git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16719 a95241bf-73f2-0310-859d-f6bbb57e9c96
1272 lines
30 KiB
C++
1272 lines
30 KiB
C++
/*
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* Copyright 2001-2005, Haiku, Inc.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Stephan Aßmus <[email protected]>
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*/
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#include "DrawingEngine.h"
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#include <stdio.h>
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#include <algo.h>
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#include <stack.h>
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#include "HWInterface.h"
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#include "DrawState.h"
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#include "Painter.h"
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#include "PNGDump.h"
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#include "ServerBitmap.h"
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#include "RenderingBuffer.h"
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#include "frame_buffer_support.h"
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// make_rect_valid
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static inline void
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make_rect_valid(BRect& rect)
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{
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if (rect.left > rect.right) {
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float temp = rect.left;
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rect.left = rect.right;
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rect.right = temp;
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}
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if (rect.top > rect.bottom) {
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float temp = rect.top;
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rect.top = rect.bottom;
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rect.bottom = temp;
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}
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}
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// extend_by_stroke_width
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static inline void
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extend_by_stroke_width(BRect& rect, const DrawState* context)
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{
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// "- 1.0" because if stroke width == 1, we don't need to extend
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float inset = -ceilf(context->PenSize() / 2.0 - 1.0);
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rect.InsetBy(inset, inset);
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}
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class FontLocker {
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public:
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FontLocker(const DrawState* context)
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:
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fFont(&context->Font())
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{
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fFont->Lock();
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}
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FontLocker(const ServerFont* font)
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:
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fFont(font)
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{
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fFont->Lock();
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}
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~FontLocker()
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{
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fFont->Unlock();
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}
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private:
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const ServerFont* fFont;
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};
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// #pragma mark -
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// constructor
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DrawingEngine::DrawingEngine(HWInterface* interface)
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: fPainter(new Painter()),
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fGraphicsCard(interface),
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fAvailableHWAccleration(0)
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{
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}
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// destructor
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DrawingEngine::~DrawingEngine()
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{
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delete fPainter;
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}
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// Initialize
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status_t
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DrawingEngine::Initialize()
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{
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status_t err = B_ERROR;
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if (WriteLock()) {
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err = fGraphicsCard->Initialize();
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if (err < B_OK)
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fprintf(stderr, "HWInterface::Initialize() failed: %s\n", strerror(err));
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WriteUnlock();
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}
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return err;
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}
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// Shutdown
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void
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DrawingEngine::Shutdown()
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{
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}
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// Update
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void
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DrawingEngine::Update()
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{
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if (Lock()) {
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fPainter->AttachToBuffer(fGraphicsCard->DrawingBuffer());
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// available HW acceleration might have changed
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fAvailableHWAccleration = fGraphicsCard->AvailableHWAcceleration();
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Unlock();
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}
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}
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void
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DrawingEngine::SetHWInterface(HWInterface* interface)
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{
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fGraphicsCard = interface;
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}
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// #pragma mark -
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void
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DrawingEngine::ConstrainClippingRegion(const BRegion* region)
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{
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if (Lock()) {
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if (!region) {
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// BRegion empty;
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// fPainter->ConstrainClipping(empty);
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if (RenderingBuffer* buffer = fGraphicsCard->DrawingBuffer()) {
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BRegion all;
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all.Include(BRect(0, 0, buffer->Width() - 1, buffer->Height() - 1));
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fPainter->ConstrainClipping(all);
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}
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} else {
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fPainter->ConstrainClipping(*region);
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}
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Unlock();
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}
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}
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// CopyRegion() does a topological sort of the rects in the
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// region. The algorithm was suggested by Ingo Weinhold.
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// It compares each rect with each rect and builds a tree
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// of successors so we know the order in which they can be copied.
