implemented wxPopupWindow for wxDFB; added wxNonOwnedWindow as base class for wxTopLevelWindow and wxPopupWindow
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@44289 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
@@ -17,66 +17,8 @@
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#include "wx/app.h"
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#endif // WX_PRECOMP
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#include "wx/hashmap.h"
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#include "wx/evtloop.h"
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#include "wx/dfb/private.h"
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#define TRACE_EVENTS _T("events")
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#define TRACE_PAINT _T("paint")
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// ============================================================================
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// globals
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// ============================================================================
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// mapping of DirectFB windows to wxTLWs:
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WX_DECLARE_HASH_MAP(DFBWindowID, wxTopLevelWindowDFB*,
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wxIntegerHash, wxIntegerEqual,
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wxDfbWindowsMap);
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static wxDfbWindowsMap gs_dfbWindowsMap;
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// ============================================================================
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// helpers
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// ============================================================================
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// Queue of paint requests
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class wxDfbQueuedPaintRequests
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{
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public:
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~wxDfbQueuedPaintRequests() { Clear(); }
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// Adds paint request to the queue
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void Add(const wxRect& rect)
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{
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// We use a simple implementation here for now: all refresh requests
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// are merged together into single rectangle that is superset of
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// all the requested rectangles. This wastes some blitting and painting
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// time, but OTOH, EVT_PAINT handler is called only once per window.
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m_invalidated.Union(rect);
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}
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// Is the queue empty?
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bool IsEmpty() const { return m_invalidated.IsEmpty(); }
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// Empties the queue
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void Clear() { m_invalidated = wxRect(); }
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// Gets the next request in the queue, returns true if there was one,
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// false if the queue was empty
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bool GetNext(wxRect& rect)
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{
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if ( m_invalidated.IsEmpty() )
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return false;
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rect = m_invalidated;
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Clear(); // there's only one item in the queue
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return true;
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}
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private:
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// currently invalidated region
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wxRect m_invalidated;
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};
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// ============================================================================
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// wxTopLevelWindowDFB
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// ============================================================================
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@@ -87,13 +29,8 @@ private:
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void wxTopLevelWindowDFB::Init()
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{
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m_isShown = false;
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m_isMaximized = false;
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m_fsIsShowing = false;
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m_sizeSet = false;
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m_opacity = 255;
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m_toPaint = new wxDfbQueuedPaintRequests;
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m_isPainting = false;
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}
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bool wxTopLevelWindowDFB::Create(wxWindow *parent,
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@@ -104,8 +41,6 @@ bool wxTopLevelWindowDFB::Create(wxWindow *parent,
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long style,
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const wxString &name)
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{
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m_tlw = this;
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// always create a frame of some reasonable, even if arbitrary, size (at
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// least for MSW compatibility)
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wxSize size(sizeOrig);
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@@ -124,113 +59,15 @@ bool wxTopLevelWindowDFB::Create(wxWindow *parent,
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if ( pos.y == wxDefaultCoord )
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pos.y = 0;
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// create DirectFB window:
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wxIDirectFBDisplayLayerPtr layer(wxIDirectFB::Get()->GetDisplayLayer());
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wxCHECK_MSG( layer, false, _T("no display layer") );
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DFBWindowDescription desc;
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desc.flags = (DFBWindowDescriptionFlags)
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(DWDESC_CAPS |
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DWDESC_WIDTH | DWDESC_HEIGHT | DWDESC_POSX | DWDESC_POSY);
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desc.caps = DWCAPS_DOUBLEBUFFER;
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desc.posx = pos.x;
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desc.posy = pos.y;
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desc.width = size.x;
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desc.height = size.y;
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m_dfbwin = layer->CreateWindow(&desc);
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if ( !m_dfbwin )
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if ( !wxNonOwnedWindow::Create(parent, id, pos, size, style, name) )
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return false;
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// add the new TLW to DFBWindowID->wxTLW map:
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DFBWindowID winid;
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if ( !m_dfbwin->GetID(&winid) )
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return false;
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gs_dfbWindowsMap[winid] = this;
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// TLWs are created initially hidden:
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if ( !m_dfbwin->SetOpacity(wxALPHA_TRANSPARENT) )
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return false;
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if ( !wxWindow::Create(NULL, id, pos, size, style, name) )
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return false;
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SetParent(parent);
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if ( parent )
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parent->AddChild(this);
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wxTopLevelWindows.Append(this);
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m_title = title;
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if ( style & (wxSTAY_ON_TOP | wxPOPUP_WINDOW) )
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{
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m_dfbwin->SetStackingClass(DWSC_UPPER);
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}
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// direct events in this window to the global event buffer:
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m_dfbwin->AttachEventBuffer(wxEventLoop::GetDirectFBEventBuffer());
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return true;
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}
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wxTopLevelWindowDFB::~wxTopLevelWindowDFB()
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{
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m_isBeingDeleted = true;
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// destroy all children before we destroy the underlying DirectFB window,
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// so that if any of them does something with the TLW, it will still work:
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DestroyChildren();
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// it's safe to delete the underlying DirectFB window now:
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wxDELETE(m_toPaint);
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if ( !m_dfbwin )
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return;
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// remove the TLW from DFBWindowID->wxTLW map:
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DFBWindowID winid;
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if ( m_dfbwin->GetID(&winid) )
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gs_dfbWindowsMap.erase(winid);
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m_dfbwin->Destroy();
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m_dfbwin.Reset();
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}
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// ----------------------------------------------------------------------------
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// window size & position
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// ----------------------------------------------------------------------------
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void wxTopLevelWindowDFB::DoGetPosition(int *x, int *y) const
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{
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m_dfbwin->GetPosition(x, y);
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}
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void wxTopLevelWindowDFB::DoGetSize(int *width, int *height) const
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{
