haiku/src/servers/app/WinBorder.cpp
Axel Dörfler 959a5a68bc Removed global gDesktop variable - there is now an sDesktop variable in AppServer.cpp, but
that will go away, too.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14590 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-10-31 11:05:52 +00:00

906 lines
20 KiB
C++

/*
* Copyright (c) 2001-2005, Haiku, Inc.
* Distributed under the terms of the MIT license.
*
* Author: DarkWyrm <bpmagic@columbus.rr.com>
* Adi Oanca <adioanca@cotty.iren.ro>
* Stephan Aßmus <superstippi@gmx.de>
*/
#include <Locker.h>
#include <Region.h>
#include <String.h>
#include <View.h> // for mouse button defines
#include <Debug.h>
#include <WindowPrivate.h>
#include "DebugInfoManager.h"
#include "Decorator.h"
#include "DecorManager.h"
#include "Desktop.h"
#include "Globals.h"
#include "MessagePrivate.h"
#include "PortLink.h"
#include "RootLayer.h"
#include "ServerWindow.h"
#include "TokenHandler.h"
#include "Workspace.h"
#include "WinBorder.h"
// Toggle general function call output
//#define DEBUG_WINBORDER
// toggle
//#define DEBUG_WINBORDER_MOUSE
//#define DEBUG_WINBORDER_CLICK
#ifdef DEBUG_WINBORDER
# include <stdio.h>
# define STRACE(x) printf x
#else
# define STRACE(x) ;
#endif
#ifdef DEBUG_WINBORDER_MOUSE
# include <stdio.h>
# define STRACE_MOUSE(x) printf x
#else
# define STRACE_MOUSE(x) ;
#endif
#ifdef DEBUG_WINBORDER_CLICK
# include <stdio.h>
# define STRACE_CLICK(x) printf x
#else
# define STRACE_CLICK(x) ;
#endif
WinBorder::WinBorder(const BRect &frame,
const char *name,
const uint32 look,
const uint32 feel,
const uint32 flags,
const uint32 workspaces,
ServerWindow *window,
DisplayDriver *driver)
: Layer(frame, name, B_NULL_TOKEN, B_FOLLOW_NONE, 0UL, driver),
fDecorator(NULL),
fTopLayer(NULL),
fCumulativeRegion(),
fInUpdateRegion(),
fMouseButtons(0),
fLastMousePosition(-1.0, -1.0),
fIsClosing(false),
fIsMinimizing(false),
fIsZooming(false),
fIsResizing(false),
fIsSlidingTab(false),
fIsDragging(false),
fUpdateRequestsEnabled(true),
fInUpdate(false),
fRequestSent(false),
fLook(look),
fLevel(-100),
fWindowFlags(flags),
fWorkspaces(workspaces),
fMinWidth(1.0),
fMaxWidth(32768.0),
fMinHeight(1.0),
fMaxHeight(32768.0),
cnt(0) // for debugging
{
// unlike BViews, windows start off as hidden
fHidden = true;
fServerWin = window;
fAdFlags = fAdFlags | B_LAYER_CHILDREN_DEPENDANT;
fFlags = B_WILL_DRAW | B_FULL_UPDATE_ON_RESIZE;
#ifdef NEW_CLIPPING
fRebuildDecRegion = true;
#endif
QuietlySetFeel(feel);
if (fFeel != B_NO_BORDER_WINDOW_LOOK) {
fDecorator = gDecorManager.AllocateDecorator(frame, name, fLook, fFeel,
fWindowFlags, fDriver);
if (fDecorator)
fDecorator->GetSizeLimits(&fMinWidth, &fMinHeight, &fMaxWidth, &fMaxHeight);
}
// do we need to change our size to let the decorator fit?
