964 lines
23 KiB
C++
964 lines
23 KiB
C++
//------------------------------------------------------------------------------
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// Copyright (c) 2001-2002, OpenBeOS
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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: Layer.cpp
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// Author: DarkWyrm <[email protected]>
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// Description: Class used for rendering to the frame buffer. One layer per
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// view on screen and also for window decorators
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//
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//------------------------------------------------------------------------------
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#include <View.h>
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#include <string.h>
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#include <stdio.h>
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#include "Layer.h"
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#include "RectUtils.h"
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#include "ServerWindow.h"
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#include "PortLink.h"
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#include "TokenHandler.h"
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#include "RectUtils.h"
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//! TokenHandler object used to provide IDs for all Layers and, thus, BViews
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TokenHandler view_token_handler;
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/*!
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\brief Constructor
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\param frame Size and placement of the Layer
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\param name Name of the layer
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\param resize Resizing flags as defined in View.h
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\param flags BView flags as defined in View.h
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\param win ServerWindow to which the Layer belongs
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*/
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Layer::Layer(BRect frame, const char *name, int32 resize, int32 flags,ServerWindow *win)
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{
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// frame is in _parent layer's coordinates
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if(frame.IsValid())
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_frame=frame;
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else
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_frame.Set(0,0,5,5);
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_name=new BString(name);
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// Layer does not start out as a part of the tree
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_parent=NULL;
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_uppersibling=NULL;
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_lowersibling=NULL;
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_topchild=NULL;
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_bottomchild=NULL;
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_visible=new BRegion(Frame());
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_full=new BRegion(Frame());
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_invalid=new BRegion(Frame());
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_serverwin=win;
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// We have view tokens to be able to identify BViews
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_view_token=view_token_handler.GetToken();
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_flags=flags;
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_hidecount=0;
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_is_dirty=false;
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_is_updating=false;
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_regions_invalid=false;
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_level=0;
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_layerdata=new LayerData;
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}
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//! Destructor frees all allocated heap space
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Layer::~Layer(void)
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{
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if(_visible)
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{
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delete _visible;
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_visible=NULL;
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}
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if(_full)
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{
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delete _full;
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_full=NULL;
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}
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if(_invalid)
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{
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delete _invalid;
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_invalid=NULL;
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}
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if(_name)
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{
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delete _name;
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_name=NULL;
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}
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if(_layerdata)
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{
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delete _layerdata;
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_layerdata=NULL;
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}
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}
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/*!
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\brief Adds a child to the back of the a layer's child stack.
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\param layer The layer to add as a child
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\param before Add the child in front of this layer
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\param rebuild Flag to fully rebuild all visibility regions
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*/
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void Layer::AddChild(Layer *layer, Layer *before, bool rebuild)
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{
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// TODO: Add before support
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printf("Layer::AddChild lacks before support\n");
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if(layer->_parent!=NULL)
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{
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printf("ERROR: AddChild(): Layer already has a _parent\n");
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return;
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}
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layer->_parent=this;
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if(layer->_visible && layer->_hidecount==0 && _visible)
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{
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// Technically, we could safely take the address of ConvertToParent(BRegion)
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// but we don't just to avoid a compiler nag
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BRegion *reg=new BRegion(layer->ConvertToParent(layer->_visible));
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_visible->Exclude(reg);
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delete reg;
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}
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// we need to change this to a loop for each _lowersibling of the layer
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if(_bottomchild)
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{
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// we're adding to the front side of the stack
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layer->_uppersibling=_bottomchild;
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// added layer will be at the bottom of the stack
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_bottomchild->_lowersibling=layer;
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}
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else
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_topchild=layer;
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_bottomchild=layer;
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layer->_level=_level+1;
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if(rebuild)
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RebuildRegions(true);
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}
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/*!
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\brief Removes a layer from the child stack
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\param layer The layer to remove
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\param rebuild Flag to rebuild all visibility regions
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*/
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void Layer::RemoveChild(Layer *layer, bool rebuild)
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{
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if(layer->_parent==NULL)
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{
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printf("ERROR: RemoveChild(): Layer doesn't have a _parent\n");
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return;
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}
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if(layer->_parent!=this)
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{
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printf("ERROR: RemoveChild(): Layer is not a child of this layer\n");
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return;
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}
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if(_hidecount==0 && layer->_visible && layer->_parent->_visible)
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{
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BRegion *reg=new BRegion(ConvertToParent(_visible));
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layer->_parent->_visible->Include(reg);
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delete reg;
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}
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// Take care of _parent
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layer->_parent=NULL;
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if(_topchild==layer)
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_topchild=layer->_lowersibling;
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if(_bottomchild==layer)
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_bottomchild=layer->_uppersibling;
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// Take care of siblings
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if(layer->_uppersibling!=NULL)
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layer->_uppersibling->_lowersibling=layer->_lowersibling;
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if(layer->_lowersibling!=NULL)
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layer->_lowersibling->_uppersibling=layer->_uppersibling;
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layer->_uppersibling=NULL;
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layer->_lowersibling=NULL;
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if(rebuild)
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RebuildRegions(true);
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}
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/*!
