new optinized clipping code

new optimized redrawing code
changes in some handlers in ServerWindow.
other minor changes.


git-svn-id: file:///srv/svn/repos/haiku/trunk/current@5355 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Adi Oanca
2003-11-14 00:15:29 +00:00
parent 57b3bc3b9c
commit 7052fe60fa
8 changed files with 1318 additions and 1084 deletions
+413 -170
View File
@@ -97,41 +97,59 @@ WinBorder::WinBorder(const BRect &r, const char *name, const int32 look, const i
{
// unlike BViews, windows start off as hidden, so we need to tweak the hidecount
// assignment made by Layer().
_hidden = true;
_mbuttons = 0;
_kmodifiers = 0;
_win = win;
_hidden = true;
_mbuttons = 0;
_kmodifiers = 0;
_win = win;
_update = false;
_hresizewin = false;
_vresizewin = false;
_mousepos.Set(0,0);
_update = false;
_title = new BString(name);
_hresizewin = false;
_vresizewin = false;
_driver = GetGfxDriver(ActiveScreen());
_decorator = new_decorator(r,name,look,feel,flags,GetGfxDriver(ActiveScreen()));
_decorator->GetFootprint(_visible);
_decorator = NULL;
*_full = *_visible;
*_invalid = *_visible;
_frame = _visible->Frame();
// I tend to think it is not needed, so if it isn't, DW, please remove it.
_view_token = border_token_handler.GetToken();
if (feel == B_NO_BORDER_WINDOW_LOOK){
_full = _win->top_layer->_full;
fDecFull = NULL;
fDecFullVisible = NULL;
fDecVisible = NULL;
}
else{
_decorator = new_decorator(r, name, look, feel, flags, fDriver);
fDecFull = new BRegion();
fDecVisible = new BRegion();
fDecFullVisible = fDecVisible;
_decorator->SetDriver(_driver);
_decorator->SetTitle(name);
_decorator->GetFootprint( fDecFull );
STRACE(("WinBorder %s:\n",_title->String()));
STRACE(("\tFrame: (%.1f,%.1f,%.1f,%.1f)\n",r.left,r.top,r.right,r.bottom));
STRACE(("\tWindow %s\n",win?win->Title():"NULL"));
// our full region is the union between decorator's region and top_layer's region
_full = _win->top_layer->_full;
_full.Include( fDecFull );
}
// get a token
_view_token = border_token_handler.GetToken();
STRACE(("WinBorder %s:\n",_title->String()));
STRACE(("\tFrame: (%.1f,%.1f,%.1f,%.1f)\n",r.left,r.top,r.right,r.bottom));
STRACE(("\tWindow %s\n",win?win->Title():"NULL"));
}
WinBorder::~WinBorder(void)
{
STRACE(("WinBorder %s:~WinBorder()\n",_title->String()));
delete _title;
STRACE(("WinBorder %s:~WinBorder()\n",_title->String()));
if (_decorator) {
delete _decorator;
_decorator = NULL;
delete fDecFull;
fDecFull = NULL;
delete fDecFullVisible; // NOTE: fDecFullVisible == fDecVisible
fDecFullVisible = NULL;
fDecVisible = NULL;
}
}
void WinBorder::MouseDown(int8 *buffer)
@@ -143,94 +161,88 @@ void WinBorder::MouseDown(int8 *buffer)
// 4) int32 - modifier keys down
// 5) int32 - buttons down
// 6) int32 - clicks
int8 *index=buffer; index+=sizeof(int64);
float x=*((float*)index); index+=sizeof(float);
float y=*((float*)index); index+=sizeof(float);
int32 modifiers=*((int32*)index); index+=sizeof(int32);
int32 buttons=*((int32*)index);
int8 *index = buffer; index+=sizeof(int64);
float x = *((float*)index); index+=sizeof(float);
float y = *((float*)index); index+=sizeof(float);
