git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@12898 a95241bf-73f2-0310-859d-f6bbb57e9c96
600 lines
15 KiB
C++
600 lines
15 KiB
C++
#include <OS.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 <Window.h>
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#include "Layer.h"
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#include "MyView.h"
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extern BWindow* wind;
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Layer::Layer(BRect frame, const char* name, uint32 rm, uint32 flags, rgb_color c)
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{
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fFrame = frame;
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fOrigin.Set(0.0f, 0.0f);
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fResizeMode = rm;
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fFlags = flags;
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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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fCurrent = NULL;
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fHidden = false;
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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) const
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{
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MyView *view = GetRootLayer();
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if (view)
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if (fParent)
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{
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rect->OffsetBy(-fOrigin.x, -fOrigin.y);
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rect->OffsetBy(fFrame.left, fFrame.top);
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fParent->ConvertToScreen2(rect);
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}
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}
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void Layer::ConvertToScreen2(BRegion* reg) const
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{
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MyView *view = GetRootLayer();
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if (view)
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if (fParent)
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{
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reg->OffsetBy(-fOrigin.x, -fOrigin.y);
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reg->OffsetBy(fFrame.left, fFrame.top);
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fParent->ConvertToScreen2(reg);
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}
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}
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MyView* 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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fCurrent = fBottom;
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return fCurrent;
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}
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Layer* Layer::VirtualTopChild() const
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{
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fCurrent = fTop;
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return fCurrent;
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}
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Layer* Layer::VirtualUpperSibling() const
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{
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fCurrent = fCurrent->fUpper;
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return fCurrent;
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}
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Layer* Layer::VirtualLowerSibling() const
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{
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fCurrent = fCurrent->fLower;
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return fCurrent;
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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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bool
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Layer::IsVisuallyHidden() const
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{
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if (fHidden)
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return true;
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// TODO: remove the following 2 lines when for real.
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if (fView)
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return false;
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if (fParent)
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return fParent->IsVisuallyHidden();
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return fHidden;
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}
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void
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Layer::Hide()
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{
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fHidden = true;
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if (fParent && !fParent->IsVisuallyHidden() && GetRootLayer())
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{
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// save fullVisible so we know what to invalidate
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BRegion invalid(fFullVisible);
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clear_visible_regions();
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if (invalid.Frame().IsValid())
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fParent->Invalidate(invalid, this);
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}
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}
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void
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Layer::Show()
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{
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fHidden = false;
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if (fParent && !fParent->IsVisuallyHidden() && GetRootLayer())
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{
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BRegion invalid;
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set_user_regions(invalid);
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if (invalid.CountRects() > 0)
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fParent->Invalidate(invalid, this);
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}
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}
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void
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Layer::Invalidate(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,
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startFrom? startFrom: VirtualBottomChild());
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// add localVisible to our RootLayer's redraw region.
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GetRootLayer()->fRedrawReg.Include(&localVisible);
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GetRootLayer()->RequestRedraw(); // TODO: what if we pass (fParent, startFromTHIS, &redrawReg)?
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}
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void
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Layer::resize_layer_frame_by(float x, float y)
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{
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uint16 rm = fResizeMode & 0x0000FFFF;
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BRect newFrame = fFrame;
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if ((rm & 0x0F00U) == _VIEW_LEFT_ << 8)
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newFrame.left += 0.0f;
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else if ((rm & 0x0F00U) == _VIEW_RIGHT_ << 8)
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newFrame.left += x;
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else if ((rm & 0x0F00U) == _VIEW_CENTER_ << 8)
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newFrame.left += x/2;
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if ((rm & 0x000FU) == _VIEW_LEFT_)
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newFrame.right += 0.0f;
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else if ((rm & 0x000FU) == _VIEW_RIGHT_)
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newFrame.right += x;
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else if ((rm & 0x000FU) == _VIEW_CENTER_)
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newFrame.right += x/2;
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if ((rm & 0xF000U) == _VIEW_TOP_ << 12)
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newFrame.top += 0.0f;
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else if ((rm & 0xF000U) == _VIEW_BOTTOM_ << 12)
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newFrame.top += y;
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else if ((rm & 0xF000U) == _VIEW_CENTER_ << 12)
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newFrame.top += y/2;
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if ((rm & 0x00F0U) == _VIEW_TOP_ << 4)