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m_dfbwin->GetSize(width, height);
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}
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void wxTopLevelWindowDFB::DoMoveWindow(int x, int y, int width, int height)
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{
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wxPoint curpos = GetPosition();
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if ( curpos.x != x || curpos.y != y )
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{
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m_dfbwin->MoveTo(x, y);
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}
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wxSize cursize = GetSize();
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if ( cursize.x != width || cursize.y != height )
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{
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// changing window's size changes its surface:
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InvalidateDfbSurface();
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m_dfbwin->Resize(width, height);
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// we must repaint the window after it changed size:
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if ( IsShown() )
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DoRefreshWindow();
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}
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}
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// ----------------------------------------------------------------------------
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// showing and hiding
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// ----------------------------------------------------------------------------
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@@ -238,7 +75,8 @@ void wxTopLevelWindowDFB::DoMoveWindow(int x, int y, int width, int height)
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#warning "FIXME: the rest of this file is almost same as for MGL, merge it"
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bool wxTopLevelWindowDFB::ShowFullScreen(bool show, long style)
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{
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if (show == m_fsIsShowing) return false; // return what?
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if ( show == m_fsIsShowing )
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return true;
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m_fsIsShowing = show;
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@@ -268,53 +106,6 @@ bool wxTopLevelWindowDFB::ShowFullScreen(bool show, long style)
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return true;
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}
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bool wxTopLevelWindowDFB::Show(bool show)
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{
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// NB: this calls wxWindow::Show() and so ensures DoRefreshWindow() is
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// called on the window -- we'll need that below
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if ( !wxTopLevelWindowBase::Show(show) )
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return false;
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// If this is the first time Show was called, send size event,
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// so that the frame can adjust itself (think auto layout or single child)
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if ( !m_sizeSet )
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{
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m_sizeSet = true;
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wxSizeEvent event(GetSize(), GetId());
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event.SetEventObject(this);
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GetEventHandler()->ProcessEvent(event);
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}
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// make sure the window is fully painted, with all pending updates, before
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// DFB WM shows it, otherwise it would attempt to show either empty (=
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// black) window surface (if shown for the first time) or it would show
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// window with outdated content; note that the window was already refreshed
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// in the wxTopLevelWindowBase::Show() call above:
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if ( show )
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Update();
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// hide/show the window by setting its opacity to 0/full:
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m_dfbwin->SetOpacity(show ? m_opacity : 0);
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if ( show )
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{
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wxWindow *focused = wxWindow::FindFocus();
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if ( focused && focused->GetTLW() == this )
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{
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SetDfbFocus();
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}
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else if ( AcceptsFocus() )
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{
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// FIXME: we should probably always call SetDfbFocus instead
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// and call SetFocus() from wxActivateEvent/DWET_GOTFOCUS
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// handler
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SetFocus();
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}
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}
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return true;
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}
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bool wxTopLevelWindowDFB::SetTransparent(wxByte alpha)
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{
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if ( IsShown() )
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@@ -375,194 +166,3 @@ bool wxTopLevelWindowDFB::IsIconized() const
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{
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return false;
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}
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// ----------------------------------------------------------------------------
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// surfaces and painting
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// ----------------------------------------------------------------------------
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wxIDirectFBSurfacePtr wxTopLevelWindowDFB::ObtainDfbSurface() const
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{
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return m_dfbwin->GetSurface();
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}
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void wxTopLevelWindowDFB::HandleQueuedPaintRequests()
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{
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if ( m_toPaint->IsEmpty() )
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return; // nothing to do
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if ( IsFrozen() || !IsShown() )
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{
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// nothing to do if the window is frozen or hidden; clear the queue
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// and return (note that it's OK to clear the queue even if the window
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// is frozen, because Thaw() calls Refresh()):
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m_toPaint->Clear();
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return;
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}
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// process queued paint requests:
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wxRect winRect(wxPoint(0, 0), GetSize());
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wxRect paintedRect;
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// important note: all DCs created from now until m_isPainting is reset to
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// false will not update the front buffer as this flag indicates that we'll
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// blit the entire back buffer to front soon
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m_isPainting = true;
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#ifdef __WXDEBUG__
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int requestsCount = 0;
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#endif
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wxRect request;
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while ( m_toPaint->GetNext(request) )
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{
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#ifdef __WXDEBUG__
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requestsCount++;
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#endif
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wxRect clipped(request);
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clipped.Intersect(winRect);
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if ( clipped.IsEmpty() )
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continue; // nothing to refresh
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wxLogTrace(TRACE_PAINT,
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_T("%p ('%s'): processing paint request [%i,%i,%i,%i]"),
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this, GetName().c_str(),
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clipped.x, clipped.y, clipped.GetRight(), clipped.GetBottom());
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PaintWindow(clipped);
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// remember rectangle covering all repainted areas:
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if ( paintedRect.IsEmpty() )
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paintedRect = clipped;
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else
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paintedRect.Union(clipped);
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}
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m_isPainting = false;
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m_toPaint->Clear();
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if ( paintedRect.IsEmpty() )
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return; // no painting occurred, no need to flip
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// Flip the surface to make the changes visible. Note that the rectangle we
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// flip is *superset* of the union of repainted rectangles (created as
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// "rectangles union" by wxRect::Union) and so some parts of the back
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// buffer that we didn't touch in this HandleQueuedPaintRequests call will
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// be copied to the front buffer as well. This is safe/correct thing to do
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// *only* because wx always use wxIDirectFBSurface::FlipToFront() and so
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// the back and front buffers contain the same data.
