Window->PrevSibling = parent->LastChild;
Window->NextSibling = NULL;
parent->LastChild = Window;
+
+ _SysDebug("Raised %p", Window);
}
/*
{
struct sWndMsg_Bool _msg;
+ _SysDebug("WM_FocusWindow(%p)", Destination);
+
if( gpWM_FocusedWindow == Destination )
return ;
if( Destination && !(Destination->Flags & WINFLAG_SHOW) )
WM_Invalidate(gpWM_FocusedWindow);
WM_Invalidate(Destination);
- WM_RaiseWindow(Destination);
-
gpWM_FocusedWindow = Destination;
}
WM_SendMessage(NULL, Window, WNDMSG_SHOW, sizeof(_msg), &_msg);
// Update the flag
- if(bShow)
+ if(bShow) {
Window->Flags |= WINFLAG_SHOW;
+ _SysDebug("Window %p shown", Window);
+ }
else
{
Window->Flags &= ~WINFLAG_SHOW;
free(Window->RenderBuffer);
Window->RenderBuffer = NULL;
}
+ _SysDebug("Window %p hidden", Window);
}
WM_Invalidate(Window);
_SysDebug("WM_MoveWindow: (%i,%i)", X, Y);
Window->X = X; Window->Y = Y;
- // TODO: Why invalidate buffer?
- WM_Invalidate(Window);
+ // Mark up the tree that a child window has changed
+ while( (Window = Window->Parent) )
+ Window->Flags &= ~WINFLAG_CHILDCLEAN;
return 0;
}
if( !(Window->Flags & WINFLAG_SHOW) )
return ;
+ if( (Window->Flags & WINFLAG_RELATIVE) && Window->Parent )
+ {
+ Window->RealX = Window->Parent->RealX + Window->Parent->BorderL + Window->X;
+ Window->RealY = Window->Parent->RealY + Window->Parent->BorderT + Window->Y;
+ }
+ else
+ {
+ Window->RealX = Window->X;
+ Window->RealY = Window->Y;
+ }
+
// Render
if( !(Window->Flags & WINFLAG_CLEAN) )
{
Window->RealW = Window->W;
Window->RealH = Window->H;
}
-
- if( (Window->Flags & WINFLAG_RELATIVE) && Window->Parent )
- {
- Window->RealX = Window->Parent->X + Window->Parent->BorderL + Window->X;
- Window->RealY = Window->Parent->Y + Window->Parent->BorderT + Window->Y;
- }
- else
- {
- Window->RealX = Window->X;
- Window->RealY = Window->Y;
- }
Window->Renderer->Redraw(Window);
Window->Flags |= WINFLAG_CLEAN;
// Ignore hidden windows
if( !(Window->Flags & WINFLAG_SHOW) )
return ;
+
+ // Duplicated position update to handle window moving
+ if( (Window->Flags & WINFLAG_RELATIVE) && Window->Parent )
+ {
+ Window->RealX = Window->Parent->RealX + Window->Parent->BorderL + Window->X;
+ Window->RealY = Window->Parent->RealY + Window->Parent->BorderT + Window->Y;
+ }
+ else
+ {
+ Window->RealX = Window->X;
+ Window->RealY = Window->Y;
+ }
// _SysDebug("Blit %p (%p) to (%i,%i) %ix%i", Window, Window->RenderBuffer,
// Window->RealX, Window->RealY, Window->RealW, Window->RealH);