haiku/src/servers/app/ServerWindow.cpp
Axel Dörfler 71b550889e Moved dw_sync_data to a private header DirectWindowPrivate.h and renamed it to direct_window_sync_data.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15469 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-12-10 15:36:38 +00:00

2331 lines
62 KiB
C++

/*
* Copyright 2001-2005, Haiku.
* Distributed under the terms of the MIT License.
*
* Authors:
* DarkWyrm <bpmagic@columbus.rr.com>
* Adrian Oanca <adioanca@gmail.com>
* Stephan Aßmus <superstippi@gmx.de>
* 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 <new>
#include <AppDefs.h>
#include <DirectWindow.h>
#include <GraphicsDefs.h>
#include <Message.h>
#include <PortLink.h>
#include <Rect.h>
#include <View.h>
#include <ViewAux.h>
#include <Autolock.h>
#include <TokenSpace.h>
#include <WindowInfo.h>
#include <WindowPrivate.h>
#include <DirectWindowPrivate.h>
#include <MessagePrivate.h>
#include "AppServer.h"
#include "BGet++.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 <stdio.h>
# define STRACE(x) printf x
#else
# define STRACE(x) ;
#endif
#ifdef TRACE_SERVER_WINDOW_MESSAGES
# include <stdio.h>
# 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 dw_data {
sem_id direct_sem;
sem_id direct_sem_ack;
area_id direct_area;
direct_buffer_info *direct_info;
dw_data() :
direct_sem(-1),
direct_sem_ack(-1),
direct_area(-1),
direct_info(NULL)
{
direct_area = create_area("direct area", (void **)&direct_info,
B_ANY_ADDRESS, B_PAGE_SIZE, B_NO_LOCK, B_READ_WRITE);
direct_sem = create_sem(1, "direct sem");
direct_sem_ack = create_sem(1, "direct sem ack");
}
~dw_data()
{
if (direct_area >= 0)
delete_area(direct_area);
if (direct_sem >= 0)
delete_sem(direct_sem);
if (direct_sem_ack >= 0)
delete_sem(direct_sem_ack);
}
bool IsValid() const
{
return (direct_area >= 0) && (direct_sem >= 0)
&& (direct_sem_ack >= 0) && (direct_info != NULL);
}
};
/*!
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),
fClientViewsWithInvalidCoords(B_VIEW_RESIZED),
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
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<port_id>(fMessagePort);
int32 minWidth, maxWidth, minHeight, maxHeight;
fWindowLayer->GetSizeLimits(&minWidth, &maxWidth, &minHeight, &maxHeight);
fLink.Attach<BRect>(fWindowLayer->Frame());
fLink.Attach<float>((float)minWidth);
fLink.Attach<float>((float)maxWidth);
fLink.Attach<float>((float)minHeight);
fLink.Attach<float>((float)maxHeight);
fLink.Flush();
return true;
}
void
ServerWindow::_PrepareQuit()
{
if (fThread == find_thread(NULL)) {
// make sure we're hidden
Hide();
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->ReadUnlockWindows();
fDesktop->ShowWindow(fWindowLayer);
fDesktop->ReadLockWindows();
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->ReadUnlockWindows();
fDesktop->HideWindow(fWindowLayer);
fDesktop->ReadLockWindows();
}
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)
{
// NOTE: if you do something else, other than sending a port message, PLEASE lock
// This function doesn't need much -- check to make sure that we should and
// send the message to the client. According to the BeBook, the BWindow hook function
// does all the heavy lifting for us. :)
bool sendMessages = false;
if (minimize) {
if (!fWindowLayer->IsHidden()) {
Hide();
sendMessages = true;
}
} else {
if (fWindowLayer->IsHidden()) {
Show();
sendMessages = true;
}
}
if (sendMessages) {
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 : -1; // ???
info.is_mini = fWindowLayer->IsHidden();
}
/*!
