Some cleanup:

* look/feel are now window_look/window_feel instead of int32.
* removed the level stuff, I don't think this is needed.
* some other minor stuff.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15261 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Axel Dörfler
2005-12-01 12:07:28 +00:00
parent 649e929c7a
commit 85096c8acb
7 changed files with 44 additions and 103 deletions
+1 -2
View File
@@ -43,8 +43,7 @@ OffscreenServerWindow::SendMessageToClient(const BMessage* msg, int32 target,
WindowLayer*
OffscreenServerWindow::MakeWindowLayer(BRect frame, const char* name,
uint32 look, uint32 feel, uint32 flags,
uint32 workspace)
window_look look, window_feel feel, uint32 flags, uint32 workspace)
{
return new OffscreenWindowLayer(fBitmap, name, this);
}
+1 -1
View File
@@ -28,7 +28,7 @@ class OffscreenServerWindow : public ServerWindow {
bool usePreferred = false) const;
virtual WindowLayer* MakeWindowLayer(BRect frame, const char* name,
uint32 look, uint32 feel, uint32 flags,
window_look look, window_feel feel, uint32 flags,
uint32 workspace);
private:
+5 -3
View File
@@ -479,15 +479,17 @@ ServerApp::_DispatchMessage(int32 code, BPrivate::LinkReceiver& link)
}
} else {
window = new ServerWindow(title, this, clientReplyPort, looperPort, token);
STRACE(("\nServerApp %s: New Window %s (%.1f,%.1f,%.1f,%.1f)\n",
fSignature(), title, frame.left, frame.top, frame.right, frame.bottom));
STRACE(("\nServerApp %s: New Window %s (%g:%g, %g:%g)\n",
fSignature(), title, frame.left, frame.top,
frame.right, frame.bottom));
}
free(title);
// NOTE: the reply to the client is handled in ServerWindow::Run()
if (window != NULL) {
status = window->Init(frame, look, feel, flags, workspaces);
status = window->Init(frame, (window_look)look, (window_feel)feel,
flags, workspaces);
if (status == B_OK && !window->Run())
status = B_ERROR;
+4 -3
View File
@@ -198,7 +198,8 @@ ServerWindow::~ServerWindow()
status_t
ServerWindow::Init(BRect frame, uint32 look, uint32 feel, uint32 flags, uint32 workspace)
ServerWindow::Init(BRect frame, window_look look, window_feel feel,
uint32 flags, uint32 workspace)
{
if (fTitle == NULL)
return B_NO_MEMORY;
@@ -2175,10 +2176,10 @@ ServerWindow::SendMessageToClient(const BMessage* msg, int32 target) const
WindowLayer*
ServerWindow::MakeWindowLayer(BRect frame, const char* name,
uint32 look, uint32 feel, uint32 flags, uint32 workspace)
window_look look, window_feel feel, uint32 flags, uint32 workspace)
{
// The non-offscreen ServerWindow uses the DrawingEngine instance from the desktop.
return new(nothrow) WindowLayer(frame, name, look, feel, flags,
return new (nothrow) WindowLayer(frame, name, look, feel, flags,
workspace, this, fDesktop->GetDrawingEngine());
}
+6 -6
View File
@@ -54,9 +54,9 @@ public:
int32 clientToken);
virtual ~ServerWindow();
status_t Init(BRect frame, uint32 look,
uint32 feel, uint32 flags,
uint32 workspace);
status_t Init(BRect frame, window_look look,
window_feel feel, uint32 flags,
uint32 workspace);
virtual bool Run();
virtual port_id MessagePort() const { return fMessagePort; }
@@ -76,12 +76,12 @@ public:
const BMessenger& HandlerMessenger() const { return fHandlerMessenger; }
status_t SendMessageToClient(const BMessage* msg,
int32 target = B_NULL_TOKEN) const;
int32 target = B_NULL_TOKEN) const;
virtual WindowLayer* MakeWindowLayer(BRect frame, const char* name,
uint32 look, uint32 feel, uint32 flags,
window_look look, window_feel feel, uint32 flags,
uint32 workspace);
// TODO: Ouch, that's not exactly a nice name
inline BMessage &ClientViewsWithInvalidCoords()
{ return fClientViewsWithInvalidCoords; };
+7 -52
View File
@@ -50,13 +50,9 @@
WindowLayer::WindowLayer(const BRect &frame,
const char *name,
const uint32 look,
const uint32 feel,
const uint32 flags,
const uint32 workspaces,
ServerWindow *window,
DrawingEngine *driver)
const char *name, window_look look, window_feel feel,
uint32 flags, uint32 workspaces,
ServerWindow *window, DrawingEngine *driver)
: Layer(frame, name, B_NULL_TOKEN, B_FOLLOW_NONE, 0UL, driver),
fDecorator(NULL),
fTopLayer(NULL),
@@ -84,7 +80,7 @@ WindowLayer::WindowLayer(const BRect &frame,
fRequestSent(false),
fLook(look),
fLevel(-100),
fFeel(feel),
fWindowFlags(flags),
fWorkspaces(workspaces),
@@ -98,9 +94,7 @@ WindowLayer::WindowLayer(const BRect &frame,
