bd2509c549
assumed that there was only a single window that was responsible for the workspaces of a floating/subset window. Of course, any number of windows can make up the workspaces of those. This fixes bug #2506. * Added a Window::InSubsetWorkspace() method to complement SubsetWorkspaces(). * Minor cleanup. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@26371 a95241bf-73f2-0310-859d-f6bbb57e9c96
373 lines
11 KiB
C++
373 lines
11 KiB
C++
/*
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* Copyright (c) 2001-2008, Haiku, Inc.
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* Distributed under the terms of the MIT license.
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*
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* Authors:
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* DarkWyrm <bpmagic@columbus.rr.com>
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* Adi Oanca <adioanca@gmail.com>
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* Stephan Aßmus <superstippi@gmx.de>
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* Axel Dörfler, axeld@pinc-software.de
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*/
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#ifndef WINDOW_H
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#define WINDOW_H
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#include "Decorator.h"
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#include "RegionPool.h"
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#include "ServerWindow.h"
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#include "View.h"
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#include "WindowList.h"
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#include <ObjectList.h>
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#include <Region.h>
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#include <String.h>
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namespace BPrivate {
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class PortLink;
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};
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class ClientLooper;
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class Decorator;
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class Desktop;
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class DrawingEngine;
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class EventDispatcher;
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class WorkspacesView;
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// TODO: move this into a proper place
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#define AS_REDRAW 'rdrw'
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enum {
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UPDATE_REQUEST = 0x01,
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UPDATE_EXPOSE = 0x02,
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};
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class Window {
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public:
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Window(const BRect& frame, const char *name,
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window_look look, window_feel feel,
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uint32 flags, uint32 workspaces,
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::ServerWindow* window,
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DrawingEngine* drawingEngine);
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virtual ~Window();
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status_t InitCheck() const;
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BRect Frame() const { return fFrame; }
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const char* Title() const { return fTitle.String(); }
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window_anchor& Anchor(int32 index);
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Window* NextWindow(int32 index) const;
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Window* PreviousWindow(int32 index) const;
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::Desktop* Desktop() const { return fDesktop; }
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::Decorator* Decorator() const { return fDecorator; }
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::ServerWindow* ServerWindow() const { return fWindow; }
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::EventTarget& EventTarget() const { return fWindow->EventTarget(); }
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// setting and getting the "hard" clipping, you need to have
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// WriteLock()ed the clipping!
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void SetClipping(BRegion* stillAvailableOnScreen);
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// you need to have ReadLock()ed the clipping!
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inline BRegion& VisibleRegion() { return fVisibleRegion; }
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BRegion& VisibleContentRegion();
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// TODO: not protected by a lock, but noone should need this anyways
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// make private? when used inside Window, it has the ReadLock()
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void GetFullRegion(BRegion* region);
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void GetBorderRegion(BRegion* region);
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void GetContentRegion(BRegion* region);
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void MoveBy(int32 x, int32 y);
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void ResizeBy(int32 x, int32 y, BRegion* dirtyRegion);
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void ScrollViewBy(View* view, int32 dx, int32 dy);
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void SetTopView(View* topView);
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View* TopView() const { return fTopView; }
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View* ViewAt(const BPoint& where);
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virtual bool IsOffscreenWindow() const { return false; }
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void GetEffectiveDrawingRegion(View* view, BRegion& region);
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bool DrawingRegionChanged(View* view) const;
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// generic version, used by the Desktop
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void ProcessDirtyRegion(BRegion& regionOnScreen);
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void RedrawDirtyRegion();
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// can be used from inside classes that don't
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// need to know about Desktop (first version uses Desktop)
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void MarkDirty(BRegion& regionOnScreen);
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// these versions do not use the Desktop
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void MarkContentDirty(BRegion& regionOnScreen);
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void MarkContentDirtyAsync(BRegion& regionOnScreen);
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// shortcut for invalidating just one view
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void InvalidateView(View* view, BRegion& viewRegion);
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void DisableUpdateRequests();
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void EnableUpdateRequests();
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void BeginUpdate(BPrivate::PortLink& link);
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void EndUpdate();
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bool InUpdate() const
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{ return fInUpdate; }
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bool NeedsUpdate() const
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{ return fUpdateRequested; }
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DrawingEngine* GetDrawingEngine() const
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{ return fDrawingEngine; }
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// managing a region pool
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::RegionPool* RegionPool()
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{ return &fRegionPool; }
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inline BRegion* GetRegion()
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{ return fRegionPool.GetRegion(); }
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inline BRegion* GetRegion(const BRegion& copy)
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{ return fRegionPool.GetRegion(copy); }
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inline void RecycleRegion(BRegion* region)
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{ fRegionPool.Recycle(region); }
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void CopyContents(BRegion* region,
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int32 xOffset, int32 yOffset);
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void MouseDown(BMessage* message, BPoint where, int32* _viewToken);
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void MouseUp(BMessage* message, BPoint where, int32* _viewToken);
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void MouseMoved(BMessage* message, BPoint where, int32* _viewToken,
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bool isLatestMouseMoved);
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// some hooks to inform the client window
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// TODO: move this to ServerWindow maybe?