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newFrame.bottom += 0.0f;
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else if ((rm & 0x00F0U) == _VIEW_BOTTOM_ << 4)
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newFrame.bottom += y;
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else if ((rm & 0x00F0U) == _VIEW_CENTER_ << 4)
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newFrame.bottom += y/2;
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if (newFrame != fFrame)
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{
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float dx, dy;
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fFrame = newFrame;
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dx = newFrame.Width() - fFrame.Width();
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dy = newFrame.Height() - fFrame.Height();
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if (dx != 0.0f || dy != 0.0f)
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{
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// call hook function
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ResizedByHook(dx, dy, true); // automatic
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for (Layer *lay = VirtualBottomChild();
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lay ; lay = VirtualUpperSibling())
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{
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lay->resize_layer_frame_by(dx, dy);
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}
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}
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else
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MovedByHook(dx, dy);
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}
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}
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void
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Layer::resize_redraw_more_regions(BRegion &redraw)
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{
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uint16 rm = fResizeMode & 0x0000FFFF;
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if (rm & B_FOLLOW_RIGHT || rm & B_FOLLOW_H_CENTER
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|| rm & B_FOLLOW_BOTTOM || rm & B_FOLLOW_V_CENTER
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// TODO: these 2 don't need to be redrawn entirely. but ATM we don't have a choice
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|| rm & B_FOLLOW_LEFT_RIGHT || rm & B_FOLLOW_TOP_BOTTOM)
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{
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redraw.Include(&fFullVisible);
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}
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else
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{
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for (Layer *lay = VirtualBottomChild();
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lay; lay = VirtualUpperSibling())
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lay->resize_redraw_more_regions(redraw);
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}
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}
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void Layer::ResizeBy(float dx, float dy)
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{
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fFrame.Set(fFrame.left, fFrame.top, fFrame.right+dx, fFrame.bottom+dy);
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// resize children using their resize_mask.
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for (Layer *lay = VirtualBottomChild();
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lay; lay = VirtualUpperSibling())
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lay->resize_layer_frame_by(dx, dy);
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// call hook function
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if (dx != 0.0f || dy != 0.0f)
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ResizedByHook(dx, dy, false); // manual
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if (!IsVisuallyHidden() && GetRootLayer())
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{
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BRegion oldFullVisible(fFullVisible);
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BRegion oldVisible(fVisible);
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// we'll invalidate the old area and the new, maxmial one.
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BRegion invalid;
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set_user_regions(invalid);
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invalid.Include(&fFullVisible);
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clear_visible_regions();
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fParent->RebuildVisibleRegions(invalid, this);
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// done rebuilding regions, now redraw regions that became visible
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// what's invalid, are the differences between to old and the new fullVisible region
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// 1) in case we grow.
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BRegion redrawReg(fFullVisible);
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redrawReg.Exclude(&oldFullVisible);
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// 2) in case we shrink
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BRegion redrawReg2(oldFullVisible);
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redrawReg2.Exclude(&fFullVisible);
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// 3) combine.
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redrawReg.Include(&redrawReg2);
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// layers that had their frame modified must be entirely redrawn.
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for (Layer *lay = VirtualBottomChild();
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lay; lay = VirtualUpperSibling())
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lay->resize_redraw_more_regions(redrawReg);
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// add redrawReg to our RootLayer's redraw region.
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GetRootLayer()->fRedrawReg.Include(&redrawReg);
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// include layer's visible region in case we want a full update on resize
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if (fFlags & B_FULL_UPDATE_ON_RESIZE && fVisible.Frame().IsValid())
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{
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GetRootLayer()->fRedrawReg.Include(&fVisible);
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GetRootLayer()->fRedrawReg.Include(&oldVisible);
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}
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// clear canvas and set invalid regions for affected WinBorders
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GetRootLayer()->RequestRedraw(); // TODO: what if we pass (fParent, startFromTHIS, &redrawReg)?
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}
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}
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void Layer::MoveBy(float dx, float dy)
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{
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if (dx == 0.0f && dy == 0.0f)
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return;
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// fFrame.Set(fFrame.left+dx, fFrame.top+dy, fFrame.right+dx, fFrame.bottom+dy);
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fFrame.OffsetBy(dx, dy);
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// call hook function
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MovedByHook(dx, dy);
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if (!IsVisuallyHidden() && GetRootLayer())
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{
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BRegion oldFullVisible(fFullVisible);
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// we'll invalidate the old position and the new, maxmial one.
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BRegion invalid;
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set_user_regions(invalid);
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invalid.Include(&fFullVisible);
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clear_visible_regions();
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fParent->RebuildVisibleRegions(invalid, this);
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// done rebuilding regions, now copy common parts and redraw regions that became visible
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// include the actual and the old fullVisible regions. later, we'll exclude the common parts.
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BRegion redrawReg(fFullVisible);
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redrawReg.Include(&oldFullVisible);
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// offset to layer's new location so that we can calculate the common region.