int32 modifiers = *((int32*)index); index+=sizeof(int32);
int32 buttons = *((int32*)index);
BPoint pt(x,y);
_mbuttons=buttons;
_kmodifiers=modifiers;
click_type click=_decorator->Clicked(pt, _mbuttons, _kmodifiers);
_mousepos=pt;
switch(click)
{
case CLICK_MOVETOBACK:
{
STRACE_CLICK(("Click: MoveToBack\n"));
MakeTopChild();
break;
}
case CLICK_MOVETOFRONT:
{
STRACE_CLICK(("Click: MoveToFront\n"));
MakeBottomChild();
break;
}
case CLICK_CLOSE:
{
STRACE_CLICK(("Click: Close\n"));
_decorator->SetClose(true);
_decorator->DrawClose();
break;
}
case CLICK_ZOOM:
{
STRACE_CLICK(("Click: Zoom\n"));
_decorator->SetZoom(true);
_decorator->DrawZoom();
break;
}
case CLICK_MINIMIZE:
{
STRACE_CLICK(("Click: Minimize\n"));
_decorator->SetMinimize(true);
_decorator->DrawMinimize();
break;
}
case CLICK_DRAG:
{
if(buttons==B_PRIMARY_MOUSE_BUTTON)
{
STRACE_CLICK(("Click: Drag\n"));
MakeBottomChild();
set_is_moving_window(true);
}
if(buttons==B_SECONDARY_MOUSE_BUTTON)
// user clicked on decorator
if (fDecFullVisible->Contains(pt)){
click_type click;
click = _decorator->Clicked(pt, buttons, modifiers);
switch(click){
case CLICK_MOVETOBACK:
{
STRACE_CLICK(("Click: MoveToBack\n"));
MakeTopChild();
MoveToBack();
break;
}
break;
}
case CLICK_SLIDETAB:
{
STRACE_CLICK(("Click: Slide Tab\n"));
set_is_sliding_tab(true);
break;
}
case CLICK_RESIZE:
{
if(buttons==B_PRIMARY_MOUSE_BUTTON)
case CLICK_MOVETOFRONT:
{
STRACE_CLICK(("Click: MoveToFront\n"));
MoveToFront();
break;
}
case CLICK_CLOSE:
{
STRACE_CLICK(("Click: Close\n"));
RemoveSelf();
break;
}
case CLICK_ZOOM:
{
STRACE_CLICK(("Click: Zoom\n"));
// TODO: implement
// if (actual_coods != max_zoom_coords)
// MoveBy(X, Y);
// ResizeBy(X, Y);
break;
}
case CLICK_MINIMIZE:
{
STRACE_CLICK(("Click: Minimize\n"));
if ( !IsHidden() ){
Hide();
}
break;
}
case CLICK_DRAG:
{
STRACE_CLICK(("Click: Drag\n"));
set_is_moving_window(true);
break;
}
case CLICK_SLIDETAB:
{
STRACE_CLICK(("Click: Slide Tab\n"));
set_is_sliding_tab(true);
break;
}
case CLICK_RESIZE:
{
STRACE_CLICK(("Click: Resize\n"));
set_is_resizing_window(true);
break;
}
case CLICK_NONE:
default:
{
break;
}
break;
}
case CLICK_NONE:
{
break;
}
default:
{
break;
}
}
// user clicked in window's area
else{
/*
TODO: implement!!!
NOTE: send that message to BViews registered for receiving mouse&keyboard events.
SendMouseMessage( B_MOUSE_DOWN );
*/
}
}
void WinBorder::MouseMoved(int8 *buffer)
@@ -268,7 +280,7 @@ void WinBorder::MouseMoved(int8 *buffer)
if(is_sliding_tab())
{
STRACE_CLICK(("ClickMove: Slide Tab\n"));
STRACE_CLICK(("ClickMove: Slide Tab\n"));
float dx=pt.x-_mousepos.x;
float dy=pt.y-_mousepos.y;
@@ -279,7 +291,7 @@ void WinBorder::MouseMoved(int8 *buffer)
// we can invalidate the proper area.
lock_layers();
_parent->Invalidate(_decorator->SlideTab(dx,dy));
_parent->RequestDraw();
// _parent->RequestDraw();
// _decorator->DrawTab();
unlock_layers();
}
@@ -291,7 +303,7 @@ void WinBorder::MouseMoved(int8 *buffer)
// We are moving the window. Because speed is of the essence, we need to handle a lot
// of stuff which we might otherwise not need to.
