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haiku-beta6/src/servers/app/WindowLayer.cpp
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/*
* Copyright (c) 2001-2005, Haiku, Inc.
* Distributed under the terms of the MIT license.
*
* Author: DarkWyrm <[email protected]>
* Adi Oanca <[email protected]>
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* Stephan Aßmus <[email protected]>
*/
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#include <DirectWindow.h>
#include <Locker.h>
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#include <Region.h>
#include <String.h>
#include <View.h> // for mouse button defines
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#include <Debug.h>
#include <WindowPrivate.h>
#include "DebugInfoManager.h"
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#include "Decorator.h"
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#include "DecorManager.h"
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#include "Desktop.h"
#include "MessagePrivate.h"
#include "PortLink.h"
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#include "RootLayer.h"
#include "ServerApp.h"
#include "ServerWindow.h"
#include "WindowLayer.h"
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#include "Workspace.h"
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// Toggle debug output
//#define DEBUG_WINBORDER
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//#define DEBUG_WINBORDER_CLICK
#ifdef DEBUG_WINBORDER
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# include <stdio.h>
# define STRACE(x) printf x
#else
# define STRACE(x) ;
#endif
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#ifdef DEBUG_WINBORDER_CLICK
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# include <stdio.h>
# define STRACE_CLICK(x) printf x
#else
# define STRACE_CLICK(x) ;
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#endif
WindowLayer::WindowLayer(const BRect &frame,
const char *name,
const uint32 look,
const uint32 feel,
const uint32 flags,
const uint32 workspaces,
ServerWindow *window,
DrawingEngine *driver)
: Layer(frame, name, B_NULL_TOKEN, B_FOLLOW_NONE, 0UL, driver),
fDecorator(NULL),
fTopLayer(NULL),
fCumulativeRegion(),
fInUpdateRegion(),
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fDecRegion(),
fRebuildDecRegion(true),
fMouseButtons(0),
fLastMousePosition(-1.0, -1.0),
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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),
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fMaxHeight(32768.0)
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{
// unlike BViews, windows start off as hidden
fHidden = true;
fWindow = window;
fFlags = B_WILL_DRAW | B_FULL_UPDATE_ON_RESIZE;
QuietlySetFeel(feel);
if (fFeel != B_NO_BORDER_WINDOW_LOOK) {
fDecorator = gDecorManager.AllocateDecorator(window->App()->GetDesktop(), frame,
name, fLook, fFeel, fWindowFlags);
if (fDecorator)
fDecorator->GetSizeLimits(&fMinWidth, &fMinHeight, &fMaxWidth, &fMaxHeight);
}
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// 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;
if (window->App()->GetDesktop()->ScreenAt(0)) {
window->App()->GetDesktop()->ScreenAt(0)->GetMode(width, height, colorSpace, frequency);
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// TODO: MOVE THIS AWAY!!! RemoveBy contains calls to virtual methods! Also, there is not TopLayer()!
WindowLayer::ResizeBy(width - frame.Width(), height - frame.Height());
}
}
STRACE(("WindowLayer %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"));
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}
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WindowLayer::~WindowLayer()
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{
STRACE(("WindowLayer(%s)::~WindowLayer()\n", Name()));
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delete fDecorator;
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}
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//! redraws a certain section of the window border
void
WindowLayer::Draw(const BRect& updateRect)
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{
#ifdef DEBUG_WINBORDER
printf("WindowLayer(%s)::Draw() : ", Name());
r.PrintToStream();
#endif
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// if we have a visible region, it is decorator's one.
if (fDecorator) {
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fDecorator->SetFocus(GetRootLayer()->Focus() == this);
fDecorator->Draw(updateRect);
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}
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}
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//! Moves the winborder with redraw
void
WindowLayer::MoveBy(float x, float y)
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{
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if (x == 0.0f && y == 0.0f)
return;
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// lock here because we play with some regions
if (GetRootLayer()) {
// TODO: MoveBy and ResizeBy() are usually called
// from the rootlayer's thread. HandleDirectConnection() could
// block the calling thread for ~3 seconds in the worst case,
// and while it would be acceptable if called from the
// ServerWindow's thread (only the window would be blocked), in this case
// it's not, as also the mouse movement is driven by rootlayer.
