haiku/src/servers/app/RootLayer.cpp

2227 lines
60 KiB
C++

//------------------------------------------------------------------------------
// Copyright (c) 2001-2005, Haiku, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: RootLayer.cpp
// Author: Gabe Yoder <gyoder@stny.rr.com>
// DarkWyrm <bpmagic@columbus.rr.com>
// Adi Oanca <adioanca@cotty.iren.ro>
// Stephan Aßmus <superstippi@gmx.de>
// Description: Class used for the top layer of each workspace's Layer tree
//
//------------------------------------------------------------------------------
#include <stdio.h>
#include <Window.h>
#include <List.h>
#include <Message.h>
#include <Entry.h>
#include <File.h>
#include <PortLink.h>
#include "Decorator.h"
#include "DisplayDriver.h"
#include "Globals.h"
#include "HWInterface.h"
#include "Layer.h"
#include "ServerApp.h"
#include "ServerConfig.h"
#include "ServerProtocol.h"
#include "ServerScreen.h"
#include "ServerWindow.h"
#include "WinBorder.h"
#include "Workspace.h"
#include "WorkspacesLayer.h"
#include "RootLayer.h"
#if DISPLAY_HAIKU_LOGO
#include "ServerBitmap.h"
#include "HaikuLogo.h"
static const float kGoldenProportion = (sqrtf(5.0) - 1.0) / 2.0;
#endif
//#define DEBUG_ROOTLAYER
#define APPSERVER_ROOTLAYER_SHOW_WORKSPACE_NUMBER
#ifdef DEBUG_ROOTLAYER
#define STRACE(a) printf a
#else
#define STRACE(a) /* nothing */
#endif
static RGBColor kDefaultWorkspaceColor = RGBColor(51, 102, 152);
static int32 kMaxWorkspaceCount = 32;
RootLayer::RootLayer(const char *name, int32 workspaceCount,
Desktop *desktop, DisplayDriver *driver)
: Layer(BRect(0, 0, 0, 0), name, 0, B_FOLLOW_ALL, B_WILL_DRAW, driver),
fDesktop(desktop),
fDragMessage(NULL),
fLastMouseMoved(this),
fMouseTargetWinBorder(NULL),
fViewAction(B_ENTERED_VIEW),
fEventMaskLayer(NULL),
fCursorManager(),
fAllRegionsLock("root layer region lock"),
fThreadID(B_ERROR),
fListenPort(-1),
fScreenPtrList(32),
fRows(0),
fColumns(0),
fScreenWidth(0),
fScreenHeight(0),
fColorSpace(B_RGB32),
fFrequency(60.0),
fButtons(0),
fLastMousePosition(0.0, 0.0),
// fMovingWindow(false),
// fResizingWindow(false),
fHaveWinBorderList(false),
fActiveWksIndex(0),
fWsCount(0),
fWorkspace(new Workspace*[kMaxWorkspaceCount]),
fWorkspacesLayer(NULL),
fWinBorderListLength(64),
fWinBorderList2((WinBorder**)malloc(fWinBorderListLength * sizeof(WinBorder*))),
fWinBorderList((WinBorder**)malloc(fWinBorderListLength * sizeof(WinBorder*))),
fWinBorderCount(0),
fWinBorderIndex(0),
fScreenShotIndex(1),
fQuiting(false)
{
//NOTE: be careful about this one.
fRootLayer = this;
// Some stuff that will go away in the future but fills some gaps right now
#if ON_SCREEN_DEBUGGING_INFO
fDebugInfo.SetTo("");
#endif
#if DISPLAY_HAIKU_LOGO
fLogoBitmap = new UtilityBitmap(BRect(0.0, 0.0, kLogoWidth - 1.0,
kLogoHeight - 1.0),
kLogoFormat, 0);
if (fLogoBitmap->IsValid()) {
int32 size = min_c(sizeof(kLogoBits), fLogoBitmap->BitsLength());
memcpy(fLogoBitmap->Bits(), kLogoBits, size);
} else {
delete fLogoBitmap;
fLogoBitmap = NULL;
}
#endif // DISPLAY_HAIKU_LOGO
// easy way to identify this class.
fClassID = AS_ROOTLAYER_CLASS;
fHidden = false;
memset(fWorkspace, 0, sizeof(Workspace*) * kMaxWorkspaceCount);
SetWorkspaceCount(workspaceCount);
// TODO: this should eventually be replaced by a method to convert the monitor
// number to an index in the name, i.e. workspace_settings_1 for screen #1
// ReadWorkspaceData(WORKSPACE_DATA_LIST);
// TODO: read these 4 from a configuration file.
// fScreenWidth = 0;
// fScreenHeight = 0;
// fColorSpace = B_RGB32;
// fFrequency = 60.f;
// init the first, default workspace
fWorkspace[fActiveWksIndex] = new Workspace(fActiveWksIndex, 0xFF00FF00,
kDefaultWorkspaceColor);
fLayerData->SetHighColor(RGBColor(255, 255, 255));
fLayerData->SetLowColor(fWorkspace[fActiveWksIndex]->BGColor());
// Spawn our working thread
fThreadID = spawn_thread(WorkingThread, name, B_DISPLAY_PRIORITY, this);
fListenPort = find_port(SERVER_INPUT_PORT);
if (fListenPort == B_NAME_NOT_FOUND) {
fListenPort = -1;
}
#if ON_SCREEN_DEBUGGING_INFO
DebugInfoManager::Default()->SetRootLayer(this);
#endif
}
RootLayer::~RootLayer()
{
fQuiting = true;
BPrivate::PortLink msg(fListenPort, -1);
msg.StartMessage(B_QUIT_REQUESTED);
msg.EndMessage();
msg.Flush();
status_t dummy;
wait_for_thread(fThreadID, &dummy);
delete fDragMessage;
for (int32 i = 0; i < fWsCount; i++)
delete fWorkspace[i];
delete[] fWorkspace;
free(fWinBorderList2);
free(fWinBorderList);
// RootLayer object just uses Screen objects, it is not allowed to delete them.
#if DISPLAY_HAIKU_LOGO
delete fLogoBitmap;
#endif
}
void
RootLayer::RunThread()
{
if (fThreadID > 0)
resume_thread(fThreadID);
else
CRITICAL("Can not create any more threads.\n");
}
/*!
\brief Thread function for handling input messages and calculating visible regions.
\param data Pointer to the app_server to which the thread belongs
\return Throwaway value - always 0
*/
int32
RootLayer::WorkingThread(void *data)
{
int32 code = 0;
status_t err = B_OK;
RootLayer *oneRootLayer = (RootLayer*)data;
BPrivate::PortLink messageQueue(-1, oneRootLayer->fListenPort);
// first make sure we are actualy visible
oneRootLayer->Lock();
#ifndef NEW_CLIPPING
oneRootLayer->RebuildFullRegion();
oneRootLayer->invalidate_layer(oneRootLayer, oneRootLayer->Bounds());
#else
oneRootLayer->rebuild_visible_regions(
BRegion(oneRootLayer->Bounds()),
BRegion(oneRootLayer->Bounds()),
oneRootLayer->BottomChild());
oneRootLayer->fRedrawReg.Include(oneRootLayer->Bounds());
oneRootLayer->RequestDraw(oneRootLayer->fRedrawReg, oneRootLayer->BottomChild());
#endif
oneRootLayer->Unlock();
STRACE(("info: RootLayer(%s)::WorkingThread listening on port %ld.\n", oneRootLayer->Name(), oneRootLayer->fListenPort));
for (;;) {
err = messageQueue.GetNextMessage(code);
if (err < B_OK) {
STRACE(("WorkingThread: messageQueue.GetNextReply failed\n"));
continue;
}
oneRootLayer->Lock();
switch (code) {
// We don't need to do anything with these two, so just pass them
// onto the active application. Eventually, we will end up passing
// them onto the window which is currently under the cursor.
