/* * Copyright 2001-2006, Haiku. * Distributed under the terms of the MIT License. * * Authors: * DarkWyrm * Adrian Oanca * Stephan Aßmus * Stefano Ceccherini (burton666@libero.it) * Axel Dörfler, axeld@pinc-software.de */ /*! \class ServerWindow \brief Shadow BWindow class A ServerWindow handles all the intraserver tasks required of it by its BWindow. There are too many tasks to list as being done by them, but they include handling View transactions, coordinating and linking a window's WindowLayer half with its messaging half, dispatching mouse and key events from the server to its window, and other such things. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "AppServer.h" #include "DebugInfoManager.h" #include "Desktop.h" #include "DrawingEngine.h" #include "HWInterface.h" #include "RAMLinkMsgReader.h" #include "RenderingBuffer.h" #include "ServerApp.h" #include "ServerBitmap.h" #include "ServerPicture.h" #include "ServerProtocol.h" #include "WindowLayer.h" #include "Workspace.h" #include "WorkspacesLayer.h" #include "ServerWindow.h" #include "clipping.h" using std::nothrow; //#define TRACE_SERVER_WINDOW //#define TRACE_SERVER_WINDOW_MESSAGES //#define PROFILE_MESSAGE_LOOP #ifdef TRACE_SERVER_WINDOW # include # define STRACE(x) printf x #else # define STRACE(x) ; #endif #ifdef TRACE_SERVER_WINDOW_MESSAGES # include # define DTRACE(x) printf x #else # define DTRACE(x) ; #endif #ifdef PROFILE_MESSAGE_LOOP static struct profile { int32 count; bigtime_t time; } sMessageProfile[AS_LAST_CODE]; #endif struct direct_window_data { direct_window_data(); ~direct_window_data(); status_t InitCheck() const; sem_id sem; sem_id sem_ack; area_id area; bool started; direct_buffer_info *buffer_info; }; direct_window_data::direct_window_data() : sem(-1), sem_ack(-1), area(-1), started(false), buffer_info(NULL) { area = create_area("direct area", (void **)&buffer_info, B_ANY_ADDRESS, B_PAGE_SIZE, B_NO_LOCK, B_READ_WRITE); sem = create_sem(0, "direct sem"); sem_ack = create_sem(0, "direct sem ack"); } direct_window_data::~direct_window_data() { // this should make the client die in case it's still running buffer_info->bits = NULL; buffer_info->bytes_per_row = 0; delete_area(area); delete_sem(sem); delete_sem(sem_ack); } status_t direct_window_data::InitCheck() const { if (area < B_OK) return area; if (sem < B_OK) return sem; if (sem_ack < B_OK) return sem_ack; return B_OK; } // #pragma mark - /*! Sets up the basic BWindow counterpart - you have to call Init() before you can actually use it, though. */ ServerWindow::ServerWindow(const char *title, ServerApp *app, port_id clientPort, port_id looperPort, int32 clientToken) : MessageLooper(title && *title ? title : "Unnamed Window"), fTitle(NULL), fDesktop(app->GetDesktop()), fServerApp(app), fWindowLayer(NULL), fClientTeam(app->ClientTeam()), fMessagePort(-1), fClientReplyPort(clientPort), fClientLooperPort(looperPort), fClientToken(clientToken), fCurrentLayer(NULL), fCurrentDrawingRegion(), fCurrentDrawingRegionValid(false), fDirectWindowData(NULL) { STRACE(("ServerWindow(%s)::ServerWindow()\n", title)); SetTitle(title); fServerToken = BPrivate::gDefaultTokens.NewToken(B_SERVER_TOKEN, this); BMessenger::Private(fFocusMessenger).SetTo(fClientTeam, looperPort, B_PREFERRED_TOKEN); BMessenger::Private(fHandlerMessenger).SetTo(fClientTeam, looperPort, clientToken); fEventTarget.SetTo(fFocusMessenger); fDeathSemaphore = create_sem(0, "window death"); } //! Tears down all connections the main app_server objects, and deletes some internals. ServerWindow::~ServerWindow() { STRACE(("ServerWindow(%s@%p):~ServerWindow()\n", fTitle, this)); if (!fWindowLayer->IsOffscreenWindow()) fDesktop->RemoveWindow(fWindowLayer); delete fWindowLayer; free(fTitle); delete_port(fMessagePort); BPrivate::gDefaultTokens.RemoveToken(fServerToken); delete fDirectWindowData; STRACE(("ServerWindow(%p) will exit NOW\n", this)); delete_sem(fDeathSemaphore); #ifdef PROFILE_MESSAGE_LOOP for (int32 i = 0; i < AS_LAST_CODE; i++) { if (sMessageProfile[i].count == 0) continue; printf("[%ld] called %ld times, %g secs (%Ld usecs per call)\n", i, sMessageProfile[i].count, sMessageProfile[i].time / 1000000.0, sMessageProfile[i].time / sMessageProfile[i].count); } #endif } status_t ServerWindow::Init(BRect frame, window_look look, window_feel feel, uint32 flags, uint32 workspace) { if (fTitle == NULL) return B_NO_MEMORY; // fMessagePort is the port to which the app sends messages for the server fMessagePort = create_port(100, fTitle); if (fMessagePort < B_OK) return fMessagePort; fLink.SetSenderPort(fClientReplyPort); fLink.SetReceiverPort(fMessagePort); // We cannot call MakeWindowLayer in the constructor, since it // is a virtual function! fWindowLayer = MakeWindowLayer(frame, fTitle, look, feel, flags, workspace); if (!fWindowLayer) return B_NO_MEMORY; if (!fWindowLayer->IsOffscreenWindow()) fDesktop->AddWindow(fWindowLayer); return B_OK; } bool ServerWindow::Run() { if (!MessageLooper::Run()) return false; // Send a reply to our window - it is expecting fMessagePort // port and some other info fLink.StartMessage(B_OK); fLink.Attach(fMessagePort); int32 minWidth, maxWidth, minHeight, maxHeight; fWindowLayer->GetSizeLimits(&minWidth, &maxWidth, &minHeight, &maxHeight); fLink.Attach(fWindowLayer->Frame()); fLink.Attach((float)minWidth); fLink.Attach((float)maxWidth); fLink.Attach((float)minHeight); fLink.Attach((float)maxHeight); fLink.Flush(); return true; } void ServerWindow::_PrepareQuit() { if (fThread == find_thread(NULL)) { // make sure we're hidden fDesktop->LockSingleWindow(); _Hide(); fDesktop->UnlockSingleWindow(); App()->RemoveWindow(this); } else if (fThread >= B_OK) PostMessage(AS_HIDE_WINDOW); } void ServerWindow::_GetLooperName(char* name, size_t length) { const char *title = Title(); if (title == NULL || !title[0]) title = "Unnamed Window"; snprintf(name, length, "w:%ld:%s", ClientTeam(), title); } //! Forces the window layer to update its decorator void ServerWindow::ReplaceDecorator() { if (!IsLocked()) debugger("you must lock a ServerWindow object before calling ::ReplaceDecorator()\n"); STRACE(("ServerWindow %s: Replace Decorator\n", fTitle)); //fWindowLayer->UpdateDecorator(); } //! Shows the window's WindowLayer void ServerWindow::_Show() { // NOTE: if you do something else, other than sending a port message, PLEASE lock STRACE(("ServerWindow %s: _Show\n", Title())); if (fQuitting || !fWindowLayer->IsHidden() || fWindowLayer->IsOffscreenWindow()) return; // TODO: race condition? maybe we need to dispatch a message to the desktop to show/hide us // instead of doing it from this thread. fDesktop->UnlockSingleWindow(); fDesktop->ShowWindow(fWindowLayer); fDesktop->LockSingleWindow(); if (fDirectWindowData != NULL) HandleDirectConnection(B_DIRECT_START | B_BUFFER_RESET); } //! Hides the window's WindowLayer void ServerWindow::_Hide() { // NOTE: if you do something else, other than sending a port message, PLEASE lock STRACE(("ServerWindow %s: _Hide\n", Title())); if (fWindowLayer->IsHidden() || fWindowLayer->IsOffscreenWindow()) return; if (fDirectWindowData != NULL) HandleDirectConnection(B_DIRECT_STOP); // TODO: race condition? maybe we need to dispatch a message to the desktop to show/hide us // instead of doing it from this thread. fDesktop->UnlockSingleWindow(); fDesktop->HideWindow(fWindowLayer); fDesktop->LockSingleWindow(); } void ServerWindow::RequestRedraw() { PostMessage(AS_REDRAW, 0); // we don't care if this fails - it's only a notification, and if // it fails, there are obviously enough messages in the queue // already atomic_add(&fRedrawRequested, 1); } void ServerWindow::SetTitle(const char* newTitle) { char* oldTitle = fTitle; if (newTitle == NULL) newTitle = ""; fTitle = strdup(newTitle); if (fTitle == NULL) { // out of memory condition fTitle = oldTitle; return; } free(oldTitle); if (Thread() >= B_OK) { char