STRACE_CLICK(("ClickMove: Drag\n"));
STRACE_CLICK(("ClickMove: Drag\n"));
float dx = pt.x - _mousepos.x,
dy = pt.y - _mousepos.y;
if(buttons!=0 && (dx!=0 || dy!=0))
@@ -320,7 +332,7 @@ void WinBorder::MouseMoved(int8 *buffer)
_decorator->MoveBy(BPoint(dx, dy));
// 3) quickly move the window
_driver->CopyRegion(&reg,reg2.Frame().LeftTop());
// _driver->CopyRegion(&reg,reg2.Frame().LeftTop());
// 4) Invalidate only the areas which we can't redraw directly
for(int32 i=0; i<reg2.CountRects();i++)
@@ -342,8 +354,8 @@ void WinBorder::MouseMoved(int8 *buffer)
_parent->Invalidate(reg);
_parent->RebuildRegions();
_parent->RequestDraw();
// _parent->RebuildRegions();
// _parent->RequestDraw();
unlock_layers();
}
@@ -352,7 +364,7 @@ void WinBorder::MouseMoved(int8 *buffer)
if(is_resizing_window())
{
STRACE_CLICK(("ClickMove: Resize\n"));
STRACE_CLICK(("ClickMove: Resize\n"));
float dx = pt.x - _mousepos.x,
dy = pt.y - _mousepos.y;
if(buttons!=0 && (dx!=0 || dy!=0))
@@ -367,10 +379,10 @@ void WinBorder::MouseMoved(int8 *buffer)
lock_layers();
ResizeBy(dx,dy);
_parent->RequestDraw();
// _parent->RequestDraw();
unlock_layers();
_decorator->ResizeBy(dx,dy);
_decorator->Draw();
// _decorator->Draw();
}
}
@@ -380,8 +392,7 @@ void WinBorder::MouseMoved(int8 *buffer)
void WinBorder::MouseUp(int8 *buffer)
{
STRACE_MOUSE(("WinBorder %s: MouseUp() \n",_title->String()));
STRACE_MOUSE(("WinBorder %s: MouseUp() \n",_title->String()));
// buffer data:
// 1) int64 - time of mouse click
// 2) float - x coordinate of mouse click
@@ -446,93 +457,325 @@ void WinBorder::MouseUp(int8 *buffer)
*/
void WinBorder::SetFocus(const bool &active)
{
if(_decorator)
_decorator->SetFocus(active);
_decorator->SetFocus(active);
}
void WinBorder::RequestDraw(const BRect &r)
{
STRACE(("WinBorder %s: RequestDraw(BRect)\n",_title->String()));
#ifdef DEBUG_WINBORDER
PrintToStream();
#endif
void WinBorder::RebuildRegions( const BRect& r ){
/* WinBorder is a little bit special. It doesn't have a visible region
in witch to do its drawings. Instead the hole visible region is split
between decorator and top_layer.
*/
_decorator->Draw(r);
delete _invalid;
_invalid = NULL;
}
// if we're in the rebuild area, rebuild our v.r.
if ( _full.Intersects( r ) ){
_visible = _full;
void WinBorder::RequestDraw(void)
{
STRACE(("WinBorder %s::RequestDraw()\n",_title->String()));
#ifdef DEBUG_WINBORDER
PrintToStream();
#endif
if(_invalid)
{
for(int32 i=0;i<_invalid->CountRects();i++)
_decorator->Draw(_invalid->RectAt(i));
delete _invalid;
_invalid = NULL;
if (_parent){
_visible.IntersectWith( &(_parent->_visible) );
// exclude from parent's visible area.
if ( !(_hidden) )
_parent->_visible.Exclude( &(_visible) );
}
_fullVisible = _visible;
}
else{
// our visible region will stay the same
// exclude our FULL visible region from parent's visible region.
if ( !(_hidden) && _parent )
_parent->_visible.Exclude( &(_fullVisible) );
// we're not in the rebuild area so our children's v.r.s are OK.
return;
}
// rebuild top_layer:
if ( _win->top_layer->_full.Intersects( r ) ){
// build top_layer's visible region by intersecting its _full with winborder's _visible region.
_win->top_layer->_visible = _win->top_layer->_full;
_win->top_layer->_visible.IntersectWith( &(_visible) );
// then exclude it from winborder's _visible...
