02414ebd4e
* removed old Convert{To|From}{Parent|Top} methods. They were replaced by Convert{To|From}{Parent|Screen}(type *data) * removed some unused methods from Layer class. * re-aranged Layer's class declaration - grouped methods * made all Layer's members private. * renamed a few private methods from method_name _MethodName git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14778 a95241bf-73f2-0310-859d-f6bbb57e9c96
254 lines
5.7 KiB
C++
254 lines
5.7 KiB
C++
/*
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* Copyright 2005, 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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* Axel Dörfler, axeld@pinc-software.de
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* Stephan Aßmus <superstippi@gmx.de>
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*/
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#include <ColorSet.h>
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#include <WindowPrivate.h>
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#include "AppServer.h"
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#include "DrawingEngine.h"
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#include "RootLayer.h"
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#include "WinBorder.h"
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#include "Workspace.h"
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#include "WorkspacesLayer.h"
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WorkspacesLayer::WorkspacesLayer(BRect frame, const char* name,
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int32 token, uint32 resizeMode, uint32 flags, DrawingEngine* driver)
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: Layer(frame, name, token, resizeMode, flags, driver)
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{
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}
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WorkspacesLayer::~WorkspacesLayer()
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{
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}
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void
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WorkspacesLayer::_GetGrid(int32& columns, int32& rows)
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{
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int32 count = GetRootLayer()->WorkspaceCount();
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rows = 1;
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for (int32 i = 2; i < count; i++) {
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if (count % i == 0)
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rows = i;
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}
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columns = count / rows;
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}
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BRect
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WorkspacesLayer::_WorkspaceAt(int32 i)
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{
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int32 columns, rows;
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_GetGrid(columns, rows);
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int32 width = Frame().IntegerWidth() / columns;
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int32 height = Frame().IntegerHeight() / rows;
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int32 column = i % columns;
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int32 row = i / columns;
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BRect rect(column * width, row * height, (column + 1) * width, (row + 1) * height);
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// make sure there is no gap anywhere
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if (column == columns - 1)
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rect.right = Frame().right;
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if (row == rows - 1)
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rect.bottom = Frame().bottom;
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BPoint pt(0,0);
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ConvertToScreen(&pt);
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rect.OffsetBy(pt);
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return rect;
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}
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BRect
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WorkspacesLayer::_WindowFrame(const BRect& workspaceFrame,
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const BRect& screenFrame, const BRect& windowFrame)
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{
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BRect frame = windowFrame;
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float factor = workspaceFrame.Width() / screenFrame.Width();
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frame.left = rintf(frame.left * factor);
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frame.right = rintf(frame.right * factor);
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factor = workspaceFrame.Height() / screenFrame.Height();
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frame.top = rintf(frame.top * factor);
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frame.bottom = rintf(frame.bottom * factor);
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frame.OffsetBy(workspaceFrame.LeftTop());
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return frame;
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}
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void
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WorkspacesLayer::_DrawWindow(const BRect& workspaceFrame,
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const BRect& screenFrame, WinBorder* window,
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BRegion& backgroundRegion, bool active)
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{
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if (window->Feel() == kDesktopWindowFeel)
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return;
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BRect frame = _WindowFrame(workspaceFrame, screenFrame, window->Frame());
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BRect tabFrame = _WindowFrame(workspaceFrame, screenFrame,
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window->GetDecorator()->GetTabRect());
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// ToDo: let decorator do this!