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// For example, let's suppose these rects are in a BRegion:
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// ************
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// * B *
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// ************
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// *************
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// * *
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// * A ****************
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// * ** *
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// ************** *
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// * C *
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// * *
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// * *
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// ***************
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// When copying stuff from LEFT TO RIGHT, TOP TO BOTTOM, the
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// result of the sort will be C, A, B. For this direction, we search
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// for the rects that have no neighbors to their right and to their
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// bottom, These can be copied without drawing into the area of
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// rects yet to be copied. If you move from RIGHT TO LEFT, BOTTOM TO TOP,
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// you go look for the ones that have no neighbors to their top and left.
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//
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// Here I draw some rays to illustrate LEFT TO RIGHT, TOP TO BOTTOM:
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// ************
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// * B *
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// ************
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// *************
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// * *
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// * A ****************-----------------
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// * ** *
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// ************** *
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// * C *
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// * *
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// * *
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// ***************
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// |
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// |
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// |
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// |
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// There are no rects in the area defined by the rays to the right
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// and bottom of rect C, so that's the one we want to copy first
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// (for positive x and y offsets).
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// Since A is to the left of C and B is to the top of C, The "node"
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// for C will point to the nodes of A and B as its "successors". Therefor,
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// A and B will have an "indegree" of 1 for C pointing to them. C will
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// have and "indegree" of 0, because there was no rect to which C
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// was to the left or top of. When comparing A and B, neither is left
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// or top from the other and in the sense that the algorithm cares about.
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// NOTE: comparisson of coordinates assumes that rects don't overlap
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// and don't share the actual edge either (as is the case in BRegions).
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struct node {
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node()
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{
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pointers = NULL;
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}
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node(const BRect& r, int32 maxPointers)
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{
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init(r, maxPointers);
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}
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~node()
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{
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delete [] pointers;
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}
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void init(const BRect& r, int32 maxPointers)
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{
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rect = r;
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pointers = new node*[maxPointers];
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in_degree = 0;
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next_pointer = 0;
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}
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void push(node* node)
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{
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pointers[next_pointer] = node;
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next_pointer++;
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}
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node* top()
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{
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return pointers[next_pointer];
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}
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node* pop()
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{
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node* ret = top();
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next_pointer--;
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return ret;
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}
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BRect rect;
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int32 in_degree;
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node** pointers;
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int32 next_pointer;
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};
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bool
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is_left_of(const BRect& a, const BRect& b)
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{
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return (a.right < b.left);
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}
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bool
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is_above(const BRect& a, const BRect& b)
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{
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return (a.bottom < b.top);
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}
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// CopyRegion
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void
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DrawingEngine::CopyRegion(/*const*/ BRegion* region,
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int32 xOffset, int32 yOffset)
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{
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// NOTE: Write locking because we might use HW acceleration.
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// This needs to be investigated, I'm doing this because of
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// gut feeling.
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if (WriteLock()) {
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BRect frame = region->Frame();
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frame = frame | frame.OffsetByCopy(xOffset, yOffset);
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fGraphicsCard->HideSoftwareCursor(frame);
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int32 count = region->CountRects();
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// TODO: make this step unnecessary
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// (by using different stack impl inside node)
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node nodes[count];
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for (int32 i= 0; i < count; i++) {
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nodes[i].init(region->RectAt(i), count);
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}
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for (int32 i = 0; i < count; i++) {
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BRect a = region->RectAt(i);
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for (int32 k = i + 1; k < count; k++) {
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BRect b = region->RectAt(k);
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int cmp = 0;
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// compare horizontally
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if (xOffset > 0) {
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if (is_left_of(a, b)) {
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cmp -= 1;
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} else if (is_left_of(b, a)) {
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cmp += 1;
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}
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} else if (xOffset < 0) {
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if (is_left_of(a, b)) {
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cmp += 1;
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} else if (is_left_of(b, a)) {
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cmp -= 1;
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}
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}
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// compare vertically
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if (yOffset > 0) {
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if (is_above(a, b)) {
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cmp -= 1;
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} else if (is_above(b, a)) {
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cmp += 1;
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}
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} else if (yOffset < 0) {
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if (is_above(a, b)) {
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cmp += 1;
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} else if (is_above(b, a)) {
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cmp -= 1;
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}
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}
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// add appropriate node as successor
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if (cmp > 0) {
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nodes[i].push(&nodes[k]);
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nodes[k].in_degree++;
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} else if (cmp < 0) {
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nodes[k].push(&nodes[i]);
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nodes[i].in_degree++;
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}
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}
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}
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// put all nodes onto a stack that have an "indegree" count of zero
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stack<node*> inDegreeZeroNodes;
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for (int32 i = 0; i < count; i++) {
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if (nodes[i].in_degree == 0) {
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inDegreeZeroNodes.push(&nodes[i]);
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}
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}
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// pop the rects from the stack, do the actual copy operation
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// and decrease the "indegree" count of the other rects not
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// currently on the stack and to which the current rect pointed
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// to. If their "indegree" count reaches zero, put them onto the
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// stack as well.
