new optinized clipping code
new optimized redrawing code changes in some handlers in ServerWindow. other minor changes. git-svn-id: file:///srv/svn/repos/haiku/trunk/current@5355 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
@@ -97,41 +97,59 @@ WinBorder::WinBorder(const BRect &r, const char *name, const int32 look, const i
|
||||
{
|
||||
// unlike BViews, windows start off as hidden, so we need to tweak the hidecount
|
||||
// assignment made by Layer().
|
||||
_hidden = true;
|
||||
_mbuttons = 0;
|
||||
_kmodifiers = 0;
|
||||
_win = win;
|
||||
_hidden = true;
|
||||
|
||||
_mbuttons = 0;
|
||||
_kmodifiers = 0;
|
||||
_win = win;
|
||||
_update = false;
|
||||
_hresizewin = false;
|
||||
_vresizewin = false;
|
||||
_mousepos.Set(0,0);
|
||||
_update = false;
|
||||
|
||||
_title = new BString(name);
|
||||
_hresizewin = false;
|
||||
_vresizewin = false;
|
||||
_driver = GetGfxDriver(ActiveScreen());
|
||||
_decorator = new_decorator(r,name,look,feel,flags,GetGfxDriver(ActiveScreen()));
|
||||
_decorator->GetFootprint(_visible);
|
||||
_decorator = NULL;
|
||||
|
||||
*_full = *_visible;
|
||||
*_invalid = *_visible;
|
||||
_frame = _visible->Frame();
|
||||
|
||||
// I tend to think it is not needed, so if it isn't, DW, please remove it.
|
||||
_view_token = border_token_handler.GetToken();
|
||||
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->SetDriver(_driver);
|
||||
_decorator->SetTitle(name);
|
||||
|
||||
_decorator->GetFootprint( fDecFull );
|
||||
|
||||
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"));
|
||||
// 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"));
|
||||
}
|
||||
|
||||
WinBorder::~WinBorder(void)
|
||||
{
|
||||
STRACE(("WinBorder %s:~WinBorder()\n",_title->String()));
|
||||
delete _title;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
void WinBorder::MouseDown(int8 *buffer)
|
||||
@@ -143,94 +161,88 @@ void WinBorder::MouseDown(int8 *buffer)
|
||||
// 4) int32 - modifier keys down
|
||||
// 5) int32 - buttons down
|
||||
// 6) int32 - clicks
|
||||
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);
|
||||
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);
|
||||
|
||||
BPoint pt(x,y);
|
||||
|
||||
_mbuttons=buttons;
|
||||
_kmodifiers=modifiers;
|
||||
click_type click=_decorator->Clicked(pt, _mbuttons, _kmodifiers);
|
||||
_mousepos=pt;
|
||||
|
||||
switch(click)
|
||||
{
|
||||
case CLICK_MOVETOBACK:
|
||||
{
|
||||
STRACE_CLICK(("Click: MoveToBack\n"));
|
||||
MakeTopChild();
|
||||
break;
|
||||
}
|
||||
case CLICK_MOVETOFRONT:
|
||||
{
|
||||
STRACE_CLICK(("Click: MoveToFront\n"));
|
||||
MakeBottomChild();
|
||||
break;
|
||||
}
|
||||
case CLICK_CLOSE:
|
||||
{
|
||||
STRACE_CLICK(("Click: Close\n"));
|
||||
_decorator->SetClose(true);
|
||||
_decorator->DrawClose();
|
||||
break;
|
||||
}
|
||||
case CLICK_ZOOM:
|
||||
{
|
||||
STRACE_CLICK(("Click: Zoom\n"));
|
||||
_decorator->SetZoom(true);
|
||||
_decorator->DrawZoom();
|
||||
break;
|
||||
}
|
||||
case CLICK_MINIMIZE:
|
||||
{
|
||||
STRACE_CLICK(("Click: Minimize\n"));
|
||||
_decorator->SetMinimize(true);
|
||||
_decorator->DrawMinimize();
|
||||
break;
|
||||
}
|
||||
case CLICK_DRAG:
|
||||
{
|
||||
if(buttons==B_PRIMARY_MOUSE_BUTTON)
|
||||
{
|
||||
STRACE_CLICK(("Click: Drag\n"));
|
||||
MakeBottomChild();
|
||||
set_is_moving_window(true);
|
||||
}
|
||||
|
||||
if(buttons==B_SECONDARY_MOUSE_BUTTON)
|
||||
// user clicked on decorator
|
||||
if (fDecFullVisible->Contains(pt)){
|
||||
click_type click;
|
||||
click = _decorator->Clicked(pt, buttons, modifiers);
|
||||
|
||||
switch(click){
|
||||
case CLICK_MOVETOBACK:
|
||||
{
|
||||
STRACE_CLICK(("Click: MoveToBack\n"));
|
||||
MakeTopChild();
|
||||
MoveToBack();
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case CLICK_SLIDETAB:
|
||||
{
|
||||
STRACE_CLICK(("Click: Slide Tab\n"));
|
||||
set_is_sliding_tab(true);
|
||||
break;
|
||||
}
|
||||
case CLICK_RESIZE:
|
||||
{
|
||||
