haiku/src/servers/app/View.cpp
Stephan Aßmus 991547ef6c Patch by Artur Wyszynski:
* Implemented BGradient, BGradientLinear, BGradientRadial,
  BGradientDiamond, BGradientConic and BGradientRadialFocus
  new Interface Kit classes.
* Implemented all the (AGG-based) backend necessary in
  the app_server to render gradients (Painter, DrawingEngine)
* app_server/View can convert a BGradient layout to screen
  coordinates.
* Added BGradient methods of the Fill* methods in BView.
* Implemented a test app and added it to the image as a
  demo.
* Adopted Icon-O-Matic and libs/icon in order to avoid
  clashing with the new BGradient class. Re-use some
  parts where possible.

Awesome work, Artur! Thanks a lot. Now a more modern
looking GUI has just become much easier to implement! :-)

TODO:
* Remove the need to have gradient type twice in the
  app_server protocol.
* Refactor some parts of the patch to remove duplicated
  code (Painter, DrawingEngine).
* Adopt the BPicture protocol to know about BGradients.
* Review some parts of the BArchivable implementation.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@28109 a95241bf-73f2-0310-859d-f6bbb57e9c96
2008-10-14 21:27:42 +00:00

1773 lines
40 KiB
C++

/*
* Copyright (c) 2001-2008, Haiku, Inc.
* Distributed under the terms of the MIT license.
*
* Authors:
* DarkWyrm <bpmagic@columbus.rr.com>
* Adi Oanca <adioanca@gmail.com>
* Axel Dörfler, axeld@pinc-software.de
* Stephan Aßmus <superstippi@gmx.de>
* Marcus Overhagen <marcus@overhagen.de>
*/
#include "View.h"
#include "BitmapManager.h"
#include "Desktop.h"
#include "DrawingEngine.h"
#include "Overlay.h"
#include "ServerApp.h"
#include "ServerBitmap.h"
#include "ServerCursor.h"
#include "ServerPicture.h"
#include "ServerWindow.h"
#include "Window.h"
#include "drawing_support.h"
#include <List.h>
#include <Message.h>
#include <PortLink.h>
#include <View.h> // for resize modes
#include <WindowPrivate.h>
#include <GradientLinear.h>
#include <GradientRadial.h>
#include <GradientRadialFocus.h>
#include <GradientDiamond.h>
#include <GradientConic.h>
#include <stdio.h>
#include <new>
using std::nothrow;
void
resize_frame(IntRect& frame, uint32 resizingMode, int32 x, int32 y)
{
// follow with left side
if ((resizingMode & 0x0F00U) == _VIEW_RIGHT_ << 8)
frame.left += x;
else if ((resizingMode & 0x0F00U) == _VIEW_CENTER_ << 8)
frame.left += x / 2;
// follow with right side
if ((resizingMode & 0x000FU) == _VIEW_RIGHT_)
frame.right += x;
else if ((resizingMode & 0x000FU) == _VIEW_CENTER_)
frame.right += x / 2;
// follow with top side
if ((resizingMode & 0xF000U) == _VIEW_BOTTOM_ << 12)
frame.top += y;
else if ((resizingMode & 0xF000U) == _VIEW_CENTER_ << 12)
frame.top += y / 2;
// follow with bottom side
if ((resizingMode & 0x00F0U) == _VIEW_BOTTOM_ << 4)
frame.bottom += y;
else if ((resizingMode & 0x00F0U) == _VIEW_CENTER_ << 4)
frame.bottom += y / 2;
}
// #pragma mark -
View::View(IntRect frame, IntPoint scrollingOffset, const char* name,
int32 token, uint32 resizeMode, uint32 flags)
:
fName(name),
fToken(token),
fFrame(frame),
fScrollingOffset(scrollingOffset),
fViewColor((rgb_color){ 255, 255, 255, 255 }),
fDrawState(new (nothrow) DrawState),
fViewBitmap(NULL),
fResizeMode(resizeMode),
fFlags(flags),
// Views start visible by default
fHidden(false),
fVisible(true),
fBackgroundDirty(true),
fIsDesktopBackground(false),
fEventMask(0),
fEventOptions(0),
fWindow(NULL),
fParent(NULL),
fFirstChild(NULL),
fPreviousSibling(NULL),
fNextSibling(NULL),
fLastChild(NULL),
fCursor(NULL),
fPicture(NULL),
fLocalClipping((BRect)Bounds()),
fScreenClipping(),
fScreenClippingValid(false),
fUserClipping(NULL),
fScreenAndUserClipping(NULL)
{
if (fDrawState)
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
View::~View()
{
if (fViewBitmap != NULL)
gBitmapManager->DeleteBitmap(fViewBitmap);
delete fScreenAndUserClipping;
delete fUserClipping;
delete fDrawState;
// if (fWindow && this == fWindow->TopView())
// fWindow->SetTopView(NULL);
if (fCursor)
fCursor->Release();
// iterate over children and delete each one
View* view = fFirstChild;
while (view) {
View* toast = view;
view = view->fNextSibling;
delete toast;
}
}
IntRect
View::Bounds() const
{
IntRect bounds(fScrollingOffset.x, fScrollingOffset.y,
fScrollingOffset.x + fFrame.Width(),
fScrollingOffset.y + fFrame.Height());
return bounds;
}
void
View::ConvertToVisibleInTopView(IntRect* bounds) const
{
*bounds = *bounds & Bounds();
// NOTE: this step is necessary even if we don't have a parent!
