a631158a62
show any windows, but everything else seems to work fine. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15241 a95241bf-73f2-0310-859d-f6bbb57e9c96
188 lines
4.7 KiB
C++
188 lines
4.7 KiB
C++
/*
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* Copyright (c) 2001-2005, Haiku, Inc.
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* Distributed under the terms of the MIT license.
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*
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* Author: 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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*/
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#ifndef WINDOW_LAYER_H
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#define WINDOW_LAYER_H
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#include "Decorator.h"
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#include "Layer.h"
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#include "SubWindowList.h"
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#include <Rect.h>
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#include <String.h>
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// these are used by window manager to properly place window.
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enum {
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B_SYSTEM_LAST = -10L,
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B_FLOATING_APP = 0L,
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B_MODAL_APP = 1L,
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B_NORMAL = 2L,
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B_FLOATING_ALL = 3L,
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B_MODAL_ALL = 4L,
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B_SYSTEM_FIRST = 10L,
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};
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class ServerWindow;
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class Decorator;
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class DrawingEngine;
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class Desktop;
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class WindowLayer : public Layer {
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public:
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WindowLayer(const BRect &frame,
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const char *name,
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const uint32 look,
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const uint32 feel,
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const uint32 flags,
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const uint32 workspaces,
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ServerWindow *window,
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DrawingEngine *driver);
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virtual ~WindowLayer();
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virtual void Draw(const BRect &r);
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virtual void MoveBy(float x, float y);
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virtual void ResizeBy(float x, float y);
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virtual void ScrollBy(float x, float y)
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{ /* not allowed */ }
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virtual void SetName(const char* name);
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virtual bool IsOffscreenWindow() const
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{ return false; }
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virtual void GetOnScreenRegion(BRegion& region);
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void UpdateStart();
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void UpdateEnd();
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inline bool InUpdate() const
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{ return fInUpdate; }
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inline const BRegion& RegionToBeUpdated() const
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{ return fInUpdateRegion; }
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inline const BRegion& CulmulatedUpdateRegion() const
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{ return fCumulativeRegion; }
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void EnableUpdateRequests();
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inline void DisableUpdateRequests()
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{ fUpdateRequestsEnabled = false; }
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void SetSizeLimits(float minWidth,
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float maxWidth,
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float minHeight,
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float maxHeight);
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void GetSizeLimits(float* minWidth,
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float* maxWidth,
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float* minHeight,
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float* maxHeight) const;
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virtual void MouseDown(BMessage *msg, BPoint where, int32* _viewToken);
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virtual void MouseUp(BMessage *msg, BPoint where, int32* _viewToken);
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virtual void MouseMoved(BMessage *msg, BPoint where, int32* _viewToken);
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// click_type ActionFor(const BMessage *msg)
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// { return _ActionFor(evt); }
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virtual void WorkspaceActivated(int32 index, bool active);
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virtual void WorkspacesChanged(uint32 oldWorkspaces, uint32 newWorkspaces);
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virtual void Activated(bool active);
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void UpdateColors();
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void UpdateDecorator();
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void UpdateFont();
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void UpdateScreen();
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bool IsFocus() const { return fIsFocus; }
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void SetFocus(bool focus) { fIsFocus = focus; }
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inline Decorator* GetDecorator() const { return fDecorator; }
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inline int32 Look() const { return fLook; }
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inline int32 Feel() const { return fFeel; }
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inline int32 Level() const { return fLevel; }
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inline uint32 WindowFlags() const { return fWindowFlags; }
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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 OnWorkspace(int32 index) const
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{ return (fWorkspaces & (1UL << index)) != 0; }
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bool SupportsFront();
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// 0.0 -> left .... 1.0 -> right
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void SetTabLocation(float location);
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float TabLocation() const;
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void HighlightDecorator(bool active);
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inline void QuietlySetWorkspaces(uint32 wks) { fWorkspaces = wks; }
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void QuietlySetFeel(int32 feel);
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SubWindowList fSubWindowList;
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void RequestClientRedraw(const BRegion& invalid);
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virtual void _AllRedraw(const BRegion& invalid);
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void SetTopLayer(Layer* layer);
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inline Layer* TopLayer() const
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{ return fTopLayer; }
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private:
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void set_decorator_region(BRect frame);
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virtual void _ReserveRegions(BRegion ®);
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friend class RootLayer;
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click_type _ActionFor(const BMessage *msg) const;
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Decorator* fDecorator;
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Layer* fTopLayer;
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BRegion fCumulativeRegion;
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BRegion fInUpdateRegion;
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BRegion fDecRegion;
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bool fRebuildDecRegion;
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int32 fMouseButtons;
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BPoint fLastMousePosition;
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BPoint fResizingClickOffset;
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bool fIsFocus;
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bool fIsClosing;
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bool fIsMinimizing;
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bool fIsZooming;
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bool fIsResizing;
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bool fIsSlidingTab;
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bool fIsDragging;
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bool fBringToFrontOnRelease;
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bool fUpdateRequestsEnabled;
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bool fInUpdate;
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bool fRequestSent;
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int32 fLook;
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int32 fFeel;
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int32 fLevel;
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int32 fWindowFlags;
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uint32 fWorkspaces;
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float fMinWidth;
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float fMaxWidth;
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float fMinHeight;
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float fMaxHeight;
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};
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#endif // WINDOW_LAYER_H
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