Janitorial work -- mostly moving style closer to OT guidelines
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@7912 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -84,8 +84,8 @@ WinBorder::WinBorder(const BRect &r, const char *name, const int32 look, const i
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: Layer(r, name, B_NULL_TOKEN, B_FOLLOW_NONE, flags, driver)
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{
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// unlike BViews, windows start off as hidden
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_hidden = true;
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_serverwin = win;
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fHidden = true;
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fServerWin = win;
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fMouseButtons = 0;
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fKeyModifiers = 0;
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@@ -101,7 +101,7 @@ WinBorder::WinBorder(const BRect &r, const char *name, const int32 look, const i
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fLastMousePosition.Set(-1,-1);
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SetLevel();
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fNewTopLayerFrame = &(win->fTopLayer->_frame);
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fNewTopLayerFrame = &(win->fTopLayer->fFrame);
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if (feel!= B_NO_BORDER_WINDOW_LOOK)
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{
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@@ -110,7 +110,7 @@ WinBorder::WinBorder(const BRect &r, const char *name, const int32 look, const i
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fDecorator->GetFootprint(fDecFull);
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}
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_full.MakeEmpty();
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fFull.MakeEmpty();
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STRACE(("WinBorder %s:\n",GetName()));
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STRACE(("\tFrame: (%.1f,%.1f,%.1f,%.1f)\n",r.left,r.top,r.right,r.bottom));
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@@ -134,13 +134,13 @@ void WinBorder::RebuildFullRegion(void)
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{
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STRACE(("WinBorder(%s):~RebuildFullRegion()\n",GetName()));
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BRegion topLayerFull;
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Layer *topLayer = _serverwin->fTopLayer;
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Layer *topLayer = fServerWin->fTopLayer;
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topLayerFull.Set( ConvertToTop(*fNewTopLayerFrame) );
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fNewTopLayerFrame = &(_serverwin->fTopLayer->_frame);
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fNewTopLayerFrame = &(fServerWin->fTopLayer->fFrame);
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// TODO: Convert to screen coordinates
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LayerData *ld;
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ld = topLayer->_layerdata;
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ld = topLayer->fLayerData;
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do
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{
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// clip to user region
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@@ -158,14 +158,14 @@ void WinBorder::RebuildFullRegion(void)
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topLayerFull.IntersectWith( topLayer->clipToPicture );
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}
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_full.MakeEmpty();
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_full = topLayerFull;
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fFull.MakeEmpty();
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fFull = topLayerFull;
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if (fDecorator)
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{
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fDecFull->MakeEmpty();
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fDecorator->GetFootprint(fDecFull);
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_full.Include(fDecFull);
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fFull.Include(fDecFull);
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}
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}
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@@ -371,7 +371,7 @@ void WinBorder::Draw(const BRect &r)
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if(fDecorator)
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{
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// decorator is allowed to draw in its entire visible region, not just in the update one.
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fUpdateReg = _visible;
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fUpdateReg = fVisible;
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fUpdateReg.IntersectWith(fDecFull);
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// restrict Decorator drawing to the update region only.