name[B_OS_NAME_LENGTH]; _GetLooperName(name, sizeof(name)); rename_thread(Thread(), name); } if (fWindowLayer != NULL) fDesktop->SetWindowTitle(fWindowLayer, newTitle); } //! Requests that the ServerWindow's BWindow quit void ServerWindow::NotifyQuitRequested() { // NOTE: if you do something else, other than sending a port message, PLEASE lock STRACE(("ServerWindow %s: Quit\n", fTitle)); BMessage msg(B_QUIT_REQUESTED); SendMessageToClient(&msg); } void ServerWindow::NotifyMinimize(bool minimize) { if (fWindowLayer->Feel() != B_NORMAL_WINDOW_FEEL) return; // The client is responsible for the actual minimization BMessage msg(B_MINIMIZE); msg.AddInt64("when", real_time_clock_usecs()); msg.AddBool("minimize", minimize); SendMessageToClient(&msg); } //! Sends a message to the client to perform a Zoom void ServerWindow::NotifyZoom() { // NOTE: if you do something else, other than sending a port message, PLEASE lock BMessage msg(B_ZOOM); SendMessageToClient(&msg); } void ServerWindow::GetInfo(window_info& info) { info.team = ClientTeam(); info.server_token = ServerToken(); info.thread = Thread(); info.client_token = ClientToken(); info.client_port = fClientLooperPort; info.workspaces = fWindowLayer->Workspaces(); info.layer = 0; // ToDo: what is this??? info.feel = fWindowLayer->Feel(); info.flags = fWindowLayer->Flags(); info.window_left = (int)floor(fWindowLayer->Frame().left); info.window_top = (int)floor(fWindowLayer->Frame().top); info.window_right = (int)floor(fWindowLayer->Frame().right); info.window_bottom = (int)floor(fWindowLayer->Frame().bottom); info.show_hide_level = fWindowLayer->IsHidden() ? 1 : 0; // ??? info.is_mini = fWindowLayer->IsMinimized(); } WindowLayer* ServerWindow::Window() const { // TODO: ensure desktop is locked! return fWindowLayer; } ViewLayer* ServerWindow::_CreateLayerTree(BPrivate::LinkReceiver &link, ViewLayer **_parent) { // NOTE: no need to check for a lock. This is a private method. int32 token; BRect frame; uint32 resizeMask; uint32 eventMask; uint32 eventOptions; uint32 flags; bool hidden; int32 parentToken; char* name = NULL; rgb_color viewColor; BPoint scrollingOffset; link.Read(&token); link.ReadString(&name); link.Read(&frame); link.Read(&scrollingOffset); link.Read(&resizeMask); link.Read(&eventMask); link.Read(&eventOptions); link.Read(&flags); link.Read(&hidden); link.Read(&viewColor); link.Read(&parentToken); STRACE(("ServerWindow(%s)::_CreateLayerTree()-> layer %s, token %ld\n", fTitle, name, token)); ViewLayer* newLayer; if (link.Code() == AS_LAYER_CREATE_ROOT && (fWindowLayer->Flags() & kWorkspacesWindowFlag) != 0) { // this is a workspaces window! newLayer = new (nothrow) WorkspacesLayer(frame, scrollingOffset, name, token, resizeMask, flags); } else { newLayer = new (nothrow) ViewLayer(frame, scrollingOffset, name, token, resizeMask, flags); } free(name); if (newLayer == NULL) return NULL; // there is no way of setting this, other than manually :-) newLayer->SetViewColor(viewColor); newLayer->SetHidden(hidden); newLayer->SetEventMask(eventMask, eventOptions); DesktopSettings settings(fDesktop); ServerFont font; settings.GetDefaultPlainFont(font); newLayer->CurrentState()->SetFont(font); if (_parent) { ViewLayer *parent; if (App()->ViewTokens().GetToken(parentToken, B_HANDLER_TOKEN, (void**)&parent) != B_OK || parent->Window()->ServerWindow() != this) { CRITICAL("View token not found!\n"); parent = NULL; } *_parent = parent; } return newLayer; } /*! Dispatches all window messages, and those view messages that don't need a valid fCurrentLayer (ie. layer creation). */ void ServerWindow::_DispatchMessage(int32 code, BPrivate::LinkReceiver &link) { switch (code) { case AS_SHOW_WINDOW: STRACE(("ServerWindow %s: Message AS_SHOW_WINDOW\n", Title())); _Show(); break; case AS_HIDE_WINDOW: STRACE(("ServerWindow %s: Message AS_HIDE_WINDOW\n", Title())); _Hide(); break; case AS_MINIMIZE_WINDOW: { DTRACE(("ServerWindow %s: Message AS_MINIMIZE_WINDOW\n", Title())); int32 showLevel; bool minimize; link.Read(&minimize); if (link.Read(&showLevel) == B_OK) { if (showLevel <= 0) { // window is currently hidden - ignore the minimize request break; } if (minimize && !fWindowLayer->IsHidden()) _Hide(); else if (!minimize && fWindowLayer->IsHidden()) _Show(); fWindowLayer->SetMinimized(minimize); } break; } case AS_ACTIVATE_WINDOW: { DTRACE(("ServerWindow %s: Message AS_ACTIVATE_WINDOW: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); bool activate = true; link.Read(&activate); if (activate) fDesktop->ActivateWindow(fWindowLayer); else fDesktop->SendWindowBehind(fWindowLayer, NULL); break; } case AS_SEND_BEHIND: { STRACE(("ServerWindow %s: Message AS_SEND_BEHIND\n", Title())); int32 token; team_id teamID; status_t status; link.Read(&token); link.Read(&teamID); WindowLayer *behindOf; if ((behindOf = fDesktop->FindWindowLayerByClientToken(token, teamID)) != NULL) { fDesktop->SendWindowBehind(fWindowLayer, behindOf); status = B_OK; } else status = B_NAME_NOT_FOUND; fLink.StartMessage(status); fLink.Flush(); break; } case B_QUIT_REQUESTED: STRACE(("ServerWindow %s received quit request\n", Title())); NotifyQuitRequested(); break; case AS_BEGIN_TRANSACTION: { STRACE(("ServerWindow %s: Message AS_BEGIN_TRANSACTION unimplemented\n", Title())); // TODO: we could probably do a bit more here... // TODO: AS_BEGIN_TRANSACTION //fWindowLayer->DisableUpdateRequests(); break; } case AS_END_TRANSACTION: { STRACE(("ServerWindow %s: Message AS_END_TRANSACTION unimplemented\n", Title())); // TODO: AS_END_TRANSACTION //fWindowLayer->EnableUpdateRequests(); break; } case AS_ENABLE_UPDATES: { STRACE(("ServerWindow %s: Message AS_ENABLE_UPDATES unimplemented\n", Title())); // TODO: AS_ENABLE_UPDATES //fWindowLayer->EnableUpdateRequests(); break; } case AS_DISABLE_UPDATES: { STRACE(("ServerWindow %s: Message AS_DISABLE_UPDATES unimplemented\n", Title())); // TODO: AS_DISABLE_UPDATES //fWindowLayer->DisableUpdateRequests(); break; } case AS_NEEDS_UPDATE: { STRACE(("ServerWindow %s: Message AS_NEEDS_UPDATE\n", Title())); if (fWindowLayer->NeedsUpdate()) fLink.StartMessage(B_OK); else fLink.StartMessage(B_ERROR); fLink.Flush(); break; } case AS_SET_WINDOW_TITLE: { char* newTitle; if (link.ReadString(&newTitle) == B_OK) { SetTitle(newTitle); free(newTitle); } break; } case AS_ADD_TO_SUBSET: { STRACE(("ServerWindow %s: Message AS_ADD_TO_SUBSET\n", Title())); status_t status = B_ERROR; int32 token; if (link.Read(&token) == B_OK) { WindowLayer* windowLayer = fDesktop->FindWindowLayerByClientToken( token, App()->ClientTeam()); if (windowLayer == NULL || windowLayer->Feel() != B_NORMAL_WINDOW_FEEL) { status = B_BAD_VALUE; } else { status = fDesktop->AddWindowToSubset(fWindowLayer, windowLayer) ? B_OK : B_NO_MEMORY; } } fLink.StartMessage(status); fLink.Flush(); break; } case AS_REMOVE_FROM_SUBSET: { STRACE(("ServerWindow %s: Message AS_REM_FROM_SUBSET\n", Title())); status_t status = B_ERROR; int32 token; if (link.Read(&token) == B_OK) { WindowLayer* windowLayer = fDesktop->FindWindowLayerByClientToken( token, App()->ClientTeam()); if (windowLayer != NULL) { fDesktop->RemoveWindowFromSubset(fWindowLayer, windowLayer); status = B_OK; } else status = B_BAD_VALUE; } fLink.StartMessage(status); fLink.Flush(); break; } case AS_SET_LOOK: { STRACE(("ServerWindow %s: Message AS_SET_LOOK\n", Title())); status_t status = B_ERROR; int32 look; if (link.Read(&look) == B_OK) { // test if look is valid status = WindowLayer::IsValidLook((window_look)look) ? B_OK : B_BAD_VALUE; } if (status == B_OK && !fWindowLayer->IsOffscreenWindow()) fDesktop->SetWindowLook(fWindowLayer, (window_look)look); fLink.StartMessage(status); fLink.Flush(); break; } case AS_SET_FEEL: { STRACE(("ServerWindow %s: Message AS_SET_FEEL\n", Title())); status_t status = B_ERROR; int32 feel; if (link.Read(&feel) == B_OK) { // test if feel is valid status = WindowLayer::IsValidFeel((window_feel)feel) ? B_OK : B_BAD_VALUE; } if (status == B_OK && !fWindowLayer->IsOffscreenWindow()) fDesktop->SetWindowFeel(fWindowLayer, (window_feel)feel); fLink.StartMessage(status); fLink.Flush(); break; } case AS_SET_FLAGS: { STRACE(("ServerWindow %s: Message AS_SET_FLAGS\n", Title())); status_t status = B_ERROR; uint32 flags; if (link.Read(&flags) == B_OK) { // test if flags are valid status = (flags & ~WindowLayer::ValidWindowFlags()) == 0 ? B_OK : B_BAD_VALUE; } if (status == B_OK && !fWindowLayer->IsOffscreenWindow()) fDesktop->SetWindowFlags(fWindowLayer, flags); fLink.StartMessage(status); fLink.Flush(); break; } #if 0 case AS_SET_ALIGNMENT: { // TODO: Implement AS_SET_ALIGNMENT STRACE(("ServerWindow %s: Message Set_Alignment unimplemented\n", Title())); break; } case AS_GET_ALIGNMENT: { // TODO: Implement AS_GET_ALIGNMENT STRACE(("ServerWindow %s: Message Get_Alignment unimplemented\n", Title())); break; } #endif case AS_GET_WORKSPACES: { STRACE(("ServerWindow %s: Message AS_GET_WORKSPACES\n", Title())); fLink.StartMessage(B_OK); fLink.Attach(fWindowLayer->Workspaces()); fLink.Flush(); break; } case AS_SET_WORKSPACES: { uint32 newWorkspaces; if (link.Read(&newWorkspaces) != B_OK) break; STRACE(("ServerWindow %s: Message AS_SET_WORKSPACES %lx\n", Title(), newWorkspaces)); fDesktop->SetWindowWorkspaces(fWindowLayer, newWorkspaces); break; } case AS_WINDOW_RESIZE: { float xResizeBy; float yResizeBy; link.Read(&xResizeBy); if (link.Read(&yResizeBy) != B_OK) break; STRACE(("ServerWindow %s: Message AS_WINDOW_RESIZE %.1f, %.1f\n", Title(), xResizeBy, yResizeBy)); if (Window()->IsResizing()) { // While the user resizes the window, we ignore // pragmatically set window bounds fLink.StartMessage(B_BUSY); } else { fDesktop->ResizeWindowBy(fWindowLayer, xResizeBy, yResizeBy); fLink.StartMessage(B_OK); } fLink.Flush(); break; } case AS_WINDOW_MOVE: { float xMoveBy; float yMoveBy; link.Read(&xMoveBy); if (link.Read(&yMoveBy) != B_OK) break; STRACE(("ServerWindow %s: Message AS_WINDOW_MOVE: %.1f, %.1f\n", Title(), xMoveBy, yMoveBy)); if (Window()->IsDragging()) { // While the user moves the window, we ignore // pragmatically set window positions fLink.StartMessage(B_BUSY); } else { fDesktop->MoveWindowBy(fWindowLayer, xMoveBy, yMoveBy); fLink.StartMessage(B_OK); } fLink.Flush(); break; } case AS_SET_SIZE_LIMITS: { // Attached Data: // 1) float minimum width // 2) float maximum width // 3) float minimum height // 4) float maximum height // TODO: for now, move the client to int32 as well! int32 minWidth, maxWidth, minHeight, maxHeight; float value; link.Read(&value); minWidth = (int32)value; link.Read(&value); maxWidth = (int32)value; link.Read(&value); minHeight = (int32)value; link.Read(&value); maxHeight = (int32)value; /* link.Read(&minWidth); link.Read(&maxWidth); link.Read(&minHeight); link.Read(&maxHeight); */ fDesktop->UnlockSingleWindow(); if (fDesktop->LockAllWindows()) { fWindowLayer->SetSizeLimits(minWidth, maxWidth, minHeight, maxHeight); fDesktop->UnlockAllWindows(); } fDesktop->LockSingleWindow(); // and now, sync the client to the limits that we were able to enforce fWindowLayer->GetSizeLimits(&minWidth, &maxWidth, &minHeight, &maxHeight); fLink.StartMessage(B_OK); fLink.Attach(fWindowLayer->Frame()); fLink.Attach((float)minWidth); fLink.Attach((float)maxWidth); fLink.Attach((float)minHeight); fLink.Attach((float)maxHeight); fLink.Flush(); break; } case AS_REDRAW: // Nothing to do here - the redraws are actually handled by looking // at the fRedrawRequested member variable in _MessageLooper(). break; case AS_BEGIN_UPDATE: DTRACE(("ServerWindowo %s: AS_BEGIN_UPDATE\n", Title())); // NOTE: when line below is turned on, the behaviour starts to // be very much like on R5, but if the client crashes in // one of it's BView's Draw() functions, AS_END_UPDATE is // never received and the app_server is toast! Maybe R5 // does something like this, but if the write lock cannot // be optained within a certain amount of time, it crashes // whoever holds the read lock on purpose. //fDesktop->LockSingleWindow(); fWindowLayer->BeginUpdate(fLink); break; case AS_END_UPDATE: DTRACE(("ServerWindowo %s: AS_END_UPDATE\n", Title())); fWindowLayer->EndUpdate(); //fDesktop->UnlockSingleWindow(); break; case AS_GET_MOUSE: { DTRACE(("ServerWindow %s: Message AS_GET_MOUSE\n", fTitle)); fDesktop->UnlockSingleWindow(); // Returns // 1) BPoint mouse location // 2) int32 button state BPoint where; int32 buttons; fDesktop->EventDispatcher().GetMouse(where, buttons); fLink.StartMessage(B_OK); fLink.Attach(where); fLink.Attach(buttons); fLink.Flush(); fDesktop->LockSingleWindow(); break; } // BDirectWindow communication case AS_DIRECT_WINDOW_GET_SYNC_DATA: { status_t status = _EnableDirectWindowMode(); if (status == B_OK) { fLink.StartMessage(B_OK); struct direct_window_sync_data syncData = { fDirectWindowData->area, fDirectWindowData->sem, fDirectWindowData->sem_ack }; fLink.Attach(&syncData, sizeof(syncData)); } else fLink.StartMessage(status); fLink.Flush(); break; } // View creation and destruction (don't need a valid fCurrentLayer) case AS_SET_CURRENT_LAYER: { int32 token; if (link.Read(&token) != B_OK) break; ViewLayer *current; if (App()->ViewTokens().GetToken(token, B_HANDLER_TOKEN, (void**)¤t) != B_OK || current->Window()->ServerWindow() != this) { // ToDo: if this happens, we probably want to kill the app and clean up fprintf(stderr, "ServerWindow %s: Message AS_SET_CURRENT_LAYER: layer not found, token %ld\n", fTitle, token); current = NULL; } else { DTRACE(("ServerWindow %s: Message AS_SET_CURRENT_LAYER: %s, token %ld\n", fTitle, current->Name(), token)); _SetCurrentLayer(current); } break; } case AS_LAYER_CREATE_ROOT: { STRACE(("ServerWindow %s: Message AS_LAYER_CREATE_ROOT\n", fTitle)); // Start receiving top_view data -- pass NULL as the parent view. // This should be the *only* place where this happens. if (fCurrentLayer != NULL) { fprintf(stderr, "ServerWindow %s: Message AS_LAYER_CREATE_ROOT: fCurrentLayer already set!!\n", fTitle); break; } _SetCurrentLayer(_CreateLayerTree(link, NULL)); fWindowLayer->SetTopLayer(fCurrentLayer); break; } case AS_LAYER_CREATE: { STRACE(("ServerWindow %s: Message AS_LAYER_CREATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); ViewLayer* parent = NULL; ViewLayer* newLayer = _CreateLayerTree(link, &parent); if (parent != NULL && newLayer != NULL) parent->AddChild(newLayer); else fprintf(stderr, "ServerWindow %s: Message AS_LAYER_CREATE: parent or newLayer NULL!!\n", fTitle); break; } default: // TODO: when creating a ViewLayer, check for yet non-existing ViewLayer::InitCheck() // and take appropriate actions, then checking for fCurrentLayer->CurrentState() // is unnecessary if (fCurrentLayer == NULL || fCurrentLayer->CurrentState() == NULL) { printf("ServerWindow %s received unexpected code - message offset %ld before top_view attached.