if(buttons==B_PRIMARY_MOUSE_BUTTON)
|
||||
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"));
|
||||
set_is_moving_window(true);
|
||||
break;
|
||||
}
|
||||
case CLICK_SLIDETAB:
|
||||
{
|
||||
STRACE_CLICK(("Click: Slide Tab\n"));
|
||||
set_is_sliding_tab(true);
|
||||
break;
|
||||
}
|
||||
case CLICK_RESIZE:
|
||||
{
|
||||
STRACE_CLICK(("Click: Resize\n"));
|
||||
set_is_resizing_window(true);
|
||||
break;
|
||||
}
|
||||
case CLICK_NONE:
|
||||
default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case CLICK_NONE:
|
||||
{
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
// 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 );
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
void WinBorder::MouseMoved(int8 *buffer)
|
||||
@@ -268,7 +280,7 @@ void WinBorder::MouseMoved(int8 *buffer)
|
||||
|
||||
if(is_sliding_tab())
|
||||
{
|
||||
STRACE_CLICK(("ClickMove: Slide Tab\n"));
|
||||
STRACE_CLICK(("ClickMove: Slide Tab\n"));
|
||||
float dx=pt.x-_mousepos.x;
|
||||
float dy=pt.y-_mousepos.y;
|
||||
|
||||
@@ -279,7 +291,7 @@ void WinBorder::MouseMoved(int8 *buffer)
|
||||
// we can invalidate the proper area.
|
||||
lock_layers();
|
||||
_parent->Invalidate(_decorator->SlideTab(dx,dy));
|
||||
_parent->RequestDraw();
|
||||
// _parent->RequestDraw();
|
||||
// _decorator->DrawTab();
|
||||
unlock_layers();
|
||||
}
|
||||
@@ -291,7 +303,7 @@ void WinBorder::MouseMoved(int8 *buffer)
|
||||
// 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.
|
||||
|
||||
STRACE_CLICK(("ClickMove: Drag\n"));
|
||||
STRACE_CLICK(("ClickMove: Drag\n"));
|
||||
float dx = pt.x - _mousepos.x,
|
||||
dy = pt.y - _mousepos.y;
|
||||
if(buttons!=0 && (dx!=0 || dy!=0))
|
||||
@@ -320,7 +332,7 @@ void WinBorder::MouseMoved(int8 *buffer)
|
||||
_decorator->MoveBy(BPoint(dx, dy));
|
||||
|
||||
// 3) quickly move the window
|
||||
_driver->CopyRegion(®,reg2.Frame().LeftTop());
|
||||
// _driver->CopyRegion(®,reg2.Frame().LeftTop());
|
||||
|
||||
// 4) Invalidate only the areas which we can't redraw directly
|
||||
for(int32 i=0; i<reg2.CountRects();i++)
|
||||
@@ -342,8 +354,8 @@ void WinBorder::MouseMoved(int8 *buffer)
|
||||
|
||||
_parent->Invalidate(reg);
|
||||
|
||||
_parent->RebuildRegions();
|
||||
_parent->RequestDraw();
|
||||
// _parent->RebuildRegions();
|
||||
// _parent->RequestDraw();
|
||||
|
||||
unlock_layers();
|
||||
}
|
||||
@@ -352,7 +364,7 @@ void WinBorder::MouseMoved(int8 *buffer)
|
||||
|
||||
if(is_resizing_window())
|
||||
{
|
||||
STRACE_CLICK(("ClickMove: Resize\n"));
|
||||
STRACE_CLICK(("ClickMove: Resize\n"));
|
||||
float dx = pt.x - _mousepos.x,
|
||||
dy = pt.y - _mousepos.y;
|
||||
if(buttons!=0 && (dx!=0 || dy!=0))
|
||||
@@ -367,10 +379,10 @@ void WinBorder::MouseMoved(int8 *buffer)
|
||||
|
||||
lock_layers();
|
||||
ResizeBy(dx,dy);
|
||||
_parent->RequestDraw();
|
||||
// _parent->RequestDraw();
|
||||
unlock_layers();
|
||||
_decorator->ResizeBy(dx,dy);
|
||||
_decorator->Draw();
|
||||
// _decorator->Draw();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -380,8 +392,7 @@ void WinBorder::MouseMoved(int8 *buffer)
|
||||
|
||||
void WinBorder::MouseUp(int8 *buffer)
|
||||
{
|
||||
STRACE_MOUSE(("WinBorder %s: MouseUp() \n",_title->String()));
|
||||
|
||||
STRACE_MOUSE(("WinBorder %s: MouseUp() \n",_title->String()));
|
||||
// buffer data:
|
||||
// 1) int64 - time of mouse click
|
||||
// 2) float - x coordinate of mouse click
|
||||
@@ -446,93 +457,325 @@ void WinBorder::MouseUp(int8 *buffer)
|
||||
*/
|
||||
void WinBorder::SetFocus(const bool &active)
|
||||
{
|
||||
if(_decorator)
|
||||
_decorator->SetFocus(active);
|
||||
_decorator->SetFocus(active);
|
||||
}
|
||||
|
||||
void WinBorder::RequestDraw(const BRect &r)
|
||||
{
|
||||
STRACE(("WinBorder %s: RequestDraw(BRect)\n",_title->String()));
|
||||
#ifdef DEBUG_WINBORDER
|
||||
PrintToStream();
|
||||
#endif
|
||||
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.