\brief Sets the font state for a layer
\param layer The layer to set the font
*/
void
ServerWindow::SetLayerFontState(ViewLayer *layer, BPrivate::LinkReceiver &link)
{
STRACE(("ServerWindow %s: SetLayerFontStateMessage for layer %s\n",
fTitle, layer->Name()));
// NOTE: no need to check for a lock. This is a private method.
layer->CurrentState()->ReadFontFromLink(link);
}
void
ServerWindow::SetLayerState(ViewLayer *layer, BPrivate::LinkReceiver &link)
{
STRACE(("ServerWindow %s: SetLayerState for layer %s\n", Title(),
layer->Name()));
// NOTE: no need to check for a lock. This is a private method.
layer->CurrentState()->ReadFromLink(link);
// TODO: When is this used?!?
layer->RebuildClipping(true);
}
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;
link.Read<int32>(&token);
link.ReadString(&name);
link.Read<BRect>(&frame);
link.Read<uint32>(&resizeMask);
link.Read<uint32>(&eventMask);
link.Read<uint32>(&eventOptions);
link.Read<uint32>(&flags);
link.Read<bool>(&hidden);
link.Read<rgb_color>(&viewColor);
link.Read<int32>(&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, name, token, resizeMask,
flags);
} else {
newLayer = new (nothrow) ViewLayer(frame, 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_ACTIVATE_WINDOW:
{
DTRACE(("ServerWindow %s: Message AS_ACTIVATE_WINDOW: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
bool activate = true;
link.Read<bool>(&activate);
if (activate)
fDesktop->ActivateWindow(fWindowLayer);
else
fDesktop->SendWindowBehind(fWindowLayer, NULL);
break;
}
case AS_SEND_BEHIND:
{
STRACE(("ServerWindow %s: Message Send_Behind unimplemented\n", Title()));
int32 token;
team_id teamID;
status_t status;
link.Read<int32>(&token);
link.Read<team_id>(&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 Needs_Update unimplemented\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<int32>(&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<int32>(&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<int32>(&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<int32>(&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<uint32>(&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 Get_Workspaces unimplemented\n", Title()));
fLink.StartMessage(B_OK);
fLink.Attach<uint32>(fWindowLayer->Workspaces());
fLink.Flush();
break;
}
case AS_SET_WORKSPACES:
{
STRACE(("ServerWindow %s: Message Set_Workspaces unimplemented\n", Title()));
uint32 newWorkspaces;
link.Read<uint32>(&newWorkspaces);
fDesktop->SetWindowWorkspaces(fWindowLayer, newWorkspaces);
break;
}
case AS_WINDOW_RESIZE:
{
float xResizeBy;
float yResizeBy;
link.Read<float>(&xResizeBy);
link.Read<float>(&yResizeBy);
STRACE(("ServerWindow %s: Message AS_WINDOW_RESIZE %.1f, %.1f\n", Title(), xResizeBy, yResizeBy));
fDesktop->ResizeWindowBy(fWindowLayer, xResizeBy, yResizeBy);
break;
}
case AS_WINDOW_MOVE:
{
float xMoveBy;
float yMoveBy;
link.Read<float>(&xMoveBy);
link.Read<float>(&yMoveBy);
STRACE(("ServerWindow %s: Message AS_WINDOW_MOVE: %.1f, %.1f\n", Title(), xMoveBy, yMoveBy));
fDesktop->MoveWindowBy(fWindowLayer, xMoveBy, yMoveBy);
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<float>(&value); minWidth = (int32)value;
link.Read<float>(&value); maxWidth = (int32)value;
link.Read<float>(&value); minHeight = (int32)value;
link.Read<float>(&value); maxHeight = (int32)value;
/*
link.Read<int32>(&minWidth);
link.Read<int32>(&maxWidth);
link.Read<int32>(&minHeight);
link.Read<int32>(&maxHeight);
*/
// TODO: setting size limits can change the window size, and therefore,
// it should be done by the Desktop class as well.