ConvertToParent(bounds);
if (fParent)
fParent->ConvertToVisibleInTopView(bounds);
}
void
View::AttachedToWindow(::Window* window)
{
fWindow = window;
// an ugly hack to detect the desktop background
if (window->Feel() == kDesktopWindowFeel && Parent() == TopView())
fIsDesktopBackground = true;
// insert view into local token space
if (fWindow != NULL) {
fWindow->ServerWindow()->App()->ViewTokens().SetToken(fToken,
B_HANDLER_TOKEN, this);
}
// attach child views as well
for (View* child = FirstChild(); child; child = child->NextSibling())
child->AttachedToWindow(window);
}
void
View::DetachedFromWindow()
{
// remove view from local token space
if (fWindow != NULL)
fWindow->ServerWindow()->App()->ViewTokens().RemoveToken(fToken);
fWindow = NULL;
// detach child views as well
for (View* child = FirstChild(); child; child = child->NextSibling())
child->DetachedFromWindow();
}
// #pragma mark -
void
View::AddChild(View* view)
{
if (view->fParent) {
printf("View::AddChild() - View already has a parent\n");
return;
}
view->fParent = this;
if (!fLastChild) {
// no children yet
fFirstChild = view;
} else {
// append view to formerly last child
fLastChild->fNextSibling = view;
view->fPreviousSibling = fLastChild;
}
fLastChild = view;
view->UpdateVisibleDeep(fVisible);
if (view->IsVisible())
RebuildClipping(false);
if (fWindow) {
view->AttachedToWindow(fWindow);
if (view->IsVisible()) {
// trigger redraw
IntRect clippedFrame = view->Frame();
ConvertToVisibleInTopView(&clippedFrame);
BRegion* dirty = fWindow->GetRegion();
if (dirty) {
dirty->Set((clipping_rect)clippedFrame);
fWindow->MarkContentDirtyAsync(*dirty);
fWindow->RecycleRegion(dirty);
}
}
}
}
bool
View::RemoveChild(View* view)
{
if (view == NULL || view->fParent != this) {
printf("View::RemoveChild(%p - %s) - View is not child of "
"this (%p) view!\n", view, view ? view->Name() : NULL, this);
return false;
}
view->fParent = NULL;
if (fLastChild == view)
fLastChild = view->fPreviousSibling;
// view->fNextSibling would be NULL
if (fFirstChild == view )
fFirstChild = view->fNextSibling;
// view->fPreviousSibling would be NULL
// connect child before and after view
if (view->fPreviousSibling)
view->fPreviousSibling->fNextSibling = view->fNextSibling;
if (view->fNextSibling)
view->fNextSibling->fPreviousSibling = view->fPreviousSibling;
// view has no siblings anymore
view->fPreviousSibling = NULL;
view->fNextSibling = NULL;
if (view->IsVisible()) {
Overlay* overlay = view->_Overlay();
if (overlay != NULL)
overlay->Hide();
RebuildClipping(false);
}
if (fWindow) {
view->DetachedFromWindow();
if (fVisible && view->IsVisible()) {
// trigger redraw
IntRect clippedFrame = view->Frame();
ConvertToVisibleInTopView(&clippedFrame);
BRegion* dirty = fWindow->GetRegion();
if (dirty) {
dirty->Set((clipping_rect)clippedFrame);
fWindow->MarkContentDirtyAsync(*dirty);
fWindow->RecycleRegion(dirty);
}
}
}
return true;
}
View*
View::TopView()
{
// returns the top level view of the hirarchy,
// it doesn't have to be the top level of a window
if (fParent)
return fParent->TopView();
return this;
}
uint32
View::CountChildren(bool deep) const
{
uint32 count = 0;
for (View* child = FirstChild(); child; child = child->NextSibling()) {
count++;
if (deep) {
count += child->CountChildren(deep);
}
}
return count;
}
void
View::CollectTokensForChildren(BList* tokenMap) const
{
for (View* child = FirstChild(); child; child = child->NextSibling()) {
tokenMap->AddItem((void*)child);
child->CollectTokensForChildren(tokenMap);
}
}
#if 0
bool
View::MarkAt(DrawingEngine* engine, const BPoint& where, int32 level)
{
BRect rect(fFrame.left, fFrame.top, fFrame.right, fFrame.bottom);
if (Parent() != NULL) {
Parent()->ConvertToScreen(&rect);
if (!rect.Contains(where))
return false;
engine->StrokeRect(rect, (rgb_color){level * 30, level * 30, level * 30});
}
bool found = false;
for (View* child = FirstChild(); child; child = child->NextSibling()) {
found |= child->MarkAt(engine, where, level + 1);
}
if (!found) {
rgb_color color = {0};
switch (level % 2) {
case 0: color.green = rand() % 256; break;
case 1: color.blue = rand() % 256; break;
}
rect.InsetBy(1, 1);
//engine->FillRegion(fLocalClipping, (rgb_color){255, 255, 0, 10});
engine->StrokeRect(rect, color);
rect.InsetBy(1, 1);
engine->StrokeRect(rect, color);
}
return true;
}
#endif
void
View::FindViews(uint32 flags, BObjectList<View>& list, int32& left)
{
if ((Flags() & flags) == flags) {
list.AddItem(this);
left--;
return;
}
for (View* child = FirstChild(); child; child = child->NextSibling()) {
child->FindViews(flags, list, left);
if (left == 0)
break;
}
}
View*
View::ViewAt(const BPoint& where)
{
if (!fVisible)
return NULL;
IntRect frame = Frame();
if (Parent() != NULL)
Parent()->ConvertToScreen(&frame);
if (!frame.Contains(where))
return NULL;
for (View* child = FirstChild(); child; child = child->NextSibling()) {
View* view = child->ViewAt(where);
if (view != NULL)
return view;
}
return this;
}
// #pragma mark -
void
View::SetName(const char* string)
{
fName.SetTo(string);
}
void
View::SetFlags(uint32 flags)
{
fFlags = flags;
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
void
View::SetDrawingOrigin(BPoint origin)
{
fDrawState->SetOrigin(origin);
// rebuild clipping
if (fDrawState->HasClipping())
RebuildClipping(false);
}
BPoint
View::DrawingOrigin() const
{
BPoint origin(fDrawState->Origin());
float scale = Scale();
origin.x *= scale;
origin.y *= scale;