case B_MOUSE_DOWN:
case B_MOUSE_UP:
case B_MOUSE_MOVED:
case B_MOUSE_WHEEL_CHANGED:
oneRootLayer->MouseEventHandler(code, messageQueue);
break;
case B_KEY_DOWN:
case B_KEY_UP:
case B_UNMAPPED_KEY_DOWN:
case B_UNMAPPED_KEY_UP:
case B_MODIFIERS_CHANGED:
oneRootLayer->KeyboardEventHandler(code, messageQueue);
break;
case B_QUIT_REQUESTED:
exit_thread(0);
break;
case AS_ROOTLAYER_SHOW_WINBORDER:
{
WinBorder *winBorder = NULL;
messageQueue.Read<WinBorder*>(&winBorder);
oneRootLayer->show_winBorder(winBorder);
break;
}
case AS_ROOTLAYER_HIDE_WINBORDER:
{
WinBorder *winBorder = NULL;
messageQueue.Read<WinBorder*>(&winBorder);
oneRootLayer->hide_winBorder(winBorder);
break;
}
case AS_ROOTLAYER_DO_INVALIDATE:
{
//printf("Adi: new message\n");
BRegion invalidRegion;
Layer *layer = NULL;
messageQueue.Read<Layer*>(&layer);
messageQueue.ReadRegion(&invalidRegion);
#ifndef NEW_CLIPPING
oneRootLayer->invalidate_layer(layer, invalidRegion);
#else
layer->do_Invalidate(invalidRegion);
#endif
break;
}
case AS_ROOTLAYER_DO_REDRAW:
{
BRegion redrawRegion;
Layer *layer = NULL;
messageQueue.Read<Layer*>(&layer);
messageQueue.ReadRegion(&redrawRegion);
#ifndef NEW_CLIPPING
oneRootLayer->redraw_layer(layer, redrawRegion);
#else
layer->do_Redraw(redrawRegion);
#endif
break;
}
case AS_ROOTLAYER_LAYER_MOVE:
{
Layer *layer = NULL;
float x, y;
messageQueue.Read<Layer*>(&layer);
messageQueue.Read<float>(&x);
messageQueue.Read<float>(&y);
#ifndef NEW_CLIPPING
layer->move_layer(x, y);
#else
layer->do_MoveBy(x, y);
#endif
break;
}
case AS_ROOTLAYER_LAYER_RESIZE:
{
Layer *layer = NULL;
float x, y;
messageQueue.Read<Layer*>(&layer);
messageQueue.Read<float>(&x);
messageQueue.Read<float>(&y);
#ifndef NEW_CLIPPING
layer->resize_layer(x, y);
#else
layer->do_ResizeBy(x, y);
#endif
break;
}
case AS_ROOTLAYER_LAYER_SCROLL:
{
Layer *layer = NULL;
float x, y;
messageQueue.Read<Layer*>(&layer);
messageQueue.Read<float>(&x);
messageQueue.Read<float>(&y);
#ifndef NEW_CLIPPING
// nothing
#else
layer->do_ScrollBy(x, y);
#endif
break;
}
case AS_ROOTLAYER_LAYER_COPYBITS:
{
Layer *layer = NULL;
int32 xOffset, yOffset;
BRect src, dst;
messageQueue.Read<Layer*>(&layer);
messageQueue.Read<BRect>(&src);
messageQueue.Read<BRect>(&dst);
messageQueue.Read<int32>(&xOffset);
messageQueue.Read<int32>(&yOffset);
layer->do_CopyBits(src, dst, xOffset, yOffset);
break;
}
case AS_ROOTLAYER_ADD_TO_SUBSET:
{
WinBorder *winBorder = NULL;
WinBorder *toWinBorder = NULL;
messageQueue.Read<WinBorder*>(&winBorder);
messageQueue.Read<WinBorder*>(&toWinBorder);
oneRootLayer->fDesktop->AddWinBorderToSubset(winBorder, toWinBorder);
break;
}
case AS_ROOTLAYER_REMOVE_FROM_SUBSET:
{
WinBorder *winBorder = NULL;
WinBorder *fromWinBorder = NULL;
messageQueue.Read<WinBorder*>(&winBorder);
messageQueue.Read<WinBorder*>(&fromWinBorder);
oneRootLayer->fDesktop->RemoveWinBorderFromSubset(winBorder, fromWinBorder);
break;
}
case AS_ROOTLAYER_WINBORDER_SET_WORKSPACES:
{
WinBorder *winBorder = NULL;
uint32 oldWks = 0, newWks = 0;
messageQueue.Read<WinBorder*>(&winBorder);
messageQueue.Read<uint32>(&oldWks);
messageQueue.Read<uint32>(&newWks);
oneRootLayer->SetWinBorderWorskpaces(winBorder, oldWks, newWks);
break;
}
case AS_ROOTLAYER_DO_CHANGE_WINBORDER_FEEL:
{
WinBorder *winBorder = NULL;
int32 newFeel = 0;
messageQueue.Read<WinBorder*>(&winBorder);
messageQueue.Read<int32>(&newFeel);
oneRootLayer->change_winBorder_feel(winBorder, newFeel);
break;
}
default:
printf("RootLayer(%s)::WorkingThread received unexpected code %lx\n", oneRootLayer->Name(), code);
break;
}
oneRootLayer->Unlock();
// if we still have other messages in our queue, but we really want to quit
if (oneRootLayer->fQuiting)
break;
}
return 0;
}
void
RootLayer::GoInvalidate(const Layer *layer, const BRegion &region)
{
BPrivate::PortLink msg(fListenPort, -1);
msg.StartMessage(AS_ROOTLAYER_DO_INVALIDATE);
msg.Attach<const Layer*>(layer);
msg.AttachRegion(region);
msg.Flush();
}
#ifndef NEW_CLIPPING
void RootLayer::invalidate_layer(Layer *layer, const BRegion &region)
{
// NOTE: our thread (WorkingThread) is locked here.
STRACE(("RootLayer::invalidate_layer(%s)\n", layer->Name()));
if (layer->fParent)
layer = layer->fParent;
layer->FullInvalidate(region);
}
#endif
status_t
RootLayer::EnqueueMessage(BPrivate::PortLink &message)
{
message.SetSenderPort(fListenPort);
message.Flush();
return B_OK;
}
void
RootLayer::GoRedraw(const Layer *layer, const BRegion &region)
{
BPrivate::PortLink msg(fListenPort, -1);
msg.StartMessage(AS_ROOTLAYER_DO_REDRAW);
msg.Attach<const Layer*>(layer);
msg.AttachRegion(region);
msg.Flush();
}
#ifndef NEW_CLIPPING
void
RootLayer::redraw_layer(Layer *layer, const BRegion &region)
{
// NOTE: our thread (WorkingThread) is locked here.
layer->Invalidate(region);
}
#endif
void
RootLayer::GoChangeWinBorderFeel(const WinBorder *winBorder, int32 newFeel)
{
BPrivate::PortLink msg(fListenPort, -1);
msg.StartMessage(AS_ROOTLAYER_DO_CHANGE_WINBORDER_FEEL);
msg.Attach<const WinBorder*>(winBorder);
msg.Attach<int32>(newFeel);
msg.Flush();
}
void
RootLayer::MoveBy(float x, float y)
{
}
void
RootLayer::ResizeBy(float x, float y)
{
// TODO: implement
}
Layer *
RootLayer::TopChild() const
{
fWinBorderIndex = fWinBorderCount-1;
if (fWinBorderIndex < fWinBorderCount && fWinBorderIndex >= 0)
return fWinBorderList[fWinBorderIndex--];
return NULL;
}
Layer* RootLayer::LowerSibling() const
{
if (fWinBorderIndex < fWinBorderCount && fWinBorderIndex > 0)
return fWinBorderList[fWinBorderIndex--];
return NULL;
}
Layer* RootLayer::UpperSibling() const
{
if (fWinBorderIndex < fWinBorderCount && fWinBorderIndex > 0)
return fWinBorderList[fWinBorderIndex++];
return NULL;
}
Layer* RootLayer::BottomChild() const
{
fWinBorderIndex = 0;
if (fWinBorderIndex < fWinBorderCount && fWinBorderIndex >= 0)
return fWinBorderList[fWinBorderIndex++];
return NULL;
}
void RootLayer::AddWinBorder(WinBorder* winBorder)
{
if (!winBorder->IsHidden())
{
CRITICAL("RootLayer::RemoveWinBorder - winBorder must be hidden\n");
return;
}
// Subset modals also need to have a main window before appearing in workspace list.
int32 feel = winBorder->Feel();
if (feel != B_FLOATING_SUBSET_WINDOW_FEEL && feel != B_MODAL_SUBSET_WINDOW_FEEL)
{
uint32 wks = winBorder->Workspaces();
// add to current workspace
if (wks == 0)
{
fWorkspace[fActiveWksIndex]->AddWinBorder(winBorder);
}
// add to desired workspaces
else
{
for (int32 i = 0; i < fWsCount; i++)
{
if (fWorkspace[i] && (wks & (0x00000001UL << i)))
fWorkspace[i]->AddWinBorder(winBorder);
}
}
}
// we _DO_NOT_ need to invalidate here. At this point our WinBorder is hidden!
// set some internals
winBorder->SetRootLayer(this);
winBorder->fParent = this;
}
void RootLayer::RemoveWinBorder(WinBorder* winBorder)
{
// Note: removing a subset window is also permited/performed.
if (!winBorder->IsHidden())
{
CRITICAL("RootLayer::RemoveWinBorder - winBorder must be hidden\n");
return;
}
// security measure: in case of windows whose workspace count is 0(current workspace),
// we don't know the exact workspaces to remove it from. And how all modal and floating
// windows have 0 as a workspace index, this action is fully justified.
for (int32 i = 0; i < fWsCount; i++)
if (fWorkspace[i])
fWorkspace[i]->RemoveWinBorder(winBorder);
// we _DO_NOT_ need to invalidate here. At this point our WinBorder is hidden!