fWindowLayer->SetSizeLimits(minWidth, maxWidth,
minHeight, maxHeight);
// 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<BRect>(fWindowLayer->Frame());
fLink.Attach<float>((float)minWidth);
fLink.Attach<float>((float)maxWidth);
fLink.Attach<float>((float)minHeight);
fLink.Attach<float>((float)maxHeight);
fLink.Flush();
break;
}
case AS_REDRAW:
// command issued by Desktop only (via WindowLayer::ProcessDirtyRegion())
DTRACE(("ServerWindow %s: AS_REDRAW\n", Title()));
fWindowLayer->RedrawDirtyRegion();
break;
case AS_BEGIN_UPDATE:
DTRACE(("ServerWindowo %s: AS_BEGIN_UPDATE\n", Title()));
fWindowLayer->BeginUpdate();
break;
case AS_END_UPDATE:
DTRACE(("ServerWindowo %s: AS_END_UPDATE\n", Title()));
fWindowLayer->EndUpdate();
break;
case AS_LAYER_DELETE_ROOT:
{
// Received when a window deletes its internal top view
// TODO: Implement AS_LAYER_DELETE_ROOT
STRACE(("ServerWindow %s: Message Delete_Layer_Root unimplemented\n", Title()));
break;
}
case AS_GET_MOUSE:
{
fDesktop->ReadUnlockWindows();
DTRACE(("ServerWindow %s: Message AS_GET_MOUSE\n", fTitle));
// Returns
// 1) BPoint mouse location
// 2) int32 button state
BPoint where;
int32 buttons;
fDesktop->EventDispatcher().GetMouse(where, buttons);
fLink.StartMessage(B_OK);
fLink.Attach<BPoint>(where);
fLink.Attach<int32>(buttons);
fLink.Flush();
fDesktop->ReadLockWindows();
break;
}
case AS_SET_CURRENT_LAYER:
{
int32 token;
link.Read<int32>(&token);
ViewLayer *current;
if (App()->ViewTokens().GetToken(token, B_HANDLER_TOKEN,
(void**)&current) != 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->fLayerData
// 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)
{
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<float>(&dh);
link.Read<float>(&dv);
fWindowLayer->ScrollViewBy(fCurrentLayer, dh, dv);
break;
}
case AS_LAYER_COPY_BITS:
{
BRect src;
BRect dst;
link.Read<BRect>(&src);
link.Read<BRect>(&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. This is definitely
// the less taxing operation - we call PruneTree() on the removed
// layer, detach the layer itself, delete it, and invalidate the
// area assuming that the view was visible when removed
ViewLayer *parent = fCurrentLayer->Parent();
STRACE(("ServerWindow %s: AS_LAYER_DELETE view: %p, parent: %p\n", fTitle,
fCurrentLayer, parent));
if (parent != NULL)
parent->RemoveChild(fCurrentLayer);
if (fCurrentLayer->EventMask() != 0) {
fDesktop->EventDispatcher().RemoveListener(EventTarget(),
fCurrentLayer->Token());
}
delete fCurrentLayer;
// TODO: It is necessary to do this, but I find it very obscure.
fCurrentLayer = parent;
break;
}
case AS_LAYER_SET_STATE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_STATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
SetLayerState(fCurrentLayer, link);
break;
}
case AS_LAYER_SET_FONT_STATE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_FONT_STATE: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
SetLayerFontState(fCurrentLayer, 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<uint32>(&eventMask);
if (link.Read<uint32>(&options) == B_OK) {
fDesktop->ReadUnlockWindows();
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->ReadLockWindows();
}
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<uint32>(&eventMask);
if (link.Read<uint32>(&options) == B_OK) {
fDesktop->ReadUnlockWindows();
if (eventMask != 0 || options != 0) {
fDesktop->EventDispatcher().AddTemporaryListener(EventTarget(),
fCurrentLayer->Token(), eventMask, options);
} else {
fDesktop->EventDispatcher().RemoveTemporaryListener(EventTarget(),
fCurrentLayer->Token());
}
fDesktop->ReadLockWindows();
}
// 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<float>(&x);
link.Read<float>(&y);
float offsetX = x - fCurrentLayer->Frame().left;
float offsetY = y - fCurrentLayer->Frame().top;
if (fDesktop->ReadLockWindows()) {
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);
fDesktop->ReadUnlockWindows();
}
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<float>(&newWidth);
link.Read<float>(&newHeight);
float deltaWidth = newWidth - fCurrentLayer->Frame().Width();
float deltaHeight = newHeight - fCurrentLayer->Frame().Height();
if (fDesktop->ReadLockWindows()) {
BRegion dirty;
fCurrentLayer->ResizeBy(deltaWidth, deltaHeight, &dirty);
// TODO: see above
if (ViewLayer* parent = fCurrentLayer->Parent())
parent->RebuildClipping(false);
fWindowLayer->MarkContentDirty(dirty);
fDesktop->ReadUnlockWindows();
}
break;
}
case AS_LAYER_GET_COORD:
{
fDesktop->ReadLockWindows();
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<float>(fCurrentLayer->Frame().left);
fLink.Attach<float>(fCurrentLayer->Frame().top);
fLink.Attach<BRect>(fCurrentLayer->Bounds());
fLink.Flush();
fDesktop->ReadUnlockWindows();
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<float>(&x);
link.Read<float>(&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<BPoint>(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<uint32>(&resizeMode) == B_OK)
fCurrentLayer->SetResizeMode(resizeMode);
break;
}
case AS_LAYER_CURSOR:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_CURSOR: ViewLayer: %s - NOT IMPLEMENTED\n", Title(), fCurrentLayer->Name()));
int32 token;
link.Read<int32>(&token);
// TODO: implement; I think each ViewLayer should have a member pointing
// to this requested cursor.
