haiku/src/servers/app/server/WinBorder.cpp
Adi Oanca fa554b7dd8 Fixed focusing problem
some optimizations to "drawing code"(not the real one) because of more efficient locking.
... other improvements.


git-svn-id: file:///srv/svn/repos/haiku/trunk/current@6074 a95241bf-73f2-0310-859d-f6bbb57e9c96
2004-01-14 15:55:10 +00:00

827 lines
23 KiB
C++

//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// 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: WinBorder.cpp
// Author: DarkWyrm <bpmagic@columbus.rr.com>
// Description: Layer subclass which handles window management
//
//------------------------------------------------------------------------------
#include <Region.h>
#include <String.h>
#include <Locker.h>
#include <Debug.h>
#include <TokenSpace.h>
#include "View.h" // for mouse button defines
#include "ServerWindow.h"
#include "Decorator.h"
#include "DisplayDriver.h"
#include "Desktop.h"
#include "WinBorder.h"
#include "AppServer.h" // for new_decorator()
#include "TokenHandler.h"
#include "Globals.h"
#include "RootLayer.h"
#include "Workspace.h"
// TODO: Document this file completely
// Toggle general function call output
//#define DEBUG_WINBORDER
// toggle
//#define DEBUG_WINBORDER_MOUSE
//#define DEBUG_WINBORDER_CLICK
#ifdef DEBUG_WINBORDER
# include <stdio.h>
# define STRACE(x) printf x
#else
# define STRACE(x) ;
#endif
#ifdef DEBUG_WINBORDER_MOUSE
# include <stdio.h>
# define STRACE_MOUSE(x) printf x
#else
# define STRACE_MOUSE(x) ;
#endif
#ifdef DEBUG_WINBORDER_CLICK
# include <stdio.h>
# define STRACE_CLICK(x) printf x
#else
# define STRACE_CLICK(x) ;
#endif
//! TokenHandler object used to provide IDs for all WinBorder objects
TokenHandler border_token_handler;
WinBorder::WinBorder(const BRect &r, const char *name, const int32 look, const int32 feel,
const int32 flags, ServerWindow *win)
: Layer(r, name, B_NULL_TOKEN, B_FOLLOW_NONE, flags, win)
{
// unlike BViews, windows start off as hidden, so we need to tweak the hidecount
// assignment made by Layer().
_hidden = true;
_mbuttons = 0;
_kmodifiers = 0;
_win = win;
_update = false;
_hresizewin = false;
_vresizewin = false;
fLastMousePosition.Set(-1,-1);
SetLevel();
_decorator = NULL;
if (feel == B_NO_BORDER_WINDOW_LOOK){
_full = _win->top_layer->_full;
fDecFull = NULL;
fDecFullVisible = NULL;
fDecVisible = NULL;
}
else{
_decorator = new_decorator(r, name, look, feel, flags, fDriver);
fDecFull = new BRegion();
fDecVisible = new BRegion();
fDecFullVisible = fDecVisible;
_decorator->GetFootprint( fDecFull );
// our full region is the union between decorator's region and top_layer's region
_full = _win->top_layer->_full;
_full.Include( fDecFull );
}
// get a token
_view_token = border_token_handler.GetToken();
STRACE(("WinBorder %s:\n",GetName()));
STRACE(("\tFrame: (%.1f,%.1f,%.1f,%.1f)\n",r.left,r.top,r.right,r.bottom));
STRACE(("\tWindow %s\n",win?win->Title():"NULL"));
}
WinBorder::~WinBorder(void)
{
STRACE(("WinBorder %s:~WinBorder()\n",GetName()));
if (_decorator) {
delete _decorator;
_decorator = NULL;
delete fDecFull;
fDecFull = NULL;
delete fDecFullVisible; // NOTE: fDecFullVisible == fDecVisible
fDecFullVisible = NULL;
fDecVisible = NULL;
}
}
void WinBorder::MouseDown(int8 *buffer)
{
// Buffer 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
int8 *index = buffer; index+=sizeof(int64);
float x = *((float*)index); index+=sizeof(float);
float y = *((float*)index); index+=sizeof(float);