_visible.Exclude( &(_win->top_layer->_visible) );
_win->top_layer->_fullVisible = _win->top_layer->_visible;
// Rebuild regions for children...
for(Layer *lay = _win->top_layer->_bottomchild; lay != NULL; lay = lay->_uppersibling){
if ( !(lay->_hidden) ){
lay->RebuildRegions( r );
}
}
}
else{
_visible.Exclude( &(_win->top_layer->_fullVisible) );
}
// rebuild decorator.
if (_decorator){
if ( fDecFull->Intersects( r ) ){
*fDecVisible = *fDecFull;
fDecVisible->IntersectWith( &(_visible) );
_visible.Exclude( fDecVisible );
// !!!! Pointer assignement !!!!
fDecFullVisible = fDecVisible;
}
else{
_visible.Exclude( fDecFullVisible );
}
}
else
_decorator->Draw();
}
/*
void WinBorder::MoveBy(BPoint pt)
void WinBorder::Draw(const BRect &r)
{
// draw the decorator
BRegion reg(r);
if (_decorator){
reg.IntersectWith( fDecVisible );
if (reg.CountRects() > 0){
_decorator->Draw( reg.Frame() );
}
}
// draw the top_layer
reg.Set( r );
reg.IntersectWith( &(_win->top_layer->_visible) );
if (reg.CountRects() > 0){
_win->top_layer->RequestClientUpdate( reg.Frame() );
}
}
void WinBorder::MoveBy(float x, float y)
{
}
BRegion oldFullVisible( _fullVisible );
// BPoint oldFullVisibleOrigin( _fullVisible.Frame().LeftTop() );
void WinBorder::ResizeBy(BPoint pt)
{
_frame.OffsetBy(x, y);
_full.OffsetBy(x, y);
_win->top_layer->_frame.OffsetBy(x, y);
_win->top_layer->MoveRegionsBy(x, y);
if (_decorator){
// allow decorator to make its internal calculations.
_decorator->MoveBy(x, y);
fDecFull->OffsetBy(x, y);
}
if ( !_hidden ){
// to clear the area occupied on its parent _visible
if (_fullVisible.CountRects() > 0){
_hidden = true;
_parent->RebuildChildRegions( _fullVisible.Frame(), this );
_hidden = false;
}
_parent->RebuildChildRegions( _full.Frame(), this );
}
// REDRAWING CODE:
if ( !(_hidden) )
{
/* The region(on screen) that will be invalidated.
* It is composed by:
* the regions that were visible, and now they aren't +
* the regions that are now visible, and they were not visible before.
* (oldFullVisible - _fullVisible) + (_fullVisible - oldFullVisible)
*/
BRegion clipReg;
// first offset the old region so we can do the correct operations.
oldFullVisible.OffsetBy(x, y);
// + (oldFullVisible - _fullVisible)
if ( oldFullVisible.CountRects() > 0 ){
BRegion tempReg( oldFullVisible );
tempReg.Exclude( &_fullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// + (_fullVisible - oldFullVisible)
if ( _fullVisible.CountRects() > 0 ){
BRegion tempReg( _fullVisible );
tempReg.Exclude( &oldFullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// there is no point in redrawing what already is visible. So just copy
// on-screen pixels to layer's new location.
if ( (oldFullVisible.CountRects() > 0) && (_fullVisible.CountRects() > 0) ){
BRegion tempReg( oldFullVisible );
tempReg.IntersectWith( &_fullVisible );
if (tempReg.CountRects() > 0){
// TODO: when you have such a method in DisplayDriver/Clipper, uncomment!
//fDriver->CopyBits( &tempReg, oldFullVisibleOrigin, oldFullVisibleOrigin.OffsetByCopy(x,y) );
}
}
// invalidate 'clipReg' so we can see the results of this move.
if (clipReg.CountRects() > 0){
Invalidate( clipReg );
}
}
}
void WinBorder::ResizeBy(float x, float y)
{
BRegion oldFullVisible( _fullVisible );
_frame.right = _frame.right + x;
_frame.bottom = _frame.bottom + y;
_win->top_layer->ResizeRegionsBy(x, y);
_full = _win->top_layer->_full;
if (_decorator){
// allow decorator to make its internal calculations.
_decorator->ResizeBy(x, y);
_decorator->GetFootprint( fDecFull );
_full.Include( fDecFull );
}
if ( !_hidden ){
_parent->RebuildChildRegions( _full.Frame(), this );
}
// REDRAWING CODE:
if ( !(_hidden) )
{
/* The region(on screen) that will be invalidated.