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//
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// Note that we do _not_ split m_toPaint into disjoint rectangles and
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// do FlipToFront() for each of them, because that could result in visible
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// updating of the screen; instead, we prefer to flip everything at once.
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DFBRegion r = {paintedRect.GetLeft(), paintedRect.GetTop(),
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paintedRect.GetRight(), paintedRect.GetBottom()};
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DFBRegion *rptr = (winRect == paintedRect) ? NULL : &r;
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GetDfbSurface()->FlipToFront(rptr);
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wxLogTrace(TRACE_PAINT,
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_T("%p ('%s'): processed %i paint requests, flipped surface: [%i,%i,%i,%i]"),
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this, GetName().c_str(),
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requestsCount,
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paintedRect.x, paintedRect.y,
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paintedRect.GetRight(), paintedRect.GetBottom());
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}
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void wxTopLevelWindowDFB::DoRefreshRect(const wxRect& rect)
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{
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// don't overlap outside of the window (NB: 'rect' is in window coords):
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wxRect r(rect);
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r.Intersect(wxRect(GetSize()));
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if ( r.IsEmpty() )
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return;
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wxLogTrace(TRACE_PAINT,
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_T("%p ('%s'): [TLW] refresh rect [%i,%i,%i,%i]"),
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this, GetName().c_str(),
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rect.x, rect.y, rect.GetRight(), rect.GetBottom());
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// defer painting until idle time or until Update() is called:
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m_toPaint->Add(rect);
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}
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void wxTopLevelWindowDFB::Update()
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{
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HandleQueuedPaintRequests();
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}
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// ---------------------------------------------------------------------------
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// events handling
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// ---------------------------------------------------------------------------
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void wxTopLevelWindowDFB::SetDfbFocus()
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{
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wxCHECK_RET( IsShown(), _T("cannot set focus to hidden window") );
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wxASSERT_MSG( FindFocus() && FindFocus()->GetTLW() == this,
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_T("setting DirectFB focus to unexpected window") );
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GetDirectFBWindow()->RequestFocus();
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}
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/* static */
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void wxTopLevelWindowDFB::HandleDFBWindowEvent(const wxDFBWindowEvent& event_)
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{
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const DFBWindowEvent& event = event_;
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if ( gs_dfbWindowsMap.find(event.window_id) == gs_dfbWindowsMap.end() )
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{
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wxLogTrace(TRACE_EVENTS,
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_T("received event for unknown DirectFB window, ignoring"));
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return;
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}
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wxTopLevelWindowDFB *tlw = gs_dfbWindowsMap[event.window_id];
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wxWindow *recipient = NULL;
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void (wxWindow::*handlerFunc)(const wxDFBWindowEvent&) = NULL;
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switch ( event.type )
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{
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case DWET_KEYDOWN:
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case DWET_KEYUP:
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{
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recipient = wxWindow::FindFocus();
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handlerFunc = &wxWindowDFB::HandleKeyEvent;
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break;
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}
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case DWET_NONE:
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case DWET_ALL:
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{
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wxFAIL_MSG( _T("invalid event type") );
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break;
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}
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default:
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// we're not interested in them here
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break;
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}
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if ( !recipient )
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{
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wxLogTrace(TRACE_EVENTS, _T("ignoring event: no recipient window"));
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return;
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}
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wxCHECK_RET( recipient && recipient->GetTLW() == tlw,
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_T("event recipient not in TLW which received the event") );
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// process the event:
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(recipient->*handlerFunc)(event_);
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}
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// ---------------------------------------------------------------------------
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// idle events processing
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// ---------------------------------------------------------------------------
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void wxTopLevelWindowDFB::OnInternalIdle()
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{
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wxTopLevelWindowBase::OnInternalIdle();
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HandleQueuedPaintRequests();
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}
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