\n", Title(), code - B_OK); return; } _DispatchViewMessage(code, link); break; } } /*! Dispatches all view messages that need a valid fCurrentLayer. */ void ServerWindow::_DispatchViewMessage(int32 code, BPrivate::LinkReceiver &link) { if (_DispatchPictureMessage(code, link)) return; switch (code) { case AS_LAYER_SCROLL: { DTRACE(("ServerWindow %s: Message AS_LAYER_SCROLL: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); float dh; float dv; link.Read(&dh); link.Read(&dv); fWindowLayer->ScrollViewBy(fCurrentLayer, dh, dv); break; } case AS_LAYER_COPY_BITS: { BRect src; BRect dst; link.Read(&src); link.Read(&dst); BRegion contentRegion; // TODO: avoid copy operation maybe? fWindowLayer->GetContentRegion(&contentRegion); fCurrentLayer->CopyBits(src, dst, contentRegion); break; } case AS_LAYER_DELETE: { // Received when a view is detached from a window int32 token; if (link.Read(&token) != B_OK) break; ViewLayer *view; if (App()->ViewTokens().GetToken(token, B_HANDLER_TOKEN, (void**)&view) == B_OK && view->Window()->ServerWindow() == this) { ViewLayer* parent = view->Parent(); STRACE(("ServerWindow %s: AS_LAYER_DELETE view: %p, parent: %p\n", fTitle, view, parent)); if (parent != NULL) { parent->RemoveChild(view); if (view->EventMask() != 0) { fDesktop->EventDispatcher().RemoveListener(EventTarget(), token); } delete view; } } break; } case AS_LAYER_SET_STATE: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_STATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); fCurrentLayer->CurrentState()->ReadFromLink(link); // TODO: When is this used?!? fCurrentLayer->RebuildClipping(true); break; } case AS_LAYER_SET_FONT_STATE: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_FONT_STATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); fCurrentLayer->CurrentState()->ReadFontFromLink(link); break; } case AS_LAYER_GET_STATE: { DTRACE(("ServerWindow %s: Message AS_LAYER_GET_STATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); fLink.StartMessage(B_OK); // attach state data fCurrentLayer->CurrentState()->WriteToLink(fLink.Sender()); fLink.Flush(); break; } case AS_LAYER_SET_EVENT_MASK: { STRACE(("ServerWindow %s: Message AS_LAYER_SET_MOUSE_EVENT_MASK: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); uint32 eventMask, options; link.Read(&eventMask); if (link.Read(&options) == B_OK) { fDesktop->UnlockSingleWindow(); fCurrentLayer->SetEventMask(eventMask, options); if (eventMask != 0 || options != 0) { fDesktop->EventDispatcher().AddListener(EventTarget(), fCurrentLayer->Token(), eventMask, options); } else { fDesktop->EventDispatcher().RemoveListener(EventTarget(), fCurrentLayer->Token()); } fDesktop->LockSingleWindow(); } break; } case AS_LAYER_SET_MOUSE_EVENT_MASK: { STRACE(("ServerWindow %s: Message AS_LAYER_SET_MOUSE_EVENT_MASK: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); uint32 eventMask, options; link.Read(&eventMask); if (link.Read(&options) == B_OK) { fDesktop->UnlockSingleWindow(); if (eventMask != 0 || options != 0) { fDesktop->EventDispatcher().AddTemporaryListener(EventTarget(), fCurrentLayer->Token(), eventMask, options); } else { fDesktop->EventDispatcher().RemoveTemporaryListener(EventTarget(), fCurrentLayer->Token()); } fDesktop->LockSingleWindow(); } // TODO: support B_LOCK_WINDOW_FOCUS option in Desktop break; } case AS_LAYER_MOVE_TO: { STRACE(("ServerWindow %s: Message AS_LAYER_MOVE_TO: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); float x, y; link.Read(&x); link.Read(&y); float offsetX = x - fCurrentLayer->Frame().left; float offsetY = y - fCurrentLayer->Frame().top; BRegion dirty; fCurrentLayer->MoveBy(offsetX, offsetY, &dirty); // TODO: think about how to avoid this hack: // the parent clipping needs to be updated, it is not // done in ResizeBy() since it would need to avoid // too much computations when children are resized because // follow modes if (ViewLayer* parent = fCurrentLayer->Parent()) parent->RebuildClipping(false); fWindowLayer->MarkContentDirty(dirty); break; } case AS_LAYER_RESIZE_TO: { STRACE(("ServerWindow %s: Message AS_LAYER_RESIZE_TO: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); float newWidth, newHeight; link.Read(&newWidth); link.Read(&newHeight); float deltaWidth = newWidth - fCurrentLayer->Frame().Width(); float deltaHeight = newHeight - fCurrentLayer->Frame().Height(); BRegion dirty; fCurrentLayer->ResizeBy(deltaWidth, deltaHeight, &dirty); // TODO: see above if (ViewLayer* parent = fCurrentLayer->Parent()) parent->RebuildClipping(false); fWindowLayer->MarkContentDirty(dirty); break; } case AS_LAYER_GET_COORD: { STRACE(("ServerWindow %s: Message AS_LAYER_GET_COORD: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); // our offset in the parent -> will be originX and originY in BView fLink.Attach(fCurrentLayer->Frame().left); fLink.Attach(fCurrentLayer->Frame().top); fLink.Attach(fCurrentLayer->Bounds()); fLink.Flush(); break; } case AS_LAYER_SET_ORIGIN: { STRACE(("ServerWindow %s: Message AS_LAYER_SET_ORIGIN: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); float x, y; link.Read(&x); link.Read(&y); fCurrentLayer->SetDrawingOrigin(BPoint(x, y)); break; } case AS_LAYER_GET_ORIGIN: { STRACE(("ServerWindow %s: Message AS_LAYER_GET_ORIGIN: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); // TODO: rename this where it is used in the BView code! // (it wants to know scrolling offset, not drawing origin) fLink.Attach(fCurrentLayer->ScrollingOffset()); fLink.Flush(); break; } case AS_LAYER_RESIZE_MODE: { STRACE(("ServerWindow %s: Message AS_LAYER_RESIZE_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); uint32 resizeMode; if (link.Read(&resizeMode) == B_OK) fCurrentLayer->SetResizeMode(resizeMode); break; } case AS_LAYER_SET_CURSOR: { DTRACE(("ServerWindow %s: Message AS_LAYER_CURSOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); int32 token; bool sync; link.Read(&token); if (link.Read(&sync) != B_OK) break; if (!fDesktop->GetCursorManager().Lock()) break; ServerCursor* cursor = fDesktop->GetCursorManager().FindCursor(token); fCurrentLayer->SetCursor(cursor); fDesktop->GetCursorManager().Unlock(); if (fWindowLayer->IsFocus()) { // The cursor might need to be updated now if (fDesktop->ViewUnderMouse(fWindowLayer) == fCurrentLayer->Token()) fServerApp->SetCurrentCursor(cursor); } if (sync) { // sync the client (it can now delete the cursor) fLink.StartMessage(B_OK); fLink.Flush(); } break; } case AS_LAYER_SET_FLAGS: { uint32 flags; link.Read(&flags); fCurrentLayer->SetFlags(flags); STRACE(("ServerWindow %s: Message AS_LAYER_SET_FLAGS: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); break; } case AS_LAYER_HIDE: { STRACE(("ServerWindow %s: Message AS_LAYER_HIDE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fCurrentLayer->SetHidden(true); break; } case AS_LAYER_SHOW: { STRACE(("ServerWindow %s: Message AS_LAYER_SHOW: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fCurrentLayer->SetHidden(false); break; } case AS_LAYER_SET_LINE_MODE: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_LINE_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); int8 lineCap, lineJoin; float miterLimit; link.Read(&lineCap); link.Read(&lineJoin); link.Read(&miterLimit); fCurrentLayer->CurrentState()->SetLineCapMode((cap_mode)lineCap); fCurrentLayer->CurrentState()->SetLineJoinMode((join_mode)lineJoin); fCurrentLayer->CurrentState()->SetMiterLimit(miterLimit); break; } case AS_LAYER_GET_LINE_MODE: { DTRACE(("ServerWindow %s: Message AS_LAYER_GET_LINE_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach((int8)(fCurrentLayer->CurrentState()->LineCapMode())); fLink.Attach((int8)(fCurrentLayer->CurrentState()->LineJoinMode())); fLink.Attach(fCurrentLayer->CurrentState()->MiterLimit()); fLink.Flush(); break; } case AS_LAYER_PUSH_STATE: { DTRACE(("ServerWindow %s: Message AS_LAYER_PUSH_STATE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fCurrentLayer->PushState(); break; } case AS_LAYER_POP_STATE: { DTRACE(("ServerWindow %s: Message AS_LAYER_POP_STATE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fCurrentLayer->PopState(); break; } case AS_LAYER_SET_SCALE: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_SCALE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); float scale; link.Read(&scale); fCurrentLayer->SetScale(scale); break; } case AS_LAYER_GET_SCALE: { DTRACE(("ServerWindow %s: Message AS_LAYER_GET_SCALE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach(fCurrentLayer->CurrentState()->Scale()); fLink.Flush(); break; } case AS_LAYER_SET_PEN_LOC: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_PEN_LOC: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); float x, y; link.Read(&x); link.Read(&y); fCurrentLayer->CurrentState()->SetPenLocation(BPoint(x, y)); break; } case AS_LAYER_GET_PEN_LOC: { DTRACE(("ServerWindow %s: Message AS_LAYER_GET_PEN_LOC: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach(fCurrentLayer->CurrentState()->PenLocation()); fLink.Flush(); break; } case