// _ResizeBy() will adapt the frame for validity before resizing
if (feel == kDesktopWindowFeel) {
// the desktop window spans over the whole screen
// ToDo: this functionality should be moved somewhere else (so that it
// is always used when the workspace is changed)
uint16 width, height;
uint32 colorSpace;
float frequency;
GetRootLayer()->GetDesktop()->ScreenAt(0)->GetMode(width, height, colorSpace, frequency);
_ResizeBy(width - frame.Width(), height - frame.Height());
} else
_ResizeBy(0, 0);
#ifndef NEW_CLIPPING
RebuildFullRegion();
#endif
STRACE(("WinBorder %p, %s:\n", this, Name()));
STRACE(("\tFrame: (%.1f, %.1f, %.1f, %.1f)\n", fFrame.left, fFrame.top,
fFrame.right, fFrame.bottom));
STRACE(("\tWindow %s\n", window ? window->Title() : "NULL"));
}
WinBorder::~WinBorder()
{
STRACE(("WinBorder(%s)::~WinBorder()\n", Name()));
delete fTopLayer;
delete fDecorator;
}
//! redraws a certain section of the window border
void
WinBorder::Draw(const BRect &r)
{
#ifdef DEBUG_WINBORDER
printf("WinBorder(%s)::Draw() : ", Name());
r.PrintToStream();
#endif
// if we have a visible region, it is decorator's one.
if (fDecorator) {
WinBorder* wb = GetRootLayer()->Focus();
if (wb == this)
fDecorator->SetFocus(true);
else
fDecorator->SetFocus(false);
fDecorator->Draw(r);
}
}
//! Moves the winborder with redraw
void
WinBorder::MoveBy(float x, float y)
{
#ifndef NEW_CLIPPING
x = (float)int32(x);
y = (float)int32(y);
if (x == 0.0 && y == 0.0)
return;
STRACE(("WinBorder(%s)::MoveBy(%.1f, %.1f) fDecorator: %p\n", Name(), x, y, fDecorator));
if (fDecorator)
fDecorator->MoveBy(x,y);
// NOTE: I moved this here from Layer::move_layer()
// Should this have any bad consequences I'm not aware of?
fCumulativeRegion.OffsetBy(x, y);
fInUpdateRegion.OffsetBy(x, y);
if (IsHidden()) {
// TODO: This is a work around for a design issue:
// The actual movement of a layer is done during
// the region rebuild. The mechanism is somewhat
// complicated and scheduled for refractoring...
// The problem here for hidden layers is that
// they seem *not* to be part of the layer tree.
// I don't think this is wrong as such, but of
// course the rebuilding of regions does not take
// place then. I don't understand yet the consequences
// for normal views, but this here fixes at least
// BWindows being MoveTo()ed before they are Show()n.
// In Layer::move_to, StartRebuildRegions() is called
// on fParent. But the rest of the this layers tree
// has not been added to fParent apperantly. So now
// you ask why fParent is even valid? Me too.
fFrame.OffsetBy(x, y);
fFull.OffsetBy(x, y);
fTopLayer->move_layer(x, y);
// ...and here we get really hacky...
fTopLayer->fFrame.OffsetTo(0.0, 0.0);
} else {
Layer::move_layer(x, y);
}
if (Window()) {
// dispatch a message to the client informing about the changed size
BMessage msg(B_WINDOW_MOVED);
msg.AddPoint("where", fFrame.LeftTop());
Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
#else
Layer::MoveBy(x, y);
#endif
}
void
WinBorder::ResizeBy(float x, float y)
{
STRACE(("WinBorder(%s)::ResizeBy()\n", Name()));
if (!_ResizeBy(x, y))
return;
#ifndef NEW_CLIPPING
if (Window()) {
// send a message to the client informing about the changed size
BMessage msg(B_WINDOW_RESIZED);
msg.AddInt64("when", system_time());
BRect frame(fTopLayer->Frame());
msg.AddInt32("width", frame.IntegerWidth());
msg.AddInt32("height", frame.IntegerHeight());
Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
#endif
}
//! Resizes the winborder with redraw
bool
WinBorder::_ResizeBy(float x, float y)
{
float wantWidth = fFrame.Width() + x;
float wantHeight = fFrame.Height() + y;
// enforce size limits
if (wantWidth < fMinWidth)
wantWidth = fMinWidth;
if (wantWidth > fMaxWidth)
wantWidth = fMaxWidth;
if (wantHeight < fMinHeight)
wantHeight = fMinHeight;
if (wantHeight > fMaxHeight)
wantHeight = fMaxHeight;
x = wantWidth - fFrame.Width();
y = wantHeight - fFrame.Height();
if (x == 0.0 && y == 0.0)
return false;
#ifndef NEW_CLIPPING
if (fDecorator)
fDecorator->ResizeBy(x, y);
if (IsHidden()) {
// TODO: See large comment in MoveBy()
fFrame.right += x;
fFrame.bottom += y;
if (fTopLayer)
fTopLayer->resize_layer(x, y);
} else {
resize_layer(x, y);
}
#else
Layer::ResizeBy(x, y);
#endif
return true;
}
// SetName
void
WinBorder::SetName(const char* name)
{
Layer::SetName(name);
// rebuild the clipping for the title area
// and redraw it.
