33bbe22391
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@11972 a95241bf-73f2-0310-859d-f6bbb57e9c96
429 lines
11 KiB
C++
429 lines
11 KiB
C++
//------------------------------------------------------------------------------
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// Copyright (c) 2001-2005, Haiku, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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//
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// File Name: WinBorder.cpp
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// Author: DarkWyrm <bpmagic@columbus.rr.com>
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// Adi Oanca <adioanca@cotty.iren.ro>
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// Description: Layer subclass which handles window management
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//
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//------------------------------------------------------------------------------
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#include <Region.h>
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#include <String.h>
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#include <Locker.h>
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#include <Debug.h>
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#include "PortLink.h"
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#include "View.h" // for mouse button defines
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#include "MessagePrivate.h"
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#include "ServerWindow.h"
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#include "Decorator.h"
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#include "DisplayDriver.h"
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#include "Desktop.h"
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#include "WinBorder.h"
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#include "AppServer.h" // for new_decorator()
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#include "TokenHandler.h"
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#include "Globals.h"
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#include "RootLayer.h"
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#include "Workspace.h"
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// Toggle general function call output
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//#define DEBUG_WINBORDER
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// toggle
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//#define DEBUG_WINBORDER_MOUSE
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//#define DEBUG_WINBORDER_CLICK
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#ifdef DEBUG_WINBORDER
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# include <stdio.h>
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# define STRACE(x) printf x
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#else
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# define STRACE(x) ;
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#endif
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#ifdef DEBUG_WINBORDER_MOUSE
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# include <stdio.h>
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# define STRACE_MOUSE(x) printf x
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#else
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# define STRACE_MOUSE(x) ;
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#endif
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#ifdef DEBUG_WINBORDER_CLICK
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# include <stdio.h>
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# define STRACE_CLICK(x) printf x
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#else
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# define STRACE_CLICK(x) ;
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#endif
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//! TokenHandler object used to provide IDs for all WinBorder objects
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TokenHandler border_token_handler;
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bool gMouseDown = false;
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WinBorder::WinBorder(const BRect &r, const char *name, const int32 look, const int32 feel,
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const int32 flags, ServerWindow *win, DisplayDriver *driver)
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: Layer(r, name, B_NULL_TOKEN, B_FOLLOW_NONE, flags, driver)
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{
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// unlike BViews, windows start off as hidden
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fHidden = true;
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fServerWin = win;
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fClassID = AS_WINBORDER_CLASS;
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fMouseButtons = 0;
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fKeyModifiers = 0;
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fDecorator = NULL;
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fTopLayer = NULL;
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fAdFlags = fAdFlags | B_LAYER_CHILDREN_DEPENDANT;
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fFlags = B_WILL_DRAW | B_FULL_UPDATE_ON_RESIZE;
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fEventMask = B_POINTER_EVENTS;
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fIsClosing = false;
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fIsMinimizing = false;
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fIsZooming = false;
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fLastMousePosition.Set(-1,-1);
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SetLevel();
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if (feel!= B_NO_BORDER_WINDOW_LOOK)
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fDecorator = new_decorator(r, name, look, feel, flags, fDriver);
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RebuildFullRegion();
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desktop->AddWinBorder(this);
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STRACE(("WinBorder %s:\n",GetName()));
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STRACE(("\tFrame: (%.1f,%.1f,%.1f,%.1f)\n",r.left,r.top,r.right,r.bottom));
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STRACE(("\tWindow %s\n",win?win->Title():"NULL"));
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}
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WinBorder::~WinBorder(void)
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{
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STRACE(("WinBorder(%s)::~WinBorder()\n",GetName()));
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desktop->RemoveWinBorder(this);
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if (fTopLayer){
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delete fTopLayer;
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fTopLayer = NULL;
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}
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if (fDecorator)
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{
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delete fDecorator;
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fDecorator = NULL;
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}
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}
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//! Rebuilds the WinBorder's "fully-visible" region based on info from the decorator
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void WinBorder::RebuildFullRegion(void)
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{
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STRACE(("WinBorder(%s)::RebuildFullRegion()\n",GetName()));
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fFull.MakeEmpty();
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// Winborder holds Decorator's full regions. if any...