return origin;
}
void
View::SetScale(float scale)
{
fDrawState->SetScale(scale);
// rebuild clipping
if (fDrawState->HasClipping())
RebuildClipping(false);
}
float
View::Scale() const
{
return CurrentState()->Scale();
}
void
View::SetUserClipping(const BRegion* region)
{
fDrawState->SetClippingRegion(region);
// rebuild clipping (for just this view)
RebuildClipping(false);
}
void
View::SetViewBitmap(ServerBitmap* bitmap, IntRect sourceRect,
IntRect destRect, int32 resizingMode, int32 options)
{
if (fViewBitmap != NULL) {
Overlay* overlay = _Overlay();
if (bitmap != NULL) {
// take over overlay token from current overlay (if it has any)
Overlay* newOverlay = bitmap->Overlay();
if (overlay != NULL && newOverlay != NULL)
newOverlay->TakeOverToken(overlay);
} else if (overlay != NULL)
overlay->Hide();
gBitmapManager->DeleteBitmap(fViewBitmap);
}
// the caller is allowed to delete the bitmap after setting the background
if (bitmap != NULL)
bitmap->Acquire();
fViewBitmap = bitmap;
fBitmapSource = sourceRect;
fBitmapDestination = destRect;
fBitmapResizingMode = resizingMode;
fBitmapOptions = options;
_UpdateOverlayView();
}
::Overlay*
View::_Overlay() const
{
if (fViewBitmap == NULL)
return NULL;
return fViewBitmap->Overlay();
}
void
View::_UpdateOverlayView() const
{
Overlay* overlay = _Overlay();
if (overlay == NULL)
return;
IntRect destination = fBitmapDestination;
ConvertToScreen(&destination);
overlay->Configure(fBitmapSource, destination);
}
/*!
This method is called whenever the window is resized or moved - would
be nice to have a better solution for this, though.
*/
void
View::UpdateOverlay()
{
if (!IsVisible())
return;
if (_Overlay() != NULL) {
_UpdateOverlayView();
} else {
// recursively ask children of this view
for (View* child = FirstChild(); child; child = child->NextSibling()) {
child->UpdateOverlay();
}
}
}
// #pragma mark -
void
View::ConvertToParent(BPoint* point) const
{
// remove scrolling offset and convert to parent coordinate space
point->x += fFrame.left - fScrollingOffset.x;
point->y += fFrame.top - fScrollingOffset.y;
}
void
View::ConvertToParent(IntPoint* point) const
{
// remove scrolling offset and convert to parent coordinate space
point->x += fFrame.left - fScrollingOffset.x;
point->y += fFrame.top - fScrollingOffset.y;
}
void
View::ConvertToParent(BRect* rect) const
{
// remove scrolling offset and convert to parent coordinate space
rect->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
View::ConvertToParent(IntRect* rect) const
{
// remove scrolling offset and convert to parent coordinate space
rect->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
View::ConvertToParent(BRegion* region) const
{
// remove scrolling offset and convert to parent coordinate space
region->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
View::ConvertFromParent(BPoint* point) const
{
// convert from parent coordinate space amd add scrolling offset
point->x += fScrollingOffset.x - fFrame.left;
point->y += fScrollingOffset.y - fFrame.top;
}
void
View::ConvertFromParent(IntPoint* point) const
{
// convert from parent coordinate space amd add scrolling offset
point->x += fScrollingOffset.x - fFrame.left;
point->y += fScrollingOffset.y - fFrame.top;
}
void
View::ConvertFromParent(BRect* rect) const
{
// convert from parent coordinate space amd add scrolling offset
rect->OffsetBy(fScrollingOffset.x - fFrame.left,
fScrollingOffset.y - fFrame.top);
}
void
View::ConvertFromParent(IntRect* rect) const
{
// convert from parent coordinate space amd add scrolling offset
rect->OffsetBy(fScrollingOffset.x - fFrame.left,
fScrollingOffset.y - fFrame.top);
}
void
View::ConvertFromParent(BRegion* region) const
{
// convert from parent coordinate space amd add scrolling offset
region->OffsetBy(fScrollingOffset.x - fFrame.left,
fScrollingOffset.y - fFrame.top);
}
//! converts a point from local to screen coordinate system
void
View::ConvertToScreen(BPoint* pt) const
{
ConvertToParent(pt);
if (fParent)
fParent->ConvertToScreen(pt);
}
//! converts a point from local to screen coordinate system
void
View::ConvertToScreen(IntPoint* pt) const
{
ConvertToParent(pt);
if (fParent)
fParent->ConvertToScreen(pt);
}
//! converts a rect from local to screen coordinate system
void
View::ConvertToScreen(BRect* rect) const
{
BPoint offset(0.0, 0.0);
ConvertToScreen(&offset);
rect->OffsetBy(offset);
}
//! converts a rect from local to screen coordinate system
void
View::ConvertToScreen(IntRect* rect) const
{
BPoint offset(0.0, 0.0);
ConvertToScreen(&offset);
rect->OffsetBy(offset);
}
//! converts a region from local to screen coordinate system
void
View::ConvertToScreen(BRegion* region) const
{
BPoint offset(0.0, 0.0);
ConvertToScreen(&offset);
region->OffsetBy((int)offset.x, (int)offset.y);
}
//! converts a point from screen to local coordinate system
void
View::ConvertFromScreen(BPoint* pt) const
{
ConvertFromParent(pt);
if (fParent)
fParent->ConvertFromScreen(pt);
}
//! converts a point from screen to local coordinate system
void
View::ConvertFromScreen(IntPoint* pt) const
{
ConvertFromParent(pt);
if (fParent)
fParent->ConvertFromScreen(pt);
}
//! converts a rect from screen to local coordinate system
void
View::ConvertFromScreen(BRect* rect) const
{
BPoint offset(0.0, 0.0);
ConvertFromScreen(&offset);
rect->OffsetBy(offset.x, offset.y);
}
//! converts a rect from screen to local coordinate system
void
View::ConvertFromScreen(IntRect* rect) const
