Some cleanup. Removed do_Hide, do_Show and do_CopyBits
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15034 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
+53
-103
@@ -733,7 +733,7 @@ Layer::ScrollBy(float x, float y)
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return;
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// must lock, even if we change frame/origin coordinates
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if (fParent && !IsHidden() && GetRootLayer() && GetRootLayer()->Lock()) {
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if (!IsHidden() && GetRootLayer() && GetRootLayer()->Lock()) {
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fDrawState->OffsetOrigin(BPoint(x, y));
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// set the region to be invalidated.
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@@ -774,6 +774,58 @@ Layer::ScrollBy(float x, float y)
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// SendViewCoordUpdateMsg();
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}
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void
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Layer::CopyBits(BRect& src, BRect& dst, int32 xOffset, int32 yOffset)
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{
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// NOTE: The correct behaviour is this:
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// * The region that is copied is the
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// src rectangle, no matter if it fits
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// into the dst rectangle. It is copied
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// by the offset dst.LeftTop() - src.LeftTop()
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// * The dst rectangle is used for invalidation:
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// Any area in the dst rectangle that could
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// not be copied from src (because either the
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// src rectangle was not big enough, or because there
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// were parts cut off by the current layer clipping),
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// are triggering BView::Draw() to be called
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// and for these parts only.
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if (!GetRootLayer())
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return;
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if (!IsHidden() && GetRootLayer()->Lock()) {
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// the region that is going to be copied
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BRegion copyRegion(src);
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// apply the current clipping of the layer
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copyRegion.IntersectWith(&fVisible);
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// offset the region to the destination
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// and apply the current clipping there as well
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copyRegion.OffsetBy(xOffset, yOffset);
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copyRegion.IntersectWith(&fVisible);
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// the region at the destination that needs invalidation
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BRegion redrawReg(dst);
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// exclude the region drawn by the copy operation
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// TODO: quick fix for our scrolling problem. FIX THIS!
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// redrawReg.Exclude(©Region);
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// apply the current clipping as well
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redrawReg.IntersectWith(&fVisible);
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// move the region back for the actual operation
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copyRegion.OffsetBy(-xOffset, -yOffset);
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GetDrawingEngine()->CopyRegion(©Region, xOffset, yOffset);
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// trigger the redraw
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GetRootLayer()->MarkForRedraw(redrawReg);
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GetRootLayer()->TriggerRedraw();
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GetRootLayer()->Unlock();
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}
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}
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void
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Layer::MouseDown(const BMessage *msg)
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{
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@@ -898,64 +950,6 @@ Layer::SetOverlayBitmap(const ServerBitmap* bitmap)
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fOverlayBitmap = bitmap;
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}
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void
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Layer::CopyBits(BRect& src, BRect& dst, int32 xOffset, int32 yOffset) {
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GetRootLayer()->Lock();
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do_CopyBits(src, dst, xOffset, yOffset);
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GetRootLayer()->Unlock();
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}
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void
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Layer::do_CopyBits(BRect& src, BRect& dst, int32 xOffset, int32 yOffset) {
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// NOTE: The correct behaviour is this:
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// * The region that is copied is the
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// src rectangle, no matter if it fits
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// into the dst rectangle. It is copied
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// by the offset dst.LeftTop() - src.LeftTop()
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// * The dst rectangle is used for invalidation:
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// Any area in the dst rectangle that could
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// not be copied from src (because either the
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// src rectangle was not big enough, or because there
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// were parts cut off by the current layer clipping),
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// are triggering BView::Draw() to be called
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// and for these parts only.
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// TODO: having moved this into Layer broke
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// offscreen windows (bitmaps)
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// -> move back into ServerWindow...
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if (!GetRootLayer())
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return;
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// the region that is going to be copied
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BRegion copyRegion(src);
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// apply the current clipping of the layer
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copyRegion.IntersectWith(&fVisible);
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// offset the region to the destination
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// and apply the current clipping there as well
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copyRegion.OffsetBy(xOffset, yOffset);
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copyRegion.IntersectWith(&fVisible);
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// the region at the destination that needs invalidation
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BRegion redrawReg(dst);
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// exclude the region drawn by the copy operation
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// TODO: quick fix for our scrolling problem. FIX THIS!
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// redrawReg.Exclude(©Region);
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// apply the current clipping as well
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redrawReg.IntersectWith(&fVisible);
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// move the region back for the actual operation
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copyRegion.OffsetBy(-xOffset, -yOffset);
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GetDrawingEngine()->CopyRegion(©Region, xOffset, yOffset);
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// trigger the redraw
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GetRootLayer()->MarkForRedraw(redrawReg);
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GetRootLayer()->TriggerRedraw();
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}
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void
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Layer::MovedByHook(float dx, float dy)
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{
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@@ -1106,50 +1100,6 @@ Layer::ConvertFromScreen(BRegion* reg) const
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}
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}
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void
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Layer::do_Hide()
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{
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fHidden = true;
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if (fParent && !fParent->IsHidden() && GetRootLayer()) {
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// save fullVisible so we know what to invalidate
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BRegion invalid(fFullVisible);
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_ClearVisibleRegions();
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if (invalid.CountRects() > 0) {
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fParent->MarkForRebuild(invalid);
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GetRootLayer()->MarkForRedraw(invalid);
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fParent->TriggerRebuild();
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GetRootLayer()->TriggerRedraw();
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}
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}
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}
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void
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Layer::do_Show()
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{
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fHidden = false;
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if (fParent && !fParent->IsHidden() && GetRootLayer()) {
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BRegion invalid;
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GetOnScreenRegion(invalid);
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if (invalid.CountRects() > 0) {
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fParent->MarkForRebuild(invalid);
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GetRootLayer()->MarkForRedraw(invalid);
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fParent->TriggerRebuild();
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GetRootLayer()->TriggerRedraw();
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}
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}
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}
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void
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Layer::_ResizeLayerFrameBy(float x, float y)
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{
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@@ -208,11 +208,6 @@ class Layer {
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friend class WinBorder;
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friend class ServerWindow;
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void do_Hide();
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void do_Show();
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void do_CopyBits(BRect& src, BRect& dst,
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int32 xOffset, int32 yOffset);
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// private clipping stuff
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virtual void _ReserveRegions(BRegion ®);
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void _RebuildVisibleRegions( const BRegion &invalid,
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