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\brief Removes the layer from its parent's child stack
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\param rebuild Flag to rebuild visibility regions
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*/
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void Layer::RemoveSelf(bool rebuild)
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{
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// A Layer removes itself from the tree (duh)
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if(_parent==NULL)
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{
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printf("ERROR: RemoveSelf(): Layer doesn't have a _parent\n");
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return;
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}
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Layer *p=_parent;
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_parent->RemoveChild(this);
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if(rebuild)
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p->RebuildRegions(true);
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}
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/*!
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\brief Finds the first child at a given point.
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\param pt Point to look for a child
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\param recursive Flag to look for the bottom-most child
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\return non-NULL if found, NULL if not
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Find out which child gets hit if we click at a certain spot. Returns NULL
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if there are no _visible children or if the click does not hit a child layer
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If recursive==true, then it will continue to call until it reaches a layer
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which has no children, i.e. a layer that is at the top of its 'branch' in
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the layer tree
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*/
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Layer *Layer::GetChildAt(BPoint pt, bool recursive)
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{
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Layer *child;
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if(recursive)
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{
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for(child=_bottomchild; child!=NULL; child=child->_uppersibling)
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{
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if(child->_bottomchild!=NULL)
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child->GetChildAt(pt,true);
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if(child->_hidecount>0)
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continue;
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if(child->_frame.Contains(pt))
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return child;
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}
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}
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else
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{
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for(child=_bottomchild; child!=NULL; child=child->_uppersibling)
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{
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if(child->_hidecount>0)
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continue;
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if(child->_frame.Contains(pt))
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return child;
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}
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}
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return NULL;
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}
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/*!
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\brief Returns the size of the layer
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\return the size of the layer
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*/
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BRect Layer::Bounds(void)
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{
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return _frame.OffsetToCopy(0,0);
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}
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/*!
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\brief Returns the layer's size and position in its parent coordinates
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\return The layer's size and position in its parent coordinates
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*/
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BRect Layer::Frame(void)
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{
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return _frame;
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}
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/*!
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\brief recursively deletes all children (and grandchildren, etc) of the layer
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This is mostly used for server shutdown or deleting a workspace
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*/
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void Layer::PruneTree(void)
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{
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Layer *lay,*nextlay;
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lay=_topchild;
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_topchild=NULL;
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||
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while(lay!=NULL)
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{
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if(lay->_topchild!=NULL)
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{
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||
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lay->PruneTree();
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||
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}
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||
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nextlay=lay->_lowersibling;
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lay->_lowersibling=NULL;
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||
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delete lay;
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lay=nextlay;
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}
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||
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// Man, this thing is short. Elegant, ain't it? :P
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||
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}
|
||
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|
||
/*!
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\brief Finds a layer based on its token ID
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||
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\return non-NULL if found, NULL if not
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||
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*/
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Layer *Layer::FindLayer(int32 token)
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{
|
||
// recursive search for a layer based on its view token
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|||
Layer *lay, *trylay;
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|||
|
|
|
||
|
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// Search child layers first
|
||
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for(lay=_topchild; lay!=NULL; lay=lay->_lowersibling)
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||
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{
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||
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if(lay->_view_token==token)
|
||
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return lay;
|
||
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}
|
||
|
|
|
||
|
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// Hmmm... not in this layer's children. Try lower descendants
|
||
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for(lay=_topchild; lay!=NULL; lay=lay->_lowersibling)
|
||
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{
|
||
|
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trylay=lay->FindLayer(token);
|
||
|
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if(trylay)
|
||
|
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return trylay;
|
||
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|
}
|
||
|
|
|
||
|
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// Well, we got this far in the function, so apparently there is no match to be found
|
||
return NULL;
|
|||
}
|
|||
|
|
|
||
/*!
