git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@12691 a95241bf-73f2-0310-859d-f6bbb57e9c96
259 lines
5.4 KiB
C++
259 lines
5.4 KiB
C++
#include <OS.h>
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#include <View.h>
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#include <Window.h>
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#include <Looper.h>
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#include <Region.h>
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#include <Rect.h>
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#include <stdio.h>
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#include <strings.h>
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#include "Layer.h"
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extern BWindow* wind;
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Layer::Layer(BRect frame, const char* name, uint32 rm, rgb_color c)
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{
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fFrame = frame;
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fRM = rm;
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fColor = c;
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fBottom = NULL;
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fUpper = NULL;
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fLower = NULL;
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fTop = NULL;
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fParent = NULL;
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fView = NULL;
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strcpy(fName, name);
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}
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Layer::~Layer()
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{
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Layer *c = fBottom;
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Layer *toast;
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while (c)
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{
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toast = c;
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c = c->fUpper;
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delete toast;
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}
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}
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void Layer::ConvertToScreen2(BRect* rect)
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{
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BView *view = GetRootLayer();
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if (view)
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if (fParent)
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{
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rect->Set( rect->left + fFrame.left,
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rect->top + fFrame. top,
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rect->right + fFrame.left,
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rect->bottom + fFrame.top);
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fParent->ConvertToScreen2(rect);
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}
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}
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BView* Layer::GetRootLayer() const
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{
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if (fView)
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return fView;
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else
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if (fParent)
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return fParent->GetRootLayer();
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else
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return NULL;
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}
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Layer* Layer::VirtualBottomChild() const
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{
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return fBottom;
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}
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Layer* Layer::VirtualTopChild() const
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{
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return fTop;
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}
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Layer* Layer::VirtualUpperSibling() const
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{
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return fUpper;
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}
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Layer* Layer::VirtualLowerSibling() const
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{
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return fLower;
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}
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void Layer::AddLayer(Layer* layer)
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{
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if( layer->fParent != NULL )
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{
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printf("ERROR: Layer already has a parent\n");
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return;
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}
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layer->fParent = this;
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if (!fBottom)
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{
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fBottom = layer;
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fTop = layer;
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return;
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}
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fBottom->fLower = layer;
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layer->fUpper = fBottom;
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fBottom = layer;
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}
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bool Layer::RemLayer(Layer* layer)
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{
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if(!layer->fParent || layer->fParent != this)
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{
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printf("ERROR: Rem: Layer doesn't have a fParent or !=this\n");
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return false;
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}
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layer->fParent = NULL;
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if(fTop == layer)
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fTop = layer->fLower;
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if(fBottom == layer )
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fBottom = layer->fUpper;
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if(layer->fUpper != NULL)
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layer->fUpper->fLower = layer->fLower;
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if(layer->fLower != NULL)
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layer->fLower->fUpper = layer->fUpper;
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layer->fUpper = NULL;
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layer->fLower = NULL;
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layer->clear_visible_regions();
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return true;
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}
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void Layer::set_user_regions(BRegion ®)
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{
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// OPT: maybe we should have all these cached in a 'fFull' member
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// 1) set to frame in screen coords
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// BRect screenFrame(fFrame);
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BRect screenFrame(Bounds());
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ConvertToScreen2(&screenFrame);
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reg.Set(screenFrame);
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// 2) intersect with screen region
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// TODO: remove locking when for real
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wind->Lock();
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printf("Adi: RL: %p\n", wind);
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printf("Adi: RL: %s\n", wind->Name());
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BRegion screenReg(GetRootLayer()->Bounds());
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wind->Unlock();
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reg.IntersectWith(&screenReg);
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// TODO: you MUST at some point uncomment this block!
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/*
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// 3) impose user constrained regions
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LayerData *stackData = fLayerData;
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while (stackData)
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{
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// transform in screen coords
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BRegion screenReg(stackData->ClippingRegion());
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ConvertToScreen2(&screenReg);
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reg.IntersectWith(&screenReg);
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stackData = stackData->prevState;
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}
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*/
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}
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void Layer::RebuildVisibleRegions(const BRegion &invalid, const Layer *startFrom)
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{
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BRegion localVisible(fFullVisible);
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localVisible.IntersectWith(&invalid);
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rebuild_visible_regions(invalid, localVisible, startFrom);
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}
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void Layer::rebuild_visible_regions(const BRegion &invalid,
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const BRegion &parentLocalVisible,
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const Layer *startFrom)
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{
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bool fullRebuild = false;
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// intersect maximum wanted region with the invalid region
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BRegion common;
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set_user_regions(common);
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common.IntersectWith(&invalid);
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// if the resulted region is not valid, this layer is not in the catchment area
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// of the region being invalidated
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if (!common.Frame().IsValid())
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return;
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// now intersect with parent's visible part of the region that was/is invalidated
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common.IntersectWith(&parentLocalVisible);
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//printf("\t%s: For this layer we invalidate:\n", fName);
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//common.PrintToStream();
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if (common.Frame().IsValid())
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{
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// we have something to include to our fullVisible. It may already be in
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// there, but we'll never know.
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fFullVisible.Include(&common);
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}
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else
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{
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// this layer is in the catchment area of the region being invalidated,
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// yet it will have no new visible area attached to it. It means
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// this layer was overshaddowed by those above it and any visible area
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// that it may have common with the region being invalidated, must be
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// excluded from it's fFullVisible and fVisible regions.
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fFullVisible.Exclude(&invalid);
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fVisible.Exclude(&invalid);
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// we don't return here becase we want the same thing to happen to all
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// our children.
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// Don't worry about the last line from this method, it will do nothing -
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// common is invalid. Same goes for the last one in the 'for' statement below.
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}
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for (Layer *lay = VirtualBottomChild(); lay ; lay = VirtualUpperSibling())
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{
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if (lay == startFrom)
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fullRebuild = true;
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if (fullRebuild)
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lay->rebuild_visible_regions(invalid, common, lay->VirtualBottomChild());
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common.Exclude(&lay->fFullVisible);
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fVisible.Exclude(&lay->fFullVisible);
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}
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// the visible region of this layer is what left after all its children took
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// what they could.
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fVisible.Include(&common);
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}
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void Layer::clear_visible_regions()
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{
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fVisible.MakeEmpty();
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fFullVisible.MakeEmpty();
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Layer *child = fBottom;
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while (child)
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{
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child->clear_visible_regions();
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child = child->fUpper;
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}
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}
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void Layer::PrintToStream() const
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{
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printf("-> %s\n", fName);
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Layer *child = VirtualBottomChild();
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while(child)
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{
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child->PrintToStream();
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child = child->VirtualUpperSibling();
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}
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}
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