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oldFullVisible.OffsetBy(dx, dy);
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// finally we have the region that needs to be redrawn.
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redrawReg.Exclude(&oldFullVisible);
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// by intersecting the old fullVisible offseted to layer's new location, with the current
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// fullVisible, we'll have the common region which can be copied using HW acceleration.
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oldFullVisible.IntersectWith(&fFullVisible);
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// offset back and instruct the HW to do the actual copying.
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oldFullVisible.OffsetBy(-dx, -dy);
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GetRootLayer()->CopyRegion(&oldFullVisible, dx, dy);
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// add redrawReg to our RootLayer's redraw region.
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GetRootLayer()->fRedrawReg.Include(&redrawReg);
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GetRootLayer()->RequestRedraw(); // TODO: what if we pass (fParent, startFromTHIS, &redrawReg)?
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}
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}
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void Layer::ScrollBy(float dx, float dy)
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{
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fOrigin.Set(fOrigin.x + dx, fOrigin.y + dy);
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if (!IsVisuallyHidden() && GetRootLayer())
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{
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// set the region to be invalidated.
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BRegion invalid(fFullVisible);
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clear_visible_regions();
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rebuild_visible_regions(invalid, invalid, VirtualBottomChild());
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// for the moment we say that the whole surface needs to be redraw.
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BRegion redrawReg(fFullVisible);
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// offset old region so that we can start comparing.
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invalid.OffsetBy(dx, dy);
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// compute the common region. we'll use HW acc to copy this to the new location.
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invalid.IntersectWith(&fFullVisible);
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GetRootLayer()->CopyRegion(&invalid, -dx, -dy);
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// common region goes back to its original location. then, by excluding
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// it from curent fullVisible we'll obtain the region that needs to be redrawn.
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invalid.OffsetBy(-dx, -dy);
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redrawReg.Exclude(&invalid);
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GetRootLayer()->fRedrawReg.Include(&redrawReg);
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GetRootLayer()->RequestRedraw(); // TODO: what if we pass (fParent, startFromTHIS, &redrawReg)?
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}
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if (dx != 0.0f || dy != 0.0f)
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ScrolledByHook(dx, dy);
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}
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void Layer::GetWantedRegion(BRegion ®)
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{
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set_user_regions(reg);
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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(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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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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// no point in continuing if this layer is hidden. starting from here, all
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// descendants have (and will have) invalid visible regions.
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if (fHidden)
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return;
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// no need to go deeper if the parent doesn't have a visible region anymore
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// and our fullVisible region is also empty.
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if (!parentLocalVisible.Frame().IsValid() && !fFullVisible.Frame().IsValid())
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return;
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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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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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// TODO: further analyze the next 2 lines.
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fFullVisible.Exclude(&invalid);
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fVisible.Exclude(&invalid);
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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 two in the 'for' statement below.
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}
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// this is to allow a layer to hide some parts of itself so children
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// won't take them.
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BRegion unalteredVisible(common);
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bool altered = alter_visible_for_children(common);
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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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// to let children know much they can take from parent's visible region
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common.Exclude(&lay->fFullVisible);
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// all that a child took must be excluded from our visible region
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fVisible.Exclude(&lay->fFullVisible);
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// we've hidden some parts of our visible region from our children,
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// and we must be in sysnc with this region too...
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if (altered)
|
|
unalteredVisible.Exclude(&lay->fFullVisible);
|
|
}
|
|
|
|
// the visible region of this layer is what left after all its children took
|
|
// what they could.
|
|
if (altered)
|
|
fVisible.Include(&unalteredVisible);
|
|
else
|
|
fVisible.Include(&common);
|
|
}
|
|
|
|
bool Layer::alter_visible_for_children(BRegion ®)
|
|
{
|
|
// Empty Hook function
|
|
return false;
|
|
}
|
|
|
|
void Layer::clear_visible_regions()
|
|
{
|
|
// OPT: maybe we should uncomment these lines for performance
|
|
// if (fFullVisible.CountRects() <= 0)
|
|
// return;
|
|
|
|
fVisible.MakeEmpty();
|
|
fFullVisible.MakeEmpty();
|
|
for (Layer *child = VirtualBottomChild(); child;
|
|
child = VirtualUpperSibling())
|
|
child->clear_visible_regions();
|
|
}
|
|
|
|
void Layer::PrintToStream() const
|
|
{
|
|
printf("-> %s\n", fName);
|
|
fVisible.PrintToStream();
|
|
fFullVisible.PrintToStream();
|
|
for (Layer *child = VirtualBottomChild(); child;
|
|
child = VirtualUpperSibling())
|
|
child->PrintToStream();
|
|
}
|