break;
}
case AS_LAYER_SET_FLAGS:
{
uint32 flags;
link.Read<uint32>(&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()));
// TODO: test
fCurrentLayer->SetHidden(true);
break;
}
case AS_LAYER_SHOW:
{
STRACE(("ServerWindow %s: Message AS_LAYER_SHOW: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
// TODO: test
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<int8>(&lineCap);
link.Read<int8>(&lineJoin);
link.Read<float>(&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>((int8)(fCurrentLayer->CurrentState()->LineCapMode()));
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->LineJoinMode()));
fLink.Attach<float>(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<float>(&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<float>(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<float>(&x);
link.Read<float>(&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<BPoint>(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<float>(&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<float>(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<rgb_color>(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<rgb_color>(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<rgb_color>(fCurrentLayer->ViewColor().GetColor32());
fLink.Flush();
break;
case AS_LAYER_SET_BLEND_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_BLEND_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
int8 srcAlpha, alphaFunc;
link.Read<int8>(&srcAlpha);
link.Read<int8>(&alphaFunc);
fCurrentLayer->CurrentState()->SetBlendingMode((source_alpha)srcAlpha,
(alpha_function)alphaFunc);
break;
}
case AS_LAYER_GET_BLEND_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_BLEND_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->AlphaSrcMode()));
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->AlphaFncMode()));
fLink.Flush();
break;
}
case AS_LAYER_SET_DRAW_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_SET_DRAW_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
int8 drawingMode;
link.Read<int8>(&drawingMode);
fCurrentLayer->CurrentState()->SetDrawingMode((drawing_mode)drawingMode);
break;
}
case AS_LAYER_GET_DRAW_MODE:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_GET_DRAW_MODE: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
fLink.StartMessage(B_OK);
fLink.Attach<int8>((int8)(fCurrentLayer->CurrentState()->GetDrawingMode()));
fLink.Flush();
break;
}
case AS_LAYER_PRINT_ALIASING:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_PRINT_ALIASING: ViewLayer: %s\n", Title(), fCurrentLayer->Name()));
bool fontAliasing;
link.Read<bool>(&fontAliasing);
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<int32>(&pictureToken);
link.Read<BPoint>(&where);
link.Read<bool>(&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->CurrentState()->SetClippingRegion(region);
// 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<int32>(0L);
fLink.Flush();
} else {
BRegion drawingRegion = fCurrentLayer->LocalClipping();
int32 rectCount = drawingRegion.CountRects();
fLink.StartMessage(B_OK);
fLink.Attach<int32>(rectCount);
for (int32 i = 0; i < rectCount; i++) {
fLink.Attach<BRect>(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;
link.Read<int32>(&rectCount);
BRegion region;
for (int32 i = 0; i < rectCount; i++) {
BRect r;
link.Read<BRect>(&r);
region.Include(r);
}
fCurrentLayer->SetUserClipping(region);
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<BRect>(&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<int32>(&rectCount);
for (int i = 0; i < rectCount; i++) {
link.Read<BRect>(&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<float>(&x);
link.Read<float>(&y);
if (fCurrentLayer && fCurrentLayer->CurrentState())
fCurrentLayer->CurrentState()->SetPenLocation(BPoint(x, y));
break;
}
case AS_SETPENSIZE:
{
