0310-859d-f6bbb57e9c96
updates.
* Optimized retrieving the font list from the server.
* This greatly simplifies the app_server communication for getting the font
list as well - there are now only 2 commands instead of 6.
* Moved extra font flags creation from ServerApp to FontStyle::Flags().
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* Simplified server communication a bit: instead of separate queries for font
direction, "is fixed", ... there is now a private extra flags field that is
filled on demand.
* The server command names now describe what the command does, and are not simply
named after the BFont method (AS_SET_FAMILY_AND_STYLE vs. AS_GET_FAMILY_AND_STYLE_IDS).
* Replaced B_SET_SYSFONT_{PLAIN|BOLD|FIXED} with a single B_GET_SYSTEM_FONTS.
* Rewrote Font.h and added our license.
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B_TRUETYPE_WINDOWS, though.
* possibly returned an uninitialized error code in some BFont methods.
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* simplified BFont::SetFamily*() server communication - there is now only
AS_SET_FAMILY_AND_STYLE left, but at least that one works correctly.
* BFont::fFace is now always updated correctly.
* Moved the fFace masking to the server - BFont doesn't know enough to do
this correctly, anyway.
* Only one version of get_font_style() worked correctly.
* Font family/style ID and index were used completely mixed up - this
would have become an issue as soon as the font list changes during
runtime.
* Enabled AS_GET_FONT_DIRECTION again - missing functionality should only
be taken into account on lowest level as long as it can be emulated.
* Made FontServer a bit clearer to use (more to come).
* fixed several allocation leaks in the font server communication.
* New FontStyle::Direction() method, that currently only returns
B_FONT_LEFT_TO_RIGHT, though.
* more cleanup.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14618 a95241bf-73f2-0310-859d-f6bbb57e9c96
creation/deletion (and management) over to that class.
ServerApp now gets a desktop pointer, and no longer uses gDesktop.
Converted private MessageLooper::_MessagePort() to a public method MessagePort()
so that the looper can be addressed from elsewhere without using PostMessage().
Added a real basic message loop to MessageLooper::_MessageLoop().
BApplication now only asks the app_server to get its desktop object which should
now be used for everything that's not in the realm of the application.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13824 a95241bf-73f2-0310-859d-f6bbb57e9c96