|
|||
|
|
\brief Sets a region as invalid and, thus, needing to be drawn
|
||
|
|
\param The region to invalidate
|
||
|
|
|
||
|
|
All children of the layer also receive this call, so only 1 Invalidate call is
|
||
|
|
needed to set a section as invalid on the screen.
|
||
|
|
*/
|
||
void Layer::Invalidate(BRegion region)
|
|||
|
|
{
|
||
int32 i;
|
|||
BRect r;
|
|||
|
|
|
||
|
|
// See if the region intersects with our current area
|
||
|
|
if(region.Intersects(Bounds()) && _hidecount==0)
|
||
|
|
{
|
||
|
|
BRegion clippedreg(region);
|
||
|
|
clippedreg.IntersectWith(_visible);
|
||
|
|
if(clippedreg.CountRects()>0)
|
||
|
|
{
|
||
|
|
_is_dirty=true;
|
||
|
|
if(_invalid)
|
||
|
|
_invalid->Include(&clippedreg);
|
||
|
|
else
|
||
|
|
_invalid=new BRegion(clippedreg);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
BRegion *reg;
|
||
|
|
for(Layer *lay=_topchild;lay!=NULL; lay=lay->_lowersibling)
|
||
|
|
{
|
||
|
|
if(lay->_hidecount==0)
|
||
|
|
{
|
||
|
|
reg=new BRegion(lay->ConvertFromParent(®ion));
|
||
|
|
|
||
|
|
for(i=0;i<reg->CountRects();i++)
|
||
|
|
{
|
||
|
|
r=reg->RectAt(i);
|
||
|
|
if(_frame.Intersects(r))
|
||
|
|
lay->Invalidate(r);
|
||
|
|
}
|
||
|
|
|
||
|
|
delete reg;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Sets a rectangle as invalid and, thus, needing to be drawn
|
||
|
|
\param The rectangle to invalidate
|
||
|
|
|
||
|
|
All children of the layer also receive this call, so only 1 Invalidate call is
|
||
|
|
needed to set a section as invalid on the screen.
|
||
|
|
*/
|
||
void Layer::Invalidate(BRect rect)
|
|||
|
|
{
|
||
// Make our own section dirty and pass it on to any children, if necessary....
|
|||
// YES, WE ARE SHARING DIRT! Mudpies anyone? :D
|
|||
|
|
if(TestRectIntersection(Frame(),rect))
|
||
|
|
{
|
||
|
|
// Clip the rectangle to the _visible region of the layer
|
||
|
|
if(TestRegionIntersection(_visible,rect))
|
||
|
|
{
|
||
|
|
BRegion reg(*_visible);
|
||
|
|
IntersectRegionWith(®,rect);
|
||
|
|
if(reg.CountRects()>0)
|
||
|
|
{
|
||
|
|
_is_dirty=true;
|
||
|
|
if(_invalid)
|
||
|
|
_invalid->Include(®);
|
||
|
|
else
|
||
|
|
_invalid=new BRegion(reg);
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
}
|
||
|
|
}
|
||
|
|
for(Layer *lay=_topchild;lay!=NULL; lay=lay->_lowersibling)
|
||
|
|
lay->Invalidate(lay->ConvertFromParent(rect));
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Ask the layer's BView to draw itself
|
||
|
|
\param r The area that needs to be drawn
|
||
|
|
*/
|
||
void Layer::RequestDraw(const BRect &r)
|
|||
|
|
{
|
||
printf("Layer: %s: RequestDraw(%.1f,%.1f,%.1f,%.1f) - unimplemented\n",
|
|||
|
|
_name->String(),r.left,r.top,r.right,r.bottom);
|
||
|
|||
// TODO: Implement and fix
|
|||
|
|
/* if(_visible==NULL || _hidecount>0)
|
||
|
|
return;
|
||
|
|
|
||
|
|
if(_serverwin)
|
||
|
|
{
|
||
|
|
if(_invalid==NULL)
|
||
|
|
_invalid=new BRegion(*_visible);
|
||
|
|
_serverwin->RequestDraw(_invalid->Frame());
|
||
|
|
delete _invalid;
|
||
|
|
_invalid=NULL;
|
||
|
|
}
|
||
|
|
|
||
|
|
_is_dirty=false;
|
||
|
|
for(Layer *lay=_topchild; lay!=NULL; lay=lay->_lowersibling)
|
||
|
|
{
|
||
|
|
if(lay->IsDirty())
|
||
|
|
lay->RequestDraw();
|
||
|
|
}
|
||
|
|
*/
|
||
|
|
}
|
||
|
|
|
||
void Layer::RequestDraw(void)
|
|||
|
|
{
|
||
|
|
RequestDraw(Bounds());
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Determines whether the layer needs to be redrawn
|
||
|
|
\return True if the layer needs to be redrawn, false if not
|
||
|
|
*/
|
||
bool Layer::IsDirty(void) const
|
|||
|
|
{
|
||
|
|
return (!_invalid)?true:false;
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Forces a repaint if there are invalid areas
|
||
|
|
\param force_update Force an update. False by default.
