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haiku-beta6/src/servers/app/server/WinBorder.cpp
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//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, OpenBeOS
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: WinBorder.cpp
// Author: DarkWyrm <[email protected]>
// Description: Layer subclass which handles window management
//
//------------------------------------------------------------------------------
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#include <Region.h>
#include <String.h>
#include <Locker.h>
#include <Region.h>
#include <Debug.h>
#include <TokenSpace.h>
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#include "View.h" // for mouse button defines
#include "ServerWindow.h"
#include "Decorator.h"
#include "DisplayDriver.h"
#include "Desktop.h"
#include "WinBorder.h"
#include "AppServer.h" // for new_decorator()
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#include "TokenHandler.h"
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// TODO: Document this file completely
// Toggle general function call output
//#define DEBUG_WINBORDER
// toggle
//#define DEBUG_WINBORDER_MOUSE
//#define DEBUG_WINBORDER_CLICK
#ifdef DEBUG_WINBORDER
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# include <stdio.h>
# define STRACE(x) printf x
#else
# define STRACE(x) ;
#endif
#ifdef DEBUG_WINBORDER_MOUSE
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# include <stdio.h>
# define STRACE_MOUSE(x) printf x
#else
# define STRACE_MOUSE(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
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namespace winborder_private
{
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bool is_moving_window = false;
bool is_resizing_window = false;
bool is_sliding_tab = false;
WinBorder *active_winborder = NULL;
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};
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//! TokenHandler object used to provide IDs for all WinBorder objects
TokenHandler border_token_handler;
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extern ServerWindow *active_serverwindow;
bool is_moving_window(void) { return winborder_private::is_moving_window; }
void set_is_moving_window(bool state) { winborder_private::is_moving_window=state; }
bool is_resizing_window(void) { return winborder_private::is_resizing_window; }
void set_is_resizing_window(bool state) { winborder_private::is_resizing_window=state; }
bool is_sliding_tab(void) { return winborder_private::is_sliding_tab; }
void set_is_sliding_tab(bool state) { winborder_private::is_sliding_tab=state; }
void set_active_winborder(WinBorder *win) { winborder_private::active_winborder=win; }
WinBorder* get_active_winborder(void) { return winborder_private::active_winborder; }
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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)
: Layer(r, name, B_NULL_TOKEN, B_FOLLOW_NONE, flags, win)
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{
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// unlike BViews, windows start off as hidden, so we need to tweak the hidecount
// assignment made by Layer().
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_hidden = true;
_mbuttons = 0;
_kmodifiers = 0;
_win = win;
_update = false;
_hresizewin = false;
_vresizewin = false;
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_mousepos.Set(0,0);
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_decorator = NULL;
if (feel == B_NO_BORDER_WINDOW_LOOK){
_full = _win->top_layer->_full;
fDecFull = NULL;
fDecFullVisible = NULL;
fDecVisible = NULL;
}
else{
_decorator = new_decorator(r, name, look, feel, flags, fDriver);
fDecFull = new BRegion();
fDecVisible = new BRegion();
fDecFullVisible = fDecVisible;
_decorator->GetFootprint( fDecFull );
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// our full region is the union between decorator's region and top_layer's region
_full = _win->top_layer->_full;
_full.Include( fDecFull );
}
// get a token
_view_token = border_token_handler.GetToken();
STRACE(("WinBorder %s:\n",_title->String()));
STRACE(("\tFrame: (%.1f,%.1f,%.1f,%.1f)\n",r.left,r.top,r.right,r.bottom));
STRACE(("\tWindow %s\n",win?win->Title():"NULL"));
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}
WinBorder::~WinBorder(void)
{
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STRACE(("WinBorder %s:~WinBorder()\n",_title->String()));
if (_decorator) {
delete _decorator;
_decorator = NULL;
delete fDecFull;
fDecFull = NULL;
delete fDecFullVisible; // NOTE: fDecFullVisible == fDecVisible
fDecFullVisible = NULL;
fDecVisible = NULL;
}
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}
void WinBorder::MouseDown(int8 *buffer)
{
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// Buffer data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - modifier keys down
// 5) int32 - buttons down
// 6) int32 - clicks
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int8 *index = buffer; index+=sizeof(int64);
float x = *((float*)index); index+=sizeof(float);