// set some internals
winBorder->SetRootLayer(NULL);
winBorder->fParent = NULL;
}
void RootLayer::AddSubsetWinBorder(WinBorder *winBorder, WinBorder *toWinBorder)
{
// SUBSET windows _must_ have their workspaceIndex set to 0x0
if (winBorder->Workspaces() != 0UL)
{
CRITICAL("SUBSET windows _must_ have their workspaceIndex set to 0x0\n");
return;
}
// there is no point in continuing - this subset window won't be shown,
// from 'toWinBorder's point of view
if (winBorder->IsHidden() || toWinBorder->IsHidden())
{
return;
}
bool invalidate = false;
bool invalid;
WinBorder *exFocus = FocusWinBorder();
WinBorder *exActive = ActiveWinBorder();
// we try to add WinBorders to all workspaces. If they are not needed, nothing will be done.
// If they are needed, Workspace automaticaly allocates space and inserts them.
for (int32 i = 0; i < fWsCount; i++)
{
invalid = false;
if (fWorkspace[i] && fWorkspace[i]->HasWinBorder(toWinBorder))
invalid = fWorkspace[i]->ShowWinBorder(winBorder, false);
if (fActiveWksIndex == i)
invalidate = invalid;
}
if (invalidate)
show_final_scene(exFocus, exActive);
}
void RootLayer::RemoveSubsetWinBorder(WinBorder *winBorder, WinBorder *fromWinBorder)
{
// there is no point in continuing - this subset window is not visible
// at least not visible from 'fromWinBorder's point of view.
if (winBorder->IsHidden() || fromWinBorder->IsHidden())
{
return;
}
bool invalidate = false;
bool invalid;
WinBorder *exFocus = FocusWinBorder();
WinBorder *exActive = ActiveWinBorder();
// we try to remove from all workspaces. If winBorder is not in there, nothing will be done.
for (int32 i = 0; i < fWsCount; i++)
{
invalid = false;
if (fWorkspace[i] && fWorkspace[i]->HasWinBorder(fromWinBorder))
invalid = fWorkspace[i]->HideWinBorder(winBorder);
if (fActiveWksIndex == i)
invalidate = invalid;
}
if (invalidate)
show_final_scene(exFocus, exActive);
}
// NOTE: This must be called by RootLayer's thread!!!!
bool RootLayer::SetActiveWorkspace(int32 index)
{
STRACE(("RootLayer(%s)::SetActiveWorkspace(%ld)\n", Name(), index));
// nice try!
if (index >= fWsCount || index == fActiveWksIndex || index < 0)
return false;
// you cannot switch workspaces on R5 if there is an event mask layer
if (fEventMaskLayer)
return false;
// if fWorkspace[index] object does not exist, create and add allowed WinBorders
if (!fWorkspace[index]) {
// TODO: we NEED datas from a file!!!
fWorkspace[index] = new Workspace(index, 0xFF00FF00, kDefaultWorkspaceColor);
// we need to lock the window list here so no other window can be created
fDesktop->Lock();
const BList& windowList = fDesktop->WindowList();
int32 ptrCount = windowList.CountItems();
WinBorder **ptrWin = (WinBorder**)windowList.Items();
for (int32 i = 0; i < ptrCount; i++) {
if (ptrWin[i]->Workspaces() & (0x00000001UL << index)) {
fWorkspace[index]->AddWinBorder(ptrWin[i]);
if (!ptrWin[i]->IsHidden())
fWorkspace[index]->ShowWinBorder(ptrWin[i]);
}
}
fDesktop->Unlock();
}
// adjust our DrawData to workspace colors
rgb_color bg = fWorkspace[index]->BGColor().GetColor32();
if ((bg.red + bg.green + bg.blue) / 3 > 128)
fLayerData->SetHighColor(RGBColor(0, 0, 0));
else
fLayerData->SetHighColor(RGBColor(255, 255, 255));
fLayerData->SetLowColor(fWorkspace[index]->BGColor());
int32 exIndex = ActiveWorkspaceIndex();
// send the workspace changed message for the old workspace
{
BMessage activatedMsg(B_WORKSPACE_ACTIVATED);
activatedMsg.AddInt64("when", real_time_clock_usecs());
activatedMsg.AddInt32("workspace", fActiveWksIndex);
activatedMsg.AddBool("active", false);
for (int32 i = 0; i < fWinBorderCount; i++)
fWinBorderList[i]->Window()->SendMessageToClient(&activatedMsg, B_NULL_TOKEN, false);
}
fActiveWksIndex = index;
if (fMouseTargetWinBorder) {
// if (fMovingWindow && fEventMaskLayer) {
// WinBorder *movingWinBorder = (WinBorder*)fEventMaskLayer;
// movingWinBorder->MouseUp(DEC_NONE);
// NOTE: DO NOT reset these 2 members! We still want to move our window in the new workspace
//fEventMaskLayer = NULL;
//fMovingWindow = false;
// fResizingWindow = false;
// Take the WinBorder we're currently dragging with us to the new workspace
// NOTE: The code looks broken for WinBorders that show on multiple workspaces
// at the same time.
// only normal windows can change workspaces
if (fMouseTargetWinBorder->Feel() == B_NORMAL_WINDOW_FEEL
&& !ActiveWorkspace()->HasWinBorder(fMouseTargetWinBorder)) {
// Workspace class expects a window to be hidden when it's about to be removed.
// As we surely know this windows is visible, we simply set fHidden to true and then
// change it back when adding winBorder to the current workspace.
fMouseTargetWinBorder->fHidden = true;
fWorkspace[exIndex]->HideWinBorder(fMouseTargetWinBorder);
fWorkspace[exIndex]->RemoveWinBorder(fMouseTargetWinBorder);
fMouseTargetWinBorder->fHidden = false;
ActiveWorkspace()->AddWinBorder(fMouseTargetWinBorder);
ActiveWorkspace()->ShowWinBorder(fMouseTargetWinBorder);
// TODO: can you call SetWinBorderWorskpaces() instead of this?
uint32 wks = fMouseTargetWinBorder->Workspaces();
BMessage changedMsg(B_WORKSPACES_CHANGED);
changedMsg.AddInt64("when", real_time_clock_usecs());
changedMsg.AddInt32("old", wks);
wks &= ~(0x00000001 << exIndex);
wks |= (0x00000001 << fActiveWksIndex);
changedMsg.AddInt32("new", wks);
fMouseTargetWinBorder->QuietlySetWorkspaces(wks);
fMouseTargetWinBorder->Window()->SendMessageToClient(&changedMsg, B_NULL_TOKEN, false);
}
}/* else if (fEventMaskLayer) {
// is this a WinBorder object?
if (!fEventMaskLayer->fOwner)
{
// this WinBorder captured the mouse for a reason. allow it to finish its task.
((WinBorder*)fEventMaskLayer)->MouseUp(DEC_NONE);
}
fEventMaskLayer = NULL;
fMovingWindow = false;
fResizingWindow = false;
}*/
fHaveWinBorderList = true;
get_workspace_windows();
if (WorkspacesLayer() != NULL)
#ifndef NEW_CLIPPING
GoRedraw(WorkspacesLayer(), WorkspacesLayer()->fVisible);
#else
GoRedraw(WorkspacesLayer(), WorkspacesLayer()->VisibleRegion());
#endif
// send the workspace changed message for the new workspace
{
BMessage activatedMsg(B_WORKSPACE_ACTIVATED);
activatedMsg.AddInt64("when", real_time_clock_usecs());
activatedMsg.AddInt32("workspace", fActiveWksIndex);
activatedMsg.AddBool("active", true);
for (int32 i = 0; i < fWinBorderCount; i++)
fWinBorderList[i]->Window()->SendMessageToClient(&activatedMsg, B_NULL_TOKEN, false);
}
// workspace changed
return true;
}
void RootLayer::SetWinBorderWorskpaces(WinBorder *winBorder, uint32 oldWksIndex, uint32 newWksIndex)
{
// you *cannot* set workspaces index for a window other than a normal one!