int32 modifiers = *((int32*)index); index+=sizeof(int32);
int32 buttons = *((int32*)index);
BPoint pt(x,y);
// user clicked on decorator
if (fDecFullVisible->Contains(pt)){
click_type click;
// TODO: modify this!!! _decorator->MouseDown(...);
click = _decorator->Clicked(pt, buttons, modifiers);
switch(click){
case DEC_MOVETOBACK:
{
STRACE_CLICK(("WinBorder: MoveToBack\n"));
MoveToBack();
break;
}
default:{
STRACE_CLICK(("WinBorder: MoveToFront\n"));
MoveToFront();
break;
}
}
}
// user clicked in window's area
else{
STRACE_CLICK(("WinBorder: MoveToFront 2\n"));
bool sendMessage = true;
if (1 /* TODO: uncomment: ActiveLayer() != this*/){
MoveToFront();
if (0 /* B_FIRST_CLICK? what's the name of that flaaaag ??? */){
sendMessage = false;
}
}
if (sendMessage){
BMessage msg;
// a tweak for converting a point into local coords. :-)
BRect helpRect(pt.x, pt.y, pt.x+1, pt.y+1);
msg.what = B_MOUSE_DOWN;
msg.AddInt64("when", real_time_clock_usecs());
msg.AddPoint("where", (_win->top_layer->LayerAt(pt)->ConvertFromTop(helpRect)).LeftTop() );
msg.AddInt32("modifiers", modifiers);
msg.AddInt32("buttons", buttons);
msg.AddInt32("clicks", 1);
_win->SendMessageToClient( &msg );
}
}
// this is important to determine how much we should resize or move the Layer(WinBorder)(window)
fLastMousePosition = pt;
}
void WinBorder::MouseMoved(int8 *buffer)
{
// Buffer 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
int8 *index = buffer; index+=sizeof(int64);
float x = *((float*)index); index+=sizeof(float);
float y = *((float*)index); index+=sizeof(float);
int32 buttons = *((int32*)index);
BPoint pt(x,y);
// TODO: modify this!!! _decorator->MouseMoved(...);
click_type action = _decorator->Clicked(pt, _mbuttons, _kmodifiers);
switch (action){
case DEC_DRAG:
{
STRACE_CLICK(("WinBorder: Drag\n"));
BPoint difference;
difference = pt - fLastMousePosition;
MoveBy( difference.x, difference.y );
break;
}
case DEC_RESIZE:
{
STRACE_CLICK(("WinBorder: Resize\n"));
BPoint difference;
difference = pt - fLastMousePosition;
ResizeBy( difference.x, difference.y );
break;
}
default:{
BMessage msg;
// a tweak for converting a point into local coords. :-)
BRect helpRect(pt.x, pt.y, pt.x+1, pt.y+1);
msg.what = B_MOUSE_MOVED;
msg.AddInt64("when", real_time_clock_usecs());
msg.AddPoint("where", (_win->top_layer->ConvertFromTop(helpRect)).LeftTop() );
msg.AddInt32("buttons", buttons);
_win->SendMessageToClient( &msg );
}
}
// this is important to determine how much we should resize or move the Layer(WinBorder)(window)
fLastMousePosition = pt;
}
void WinBorder::MouseUp(int8 *buffer)
{
STRACE_MOUSE(("WinBorder %s: MouseUp() \n",GetName()));
// buffer 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
int8 *index = buffer; index+=sizeof(int64);
float x = *((float*)index); index+=sizeof(float);
float y = *((float*)index); index+=sizeof(float);
int32 modifiers = *((int32*)index);
BPoint pt(x,y);
// TODO: modify this!!! _decorator->MouseUp(...);
click_type action =_decorator->Clicked(pt, _mbuttons, _kmodifiers);
switch (action){
case DEC_CLOSE:
{
STRACE_CLICK(("WinBorder: Close\n"));
/* NOTE: I think you better put this code in... ServerWindow::Close()
* and call that here!!!
* SW::Close() must send B_QUIT_REQUESTED and wait for an answer first.
*/
RemoveSelf();
delete this;
break;
}
case DEC_ZOOM:
{
STRACE_CLICK(("WinBorder: Zoom\n"));
/* NOTE: I think you better put this code in... ServerWindow::Zoom()
* and call that here!!!
