Remove MouseDownThread and its usages
This code comes from an old Be Newsletter and since then the API received the addition of SetMouseEventMask. In several places the MouseDownThread was misused: it would spawn a new thread on every mouse click and not clear the previous one. This could for example lead to BSpinner skipping values if you clicked it at the right speed. There are functional changes in BSpinner, before it updated for the first time 100ms after mouse down, and then as you moved the mouse around the button, now it activates immediately on first click and then every 200ms (which may be a bit short). In other places, no functional changes intended. Change-Id: Ie600dc68cbb87d1e237633953e5189918bf36575 Reviewed-on: https://review.haiku-os.org/c/haiku/+/2599 Reviewed-by: waddlesplash <[email protected]>
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waddlesplash
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7bf88c5132
commit
20f2ebae4b
@@ -141,9 +141,6 @@ private:
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float _MenuBarOffset() const;
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float _MenuBarWidth() const;
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void _DoneTracking(BPoint point);
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void _Track(BPoint point, uint32);
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private:
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char* fLabel;
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BMenu* fMenu;
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@@ -45,46 +45,6 @@ All rights reserved.
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namespace BPrivate {
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class MessengerAutoLocker {
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// move this into AutoLock.h
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public:
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MessengerAutoLocker(BMessenger* messenger)
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: fMessenger(messenger),
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fHasLock(messenger->LockTarget())
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{}
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~MessengerAutoLocker()
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{
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Unlock();
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}
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bool operator!() const
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{
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return !fHasLock;
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}
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bool IsLocked() const
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{
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return fHasLock;
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}
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void Unlock()
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{
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if (fHasLock) {
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BLooper* looper;
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fMessenger->Target(&looper);
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if (looper)
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looper->Unlock();
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fHasLock = false;
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}
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}
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private:
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BMessenger* fMessenger;
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bool fHasLock;
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};
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class SimpleThread {
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// this should only be used as a base class,
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// subclass needs to add proper locking mechanism
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@@ -313,117 +273,6 @@ LaunchInNewThread(const char* name, int32 priority,
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}
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template<class View>
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class MouseDownThread {
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public:
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static void TrackMouse(View* view, void (View::*)(BPoint),
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void (View::*)(BPoint, uint32) = 0,
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bigtime_t pressingPeriod = 100000);
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protected:
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MouseDownThread(View* view, void (View::*)(BPoint),
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void (View::*)(BPoint, uint32), bigtime_t pressingPeriod);
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virtual ~MouseDownThread();
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void Go();
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virtual void Track();
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static status_t TrackBinder(void*);
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private:
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BMessenger fOwner;
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void (View::*fDonePressing)(BPoint);
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void (View::*fPressing)(BPoint, uint32);
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bigtime_t fPressingPeriod;
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volatile thread_id fThreadID;
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};
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template<class View>
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void
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MouseDownThread<View>::TrackMouse(View* view,
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void(View::*donePressing)(BPoint),
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void(View::*pressing)(BPoint, uint32), bigtime_t pressingPeriod)
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{
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(new MouseDownThread(view, donePressing, pressing, pressingPeriod))->Go();
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}
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template<class View>
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MouseDownThread<View>::MouseDownThread(View* view,
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void (View::*donePressing)(BPoint),
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void (View::*pressing)(BPoint, uint32), bigtime_t pressingPeriod)
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: fOwner(view, view->Window()),
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fDonePressing(donePressing),
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fPressing(pressing),
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fPressingPeriod(pressingPeriod)
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{
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}
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template<class View>
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MouseDownThread<View>::~MouseDownThread()
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{
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}
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template<class View>
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void
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MouseDownThread<View>::Go()
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{
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fThreadID = spawn_thread(&MouseDownThread::TrackBinder,
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"MouseTrackingThread", B_NORMAL_PRIORITY, this);
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if (fThreadID <= 0 || resume_thread(fThreadID) != B_OK)
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// didn't start, don't leak self
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delete this;
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}
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template<class View>
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status_t
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MouseDownThread<View>::TrackBinder(void* castToThis)
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{
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MouseDownThread* self = static_cast<MouseDownThread*>(castToThis);
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self->Track();
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// dead at this point
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return B_OK;
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}
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template<class View>
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void
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MouseDownThread<View>::Track()
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{
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for (;;) {
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MessengerAutoLocker lock(&fOwner);
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if (!lock)
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break;
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BLooper* looper;
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View* view = dynamic_cast<View*>(fOwner.Target(&looper));
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if (!view)
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break;
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uint32 buttons;
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BPoint location;
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view->GetMouse(&location, &buttons, false);
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if (!buttons) {
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(view->*fDonePressing)(location);
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break;
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}
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if (fPressing)
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(view->*fPressing)(location, buttons);
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lock.Unlock();
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snooze(fPressingPeriod);
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}
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delete this;
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}
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} // namespace BPrivate
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using namespace BPrivate;
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