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if (fDecorator)
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fDecorator->GetFootprint(&fFull);
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}
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click_type WinBorder::TellWhat(PointerEvent& evt) const
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{
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if (fTopLayer->fFullVisible.Contains(evt.where))
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return DEC_NONE;
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else if (fDecorator)
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return fDecorator->Clicked(evt.where, evt.buttons, evt.modifiers);
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else
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return DEC_NONE;
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}
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/*!
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\brief Handles B_MOUSE_DOWN events and takes appropriate actions
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\param evt PointerEvent object containing the info from the last B_MOUSE_DOWN message
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\param sendMessage flag to send a B_MOUSE_DOWN message to the client
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This function searches to see if the B_MOUSE_DOWN message is being sent to the window tab
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or frame. If it is not, the message is passed on to the appropriate view in the client
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BWindow. If the WinBorder is the target, then the proper action flag is set.
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*/
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void WinBorder::MouseDown(click_type action)
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{
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// find out where user clicked in Decorator
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switch(action)
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{
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case DEC_CLOSE:
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{
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fIsClosing = true;
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fDecorator->SetClose(true);
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fDecorator->DrawClose();
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STRACE_CLICK(("===> DEC_CLOSE\n"));
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break;
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}
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case DEC_ZOOM:
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{
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fIsZooming = true;
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fDecorator->SetZoom(true);
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fDecorator->DrawZoom();
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STRACE_CLICK(("===> DEC_ZOOM\n"));
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break;
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}
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case DEC_MINIMIZE:
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{
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fIsMinimizing = true;
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fDecorator->SetMinimize(true);
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fDecorator->DrawMinimize();
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STRACE_CLICK(("===> DEC_MINIMIZE\n"));
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break;
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}
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default:
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{
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debugger("WinBorder::MouseDown - default case - not allowed!\n");
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break;
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}
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}
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}
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/*!
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\brief Handles B_MOUSE_MOVED events and takes appropriate actions
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\param evt PointerEvent object containing the info from the last B_MOUSE_MOVED message
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This function doesn't do much except test continue any move/resize operations in progress
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or check to see if the user clicked on a tab button (close, zoom, etc.) and then moused
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away to prevent the operation from occurring
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*/
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void WinBorder::MouseMoved(click_type action)
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{
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if (fIsZooming && action!=DEC_ZOOM)
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{
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fDecorator->SetZoom(false);
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fDecorator->DrawZoom();
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}
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else
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if (fIsClosing && action!=DEC_CLOSE)
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{
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fDecorator->SetClose(false);
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fDecorator->DrawClose();
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}
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else
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if(fIsMinimizing && action!=DEC_MINIMIZE)
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{
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fDecorator->SetMinimize(false);
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fDecorator->DrawMinimize();
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}
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}
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/*!
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\brief Handles B_MOUSE_UP events and takes appropriate actions
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\param evt PointerEvent object containing the info from the last B_MOUSE_UP message
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This function resets any state objects (is_resizing flag and such) and if resetting a
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button click flag, takes the appropriate action (i.e. clearing the close button flag also
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takes steps to close the window).
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*/
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void WinBorder::MouseUp(click_type action)
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{
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if (fIsZooming)
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{
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fIsZooming = false;
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fDecorator->SetZoom(false);
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fDecorator->DrawZoom();
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if(action==DEC_ZOOM)
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Window()->Zoom();
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return;
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}
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if(fIsClosing)
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{
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fIsClosing = false;
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fDecorator->SetClose(false);
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fDecorator->DrawClose();
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if(action==DEC_CLOSE)
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Window()->Quit();
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return;
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}
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if(fIsMinimizing)
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{
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fIsMinimizing = false;
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fDecorator->SetMinimize(false);
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fDecorator->DrawMinimize();
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if(action==DEC_MINIMIZE)
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Window()->Minimize(true);
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return;
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}
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}
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void WinBorder::MouseWheel(PointerEvent& evt, BPoint& ptWhere)
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{
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if (fTopLayer->fFullVisible.Contains(ptWhere))
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{
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Window()->Lock();
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// TODO: you can improve performance by doing this search client-side!