// TODO: Adi, please have a look at this,
// it doesn't work yet.
if (fDecorator) {
// before the change
BRegion invalid(fDecorator->GetTabRect());
fDecorator->SetTitle(name);
// after the change
invalid.Include(fDecorator->GetTabRect());
#ifndef NEW_CLIPPING
RebuildFullRegion();
fRootLayer->GoRedraw(this, invalid);
#else
// TODO: ...
#endif
}
}
// UpdateStart
void
WinBorder::UpdateStart()
{
// During updates we only want to draw what's in the update region
fInUpdate = true;
fRequestSent = false;
cnt--;
if (cnt != 0)
CRITICAL("Layer::UpdateStart(): wb->cnt != 0 -> Not Allowed!");
}
// UpdateEnd
void
WinBorder::UpdateEnd()
{
// The usual case. Drawing is permitted in the whole visible area.
fInUpdate = false;
fInUpdateRegion.MakeEmpty();
if (fCumulativeRegion.CountRects() > 0) {
BRegion reg(fCumulativeRegion);
RequestDraw(reg, NULL);
}
}
#ifndef NEW_CLIPPING
//! Rebuilds the WinBorder's "fully-visible" region based on info from the decorator
void
WinBorder::RebuildFullRegion()
{
STRACE(("WinBorder(%s)::RebuildFullRegion()\n", Name()));
fFull.MakeEmpty();
// Winborder holds Decorator's full regions. if any...
if (fDecorator)
fDecorator->GetFootprint(&fFull);
}
#endif
//! Sets the minimum and maximum sizes of the window
void
WinBorder::SetSizeLimits(float minWidth, float maxWidth,
float minHeight, float maxHeight)
{
if (minWidth < 0)
minWidth = 0;
if (minHeight < 0)
minHeight = 0;
fMinWidth = minWidth;
fMaxWidth = maxWidth;
fMinHeight = minHeight;
fMaxHeight = maxHeight;
// give the Decorator a say in this too
if (fDecorator)
fDecorator->GetSizeLimits(&fMinWidth, &fMinHeight,
&fMaxWidth, &fMaxHeight);
if (fMaxWidth < fMinWidth)
fMaxWidth = fMinWidth;
if (fMaxHeight < fMinHeight)
fMaxHeight = fMinHeight;
// Automatically resize the window to fit these new limits
// if it does not already.
// On R5, Windows don't automatically resize, but since
// BWindow::ResizeTo() even honors the limits, I would guess
// this is a bug that we don't have to adopt.
// Note that most current apps will do unnecessary resizing
// after having set the limits, but the overhead is neglible.
float minWidthDiff = fMinWidth - fFrame.Width();
float minHeightDiff = fMinHeight - fFrame.Height();
float maxWidthDiff = fMaxWidth - fFrame.Width();
float maxHeightDiff = fMaxHeight - fFrame.Height();
float xDiff = 0.0;
if (minWidthDiff > 0.0) // we're currently smaller than minWidth
xDiff = minWidthDiff;
else if (maxWidthDiff < 0.0) // we're currently larger than maxWidth
xDiff = maxWidthDiff;
float yDiff = 0.0;
if (minHeightDiff > 0.0) // we're currently smaller than minHeight
yDiff = minHeightDiff;
else if (maxHeightDiff < 0.0) // we're currently larger than maxHeight
yDiff = maxHeightDiff;
ResizeBy(xDiff, yDiff);
}
void
WinBorder::GetSizeLimits(float* minWidth, float* maxWidth,
float* minHeight, float* maxHeight) const
{
*minWidth = fMinWidth;
*maxWidth = fMaxWidth;
*minHeight = fMinHeight;
*maxHeight = fMaxHeight;
}
void
WinBorder::MouseDown(const BMessage *msg)
{
DesktopSettings desktopSettings(GetRootLayer()->GetDesktop());
BPoint where(0,0);
msg->FindPoint("where", &where);
// not in FFM mode?