|
||
|
|
*/
|
||
|
|
void Layer::UpdateIfNeeded(bool force_update)
|
||
|
|
{
|
||
|
|
if(IsHidden())
|
||
|
|
return;
|
||
|
|||
|
|
Layer *child;
|
||
|
|||
|
|
if(force_update)
|
||
|
|
{
|
||
|
|
if(_invalid)
|
||
|
|
RequestDraw(_invalid->Frame());
|
||
|
|
else
|
||
|
|
RequestDraw();
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
if(_invalid)
|
||
|
|
RequestDraw(_invalid->Frame());
|
||
|
|
}
|
||
|
|
|
||
|
|
for(child=_bottomchild; child!=NULL; child=child->_uppersibling)
|
||
|
|
child->UpdateIfNeeded(force_update);
|
||
|
|
_is_dirty=false;
|
||
|
|
}
|
||
|
|
|
||
|
|
/*!
|
||
|
|
\brief Marks the layer as needing a region rebuild if intersecting the given rect
|
||
|
|
\param rect The rectangle for checking to see if the layer needs to be rebuilt
|
||
|
|
*/
|
||
|
|
void Layer::MarkModified(BRect rect)
|
||
|
|
{
|
||
|
|
if(TestRectIntersection(Bounds(),rect))
|
||
|
|
_regions_invalid=true;
|
||
|
|
|
||
|
|
Layer *child;
|
||
|
|
for(child=_bottomchild; child!=NULL; child=child->_uppersibling)
|
||
|
|
child->MarkModified(rect.OffsetByCopy(-child->_frame.left,-child->_frame.top));
|
||
|
|
}
|
||
|
|
|
||
|
|
/*!
|
||
|
|
\brief Rebuilds the layer's regions and updates the screen as needed
|
||
|
|
\param force Force an update
|
||
|
|
*/
|
||
|
|
void Layer::UpdateRegions(bool force)
|
||
|
|
{
|
||
|
|
if(force)
|
||
|
|
{
|
||
|
|
RebuildRegions(true);
|
||
|
|
// MoveChildren();
|
||
|
|
// InvalidateNewAreas();
|
||
|
|
}
|
||
|
|
|
||
|
|
if( (_regions_invalid && (_parent==NULL) && _invalid) || force)
|
||
|
|
UpdateIfNeeded(force);
|
||
|
|
}
|
||
|
|
|
||
//! Show the layer. Operates just like the BView call with the same name
|
|||
void Layer::Show(void)
|
|||
|
|
{
|
||
if(_hidecount==0)
|
|||
return;
|
|||
|
|
|
||
|
|
_hidecount--;
|
||
|
|||
|
|
if(_hidecount>0)
|
||
|
|
return;
|
||
|
|
|
||
if( _parent ){
|
|||
|
|
BRegion *reg=new BRegion(ConvertToParent(_visible));
|
||
|
|
_parent->_visible->Exclude(reg);
|
||
|
|
delete reg;
|
||
|
|
_parent->_is_dirty=true;
|
||
|
|
}
|
||
_is_dirty=true;
|
|||
|
|||
|
|
if( _parent ){
|
||
|
|
Layer *sibling;
|
||
|
|
for (sibling=_parent->_bottomchild; sibling!=NULL; sibling=sibling->_uppersibling)
|
||
|
|
{
|
||
|
|
if(TestRectIntersection(sibling->_frame,_frame))
|
||
|
|
sibling->MarkModified(_frame.OffsetByCopy(-sibling->_frame.left,-sibling->_frame.top));
|
||
|
|
}
|
||
}
|
|||
|
|||
Layer *child;
|
|||
|
|
for(child=_topchild; child!=NULL; child=child->_lowersibling)
|
||
|
|
child->Show();
|
||
|
|||
if(_parent){
|
|||
_parent->RebuildRegions(true);
|
|||
_parent->UpdateIfNeeded();
|
|||
|
|
}
|
||
|
|||
UpdateIfNeeded();
|
|||
}
|
|||
|
|
|
||
//! Hide the layer. Operates just like the BView call with the same name
|
|||
void Layer::Hide(void)
|
|||
|
|
{
|
||
if(_hidecount==0)
|
|||
{
|
|||
|
|
BRegion *reg=new BRegion(ConvertToParent(_visible));
|
||
|
|
_parent->_visible->Include(reg);
|
||
|
|
delete reg;
|
||
|
|
_parent->_is_dirty=true;
|
||
|
|
_is_dirty=true;
|
||
|
|
}
|
||
|
|
_hidecount++;
|
||
|
|
|
||
|
|
Layer *child;
|
||
|
|
for(child=_topchild; child!=NULL; child=child->_lowersibling)
|
||
|
|
child->Hide();
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Determines whether the layer is hidden or not
|
||
|
|
\return true if hidden, false if not.