{
BPoint offset(0.0, 0.0);
ConvertFromScreen(&offset);
rect->OffsetBy((int)offset.x, (int)offset.y);
}
//! converts a region from screen to local coordinate system
void
View::ConvertFromScreen(BRegion* region) const
{
BPoint offset(0.0, 0.0);
ConvertFromScreen(&offset);
region->OffsetBy((int)offset.x, (int)offset.y);
}
//! converts a point from local *drawing* to screen coordinate system
void
View::ConvertToScreenForDrawing(BPoint* point) const
{
fDrawState->Transform(point);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(point);
}
//! converts a rect from local *drawing* to screen coordinate system
void
View::ConvertToScreenForDrawing(BRect* rect) const
{
fDrawState->Transform(rect);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(rect);
}
//! converts a region from local *drawing* to screen coordinate system
void
View::ConvertToScreenForDrawing(BRegion* region) const
{
fDrawState->Transform(region);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(region);
}
//! converts a gradient from local *drawing* to screen coordinate system
void
View::ConvertToScreenForDrawing(BGradient* gradient) const
{
switch(gradient->Type()) {
case B_GRADIENT_LINEAR: {
BGradientLinear* linear = (BGradientLinear*) gradient;
BPoint start = linear->Start();
BPoint end = linear->End();
fDrawState->Transform(&start);
ConvertToScreen(&start);
fDrawState->Transform(&end);
ConvertToScreen(&end);
linear->SetStart(start);
linear->SetEnd(end);
linear->SortColorStepsByOffset();
break;
}
case B_GRADIENT_RADIAL: {
BGradientRadial* radial = (BGradientRadial*) gradient;
BPoint center = radial->Center();
fDrawState->Transform(&center);
ConvertToScreen(&center);
radial->SetCenter(center);
radial->SortColorStepsByOffset();
break;
}
case B_GRADIENT_RADIAL_FOCUS: {
BGradientRadialFocus* radialFocus = (BGradientRadialFocus*) gradient;
BPoint center = radialFocus->Center();
BPoint focal = radialFocus->Focal();
fDrawState->Transform(&center);
ConvertToScreen(&center);
fDrawState->Transform(&focal);
ConvertToScreen(&focal);
radialFocus->SetCenter(center);
radialFocus->SetFocal(focal);
radialFocus->SortColorStepsByOffset();
break;
}
case B_GRADIENT_DIAMOND: {
BGradientDiamond* diamond = (BGradientDiamond*) gradient;
BPoint center = diamond->Center();
fDrawState->Transform(&center);
ConvertToScreen(&center);
diamond->SetCenter(center);
diamond->SortColorStepsByOffset();
break;
}
case B_GRADIENT_CONIC: {
BGradientConic* conic = (BGradientConic*) gradient;
BPoint center = conic->Center();
fDrawState->Transform(&center);
ConvertToScreen(&center);
conic->SetCenter(center);
conic->SortColorStepsByOffset();
break;
}
case B_GRADIENT_NONE: {
break;
}
}
}
//! converts points from local *drawing* to screen coordinate system
void
View::ConvertToScreenForDrawing(BPoint* dst, const BPoint* src, int32 num) const
{
// TODO: optimize this, it should be smarter
while (num--) {
*dst = *src;
fDrawState->Transform(dst);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(dst);
src++;
dst++;
}
}
//! converts rects from local *drawing* to screen coordinate system
void
View::ConvertToScreenForDrawing(BRect* dst, const BRect* src, int32 num) const
{
// TODO: optimize this, it should be smarter
while (num--) {
*dst = *src;
fDrawState->Transform(dst);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(dst);
src++;
dst++;
}
}
//! converts regions from local *drawing* to screen coordinate system
void
View::ConvertToScreenForDrawing(BRegion* dst, const BRegion* src, int32 num) const
{
// TODO: optimize this, it should be smarter
while (num--) {
*dst = *src;
fDrawState->Transform(dst);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(dst);
src++;
dst++;
}
}
//! converts a point from screen to local coordinate system
void
View::ConvertFromScreenForDrawing(BPoint* point) const
{
ConvertFromScreen(point);
fDrawState->InverseTransform(point);
}
// #pragma mark -
void
View::MoveBy(int32 x, int32 y, BRegion* dirtyRegion)
{
if (x == 0 && y == 0)
return;
fFrame.OffsetBy(x, y);
// to move on screen, we must not be hidden and we must have a parent
if (fVisible && fParent && dirtyRegion) {
#if 1
// based on redraw on new location
// the place were we are now visible
IntRect newVisibleBounds(Bounds());
// we can use the frame of the old
// local clipping to see which parts need invalidation
IntRect oldVisibleBounds(newVisibleBounds);
oldVisibleBounds.OffsetBy(-x, -y);
ConvertToScreen(&oldVisibleBounds);
ConvertToVisibleInTopView(&newVisibleBounds);
dirtyRegion->Include((clipping_rect)oldVisibleBounds);
// newVisibleBounds already is in screen coords
dirtyRegion->Include((clipping_rect)newVisibleBounds);
#else
// blitting version, invalidates
// old contents
IntRect oldVisibleBounds(Bounds());
IntRect newVisibleBounds(oldVisibleBounds);
oldVisibleBounds.OffsetBy(-x, -y);
ConvertToScreen(&oldVisibleBounds);
// NOTE: using ConvertToVisibleInTopView()
// instead of ConvertToScreen()! see below
ConvertToVisibleInTopView(&newVisibleBounds);
newVisibleBounds.OffsetBy(-x, -y);
// clipping oldVisibleBounds to newVisibleBounds
// makes sure we don't copy parts hidden under
// parent views
BRegion* region = fWindow->GetRegion();
if (region) {
region->Set(oldVisibleBounds & newVisibleBounds);
fWindow->CopyContents(region, x, y);
region->Set(oldVisibleBounds);
newVisibleBounds.OffsetBy(x, y);
region->Exclude((clipping_rect)newVisibleBounds);
dirtyRegion->Include(dirty);
