fa554b7dd8
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
827 lines
23 KiB
C++
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()));
|
|
}
|