AS_LAYER_SET_PEN_SIZE: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_PEN_SIZE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); float penSize; link.Read(&penSize); fCurrentLayer->CurrentState()->SetPenSize(penSize); break; } case AS_LAYER_GET_PEN_SIZE: { DTRACE(("ServerWindow %s: Message AS_LAYER_GET_PEN_SIZE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach(fCurrentLayer->CurrentState()->PenSize()); fLink.Flush(); break; } case AS_LAYER_SET_VIEW_COLOR: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_VIEW_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); rgb_color c; link.Read(&c, sizeof(rgb_color)); fCurrentLayer->SetViewColor(RGBColor(c)); break; } case AS_LAYER_GET_HIGH_COLOR: DTRACE(("ServerWindow %s: Message AS_LAYER_GET_HIGH_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach(fCurrentLayer->CurrentState()->HighColor().GetColor32()); fLink.Flush(); break; case AS_LAYER_GET_LOW_COLOR: DTRACE(("ServerWindow %s: Message AS_LAYER_GET_LOW_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach(fCurrentLayer->CurrentState()->LowColor().GetColor32()); fLink.Flush(); break; case AS_LAYER_GET_VIEW_COLOR: DTRACE(("ServerWindow %s: Message AS_LAYER_GET_VIEW_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach(fCurrentLayer->ViewColor().GetColor32()); fLink.Flush(); break; case AS_LAYER_SET_BLENDING_MODE: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_BLEND_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); int8 srcAlpha, alphaFunc; link.Read(&srcAlpha); link.Read(&alphaFunc); fCurrentLayer->CurrentState()->SetBlendingMode((source_alpha)srcAlpha, (alpha_function)alphaFunc); break; } case AS_LAYER_GET_BLENDING_MODE: { DTRACE(("ServerWindow %s: Message AS_LAYER_GET_BLEND_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach((int8)(fCurrentLayer->CurrentState()->AlphaSrcMode())); fLink.Attach((int8)(fCurrentLayer->CurrentState()->AlphaFncMode())); fLink.Flush(); break; } case AS_LAYER_SET_DRAWING_MODE: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_DRAW_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); int8 drawingMode; link.Read(&drawingMode); fCurrentLayer->CurrentState()->SetDrawingMode((drawing_mode)drawingMode); break; } case AS_LAYER_GET_DRAWING_MODE: { DTRACE(("ServerWindow %s: Message AS_LAYER_GET_DRAW_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); fLink.StartMessage(B_OK); fLink.Attach((int8)(fCurrentLayer->CurrentState()->GetDrawingMode())); fLink.Flush(); break; } case AS_LAYER_SET_VIEW_BITMAP: { int32 bitmapToken, resizingMode, options; BRect srcRect, dstRect; link.Read(&bitmapToken); link.Read(&srcRect); link.Read(&dstRect); link.Read(&resizingMode); status_t status = link.Read(&options); if (status == B_OK) { ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken); if (bitmapToken == -1 || bitmap != NULL) { fCurrentLayer->SetViewBitmap(bitmap, srcRect, dstRect, resizingMode, options); BRegion dirty(fCurrentLayer->Bounds()); fWindowLayer->InvalidateView(fCurrentLayer, dirty); } else status = B_BAD_VALUE; } fLink.StartMessage(status); if (status == B_OK && (options & AS_REQUEST_COLOR_KEY) != 0) { // Attach color key for the overlay bitmap // TODO: get color key from the accelerant rgb_color colorKey = {40, 40, 40, 255}; fLink.Attach(colorKey); } fLink.Flush(); break; } case AS_LAYER_PRINT_ALIASING: { DTRACE(("ServerWindow %s: Message AS_LAYER_PRINT_ALIASING: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); bool fontAliasing; if (link.Read(&fontAliasing) == B_OK) fCurrentLayer->CurrentState()->SetForceFontAliasing(fontAliasing); break; } case AS_LAYER_CLIP_TO_PICTURE: { DTRACE(("ServerWindow %s: Message AS_LAYER_CLIP_TO_PICTURE: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); // TODO: you are not allowed to use ViewLayer regions here!!! int32 pictureToken; BPoint where; bool inverse = false; link.Read(&pictureToken); link.Read(&where); link.Read(&inverse); // search for a picture with the specified token. ServerPicture *picture = fServerApp->FindPicture(pictureToken); // TODO: Increase that picture's reference count.(~ allocate a picture) if (picture == NULL) break; BRegion region; // TODO: I think we also need the BView's token // I think PictureToRegion would fit better into the ViewLayer class (?) if (PictureToRegion(picture, region, inverse, where) < B_OK) break; fCurrentLayer->SetUserClipping(®ion); // TODO: reenable AS_LAYER_CLIP_TO_PICTURE #if 0 if (rootLayer && !(fCurrentLayer->IsHidden()) && !fWindowLayer->InUpdate()) { BRegion invalidRegion; fCurrentLayer->GetOnScreenRegion(invalidRegion); // TODO: this is broken! a smaller area may be invalidated! fCurrentLayer->fParent->MarkForRebuild(invalidRegion); fCurrentLayer->fParent->TriggerRebuild(); rootLayer->MarkForRedraw(invalidRegion); rootLayer->TriggerRedraw(); } #endif break; } case AS_LAYER_GET_CLIP_REGION: { DTRACE(("ServerWindow %s: Message AS_LAYER_GET_CLIP_REGION: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); // if this ViewLayer is hidden, it is clear that its visible region is void. if (fCurrentLayer->IsHidden()) { fLink.StartMessage(B_OK); fLink.Attach(0L); fLink.Flush(); } else { BRegion drawingRegion = fCurrentLayer->LocalClipping(); int32 rectCount = drawingRegion.CountRects(); fLink.StartMessage(B_OK); fLink.Attach(rectCount); for (int32 i = 0; i < rectCount; i++) { fLink.Attach(drawingRegion.RectAt(i)); } fLink.Flush(); } break; } case AS_LAYER_SET_CLIP_REGION: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_CLIP_REGION: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); int32 rectCount; status_t status = link.Read(&rectCount); // a negative count means no // region for the current draw state, // but an *empty* region is actually valid! // even if it means no drawing is allowed BRegion region; if (status == B_OK && rectCount >= 0) { for (int32 i = 0; i < rectCount; i++) { clipping_rect r; status = link.Read(&r); if (status < B_OK) break; // TODO: optimize (use AttachRegion()+ReadRegion()) region.Include(r); } } else status = B_ERROR; if (status == B_OK) { fCurrentLayer->SetUserClipping(®ion); } else { // passing NULL sets this states region // to that of the previous state fCurrentLayer->SetUserClipping(NULL); } break; } case AS_LAYER_INVALIDATE_RECT: { DTRACE(("ServerWindow %s: Message AS_LAYER_INVALIDATE_RECT: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); // NOTE: looks like this call is NOT affected by origin and scale on R5 // so this implementation is "correct" BRect invalidRect; if (link.Read(&invalidRect) == B_OK) { BRegion dirty(invalidRect); fWindowLayer->InvalidateView(fCurrentLayer, dirty); } break; } case AS_LAYER_INVALIDATE_REGION: { DTRACE(("ServerWindow %s: Message AS_LAYER_INVALIDATE_RECT: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); // NOTE: looks like this call is NOT affected by origin and scale on R5 // so this implementation is "correct" BRegion dirty; int32 rectCount; BRect rect; link.Read(&rectCount); for (int i = 0; i < rectCount; i++) { link.Read(&rect); dirty.Include(rect); } fWindowLayer->InvalidateView(fCurrentLayer, dirty); break; } case AS_LAYER_SET_HIGH_COLOR: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_HIGH_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); rgb_color c; link.Read(&c, sizeof(rgb_color)); fCurrentLayer->CurrentState()->SetHighColor(RGBColor(c)); break; } case AS_LAYER_SET_LOW_COLOR: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_LOW_COLOR: ViewLayer: %s\n", Title(), fCurrentLayer->Name())); rgb_color c; link.Read(&c, sizeof(rgb_color)); fCurrentLayer->CurrentState()->SetLowColor(RGBColor(c)); break; } case AS_LAYER_SET_PATTERN: { DTRACE(("ServerWindow %s: Message AS_LAYER_SET_PATTERN: ViewLayer: %s\n", fTitle, fCurrentLayer->Name())); pattern pat; link.Read(&pat, sizeof(pattern)); fCurrentLayer->CurrentState()->SetPattern(Pattern(pat)); break; } case