void TTeamMenuItem::ToggleExpandState(bool resizeWindow) { fExpanded = !fExpanded; if (fExpanded) { // Populate Menu() with the stuff from SubMenu(). TWindowMenu* sub = (static_cast<TWindowMenu*>(Submenu())); if (sub) { // force the menu to update it's contents. bool locked = sub->LockLooper(); // if locking the looper failed, the menu is just not visible sub->AttachedToWindow(); if (locked) sub->UnlockLooper(); if (sub->CountItems() > 1) { TExpandoMenuBar* parent = static_cast<TExpandoMenuBar*>(Menu()); int myindex = parent->IndexOf(this) + 1; TWindowMenuItem* windowItem = NULL; int childIndex = 0; int totalChildren = sub->CountItems() - 4; // hide, show, close, separator. for (; childIndex < totalChildren; childIndex++) { windowItem = static_cast<TWindowMenuItem*> (sub->RemoveItem((int32)0)); parent->AddItem(windowItem, myindex + childIndex); windowItem->ExpandedItem(true); } sub->SetExpanded(true, myindex + childIndex); if (resizeWindow) parent->SizeWindow(); } } } else { // Remove the goodies from the Menu() that should be in the SubMenu(); TWindowMenu* sub = static_cast<TWindowMenu*>(Submenu()); if (sub) { TExpandoMenuBar* parent = static_cast<TExpandoMenuBar*>(Menu()); TWindowMenuItem* windowItem = NULL; int childIndex = parent->IndexOf(this) + 1; while (!parent->SubmenuAt(childIndex) && childIndex < parent->CountItems()) { windowItem = static_cast<TWindowMenuItem*> (parent->RemoveItem(childIndex)); sub->AddItem(windowItem, 0); windowItem->ExpandedItem(false); } sub->SetExpanded(false, 0); if (resizeWindow) parent->SizeWindow(); } } }
int32 TExpandoMenuBar::monitor_team_windows(void *arg) { TExpandoMenuBar *teamMenu = (TExpandoMenuBar *)arg; int32 totalItems = 0; bool itemModified = false; TWindowMenuItem *item = NULL; TTeamMenuItem *teamItem = NULL; int32 *tokens = NULL; while (teamMenu->sDoMonitor) { totalItems = teamMenu->CountItems(); // Set all WindowMenuItems to require an update. item = NULL; for (int32 i = 0; i < totalItems; i++) { if (!teamMenu->SubmenuAt(i)){ item = static_cast<TWindowMenuItem *>(teamMenu->ItemAt(i)); item->SetRequireUpdate(); } } // Perform SetTo() on all the items that still exist as well as add new items. itemModified = false; teamItem = NULL; for (int32 i = 0; i < totalItems; i++) { if (teamMenu->SubmenuAt(i)){ teamItem = static_cast<TTeamMenuItem *>(teamMenu->ItemAt(i)); if (teamItem->IsExpanded()) { int32 teamCount = teamItem->Teams()->CountItems(); for (int32 j = 0; j < teamCount; j++) { // The following code is almost a copy/paste from // WindowMenu.cpp team_id theTeam = (team_id)teamItem->Teams()->ItemAt(j); int32 count = 0; tokens = get_token_list(theTeam, &count); for (int32 k = 0; k < count; k++) { window_info *wInfo = get_window_info(tokens[k]); if (wInfo == NULL) continue; if (TWindowMenu::WindowShouldBeListed(wInfo->w_type) && (wInfo->show_hide_level <= 0 || wInfo->is_mini)) { // Check if we have a matching window item... item = teamItem->ExpandedWindowItem(wInfo->id); if (item) { // Lock the window, changing workspaces will fry this. item->SetTo(wInfo->name, wInfo->id, wInfo->is_mini, ((1 << current_workspace()) & wInfo->workspaces) != 0); if (strcmp(wInfo->name, item->Label()) != 0) item->SetLabel(wInfo->name); if (item->ChangedState()) itemModified = true; } else if (teamItem->IsExpanded()) { // Add the item item = new TWindowMenuItem(wInfo->name, wInfo->id, wInfo->is_mini, ((1 << current_workspace()) & wInfo->workspaces) != 0, false); item->ExpandedItem(true); teamMenu->AddItem(item, i + 1); itemModified = true; teamMenu->Window()->Lock(); teamMenu->SizeWindow(); teamMenu->Window()->Unlock(); } } free(wInfo); } free(tokens); } } } } // Remove any remaining items which require an update. for (int32 i = 0; i < totalItems; i++) { if (!teamMenu->SubmenuAt(i)){ item = static_cast<TWindowMenuItem *>(teamMenu->ItemAt(i)); if (item && item->RequiresUpdate()) { item = static_cast<TWindowMenuItem *>(teamMenu->RemoveItem(i)); delete item; totalItems--; teamMenu->Window()->Lock(); teamMenu->SizeWindow(); teamMenu->Window()->Unlock(); } } } // If any of the WindowMenuItems changed state, we need to force a repaint. if (itemModified) { teamMenu->Window()->Lock(); teamMenu->Invalidate(); teamMenu->Window()->Unlock(); } // sleep for a bit... snooze(150000); } return B_OK; }