fWindow->RecycleRegion(region);
}
#endif
}
if (!fParent) {
// the top view's screen clipping does not change,
// because no parts are clipped away from parent
// views
_MoveScreenClipping(x, y, true);
} else {
// parts might have been revealed from underneath
// the parent, or might now be hidden underneath
// the parent, this is taken care of when building
// the screen clipping
InvalidateScreenClipping();
}
}
void
View::ResizeBy(int32 x, int32 y, BRegion* dirtyRegion)
{
if (x == 0 && y == 0)
return;
fFrame.right += x;
fFrame.bottom += y;
if (fVisible && dirtyRegion) {
IntRect oldBounds(Bounds());
oldBounds.right -= x;
oldBounds.bottom -= y;
BRegion* dirty = fWindow->GetRegion();
if (!dirty)
return;
dirty->Set((clipping_rect)Bounds());
dirty->Include((clipping_rect)oldBounds);
if (!(fFlags & B_FULL_UPDATE_ON_RESIZE)) {
// the dirty region is just the difference of
// old and new bounds
dirty->Exclude((clipping_rect)(oldBounds & Bounds()));
}
InvalidateScreenClipping();
if (dirty->CountRects() > 0) {
if ((fFlags & B_DRAW_ON_CHILDREN) == 0) {
// exclude children, they are expected to
// include their own dirty regions in ParentResized()
for (View* child = FirstChild(); child;
child = child->NextSibling()) {
if (!child->IsVisible())
continue;
IntRect previousChildVisible(
child->Frame() & oldBounds & Bounds());
if (dirty->Frame().Intersects(previousChildVisible)) {
dirty->Exclude((clipping_rect)previousChildVisible);
}
}
}
ConvertToScreen(dirty);
dirtyRegion->Include(dirty);
}
fWindow->RecycleRegion(dirty);
}
// layout the children
for (View* child = FirstChild(); child; child = child->NextSibling())
child->ParentResized(x, y, dirtyRegion);
// view bitmap
resize_frame(fBitmapDestination, fBitmapResizingMode, x, y);
// at this point, children are at their new locations,
// so we can rebuild the clipping
// TODO: when the implementation of Hide() and Show() is
// complete, see if this should be avoided
RebuildClipping(false);
}
void
View::ParentResized(int32 x, int32 y, BRegion* dirtyRegion)
{
IntRect newFrame = fFrame;
resize_frame(newFrame, fResizeMode & 0x0000ffff, x, y);
if (newFrame != fFrame) {
// careful, MoveBy will change fFrame
int32 widthDiff = (int32)(newFrame.Width() - fFrame.Width());
int32 heightDiff = (int32)(newFrame.Height() - fFrame.Height());
MoveBy(newFrame.left - fFrame.left,
newFrame.top - fFrame.top, dirtyRegion);
ResizeBy(widthDiff, heightDiff, dirtyRegion);
} else {
// TODO: this covers the fact that our screen clipping might change
// when the parent changes its size, even though our frame stays
// the same - there might be a way to test for this, but axeld doesn't
// know, stippi should look into this when he's back :)
InvalidateScreenClipping();
}
}
void
View::ScrollBy(int32 x, int32 y, BRegion* dirtyRegion)
{
if (!fVisible || !fWindow) {
fScrollingOffset.x += x;
fScrollingOffset.y += y;
return;
}
// blitting version, invalidates
// old contents
// remember old bounds for tracking dirty region
IntRect oldBounds(Bounds());
// NOTE: using ConvertToVisibleInTopView()
// instead of ConvertToScreen(), this makes
// sure we don't try to move or invalidate an
// area hidden underneath the parent view
ConvertToVisibleInTopView(&oldBounds);
// find the area of the view that can be scrolled,
// contents are shifted in the opposite direction from scrolling
IntRect stillVisibleBounds(oldBounds);
stillVisibleBounds.OffsetBy(x, y);
stillVisibleBounds = stillVisibleBounds & oldBounds;
fScrollingOffset.x += x;
fScrollingOffset.y += y;
// do the blit, this will make sure
// that other more complex dirty regions
// are taken care of
BRegion* copyRegion = fWindow->GetRegion();
if (!copyRegion)
return;
copyRegion->Set((clipping_rect)stillVisibleBounds);
fWindow->CopyContents(copyRegion, -x, -y);
// find the dirty region as far as we are
// concerned
BRegion* dirty = copyRegion;
// reuse copyRegion and call it dirty
dirty->Set((clipping_rect)oldBounds);
stillVisibleBounds.OffsetBy(-x, -y);
dirty->Exclude((clipping_rect)stillVisibleBounds);
dirtyRegion->Include(dirty);
fWindow->RecycleRegion(dirty);
// the screen clipping of this view and it's
// childs is no longer valid
InvalidateScreenClipping();
RebuildClipping(false);
}
void
View::CopyBits(IntRect src, IntRect dst, BRegion& windowContentClipping)
{
if (!fVisible || !fWindow)
return;
// TODO: confirm that in R5 this call is affected by origin and scale
// blitting version
int32 xOffset = dst.left - src.left;
int32 yOffset = dst.top - src.top;
// figure out which part can be blittet
IntRect visibleSrc(src);
ConvertToVisibleInTopView(&visibleSrc);
IntRect visibleSrcAtDest(src);
visibleSrcAtDest.OffsetBy(xOffset, yOffset);
ConvertToVisibleInTopView(&visibleSrcAtDest);
// clip src to visible at dest
visibleSrcAtDest.OffsetBy(-xOffset, -yOffset);
visibleSrc = visibleSrc & visibleSrcAtDest;
// do the blit, this will make sure
// that other more complex dirty regions
// are taken care of
BRegion* copyRegion = fWindow->GetRegion();
if (!copyRegion)
return;
// move src rect to destination here for efficiency reasons
visibleSrc.OffsetBy(xOffset, yOffset);
// we need to interstect the copyRegion two times, onces
// at the source and once at the destination (here done
// the other way arround but it doesn't matter)
// the reason for this is that we are not supposed to visually
// copy children in the source rect and neither to copy onto
// children in the destination rect...