DTRACE(("ServerWindow %s: Message AS_SETPENSIZE\n", Title()));
float size;
link.Read<float>(&size);
if (fCurrentLayer && fCurrentLayer->CurrentState())
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_AREA_MESSAGE:
{
STRACE(("ServerWindow %s: Message AS_AREA_MESSAGE\n", Title()));
// This occurs in only one kind of case: a message is too big to send over a port. This
// is really an edge case, so this shouldn't happen *too* often
// Attached Data:
// 1) area_id id of an area already owned by the server containing the message
// 2) size_t offset of the pointer in the area
// 3) size_t size of the message
area_id area;
size_t offset;
size_t msgsize;
area_info ai;
int8 *msgpointer;
link.Read<area_id>(&area);
link.Read<size_t>(&offset);
link.Read<size_t>(&msgsize);
// Part sanity check, part get base pointer :)
if(get_area_info(area,&ai)!=B_OK)
break;
msgpointer = (int8*)ai.address + offset;
RAMLinkMsgReader mlink(msgpointer);
_DispatchMessage(mlink.Code(), mlink);
// This is a very special case in the sense that when ServerMemIO is used for this
// purpose, it will be set to NOT automatically free the memory which it had
// requested. This is the server's job once the message has been dispatched.
fServerApp->AppAreaPool()->ReleaseBuffer(msgpointer);
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<int32>(&bitmapToken);
link.Read<int32>((int32*)&dragMode);
link.Read<BPoint>(&offset);
link.Read<int32>(&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*/);
}
delete[] buffer;
}
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<BRect>(&dragRect);
link.Read<BPoint>(&offset);
link.Read<int32>(&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/*, dragRect*/);
}
delete[] buffer;
}
break;
}
// BDirectWindow communication
case AS_DIRECT_WINDOW_SUPPORTS_WINDOW_MODE:
// TODO: How to determine this?
fLink.StartMessage(B_OK);
fLink.Attach<bool>(true);
fLink.Flush();
break;
case AS_DIRECT_WINDOW_GET_SYNC_DATA:
{
if (_EnableDirectWindowMode() == B_OK) {
fLink.StartMessage(B_OK);
struct direct_window_sync_data syncData = {
fDirectWindowData->direct_area,
fDirectWindowData->direct_sem,
fDirectWindowData->direct_sem_ack
};
fLink.Attach(&syncData, sizeof(syncData));
} else
fLink.StartMessage(B_ERROR);
fLink.Flush();
break;
}
default:
if (fDesktop->ReadLockWindows()) {
_DispatchViewDrawingMessage(code, link);
fDesktop->ReadUnlockWindows();
}
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()));
return;
}
if (!fCurrentDrawingRegionValid || fWindowLayer->DrawingRegionChanged(fCurrentLayer)) {
fWindowLayer->GetEffectiveDrawingRegion(fCurrentLayer, fCurrentDrawingRegion);
fCurrentDrawingRegionValid = true;
}
// 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<float>(&x1);
link.Read<float>(&y1);
link.Read<float>(&x2);
link.Read<float>(&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<BRect>(&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<float>(&left);
link.Read<float>(&top);
link.Read<float>(&right);
link.Read<float>(&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<BRect>(&rect);
fCurrentLayer->ConvertToScreenForDrawing(&rect);
drawingEngine->FillRect(rect, fCurrentLayer->CurrentState());
break;
}
case AS_LAYER_DRAW_BITMAP_SYNC_AT_POINT:
case AS_LAYER_DRAW_BITMAP_ASYNC_AT_POINT:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_DRAW_BITMAP_(A)SYNC_AT_POINT: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
int32 bitmapToken;
BPoint point;
link.Read<int32>(&bitmapToken);
link.Read<BPoint>(&point);
ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken);
if (bitmap) {
BRect src = bitmap->Bounds();
BRect dst = src.OffsetToCopy(point);
fCurrentLayer->ConvertToScreenForDrawing(&dst);
drawingEngine->DrawBitmap(bitmap, src, dst, fCurrentLayer->CurrentState());
}
// TODO: how should AS_LAYER_DRAW_BITMAP_SYNC_AT_POINT sync with the client?