// Note: See ServerWindow class.
if (winBorder->Feel() != B_NORMAL_WINDOW_FEEL)
return;
bool invalidate = false;
bool invalid;
WinBorder *exFocus = FocusWinBorder();
WinBorder *exActive = ActiveWinBorder();
for (int32 i = 0; i < 32; i++)
{
if (fWorkspace[i])
{
invalid = false;
if (fWorkspace[i]->HasWinBorder(winBorder)
&& !(newWksIndex & (0x00000001UL << i)))
{
if (!winBorder->IsHidden())
{
// a little trick to force Workspace to properly pick the next front.
winBorder->fHidden = true;
invalid = fWorkspace[i]->HideWinBorder(winBorder);
winBorder->fHidden = false;
}
fWorkspace[i]->RemoveWinBorder(winBorder);
}
else
if (newWksIndex & (0x00000001UL << i) &&
!(oldWksIndex & (0x00000001UL << i)))
{
fWorkspace[i]->AddWinBorder(winBorder);
if (!winBorder->IsHidden())
invalid = fWorkspace[i]->ShowWinBorder(winBorder);
}
else
{
// do nothing. winBorder was, and it still is a member of this workspace
// OR, winBorder wasn't and it will not be in this workspace
}
if (fActiveWksIndex == i)
invalidate = invalid;
}
}
// TODO: look into this...
if (fEventMaskLayer)
{
WinBorder *wb = fEventMaskLayer->fOwner?
fEventMaskLayer->fOwner:
(WinBorder*)fEventMaskLayer;
if (!fWorkspace[fActiveWksIndex]->HasWinBorder(wb))
{
/* if (wb == fEventMaskLayer)
{
fMovingWindow = false;
fResizingWindow = false;
wb->MouseUp(DEC_NONE);
}*/
fEventMaskLayer = NULL;
}
}
BMessage changedMsg(B_WORKSPACES_CHANGED);
changedMsg.AddInt64("when", real_time_clock_usecs());
changedMsg.AddInt32("old", oldWksIndex);
changedMsg.AddInt32("new", newWksIndex);
winBorder->QuietlySetWorkspaces(newWksIndex);
winBorder->Window()->SendMessageToClient(&changedMsg, B_NULL_TOKEN, false);
if (invalidate)
show_final_scene(exFocus, exActive);
}
void
RootLayer::SetWorkspaceCount(int32 wksCount)
{
if (wksCount < 1)
wksCount = 1;
if (wksCount > kMaxWorkspaceCount)
wksCount = kMaxWorkspaceCount;
for (int32 i = wksCount; i < fWsCount; i++) {
delete fWorkspace[i];
fWorkspace[i] = NULL;
}
fWsCount = wksCount;
}
void RootLayer::ReadWorkspaceData(const char *path)
{
BMessage msg, settings;
BFile file(path,B_READ_ONLY);
char string[20];
if(file.InitCheck()==B_OK && msg.Unflatten(&file)==B_OK)
{
int32 count;
if(msg.FindInt32("workspace_count",&count)!=B_OK)
count=9;
SetWorkspaceCount(count);
for(int32 i=0; i<count; i++)
{
Workspace *ws=(Workspace*)fWorkspace[i];
if(!ws)
continue;
sprintf(string,"workspace %ld",i);
if(msg.FindMessage(string,&settings)==B_OK)
{
ws->GetSettings(settings);
settings.MakeEmpty();
}
else
ws->GetDefaultSettings();
}
}
else
{
SetWorkspaceCount(9);
for(int32 i=0; i<9; i++)
{
Workspace *ws=(Workspace*)fWorkspace[i];
if(!ws)
continue;
ws->GetDefaultSettings();
}
}
}
void RootLayer::SaveWorkspaceData(const char *path)
{
BMessage msg,dummy;
BFile file(path,B_READ_WRITE | B_CREATE_FILE);
if(file.InitCheck()!=B_OK)
{
printf("ERROR: Couldn't save workspace data in RootLayer\n");
return;
}
char string[20];
int32 count=fWsCount;
if(msg.Unflatten(&file)==B_OK)
{
// if we were successful in unflattening the file, it means we're
// going to need to save over the existing data
for(int32 i=0; i<count; i++)
{
sprintf(string,"workspace %ld",i);
if(msg.FindMessage(string,&dummy)==B_OK)
msg.RemoveName(string);
}
}
for(int32 i=0; i<count; i++)
{
sprintf(string,"workspace %ld",i);
Workspace *ws=(Workspace*)fWorkspace[i];
if(!ws)
{
dummy.MakeEmpty();
ws->PutSettings(&dummy,i);
msg.AddMessage(string,&dummy);
}
else
{
// We're not supposed to have this happen, but we'll suck it up, anyway. :P
Workspace::PutDefaultSettings(&msg,i);
}
}
}
void
RootLayer::HideWinBorder(WinBorder* winBorder)
{
BPrivate::PortLink msg(fListenPort, -1);
msg.StartMessage(AS_ROOTLAYER_HIDE_WINBORDER);
msg.Attach<WinBorder*>(winBorder);
msg.Flush();
}
void
RootLayer::ShowWinBorder(WinBorder* winBorder)
{
BPrivate::PortLink msg(fListenPort, -1);
msg.StartMessage(AS_ROOTLAYER_SHOW_WINBORDER);
msg.Attach<WinBorder*>(winBorder);
msg.Flush();
}
WinBorder *
RootLayer::WinBorderAt(const BPoint& pt) const
{
for (int32 i = 0; i < fWinBorderCount; i++)
{
#ifndef NEW_CLIPPING
if (fWinBorderList[i]->fFullVisible.Contains(pt))
return fWinBorderList[i];
#endif
}
return NULL;
}
void
RootLayer::SetScreens(Screen *screens[], int32 rows, int32 columns)
{
// NOTE: All screens *must* have the same resolution
// TODO: This function is badly named. Appearently, it
// adjusts the root layers frame rectangle, taking the information
// from the first screen in its list. However, a Screen object
// has actually now a different meaning. It manages access to
// the hardware and *owns* the HWInterface instance.
// This means there is going to be one Screen object per physical
// screen attached (unless I misunderstood how it was intended).
// A workspace needs to be attached to a screen
// and then on workspace activation, the appropriate updating
// needs to occur. The workspace tells its screen to configure
// to the workspaces mode, and then someone takes care of
// telling RootLayer to adjust itself and all other layers regions.
uint16 width, height;
uint32 colorSpace;
float frequency;
screens[0]->GetMode(width, height, colorSpace, frequency);
fFrame.Set(0, 0, width * columns - 1, height * rows - 1);
fRows = rows;
fColumns = columns;
fScreenWidth = width;
fScreenHeight = height;
}
Screen **
RootLayer::Screens()
{
return (Screen**)fScreenPtrList.Items();
}
bool
RootLayer::SetScreenMode(int32 width, int32 height, uint32 colorSpace, float frequency)
{
if (fScreenWidth == width && fScreenHeight == height
&& fColorSpace == colorSpace && frequency == fFrequency)
return true;
// NOTE: Currently, we have only one screen in that list.
// Before I changed it, this function would only accept modes
// that each of the (potentially multiple) screens can accept.
// However, I didn't really know what this gives in practice.
// We should re-think this when we really do support multiple monitors.
// For now, this function could potentially set the first couple of
// screens to the new mode, and fail to do so for the rest of them.
status_t ret = B_ERROR;
for (int i = 0; i < fScreenPtrList.CountItems(); i++) {
Screen *screen = static_cast<Screen *>(fScreenPtrList.ItemAt(i));
ret = screen->SetMode(width, height, colorSpace, frequency);
if (ret < B_OK)
break;
}
SetScreens(Screens(), fRows, fColumns);
return ret >= B_OK;
}
//---------------------------------------------------------------------------
// Workspace related methods
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// Input related methods
//---------------------------------------------------------------------------
void
RootLayer::MouseEventHandler(int32 code, BPrivate::PortLink& msg)
{
switch(code) {
case B_MOUSE_DOWN: {
//printf("RootLayer::MouseEventHandler(B_MOUSE_DOWN)\n");
// Attached data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - modifier keys down
// 5) int32 - buttons down
// 6) int32 - clicks
PointerEvent evt;
evt.code = B_MOUSE_DOWN;
msg.Read<int64>(&evt.when);
msg.Read<float>(&evt.where.x);
msg.Read<float>(&evt.where.y);
msg.Read<int32>(&evt.modifiers);
msg.Read<int32>(&evt.buttons);
msg.Read<int32>(&evt.clicks);
if (fLastMousePosition != evt.where) {
// TODO: a B_MOUSE_MOVED message might have to be generated in order to
// correctly trigger entered/exited view transits.
// Commented for now, since it is not _that_ critical and happens frequently with the Haiku
// mouse driver (which is ok, but we need to catch it here).