AS_MOVEPENTO: { DTRACE(("ServerWindow %s: Message AS_MOVEPENTO\n", Title())); float x,y; link.Read(&x); link.Read(&y); fCurrentLayer->CurrentState()->SetPenLocation(BPoint(x, y)); break; } case AS_SETPENSIZE: { DTRACE(("ServerWindow %s: Message AS_SETPENSIZE\n", Title())); float size; link.Read(&size); fCurrentLayer->CurrentState()->SetPenSize(size); break; } case AS_SET_FONT: { DTRACE(("ServerWindow %s: Message AS_SET_FONT\n", Title())); // TODO: Implement AS_SET_FONT? // Confusing!! But it works already! break; } case AS_SET_FONT_SIZE: { DTRACE(("ServerWindow %s: Message AS_SET_FONT_SIZE\n", Title())); // TODO: Implement AS_SET_FONT_SIZE? break; } case AS_SYNC: { // TODO: AS_SYNC is a no-op for now, just to get things working fLink.StartMessage(B_OK); fLink.Flush(); break; } case AS_LAYER_DRAG_IMAGE: { // TODO: flesh out AS_LAYER_DRAG_IMAGE STRACE(("ServerWindow %s: Message AS_DRAG_IMAGE\n", Title())); int32 bitmapToken; drawing_mode dragMode; BPoint offset; int32 bufferSize; link.Read(&bitmapToken); link.Read((int32*)&dragMode); link.Read(&offset); link.Read(&bufferSize); if (bufferSize > 0) { char* buffer = new (nothrow) char[bufferSize]; BMessage dragMessage; if (link.Read(buffer, bufferSize) == B_OK && dragMessage.Unflatten(buffer) == B_OK) { ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken); fDesktop->EventDispatcher().SetDragMessage(dragMessage, bitmap, offset); } delete[] buffer; } // sync the client (it can now delete the bitmap) fLink.StartMessage(B_OK); fLink.Flush(); break; } case AS_LAYER_DRAG_RECT: { // TODO: flesh out AS_LAYER_DRAG_RECT STRACE(("ServerWindow %s: Message AS_DRAG_RECT\n", Title())); BRect dragRect; BPoint offset; int32 bufferSize; link.Read(&dragRect); link.Read(&offset); link.Read(&bufferSize); if (bufferSize > 0) { char* buffer = new (nothrow) char[bufferSize]; BMessage dragMessage; if (link.Read(buffer, bufferSize) == B_OK && dragMessage.Unflatten(buffer) == B_OK) { fDesktop->EventDispatcher().SetDragMessage(dragMessage, NULL, // should be dragRect offset); } delete[] buffer; } break; } case AS_LAYER_BEGIN_PICTURE: { DTRACE(("ServerWindow %s: Message AS_LAYER_BEGIN_PICTURE\n", Title())); ServerPicture *picture = App()->CreatePicture(); fCurrentLayer->SetPicture(picture); break; } case AS_LAYER_APPEND_TO_PICTURE: { DTRACE(("ServerWindow %s: Message AS_LAYER_APPEND_TO_PICTURE\n", Title())); int32 pictureToken; link.Read(&pictureToken); fCurrentLayer->SetPicture(App()->FindPicture(pictureToken)); // we don't care if it's NULL break; } case AS_LAYER_END_PICTURE: { DTRACE(("ServerWindow %s: Message AS_LAYER_END_PICTURE\n", Title())); ServerPicture *picture = fCurrentLayer->Picture(); if (picture != NULL) { fCurrentLayer->SetPicture(NULL); fLink.StartMessage(B_OK); fLink.Attach(picture->Token()); } else fLink.StartMessage(B_ERROR); fLink.Flush(); break; } default: _DispatchViewDrawingMessage(code, link); break; } } /*! Dispatches all view drawing messages. The desktop clipping must be read locked when entering this method. Requires a valid fCurrentLayer. */ void ServerWindow::_DispatchViewDrawingMessage(int32 code, BPrivate::LinkReceiver &link) { if (!fCurrentLayer->IsVisible() || !fWindowLayer->IsVisible()) { if (link.NeedsReply()) { printf("ServerWindow::DispatchViewDrawingMessage() got message %ld that needs a reply!\n", code); // the client is now blocking and waiting for a reply! fLink.StartMessage(B_ERROR); fLink.Flush(); } return; } DrawingEngine* drawingEngine = fWindowLayer->GetDrawingEngine(); if (!drawingEngine) { // ?!? DTRACE(("ServerWindow %s: no drawing engine!!\n", Title())); if (link.NeedsReply()) { // the client is now blocking and waiting for a reply! fLink.StartMessage(B_ERROR); fLink.Flush(); } return; } if (!fCurrentDrawingRegionValid || fWindowLayer->DrawingRegionChanged(fCurrentLayer)) { fWindowLayer->GetEffectiveDrawingRegion(fCurrentLayer, fCurrentDrawingRegion); fCurrentDrawingRegionValid = true; } if (fCurrentDrawingRegion.CountRects() <= 0) { if (link.NeedsReply()) { // the client is now blocking and waiting for a reply! fLink.StartMessage(B_ERROR); fLink.Flush(); } return; } // prevent other ServerWindows from messing with the drawing engine // as long as each uses the same instance... TODO: remove the locking // when each has its own drawingEngine->Lock(); drawingEngine->ConstrainClippingRegion(&fCurrentDrawingRegion); switch (code) { case AS_STROKE_LINE: { DTRACE(("ServerWindow %s: Message AS_STROKE_LINE\n", Title())); float x1, y1, x2, y2; link.Read(&x1); link.Read(&y1); link.Read(&x2); link.Read(&y2); BPoint p1(x1, y1); BPoint p2(x2, y2); BPoint penPos = p2; fCurrentLayer->ConvertToScreenForDrawing(&p1); fCurrentLayer->ConvertToScreenForDrawing(&p2); drawingEngine->StrokeLine(p1, p2, fCurrentLayer->CurrentState()); // We update the pen here because many DrawingEngine calls which do not update the // pen position actually call StrokeLine // TODO: Decide where to put this, for example, it cannot be done // for DrawString(), also there needs to be a decision, if penlocation // is in View coordinates (I think it should be) or in screen coordinates. fCurrentLayer->CurrentState()->SetPenLocation(penPos); break; } case AS_LAYER_INVERT_RECT: { DTRACE(("ServerWindow %s: Message AS_INVERT_RECT\n", Title())); BRect rect; link.Read(&rect); fCurrentLayer->ConvertToScreenForDrawing(&rect); drawingEngine->InvertRect(rect); break; } case AS_STROKE_RECT: { DTRACE(("ServerWindow %s: Message AS_STROKE_RECT\n", Title())); float left, top, right, bottom; link.Read(&left); link.Read(&top); link.Read(&right); link.Read(&bottom); BRect rect(left,top,right,bottom); fCurrentLayer->ConvertToScreenForDrawing(&rect); drawingEngine->StrokeRect(rect, fCurrentLayer->CurrentState()); break; } case AS_FILL_RECT: { DTRACE(("ServerWindow %s: Message AS_FILL_RECT\n", Title())); BRect rect; link.Read(&rect); fCurrentLayer->ConvertToScreenForDrawing(&rect); drawingEngine->FillRect(rect, fCurrentLayer->CurrentState()); break; } case AS_LAYER_DRAW_BITMAP: { DTRACE(("ServerWindow %s: Message AS_LAYER_DRAW_BITMAP: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name())); int32 bitmapToken; BRect srcRect, dstRect; link.Read(&bitmapToken); link.Read(&dstRect); link.Read(&srcRect); ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken); if (bitmap) { fCurrentLayer->ConvertToScreenForDrawing(&dstRect); drawingEngine->DrawBitmap(bitmap, srcRect, dstRect, fCurrentLayer->CurrentState()); } break; } case AS_STROKE_ARC: case AS_FILL_ARC: { DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_ARC\n", Title())); float angle, span; BRect r; link.Read(&r); link.Read(&angle); link.Read(&span); fCurrentLayer->ConvertToScreenForDrawing(&r); drawingEngine->DrawArc(r, angle, span, fCurrentLayer->CurrentState(), code == AS_FILL_ARC); break; } case AS_STROKE_BEZIER: case AS_FILL_BEZIER: { DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_BEZIER\n", Title())); BPoint pts[4]; for (int32 i = 0; i < 4; i++) { link.Read(&(pts[i])); fCurrentLayer->ConvertToScreenForDrawing(&pts[i]); } drawingEngine->DrawBezier(pts, fCurrentLayer->CurrentState(), code == AS_FILL_BEZIER); break; } case AS_STROKE_ELLIPSE: case AS_FILL_ELLIPSE: { DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_ELLIPSE\n", Title())); BRect rect; link.Read(&rect); fCurrentLayer->ConvertToScreenForDrawing(&rect); drawingEngine->DrawEllipse(rect, fCurrentLayer->CurrentState(), code == AS_FILL_ELLIPSE); break; } case AS_STROKE_ROUNDRECT: case AS_FILL_ROUNDRECT: { DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_ROUNDRECT\n", Title())); BRect rect; float xrad,yrad; link.Read(&rect); link.Read(&xrad); link.Read(&yrad); fCurrentLayer->ConvertToScreenForDrawing(&rect); drawingEngine->DrawRoundRect(rect, xrad, yrad, fCurrentLayer->CurrentState(), code == AS_FILL_ROUNDRECT); break; } case AS_STROKE_TRIANGLE: case AS_FILL_TRIANGLE: { DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_TRIANGLE\n", Title())); BPoint pts[3]; BRect rect; for (int32 i = 0; i < 3; i++) { link.Read(&(pts[i])); fCurrentLayer->ConvertToScreenForDrawing(&pts[i]); } link.Read(&rect); fCurrentLayer->ConvertToScreenForDrawing(&rect); drawingEngine->DrawTriangle(pts, rect, fCurrentLayer->CurrentState(), code == AS_FILL_TRIANGLE); break; } case AS_STROKE_POLYGON: case AS_FILL_POLYGON: { DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_POLYGON\n", Title())); BRect polyFrame; bool isClosed = true; int32 pointCount; link.Read(&polyFrame); if (code == AS_STROKE_POLYGON) link.Read(&isClosed); link.Read(&pointCount); BPoint* pointList = new(nothrow) BPoint[pointCount]; if (link.Read(pointList, pointCount * sizeof(BPoint)) >= B_OK) { for (int32 i = 0; i < pointCount; i++) fCurrentLayer->ConvertToScreenForDrawing(&pointList[i]); drawingEngine->DrawPolygon(pointList, pointCount, polyFrame, fCurrentLayer->CurrentState(), code == AS_FILL_POLYGON, isClosed && pointCount > 2); } delete[] pointList; break; } case AS_STROKE_SHAPE: case AS_FILL_SHAPE: { DTRACE(("ServerWindow %s: Message AS_STROKE/FILL_SHAPE\n", Title())); BRect shapeFrame; int32 opCount; int32 ptCount; link.Read(&shapeFrame); link.Read(&opCount); link.Read(&ptCount); uint32* opList = new(nothrow) uint32[opCount]; BPoint* ptList = new(nothrow) BPoint[ptCount]; if (link.Read(opList, opCount * sizeof(uint32)) >= B_OK && link.Read(ptList, ptCount * sizeof(BPoint)) >= B_OK) { for (int32 i = 0; i < ptCount; i++) fCurrentLayer->ConvertToScreenForDrawing(&ptList[i]); drawingEngine->DrawShape(shapeFrame, opCount, opList, ptCount, ptList, fCurrentLayer->CurrentState(), code == AS_FILL_SHAPE); } delete[] opList; delete[] ptList; break; } case AS_FILL_REGION: { DTRACE(("ServerWindow %s: Message AS_FILL_REGION\n", Title())); BRegion region; if (link.ReadRegion(®ion) < B_OK) break; fCurrentLayer->ConvertToScreenForDrawing(®ion); drawingEngine->FillRegion(region, fCurrentLayer->CurrentState()); break; } case AS_STROKE_LINEARRAY: { DTRACE(("ServerWindow %s: Message AS_STROKE_LINEARRAY\n", Title())); // Attached Data: // 1) int32 Number of lines in the array // 2) array of struct _array_data_ objects, as defined in ViewAux.h int32 lineCount; link.Read(&lineCount); if (lineCount > 0) { LineArrayData lineData[lineCount]; for (int32 i = 0; i < lineCount; i++) { LineArrayData* index = &lineData[i]; link.Read(&(index->pt1.x)); link.Read(&(index->pt1.y)); link.Read(&(index->pt2.x)); link.Read(&(index->pt2.y)); link.Read(&(index->color)); fCurrentLayer->ConvertToScreenForDrawing(&index->pt1); fCurrentLayer->ConvertToScreenForDrawing(&index->pt2); } drawingEngine->StrokeLineArray(lineCount, lineData, fCurrentLayer->CurrentState()); } break; } case AS_DRAW_STRING: { DTRACE(("ServerWindow %s: Message AS_DRAW_STRING\n", Title())); char* string; int32 length; BPoint location; escapement_delta delta; link.Read(&length); link.Read(&location); link.Read(&delta); link.ReadString(&string); fCurrentLayer->ConvertToScreenForDrawing(&location); BPoint penLocation = drawingEngine->DrawString(string, length, location, fCurrentLayer->CurrentState(), &delta); fCurrentLayer->ConvertFromScreenForDrawing(&penLocation); fCurrentLayer->CurrentState()->SetPenLocation(penLocation); free(string); break; } case AS_LAYER_DRAW_PICTURE: { int32 token; if (link.Read(&token) == B_OK) { BPoint where; link.Read(&where); ServerPicture *picture = App()->FindPicture(token); if (picture != NULL) { fCurrentLayer->ConvertToScreenForDrawing(&where); fCurrentLayer->CurrentState()->SetPenLocation(where); // TODO: pass the location to the play method and handle it there picture->Play(fCurrentLayer); } } break; } default: printf("ServerWindow %s received unexpected code - message offset %ld\n", Title(), code - B_OK); if (link.NeedsReply()) { // the client is now blocking and waiting for a reply! fLink.StartMessage(B_ERROR); fLink.Flush(); } break; } drawingEngine->Unlock(); } bool ServerWindow::_DispatchPictureMessage(int32 code, BPrivate::LinkReceiver &link) { ServerPicture *picture = fCurrentLayer->Picture(); if (picture == NULL) return false; switch (code) { case AS_LAYER_SET_ORIGIN: { float x, y; link.Read(&x); link.Read(&y); picture->BeginOp(B_PIC_SET_ORIGIN); picture->AddCoord(BPoint(x, y)); picture->EndOp(); break; } case AS_LAYER_INVERT_RECT: { picture->BeginOp(B_PIC_SET_DRAWING_MODE); picture->AddInt16((int16)B_OP_INVERT); picture->EndOp(); BRect rect; link.Read(&rect); picture->BeginOp(B_PIC_FILL_RECT); picture->AddRect(rect); picture->EndOp(); picture->BeginOp(B_PIC_SET_DRAWING_MODE); picture->AddInt16((int16)B_OP_COPY); picture->EndOp(); break; } case AS_LAYER_PUSH_STATE: { picture->BeginOp(B_PIC_PUSH_STATE); picture->EndOp(); break; } case AS_LAYER_POP_STATE: { picture->BeginOp(B_PIC_POP_STATE); picture->EndOp(); break; } case AS_LAYER_SET_DRAWING_MODE: { int8 drawingMode; link.Read(&drawingMode); picture->BeginOp(B_PIC_SET_DRAWING_MODE); picture->AddInt16((int16)drawingMode); picture->EndOp(); break; } case AS_LAYER_SET_PEN_SIZE: { float penSize; link.Read(&penSize); picture->BeginOp(B_PIC_SET_PEN_SIZE); picture->AddFloat(penSize); picture->EndOp(); break; } case AS_FILL_RECT: case AS_STROKE_RECT: { BRect rect; link.Read(&rect); picture->BeginOp(code == AS_FILL_RECT ? B_PIC_FILL_RECT : B_PIC_STROKE_RECT); picture->AddRect(rect); picture->EndOp(); break; } case AS_STROKE_ROUNDRECT: case AS_FILL_ROUNDRECT: { BRect rect; link.Read(&rect); BPoint radii; link.Read(&radii.x); link.Read(&radii.y); picture->BeginOp(code == AS_FILL_ROUNDRECT ? B_PIC_FILL_ROUND_RECT : B_PIC_STROKE_ROUND_RECT); picture->AddRect(rect); picture->AddCoord(radii); picture->EndOp(); break; } case AS_STROKE_LINE: { float x1, y1, x2, y2; link.Read(&x1); link.Read(&y1); link.Read(&x2); link.Read(&y2); picture->BeginOp(B_PIC_STROKE_LINE); picture->AddCoord(BPoint(x1, y1)); picture->AddCoord(BPoint(x2, y2)); picture->EndOp(); break; } case AS_STROKE_LINEARRAY: { int32 lineCount; link.Read(&lineCount); if (lineCount <= 0) break; for (int32 i = 0; i < lineCount; i++) { float x1, y1, x2, y2; link.Read(&x1); link.Read(&y1); link.Read(&x2); link.Read(&y2); rgb_color color; link.Read(&color); picture->BeginOp(B_PIC_SET_FORE_COLOR); picture->AddColor(color); picture->EndOp(); picture->BeginOp(B_PIC_STROKE_LINE); picture->AddCoord(BPoint(x1, y1)); picture->AddCoord(BPoint(x2, y2)); picture->EndOp(); } // reset the color to the previous one picture->BeginOp(B_PIC_SET_FORE_COLOR); picture->AddColor(fCurrentLayer->CurrentState()->HighColor().GetColor32()); picture->EndOp(); break; } case AS_LAYER_SET_LOW_COLOR: case AS_LAYER_SET_HIGH_COLOR: { rgb_color color; link.Read(&color, sizeof(rgb_color)); picture->BeginOp(code == AS_LAYER_SET_HIGH_COLOR ? B_PIC_SET_FORE_COLOR : B_PIC_SET_BACK_COLOR); picture->AddColor(color); picture->EndOp(); break; } case AS_DRAW_STRING: { char* string; int32 length; BPoint location; escapement_delta delta; link.Read(&length); link.Read(&location); link.Read(&delta); link.ReadString(&string); picture->BeginOp(B_PIC_SET_PEN_LOCATION); picture->AddCoord(location); picture->EndOp(); picture->BeginOp(B_PIC_DRAW_STRING); picture->AddInt32(length); picture->AddData(string, length); picture->AddFloat(delta.space); picture->AddFloat(delta.nonspace); picture->EndOp(); break; } case AS_LAYER_DRAW_BITMAP: { int32 token; link.Read(&token); BRect destRect; link.Read(&destRect); BRect sourceRect; link.Read(&sourceRect); ServerBitmap *bitmap = App()->FindBitmap(token); if (bitmap == NULL) break; picture->BeginOp(B_PIC_DRAW_PIXELS); picture->AddRect(sourceRect); picture->AddRect(destRect); picture->AddInt32(bitmap->Width()); picture->AddInt32(bitmap->Height()); picture->AddInt32(bitmap->BytesPerRow()); picture->AddInt32(bitmap->ColorSpace()); picture->AddInt32(/*bitmap->Flags()*/0); picture->AddData((void *)bitmap->Bits(), bitmap->BitsLength()); picture->EndOp(); break; } default: return false; } if (link.NeedsReply()) { fLink.StartMessage(B_ERROR); fLink.Flush(); } return true; } /*! \brief Message-dispatching loop for the ServerWindow Watches the ServerWindow's message port and dispatches as necessary */ void ServerWindow::_MessageLooper() { BPrivate::LinkReceiver& receiver = fLink.Receiver(); bool quitLoop = false; while (!quitLoop) { //STRACE(("info: ServerWindow::MonitorWin listening on port %ld.