Implemented the missing BView::IsHidden(BView *lookingFrom), fixed
BView::IsHidden(). Commented a ToDo: item in BView::Hide(). git-svn-id: file:///srv/svn/repos/haiku/trunk/current@5417 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -702,12 +702,15 @@ BRect BView::Frame() const {
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void BView::Hide(){
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void
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BView::Hide()
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{
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// TODO: You may hide it by relocating with -17000 coord units to the left???
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// TODO: You may hide it by relocating with -17000 coord units to the left???
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if ( owner && fShowLevel == 0){
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// "I don't think you want to do that" - axeld.
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if (owner && fShowLevel == 0) {
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check_lock();
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check_lock();
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owner->session->WriteInt32( AS_LAYER_HIDE );
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owner->session->WriteInt32(AS_LAYER_HIDE);
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}
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}
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fShowLevel++;
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fShowLevel++;
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@@ -739,20 +742,37 @@ bool BView::IsFocus() const {
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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bool BView::IsHidden() const{
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bool
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BView::IsHidden(const BView *lookingFrom) const
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{
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if (fShowLevel > 0)
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if (fShowLevel > 0)
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return true;
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return true;
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if (owner)
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// may we be egocentric?
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if (owner->IsHidden())
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if (lookingFrom == this)
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return true;
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return false;
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// we have the same visibility state as our
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// parent, if there is one
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if (parent)
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if (parent)
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return parent->IsHidden();
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return parent->IsHidden();
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// if we're the top view, and we're interested
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// in the "global" view, we're inheriting the
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// state of the window's visibility
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if (owner && lookingFrom == NULL)
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return owner->IsHidden();
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return false;
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return false;
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}
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}
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bool
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BView::IsHidden() const
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{
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return IsHidden(NULL);
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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bool BView::IsPrinting() const {
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bool BView::IsPrinting() const {
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