|
||
|
|
*/
|
||
|
|
bool Layer::IsHidden(void)
|
||
|
|
{
|
||
|
|
return (_hidecount==0)?false:true;
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Counts the number of children the layer has
|
||
|
|
\return the number of children the layer has, not including grandchildren
|
||
|
|
*/
|
||
uint32 Layer::CountChildren(void)
|
|||
|
|
{
|
||
uint32 i=0;
|
|||
Layer *lay=_topchild;
|
|||
|
|
while(lay!=NULL)
|
||
|
|
{
|
||
|
|
lay=lay->_lowersibling;
|
||
|
|
i++;
|
||
|
|
}
|
||
|
|
return i;
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Moves a layer in its parent coordinate space
|
||
|
|
\param x X offset
|
||
|
|
\param y Y offset
|
||
|
|
*/
|
||
void Layer::MoveBy(float x, float y)
|
|||
|
|
{
|
||
BRect oldframe(_frame);
|
|||
_frame.OffsetBy(x,y);
|
|||
|
|
|
||
|
|
if(_parent)
|
||
|
|
{
|
||
BRegion *i=new BRegion(oldframe);
|
|||
|
|
if(TestRectIntersection(oldframe,_frame))
|
||
|
|
i->Exclude(_frame);
|
||
|
|||
if(_parent->_invalid==NULL)
|
|||
_parent->_invalid=i;
|
|||
else
|
|||
{
|
|||
|
|
_parent->_invalid->Include(i);
|
||
|
|
delete i;
|
||
|
|
}
|
||
|
|
_parent->_is_dirty=true;
|
||
|
|||
|
|
// if _uppersibling is non-NULL, we have other layers which we may have been
|
||
|
|
// covering up. If we did cover up some siblings, they need to be redrawn
|
||
|
|
for(Layer *sib=_uppersibling;sib!=NULL;sib=sib->_uppersibling)
|
||
|
|
{
|
||
|
|
if(TestRectIntersection(oldframe,sib->_frame))
|
||
|
|
{
|
||
|
|
// The boundaries intersect on screen, so invalidate the area that
|
||
|
|
// was hidden
|
||
|
|
sib->Invalidate(oldframe & sib->_frame);
|
||
|
|
sib->_is_dirty=true;
|
||
|
|
}
|
||
|
|
}
|
||
}
|
|||
_is_dirty=true;
|
|||
}
|
|||
|
|
|
||
/*!
|
|||
|
|
\brief Resizes the layer.
|
||
|
|
\param x X offset
|
||
|
|
\param y Y offset
|
||
|
|
|
||
|
|
This resizes the layer itself and resizes any children based on their resize
|
||
|
|
flags.