copyRegion->Set((clipping_rect)visibleSrc);
BRegion *screenAndUserClipping
= &ScreenAndUserClipping(&windowContentClipping);
copyRegion->IntersectWith(screenAndUserClipping);
copyRegion->OffsetBy(-xOffset, -yOffset);
copyRegion->IntersectWith(screenAndUserClipping);
// do the actual blit
fWindow->CopyContents(copyRegion, xOffset, yOffset);
// find the dirty region as far as we are concerned
IntRect dirtyDst(dst);
ConvertToVisibleInTopView(&dirtyDst);
BRegion* dirty = fWindow->GetRegion();
if (!dirty) {
fWindow->RecycleRegion(copyRegion);
return;
}
// offset copyRegion to destination again
copyRegion->OffsetBy(xOffset, yOffset);
// start with destination given by user
dirty->Set((clipping_rect)dirtyDst);
// exclude the part that we could copy
dirty->Exclude(copyRegion);
dirty->IntersectWith(screenAndUserClipping);
fWindow->MarkContentDirty(*dirty);
fWindow->RecycleRegion(dirty);
fWindow->RecycleRegion(copyRegion);
}
// #pragma mark -
void
View::PushState()
{
DrawState* newState = fDrawState->PushState();
if (newState) {
fDrawState = newState;
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
}
void
View::PopState()
{
if (fDrawState->PreviousState() == NULL) {
fprintf(stderr, "WARNING: User called BView(%s)::PopState(), "
"but there is NO state on stack!\n", Name());
return;
}
bool rebuildClipping = true; //fDrawState->ClippingRegion() != NULL;
fDrawState = fDrawState->PopState();
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
// rebuild clipping
// (the clipping from the popped state is not effective anymore)
if (rebuildClipping)
RebuildClipping(false);
}
void
View::SetEventMask(uint32 eventMask, uint32 options)
{
fEventMask = eventMask;
fEventOptions = options;
}
void
View::SetCursor(ServerCursor *cursor)
{
if (cursor == fCursor)
return;
if (fCursor)
fCursor->Release();
fCursor = cursor;
if (fCursor) {
fCursor->Acquire();
fCursor->SetPendingViewCursor(false);
}
}
void
View::SetPicture(ServerPicture *picture)
{
fPicture = picture;
}
void
View::Draw(DrawingEngine* drawingEngine, BRegion* effectiveClipping,
BRegion* windowContentClipping, bool deep)
{
if (!fVisible) {
// child views cannot be visible either
return;
}
if (fViewBitmap != NULL || fViewColor != B_TRANSPARENT_COLOR) {
// we can only draw within our own area
BRegion* redraw = fWindow->GetRegion(
_ScreenClipping(windowContentClipping));
if (!redraw)
return;
// add the current clipping
redraw->IntersectWith(effectiveClipping);
Overlay* overlayCookie = _Overlay();
if (fViewBitmap != NULL && overlayCookie == NULL) {
// draw view bitmap
// TODO: support other options!