if (desktopSettings.MouseMode() == B_NORMAL_MOUSE) {
// default action is to drag the WinBorder
click_type action = DEC_DRAG;
Layer *target = LayerAt(where);
// clicking a simple Layer.
if (target != this) {
if (GetRootLayer()->ActiveWorkspace()->Active() == this) {
target->MouseDown(msg);
}
else {
if (WindowFlags() & B_WILL_ACCEPT_FIRST_CLICK)
target->MouseDown(msg);
else
goto activateWindow;
}
}
// clicking WinBorder visible area
else {
winBorderAreaHandle:
if (fDecorator)
action = _ActionFor(msg);
// deactivate border buttons on first click(select)
if (GetRootLayer()->Focus() != this && action != DEC_MOVETOBACK
&& action != DEC_RESIZE && action != DEC_SLIDETAB)
action = DEC_DRAG;
// set decorator internals
switch(action) {
case DEC_CLOSE:
fIsClosing = true;
fDecorator->SetClose(true);
STRACE_CLICK(("===> DEC_CLOSE\n"));
break;
case DEC_ZOOM:
fIsZooming = true;
fDecorator->SetZoom(true);
STRACE_CLICK(("===> DEC_ZOOM\n"));
break;
case DEC_MINIMIZE:
fIsMinimizing = true;
fDecorator->SetMinimize(true);
STRACE_CLICK(("===> DEC_MINIMIZE\n"));
break;
case DEC_DRAG:
fIsDragging = true;
fLastMousePosition = where;
STRACE_CLICK(("===> DEC_DRAG\n"));
break;
case DEC_RESIZE:
fIsResizing = true;
fLastMousePosition = where;
STRACE_CLICK(("===> DEC_RESIZE\n"));
break;
case DEC_SLIDETAB:
fIsSlidingTab = true;
fLastMousePosition = where;
STRACE_CLICK(("===> DEC_SLIDETAB\n"));
break;
default:
break;
}
// based on what the Decorator returned, properly place this window.
if (action == DEC_MOVETOBACK) {
GetRootLayer()->SetActive(this, false);
}
else {
GetRootLayer()->SetNotifyLayer(this, B_POINTER_EVENTS, 0UL);
activateWindow:
GetRootLayer()->SetActive(this);
}
}
}
// in FFM mode
else {
Layer *target = LayerAt(where);
// clicking a simple Layer; forward event.
if (target != this)
target->MouseDown(msg);
// clicking inside our visible area.
else
goto winBorderAreaHandle;
}
}
void
WinBorder::MouseUp(const BMessage *msg)
{
bool invalidate = false;
if (fDecorator) {
click_type action = _ActionFor(msg);
// TODO: present behavior is not fine!
// Decorator's Set*() methods _actualy draw_! on screen, not
// taking into account if that region is visible or not!
// Decorator redraw code should follow the same path as Layer's
// one!
if (fIsZooming) {
fIsZooming = false;
fDecorator->SetZoom(false);
if (action == DEC_ZOOM) {
invalidate = true;
Window()->NotifyZoom();
}
}
if (fIsClosing) {
fIsClosing = false;
fDecorator->SetClose(false);
if (action == DEC_CLOSE) {
invalidate = true;
Window()->NotifyQuitRequested();
}
}
if (fIsMinimizing) {
fIsMinimizing = false;
fDecorator->SetMinimize(false);
if (action == DEC_MINIMIZE) {
invalidate = true;
Window()->NotifyMinimize(true);
}
}
}
fIsDragging = false;
fIsResizing = false;
fIsSlidingTab = false;
}
void
WinBorder::MouseMoved(const BMessage *msg)
{
BPoint where(0,0);
msg->FindPoint("where", &where);
if (fDecorator) {
// TODO: present behavior is not fine!
// Decorator's Set*() methods _actualy draw_! on screen, not
// taking into account if that region is visible or not!
