haiku/src/servers/app/ViewLayer.cpp
Stephan Aßmus a4d578c4cb * small cleanups for more coding style consistency
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@23159 a95241bf-73f2-0310-859d-f6bbb57e9c96
2007-12-26 14:12:12 +00:00

1578 lines
36 KiB
C++

/*
* Copyright (c) 2001-2007, 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 "ViewLayer.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 "WindowLayer.h"
#include "drawing_support.h"
#include <List.h>
#include <Message.h>
#include <PortLink.h>
#include <View.h> // for resize modes
#include <WindowPrivate.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 -
ViewLayer::ViewLayer(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),
// ViewLayers 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)
{
if (fDrawState)
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
ViewLayer::~ViewLayer()
{
if (fViewBitmap != NULL)
gBitmapManager->DeleteBitmap(fViewBitmap);
delete fDrawState;
// if (fWindow && this == fWindow->TopLayer())
// fWindow->SetTopLayer(NULL);
if (fCursor)
fCursor->Release();
// iterate over children and delete each one
ViewLayer* layer = fFirstChild;
while (layer) {
ViewLayer* toast = layer;
layer = layer->fNextSibling;
delete toast;
}
}
IntRect
ViewLayer::Bounds() const
{
IntRect bounds(fScrollingOffset.x, fScrollingOffset.y,
fScrollingOffset.x + fFrame.Width(),
fScrollingOffset.y + fFrame.Height());
return bounds;
}
void
ViewLayer::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
ViewLayer::AttachedToWindow(WindowLayer* window)
{
fWindow = window;
// an ugly hack to detect the desktop background
if (window->Feel() == kDesktopWindowFeel && Parent() == TopLayer())
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 (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->AttachedToWindow(window);
}
void
ViewLayer::DetachedFromWindow()
{
// remove view from local token space
if (fWindow != NULL)
fWindow->ServerWindow()->App()->ViewTokens().RemoveToken(fToken);
fWindow = NULL;
// detach child views as well
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->DetachedFromWindow();
}
// #pragma mark -
void
ViewLayer::AddChild(ViewLayer* layer)
{
if (layer->fParent) {
printf("ViewLayer::AddChild() - ViewLayer already has a parent\n");
return;
}
layer->fParent = this;
if (!fLastChild) {
// no children yet
fFirstChild = layer;
} else {
// append layer to formerly last child
fLastChild->fNextSibling = layer;
layer->fPreviousSibling = fLastChild;
}
fLastChild = layer;
layer->UpdateVisibleDeep(fVisible);
if (layer->IsVisible())
RebuildClipping(false);
if (fWindow) {
layer->AttachedToWindow(fWindow);
if (layer->IsVisible()) {
// trigger redraw
IntRect clippedFrame = layer->Frame();
ConvertToVisibleInTopView(&clippedFrame);
BRegion* dirty = fWindow->GetRegion();
if (dirty) {
dirty->Set((clipping_rect)clippedFrame);
fWindow->MarkContentDirtyAsync(*dirty);
fWindow->RecycleRegion(dirty);
}
}
}
}
bool
ViewLayer::RemoveChild(ViewLayer* layer)
{
if (layer->fParent != this) {
printf("ViewLayer::RemoveChild(%p - %s) - ViewLayer is not child of this (%p) layer!\n", layer, layer ? layer->Name() : NULL, this);
return false;
}
layer->fParent = NULL;
if (fLastChild == layer)
fLastChild = layer->fPreviousSibling;
// layer->fNextSibling would be NULL
if (fFirstChild == layer )
fFirstChild = layer->fNextSibling;
// layer->fPreviousSibling would be NULL
// connect child before and after layer
if (layer->fPreviousSibling)
layer->fPreviousSibling->fNextSibling = layer->fNextSibling;
if (layer->fNextSibling)
layer->fNextSibling->fPreviousSibling = layer->fPreviousSibling;
// layer has no siblings anymore
layer->fPreviousSibling = NULL;
layer->fNextSibling = NULL;
if (layer->IsVisible()) {
Overlay* overlay = layer->_Overlay();
if (overlay != NULL)
overlay->Hide();
RebuildClipping(false);
}
if (fWindow) {
layer->DetachedFromWindow();
if (fVisible && layer->IsVisible()) {
// trigger redraw
IntRect clippedFrame = layer->Frame();
ConvertToVisibleInTopView(&clippedFrame);
BRegion* dirty = fWindow->GetRegion();
if (dirty) {
dirty->Set((clipping_rect)clippedFrame);
fWindow->MarkContentDirtyAsync(*dirty);
fWindow->RecycleRegion(dirty);
}
}
}
return true;
}
ViewLayer*
ViewLayer::TopLayer()
{
// returns the top level view of the hirarchy,
// it doesn't have to be the top level of a window
if (fParent)
return fParent->TopLayer();
return this;
}
uint32
ViewLayer::CountChildren(bool deep) const
{
uint32 count = 0;
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
count++;
if (deep) {
count += child->CountChildren(deep);
}
}
return count;
}
void
ViewLayer::CollectTokensForChildren(BList* tokenMap) const