fWindow = window;
fFlags = B_WILL_DRAW | B_FULL_UPDATE_ON_RESIZE;
QuietlySetFeel(feel);
if (fFeel != B_NO_BORDER_WINDOW_LOOK) {
if (fLook != B_NO_BORDER_WINDOW_LOOK) {
fDecorator = gDecorManager.AllocateDecorator(window->App()->GetDesktop(), frame,
name, fLook, fFeel, fWindowFlags);
if (fDecorator)
@@ -673,48 +667,11 @@ WindowLayer::SupportsFront()
void
WindowLayer::QuietlySetFeel(int32 feel)
WindowLayer::SetFeel(window_feel feel)
{
fFeel = feel;
switch (fFeel) {
case B_FLOATING_SUBSET_WINDOW_FEEL:
case B_FLOATING_APP_WINDOW_FEEL:
fLevel = B_FLOATING_APP;
break;
case B_MODAL_SUBSET_WINDOW_FEEL:
case B_MODAL_APP_WINDOW_FEEL:
fLevel = B_MODAL_APP;
break;
case B_NORMAL_WINDOW_FEEL:
fLevel = B_NORMAL;
break;
case B_FLOATING_ALL_WINDOW_FEEL:
fLevel = B_FLOATING_ALL;
break;
case B_MODAL_ALL_WINDOW_FEEL:
fLevel = B_MODAL_ALL;
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
case B_SYSTEM_LAST:
case kDesktopWindowFeel:
fLevel = B_SYSTEM_LAST;
break;
case B_SYSTEM_FIRST:
fLevel = B_SYSTEM_FIRST;
break;
default:
fLevel = B_NORMAL;
}
// TODO: this shouldn't be necessary, but we'll see :)
// floating and modal windows must appear in every workspace where
// their main window is present. Thus their fWorkspaces will be set to
@@ -729,8 +686,6 @@ WindowLayer::QuietlySetFeel(int32 feel)
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:
+20 -36
View File
@@ -18,19 +18,6 @@
#include <String.h>
// these are used by window manager to properly place window.
enum {
B_SYSTEM_LAST = -10L,
B_FLOATING_APP = 0L,
B_MODAL_APP = 1L,
B_NORMAL = 2L,
B_FLOATING_ALL = 3L,
B_MODAL_ALL = 4L,
B_SYSTEM_FIRST = 10L,
};
class ServerWindow;
class Decorator;
class DrawingEngine;
@@ -39,17 +26,14 @@ class Desktop;
class WindowLayer : public Layer {
public:
WindowLayer(const BRect &frame,
const char *name,
const uint32 look,
const uint32 feel,
const uint32 flags,
const uint32 workspaces,
ServerWindow *window,
DrawingEngine *driver);
const char *name, window_look look,
window_feel feel, uint32 flags,
uint32 workspaces, ServerWindow *window,
DrawingEngine *driver);
virtual ~WindowLayer();
virtual void Draw(const BRect &r);
virtual void MoveBy(float x, float y);
virtual void ResizeBy(float x, float y);
virtual void ScrollBy(float x, float y)
@@ -84,9 +68,9 @@ class WindowLayer : public Layer {
float* minHeight,
float* maxHeight) const;
virtual void MouseDown(BMessage *msg, BPoint where, int32* _viewToken);
virtual void MouseUp(BMessage *msg, BPoint where, int32* _viewToken);
virtual void MouseMoved(BMessage *msg, BPoint where, int32* _viewToken);
virtual void MouseDown(BMessage* message, BPoint where, int32* _viewToken);
virtual void MouseUp(BMessage* message, BPoint where, int32* _viewToken);
virtual void MouseMoved(BMessage* message, BPoint where, int32* _viewToken);
// click_type ActionFor(const BMessage *msg)
// { return _ActionFor(evt); }
@@ -105,10 +89,9 @@ class WindowLayer : public Layer {
inline Decorator* GetDecorator() const { return fDecorator; }
inline int32 Look() const { return fLook; }
inline int32 Feel() const { return fFeel; }
inline int32 Level() const { return fLevel; }
inline uint32 WindowFlags() const { return fWindowFlags; }
window_look Look() const { return fLook; }
window_feel Feel() const { return fFeel; }
uint32 WindowFlags() const { return fWindowFlags; }
uint32 Workspaces() const { return fWorkspaces; }
void SetWorkspaces(uint32 workspaces)
@@ -124,18 +107,20 @@ class WindowLayer : public Layer {
void HighlightDecorator(bool active);
inline void QuietlySetWorkspaces(uint32 wks) { fWorkspaces = wks; }
void QuietlySetFeel(int32 feel);
void SetFeel(window_feel feel);
void SetLook(window_look look);
SubWindowList fSubWindowList;
void RequestClientRedraw(const BRegion& invalid);
virtual void _AllRedraw(const BRegion& invalid);
void SetTopLayer(Layer* layer);
inline Layer* TopLayer() const
{ return fTopLayer; }
protected:
virtual void _AllRedraw(const BRegion& invalid);
private:
void set_decorator_region(BRect frame);
virtual void _ReserveRegions(BRegion &reg);
@@ -172,10 +157,9 @@ class WindowLayer : public Layer {
bool fInUpdate;
bool fRequestSent;
int32 fLook;
int32 fFeel;
int32 fLevel;
int32 fWindowFlags;
window_look fLook;
window_feel fFeel;
uint32 fWindowFlags;
uint32 fWorkspaces;
float fMinWidth;