// Decorator redraw code should follow the same path as Layer's
// one!
if (fIsZooming) {
fDecorator->SetZoom(_ActionFor(msg) == DEC_ZOOM);
} else if (fIsClosing) {
fDecorator->SetClose(_ActionFor(msg) == DEC_CLOSE);
} else if (fIsMinimizing) {
fDecorator->SetMinimize(_ActionFor(msg) == DEC_MINIMIZE);
}
}
if (fIsDragging) {
BPoint delta = where - fLastMousePosition;
#ifndef NEW_CLIPPING
MoveBy(delta.x, delta.y);
#else
do_MoveBy(delta.x, delta.y);
#endif
}
if (fIsResizing) {
BPoint delta = where - fLastMousePosition;
#ifndef NEW_CLIPPING
ResizeBy(delta.x, delta.y);
#else
do_ResizeBy(delta.x, delta.y);
#endif
}
if (fIsSlidingTab) {
// TODO: implement
}
fLastMousePosition = where;
}
void
WinBorder::WorkspaceActivated(int32 index, bool active)
{
BMessage activatedMsg(B_WORKSPACE_ACTIVATED);
activatedMsg.AddInt64("when", real_time_clock_usecs());
activatedMsg.AddInt32("workspace", index);
activatedMsg.AddBool("active", active);
Window()->SendMessageToClient(&activatedMsg, B_NULL_TOKEN, false);
}
void
WinBorder::WorkspacesChanged(uint32 oldWorkspaces, uint32 newWorkspaces)
{
fWorkspaces = newWorkspaces;
BMessage changedMsg(B_WORKSPACES_CHANGED);
changedMsg.AddInt64("when", real_time_clock_usecs());
changedMsg.AddInt32("old", oldWorkspaces);
changedMsg.AddInt32("new", newWorkspaces);
Window()->SendMessageToClient(&changedMsg, B_NULL_TOKEN, false);
}
void
WinBorder::Activated(bool active)
{
BMessage msg(B_WINDOW_ACTIVATED);
msg.AddBool("active", false);
Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
// SetTabLocation
void
WinBorder::SetTabLocation(float location)
{
if (fDecorator)
fDecorator->SetTabLocation(location);
}
// TabLocation
float
WinBorder::TabLocation() const
{
if (fDecorator)
return fDecorator->TabLocation();
return 0.0;
}
//! Sets the decorator focus to active or inactive colors
void
WinBorder::HighlightDecorator(bool active)
{
STRACE(("Decorator->Highlight\n"));
if (fDecorator)
fDecorator->SetFocus(active);
}
// Unimplemented. Hook function for handling when system GUI colors change
void
WinBorder::UpdateColors()
{
STRACE(("WinBorder %s: UpdateColors unimplemented\n", Name()));
}
// Unimplemented. Hook function for handling when the system decorator changes
void
WinBorder::UpdateDecorator()
{
STRACE(("WinBorder %s: UpdateDecorator unimplemented\n", Name()));
}
// Unimplemented. Hook function for handling when a system font changes
void
WinBorder::UpdateFont()
{
STRACE(("WinBorder %s: UpdateFont unimplemented\n", Name()));
}
// Unimplemented. Hook function for handling when the screen resolution changes
void
WinBorder::UpdateScreen()
{
STRACE(("WinBorder %s: UpdateScreen unimplemented\n", Name()));
}
// QuietlySetFeel
void
WinBorder::QuietlySetFeel(int32 feel)
{
fFeel = feel;
switch (fFeel) {
case B_FLOATING_SUBSET_WINDOW_FEEL:
case B_FLOATING_APP_WINDOW_FEEL:
fLevel = B_FLOATING_APP;
break;
case B_MODAL_SUBSET_WINDOW_FEEL:
case B_MODAL_APP_WINDOW_FEEL:
fLevel = B_MODAL_APP;
break;
case B_NORMAL_WINDOW_FEEL:
fLevel = B_NORMAL;
break;
case B_FLOATING_ALL_WINDOW_FEEL:
fLevel = B_FLOATING_ALL;
break;
case B_MODAL_ALL_WINDOW_FEEL:
fLevel = B_MODAL_ALL;
break;
// TODO: This case is bogus, since I'm sure "feel"
// is being represented by uint32 somewhere before
// this function is used. And B_SYSTEM_LAST is defined -10. -Stephan
case B_SYSTEM_LAST:
case kDesktopWindowFeel:
fLevel = B_SYSTEM_LAST;
break;
case B_SYSTEM_FIRST:
fLevel = B_SYSTEM_FIRST;
break;
default:
fLevel = B_NORMAL;
}
// floating and modal windows must appear in every workspace where
// their main window is present. Thus their fWorkspaces will be set to
// '0x0' and they will be made visible when needed.