// Find some way to call DirectConnected() from the ServerWindow's thread,
// by sending a message from here or whatever.
// (Tested with BeSnes9x and works fine, though)
Window()->HandleDirectConnection(B_DIRECT_STOP);
if (GetRootLayer()->Lock()) {
fDecRegion.OffsetBy(x, y);
fCumulativeRegion.OffsetBy(x, y);
fInUpdateRegion.OffsetBy(x, y);
if (fDecorator)
fDecorator->MoveBy(x, y);
Layer::MoveBy(x, y);
GetRootLayer()->Unlock();
}
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Window()->HandleDirectConnection(B_DIRECT_START | B_BUFFER_MOVED);
} else {
// just offset to the new position
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if (fDecorator)
fDecorator->MoveBy(x, y);
Layer::MoveBy(x, y);
}
// 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());
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Window()->SendMessageToClient(&msg);
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}
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void
WindowLayer::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)
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return;
// this method can be called from a ServerWindow thread or from a RootLayer one,
// so lock
if (GetRootLayer()) {
Window()->HandleDirectConnection(B_DIRECT_STOP);
if (GetRootLayer()->Lock()) {
fRebuildDecRegion = true;
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if (fDecorator)
fDecorator->ResizeBy(x, y);
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Layer::ResizeBy(x, y);
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GetRootLayer()->Unlock();
}
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Window()->HandleDirectConnection(B_DIRECT_START | B_BUFFER_RESIZED);
} else {
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if (fDecorator)
fDecorator->ResizeBy(x, y);
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Layer::ResizeBy(x, y);
}
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// send a message to the client informing about the changed size
BRect frame(Frame());
BMessage msg(B_WINDOW_RESIZED);
msg.AddInt64("when", system_time());
msg.AddInt32("width", frame.IntegerWidth());
msg.AddInt32("height", frame.IntegerHeight());
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Window()->SendMessageToClient(&msg);
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}
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void
WindowLayer::SetName(const char* name)
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{
Layer::SetName(name);
// rebuild the clipping for the title area
// and redraw it.
if (fDecorator) {
BRegion updateRegion;
fDecorator->SetTitle(name, &updateRegion);
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fRebuildDecRegion = true;
GetRootLayer()->MarkForRebuild(updateRegion);
GetRootLayer()->TriggerRebuild();
GetRootLayer()->MarkForRedraw(updateRegion);
GetRootLayer()->TriggerRedraw();
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}
}
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void
WindowLayer::UpdateStart()
{
// During updates we only want to draw what's in the update region
fInUpdate = true;
fRequestSent = false;
}
void
WindowLayer::UpdateEnd()
{
// The usual case. Drawing is permitted in the whole visible area.
fInUpdate = false;
fInUpdateRegion.MakeEmpty();
if (fCumulativeRegion.CountRects() > 0) {
GetRootLayer()->MarkForRedraw(fCumulativeRegion);
GetRootLayer()->TriggerRedraw();
}
}
void
WindowLayer::EnableUpdateRequests()
{
fUpdateRequestsEnabled = true;
if (fCumulativeRegion.CountRects() > 0) {
GetRootLayer()->MarkForRedraw(fCumulativeRegion);
GetRootLayer()->TriggerRedraw();
}
}
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//! Sets the minimum and maximum sizes of the window
void
WindowLayer::SetSizeLimits(float minWidth, float maxWidth,
float minHeight, float maxHeight)
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{
if (minWidth < 0)
minWidth = 0;
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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
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// 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
WindowLayer::GetSizeLimits(float* minWidth, float* maxWidth,
float* minHeight, float* maxHeight) const
{
*minWidth = fMinWidth;
*maxWidth = fMaxWidth;
*minHeight = fMinHeight;
*maxHeight = fMaxHeight;
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}
void
WindowLayer::MouseDown(BMessage *msg, BPoint where)
{
// default action is to drag the WindowLayer
Layer *target = LayerAt(where);
if (target == this) {
// clicking WindowLayer visible area
click_type action = DEC_DRAG;
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()->SetMouseEventLayer(this);
GetRootLayer()->SetActive(this);
}
} else if (target != NULL) {
// clicking a simple Layer.