\n", // fMessagePort)); int32 code; status_t status = receiver.GetNextMessage(code); if (status < B_OK) { // that shouldn't happen, it's our port printf("Someone deleted our message port!\n"); // try to let our client die happily NotifyQuitRequested(); break; } #ifdef PROFILE_MESSAGE_LOOP bigtime_t start = system_time(); #endif Lock(); #ifdef PROFILE_MESSAGE_LOOP bigtime_t diff = system_time() - start; if (diff > 10000) printf("ServerWindow %s: lock acquisition took %Ld usecs\n", Title(), diff); #endif int32 messagesProcessed = 0; bool lockedDesktop = false; while (true) { if (code == AS_DELETE_WINDOW || code == kMsgQuitLooper) { // this means the client has been killed STRACE(("ServerWindow %s received 'AS_DELETE_WINDOW' message code\n", Title())); if (code == AS_DELETE_WINDOW) { fLink.StartMessage(B_OK); fLink.Flush(); } if (lockedDesktop) fDesktop->UnlockSingleWindow(); quitLoop = true; // ServerWindow's destructor takes care of pulling this object off the desktop. if (!fWindowLayer->IsHidden()) CRITICAL("ServerWindow: a window must be hidden before it's deleted\n"); break; } if (!lockedDesktop) { // only lock it once fDesktop->LockSingleWindow(); lockedDesktop = true; } if (atomic_and(&fRedrawRequested, 0) != 0) fWindowLayer->RedrawDirtyRegion(); _DispatchMessage(code, receiver); #ifdef PROFILE_MESSAGE_LOOP if (code >= 0 && code < AS_LAST_CODE) { diff = system_time() - start; atomic_add(&sMessageProfile[code].count, 1); #ifndef HAIKU_TARGET_PLATFORM_LIBBE_TEST atomic_add64(&sMessageProfile[code].time, diff); #else sMessageProfile[code].time += diff; #endif if (diff > 10000) printf("ServerWindow %s: message %ld took %Ld usecs\n", Title(), code, diff); } #endif // only process up to 70 waiting messages at once (we have the Desktop locked) if (!receiver.HasMessages() || ++messagesProcessed > 70) { fDesktop->UnlockSingleWindow(); break; } status_t status = receiver.GetNextMessage(code); if (status < B_OK) { // that shouldn't happen, it's our port printf("Someone deleted our message port!\n"); fDesktop->UnlockSingleWindow(); // try to let our client die happily NotifyQuitRequested(); break; } } Unlock(); } // we were asked to quit the message loop - either on request or because of an error Quit(); // does not return } status_t ServerWindow::SendMessageToClient(const BMessage* msg, int32 target) const { if (target == B_NULL_TOKEN) target = fClientToken; BMessenger reply; BMessage::Private messagePrivate((BMessage *)msg); return messagePrivate.SendMessage(fClientLooperPort, target, 0, false, reply); } WindowLayer* ServerWindow::MakeWindowLayer(BRect frame, const char* name, window_look look, window_feel feel, uint32 flags, uint32 workspace) { // The non-offscreen ServerWindow uses the DrawingEngine instance from the desktop. return new (nothrow) WindowLayer(frame, name, look, feel, flags, workspace, this, fDesktop->GetDrawingEngine()); } status_t ServerWindow::_EnableDirectWindowMode() { if (fDirectWindowData != NULL) { // already in direct window mode return B_ERROR; } fDirectWindowData = new (nothrow) direct_window_data; if (fDirectWindowData == NULL) return B_NO_MEMORY; status_t status = fDirectWindowData->InitCheck(); if (status < B_OK) { delete fDirectWindowData; fDirectWindowData = NULL; return status; } return B_OK; } void ServerWindow::HandleDirectConnection(int32 bufferState, int32 driverState) { STRACE(("HandleDirectConnection(bufferState = %ld, driverState = %ld)\n", bufferState, driverState)); if (fDirectWindowData == NULL || (!fDirectWindowData->started && (bufferState & B_DIRECT_MODE_MASK) != B_DIRECT_START)) return; fDirectWindowData->started = true; if (bufferState != -1) fDirectWindowData->buffer_info->buffer_state = (direct_buffer_state)bufferState; if (driverState != -1) fDirectWindowData->buffer_info->driver_state = (direct_driver_state)driverState; if ((bufferState & B_DIRECT_MODE_MASK) != B_DIRECT_STOP) { // TODO: Locking ? RenderingBuffer *buffer = fDesktop->HWInterface()->FrontBuffer(); fDirectWindowData->buffer_info->bits = buffer->Bits(); fDirectWindowData->buffer_info->pci_bits = NULL; // TODO fDirectWindowData->buffer_info->bytes_per_row = buffer->BytesPerRow(); switch (buffer->ColorSpace()) { case B_RGB32: case B_RGBA32: case B_RGB32_BIG: case B_RGBA32_BIG: fDirectWindowData->buffer_info->bits_per_pixel = 32; break; case B_RGB24: case B_RGB24_BIG: fDirectWindowData->buffer_info->bits_per_pixel = 24; break; case B_RGB16: case B_RGB16_BIG: case B_RGB15: case B_RGB15_BIG: fDirectWindowData->buffer_info->bits_per_pixel = 16; break; case B_CMAP8: fDirectWindowData->buffer_info->bits_per_pixel = 8; break; default: fprintf(stderr, "unkown colorspace in HandleDirectConnection()!\n"); fDirectWindowData->buffer_info->bits_per_pixel = 0; break; } fDirectWindowData->buffer_info->pixel_format = buffer->ColorSpace(); fDirectWindowData->buffer_info->layout = B_BUFFER_NONINTERLEAVED; fDirectWindowData->buffer_info->orientation = B_BUFFER_TOP_TO_BOTTOM; // TODO fDirectWindowData->buffer_info->window_bounds = to_clipping_rect(fWindowLayer->Frame()); // TODO: Review this const int32 kMaxClipRectsCount = (B_PAGE_SIZE - sizeof(direct_buffer_info)) / sizeof(clipping_rect); // We just want the region inside the window, border excluded. BRegion clipRegion = fWindowLayer->VisibleContentRegion(); fDirectWindowData->buffer_info->clip_list_count = min_c(clipRegion.CountRects(), kMaxClipRectsCount); fDirectWindowData->buffer_info->clip_bounds = clipRegion.FrameInt(); for (uint32 i = 0; i < fDirectWindowData->buffer_info->clip_list_count; i++) fDirectWindowData->buffer_info->clip_list[i] = clipRegion.RectAtInt(i); } // Releasing this sem causes the client to call BDirectWindow::DirectConnected() release_sem(fDirectWindowData->sem); // TODO: Waiting half a second in the ServerWindow thread is not a problem, // but since we are called from the Desktop's thread too, very bad things could happen. // Find some way to call this method only within ServerWindow's thread (messaging ?) status_t status; do { // TODO: The timeout is 3000000 usecs (3 seconds) on beos. // Test, but I think half a second is enough. status = acquire_sem_etc(fDirectWindowData->sem_ack, 1, B_TIMEOUT, 500000); } while (status == B_INTERRUPTED); if (status < B_OK) { // The client application didn't release the semaphore // within the given timeout. Or something else went wrong. // Deleting this member should make it crash. delete fDirectWindowData; fDirectWindowData = NULL; } } void ServerWindow::_SetCurrentLayer(ViewLayer* layer) { if (fCurrentLayer != layer) { fCurrentLayer = layer; fCurrentDrawingRegionValid = false; #if 0 #if DELAYED_BACKGROUND_CLEARING fWindowLayer->ReadLockWindows(); if (fCurrentLayer && fCurrentLayer->IsBackgroundDirty() && fWindowLayer->InUpdate()) { DrawingEngine* drawingEngine = fWindowLayer->GetDrawingEngine(); if (drawingEngine->Lock()) { fWindowLayer->GetEffectiveDrawingRegion(fCurrentLayer, fCurrentDrawingRegion); fCurrentDrawingRegionValid = true; BRegion dirty(fCurrentDrawingRegion); BRegion content; fWindowLayer->GetContentRegion(&content); fCurrentLayer->Draw(drawingEngine, &dirty, &content, false); drawingEngine->Unlock(); } } fWindowLayer->ReadUnlockWindows(); #endif #endif // 0 } } status_t ServerWindow::PictureToRegion(ServerPicture *picture, BRegion ®ion, bool inverse, BPoint where) { fprintf(stderr, "ServerWindow::PictureToRegion() not implemented\n"); region.MakeEmpty(); return B_ERROR; }