BRect rect = fBitmapDestination;
ConvertToScreenForDrawing(&rect);
align_rect_to_pixels(&rect);
if (fBitmapOptions & B_TILE_BITMAP_Y) {
// move rect up as much as needed
while (rect.top > redraw->Frame().top)
rect.OffsetBy(0.0, -(rect.Height() + 1));
}
if (fBitmapOptions & B_TILE_BITMAP_X) {
// move rect left as much as needed
while (rect.left > redraw->Frame().left)
rect.OffsetBy(-(rect.Width() + 1), 0.0);
}
// XXX: locking removed because the Window keeps the engine locked
// because it keeps track of syncing right now
// lock the drawing engine for as long as we need the clipping
// to be valid
if (rect.IsValid()/* && drawingEngine->Lock()*/) {
drawingEngine->ConstrainClippingRegion(redraw);
if (fBitmapOptions & B_TILE_BITMAP) {
// tile across entire view
float start = rect.left;
while (rect.top < redraw->Frame().bottom) {
while (rect.left < redraw->Frame().right) {
drawingEngine->DrawBitmap(fViewBitmap,
fBitmapSource, rect);
rect.OffsetBy(rect.Width() + 1, 0.0);
}
rect.OffsetBy(start - rect.left, rect.Height() + 1);
}
// nothing left to be drawn
redraw->MakeEmpty();
} else if (fBitmapOptions & B_TILE_BITMAP_X) {
// tile in x direction
while (rect.left < redraw->Frame().right) {
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
rect);
rect.OffsetBy(rect.Width() + 1, 0.0);
}
// remove horizontal stripe from clipping
rect.left = redraw->Frame().left;
rect.right = redraw->Frame().right;
redraw->Exclude(rect);
} else if (fBitmapOptions & B_TILE_BITMAP_Y) {
// tile in y direction
while (rect.top < redraw->Frame().bottom) {
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
rect);
rect.OffsetBy(0.0, rect.Height() + 1);
}
// remove vertical stripe from clipping
rect.top = redraw->Frame().top;
rect.bottom = redraw->Frame().bottom;
redraw->Exclude(rect);
} else {
// no tiling at all
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
rect);
redraw->Exclude(rect);
}
// NOTE: It is ok not to reset the clipping, that
// would only waste time
// drawingEngine->Unlock();
}
}
if (fViewColor != B_TRANSPARENT_COLOR) {
// fill visible region with view color,
// this version of FillRegion ignores any
// clipping, that's why "redraw" needs to
// be correct
// see #634
// if (redraw->Frame().left < 0 || redraw->Frame().top < 0) {
// char message[1024];
// BRect c = effectiveClipping->Frame();
// BRect w = windowContentClipping->Frame();
// BRect r = redraw->Frame();
// sprintf(message, "invalid background: current clipping: (%d, %d)->(%d, %d), "
// "window content: (%d, %d)->(%d, %d), redraw: (%d, %d)->(%d, %d)",
// (int)c.left, (int)c.top, (int)c.right, (int)c.bottom,
// (int)w.left, (int)w.top, (int)w.right, (int)w.bottom,
// (int)r.left, (int)r.top, (int)r.right, (int)r.bottom);
// debugger(message);
// }
drawingEngine->FillRegion(*redraw, overlayCookie != NULL
? overlayCookie->Color() : fViewColor);
}
fWindow->RecycleRegion(redraw);
}
fBackgroundDirty = false;
// let children draw
if (deep) {
for (View* child = FirstChild(); child; child = child->NextSibling()) {
child->Draw(drawingEngine, effectiveClipping,
windowContentClipping, deep);
}
}
}
// #pragma mark -
void
View::MouseDown(BMessage* message, BPoint where)
{
// empty hook method
}
void
View::MouseUp(BMessage* message, BPoint where)
{
// empty hook method
}
void
View::MouseMoved(BMessage* message, BPoint where)
{
// empty hook method
}
// #pragma mark -
void
View::SetHidden(bool hidden)
{
if (fHidden != hidden) {
fHidden = hidden;
// recurse into children and update their visible flag
bool oldVisible = fVisible;
UpdateVisibleDeep(fParent ? fParent->IsVisible() : !fHidden);
if (oldVisible != fVisible) {
// Include or exclude us from the parent area, and update the
// children's clipping as well when the view will be visible
if (fParent)
fParent->RebuildClipping(fVisible);
else
RebuildClipping(fVisible);
if (fWindow) {
// trigger a redraw
IntRect clippedBounds = Bounds();
ConvertToVisibleInTopView(&clippedBounds);
BRegion* dirty = fWindow->GetRegion();
if (!dirty)
return;
dirty->Set((clipping_rect)clippedBounds);
fWindow->MarkContentDirty(*dirty);
fWindow->RecycleRegion(dirty);
}
}
}
}
bool
View::IsHidden() const
{
return fHidden;
}
void
View::UpdateVisibleDeep(bool parentVisible)
{
bool wasVisible = fVisible;
fVisible = parentVisible && !fHidden;
for (View* child = FirstChild(); child; child = child->NextSibling())
child->UpdateVisibleDeep(fVisible);
// overlay handling
Overlay* overlay = _Overlay();
if (overlay == NULL)
return;
if (fVisible && !wasVisible)
_UpdateOverlayView();
else if (!fVisible && wasVisible)
overlay->Hide();
}
// #pragma mark -
void
View::MarkBackgroundDirty()
{
if (fBackgroundDirty)
return;
fBackgroundDirty = true;
for (View* child = FirstChild(); child; child = child->NextSibling())
child->MarkBackgroundDirty();
}
void
View::AddTokensForViewsInRegion(BPrivate::PortLink& link, BRegion& region,
BRegion* windowContentClipping)
{
if (!fVisible)
return;
{
// NOTE: use scope in order to reduce stack space requirements
// This check will prevent descending the view hierarchy
// any further than necessary
IntRect screenBounds(Bounds());
ConvertToScreen(&screenBounds);
if (!region.Intersects((clipping_rect)screenBounds))
return;
// Unfortunately, we intersecting another region, but otherwise
// we couldn't provide the exact update rect to the client
BRegion localDirty = _ScreenClipping(windowContentClipping);
localDirty.IntersectWith(&region);
if (localDirty.CountRects() > 0) {
link.Attach<int32>(fToken);
link.Attach<BRect>(localDirty.Frame());
}
}