if (GetRootLayer()->ActiveWorkspace()->Active() != this) {
DesktopSettings desktopSettings(GetRootLayer()->GetDesktop());
// not in FFM mode?
if (desktopSettings.MouseMode() == B_NORMAL_MOUSE)
GetRootLayer()->SetActive(this);
if ((WindowFlags() & B_WILL_ACCEPT_FIRST_CLICK) == 0)
return;
}
msg->AddInt32("_view_token", target->ViewToken());
target->MouseDown(msg, where);
}
}
void
WindowLayer::MouseUp(BMessage *msg, BPoint where)
{
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;
Layer* target = LayerAt(where);
if (target != NULL && target != this) {
msg->AddInt32("_view_token", target->ViewToken());
target->MouseUp(msg, where);
}
}
void
WindowLayer::MouseMoved(BMessage *msg, BPoint 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;
MoveBy(delta.x, delta.y);
}
if (fIsResizing) {
BPoint delta = where - fLastMousePosition;
ResizeBy(delta.x, delta.y);
}
if (fIsSlidingTab) {
// TODO: implement
}
fLastMousePosition = where;
// change focus in FFM mode
DesktopSettings desktopSettings(GetRootLayer()->GetDesktop());
// TODO: Focus should be a RootLayer option/feature, NOT a Workspace one!!!
WindowLayer* exFocus = GetRootLayer()->Focus();
if (desktopSettings.MouseMode() != B_NORMAL_MOUSE && exFocus != this) {
GetRootLayer()->ActiveWorkspace()->AttemptToSetFocus(this);
// Workspace::SetFocus() *attempts* to set a new focus WindowLayer, it may not succeed
// if (exFocus != Focus()) {
// TODO: invalidate border area and send message to client for the widgets to light up
// What message? Is there a message on Focus change?
// }
}
Layer* target = LayerAt(where);
if (target != NULL && target != this) {
msg->AddInt32("_view_token", target->ViewToken());
target->MouseMoved(msg, where);
}
}
void
WindowLayer::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);
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Window()->SendMessageToClient(&activatedMsg);
}
void
WindowLayer::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);
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Window()->SendMessageToClient(&changedMsg);
}
void
WindowLayer::Activated(bool active)
{
BMessage msg(B_WINDOW_ACTIVATED);
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msg.AddBool("active", active);
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Window()->SendMessageToClient(&msg);
}
void
WindowLayer::SetTabLocation(float location)
{
if (fDecorator)
fDecorator->SetTabLocation(location);
}
float
WindowLayer::TabLocation() const
{
if (fDecorator)
return fDecorator->TabLocation();
return 0.0;
}
//! Sets the decorator focus to active or inactive colors
void
WindowLayer::HighlightDecorator(bool active)
{
STRACE(("Decorator->Highlight\n"));
if (fDecorator)
fDecorator->SetFocus(active);
}
void
WindowLayer::UpdateColors()
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{
// Unimplemented. Hook function for handling when system GUI colors change
STRACE(("WindowLayer %s: UpdateColors unimplemented\n", Name()));
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}
void
WindowLayer::UpdateDecorator()
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{
// Unimplemented. Hook function for handling when the system decorator changes
STRACE(("WindowLayer %s: UpdateDecorator unimplemented\n", Name()));
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}
void
WindowLayer::UpdateFont()
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{
// Unimplemented. Hook function for handling when a system font changes
STRACE(("WindowLayer %s: UpdateFont unimplemented\n", Name()));
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}
void
WindowLayer::UpdateScreen()
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{
// Unimplemented. Hook function for handling when the screen resolution changes
STRACE(("WindowLayer %s: UpdateScreen unimplemented\n", Name()));
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}
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void
WindowLayer::QuietlySetFeel(int32 feel)
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{