float y = *((float*)index); index+=sizeof(float);
int32 modifiers = *((int32*)index); index+=sizeof(int32);
int32 buttons = *((int32*)index);
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BPoint pt(x,y);
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// user clicked on decorator
if (fDecFullVisible->Contains(pt)){
click_type click;
click = _decorator->Clicked(pt, buttons, modifiers);
switch(click){
case CLICK_MOVETOBACK:
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{
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STRACE_CLICK(("Click: MoveToBack\n"));
MoveToBack();
break;
}
case CLICK_MOVETOFRONT:
{
STRACE_CLICK(("Click: MoveToFront\n"));
MoveToFront();
break;
}
case CLICK_CLOSE:
{
STRACE_CLICK(("Click: Close\n"));
RemoveSelf();
break;
}
case CLICK_ZOOM:
{
STRACE_CLICK(("Click: Zoom\n"));
// TODO: implement
// if (actual_coods != max_zoom_coords)
// MoveBy(X, Y);
// ResizeBy(X, Y);
break;
}
case CLICK_MINIMIZE:
{
STRACE_CLICK(("Click: Minimize\n"));
if ( !IsHidden() ){
Hide();
}
break;
}
case CLICK_DRAG:
{
STRACE_CLICK(("Click: Drag\n"));
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set_is_moving_window(true);
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break;
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}
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case CLICK_SLIDETAB:
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{
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STRACE_CLICK(("Click: Slide Tab\n"));
set_is_sliding_tab(true);
break;
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}
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case CLICK_RESIZE:
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{
STRACE_CLICK(("Click: Resize\n"));
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set_is_resizing_window(true);
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break;
}
case CLICK_NONE:
default:
{
break;
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}
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}
}
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// user clicked in window's area
else{
/*
TODO: implement!!!
NOTE: send that message to BViews registered for receiving mouse&keyboard events.
SendMouseMessage( B_MOUSE_DOWN );
*/
}
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}
void WinBorder::MouseMoved(int8 *buffer)
{
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// Buffer data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - buttons down
int8 *index=buffer; index+=sizeof(int64);
float x=*((float*)index); index+=sizeof(float);
float y=*((float*)index); index+=sizeof(float);
int32 buttons=*((int32*)index);
BPoint pt(x,y);
click_type click=_decorator->Clicked(pt, _mbuttons, _kmodifiers);
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if(click!=CLICK_CLOSE && _decorator->GetClose())
{
_decorator->SetClose(false);
_decorator->Draw();
}
if(click!=CLICK_ZOOM && _decorator->GetZoom())
{
_decorator->SetZoom(false);
_decorator->Draw();
}
if(click!=CLICK_MINIMIZE && _decorator->GetMinimize())
{
_decorator->SetMinimize(false);
_decorator->Draw();
}
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if(is_sliding_tab())
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{
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STRACE_CLICK(("ClickMove: Slide Tab\n"));
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float dx=pt.x-_mousepos.x;
float dy=pt.y-_mousepos.y;
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if(dx != 0 || dy != 0)
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{
// SlideTab returns how much things were moved, and currently
// supports just the x direction, so get the value so
// we can invalidate the proper area.
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lock_layers();
_parent->Invalidate(_decorator->SlideTab(dx,dy));
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// _parent->RequestDraw();
// _decorator->DrawTab();
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unlock_layers();
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}
}
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if(is_moving_window())
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{
// We are moving the window. Because speed is of the essence, we need to handle a lot
// of stuff which we might otherwise not need to.
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STRACE_CLICK(("ClickMove: Drag\n"));
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float dx = pt.x - _mousepos.x,
dy = pt.y - _mousepos.y;
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if(buttons!=0 && (dx!=0 || dy!=0))
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{
// 2) Offset necessary data members
_clientframe.OffsetBy(dx,dy);
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_win->Lock();
_win->_frame.OffsetBy(dx,dy);
_win->Unlock();
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lock_layers();
// Move the window decorator's footprint and remove the area occupied
// by the new location so we know what areas to invalidate.