|
||||
*/
|
||||
|
||||
_decorator->Draw(r);
|
||||
delete _invalid;
|
||||
_invalid = NULL;
|
||||
}
|
||||
// if we're in the rebuild area, rebuild our v.r.
|
||||
if ( _full.Intersects( r ) ){
|
||||
_visible = _full;
|
||||
|
||||
void WinBorder::RequestDraw(void)
|
||||
{
|
||||
STRACE(("WinBorder %s::RequestDraw()\n",_title->String()));
|
||||
#ifdef DEBUG_WINBORDER
|
||||
PrintToStream();
|
||||
#endif
|
||||
|
||||
if(_invalid)
|
||||
{
|
||||
for(int32 i=0;i<_invalid->CountRects();i++)
|
||||
_decorator->Draw(_invalid->RectAt(i));
|
||||
|
||||
delete _invalid;
|
||||
_invalid = NULL;
|
||||
if (_parent){
|
||||
_visible.IntersectWith( &(_parent->_visible) );
|
||||
// exclude from parent's visible area.
|
||||
if ( !(_hidden) )
|
||||
_parent->_visible.Exclude( &(_visible) );
|
||||
}
|
||||
|
||||
_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 );
|
||||
}
|
||||
}
|
||||
else
|
||||
_decorator->Draw();
|
||||
}
|
||||
/*
|
||||
void WinBorder::MoveBy(BPoint pt)
|
||||
|
||||
void WinBorder::Draw(const BRect &r)
|
||||
{
|
||||
// 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() );
|
||||
}
|
||||
}
|
||||
|
||||
void WinBorder::MoveBy(float x, float y)
|
||||
{
|
||||
}
|
||||
BRegion oldFullVisible( _fullVisible );
|
||||
// BPoint oldFullVisibleOrigin( _fullVisible.Frame().LeftTop() );
|
||||
|
||||
void WinBorder::ResizeBy(BPoint pt)
|
||||
{
|
||||
_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 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WinBorder::ResizeBy(float x, float y)
|
||||
{
|
||||
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 );
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
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 );
|
||||
}
|
||||
|
||||
void WinBorder::UpdateColors(void)
|
||||
{
|
||||
gui_colorset.Lock();
|
||||
_decorator->SetColors(gui_colorset);
|
||||
gui_colorset.Unlock();
|
||||
|
||||
// Tell the decorator to update all visible regions of the window border
|
||||
if(_visible)
|
||||
for(int32 i=0; i<_visible->CountRects(); i++)
|
||||
_decorator->Draw(_visible->RectAt(i));
|
||||
STRACE(("WinBorder %s: UpdateColors unimplemented\n",_title->String()));
|
||||
}
|
||||
|
||||
void WinBorder::UpdateDecorator(void)
|
||||
{
|
||||
STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",_title->String()));
|
||||
|
||||
// TODO: Implement
|
||||
|
||||
// What needs done here is to delete the current decorator and do a lot of the
|
||||
// decorator-related setup done in the constructor. This definitely needs to be
|
||||
// done *after* all the silliness with figuring out the clipping code is taken care of
|
||||
STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",_title->String()));
|
||||
}
|
||||
|
||||
void WinBorder::UpdateFont(void)
|
||||
{
|
||||
STRACE(("WinBorder %s: UpdateFont unimplemented\n",_title->String()));
|
||||
|
||||
// TODO: Implement
|
||||
|
||||
// What needs done here is to first call _decorator->SetFont(). Following that,
|
||||
// GetFootprint() will need to be called to obtain changes in the decorator's size due to
|
||||
// changes in the font, whether they are face, size, or whatever. Thus, the WinBorder will
|
||||
// need to do some region-related recalculation, as well.
|
||||
STRACE(("WinBorder %s: UpdateFont unimplemented\n",_title->String()));
|
||||
}
|
||||
|
||||
void WinBorder::UpdateScreen(void)
|
||||
{
|
||||
STRACE(("WinBorder %s: UpdateScreen unimplemented\n",_title->String()));
|
||||
STRACE(("WinBorder %s: UpdateScreen unimplemented\n",_title->String()));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user