|
||
|
|
*/
|
||
void Layer::ResizeBy(float x, float y)
|
|||
|
|
{
|
||
// TODO: Implement and test child resizing based on flags
|
|||
|
|
|
||
|
|
BRect oldframe=_frame;
|
||
_frame.right+=x;
|
|||
|
|
_frame.bottom+=y;
|
||
|
|
|
||
|
|
// for(Layer *lay=_topchild; lay!=NULL; lay=lay->_lowersibling)
|
||
|
|
// lay->ResizeBy(x,y);
|
||
|
|||
|
|
if(_parent)
|
||
|
|
_parent->RebuildRegions(true);
|
||
|
|
else
|
||
|
|
RebuildRegions(true);
|
||
if(x<0 || y<0)
|
|||
|
|
_parent->Invalidate(oldframe);
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
\brief Rebuilds visibility regions for child layers
|
|||
\param include_children Flag to rebuild all children and subchildren
|
|||
|
|
*/
|
||
void Layer::RebuildRegions(bool include_children)
|
|||
{
|
|||
// Algorithm:
|
|||
|
|
// 1) Reset child visibility regions to completely visible
|
||
|
|
// 2) Clip each child to visible region of this layer
|
||
|
|
// 3) Clip each child to its siblings, going front to back
|
||
|
|
// 4) Remove the visible regions of the children from the current one
|
||
|
|
|
||
|
|
// Reset children to fully visible and clip to this layer's visible region
|
||
for(Layer *childlay=_topchild; childlay!=NULL; childlay=childlay->_lowersibling)
|
|||
|
|
{
|
||
childlay->_visible->MakeEmpty();
|
|||
|
|
childlay->_visible->Include(childlay->_full);
|
||
|
|
|
||
if(childlay->_visible && childlay->_hidecount==0)
|
|||
childlay->_visible->IntersectWith(_visible);
|
|||
|
|
|
||
}
|
|||
|
|
|
||
// This region is the common clipping region used when clipping children to their
|
|||
|
|
// siblings. We will use this because of efficiency - it is gradually built by
|
||
|
|
// first clipping a child to the region if the region is not empty and then
|
||
|
|
// adding the child's resulting footprint to the clipping region. Once all the
|
||
|
|
// children have been clipped, then the resulting region will allow for one call
|
||
|
|
// to remove the footprints of all the children from the layer's visible region.
|
||
|
|
BRegion clipregion;
|
||
|
|
clipregion.MakeEmpty();
|
||
|
|
|
||
|
|
// Clip children to siblings which are closer to the front
|
||
|
|
for(Layer *siblay=_bottomchild; siblay!=NULL; siblay=siblay->_uppersibling)
|
||
{
|
|||
if( clipregion.CountRects()>0 &&
|
|||
|
|
TestRectIntersection(siblay->Frame(),clipregion.Frame()) &&
|
||
|
|
siblay->_visible &&
|
||
|
|
siblay->_hidecount==0 )
|
||
{
|
|||
siblay->_visible->Exclude(&clipregion);
|
|||
}
|
|||
clipregion.Include(siblay->_visible);
|
|||
}
|
|||
|
|||
|
|
// Rebuild the regions for subchildren if we're supposed to
|
||
if(include_children)
|
|||
|
|
{
|
||
|
|
for(Layer *lay=_topchild; lay!=NULL; lay=lay->_lowersibling)
|
||
|
|
{
|
||
|
|
if(lay->_topchild)
|
||
|
|
lay->RebuildRegions(true);
|
||
|
|
}
|
||
|
|
}
|
||
_regions_invalid=false;
|
|||
}
|
|||
|
|
|
||
//! Prints all relevant layer data to stdout
|
|||
void Layer::PrintToStream(void)
|
|||
|
|
{
|
||
|
|
printf("-----------\nLayer %s\n",_name->String());
|
||
|
|
if(_parent)
|
||
|
|
printf("Parent: %s (%p)\n",_parent->_name->String(), _parent);
|
||
|
|
else
|
||
|
|
printf("Parent: NULL\n");
|
||
|
|
if(_uppersibling)
|
||
|
|
printf("Upper sibling: %s (%p)\n",_uppersibling->_name->String(), _uppersibling);
|
||
|
|
else
|
||
|
|
printf("Upper sibling: NULL\n");
|
||
|
|
if(_lowersibling)
|
||
|
|
printf("Lower sibling: %s (%p)\n",_lowersibling->_name->String(), _lowersibling);
|
||
|
|
else
|
||
|
|
printf("Lower sibling: NULL\n");
|
||
|
|
if(_topchild)
|
||
|
|
printf("Top child: %s (%p)\n",_topchild->_name->String(), _topchild);
|
||
|
|
else
|
||
|
|
printf("Top child: NULL\n");
|
||
|
|
if(_bottomchild)
|
||
|
|
printf("Bottom child: %s (%p)\n",_bottomchild->_name->String(), _bottomchild);
|
||
|
|
else
|
||
|
|
printf("Bottom child: NULL\n");
|
||
|
|
printf("Frame: "); _frame.PrintToStream();
|
||
|
|
printf("Token: %ld\nLevel: %ld\n",_view_token, _level);
|
||
|
|
printf("Hide count: %u\n",_hidecount);
|
||
|
|
if(_invalid)
|
||
|
|
{
|
||
|
|
printf("Invalid Areas: "); _invalid->PrintToStream();
|
||
|
|
}
|
||
|
|
else
|
||
|
|