// The original location
BRegion reg;
_decorator->GetFootprint(&reg);
// The new location
BRegion reg2(reg);
reg2.OffsetBy((int32)dx, (int32)dy);
MoveBy(dx,dy);
_decorator->MoveBy(BPoint(dx, dy));
// 3) quickly move the window
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// _driver->CopyRegion(&reg,reg2.Frame().LeftTop());
// 4) Invalidate only the areas which we can't redraw directly
for(int32 i=0; i<reg2.CountRects();i++)
reg.Exclude(reg2.RectAt(i));
// TODO: DW's notes to self
// As of right now, dragging the window is extremely slow despite the use
// of CopyRegion. The reason is because of the redraw taken. When Invalidate() is
// called the RootLayer invalidates things properly for itself, but the area which
// should be invalidated for the first of the two windows in my test case is not
// made dirty, so the entire first window is redrawn with RequestDraw being
// restructured as it is. Additionally, the second window is redrawn for the same reason
// when in fact it shouldn't be redrawn at all.
// Solution:
// Figure out what the exact usage of Layer::Invalidate() should be (parent coordinates,
// layer's coordinates, etc) and set things right. Secondly, nuke the invalid region
// in this call so that when RequestDraw is called, this WinBorder doesn't redraw itself
_parent->Invalidate(reg);
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// _parent->RebuildRegions();
// _parent->RequestDraw();
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unlock_layers();
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}
}
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if(is_resizing_window())
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{
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STRACE_CLICK(("ClickMove: Resize\n"));
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float dx = pt.x - _mousepos.x,
dy = pt.y - _mousepos.y;
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if(buttons!=0 && (dx!=0 || dy!=0))
{
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_clientframe.right+=dx;
_clientframe.bottom+=dy;
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_win->Lock();
_win->_frame.right+=dx;
_win->_frame.bottom+=dy;
_win->Unlock();
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lock_layers();
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ResizeBy(dx,dy);
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// _parent->RequestDraw();
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unlock_layers();
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_decorator->ResizeBy(dx,dy);
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// _decorator->Draw();
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}
}
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_mousepos=pt;
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}
void WinBorder::MouseUp(int8 *buffer)
{
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STRACE_MOUSE(("WinBorder %s: MouseUp() \n",_title->String()));
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// buffer data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
// 3) float - y coordinate of mouse click
// 4) int32 - modifier keys down
int8 *index=buffer; index+=sizeof(int64);
float x=*((float*)index); index+=sizeof(float);
float y=*((float*)index); index+=sizeof(float);
int32 modifiers=*((int32*)index);
BPoint pt(x,y);
_mbuttons=0;
_kmodifiers=modifiers;
set_is_moving_window(false);
set_is_resizing_window(false);
set_is_sliding_tab(false);
click_type click=_decorator->Clicked(pt, _mbuttons, _kmodifiers);
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switch(click)
{
case CLICK_CLOSE:
{
_decorator->SetClose(false);
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_decorator->DrawClose();
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// call close window stuff here
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STRACE_MOUSE(("WinBorder %s: MouseUp:CLICK_CLOSE unimplemented\n",_title->String()));
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break;
}
case CLICK_ZOOM:
{
_decorator->SetZoom(false);
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_decorator->DrawZoom();
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// call zoom stuff here
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STRACE_MOUSE(("WinBorder %s: MouseUp:CLICK_ZOOM unimplemented\n",_title->String()));
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break;
}
case CLICK_MINIMIZE:
{
_decorator->SetMinimize(false);
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_decorator->DrawMinimize();
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// call minimize stuff here
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STRACE_MOUSE(("WinBorder %s: MouseUp:CLICK_MINIMIZE unimplemented\n",_title->String()));
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}
default:
{
break;
}
}
}
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/*!
\brief Function to pass focus value on to decorator
\param active Focus flag
*/
void WinBorder::SetFocus(const bool &active)
{
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_decorator->SetFocus(active);
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}
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void WinBorder::RebuildRegions( const BRect& r ){
/* WinBorder is a little bit special. It doesn't have a visible region
in witch to do its drawings. Instead the hole visible region is split
between decorator and top_layer.