// It Doesn't have to. Sync means: force a sync of the view/link, so that
// the bitmap is already drawn when the "BView::DrawBitmap()" call returns.
// If this is ever possible.
break;
}
case AS_LAYER_DRAW_BITMAP_SYNC_IN_RECT:
case AS_LAYER_DRAW_BITMAP_ASYNC_IN_RECT:
{
DTRACE(("ServerWindow %s: Message AS_LAYER_DRAW_BITMAP_(A)SYNC_IN_RECT: ViewLayer name: %s\n", fTitle, fCurrentLayer->Name()));
int32 bitmapToken;
BRect srcRect, dstRect;
link.Read<int32>(&bitmapToken);
link.Read<BRect>(&dstRect);
link.Read<BRect>(&srcRect);
ServerBitmap* bitmap = fServerApp->FindBitmap(bitmapToken);
if (bitmap) {
fCurrentLayer->ConvertToScreenForDrawing(&dstRect);
drawingEngine->DrawBitmap(bitmap, srcRect, dstRect, fCurrentLayer->CurrentState());
}
// TODO: how should AS_LAYER_DRAW_BITMAP_SYNC_IN_RECT sync with the client?
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<BRect>(&r);
link.Read<float>(&angle);
link.Read<float>(&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<BPoint>(&(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<BRect>(&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<BRect>(&rect);
link.Read<float>(&xrad);
link.Read<float>(&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<BPoint>(&(pts[i]));
fCurrentLayer->ConvertToScreenForDrawing(&pts[i]);
}
link.Read<BRect>(&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<BRect>(&polyFrame);
if (code == AS_STROKE_POLYGON)
link.Read<bool>(&isClosed);
link.Read<int32>(&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<BRect>(&shapeFrame);
link.Read<int32>(&opCount);
link.Read<int32>(&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()));
int32 count;
link.Read<int32>(&count);
BRect* rects = new(nothrow) BRect[count];
if (link.Read(rects, sizeof(BRect) * count) < B_OK) {
delete[] rects;
break;
}
// Between the client-side conversion to BRects from clipping_rects to the overhead
// in repeatedly calling FillRect(), this is definitely in need of optimization. At
// least it works for now. :)
BRegion region;
for (int32 i = 0; i < count; i++) {
region.Include(rects[i]);
}
fCurrentLayer->ConvertToScreenForDrawing(&region);
drawingEngine->FillRegion(region, fCurrentLayer->CurrentState());
delete[] rects;
// TODO: create support for clipping_rect usage for faster BRegion display.
// Tweaks to DrawingEngine are necessary along with conversion routines in ViewLayer
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<int32>(&lineCount);
if (lineCount > 0) {
LineArrayData lineData[lineCount];
for (int32 i = 0; i < lineCount; i++) {
LineArrayData* index = &lineData[i];
link.Read<float>(&(index->pt1.x));
link.Read<float>(&(index->pt1.y));
link.Read<float>(&(index->pt2.x));
link.Read<float>(&(index->pt2.y));
link.Read<rgb_color>(&(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<int32>(&length);
link.Read<BPoint>(&location);
link.Read<escapement_delta>(&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_BEGIN_PICTURE:
CRITICAL("AS_LAYER_BEGIN_PICTURE not implemented\n");
break;
case AS_LAYER_APPEND_TO_PICTURE:
CRITICAL("AS_LAYER_APPEND_TO_PICTURE not implemented\n");
break;
case AS_LAYER_END_PICTURE:
CRITICAL("AS_LAYER_END_PICTURE not implemented\n");
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();
}
/*!