{
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
tokenMap->AddItem((void*)child);
child->CollectTokensForChildren(tokenMap);
}
}
ViewLayer*
ViewLayer::ViewAt(const BPoint& where, BRegion* windowContentClipping)
{
if (!fVisible)
return NULL;
if (ScreenClipping(windowContentClipping).Contains(where))
return this;
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
ViewLayer* layer = child->ViewAt(where, windowContentClipping);
if (layer)
return layer;
}
return NULL;
}
// #pragma mark -
void
ViewLayer::SetName(const char* string)
{
fName.SetTo(string);
}
void
ViewLayer::SetFlags(uint32 flags)
{
fFlags = flags;
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
void
ViewLayer::SetDrawingOrigin(BPoint origin)
{
fDrawState->SetOrigin(origin);
// rebuild clipping
if (fDrawState->ClippingRegion())
RebuildClipping(false);
}
BPoint
ViewLayer::DrawingOrigin() const
{
BPoint origin(fDrawState->Origin());
float scale = Scale();
origin.x *= scale;
origin.y *= scale;
return origin;
}
void
ViewLayer::SetScale(float scale)
{
fDrawState->SetScale(scale);
// rebuild clipping
if (fDrawState->ClippingRegion())
RebuildClipping(false);
}
float
ViewLayer::Scale() const
{
return CurrentState()->Scale();
}
void
ViewLayer::SetUserClipping(const BRegion* region)
{
fDrawState->SetClippingRegion(region);
// rebuild clipping (for just this view)
RebuildClipping(false);
}
void
ViewLayer::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*
ViewLayer::_Overlay() const
{
if (fViewBitmap == NULL)
return NULL;
return fViewBitmap->Overlay();
}
void
ViewLayer::_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
ViewLayer::UpdateOverlay()
{
if (!IsVisible())
return;
if (_Overlay() != NULL) {
_UpdateOverlayView();
} else {
// recursively ask children of this view
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
child->UpdateOverlay();
}
}
}
// #pragma mark -
void
ViewLayer::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
ViewLayer::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
ViewLayer::ConvertToParent(BRect* rect) const
{
// remove scrolling offset and convert to parent coordinate space
rect->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
ViewLayer::ConvertToParent(IntRect* rect) const
{
// remove scrolling offset and convert to parent coordinate space
rect->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
ViewLayer::ConvertToParent(BRegion* region) const
{
// remove scrolling offset and convert to parent coordinate space
region->OffsetBy(fFrame.left - fScrollingOffset.x,
fFrame.top - fScrollingOffset.y);
}
void
ViewLayer::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
ViewLayer::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
ViewLayer::ConvertFromParent(BRect* rect) const
{
// convert from parent coordinate space amd add scrolling offset
rect->OffsetBy(fScrollingOffset.x - fFrame.left,
fScrollingOffset.y - fFrame.top);
}
void
ViewLayer::ConvertFromParent(IntRect* rect) const
{
// convert from parent coordinate space amd add scrolling offset
rect->OffsetBy(fScrollingOffset.x - fFrame.left,
fScrollingOffset.y - fFrame.top);
}
void
ViewLayer::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
ViewLayer::ConvertToScreen(BPoint* pt) const
{
ConvertToParent(pt);
if (fParent)
fParent->ConvertToScreen(pt);
}
//! converts a point from local to screen coordinate system
void
ViewLayer::ConvertToScreen(IntPoint* pt) const
{
ConvertToParent(pt);
if (fParent)
fParent->ConvertToScreen(pt);
}
//! converts a rect from local to screen coordinate system
void
ViewLayer::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
ViewLayer::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
ViewLayer::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
ViewLayer::ConvertFromScreen(BPoint* pt) const
{
ConvertFromParent(pt);
if (fParent)
fParent->ConvertFromScreen(pt);
}
//! converts a point from screen to local coordinate system
void
ViewLayer::ConvertFromScreen(IntPoint* pt) const
{
ConvertFromParent(pt);
if (fParent)
fParent->ConvertFromScreen(pt);
}
//! converts a rect from screen to local coordinate system
void
ViewLayer::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
ViewLayer::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
ViewLayer::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
ViewLayer::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
ViewLayer::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
ViewLayer::ConvertToScreenForDrawing(BRegion* region) const
{
fDrawState->Transform(region);
// NOTE: from here on, don't use the
// "*ForDrawing()" versions of the parent!