*/
// if we're in the rebuild area, rebuild our v.r.
if ( _full.Intersects( r ) ){
_visible = _full;
if (_parent){
_visible.IntersectWith( &(_parent->_visible) );
// exclude from parent's visible area.
if ( !(_hidden) )
_parent->_visible.Exclude( &(_visible) );
}
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_fullVisible = _visible;
}
else{
// our visible region will stay the same
// exclude our FULL visible region from parent's visible region.
if ( !(_hidden) && _parent )
_parent->_visible.Exclude( &(_fullVisible) );
// we're not in the rebuild area so our children's v.r.s are OK.
return;
}
// rebuild top_layer:
if ( _win->top_layer->_full.Intersects( r ) ){
// build top_layer's visible region by intersecting its _full with winborder's _visible region.
_win->top_layer->_visible = _win->top_layer->_full;
_win->top_layer->_visible.IntersectWith( &(_visible) );
// then exclude it from winborder's _visible...
_visible.Exclude( &(_win->top_layer->_visible) );
_win->top_layer->_fullVisible = _win->top_layer->_visible;
// Rebuild regions for children...
for(Layer *lay = _win->top_layer->_bottomchild; lay != NULL; lay = lay->_uppersibling){
if ( !(lay->_hidden) ){
lay->RebuildRegions( r );
}
}
}
else{
_visible.Exclude( &(_win->top_layer->_fullVisible) );
}
// rebuild decorator.
if (_decorator){
if ( fDecFull->Intersects( r ) ){
*fDecVisible = *fDecFull;
fDecVisible->IntersectWith( &(_visible) );
_visible.Exclude( fDecVisible );
// !!!! Pointer assignement !!!!
fDecFullVisible = fDecVisible;
}
else{
_visible.Exclude( fDecFullVisible );
}
}
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}
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void WinBorder::Draw(const BRect &r)
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{
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// draw the decorator
BRegion reg(r);
if (_decorator){
reg.IntersectWith( fDecVisible );
if (reg.CountRects() > 0){
_decorator->Draw( reg.Frame() );
}
}
// draw the top_layer
reg.Set( r );
reg.IntersectWith( &(_win->top_layer->_visible) );
if (reg.CountRects() > 0){
_win->top_layer->RequestClientUpdate( reg.Frame() );
}
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}
void WinBorder::MoveBy(float x, float y)
{
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BRegion oldFullVisible( _fullVisible );
// BPoint oldFullVisibleOrigin( _fullVisible.Frame().LeftTop() );
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_frame.OffsetBy(x, y);
_full.OffsetBy(x, y);
_win->top_layer->_frame.OffsetBy(x, y);
_win->top_layer->MoveRegionsBy(x, y);
if (_decorator){
// allow decorator to make its internal calculations.
_decorator->MoveBy(x, y);
fDecFull->OffsetBy(x, y);
}
if ( !_hidden ){
// to clear the area occupied on its parent _visible
if (_fullVisible.CountRects() > 0){
_hidden = true;
_parent->RebuildChildRegions( _fullVisible.Frame(), this );
_hidden = false;
}
_parent->RebuildChildRegions( _full.Frame(), this );
}
// REDRAWING CODE:
if ( !(_hidden) )
{
/* The region(on screen) that will be invalidated.
* It is composed by:
* the regions that were visible, and now they aren't +
* the regions that are now visible, and they were not visible before.
* (oldFullVisible - _fullVisible) + (_fullVisible - oldFullVisible)
*/
BRegion clipReg;
// first offset the old region so we can do the correct operations.
oldFullVisible.OffsetBy(x, y);
// + (oldFullVisible - _fullVisible)
if ( oldFullVisible.CountRects() > 0 ){
BRegion tempReg( oldFullVisible );
tempReg.Exclude( &_fullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// + (_fullVisible - oldFullVisible)
if ( _fullVisible.CountRects() > 0 ){
BRegion tempReg( _fullVisible );
tempReg.Exclude( &oldFullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// there is no point in redrawing what already is visible. So just copy
// on-screen pixels to layer's new location.
if ( (oldFullVisible.CountRects() > 0) && (_fullVisible.CountRects() > 0) ){
BRegion tempReg( oldFullVisible );
tempReg.IntersectWith( &_fullVisible );
if (tempReg.CountRects() > 0){
// TODO: when you have such a method in DisplayDriver/Clipper, uncomment!