*/
// TODO: implement
// if (actual_coods != max_zoom_coords)
// MoveBy(X, Y);
// ResizeBy(X, Y);
// TODO: send B_ZOOM to client;
break;
}
case DEC_MINIMIZE:
{
STRACE_CLICK(("WinBoder: Minimize\n"));
_win->Minimize(true);
break;
}
default:{
BMessage msg;
// a tweak for converting a point into local coords. :-)
BRect helpRect(pt.x, pt.y, pt.x+1, pt.y+1);
msg.what = B_MOUSE_UP;
msg.AddInt64("when", real_time_clock_usecs());
msg.AddPoint("where", (_win->top_layer->LayerAt(pt)->ConvertFromTop(helpRect)).LeftTop() );
msg.AddInt32("modifiers", modifiers);
_win->SendMessageToClient( &msg );
}
}
}
void WinBorder::Show(){
if( !_hidden )
return;
_hidden = false;
}
void WinBorder::Hide(){
if ( _hidden )
return;
_hidden = true;
}
/*!
\brief Function to pass focus value on to decorator
\param active Focus flag
*/
void WinBorder::SetFocus(const bool &active)
{
_decorator->SetFocus(active);
}
void WinBorder::RebuildRegions( const BRect& r ){
/* WinBorder is a little bit special. It doesn't have a visible region
in which to do its drawings. Instead the whole visible region is split
between decorator and top_layer.
*/
// if we're in the rebuild area, rebuild our v.r.
if ( _full.Intersects( r ) ){
_visible = _full;
if (_parent){
_visible.IntersectWith( &(_parent->_visible) );
// exclude from parent's visible area.
if ( !(_hidden) )
_parent->_visible.Exclude( &(_visible) );
}
_fullVisible = _visible;
}
else{
// our visible region will stay the same
// exclude our FULL visible region from parent's visible region.
if ( !(_hidden) && _parent )
_parent->_visible.Exclude( &(_fullVisible) );
// we're not in the rebuild area so our children's v.r.s are OK.
return;
}
// rebuild top_layer:
if ( _win->top_layer->_full.Intersects( r ) ){
// build top_layer's visible region by intersecting its _full with winborder's _visible region.
_win->top_layer->_visible = _win->top_layer->_full;
_win->top_layer->_visible.IntersectWith( &(_visible) );
// then exclude it from winborder's _visible...
_visible.Exclude( &(_win->top_layer->_visible) );
_win->top_layer->_fullVisible = _win->top_layer->_visible;
// Rebuild regions for children...
for(Layer *lay = _win->top_layer->_bottomchild; lay != NULL; lay = lay->_uppersibling){
if ( !(lay->_hidden) ){
lay->RebuildRegions( r );
}
}
}
else{
_visible.Exclude( &(_win->top_layer->_fullVisible) );
}
// rebuild decorator.
if (_decorator){
if ( fDecFull->Intersects( r ) ){
*fDecVisible = *fDecFull;
fDecVisible->IntersectWith( &(_visible) );
_visible.Exclude( fDecVisible );
// !!!! Pointer assignement !!!!
fDecFullVisible = fDecVisible;
}
else{
_visible.Exclude( fDecFullVisible );
}
}
}
void WinBorder::Draw(const BRect &r)
{
//TODO: REMOVE this! For Test purposes only!
printf("*WinBorder(%s)::Draw()\n", GetName());
_decorator->Draw();
printf("#WinBorder(%s)::Draw() ENDED\n", GetName());
return;
//----------------
// draw the decorator
BRegion reg(r);
if (_decorator){
reg.IntersectWith( fDecVisible );
if (reg.CountRects() > 0){
_decorator->Draw( reg.Frame() );
}
}
// draw the top_layer
reg.Set( r );
reg.IntersectWith( &(_win->top_layer->_visible) );
if (reg.CountRects() > 0){
_win->top_layer->RequestClientUpdate( reg.Frame() );
}
}
void WinBorder::MoveBy(float x, float y)
{
BRegion oldFullVisible( _fullVisible );
// BPoint oldFullVisibleOrigin( _fullVisible.Frame().LeftTop() );
_frame.OffsetBy(x, y);
_full.OffsetBy(x, y);
_win->top_layer->_frame.OffsetBy(x, y);
_win->top_layer->MoveRegionsBy(x, y);
if (_decorator){
// allow decorator to make its internal calculations.