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RGBColor yellow = window->GetDecorator()->GetColors().window_tab;
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RGBColor gray(180, 180, 180);
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RGBColor white(255, 255, 255);
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if (!active) {
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_DarkenColor(yellow);
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_DarkenColor(gray);
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_DarkenColor(white);
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}
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if (tabFrame.left < frame.left)
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tabFrame.left = frame.left;
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if (tabFrame.right >= frame.right)
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tabFrame.right = frame.right - 1;
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tabFrame.top = frame.top - 1;
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tabFrame.bottom = frame.top - 1;
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backgroundRegion.Exclude(tabFrame);
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backgroundRegion.Exclude(frame);
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GetDrawingEngine()->StrokeLine(tabFrame.LeftTop(), tabFrame.RightBottom(), yellow);
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GetDrawingEngine()->StrokeRect(frame, gray);
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frame.InsetBy(1, 1);
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GetDrawingEngine()->FillRect(frame, white);
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}
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void
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WorkspacesLayer::_DrawWorkspace(int32 index)
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{
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BRect rect = _WorkspaceAt(index);
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Workspace* workspace = GetRootLayer()->WorkspaceAt(index);
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bool active = workspace == GetRootLayer()->ActiveWorkspace();
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if (active) {
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// draw active frame
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RGBColor black(0, 0, 0);
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GetDrawingEngine()->StrokeRect(rect, black);
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}
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// draw background
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rect.InsetBy(1, 1);
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RGBColor color;
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// ToDo: fix me - workspaces must always exist, not only on first visit!
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if (workspace != NULL)
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color = workspace->BGColor();
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else
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color.SetColor(51, 102, 152);
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if (!active) {
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_DarkenColor(color);
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}
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// draw windows
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BRegion backgroundRegion = VisibleRegion();
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// ToDo: would be nice to get the real update region here
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if (workspace != NULL) {
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WinBorder* windows[256];
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int32 count = 256;
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if (!workspace->GetWinBorderList((void **)&windows, &count))
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return;
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uint16 width, height;
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uint32 colorSpace;
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float frequency;
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GetRootLayer()->GetDesktop()->ScreenAt(0)->GetMode(width, height, colorSpace, frequency);
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BRect screenFrame(0, 0, width - 1, height - 1);
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BRegion workspaceRegion(rect);
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backgroundRegion.IntersectWith(&workspaceRegion);
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GetDrawingEngine()->ConstrainClippingRegion(&backgroundRegion);
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for (int32 i = count; i-- > 0;) {
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_DrawWindow(rect, screenFrame, windows[i], backgroundRegion, active);
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}
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}
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GetDrawingEngine()->ConstrainClippingRegion(&backgroundRegion);
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GetDrawingEngine()->FillRect(rect, color);
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// TODO: ConstrainClippingRegion() should accept a const parameter !!
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BRegion cRegion(VisibleRegion());
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GetDrawingEngine()->ConstrainClippingRegion(&cRegion);
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}
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void
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WorkspacesLayer::_DarkenColor(RGBColor& color) const
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{
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color = tint_color(color.GetColor32(), B_DARKEN_2_TINT);
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}
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void
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WorkspacesLayer::Draw(const BRect& updateRect)
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{
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// ToDo: either draw into an off-screen bitmap, or turn off flickering...
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int32 columns, rows;
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_GetGrid(columns, rows);
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// draw grid
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// horizontal lines
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BRect frame = Frame();
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BPoint pt(0,0);
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ConvertToScreen(&pt);
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frame.OffsetBy(pt);
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GetDrawingEngine()->StrokeLine(BPoint(frame.left, frame.top),
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BPoint(frame.right, frame.top), ViewColor());
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for (int32 row = 0; row < rows; row++) {
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BRect rect = _WorkspaceAt(row * columns);
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GetDrawingEngine()->StrokeLine(BPoint(frame.left, rect.bottom),
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BPoint(frame.right, rect.bottom), ViewColor());
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}
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// vertical lines
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GetDrawingEngine()->StrokeLine(BPoint(frame.left, frame.top),
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BPoint(frame.left, frame.bottom), ViewColor());
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for (int32 column = 0; column < columns; column++) {
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BRect rect = _WorkspaceAt(column);
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GetDrawingEngine()->StrokeLine(BPoint(rect.right, frame.top),
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BPoint(rect.right, frame.bottom), ViewColor());
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}
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// draw workspaces
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int32 count = GetRootLayer()->WorkspaceCount();
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for (int32 i = 0; i < count; i++) {
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_DrawWorkspace(i);
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}
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}
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