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void WorkspaceActivated(int32 index, bool active);
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void WorkspacesChanged(uint32 oldWorkspaces, uint32 newWorkspaces);
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void Activated(bool active);
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// changing some properties
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void SetTitle(const char* name, BRegion& dirty);
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void SetFocus(bool focus);
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bool IsFocus() const { return fIsFocus; }
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void SetHidden(bool hidden);
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inline bool IsHidden() const { return fHidden; }
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void SetMinimized(bool minimized);
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inline bool IsMinimized() const { return fMinimized; }
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void SetCurrentWorkspace(int32 index)
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{ fCurrentWorkspace = index; }
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bool IsVisible() const;
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bool IsDragging() const { return fIsDragging; }
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bool IsResizing() const { return fIsResizing; }
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void SetSizeLimits(int32 minWidth, int32 maxWidth,
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int32 minHeight, int32 maxHeight);
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void GetSizeLimits(int32* minWidth, int32* maxWidth,
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int32* minHeight, int32* maxHeight) const;
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// 0.0 -> left .... 1.0 -> right
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bool SetTabLocation(float location, BRegion& dirty);
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float TabLocation() const;
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bool SetDecoratorSettings(const BMessage& settings,
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BRegion& dirty);
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bool GetDecoratorSettings(BMessage* settings);
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void HighlightDecorator(bool active);
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void SetLook(window_look look, BRegion* updateRegion);
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void SetFeel(window_feel feel);
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void SetFlags(uint32 flags, BRegion* updateRegion);
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window_look Look() const { return fLook; }
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window_feel Feel() const { return fFeel; }
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uint32 Flags() const { return fFlags; }
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// window manager stuff
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uint32 Workspaces() const { return fWorkspaces; }
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void SetWorkspaces(uint32 workspaces)
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{ fWorkspaces = workspaces; }
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bool InWorkspace(int32 index) const;
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bool SupportsFront();
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bool IsModal() const;
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bool IsFloating() const;
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bool IsNormal() const;
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bool HasModal() const;
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Window* Frontmost(Window* first = NULL,
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int32 workspace = -1);
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Window* Backmost(Window* first = NULL,
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int32 workspace = -1);
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bool AddToSubset(Window* window);
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void RemoveFromSubset(Window* window);
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bool HasInSubset(const Window* window) const;
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bool SameSubset(Window* window);
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uint32 SubsetWorkspaces() const;
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bool InSubsetWorkspace(int32 index) const;
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bool HasWorkspacesViews() const
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{ return fWorkspacesViewCount != 0; }
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void AddWorkspacesView()
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{ fWorkspacesViewCount++; }
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void RemoveWorkspacesView()
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{ fWorkspacesViewCount--; }
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void FindWorkspacesViews(
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BObjectList<WorkspacesView>& list) const;
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static bool IsValidLook(window_look look);
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static bool IsValidFeel(window_feel feel);
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static bool IsModalFeel(window_feel feel);
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static bool IsFloatingFeel(window_feel feel);
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static uint32 ValidWindowFlags();
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static uint32 ValidWindowFlags(window_feel feel);
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protected:
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friend class Desktop;
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// TODO: for now (list management)
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void _ShiftPartOfRegion(BRegion* region,
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BRegion* regionToShift, int32 xOffset,
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int32 yOffset);
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// different types of drawing
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void _TriggerContentRedraw(BRegion& dirty);
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void _DrawBorder();
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// handling update sessions
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void _TransferToUpdateSession(BRegion* contentDirtyRegion);
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void _SendUpdateMessage();
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void _UpdateContentRegion();
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click_type _ActionFor(const BMessage* msg) const;
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void _ObeySizeLimits();
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void _PropagatePosition();
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BString fTitle;
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// TODO: no fp rects anywhere