_decorator->MoveBy(x, y);
fDecFull->OffsetBy(x, y);
}
if ( !_hidden ){
// to clear the area occupied on its parent _visible
if (_fullVisible.CountRects() > 0){
_hidden = true;
_parent->RebuildChildRegions( _fullVisible.Frame(), this );
_hidden = false;
}
_parent->RebuildChildRegions( _full.Frame(), this );
}
// REDRAWING CODE:
if ( !(_hidden) )
{
/* The region(on screen) that will be invalidated.
* It is composed by:
* the regions that were visible, and now they aren't +
* the regions that are now visible, and they were not visible before.
* (oldFullVisible - _fullVisible) + (_fullVisible - oldFullVisible)
*/
BRegion clipReg;
// first offset the old region so we can do the correct operations.
oldFullVisible.OffsetBy(x, y);
// + (oldFullVisible - _fullVisible)
if ( oldFullVisible.CountRects() > 0 ){
BRegion tempReg( oldFullVisible );
tempReg.Exclude( &_fullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// + (_fullVisible - oldFullVisible)
if ( _fullVisible.CountRects() > 0 ){
BRegion tempReg( _fullVisible );
tempReg.Exclude( &oldFullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// there is no point in redrawing what already is visible. So just copy
// on-screen pixels to layer's new location.
if ( (oldFullVisible.CountRects() > 0) && (_fullVisible.CountRects() > 0) ){
BRegion tempReg( oldFullVisible );
tempReg.IntersectWith( &_fullVisible );
if (tempReg.CountRects() > 0){
// TODO: when you have such a method in DisplayDriver/Clipper, uncomment!
//fDriver->CopyBits( &tempReg, oldFullVisibleOrigin, oldFullVisibleOrigin.OffsetByCopy(x,y) );
}
}
// invalidate 'clipReg' so we can see the results of this move.
if (clipReg.CountRects() > 0){
Invalidate( clipReg );
}
}
}
void WinBorder::ResizeBy(float x, float y)
{
BRegion oldFullVisible( _fullVisible );
_frame.right = _frame.right + x;
_frame.bottom = _frame.bottom + y;
_win->top_layer->ResizeRegionsBy(x, y);
_full = _win->top_layer->_full;
if (_decorator){
// allow decorator to make its internal calculations.
_decorator->ResizeBy(x, y);
_decorator->GetFootprint( fDecFull );
_full.Include( fDecFull );
}
if ( !_hidden ){
_parent->RebuildChildRegions( _full.Frame(), this );
}
// REDRAWING CODE:
if ( !(_hidden) )
{
/* The region(on screen) that will be invalidated.
* It is composed by:
* the regions that were visible, and now they aren't +
* the regions that are now visible, and they were not visible before.
* (oldFullVisible - _fullVisible) + (_fullVisible - oldFullVisible)
*/
BRegion clipReg;
// + (oldFullVisible - _fullVisible)
if ( oldFullVisible.CountRects() > 0 ){
BRegion tempReg( oldFullVisible );
tempReg.Exclude( &_fullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// + (_fullVisible - oldFullVisible)
if ( _fullVisible.CountRects() > 0 ){
BRegion tempReg( _fullVisible );
tempReg.Exclude( &oldFullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// invalidate 'clipReg' so we can see the results of this resize operation.
if (clipReg.CountRects() > 0){
Invalidate( clipReg );
}
}
}
bool WinBorder::HasPoint(BPoint pt) const{
return _full.Contains(pt);
}
void WinBorder::MoveToBack(){
// TODO: take care of focus.
if (this == _parent->_topchild)
return;
if (_uppersibling){
_uppersibling->_lowersibling = _lowersibling;
}
else{
_parent->_topchild = _lowersibling;
}
if (_lowersibling){
_lowersibling->_uppersibling = _uppersibling;
}
else{
_parent->_bottomchild = _uppersibling;
}
this->_lowersibling = _parent->_topchild;
this->_uppersibling = NULL;
_parent->_topchild = this;
// cache WinBorder's fullVisible region for use later
BRegion cachedFullVisible = _fullVisible;
// rebuild only that area the encloses the full visible part of this layer.