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Layer *target = LayerAt(evt.where);
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if (target && target != fTopLayer)
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{
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BMessage wheelmsg(B_MOUSE_WHEEL_CHANGED);
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wheelmsg.AddInt64("when",evt.when);
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wheelmsg.AddFloat("be:wheel_delta_x",evt.wheel_delta_x);
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wheelmsg.AddFloat("be:wheel_delta_y",evt.wheel_delta_y);
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Window()->SendMessageToClient(&wheelmsg);
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}
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Window()->Unlock();
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}
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}
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//! Sets the decorator focus to active or inactive colors
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void WinBorder::HighlightDecorator(const bool &active)
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{
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STRACE(("Decorator->Highlight\n"));
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fDecorator->SetFocus(active);
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}
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//! redraws a certain section of the window border
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void WinBorder::Draw(const BRect &r)
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{
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#ifdef DEBUG_WINBORDER
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printf("WinBorder(%s)::Draw() : ", GetName());
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r.PrintToStream();
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#endif
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// if we have a visible region, it is decorator's one.
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if(fDecorator)
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{
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WinBorder *wb = GetRootLayer()->FocusWinBorder();
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if (wb && wb == this)
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fDecorator->SetFocus(true);
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else
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fDecorator->SetFocus(false);
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fDecorator->Draw(fUpdateReg.Frame());
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}
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}
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//! Moves the winborder with redraw
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void WinBorder::MoveBy(float x, float y)
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{
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STRACE(("WinBorder(%s)::MoveBy()\n", GetName()));
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if(fDecorator)
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fDecorator->MoveBy(x,y);
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move_layer(x,y);
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}
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//! Resizes the winborder with redraw
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void WinBorder::ResizeBy(float x, float y)
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{
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// TODO: account for size limits
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STRACE(("WinBorder(%s)::ResizeBy()\n", GetName()));
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if(fDecorator)
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fDecorator->ResizeBy(x,y);
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resize_layer(x,y);
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}
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//! Sets the minimum and maximum sizes of the window
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void WinBorder::SetSizeLimits(float minwidth, float maxwidth, float minheight, float maxheight)
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{
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if(minwidth<0)
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minwidth=0;
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if(minheight<0)
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minheight=0;
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if(maxwidth<=minwidth)
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maxwidth=minwidth+1;
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if(maxheight<=minheight)
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maxheight=minheight+1;
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fMinWidth=minwidth;
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fMaxWidth=maxwidth;
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fMinHeight=minheight;
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fMaxHeight=maxheight;
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}
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//! Returns true if the point is in the WinBorder's screen area
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bool WinBorder::HasPoint(const BPoint& pt) const
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{
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return fFullVisible.Contains(pt);
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}
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// Unimplemented. Hook function for handling when system GUI colors change
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void WinBorder::UpdateColors(void)
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{
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STRACE(("WinBorder %s: UpdateColors unimplemented\n",GetName()));
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}
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// Unimplemented. Hook function for handling when the system decorator changes
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void WinBorder::UpdateDecorator(void)
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{
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STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",GetName()));
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}
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// Unimplemented. Hook function for handling when a system font changes
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void WinBorder::UpdateFont(void)
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{
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STRACE(("WinBorder %s: UpdateFont unimplemented\n",GetName()));
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}
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// Unimplemented. Hook function for handling when the screen resolution changes
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void WinBorder::UpdateScreen(void)
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{
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STRACE(("WinBorder %s: UpdateScreen unimplemented\n",GetName()));
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}
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//--------------------- P R I V A T E -------------------
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void WinBorder::SetLevel()
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{
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switch(fServerWin->Feel())
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{
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case B_FLOATING_SUBSET_WINDOW_FEEL:
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case B_FLOATING_APP_WINDOW_FEEL:
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fLevel = B_FLOATING_APP;
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break;
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case B_MODAL_SUBSET_WINDOW_FEEL:
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case B_MODAL_APP_WINDOW_FEEL:
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fLevel = B_MODAL_APP;
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break;
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case B_NORMAL_WINDOW_FEEL:
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fLevel = B_NORMAL;
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break;
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case B_FLOATING_ALL_WINDOW_FEEL:
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fLevel = B_FLOATING_ALL;
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break;
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case B_MODAL_ALL_WINDOW_FEEL:
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fLevel = B_MODAL_ALL;
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break;
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case B_SYSTEM_LAST:
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fLevel = B_SYSTEM_LAST;
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break;
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case B_SYSTEM_FIRST:
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fLevel = B_SYSTEM_FIRST;
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break;
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default:
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fLevel = B_NORMAL;
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}
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} |