printf("Invalid Areas: NULL\n");
|
||
|
|
if(_visible)
|
||
|
|
{
|
||
|
|
printf("Visible Areas: "); _visible->PrintToStream();
|
||
|
|
}
|
||
|
|
else
|
||
|
|
printf("Visible Areas: NULL\n");
|
||
|
|
printf("Is updating = %s\n",(_is_updating)?"yes":"no");
|
||
|
|
}
|
||
|
|
|
||
//! Prints hierarchy data to stdout
|
|||
void Layer::PrintNode(void)
|
|||
|
|
{
|
||
|
|
printf("-----------\nLayer %s\n",_name->String());
|
||
|
|
if(_parent)
|
||
|
|
printf("Parent: %s (%p)\n",_parent->_name->String(), _parent);
|
||
|
|
else
|
||
|
|
printf("Parent: NULL\n");
|
||
|
|
if(_uppersibling)
|
||
|
|
printf("Upper sibling: %s (%p)\n",_uppersibling->_name->String(), _uppersibling);
|
||
|
|
else
|
||
|
|
printf("Upper sibling: NULL\n");
|
||
|
|
if(_lowersibling)
|
||
|
|
printf("Lower sibling: %s (%p)\n",_lowersibling->_name->String(), _lowersibling);
|
||
|
|
else
|
||
|
|
printf("Lower sibling: NULL\n");
|
||
|
|
if(_topchild)
|
||
|
|
printf("Top child: %s (%p)\n",_topchild->_name->String(), _topchild);
|
||
|
|
else
|
||
|
|
printf("Top child: NULL\n");
|
||
|
|
if(_bottomchild)
|
||
|
|
printf("Bottom child: %s (%p)\n",_bottomchild->_name->String(), _bottomchild);
|
||
|
|
else
|
||
|
|
printf("Bottom child: NULL\n");
|
||
|
|
if(_visible)
|
||
|
|
{
|
||
|
|
printf("Visible Areas: "); _visible->PrintToStream();
|
||
|
|
}
|
||
|
|
else
|
||
|
|
printf("Visible Areas: NULL\n");
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Converts the rectangle to the layer's parent coordinates
|
||
|
|
\param the rectangle to convert
|
||
|
|
\return the converted rectangle
|
||
|
|
*/
|
||
BRect Layer::ConvertToParent(BRect rect)
|
|||
|
|
{
|
||
|
|
return (rect.OffsetByCopy(_frame.LeftTop()));
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Converts the region to the layer's parent coordinates
|
||
|
|
\param the region to convert
|
||
|
|
\return the converted region
|
||
|
|
*/
|
||
BRegion Layer::ConvertToParent(BRegion *reg)
|
|||
|
|
{
|
||
|
|
BRegion newreg;
|
||
|
|
for(int32 i=0; i<reg->CountRects();i++)
|
||
|
|
newreg.Include(ConvertToParent(reg->RectAt(i)));
|
||
|
|
return BRegion(newreg);
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Converts the rectangle from the layer's parent coordinates
|
||
|
|
\param the rectangle to convert
|
||
|
|
\return the converted rectangle
|
||
|
|
*/
|
||
BRect Layer::ConvertFromParent(BRect rect)
|
|||
|
|
{
|
||
|
|
return (rect.OffsetByCopy(_frame.left*-1,_frame.top*-1));
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Converts the region from the layer's parent coordinates
|
||
|
|
\param the region to convert
|
||
|
|
\return the converted region
|
||
|
|
*/
|
||
BRegion Layer::ConvertFromParent(BRegion *reg)
|
|||
|
|
{
|
||
|
|
BRegion newreg;
|
||
|
|
for(int32 i=0; i<reg->CountRects();i++)
|
||
|
|
newreg.Include(ConvertFromParent(reg->RectAt(i)));
|
||
|
|
return BRegion(newreg);
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Converts the region to screen coordinates
|
||
|
|
\param the region to convert
|
||
|
|
\return the converted region
|
||
|
|
*/
|
||
BRegion Layer::ConvertToTop(BRegion *reg)
|
|||
|
|
{
|
||
|
|
BRegion newreg;
|
||
|
|
for(int32 i=0; i<reg->CountRects();i++)
|
||
|
|
newreg.Include(ConvertToTop(reg->RectAt(i)));
|
||
|
|
return BRegion(newreg);
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Converts the rectangle to screen coordinates
|
||
|
|
\param the rectangle to convert
|
||
|
|
\return the converted rectangle
|
||
|
|
*/
|
||
BRect Layer::ConvertToTop(BRect rect)
|
|||
|
|
{
|
||
|
|
if (_parent!=NULL)
|
||
|
|
return(_parent->ConvertToTop(rect.OffsetByCopy(_frame.LeftTop())) );
|
||
|
|
else
|
||
|
|
return(rect);
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Converts the region from screen coordinates
|
||
|
|
\param the region to convert
|
||
|
|
\return the converted region
|
||
|
|
*/
|
||
BRegion Layer::ConvertFromTop(BRegion *reg)
|
|||
|
|
{
|
||
|
|
BRegion newreg;
|
||
|
|
for(int32 i=0; i<reg->CountRects();i++)
|
||
|
|
newreg.Include(ConvertFromTop(reg->RectAt(i)));
|
||
|
|
return BRegion(newreg);
|
||
|
|
}
|
||
|
|
|
||
/*!