* It is composed by:
* the regions that were visible, and now they aren't +
* the regions that are now visible, and they were not visible before.
* (oldFullVisible - _fullVisible) + (_fullVisible - oldFullVisible)
*/
BRegion clipReg;
// + (oldFullVisible - _fullVisible)
if ( oldFullVisible.CountRects() > 0 ){
BRegion tempReg( oldFullVisible );
tempReg.Exclude( &_fullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// + (_fullVisible - oldFullVisible)
if ( _fullVisible.CountRects() > 0 ){
BRegion tempReg( _fullVisible );
tempReg.Exclude( &oldFullVisible );
if (tempReg.CountRects() > 0){
clipReg.Include( &tempReg );
}
}
// invalidate 'clipReg' so we can see the results of this resize operation.
if (clipReg.CountRects() > 0){
Invalidate( clipReg );
}
}
}
*/
void WinBorder::MoveToBack(){
if (this == _parent->_topchild)
return;
if (_uppersibling){
_uppersibling->_lowersibling = _lowersibling;
}
else{
_parent->_topchild = _lowersibling;
}
if (_lowersibling){
_lowersibling->_uppersibling = _uppersibling;
}
else{
_parent->_bottomchild = _uppersibling;
}
this->_lowersibling = _parent->_topchild;
this->_uppersibling = NULL;
_parent->_topchild = this;
// cache WinBorder's fullVisible region for use later
BRegion cachedFullVisible = _fullVisible;
// rebuild only that area the encloses the full visible part of this layer.
_parent->RebuildChildRegions(_fullVisible.Frame(), this);
// we now have <= fullVisible region, so invalidate the parts that are not common.
cachedFullVisible.Exclude(&_fullVisible);
Invalidate( cachedFullVisible );
}
void WinBorder::MoveToFront(){
if (this == _parent->_bottomchild)
return;
if (_uppersibling){
_uppersibling->_lowersibling = _lowersibling;
}
else{
_parent->_topchild = _lowersibling;
}
if (_lowersibling){
_lowersibling->_uppersibling = _uppersibling;
}
else{
_parent->_bottomchild = _uppersibling;
}
this->_lowersibling = NULL;
this->_uppersibling = _parent->_bottomchild;
_parent->_bottomchild = this;
// cache WinBorder's fullVisible region for use later
BRegion cachedFullVisible = _fullVisible;
// rebuild the area that this WinBorder will occupy.
_parent->RebuildChildRegions(_full.Frame(), this);
// make a copy of the fullVisible region because it needs
// to be modified for invalidating a minimum area.
BRegion tempFullVisible = _fullVisible;
// invalidate only the difference between the present and
// the old fullVisible regions. We only need to update that area.
tempFullVisible.Exclude(&cachedFullVisible);
Invalidate( tempFullVisible );
}
void WinBorder::UpdateColors(void)
{
gui_colorset.Lock();
_decorator->SetColors(gui_colorset);
gui_colorset.Unlock();
// Tell the decorator to update all visible regions of the window border
if(_visible)
for(int32 i=0; i<_visible->CountRects(); i++)
_decorator->Draw(_visible->RectAt(i));
STRACE(("WinBorder %s: UpdateColors unimplemented\n",_title->String()));
}
void WinBorder::UpdateDecorator(void)
{
STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",_title->String()));
// TODO: Implement
// What needs done here is to delete the current decorator and do a lot of the
// decorator-related setup done in the constructor. This definitely needs to be
// done *after* all the silliness with figuring out the clipping code is taken care of
STRACE(("WinBorder %s: UpdateDecorator unimplemented\n",_title->String()));
}
void WinBorder::UpdateFont(void)
{
STRACE(("WinBorder %s: UpdateFont unimplemented\n",_title->String()));
// TODO: Implement
// What needs done here is to first call _decorator->SetFont(). Following that,
// GetFootprint() will need to be called to obtain changes in the decorator's size due to
// changes in the font, whether they are face, size, or whatever. Thus, the WinBorder will
// need to do some region-related recalculation, as well.
STRACE(("WinBorder %s: UpdateFont unimplemented\n",_title->String()));
}
void WinBorder::UpdateScreen(void)
{
STRACE(("WinBorder %s: UpdateScreen unimplemented\n",_title->String()));
STRACE(("WinBorder %s: UpdateScreen unimplemented\n",_title->String()));
}