// CRITICAL("mouse position changed in B_MOUSE_DOWN from last B_MOUSE_MOVED\n");
// update on screen mouse pos
GetHWInterface()->MoveCursorTo(evt.where.x, evt.where.y);
fLastMousePosition = evt.where;
}
// We'll need this so that GetMouse can query for which buttons
// are down.
fButtons = evt.buttons;
if (fLastMouseMoved == NULL) {
CRITICAL("RootLayer::MouseEventHandler(B_MOUSE_DOWN) fLastMouseMoved is null!\n");
break;
}
if (fLastMouseMoved == this)
break;
// we are clicking a WinBorder
WinBorder* exActive = ActiveWinBorder();
WinBorder* exFocus = FocusWinBorder();
WinBorder* target = fLastMouseMoved->fOwner ? fLastMouseMoved->fOwner
: (WinBorder*)fLastMouseMoved;
click_type action = target->MouseDown(evt);
// TODO: only move to front if *not* in Focus Follows Mouse mode!
bool invalidate = action == DEC_MOVETOBACK ? ActiveWorkspace()->MoveToBack(target)
: ActiveWorkspace()->MoveToFront(target);
// Performance: MoveToFront() often returns true although it shouldn't do that.
// This is because internaly it calls Workspace::ShowWinBorder() and this imposes
// a small penalty, but we can live with that; it make Workspace code a lot more clear/clean.
if (invalidate)
show_final_scene(exFocus, exActive);
// some of the actions are handled by the WinBorder itself,
// others are handled by RootLayer
fMouseTargetWinBorder = NULL;
switch (action) {
case DEC_MOVETOBACK:
// TODO: handle here once we support FFM...
// now it is handled above
break;
case DEC_NONE: {
// TODO: bring to front if not in FFM...
// now it is handled above
bool sendMessage = true;
// supress mouse down events if the window has no focus or
// does not accept first clicks
if (target != FocusWinBorder())
sendMessage = false;
else if (exFocus != FocusWinBorder()
&& !(target->WindowFlags() & B_WILL_ACCEPT_FIRST_CLICK))
sendMessage = false;
if (target->Feel() == 1024)
sendMessage = true;
if (sendMessage && fLastMouseMoved != target->fTopLayer) {
BMessage msg;
msg.what = B_MOUSE_DOWN;
msg.AddInt64("when", evt.when);
msg.AddPoint("where", evt.where);
msg.AddInt32("modifiers", evt.modifiers);
msg.AddInt32("buttons", evt.buttons);
msg.AddInt32("clicks", evt.clicks);
target->Window()->SendMessageToClient(&msg, fLastMouseMoved->fViewToken, false);
}
if (fLastMouseMoved->EventMask() & B_POINTER_EVENTS) {
fEventMaskLayer = fLastMouseMoved;
}
break;
}
case DEC_DRAG:
case DEC_RESIZE:
default:
// TODO: bring to front if not in FFM...
// now it is handled above
fMouseTargetWinBorder = target;
break;
}
break;
}
case B_MOUSE_UP: {
//printf("RootLayer::MouseEventHandler(B_MOUSE_UP)\n");
// Attached data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - modifier keys down
PointerEvent evt;
evt.code = B_MOUSE_UP;
msg.Read<int64>(&evt.when);
msg.Read<float>(&evt.where.x);
msg.Read<float>(&evt.where.y);
msg.Read<int32>(&evt.modifiers);
if (fLastMouseMoved == NULL) {
CRITICAL("RootLayer::MouseEventHandler(B_MOUSE_UP) fLastMouseMoved is null!\n");
break;
}
if (fLastMousePosition != evt.where) {
// TODO: a B_MOUSE_MOVED message might have to be generated in order to
// correctly trigger entered/exited view transits.
fprintf(stderr, "mouse position changed in B_MOUSE_UP (%.1f, %.1f) from last B_MOUSE_MOVED (%.1f, %.1f)!\n",
evt.where.x, evt.where.y, fLastMousePosition.x, fLastMousePosition.y);
// update on screen mouse pos
GetHWInterface()->MoveCursorTo(evt.where.x, evt.where.y);
fLastMousePosition = evt.where;
}
// TODO: what if 'fEventMaskLayer' is deleted in the mean time.
if (fEventMaskLayer) {
// if this is a regular Layer, sent message to counterpart BView.
if (fEventMaskLayer->fOwner) {
BMessage upmsg(B_MOUSE_UP);
upmsg.AddInt64("when",evt.when);
upmsg.AddPoint("where",evt.where);
upmsg.AddInt32("modifiers",evt.modifiers);
fEventMaskLayer->Window()->SendMessageToClient(&upmsg, fEventMaskLayer->fViewToken, false);
} else {
// this surely is a WinBorder
// TODO: This code is too confusing. There should be a clear separation.
// ((WinBorder*)fEventMaskLayer)->MouseUp(((WinBorder*)fEventMaskLayer)->TellWhat(evt));
}
fEventMaskLayer = NULL;
} else {
// NOTE: focus may be NULL
if (fLastMouseMoved->Window() && fLastMouseMoved->fOwner == FocusWinBorder()) {
// send B_MOUSE_UP for regular Layers/BViews
BMessage upmsg(B_MOUSE_UP);
upmsg.AddInt64("when",evt.when);
upmsg.AddPoint("where",evt.where);
upmsg.AddInt32("modifiers",evt.modifiers);
fLastMouseMoved->Window()->SendMessageToClient(&upmsg, fLastMouseMoved->fViewToken, false);
} else {
// WinBorders don't need _UP_ messages unless they received _DOWN_ messages,
// and that case is threated above - WinBorders use Layer::fEventMask to
// capture the mouse.
}
}
// fMovingWindow = false;
// fResizingWindow = false;
if (fMouseTargetWinBorder) {
fMouseTargetWinBorder->MouseUp(evt);
fMouseTargetWinBorder = NULL;
}
STRACE(("MOUSE UP: at (%f, %f)\n", evt.where.x, evt.where.y));
// TODO: This is a quick fix to avoid the endless loop with windows created
// with the B_ASYNCHRONOUS_CONTROLS flag, but please someone have a look into this.
fButtons = 0;
break;
}
case B_MOUSE_MOVED: {
//printf("RootLayer::MouseEventHandler(B_MOUSE_MOVED)\n");
// Attached data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - buttons down
PointerEvent evt;
evt.code = B_MOUSE_MOVED;
msg.Read<int64>(&evt.when);
msg.Read<float>(&evt.where.x);
msg.Read<float>(&evt.where.y);
msg.Read<int32>(&evt.buttons);
GetHWInterface()->MoveCursorTo(evt.where.x, evt.where.y);
fLastMousePosition = evt.where;
// NOTE: The mouse does NOT have to be over the fMouseTargetWinBorder for
// it to be still the valid target of the event. In fact, it is
// the only valid target until MOUSE_UP. So don't move this block farther
// down.
if (fMouseTargetWinBorder) {
fMouseTargetWinBorder->MouseMoved(evt);
fLastMouseMoved = fMouseTargetWinBorder;
break;
}
// TODO: lock ServerWindow here! Don't forget, you need to add/remove Layers
// from within RootLayer's thread!!!
Layer* target = LayerAt(evt.where);
if (target == NULL) {
CRITICAL("RootLayer::MouseEventHandler(B_MOUSE_MOVED) 'target' can't be null.\n");
break;
}
WinBorder* winBorderUnder = NULL;
// TODO: I think that windows created without the B_ASYNCHRONOUS_CONTROLS flag
// don't receive B_MOUSE_MOVED events after a B_MOUSE_DOWN. Test.
// This will need to be cleaned up as following the code flow
// is very hard.
// fEventMaskLayer is always != this
if (fEventMaskLayer) {
if (fEventMaskLayer == target) {
if (target == fLastMouseMoved)
fViewAction = B_INSIDE_VIEW;
else
fViewAction = B_ENTERED_VIEW;
} else if (fEventMaskLayer == fLastMouseMoved) {
fViewAction = B_EXITED_VIEW;
} else {
fViewAction = B_OUTSIDE_VIEW;
}
if (fEventMaskLayer->fOwner) {
// top layer does not have B_POINTER_EVENTS in its event mask
BMessage movemsg(B_MOUSE_MOVED);
movemsg.AddInt64("when", evt.when);
movemsg.AddPoint("where", evt.where);
movemsg.AddInt32("buttons", evt.buttons);
movemsg.AddInt32("transit", fViewAction);
fEventMaskLayer->Window()->SendMessageToClient(&movemsg, fEventMaskLayer->fViewToken, false);
} else {
winBorderUnder = (WinBorder*)fEventMaskLayer;
}
} else {
if (fLastMouseMoved != target) {
fViewAction = B_EXITED_VIEW;
if (fLastMouseMoved->fOwner) {
if (fLastMouseMoved != fLastMouseMoved->fOwner->fTopLayer) {
BMessage movemsg(B_MOUSE_MOVED);
movemsg.AddInt64("when",evt.when);
movemsg.AddPoint("where",evt.where);
movemsg.AddInt32("buttons",evt.buttons);
movemsg.AddInt32("transit",fViewAction);
fLastMouseMoved->Window()->SendMessageToClient(&movemsg, fLastMouseMoved->fViewToken, false);
}
}// else if (fLastMouseMoved != this)
// ((WinBorder*)fLastMouseMoved)->MouseMoved(DEC_NONE);
fViewAction = B_ENTERED_VIEW;
} else {
fViewAction = B_INSIDE_VIEW;
}
if (target->fOwner) {
if (target != target->fOwner->fTopLayer) {
BMessage movemsg(B_MOUSE_MOVED);
movemsg.AddInt64("when",evt.when);
movemsg.AddPoint("where",evt.where);
movemsg.AddInt32("buttons",evt.buttons);
movemsg.AddInt32("transit",fViewAction);
target->Window()->SendMessageToClient(&movemsg, target->fViewToken, false);
}
} else if (target != this) {
winBorderUnder = (WinBorder*)target;
}
}
/* if (winBorderUnder) {
BPoint delta = evt.where - fLastMousePosition;
if (fMovingWindow) {
winBorderUnder->MoveBy(delta.x, delta.y);
// I know the way we get BWindow's new location it's not nice :-),
// but I don't see another way. fTopLayer.Frame().LeftTop() does not change, ever.