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fDriver->ConstrainClippingRegion(&fUpdateReg);
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@@ -410,7 +410,7 @@ void WinBorder::ResizeBy(float x, float y)
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if(fDecorator)
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fDecorator->ResizeBy(x,y);
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BRect *localRect = new BRect(_serverwin->fTopLayer->_frame);
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BRect *localRect = new BRect(fServerWin->fTopLayer->fFrame);
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fNewTopLayerFrame = localRect;
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// force topLayer's frame to resize
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@@ -423,7 +423,7 @@ void WinBorder::ResizeBy(float x, float y)
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bool WinBorder::HasPoint(BPoint& pt) const
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{
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return _fullVisible.Contains(pt);
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return fFullVisible.Contains(pt);
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}
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void WinBorder::SetMainWinBorder(WinBorder *newMain)
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@@ -437,28 +437,28 @@ WinBorder* WinBorder::MainWinBorder() const{
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void WinBorder::SetLevel()
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{
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switch(_serverwin->Feel())
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switch(fServerWin->Feel())
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{
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case B_NORMAL_WINDOW_FEEL:
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_level = B_NORMAL_FEEL;
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fLevel = B_NORMAL_FEEL;
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break;
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case B_FLOATING_SUBSET_WINDOW_FEEL:
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_level = B_FLOATING_SUBSET_FEEL;
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fLevel = B_FLOATING_SUBSET_FEEL;
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break;
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case B_FLOATING_APP_WINDOW_FEEL:
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_level = B_FLOATING_APP_FEEL;
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fLevel = B_FLOATING_APP_FEEL;
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break;
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case B_FLOATING_ALL_WINDOW_FEEL:
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_level = B_FLOATING_ALL_FEEL;
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fLevel = B_FLOATING_ALL_FEEL;
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break;
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case B_MODAL_SUBSET_WINDOW_FEEL:
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_level = B_MODAL_SUBSET_FEEL;
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fLevel = B_MODAL_SUBSET_FEEL;
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break;
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case B_MODAL_APP_WINDOW_FEEL:
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_level = B_MODAL_APP_FEEL;
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fLevel = B_MODAL_APP_FEEL;
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break;
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case B_MODAL_ALL_WINDOW_FEEL:
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_level = B_MODAL_ALL_FEEL;
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fLevel = B_MODAL_ALL_FEEL;
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break;
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case B_SYSTEM_LAST:
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case B_SYSTEM_FIRST:
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@@ -467,11 +467,11 @@ void WinBorder::SetLevel()
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// if(_win->ServerTeamID() != _win->ClientTeamID())
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// _win->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
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// else
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_level = _serverwin->Feel();
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fLevel = fServerWin->Feel();
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break;
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default:
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_serverwin->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
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_level = B_NORMAL_FEEL;
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fServerWin->QuietlySetFeel(B_NORMAL_WINDOW_FEEL);
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fLevel = B_NORMAL_FEEL;
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break;
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}
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}
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@@ -490,7 +490,7 @@ void WinBorder::AddToSubsetOf(WinBorder* main)
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{
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// if the main window is hidden also hide this one.
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if(main->IsHidden())
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_hidden = true;
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fHidden = true;
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// add to main window's subset
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main->Window()->fWinFMWList.AddItem(this);
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@@ -577,28 +577,28 @@ void WinBorder::PrintToStream()
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{
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printf("\t%s", GetName());
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if (_level == B_FLOATING_SUBSET_FEEL)
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if (fLevel == B_FLOATING_SUBSET_FEEL)
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printf("\t%s", "B_FLOATING_SUBSET_WINDOW_FEEL");
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if (_level == B_FLOATING_APP_FEEL)
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if (fLevel == B_FLOATING_APP_FEEL)
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printf("\t%s", "B_FLOATING_APP_WINDOW_FEEL");
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if (_level == B_FLOATING_ALL_FEEL)
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if (fLevel == B_FLOATING_ALL_FEEL)
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printf("\t%s", "B_FLOATING_ALL_WINDOW_FEEL");
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if (_level == B_MODAL_SUBSET_FEEL)
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if (fLevel == B_MODAL_SUBSET_FEEL)
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printf("\t%s", "B_MODAL_SUBSET_WINDOW_FEEL");
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if (_level == B_MODAL_APP_FEEL)
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if (fLevel == B_MODAL_APP_FEEL)
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printf("\t%s", "B_MODAL_APP_WINDOW_FEEL");
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if (_level == B_MODAL_ALL_FEEL)
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if (fLevel == B_MODAL_ALL_FEEL)
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printf("\t%s", "B_MODAL_ALL_WINDOW_FEEL");
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if (_level == B_NORMAL_FEEL)
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if (fLevel == B_NORMAL_FEEL)
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printf("\t%s", "B_NORMAL_WINDOW_FEEL");
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printf("\t%s\n", _hidden?"hidden" : "not hidden");
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printf("\t%s\n", fHidden?"hidden" : "not hidden");
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}
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void WinBorder::UpdateColors(void)
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