|
|||
|
|
\brief Converts the rectangle from screen coordinates
|
||
|
|
\param the rectangle to convert
|
||
|
|
\return the converted rectangle
|
||
|
|
*/
|
||
BRect Layer::ConvertFromTop(BRect rect)
|
|||
|
|
{
|
||
|
|
if (_parent!=NULL)
|
||
|
|
return(_parent->ConvertFromTop(rect.OffsetByCopy(_frame.LeftTop().x*-1,
|
||
|
|
_frame.LeftTop().y*-1)) );
|
||
|
|
else
|
||
|
|
return(rect);
|
||
|
|
}
|
||
|
|||
/*!
|
|||
|
|
\brief Makes the layer the backmost layer belonging to its parent
|
||
|
|
|
||
|
|
This function will do nothing if the Layer has no parent or no siblings. Region
|
||
|
|
rebuilding is not performed.
|
||
|
|
*/
|
||
void Layer::MakeTopChild(void)
|
|||
|
|
{
|
||
// Handle redundant and pointless cases
|
|||
|
|
if(!_parent || (!_uppersibling && !_lowersibling) || _parent->_topchild==this)
|
||
|
|
return;
|
||
|
|
|
||
|
|
// Pull ourselves out of the layer tree
|
||
|
|
if(_uppersibling)
|
||
|
|
_uppersibling->_lowersibling=_lowersibling;
|
||
|
|
|
||
|
|
if(_lowersibling)
|
||
|
|
_lowersibling->_uppersibling=_uppersibling;
|
||
|
|
|
||
|
|
// Set this layer's upper/lower sib pointers to appropriate values
|
||
|
|
_uppersibling=NULL;
|
||
|
|
_lowersibling=_parent->_topchild;
|
||
|
|
|
||
|
|
// move former top child down a layer
|
||
|
|
_lowersibling->_uppersibling=this;
|
||
|
|
_parent->_topchild=this;
|
||
}
|
|||
|
|
|
||
/*!
|
|||
|
|
\brief Makes the layer the frontmost layer belonging to its parent
|
||
|
|
|
||
|
|
This function will do nothing if the Layer has no parent or no siblings. Region
|
||
|
|
rebuilding is not performed.
|
||
|
|
*/
|
||
void Layer::MakeBottomChild(void)
|
|||
|
|
{
|
||
// Handle redundant and pointless cases
|
|||
|
|
if(!_parent || (!_uppersibling && !_lowersibling) || _parent->_bottomchild==this)
|
||
|
|
return;
|
||
|
|
|
||
|
|
// Pull ourselves out of the layer tree
|
||
|
|
if(_uppersibling)
|
||
|
|
_uppersibling->_lowersibling=_lowersibling;
|
||
|
|
|
||
|
|
if(_lowersibling)
|
||
|
|
_lowersibling->_uppersibling=_uppersibling;
|
||
|
|
|
||
|
|
// Set this layer's upper/lower sib pointers to appropriate values
|
||
|
|
_uppersibling=_parent->_bottomchild;
|
||
|
|
_lowersibling=NULL;
|
||
|
|
|
||
|
|
// move former bottom child up a layer
|
||
|
|
_uppersibling->_lowersibling=this;
|
||
|
|
_parent->_bottomchild=this;
|
||
|
|
|
||
}
|