BPoint location(winBorderUnder->fTopLayer->fFull.Frame().LeftTop());
BMessage msg(B_WINDOW_MOVED);
msg.AddPoint("where", location);
winBorderUnder->Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
} else if (fResizingWindow) {
winBorderUnder->ResizeBy(delta.x, delta.y);
BRect frame(winBorderUnder->fTopLayer->Frame());
BMessage msg(B_WINDOW_RESIZED);
msg.AddInt32("width", frame.Width());
msg.AddInt32("height", frame.Height());
winBorderUnder->Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
} else {
winBorderUnder->MouseMoved(winBorderUnder->TellWhat(evt));
}
}*/
fLastMouseMoved = target;
break;
}
case B_MOUSE_WHEEL_CHANGED: {
//printf("RootLayer::MouseEventHandler(B_MOUSE_WHEEL_CHANGED)\n");
// FEATURE: This is a tentative change: mouse wheel messages are always sent to the window
// under the cursor. It's pretty stupid to send it to the active window unless a particular
// view has locked focus via SetMouseEventMask
PointerEvent evt;
evt.code = B_MOUSE_WHEEL_CHANGED;
msg.Read<int64>(&evt.when);
msg.Read<float>(&evt.wheel_delta_x);
msg.Read<float>(&evt.wheel_delta_y);
if (fLastMouseMoved && fLastMouseMoved != this) {
if (fLastMouseMoved->fOwner) { // is a Layer object not a WinBorder one
if (fLastMouseMoved->fOwner->fTopLayer != fLastMouseMoved) { // must not be the top_view's counterpart
BMessage wheelmsg(B_MOUSE_WHEEL_CHANGED);
wheelmsg.AddInt64("when", evt.when);
wheelmsg.AddFloat("be:wheel_delta_x",evt.wheel_delta_x);
wheelmsg.AddFloat("be:wheel_delta_y",evt.wheel_delta_y);
fLastMouseMoved->Window()->SendMessageToClient(&wheelmsg, fLastMouseMoved->fViewToken, false);
}
} else {
// TODO: WinBorder::MouseWheel() should dissapear or get other params!
// ((WinBorder*)fLastMouseMoved)->MouseWheel(...)
}
}
break;
}
default:
{
printf("RootLayer::MouseEventHandler(): WARNING: unknown message\n");
break;
}
}
}
void
RootLayer::KeyboardEventHandler(int32 code, BPrivate::PortLink& msg)
{
switch (code) {
case B_KEY_DOWN:
{
// Attached Data:
// 1) int64 bigtime_t object of when the message was sent
// 2) int32 raw key code (scancode)
// 3) int32 modifier-independent ASCII code for the character
// 4) int32 repeat count
// 5) int32 modifiers
// 6) int8[3] UTF-8 data generated
// 7) Character string generated by the keystroke
// 8) int8[16] state of all keys
bigtime_t time;
int32 scancode, modifiers;
int8 utf[3] = { 0, 0, 0 };
char *string = NULL;
int8 keystates[16];
int32 raw_char;
int32 repeatcount;
msg.Read<bigtime_t>(&time);
msg.Read<int32>(&scancode);
msg.Read<int32>(&raw_char);
msg.Read<int32>(&repeatcount);
msg.Read<int32>(&modifiers);
msg.Read(utf, sizeof(utf));
msg.ReadString(&string);
msg.Read(keystates, sizeof(keystates));
STRACE(("Key Down: 0x%lx\n",scancode));
// F1-F12
if (scancode > 0x01 && scancode < 0x0e) {
// Check for workspace change or safe video mode
#if !TEST_MODE
if (scancode == 0x0d && (modifiers & (B_LEFT_COMMAND_KEY
| B_LEFT_CONTROL_KEY | B_LEFT_SHIFT_KEY)) != 0)
#else
if (scancode == 0x0d && (modifiers & (B_LEFT_CONTROL_KEY
| B_LEFT_SHIFT_KEY | B_LEFT_OPTION_KEY)) != 0)
#endif
{
// TODO: Set to Safe Mode in KeyboardEventHandler:B_KEY_DOWN. (DisplayDriver API change)
STRACE(("Safe Video Mode invoked - code unimplemented\n"));
free(string);
break;
}
#if !TEST_MODE
if (modifiers & B_CONTROL_KEY)
#else
if (modifiers & (B_LEFT_SHIFT_KEY | B_LEFT_CONTROL_KEY))
#endif
{
STRACE(("Set Workspace %ld\n",scancode-1));
WinBorder* exFocus = FocusWinBorder();
WinBorder* exActive = ActiveWinBorder();
if (SetActiveWorkspace(scancode - 2))
show_final_scene(exFocus, exActive);
#ifdef APPSERVER_ROOTLAYER_SHOW_WORKSPACE_NUMBER
// to draw the current Workspace index on screen.
#ifndef NEW_CLIPPING
BRegion reg(fVisible);
fDriver->ConstrainClippingRegion(&reg);
Draw(reg.Frame());
fDriver->ConstrainClippingRegion(NULL);
#endif
#endif
free(string);
break;
}
}
// Tab key
#if !TEST_MODE
if (scancode == 0x26 && (modifiers & B_CONTROL_KEY))
#else
if (scancode == 0x26 && (modifiers & B_SHIFT_KEY))
#endif
{
STRACE(("Twitcher\n"));
//ServerApp *deskbar = app_server->FindApp("application/x-vnd.Be-TSKB");
//if(deskbar)
//{
WinBorder *exActive = ActiveWinBorder();
WinBorder *exFocus = FocusWinBorder();
if (ActiveWorkspace()->MoveToBack(exActive))
show_final_scene(exFocus, exActive);
printf("Send Twitcher message key to Deskbar - unimplmemented\n");
free(string);
break;
//}
}
#if !TEST_MODE
// PrintScreen
if (scancode == 0xe)
#else
// Pause/Break
if (scancode == 0x7f)
#endif
{
if (GetDisplayDriver()) {
char filename[128];
BEntry entry;
int32 index = 1;
do {
sprintf(filename, "/boot/home/screen%ld.png", index++);
entry.SetTo(filename);
} while(entry.Exists());
GetDisplayDriver()->DumpToFile(filename);
free(string);
break;
}
}
// We got this far, so apparently it's safe to pass to the active
// window.
if (FocusWinBorder()) {
ServerWindow *win = FocusWinBorder()->Window();
if (win) {
BMessage keymsg(B_KEY_DOWN);
keymsg.AddInt64("when", time);
keymsg.AddInt32("key", scancode);
if (repeatcount > 1)
keymsg.AddInt32("be:key_repeat", repeatcount);
keymsg.AddInt32("modifiers", modifiers);
keymsg.AddData("states", B_UINT8_TYPE, keystates, sizeof(int8) * 16);
for (uint8 i = 0; i < 3; i++)
keymsg.AddInt8("byte", utf[i]);
keymsg.AddString("bytes", string);
keymsg.AddInt32("raw_char", raw_char);
win->SendMessageToClient(&keymsg, B_NULL_TOKEN, true);
}
}
free(string);
break;
}
case B_KEY_UP:
{
// Attached Data:
// 1) int64 bigtime_t object of when the message was sent
// 2) int32 raw key code (scancode)
// 3) int32 modifier-independent ASCII code for the character
// 4) int32 modifiers
// 5) int8[3] UTF-8 data generated
// 6) Character string generated by the keystroke
// 7) int8[16] state of all keys
bigtime_t time;
int32 scancode, modifiers;
int8 utf[3] = { 0, 0, 0 };
char *string = NULL;
int8 keystates[16];
int32 raw_char;
msg.Read<bigtime_t>(&time);
msg.Read<int32>(&scancode);
msg.Read<int32>(&raw_char);
msg.Read<int32>(&modifiers);
msg.Read(utf, sizeof(utf));
msg.ReadString(&string);
msg.Read(keystates, sizeof(keystates));
STRACE(("Key Up: 0x%lx\n", scancode));
#if !TEST_MODE
// Tab key
if(scancode==0x26 && (modifiers & B_CONTROL_KEY))
{
//ServerApp *deskbar=app_server->FindApp("application/x-vnd.Be-TSKB");
//if(deskbar)
//{
printf("Send Twitcher message key to Deskbar - unimplmemented\n");
break;
//}
}
#else // TEST_MODE
if(scancode==0x26 && (modifiers & B_LEFT_SHIFT_KEY))
{
//ServerApp *deskbar=app_server->FindApp("application/x-vnd.Be-TSKB");
//if(deskbar)
//{
printf("Send Twitcher message key to Deskbar - unimplmemented\n");
break;
//}
}
#endif
// We got this far, so apparently it's safe to pass to the active
// window.