_parent->RebuildChildRegions(_fullVisible.Frame(), this);
// we now have <= fullVisible region, so invalidate the parts that are not common.
cachedFullVisible.Exclude(&_fullVisible);
Invalidate( cachedFullVisible );
}
void WinBorder::MoveToFront(){
// TODO: take care of focus.
if (this == _parent->_bottomchild)
return;
if (_uppersibling){
_uppersibling->_lowersibling = _lowersibling;
}
else{
_parent->_topchild = _lowersibling;
}
if (_lowersibling){
_lowersibling->_uppersibling = _uppersibling;
}
else{
_parent->_bottomchild = _uppersibling;
}
this->_lowersibling = NULL;
this->_uppersibling = _parent->_bottomchild;
_parent->_bottomchild = this;
// cache WinBorder's fullVisible region for use later
BRegion cachedFullVisible = _fullVisible;
// rebuild the area that this WinBorder will occupy.
_parent->RebuildChildRegions(_full.Frame(), this);
// make a copy of the fullVisible region because it needs
// to be modified for invalidating a minimum area.
BRegion tempFullVisible = _fullVisible;
// invalidate only the difference between the present and
// the old fullVisible regions. We only need to update that area.
tempFullVisible.Exclude(&cachedFullVisible);
Invalidate( tempFullVisible );
}
//---------------------------------------------------------------------------
void WinBorder::SetMainWinBorder(WinBorder *newMain){
fMainWinBorder = newMain;
}
//---------------------------------------------------------------------------
WinBorder* WinBorder::MainWinBorder() const{
return fMainWinBorder;
}
//---------------------------------------------------------------------------
void WinBorder::SetLevel(){
switch(_win->Feel()){
case B_NORMAL_WINDOW_FEEL:
_level = B_NORMAL_FEEL;
break;
case B_FLOATING_SUBSET_WINDOW_FEEL:
_level = B_FLOATING_SUBSET_FEEL;
break;
case B_FLOATING_APP_WINDOW_FEEL:
_level = B_FLOATING_APP_FEEL;
break;
case B_FLOATING_ALL_WINDOW_FEEL:
_level = B_FLOATING_ALL_FEEL;
break;
case B_MODAL_SUBSET_WINDOW_FEEL:
_level = B_MODAL_SUBSET_FEEL;
break;
case B_MODAL_APP_WINDOW_FEEL:
_level = B_MODAL_APP_FEEL;
break;
case B_MODAL_ALL_WINDOW_FEEL:
_level = B_MODAL_ALL_FEEL;
break;
case B_SYSTEM_LAST:
case B_SYSTEM_FIRST:
// TODO: uncomment later when this code makes its way into the real server!
// if(_win->ServerTeamID() != _win->ClientTeamID())
// _win->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
// else
_level = _win->Feel();
break;
default:
_win->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
_level = B_NORMAL_FEEL;
break;
}
}
//---------------------------------------------------------------------------
void WinBorder::AddToSubsetOf(WinBorder* main){
if (!main || (main && !(main->GetRootLayer())))
return;
if (main->Window()->fWinFMWList.HasItem(this) || !(desktop->HasWinBorder(this)))
return;
if (main->Window()->Feel() == B_NORMAL_WINDOW_FEEL
&& ( Window()->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL
|| Window()->Feel() == B_MODAL_SUBSET_WINDOW_FEEL)
)
{
// if the main window is hidden also hide this one.
if(main->IsHidden())
_hidden = true;
// add to main window's subset
main->Window()->fWinFMWList.AddItem(this);
// set this member accordingly
fMainWinBorder = main;
// because this window is in a subset it should appear in the
// workspaces its main window appears in.