\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
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()));
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");
} else {
fDesktop->ReadLockWindows();
_DispatchMessage(code, receiver);
fDesktop->ReadUnlockWindows();
}
#ifdef PROFILE_MESSAGE_LOOP
if (code >= 0 && code < AS_LAST_CODE) {
diff = system_time() - start;
atomic_add(&sMessageProfile[code].count, 1);
#ifdef __HAIKU__
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
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;
#ifndef USING_MESSAGE4
ssize_t size = msg->FlattenedSize();
char* buffer = new(nothrow) char[size];
status_t ret;
if ((ret = msg->Flatten(buffer, size)) == B_OK) {
ret = BMessage::Private::SendFlattenedMessage(buffer, size,
fClientLooperPort, target, 100000);
if (ret < B_OK) {
fprintf(stderr, "ServerWindow(\"%s\")::SendMessageToClient('%.4s'): %s\n",
Title(), (char*)&msg->what, strerror(ret));
}
} else
printf("PANIC: ServerWindow %s: can't flatten message in 'SendMessageToClient()'\n", fTitle);
delete[] buffer;
return ret;
#else
BMessenger reply;
BMessage::Private messagePrivate((BMessage *)msg);
return messagePrivate.SendMessage(fClientLooperPort, target, 100000,
false, reply);
#endif
}
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) dw_data;
if (fDirectWindowData == NULL)
return B_NO_MEMORY;
if (!fDirectWindowData->IsValid()) {
delete fDirectWindowData;
fDirectWindowData = NULL;
return B_ERROR;
}
return B_OK;
}
void
ServerWindow::HandleDirectConnection(int bufferState, int driverState)
{
if (fDirectWindowData == NULL)
return;
if (bufferState != -1)
fDirectWindowData->direct_info->buffer_state = (direct_buffer_state)bufferState;
if (driverState != -1)
fDirectWindowData->direct_info->driver_state = (direct_driver_state)driverState;
if ((bufferState & B_DIRECT_MODE_MASK) != B_DIRECT_STOP) {
// TODO: Locking ?
RenderingBuffer *buffer = fDesktop->HWInterface()->FrontBuffer();
fDirectWindowData->direct_info->bits = buffer->Bits();
fDirectWindowData->direct_info->pci_bits = NULL; // TODO
fDirectWindowData->direct_info->bytes_per_row = buffer->BytesPerRow();
fDirectWindowData->direct_info->bits_per_pixel = buffer->BytesPerRow() / buffer->Width() * 8;
fDirectWindowData->direct_info->pixel_format = buffer->ColorSpace();
fDirectWindowData->direct_info->layout = B_BUFFER_NONINTERLEAVED;
fDirectWindowData->direct_info->orientation = B_BUFFER_TOP_TO_BOTTOM; // TODO
WindowLayer *layer = const_cast<WindowLayer *>(GetWindowLayer());
fDirectWindowData->direct_info->window_bounds = to_clipping_rect(layer->Frame());
// TODO: Review this
const int32 kMaxClipRectsCount = (B_PAGE_SIZE - sizeof(direct_buffer_info))
/ sizeof(clipping_rect);
// TODO: Is there a simpler way to obtain this result ?
// We just want the region INSIDE the window, border excluded.
BRegion clipRegion;
// TODO: fix HandleDirectConnection()
/* = const_cast<BRegion &>(layer->FullVisible());
BRegion exclude = const_cast<BRegion &>(layer->VisibleRegion());
clipRegion.Exclude(&exclude);
*/
fDirectWindowData->direct_info->clip_list_count = min_c(clipRegion.CountRects(),
kMaxClipRectsCount);
fDirectWindowData->direct_info->clip_bounds = clipRegion.FrameInt();
for (uint32 i = 0; i < fDirectWindowData->direct_info->clip_list_count; i++)
fDirectWindowData->direct_info->clip_list[i] = clipRegion.RectAtInt(i);
}
// Releasing this sem causes the client to call BDirectWindow::DirectConnected()
release_sem(fDirectWindowData->direct_sem);
// TODO: Waiting half a second in this thread is not a problem,
// but since we are called from the RootLayer'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->direct_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;
}
}
status_t
ServerWindow::PictureToRegion(ServerPicture *picture, BRegion &region,
bool inverse, BPoint where)
{
fprintf(stderr, "ServerWindow::PictureToRegion() not implemented\n");
region.MakeEmpty();
return B_ERROR;
}