0a3f410f30
a message. * The DesktopSettings class is now using that to send the new AS_SYSTEM_FONT_CHANGED message to all windows. * The ServerWindow now propagates font changes to its decorator, causing it to update its drawing. That means changing the bold font in the "Fonts" preferences application will instantly change all window titles. * Factored out a _RebuildAndRedrawAfterWindowChange() out of several Desktop methods, simplifying some code. * The DefaultDecorator no longer calls _DoLayout() twice (through SetLook()), but instead calls the new _UpdateFont() method now also called by FontsChanged(), and SetLook(). * BWindow::GetDecoratorSettings() now also includes "tab frame" BRect with the exact footprint of the tab, allowing apps to know the size of the tab to position itself accordingly. * Automatic white space cleanup. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@28664 a95241bf-73f2-0310-859d-f6bbb57e9c96
375 lines
11 KiB
C++
375 lines
11 KiB
C++
/*
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* Copyright (c) 2001-2008, Haiku, Inc.
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* Distributed under the terms of the MIT license.
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*
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* Authors:
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* DarkWyrm <bpmagic@columbus.rr.com>
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* Adi Oanca <adioanca@gmail.com>
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* Stephan Aßmus <superstippi@gmx.de>
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* Axel Dörfler, axeld@pinc-software.de
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*/
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#ifndef WINDOW_H
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#define WINDOW_H
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#include "Decorator.h"
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#include "RegionPool.h"
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#include "ServerWindow.h"
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#include "View.h"
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#include "WindowList.h"
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#include <ObjectList.h>
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#include <Region.h>
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#include <String.h>
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namespace BPrivate {
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class PortLink;
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};
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class ClientLooper;
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class Decorator;
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class Desktop;
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class DrawingEngine;
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class EventDispatcher;
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class WorkspacesView;
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// TODO: move this into a proper place
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#define AS_REDRAW 'rdrw'
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enum {
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UPDATE_REQUEST = 0x01,
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UPDATE_EXPOSE = 0x02,
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};
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class Window {
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public:
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Window(const BRect& frame, const char *name,
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window_look look, window_feel feel,
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uint32 flags, uint32 workspaces,
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::ServerWindow* window,
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DrawingEngine* drawingEngine);
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virtual ~Window();
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status_t InitCheck() const;
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BRect Frame() const { return fFrame; }
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const char* Title() const { return fTitle.String(); }
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window_anchor& Anchor(int32 index);
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Window* NextWindow(int32 index) const;
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Window* PreviousWindow(int32 index) const;
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::Desktop* Desktop() const { return fDesktop; }
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::Decorator* Decorator() const { return fDecorator; }
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::ServerWindow* ServerWindow() const { return fWindow; }
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::EventTarget& EventTarget() const { return fWindow->EventTarget(); }
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// setting and getting the "hard" clipping, you need to have
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// WriteLock()ed the clipping!
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void SetClipping(BRegion* stillAvailableOnScreen);
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// you need to have ReadLock()ed the clipping!
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inline BRegion& VisibleRegion() { return fVisibleRegion; }
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BRegion& VisibleContentRegion();
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// TODO: not protected by a lock, but noone should need this anyways
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// make private? when used inside Window, it has the ReadLock()
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void GetFullRegion(BRegion* region);
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void GetBorderRegion(BRegion* region);
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void GetContentRegion(BRegion* region);
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void MoveBy(int32 x, int32 y);
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void ResizeBy(int32 x, int32 y, BRegion* dirtyRegion);
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void ScrollViewBy(View* view, int32 dx, int32 dy);
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void SetTopView(View* topView);
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View* TopView() const { return fTopView; }
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View* ViewAt(const BPoint& where);
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virtual bool IsOffscreenWindow() const { return false; }
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void GetEffectiveDrawingRegion(View* view, BRegion& region);
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bool DrawingRegionChanged(View* view) const;
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// generic version, used by the Desktop
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void ProcessDirtyRegion(BRegion& regionOnScreen);
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void RedrawDirtyRegion();
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// can be used from inside classes that don't
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// need to know about Desktop (first version uses Desktop)
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void MarkDirty(BRegion& regionOnScreen);
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// these versions do not use the Desktop
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void MarkContentDirty(BRegion& regionOnScreen);
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void MarkContentDirtyAsync(BRegion& regionOnScreen);
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// shortcut for invalidating just one view
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void InvalidateView(View* view, BRegion& viewRegion);
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void DisableUpdateRequests();
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void EnableUpdateRequests();
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void BeginUpdate(BPrivate::PortLink& link);
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void EndUpdate();
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bool InUpdate() const