//fDriver->CopyBits( &tempReg, oldFullVisibleOrigin, oldFullVisibleOrigin.OffsetByCopy(x,y) );
}
}
// invalidate 'clipReg' so we can see the results of this move.
if (clipReg.CountRects() > 0){
Invalidate( clipReg );
}
}
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}
void WinBorder::ResizeBy(float x, float y)
{
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BRegion oldFullVisible( _fullVisible );
_frame.right = _frame.right + x;
_frame.bottom = _frame.bottom + y;
_win->top_layer->ResizeRegionsBy(x, y);
_full = _win->top_layer->_full;
if (_decorator){
// allow decorator to make its internal calculations.
_decorator->ResizeBy(x, y);
_decorator->GetFootprint( fDecFull );
_full.Include( fDecFull );
}
if ( !_hidden ){
_parent->RebuildChildRegions( _full.Frame(), this );
}
// REDRAWING CODE:
if ( !(_hidden) )
{
/* The region(on screen) that will be invalidated.
* It is composed by:
* the regions that were visible, and now they aren't +
* the regions that are now visible, and they were not visible before.
* (oldFullVisible - _fullVisible) + (_fullVisible - oldFullVisible)
*/
BRegion clipReg;
// + (oldFullVisible - _fullVisible)
if ( oldFullVisible.CountRects() > 0 ){
BRegion tempReg( oldFullVisible );
tempReg.Exclude( &_fullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// + (_fullVisible - oldFullVisible)
if ( _fullVisible.CountRects() > 0 ){
BRegion tempReg( _fullVisible );
tempReg.Exclude( &oldFullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// invalidate 'clipReg' so we can see the results of this resize operation.
if (clipReg.CountRects() > 0){
Invalidate( clipReg );
}
}
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}
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void WinBorder::MoveToBack(){
if (this == _parent->_topchild)
return;
if (_uppersibling){
_uppersibling->_lowersibling = _lowersibling;
}
else{
_parent->_topchild = _lowersibling;
}
if (_lowersibling){
_lowersibling->_uppersibling = _uppersibling;
}
else{
_parent->_bottomchild = _uppersibling;
}
this->_lowersibling = _parent->_topchild;
this->_uppersibling = NULL;
_parent->_topchild = this;
// cache WinBorder's fullVisible region for use later
BRegion cachedFullVisible = _fullVisible;
// rebuild only that area the encloses the full visible part of this layer.
_parent->RebuildChildRegions(_fullVisible.Frame(), this);
// we now have <= fullVisible region, so invalidate the parts that are not common.
cachedFullVisible.Exclude(&_fullVisible);
Invalidate( cachedFullVisible );
}
void WinBorder::MoveToFront(){
if (this == _parent->_bottomchild)
return;
if (_uppersibling){
_uppersibling->_lowersibling = _lowersibling;
}
else{
_parent->_topchild = _lowersibling;
}
if (_lowersibling){
_lowersibling->_uppersibling = _uppersibling;
}
else{
_parent->_bottomchild = _uppersibling;
}
this->_lowersibling = NULL;
this->_uppersibling = _parent->_bottomchild;
_parent->_bottomchild = this;
// cache WinBorder's fullVisible region for use later
BRegion cachedFullVisible = _fullVisible;
// rebuild the area that this WinBorder will occupy.
_parent->RebuildChildRegions(_full.Frame(), this);
// make a copy of the fullVisible region because it needs
// to be modified for invalidating a minimum area.
BRegion tempFullVisible = _fullVisible;
// invalidate only the difference between the present and
// the old fullVisible regions. We only need to update that area.
tempFullVisible.Exclude(&cachedFullVisible);
Invalidate( tempFullVisible );
}
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void WinBorder::UpdateColors(void)
{
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STRACE(("WinBorder %s: UpdateColors unimplemented\n",_title->String()));
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}
void WinBorder::UpdateDecorator(void)
{
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STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",_title->String()));
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}
void WinBorder::UpdateFont(void)
{
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STRACE(("WinBorder %s: UpdateFont unimplemented\n",_title->String()));
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}
void WinBorder::UpdateScreen(void)
{
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STRACE(("WinBorder %s: UpdateScreen unimplemented\n",_title->String()));
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}