for (View* child = FirstChild(); child; child = child->NextSibling())
child->AddTokensForViewsInRegion(link, region, windowContentClipping);
}
void
View::PrintToStream() const
{
printf("View: %s\n", Name());
printf(" fToken: %ld\n", fToken);
printf(" fFrame: IntRect(%ld, %ld, %ld, %ld)\n", fFrame.left, fFrame.top, fFrame.right, fFrame.bottom);
printf(" fScrollingOffset: IntPoint(%ld, %ld)\n", fScrollingOffset.x, fScrollingOffset.y);
printf(" fHidden: %d\n", fHidden);
printf(" fVisible: %d\n", fVisible);
printf(" fWindow: %p\n", fWindow);
printf(" fParent: %p\n", fParent);
printf(" fLocalClipping:\n");
fLocalClipping.PrintToStream();
printf(" fScreenClipping:\n");
fScreenClipping.PrintToStream();
printf(" valid: %d\n", fScreenClippingValid);
printf(" fUserClipping:\n");
if (fUserClipping != NULL)
fUserClipping->PrintToStream();
else
printf(" none\n");
printf(" fScreenAndUserClipping:\n");
if (fScreenAndUserClipping != NULL)
fScreenAndUserClipping->PrintToStream();
else
printf(" invalid\n");
printf(" state:\n");
printf(" user clipping: %d\n", fDrawState->HasClipping());
BPoint origin = fDrawState->CombinedOrigin();
printf(" origin: BPoint(%.1f, %.1f)\n", origin.x, origin.y);
printf(" scale: %.2f\n", fDrawState->CombinedScale());
printf("\n");
}
void
View::RebuildClipping(bool deep)
{
// the clipping spans over the bounds area
fLocalClipping.Set((clipping_rect)Bounds());
if (View* child = FirstChild()) {
// if this view does not draw over children,
// exclude all children from the clipping
if ((fFlags & B_DRAW_ON_CHILDREN) == 0) {
BRegion* childrenRegion = fWindow->GetRegion();
if (!childrenRegion)
return;
for (; child; child = child->NextSibling()) {
if (child->IsVisible())
childrenRegion->Include((clipping_rect)child->Frame());
}
fLocalClipping.Exclude(childrenRegion);
fWindow->RecycleRegion(childrenRegion);
}
// if the operation is "deep", make children rebuild their
// clipping too
if (deep) {
for (child = FirstChild(); child; child = child->NextSibling())
child->RebuildClipping(true);
}
}
// add the user clipping in case there is one
if (fDrawState->HasClipping()) {
// NOTE: in case the user sets a user defined clipping region,
// rebuilding the clipping is a bit more expensive because there
// is no separate "drawing region"... on the other
// hand, views for which this feature is actually used will
// probably not have any children, so it is not that expensive
// after all
if (fUserClipping == NULL) {
fUserClipping = new (nothrow) BRegion;
if (fUserClipping == NULL)
return;
}
fDrawState->GetCombinedClippingRegion(fUserClipping);
} else {
delete fUserClipping;
fUserClipping = NULL;
}
delete fScreenAndUserClipping;
fScreenAndUserClipping = NULL;
fScreenClippingValid = false;
}
BRegion&
View::ScreenAndUserClipping(BRegion* windowContentClipping, bool force) const
{
// no user clipping - return screen clipping directly
if (fUserClipping == NULL)
return _ScreenClipping(windowContentClipping, force);
// combined screen and user clipping already valid
if (fScreenAndUserClipping != NULL)
return *fScreenAndUserClipping;
// build a new combined user and screen clipping
fScreenAndUserClipping = new (nothrow) BRegion(*fUserClipping);
if (fScreenAndUserClipping == NULL)
return fScreenClipping;
ConvertToScreen(fScreenAndUserClipping);
fScreenAndUserClipping->IntersectWith(
&_ScreenClipping(windowContentClipping, force));
return *fScreenAndUserClipping;
}
void
View::InvalidateScreenClipping()
{
// TODO: appearantly, we are calling ScreenClipping() on
// views who's parents don't have a valid screen clipping yet,
// this messes up the logic that for any given view with
// fScreenClippingValid == false, all children have
// fScreenClippingValid == false too. If this could be made the
// case, we could save some performance here with the commented
// out check, since InvalidateScreenClipping() might be called
// frequently.
// TODO: investigate, if InvalidateScreenClipping() could be
// called in "deep" and "non-deep" mode, ie. see if there are
// any cases where the children would still have valid screen
// clipping, even though the parent's screen clipping becomes
// invalid.
// if (!fScreenClippingValid)
// return;
delete fScreenAndUserClipping;
fScreenAndUserClipping = NULL;
fScreenClippingValid = false;
// invalidate the childrens screen clipping as well
for (View* child = FirstChild(); child; child = child->NextSibling()) {
child->InvalidateScreenClipping();
}
}
BRegion&
View::_ScreenClipping(BRegion* windowContentClipping, bool force) const
{
if (!fScreenClippingValid || force) {
fScreenClipping = fLocalClipping;
ConvertToScreen(&fScreenClipping);
// see if parts of our bounds are hidden underneath
// the parent, the local clipping does not account for this
IntRect clippedBounds = Bounds();
ConvertToVisibleInTopView(&clippedBounds);
if (clippedBounds.Width() < fScreenClipping.Frame().Width()
|| clippedBounds.Height() < fScreenClipping.Frame().Height()) {
BRegion* temp = fWindow->GetRegion();
if (temp) {
temp->Set((clipping_rect)clippedBounds);
fScreenClipping.IntersectWith(temp);
fWindow->RecycleRegion(temp);
}
}
fScreenClipping.IntersectWith(windowContentClipping);
fScreenClippingValid = true;
}
return fScreenClipping;
}
void
View::_MoveScreenClipping(int32 x, int32 y, bool deep)
{
if (fScreenClippingValid) {
fScreenClipping.OffsetBy(x, y);
delete fScreenAndUserClipping;
fScreenAndUserClipping = NULL;
}
if (deep) {
// move the childrens screen clipping as well
for (View* child = FirstChild(); child; child = child->NextSibling()) {
child->_MoveScreenClipping(x, y, deep);
}
}
}