WM_Invalidate(Window);
}
+void WM_SetRelative(tWindow *Window, int bRelativeToParent)
+{
+// _SysDebug("WM_SetRelative: (%p{Parent=%p},%i)", Window, Window->Parent, bRelativeToParent);
+ // No meaning if no parent
+ if( !Window->Parent )
+ return ;
+
+ // Check that the flag is changing
+ if( !!bRelativeToParent == !!(Window->Flags & WINFLAG_RELATIVE) )
+ return ;
+
+ if( bRelativeToParent ) {
+ // Set
+ Window->Flags |= WINFLAG_RELATIVE;
+ WM_MoveWindow(Window, Window->X, Window->Y);
+ }
+ else {
+ // Clear
+ Window->Flags &= ~WINFLAG_RELATIVE;
+ WM_MoveWindow(Window, Window->X - Window->Parent->X, Window->Y - Window->Parent->Y);
+ }
+}
+
int WM_MoveWindow(tWindow *Window, int X, int Y)
{
+// _SysDebug("Move %p to (%i,%i)", Window, X, Y);
// Clip coordinates
if(X + Window->W < 0) X = -Window->W + 1;
if(Y + Window->H < 0) Y = -Window->H + 1;
if(X >= giScreenWidth) X = giScreenWidth - 1;
if(Y >= giScreenHeight) Y = giScreenHeight - 1;
+ // If relative to the parent, extra checks
+ if( (Window->Flags & WINFLAG_RELATIVE) && Window->Parent )
+ {
+ if( X > Window->Parent->W ) return 1;
+ if( Y > Window->Parent->H ) return 1;
+ }
+ // TODO: Re-sanitise
+
Window->X = X; Window->Y = Y;
+ // TODO: Why invalidate buffer?
WM_Invalidate(Window);
return 0;
if(Window->X + W < 0) Window->X = -W + 1;
if(Window->Y + H < 0) Window->Y = -H + 1;
+ if( Window->W == W && Window->H == H )
+ return 0;
+
Window->W = W; Window->H = H;
if(Window->RenderBuffer) {
void WM_Invalidate(tWindow *Window)
{
if(!Window) return ;
- _SysDebug("Invalidating %p", Window);
+// _SysDebug("Invalidating %p", Window);
// Don't invalidate twice (speedup)
// if( !(Window->Flags & WINFLAG_CLEAN) ) return;
// Calculate RealW/RealH
if( !(Window->Flags & WINFLAG_NODECORATE) )
{
- _SysDebug("Applying decorations to %p", Window);
+ //_SysDebug("Applying decorations to %p", Window);
Decorator_UpdateBorderSize(Window);
Window->RealW = Window->BorderL + Window->W + Window->BorderR;
Window->RealH = Window->BorderT + Window->H + Window->BorderB;
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;
}
if( !(Window->Flags & WINFLAG_SHOW) )
return ;
-// _SysDebug("Blit %p to (%i,%i) %ix%i", Window, Window->X, Window->Y, Window->RealW, Window->RealH);
- Video_Blit(Window->RenderBuffer, Window->X, Window->Y, Window->RealW, Window->RealH);
+// _SysDebug("Blit %p (%p) to (%i,%i) %ix%i", Window, Window->RenderBuffer,
+// Window->RealX, Window->RealY, Window->RealW, Window->RealH);
+ Video_Blit(Window->RenderBuffer, Window->RealX, Window->RealY, Window->RealW, Window->RealH);
if( Window == gpWM_FocusedWindow && Window->CursorW )
{
Video_FillRect(
- Window->X + Window->BorderL + Window->CursorX,
- Window->Y + Window->BorderT + Window->CursorY,
+ Window->RealX + Window->BorderL + Window->CursorX,
+ Window->RealY + Window->BorderT + Window->CursorY,
Window->CursorW, Window->CursorH,
0x000000
);
-
}
for( child = Window->FirstChild; child; child = child->NextSibling )