switch (fFeel) {
case B_MODAL_APP_WINDOW_FEEL:
break;
case B_MODAL_SUBSET_WINDOW_FEEL:
case B_FLOATING_APP_WINDOW_FEEL:
case B_FLOATING_SUBSET_WINDOW_FEEL:
fWorkspaces = 0x0UL;
break;
case B_MODAL_ALL_WINDOW_FEEL:
case B_FLOATING_ALL_WINDOW_FEEL:
case B_SYSTEM_LAST:
case B_SYSTEM_FIRST:
fWorkspaces = 0xffffffffUL;
break;
case B_NORMAL_WINDOW_FEEL:
break;
}
}
// _ActionFor
click_type
WinBorder::_ActionFor(const BMessage *msg) const
{
BPoint where(0,0);
int32 buttons = 0;
int32 modifiers = 0;
msg->FindPoint("where", &where);
msg->FindInt32("buttons", &buttons);
msg->FindInt32("modifiers", &modifiers);
#ifndef NEW_INPUT_HANDING
#ifndef NEW_CLIPPING
if (fTopLayer->fFullVisible.Contains(where))
return DEC_NONE;
else
#else
if (fTopLayer->fFullVisible2.Contains(where))
return DEC_NONE;
else
#endif
#endif
if (fDecorator)
return fDecorator->Clicked(where, buttons, modifiers);
else
return DEC_NONE;
}
#ifdef NEW_CLIPPING
void WinBorder::MovedByHook(float dx, float dy)
{
STRACE(("WinBorder(%s)::MovedByHook(%.1f, %.1f) fDecorator: %p\n", Name(), x, y, fDecorator));
fDecRegion.OffsetBy(dx, dy);
if (fDecorator)
fDecorator->MoveBy(dx, dy);
fCumulativeRegion.OffsetBy(dx, dy);
fInUpdateRegion.OffsetBy(dx, dy);
// dispatch a message to the client informing about the changed size
BMessage msg(B_WINDOW_MOVED);
msg.AddInt64("when", system_time());
msg.AddPoint("where", Frame().LeftTop());
Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
void WinBorder::ResizedByHook(float dx, float dy, bool automatic)
{
STRACE(("WinBorder(%s)::ResizedByHook(%.1f, %.1f, %s) fDecorator: %p\n", Name(), x, y, automatic?"true":"false", fDecorator));
fRebuildDecRegion = true;
if (fDecorator)
fDecorator->ResizeBy(dx, dy);
// send a message to the client informing about the changed size
BRect frame(fTopLayer->Frame());
BMessage msg(B_WINDOW_RESIZED);
msg.AddInt64("when", system_time());
msg.AddInt32("width", frame.IntegerWidth());
msg.AddInt32("height", frame.IntegerHeight());
Window()->SendMessageToClient(&msg, B_NULL_TOKEN, false);
}
void WinBorder::set_decorator_region(BRect bounds)
{
fRebuildDecRegion = false;
if (fDecorator)
{
fDecRegion.MakeEmpty();
fDecorator->GetFootprint(&fDecRegion);
}
}
void
WinBorder::_ReserveRegions(BRegion &reg)
{
BRegion reserve(reg);
reserve.IntersectWith(&fDecRegion);
fVisible2.Include(&reserve);
reg.Exclude(&reserve);
}
void
WinBorder::_GetWantedRegion(BRegion &reg)
{
if (fRebuildDecRegion)
{
set_decorator_region(Bounds());
// TODO? the decorator should be in WinBorder coordinates?? It's easier not to.
//ConvertToScreen2(&fDecRegion);
}
BRect screenFrame(Bounds());
ConvertToScreen2(&screenFrame);
reg.Set(screenFrame);
BRegion screenReg(GetRootLayer()->Bounds());
reg.IntersectWith(&screenReg);
reg.Include(&fDecRegion);
}
#endif
// SetTopLayer
void
WinBorder::SetTopLayer(Layer* layer)
{
if (layer) {
fTopLayer = layer;
fTopLayer->SetAsTopLayer(true);
// connect decorator and top layer. (?)
AddChild(fTopLayer, NULL);
}
}