if (FocusWinBorder()) {
ServerWindow *win = FocusWinBorder()->Window();
if (win) {
BMessage keymsg(B_KEY_UP);
keymsg.AddInt64("when", time);
keymsg.AddInt32("key", scancode);
keymsg.AddInt32("modifiers", modifiers);
keymsg.AddData("states", B_UINT8_TYPE, keystates, sizeof(int8) * 16);
for (uint8 i = 0; i < 3; i++) {
keymsg.AddInt8("byte", utf[i]);
}
keymsg.AddString("bytes", string);
keymsg.AddInt32("raw_char", raw_char);
win->SendMessageToClient(&keymsg, B_NULL_TOKEN, true);
}
}
free(string);
break;
}
case B_UNMAPPED_KEY_DOWN:
{
// Attached Data:
// 1) int64 bigtime_t object of when the message was sent
// 2) int32 raw key code (scancode)
// 3) int32 modifiers
// 4) int8 state of all keys
bigtime_t time;
int32 scancode, modifiers;
int8 keystates[16];
msg.Read<bigtime_t>(&time);
msg.Read<int32>(&scancode);
msg.Read<int32>(&modifiers);
msg.Read(keystates,sizeof(int8)*16);
STRACE(("Unmapped Key Down: 0x%lx\n",scancode));
if(FocusWinBorder())
{
ServerWindow *win = FocusWinBorder()->Window();
if(win)
{
BMessage keymsg(B_UNMAPPED_KEY_DOWN);
keymsg.AddInt64("when", time);
keymsg.AddInt32("key", scancode);
keymsg.AddInt32("modifiers", modifiers);
keymsg.AddData("states", B_UINT8_TYPE, keystates, sizeof(int8) * 16);
win->SendMessageToClient(&keymsg, B_NULL_TOKEN, true);
}
}
break;
}
case B_UNMAPPED_KEY_UP:
{
// Attached Data:
// 1) int64 bigtime_t object of when the message was sent
// 2) int32 raw key code (scancode)
// 3) int32 modifiers
// 4) int8 state of all keys
bigtime_t time;
int32 scancode, modifiers;
int8 keystates[16];
msg.Read<bigtime_t>(&time);
msg.Read<int32>(&scancode);
msg.Read<int32>(&modifiers);
msg.Read(keystates,sizeof(int8)*16);
STRACE(("Unmapped Key Up: 0x%lx\n",scancode));
if(FocusWinBorder())
{
ServerWindow *win = FocusWinBorder()->Window();
if(win)
{
BMessage keymsg(B_UNMAPPED_KEY_UP);
keymsg.AddInt64("when", time);
keymsg.AddInt32("key", scancode);
keymsg.AddInt32("modifiers", modifiers);
keymsg.AddData("states", B_UINT8_TYPE, keystates, sizeof(int8) * 16);
win->SendMessageToClient(&keymsg, B_NULL_TOKEN, true);
}
}
break;
}
case B_MODIFIERS_CHANGED:
{
// Attached Data:
// 1) int64 bigtime_t object of when the message was sent
// 2) int32 modifiers
// 3) int32 old modifiers
// 4) int8 state of all keys
bigtime_t time;
int32 modifiers,oldmodifiers;
int8 keystates[16];
msg.Read<bigtime_t>(&time);
msg.Read<int32>(&modifiers);
msg.Read<int32>(&oldmodifiers);
msg.Read(keystates,sizeof(int8)*16);
if(FocusWinBorder())
{
ServerWindow *win = FocusWinBorder()->Window();
if(win)
{
BMessage keymsg(B_MODIFIERS_CHANGED);
keymsg.AddInt64("when", time);
keymsg.AddInt32("modifiers", modifiers);
keymsg.AddInt32("be:old_modifiers", oldmodifiers);
keymsg.AddData("states", B_UINT8_TYPE, keystates, sizeof(int8) * 16);
win->SendMessageToClient(&keymsg, B_NULL_TOKEN, true);
}
}
break;
}
default:
break;
}
}
bool
RootLayer::SetEventMaskLayer(Layer *lay, uint32 mask, uint32 options)
{
if (!lay)
return false;
bool returnValue = true;
Lock();
if (fEventMaskLayer && fEventMaskLayer != lay)
{
fprintf(stderr, "WARNING: fEventMaskLayer already set and different than the required one!\n");
returnValue = false;
}
else
{
fEventMaskLayer = lay;
// TODO: use this mask and options!
}
Unlock();
return returnValue;
}
void
RootLayer::SetDragMessage(BMessage* msg)
{
if (fDragMessage)
{
delete fDragMessage;
fDragMessage = NULL;
}
if (msg)
fDragMessage = new BMessage(*msg);
}
BMessage *
RootLayer::DragMessage(void) const
{
return fDragMessage;
}
// DEBUG methods
void
RootLayer::PrintToStream()
{
printf("\nRootLayer '%s' internals:\n", Name());
printf("Screen list:\n");
for(int32 i=0; i<fScreenPtrList.CountItems(); i++)
printf("\t%ld\n", ((Screen*)fScreenPtrList.ItemAt(i))->ScreenNumber());
printf("Screen rows: %ld\nScreen columns: %ld\n", fRows, fColumns);
printf("Resolution for all Screens: %ldx%ldx%ld\n", fScreenWidth, fScreenHeight, fColorSpace);
printf("Workspace list:\n");
for(int32 i=0; i<fWsCount; i++)
{
printf("\t~~~Workspace: %ld\n", ((Workspace*)fWorkspace[i])->ID());
((Workspace*)fWorkspace[i])->PrintToStream();
printf("~~~~~~~~\n");
}
}
// PRIVATE methods
void
RootLayer::show_winBorder(WinBorder *winBorder)
{
bool invalidate = false;
bool invalid;
WinBorder *exFocus = FocusWinBorder();
WinBorder *exActive = ActiveWinBorder();
winBorder->Show(false);
for (int32 i = 0; i < fWsCount; i++)
{
invalid = false;
if (fWorkspace[i] &&
(fWorkspace[i]->HasWinBorder(winBorder) ||
// subset modals are a bit like floating windows, they are being added
// and removed from workspace when there's at least a normal window
// that uses them.
winBorder->Feel() == B_MODAL_SUBSET_WINDOW_FEEL ||
// floating windows are inserted/removed on-the-fly so this window,
// although needed may not be in workspace's list.
winBorder->Level() == B_FLOATING_APP))
{
invalid = fWorkspace[i]->ShowWinBorder(winBorder);
}
if (fActiveWksIndex == i) {
invalidate = invalid;
if (dynamic_cast<class WorkspacesLayer *>(winBorder->TopChild()) != NULL)
SetWorkspacesLayer(winBorder->TopChild());
}
}
if (invalidate)
show_final_scene(exFocus, exActive);
if (WorkspacesLayer())
#ifndef NEW_CLIPPING
GoRedraw(WorkspacesLayer(), fFullVisible);
#else
GoRedraw(WorkspacesLayer(), FullVisible());
#endif
}
void
RootLayer::hide_winBorder(WinBorder *winBorder)
{
bool invalidate = false;
bool invalid;
WinBorder *exFocus = FocusWinBorder();
WinBorder *exActive = ActiveWinBorder();
winBorder->Hide(false);
for (int32 i = 0; i < fWsCount; i++)
{
invalid = false;
if (fWorkspace[i] && fWorkspace[i]->HasWinBorder(winBorder))
invalid = fWorkspace[i]->HideWinBorder(winBorder);
if (fActiveWksIndex == i) {
invalidate = invalid;
if (dynamic_cast<class WorkspacesLayer *>(winBorder->TopChild()) != NULL)
SetWorkspacesLayer(NULL);
}
}
if (invalidate)
show_final_scene(exFocus, exActive);
if (WorkspacesLayer())
#ifndef NEW_CLIPPING
GoRedraw(WorkspacesLayer(), fFullVisible);
#else
GoRedraw(WorkspacesLayer(), FullVisible());
#endif
}
void
RootLayer::change_winBorder_feel(WinBorder *winBorder, int32 newFeel)
{
bool isVisible = false;
bool wasVisibleInActiveWorkspace = false;
WinBorder *exFocus = FocusWinBorder();
WinBorder *exActive = ActiveWinBorder();
if (!winBorder->IsHidden())
{
isVisible = true;
wasVisibleInActiveWorkspace = ActiveWorkspace()->HasWinBorder(winBorder);
winBorder->Hide(false);
}
gDesktop->SetWinBorderFeel(winBorder, newFeel);
if (isVisible)
{
if (fEventMaskLayer)
{
// TODO: What was this supposed to do?!?