Window()->QuietlySetWorkspaces(main->Window()->Workspaces());
// this is a *modal* window, so add it to main windows workspaces.
if (Window()->Feel() == B_MODAL_SUBSET_WINDOW_FEEL){
RootLayer *rl = main->GetRootLayer();
rl->fMainLock.Lock();
rl->AddWinBorderToWorkspaces(this, main->Window()->Workspaces());
rl->fMainLock.Unlock();
}
// this a *floating* window so if the main window is 'front',
// add it to workspace.
if ( !(main->IsHidden()) && Window()->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL){
RootLayer *rl = main->GetRootLayer();
desktop->fGeneralLock.Lock();
printf("WinBorder(%s)::AddToSubsetOf() - General lock acquired\n", GetName());
rl->fMainLock.Lock();
printf("WinBorder(%s)::AddToSubsetOf() - Main lock acquired\n", GetName());
for(int32 i = 0; i < rl->WorkspaceCount(); i++){
Workspace *ws = rl->WorkspaceAt(i+1);
if(ws->FrontLayer() == main)
ws->AddLayerPtr(this);
}
rl->fMainLock.Unlock();
printf("WinBorder(%s)::AddToSubsetOf() - Main lock released\n", GetName());
desktop->fGeneralLock.Unlock();
printf("WinBorder(%s)::AddToSubsetOf() - General lock released\n", GetName());
}
}
}
//---------------------------------------------------------------------------
void WinBorder::RemoveFromSubsetOf(WinBorder* main){
// remove from main window's subset list.
if(main->Window()->fWinFMWList.RemoveItem(this)){
int32 count = main->GetRootLayer()->WorkspaceCount();
for(int32 i=0; i < count; i++){
if(main->Window()->Workspaces() & (0x00000001 << i)){
Workspace *ws = main->GetRootLayer()->WorkspaceAt(i+1);
// if its main window is in 'i' workspaces, remove it from
// workspace 'i' if it's in there...
ws->RemoveLayerPtr(this);
}
}
}
fMainWinBorder = NULL;
}
//---------------------------------------------------------------------------
void WinBorder::PrintToStream(){
printf("\t%s", GetName());
/* if (Window()->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL)
printf("\t%s", "B_FLOATING_SUBSET_WINDOW_FEEL");
if (Window()->Feel() == B_FLOATING_APP_WINDOW_FEEL)
printf("\t%s", "B_FLOATING_APP_WINDOW_FEEL");
if (Window()->Feel() == B_FLOATING_ALL_WINDOW_FEEL)
printf("\t%s", "B_FLOATING_ALL_WINDOW_FEEL");
if (Window()->Feel() == B_MODAL_SUBSET_WINDOW_FEEL)
printf("\t%s", "B_MODAL_SUBSET_WINDOW_FEEL");
if (Window()->Feel() == B_MODAL_APP_WINDOW_FEEL)
printf("\t%s", "B_MODAL_APP_WINDOW_FEEL");
if (Window()->Feel() == B_MODAL_ALL_WINDOW_FEEL)
printf("\t%s", "B_MODAL_ALL_WINDOW_FEEL");
if (Window()->Feel() == B_NORMAL_WINDOW_FEEL)
printf("\t%s", "B_NORMAL_WINDOW_FEEL");
*/
if (_level == B_FLOATING_SUBSET_FEEL)
printf("\t%s", "B_FLOATING_SUBSET_WINDOW_FEEL");
if (_level == B_FLOATING_APP_FEEL)
printf("\t%s", "B_FLOATING_APP_WINDOW_FEEL");
if (_level == B_FLOATING_ALL_FEEL)
printf("\t%s", "B_FLOATING_ALL_WINDOW_FEEL");
if (_level == B_MODAL_SUBSET_FEEL)
printf("\t%s", "B_MODAL_SUBSET_WINDOW_FEEL");
if (_level == B_MODAL_APP_FEEL)
printf("\t%s", "B_MODAL_APP_WINDOW_FEEL");
if (_level == B_MODAL_ALL_FEEL)
printf("\t%s", "B_MODAL_ALL_WINDOW_FEEL");
if (_level == B_NORMAL_FEEL)
printf("\t%s", "B_NORMAL_WINDOW_FEEL");
printf("\t%s\n", _hidden?"hidden" : "not hidden");
// _full.PrintToStream();
}
//---------------------------------------------------------------------------
void WinBorder::UpdateColors(void)
{
STRACE(("WinBorder %s: UpdateColors unimplemented\n",GetName()));
}
void WinBorder::UpdateDecorator(void)
{
STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",GetName()));
}
void WinBorder::UpdateFont(void)
{
STRACE(("WinBorder %s: UpdateFont unimplemented\n",GetName()));
}
void WinBorder::UpdateScreen(void)
{
STRACE(("WinBorder %s: UpdateScreen unimplemented\n",GetName()));
}