WindowLayer
ClientLooper::ClientLooper(const char* name, WindowLayer* serverWindow)
WindowLayer* serverWindow);
WindowLayer* fServerWindow;
class WindowLayer;
WindowLayer* window;
WindowLayer* window;
Desktop::AddWindow(WindowLayer* window)
Desktop::RemoveWindow(WindowLayer* window)
Desktop::IndexOf(WindowLayer* window) const
Desktop::HasWindow(WindowLayer* window) const
WindowLayer*
return (WindowLayer*)fWindows.ItemAt(index);
WindowLayer*
return (WindowLayer*)fWindows.ItemAtFast(index);
WindowLayer*
WindowLayer* window = WindowAtFast(i);
WindowLayer*
return (WindowLayer*)fWindows.LastItem();
WindowLayer*
return (WindowLayer*)fWindows.FirstItem();
Desktop::MoveWindowBy(WindowLayer* window, int32 x, int32 y)
Desktop::ResizeWindowBy(WindowLayer* window, int32 x, int32 y)
Desktop::ShowWindow(WindowLayer* window)
Desktop::HideWindow(WindowLayer* window)
Desktop::SetWindowHidden(WindowLayer* window, bool hidden)
Desktop::BringToFront(WindowLayer* window)
Desktop::SendToBack(WindowLayer* window)
Desktop::SetFocusWindow(WindowLayer* window)
Desktop::WindowDied(WindowLayer* window)
WindowLayer* window = WindowAtFast(i);
WindowLayer* window = WindowAtFast(i);
void WindowDied(WindowLayer* window);
WindowLayer* fClickedWindow;
WindowLayer* fFocusWindow;
class WindowLayer;
bool AddWindow(WindowLayer* window);
bool RemoveWindow(WindowLayer* window);
int32 IndexOf(WindowLayer* window) const;
bool HasWindow(WindowLayer* window) const;
WindowLayer* WindowAt(int32 index) const;
WindowLayer* WindowAtFast(int32 index) const;
WindowLayer* WindowAt(const BPoint& where) const;
WindowLayer* TopWindow() const;
WindowLayer* BottomWindow() const;
void MoveWindowBy(WindowLayer* window, int32 x, int32 y);
void ResizeWindowBy(WindowLayer* window, int32 x, int32 y);
void ShowWindow(WindowLayer* window);
void HideWindow(WindowLayer* window);
void SetWindowHidden(WindowLayer* window, bool hidden);
void BringToFront(WindowLayer* window);
void SendToBack(WindowLayer* window);
void SetFocusWindow(WindowLayer* window);
ViewLayer::AttachedToWindow(WindowLayer* window)
class WindowLayer;
WindowLayer* fWindow;
void AttachedToWindow(WindowLayer* window);
WindowLayer::QuitRequested()
WindowLayer::SetClipping(BRegion* stillAvailableOnScreen)
WindowLayer::GetFullRegion(BRegion* region) const
WindowLayer::GetBorderRegion(BRegion* region)
WindowLayer::GetContentRegion(BRegion* region)
WindowLayer::VisibleContentRegion()
WindowLayer::SetFocus(bool focus)
WindowLayer::MoveBy(int32 x, int32 y)
WindowLayer::WindowLayer(BRect frame, const char* name,
WindowLayer::ResizeBy(int32 x, int32 y, BRegion* dirtyRegion)
WindowLayer::ScrollViewBy(ViewLayer* view, int32 dx, int32 dy)
WindowLayer::AddChild(ViewLayer* layer)
WindowLayer::ViewAt(const BPoint& where)
WindowLayer::SetHidden(bool hidden)
WindowLayer::ProcessDirtyRegion(BRegion* region)
WindowLayer::MarkDirty(BRegion* regionOnScreen)
WindowLayer::MarkContentDirty(BRegion* regionOnScreen)
WindowLayer::InvalidateView(int32 token)
WindowLayer::CopyContents(BRegion* region, int32 xOffset, int32 yOffset)
WindowLayer::_ShiftPartOfRegion(BRegion* region, BRegion* regionToShift,
WindowLayer::_TriggerContentRedraw()
WindowLayer::_DrawClient(int32 token)
WindowLayer::_DrawClientPolygon(int32 token, BPoint polygon[4])
WindowLayer::_DrawBorder()
WindowLayer::_MarkContentDirty(BRegion* contentDirtyRegion)
WindowLayer::~WindowLayer()
WindowLayer::_BeginUpdate()
WindowLayer::_EndUpdate()
WindowLayer::MessageReceived(BMessage* message)
WindowLayer::_UpdateContentRegion()
class WindowLayer : public BLooper {
WindowLayer(BRect frame, const char* name,
virtual ~WindowLayer();
WindowLayer* window = new WindowLayer(frame, name,