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BRect fFrame;
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window_anchor fAnchor[kListCount];
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// the visible region is only recalculated from the
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// Desktop thread, when using it, Desktop::ReadLockClipping()
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// has to be called
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BRegion fVisibleRegion;
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BRegion fVisibleContentRegion;
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// our part of the "global" dirty region
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// it is calculated from the desktop thread,
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// but we can write to it when we read locked
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// the clipping, since it is local and the desktop
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// thread is blocked
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BRegion fDirtyRegion;
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uint32 fDirtyCause;
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// caching local regions
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BRegion fBorderRegion;
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BRegion fContentRegion;
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BRegion fEffectiveDrawingRegion;
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bool fVisibleContentRegionValid : 1;
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bool fBorderRegionValid : 1;
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bool fContentRegionValid : 1;
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bool fEffectiveDrawingRegionValid : 1;
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::RegionPool fRegionPool;
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BObjectList<Window> fSubsets;
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// TODO: remove those some day (let the decorator handle that stuff)
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bool fIsClosing : 1;
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bool fIsMinimizing : 1;
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bool fIsZooming : 1;
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bool fIsResizing : 1;
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bool fIsSlidingTab : 1;
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bool fIsDragging : 1;
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bool fActivateOnMouseUp : 1;
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::Decorator* fDecorator;
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View* fTopView;
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::ServerWindow* fWindow;
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DrawingEngine* fDrawingEngine;
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::Desktop* fDesktop;
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BPoint fLastMousePosition;
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bigtime_t fLastMoveTime;
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// The synchronization, which client drawing commands
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// belong to the redraw of which dirty region is handled
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// through an UpdateSession. When the client has
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// been informed that it should redraw stuff, then
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// this is the current update session. All new
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// redraw requests from the Desktop will go
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// into the pending update session.
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class UpdateSession {
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public:
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UpdateSession();
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virtual ~UpdateSession();
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void Include(BRegion* additionalDirty);
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void Exclude(BRegion* dirtyInNextSession);
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inline BRegion& DirtyRegion()
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{ return fDirtyRegion; }
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void MoveBy(int32 x, int32 y);
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void SetUsed(bool used);
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inline bool IsUsed() const
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{ return fInUse; }
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void AddCause(uint8 cause);
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inline bool IsExpose() const
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{ return fCause & UPDATE_EXPOSE; }
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inline bool IsRequest() const
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{ return fCause & UPDATE_REQUEST; }
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private:
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BRegion fDirtyRegion;
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bool fInUse;
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uint8 fCause;
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};
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BRegion fDecoratorRegion;
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UpdateSession fUpdateSessions[2];
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UpdateSession* fCurrentUpdateSession;
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UpdateSession* fPendingUpdateSession;
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// these two flags are supposed to ensure a sane
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// and consistent update session
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bool fUpdateRequested : 1;
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bool fInUpdate : 1;
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bool fUpdatesEnabled : 1;
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bool fHidden : 1;
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bool fMinimized : 1;
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bool fIsFocus : 1;
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window_look fLook;
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window_feel fFeel;
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uint32 fOriginalFlags;
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uint32 fFlags;
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uint32 fWorkspaces;
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int32 fCurrentWorkspace;
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int32 fMinWidth;
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int32 fMaxWidth;
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int32 fMinHeight;
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int32 fMaxHeight;
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int32 fWorkspacesViewCount;
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};
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#endif // WINDOW_H
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