/* WinBorder *wb = fEventMaskLayer->fOwner?
fEventMaskLayer->fOwner:
(WinBorder*)fEventMaskLayer;
if (wb == fEventMaskLayer)
{
fMovingWindow = false;
fResizingWindow = false;
wb->MouseUp(DEC_NONE);
}*/
fEventMaskLayer = NULL;
}
winBorder->Show(false);
if (wasVisibleInActiveWorkspace || ActiveWorkspace()->HasWinBorder(winBorder))
show_final_scene(exFocus, exActive);
}
}
bool RootLayer::get_workspace_windows()
{
int32 bufferSize = fWinBorderListLength;
int32 exCount = fWinBorderCount;
bool present;
bool newMemory = false;
bool aChange = false;
memcpy(fWinBorderList2, fWinBorderList, fWinBorderCount * sizeof(WinBorder*));
if (!(ActiveWorkspace()->GetWinBorderList((void**)fWinBorderList, &bufferSize)))
{
newMemory = true;
// grow by a factor of 8.
fWinBorderListLength = (bufferSize / 8 + 1) * 8;
fWinBorderList = (WinBorder**)realloc(fWinBorderList, fWinBorderListLength);
ActiveWorkspace()->GetWinBorderList((void**)fWinBorderList, &bufferSize);
}
fWinBorderCount = bufferSize;
fWinBorderIndex = 0;
// activate any workspaces layer in the current list
SetWorkspacesLayer(NULL);
for (int32 i = 0; i < fWinBorderCount; i++) {
if (dynamic_cast<class WorkspacesLayer *>(fWinBorderList[i]->TopChild()) != NULL)
SetWorkspacesLayer(fWinBorderList[i]->TopChild());
}
// to determine if there was a change in window hierarchy
if (exCount != fWinBorderCount || memcmp(fWinBorderList, fWinBorderList2, fWinBorderCount) != 0)
aChange = true;
if (aChange)
{
// clear visible and full visible regions for windows not visible anymore.
for (int32 i = 0; i < exCount; i++)
{
present = false;
for (int32 j = 0; j < fWinBorderCount; j++)
if (fWinBorderList2[i] == fWinBorderList[j])
present = true;
if (!present)
#ifndef NEW_CLIPPING
empty_visible_regions(fWinBorderList2[i]);
#else
fWinBorderList2[i]->clear_visible_regions();
#endif
}
}
// enlarge 2nd buffer also
if (newMemory)
fWinBorderList2 = (WinBorder**)realloc(fWinBorderList2, fWinBorderListLength);
//for (int32 i = 0; i < fWinBorderCount; i++)
//{
// printf("Adi: %ld get_workspace_windows(%p)\n", i, fWinBorderList[i]);
//}
//printf("Adi: get_workspace_windows DONE\n");
return aChange;
}
void
RootLayer::draw_window_tab(WinBorder *exFocus)
{
WinBorder *focus = FocusWinBorder();
if (exFocus || focus) {
if (exFocus && exFocus != focus && exFocus->fDecorator)
exFocus->fDecorator->SetFocus(false);
if (focus && exFocus != focus && focus->fDecorator)
focus->fDecorator->SetFocus(true);
if (exFocus && focus != exFocus) {
// TODO: this line is a hack, decorator is drawn twice.
#ifndef NEW_CLIPPING
BRegion reg(exFocus->fVisible);
if (focus)
reg.Include(&focus->fVisible);
redraw_layer(this, reg);
#endif
}
}
}
#ifndef NEW_CLIPPING
inline void
RootLayer::empty_visible_regions(Layer *layer)
{
// TODO: optimize by avoiding recursion?
// NOTE: first 'layer' must be a WinBorder
Layer *child;
layer->fFullVisible.MakeEmpty();
layer->fVisible.MakeEmpty();
child = layer->BottomChild();
while(child) {
empty_visible_regions(child);
child = layer->UpperSibling();
}
}
#endif
inline void
RootLayer::winborder_activation(WinBorder* exActive)
{
if (exActive && (FocusWinBorder() != exActive || FrontWinBorder() != exActive)) {
BMessage msg(B_WINDOW_ACTIVATED);
msg.AddBool("active", false);
exActive->Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
if (FocusWinBorder() == FrontWinBorder()
&& FrontWinBorder() != NULL && FrontWinBorder() != exActive) {
BMessage msg(B_WINDOW_ACTIVATED);
msg.AddBool("active", true);
FrontWinBorder()->Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
}
inline void
RootLayer::show_final_scene(WinBorder *exFocus, WinBorder *exActive)
{
if (fHaveWinBorderList || get_workspace_windows()) {
// next call should call get_workspace_windows()
fHaveWinBorderList = false;
// TODO: should it be improved by calling with region of hidden windows
// plus the full regions of new windows???
#ifndef NEW_CLIPPING
invalidate_layer(this, fFull);
#else
// TODO: hmm. Bounds()? Yes, this its OK, for the moment!!! think!
do_Invalidate(Bounds());
#endif
}
draw_window_tab(exFocus);
winborder_activation(exActive);
// TODO: MoveEventHandler::B_MOUSE_DOWN may not need this. Investigate.
// TODO: B_ENTERD_VIEW, B_EXITED_VIEW, B_INSIDE_VIEW, B_OUTSIDE_VIEW are sent only
// when the mouse is moved. What about when adding or removing a window that contains
// fLastMouseMoved, shouldn't the next fLastMouseMoved Layer get a B_MOUSE_MOVE at
// the same mouse position with B_ENTERD_VIEW??? Same when changing workspaces!!!
// INVESTIGATE, INVESTIGATE, INVESTIGATE!!!
// NOTE: the following 3 lines are here for safety reasons!
fLastMouseMoved = LayerAt(fLastMousePosition);
if (fLastMouseMoved == NULL) {
CRITICAL("RootLayer::show_final_scene: 'fLastMouseMoved' can't be null.\n");
fLastMouseMoved = this;
}
}
void
RootLayer::Draw(const BRect &r)
{
fDriver->FillRect(r, fWorkspace[fActiveWksIndex]->BGColor());
#ifdef APPSERVER_ROOTLAYER_SHOW_WORKSPACE_NUMBER
char string[30];
sprintf(string, "Workspace %ld", fActiveWksIndex + 1);
fDriver->DrawString(string, strlen(string), BPoint(5, 15),
fLayerData);
#endif // APPSERVER_ROOTLAYER_SHOW_WORKSPACE_NUMBER
#if ON_SCREEN_DEBUGGING_INFO
BPoint location(5, 40);
float textHeight = 15.0; // be lazy
const char* p = fDebugInfo.String();
const char* start = p;
while (*p) {
p++;
if (*p == 0 || *p == '\n') {
fDriver->DrawString(start, p - start, location,
fLayerData);
// NOTE: Eventually, this will be below the screen!
location.y += textHeight;
start = p + 1;
}
}
#endif // ON_SCREEN_DEBUGGING_INFO
#if DISPLAY_HAIKU_LOGO
if (fLogoBitmap) {
BPoint logoPos;
logoPos.x = floorf(min_c(fFrame.left + fFrame.Width() * kGoldenProportion,
fFrame.right - (kLogoWidth + kLogoHeight / 2.0)));
logoPos.y = floorf(fFrame.bottom - kLogoHeight * 1.5);
BRect bitmapBounds = fLogoBitmap->Bounds();
fDriver->DrawBitmap(fLogoBitmap, bitmapBounds,
bitmapBounds.OffsetToCopy(logoPos), fLayerData);
}
#endif // DISPLAY_HAIKU_LOGO
}
#if ON_SCREEN_DEBUGGING_INFO
void
RootLayer::AddDebugInfo(const char* string)
{
if (Lock()) {
fDebugInfo << string;
GoRedraw(this, BRegion(fFrame));
Unlock();
}
}
#endif // ON_SCREEN_DEBUGGING_INFO