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{ return fInUpdate; }
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bool NeedsUpdate() const
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{ return fUpdateRequested; }
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DrawingEngine* GetDrawingEngine() const
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{ return fDrawingEngine; }
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// managing a region pool
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::RegionPool* RegionPool()
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{ return &fRegionPool; }
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inline BRegion* GetRegion()
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{ return fRegionPool.GetRegion(); }
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inline BRegion* GetRegion(const BRegion& copy)
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{ return fRegionPool.GetRegion(copy); }
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inline void RecycleRegion(BRegion* region)
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{ fRegionPool.Recycle(region); }
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void CopyContents(BRegion* region,
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int32 xOffset, int32 yOffset);
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void MouseDown(BMessage* message, BPoint where, int32* _viewToken);
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void MouseUp(BMessage* message, BPoint where, int32* _viewToken);
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void MouseMoved(BMessage* message, BPoint where, int32* _viewToken,
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bool isLatestMouseMoved);
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// some hooks to inform the client window
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// TODO: move this to ServerWindow maybe?
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void WorkspaceActivated(int32 index, bool active);
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void WorkspacesChanged(uint32 oldWorkspaces, uint32 newWorkspaces);
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void Activated(bool active);
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// changing some properties
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void SetTitle(const char* name, BRegion& dirty);
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void SetFocus(bool focus);
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bool IsFocus() const { return fIsFocus; }
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void SetHidden(bool hidden);
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inline bool IsHidden() const { return fHidden; }
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void SetMinimized(bool minimized);
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inline bool IsMinimized() const { return fMinimized; }
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void SetCurrentWorkspace(int32 index)
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{ fCurrentWorkspace = index; }
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bool IsVisible() const;
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bool IsDragging() const { return fIsDragging; }
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bool IsResizing() const { return fIsResizing; }
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void SetSizeLimits(int32 minWidth, int32 maxWidth,
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int32 minHeight, int32 maxHeight);
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void GetSizeLimits(int32* minWidth, int32* maxWidth,
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int32* minHeight, int32* maxHeight) const;
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// 0.0 -> left .... 1.0 -> right
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bool SetTabLocation(float location, BRegion& dirty);
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float TabLocation() const;
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bool SetDecoratorSettings(const BMessage& settings,
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BRegion& dirty);
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bool GetDecoratorSettings(BMessage* settings);
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void HighlightDecorator(bool active);
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void FontsChanged(BRegion* updateRegion);
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void SetLook(window_look look, BRegion* updateRegion);
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void SetFeel(window_feel feel);
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void SetFlags(uint32 flags, BRegion* updateRegion);
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window_look Look() const { return fLook; }
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window_feel Feel() const { return fFeel; }
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uint32 Flags() const { return fFlags; }
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// window manager stuff
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uint32 Workspaces() const { return fWorkspaces; }
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void SetWorkspaces(uint32 workspaces)
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{ fWorkspaces = workspaces; }
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bool InWorkspace(int32 index) const;
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bool SupportsFront();
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bool IsModal() const;
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bool IsFloating() const;
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bool IsNormal() const;
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bool HasModal() const;
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Window* Frontmost(Window* first = NULL,
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int32 workspace = -1);
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Window* Backmost(Window* first = NULL,
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int32 workspace = -1);
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bool AddToSubset(Window* window);
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void RemoveFromSubset(Window* window);
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bool HasInSubset(const Window* window) const;
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bool SameSubset(Window* window);
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uint32 SubsetWorkspaces() const;
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bool InSubsetWorkspace(int32 index) const;
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bool HasWorkspacesViews() const
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{ return fWorkspacesViewCount != 0; }
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void AddWorkspacesView()
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{ fWorkspacesViewCount++; }
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void RemoveWorkspacesView()
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{ fWorkspacesViewCount--; }
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void FindWorkspacesViews(
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BObjectList<WorkspacesView>& list) const;
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static bool IsValidLook(window_look look);
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static bool IsValidFeel(window_feel feel);
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static bool IsModalFeel(window_feel feel);
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static bool IsFloatingFeel(window_feel feel);
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static uint32 ValidWindowFlags();
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static uint32 ValidWindowFlags(window_feel feel);
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protected:
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friend class Desktop;
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// TODO: for now (list management)
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void _ShiftPartOfRegion(BRegion* region,
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BRegion* regionToShift, int32 xOffset,
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int32 yOffset);