ConvertToScreen(region);
}
//! converts points from local *drawing* to screen coordinate system
void
ViewLayer::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
ViewLayer::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
ViewLayer::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
ViewLayer::ConvertFromScreenForDrawing(BPoint* point) const
{
ConvertFromScreen(point);
fDrawState->InverseTransform(point);
}
// #pragma mark -
void
ViewLayer::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
ViewLayer::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 (ViewLayer* 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 (ViewLayer* 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
ViewLayer::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
ViewLayer::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
ViewLayer::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 too 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);
copyRegion->IntersectWith(&ScreenClipping(&windowContentClipping));
// note that fScreenClipping is used directly from hereon
// because it is now up to date
copyRegion->OffsetBy(-xOffset, -yOffset);
copyRegion->IntersectWith(&fScreenClipping);
// 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(&fScreenClipping);
fWindow->MarkContentDirty(*dirty);
fWindow->RecycleRegion(dirty);
fWindow->RecycleRegion(copyRegion);
}
// #pragma mark -
void
ViewLayer::PushState()
{
fDrawState = fDrawState->PushState();
fDrawState->SetSubPixelPrecise(fFlags & B_SUBPIXEL_PRECISE);
}
void
ViewLayer::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 = 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
ViewLayer::SetEventMask(uint32 eventMask, uint32 options)
{
fEventMask = eventMask;
fEventOptions = options;
}
void
ViewLayer::SetCursor(ServerCursor *cursor)
{
if (cursor == fCursor)
return;
if (fCursor)
fCursor->Release();
fCursor = cursor;
if (fCursor) {
fCursor->Acquire();
fCursor->SetPendingViewCursor(false);
}
}
void
ViewLayer::SetPicture(ServerPicture *picture)
{
fPicture = picture;
}
void
ViewLayer::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 WindowLayer 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 (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
child->Draw(drawingEngine, effectiveClipping,
windowContentClipping, deep);
}
}
}
// #pragma mark -
void
ViewLayer::MouseDown(BMessage* message, BPoint where)
{
// empty hook method
}
void
ViewLayer::MouseUp(BMessage* message, BPoint where)
{
// empty hook method
}
void
ViewLayer::MouseMoved(BMessage* message, BPoint where)
{
// empty hook method
}
// #pragma mark -
void
ViewLayer::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
ViewLayer::IsHidden() const
{
return fHidden;
}
void
ViewLayer::UpdateVisibleDeep(bool parentVisible)
{
bool wasVisible = fVisible;
fVisible = parentVisible && !fHidden;
for (ViewLayer* 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
ViewLayer::MarkBackgroundDirty()
{
if (fBackgroundDirty)
return;
fBackgroundDirty = true;
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->MarkBackgroundDirty();
}
void
ViewLayer::AddTokensForLayersInRegion(BMessage* message,
BRegion& region,
BRegion* windowContentClipping)
{
if (!fVisible)
return;
if (region.Intersects(ScreenClipping(windowContentClipping).Frame()))
message->AddInt32("_token", fToken);
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->AddTokensForLayersInRegion(message, region,
windowContentClipping);
}
void
ViewLayer::AddTokensForLayersInRegion(BPrivate::PortLink& link,
BRegion& region,
BRegion* windowContentClipping)
{
if (!fVisible)
return;
IntRect screenBounds(Bounds());
ConvertToScreen(&screenBounds);
if (!region.Intersects((clipping_rect)screenBounds))
return;
if (region.Intersects(ScreenClipping(windowContentClipping).Frame()))
link.Attach<int32>(fToken);
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling())
child->AddTokensForLayersInRegion(link, region,
windowContentClipping);
}
void
ViewLayer::PrintToStream() const
{
printf("ViewLayer: %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(" state:\n");
printf(" user clipping: %p\n", fDrawState->ClippingRegion());
printf(" origin: BPoint(%.1f, %.1f)\n", fDrawState->Origin().x, fDrawState->Origin().y);
printf(" scale: %.2f\n", fDrawState->Scale());
printf("\n");
}
void
ViewLayer::RebuildClipping(bool deep)
{
// the clipping spans over the bounds area
fLocalClipping.Set((clipping_rect)Bounds());
if (ViewLayer* 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 (const BRegion* userClipping = fDrawState->ClippingRegion()) {
// 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
BRegion* screenUserClipping = fWindow->GetRegion(*userClipping);
if (!screenUserClipping)
return;
fDrawState->Transform(screenUserClipping);
fLocalClipping.IntersectWith(screenUserClipping);
fWindow->RecycleRegion(screenUserClipping);
}
fScreenClippingValid = false;
}
BRegion&
ViewLayer::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;
}
//printf("###ViewLayer(%s)::ScreenClipping():\n", Name());
//fScreenClipping.PrintToStream();
return fScreenClipping;
}
void
ViewLayer::InvalidateScreenClipping()
{
if (!fScreenClippingValid)
return;
fScreenClippingValid = false;
// invalidate the childrens screen clipping as well
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
child->InvalidateScreenClipping();
}
}
void
ViewLayer::_MoveScreenClipping(int32 x, int32 y, bool deep)
{
if (fScreenClippingValid)
fScreenClipping.OffsetBy(x, y);
if (deep) {
// move the childrens screen clipping as well
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
child->_MoveScreenClipping(x, y, deep);
}
}
}