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fFeel = feel;
switch (fFeel) {
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case B_FLOATING_SUBSET_WINDOW_FEEL:
case B_FLOATING_APP_WINDOW_FEEL:
fLevel = B_FLOATING_APP;
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break;
case B_MODAL_SUBSET_WINDOW_FEEL:
case B_MODAL_APP_WINDOW_FEEL:
fLevel = B_MODAL_APP;
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break;
case B_NORMAL_WINDOW_FEEL:
fLevel = B_NORMAL;
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break;
case B_FLOATING_ALL_WINDOW_FEEL:
fLevel = B_FLOATING_ALL;
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break;
case B_MODAL_ALL_WINDOW_FEEL:
fLevel = B_MODAL_ALL;
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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
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case B_SYSTEM_LAST:
case kDesktopWindowFeel:
fLevel = B_SYSTEM_LAST;
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break;
case B_SYSTEM_FIRST:
fLevel = B_SYSTEM_FIRST;
break;
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default:
fLevel = B_NORMAL;
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}
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// floating and modal windows must appear in every workspace where
// their main window is present. Thus their fWorkspaces will be set to
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// '0x0' and they will be made visible when needed.
switch (fFeel) {
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case B_MODAL_APP_WINDOW_FEEL:
break;
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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;
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}
}
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click_type
WindowLayer::_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);
if (fDecorator)
return fDecorator->Clicked(where, buttons, modifiers);
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return DEC_NONE;
}
void
WindowLayer::set_decorator_region(BRect bounds)
{
fRebuildDecRegion = false;
if (fDecorator) {
fDecRegion.MakeEmpty();
fDecorator->GetFootprint(&fDecRegion);
}
}
void
WindowLayer::_ReserveRegions(BRegion &reg)
{
BRegion reserve(reg);
reserve.IntersectWith(&fDecRegion);
fVisible.Include(&reserve);
reg.Exclude(&reserve);
}
void
WindowLayer::GetOnScreenRegion(BRegion& region)
{
if (fRebuildDecRegion)
set_decorator_region(Bounds());
BRect frame(Bounds());
ConvertToScreen(&frame);
region.Set(frame);
region.Include(&fDecRegion);
BRegion screenRegion(GetRootLayer()->Bounds());
region.IntersectWith(&screenRegion);
}
void
WindowLayer::RequestClientRedraw(const BRegion &invalid)
{
BRegion updateReg(fTopLayer->FullVisible());
updateReg.IntersectWith(&invalid);
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if (updateReg.CountRects() == 0)
return;
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fCumulativeRegion.Include(&updateReg);
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if (fUpdateRequestsEnabled && !InUpdate() && !fRequestSent) {
fInUpdateRegion = fCumulativeRegion;
fRequestSent = true; // this is here to avoid a possible de-synchronization
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BRect rect(fInUpdateRegion.Frame());
ConvertFromScreen(&rect);
BMessage msg(_UPDATE_);
msg.AddRect("_rect", rect);
msg.AddRect("debug_rect", fInUpdateRegion.Frame());
if (Window()->SendMessageToClient(&msg) == B_OK) {
fCumulativeRegion.MakeEmpty();
} else {
fRequestSent = false;
fInUpdateRegion.MakeEmpty();
}
}
}
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void
WindowLayer::SetTopLayer(Layer* layer)
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{
if (fTopLayer != NULL) {
RemoveChild(fTopLayer);
fTopLayer->SetAsTopLayer(false);
}
fTopLayer = layer;
if (layer != NULL) {
AddChild(fTopLayer, Window());
fTopLayer->SetAsTopLayer(true);
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}
}