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// different types of drawing
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void _TriggerContentRedraw(BRegion& dirty);
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void _DrawBorder();
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// handling update sessions
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void _TransferToUpdateSession(BRegion* contentDirtyRegion);
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void _SendUpdateMessage();
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void _UpdateContentRegion();
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click_type _ActionFor(const BMessage* msg) const;
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void _ObeySizeLimits();
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void _PropagatePosition();
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BString fTitle;
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// TODO: no fp rects anywhere
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BRect fFrame;
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window_anchor fAnchor[kListCount];
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// the visible region is only recalculated from the
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// Desktop thread, when using it, Desktop::ReadLockClipping()
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// has to be called
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BRegion fVisibleRegion;
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BRegion fVisibleContentRegion;
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// our part of the "global" dirty region
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// it is calculated from the desktop thread,
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// but we can write to it when we read locked
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// the clipping, since it is local and the desktop
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// thread is blocked
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BRegion fDirtyRegion;
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uint32 fDirtyCause;
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// caching local regions
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BRegion fBorderRegion;
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BRegion fContentRegion;
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BRegion fEffectiveDrawingRegion;
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bool fVisibleContentRegionValid : 1;
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bool fBorderRegionValid : 1;
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bool fContentRegionValid : 1;
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bool fEffectiveDrawingRegionValid : 1;
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::RegionPool fRegionPool;
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BObjectList<Window> fSubsets;
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// TODO: remove those some day (let the decorator handle that stuff)
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bool fIsClosing : 1;
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bool fIsMinimizing : 1;
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bool fIsZooming : 1;
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bool fIsResizing : 1;
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bool fIsSlidingTab : 1;
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bool fIsDragging : 1;
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bool fActivateOnMouseUp : 1;
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::Decorator* fDecorator;
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View* fTopView;
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::ServerWindow* fWindow;
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DrawingEngine* fDrawingEngine;
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::Desktop* fDesktop;
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BPoint fLastMousePosition;
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bigtime_t fLastMoveTime;
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// The synchronization, which client drawing commands
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// belong to the redraw of which dirty region is handled
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// through an UpdateSession. When the client has
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// been informed that it should redraw stuff, then
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// this is the current update session. All new
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// redraw requests from the Desktop will go
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// into the pending update session.
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class UpdateSession {
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public:
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UpdateSession();
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virtual ~UpdateSession();
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void Include(BRegion* additionalDirty);
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void Exclude(BRegion* dirtyInNextSession);
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inline BRegion& DirtyRegion()
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{ return fDirtyRegion; }
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void MoveBy(int32 x, int32 y);
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void SetUsed(bool used);
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inline bool IsUsed() const
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{ return fInUse; }
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void AddCause(uint8 cause);
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inline bool IsExpose() const
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{ return fCause & UPDATE_EXPOSE; }
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inline bool IsRequest() const
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{ return fCause & UPDATE_REQUEST; }
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private:
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BRegion fDirtyRegion;
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bool fInUse;
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uint8 fCause;
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};
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BRegion fDecoratorRegion;
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UpdateSession fUpdateSessions[2];
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UpdateSession* fCurrentUpdateSession;
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UpdateSession* fPendingUpdateSession;
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// these two flags are supposed to ensure a sane
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// and consistent update session
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bool fUpdateRequested : 1;
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bool fInUpdate : 1;
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bool fUpdatesEnabled : 1;
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bool fHidden : 1;
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bool fMinimized : 1;
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bool fIsFocus : 1;
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window_look fLook;
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window_feel fFeel;
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uint32 fOriginalFlags;
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uint32 fFlags;
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uint32 fWorkspaces;
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int32 fCurrentWorkspace;
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int32 fMinWidth;
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int32 fMaxWidth;
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int32 fMinHeight;
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int32 fMaxHeight;
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int32 fWorkspacesViewCount;
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};
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#endif // WINDOW_H
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