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clipping_rect* sortedRectList = NULL;
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int32 nextSortedIndex = 0;
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if (fAvailableHWAccleration & HW_ACC_COPY_REGION)
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sortedRectList = new clipping_rect[count];
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while (!inDegreeZeroNodes.empty()) {
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node* n = inDegreeZeroNodes.top();
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inDegreeZeroNodes.pop();
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// do the software implementation or add to sorted
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// rect list for using the HW accelerated version
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// later
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if (sortedRectList) {
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sortedRectList[nextSortedIndex].left = (int32)n->rect.left;
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sortedRectList[nextSortedIndex].top = (int32)n->rect.top;
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sortedRectList[nextSortedIndex].right = (int32)n->rect.right;
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sortedRectList[nextSortedIndex].bottom = (int32)n->rect.bottom;
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nextSortedIndex++;
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} else {
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BRect touched = _CopyRect(n->rect, xOffset, yOffset);
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fGraphicsCard->Invalidate(touched);
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}
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for (int32 k = 0; k < n->next_pointer; k++) {
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n->pointers[k]->in_degree--;
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if (n->pointers[k]->in_degree == 0)
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inDegreeZeroNodes.push(n->pointers[k]);
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}
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}
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// trigger the HW accelerated version if is was available
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if (sortedRectList)
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fGraphicsCard->CopyRegion(sortedRectList, count, xOffset, yOffset);
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delete[] sortedRectList;
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fGraphicsCard->ShowSoftwareCursor();
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WriteUnlock();
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}
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}
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// InvertRect
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void
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DrawingEngine::InvertRect(BRect r)
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{
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// NOTE: Write locking because we might use HW acceleration.
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// This needs to be investigated, I'm doing this because of
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// gut feeling.
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if (WriteLock()) {
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make_rect_valid(r);
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r = fPainter->ClipRect(r);
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if (r.IsValid()) {
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fGraphicsCard->HideSoftwareCursor(r);
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// try hardware optimized version first
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if (fAvailableHWAccleration & HW_ACC_INVERT_REGION) {
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BRegion region(r);
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region.IntersectWith(fPainter->ClippingRegion());
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fGraphicsCard->InvertRegion(region);
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} else {
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fPainter->InvertRect(r);
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fGraphicsCard->Invalidate(r);
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}
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fGraphicsCard->ShowSoftwareCursor();
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}
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WriteUnlock();
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}
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}
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// DrawBitmap
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void
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DrawingEngine::DrawBitmap(ServerBitmap *bitmap,
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const BRect &source, const BRect &dest,
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const DrawState *d)
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{
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if (Lock()) {
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BRect clipped = fPainter->ClipRect(dest);
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if (clipped.IsValid()) {
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fGraphicsCard->HideSoftwareCursor(clipped);
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fPainter->SetDrawState(d);
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fPainter->DrawBitmap(bitmap, source, dest);
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fGraphicsCard->Invalidate(clipped);
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fGraphicsCard->ShowSoftwareCursor();
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}
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Unlock();
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}
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}
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// DrawArc
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void
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DrawingEngine::DrawArc(BRect r, const float &angle,
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const float &span, const DrawState *d,
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bool filled)
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{
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if (Lock()) {
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make_rect_valid(r);
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BRect clipped(r);
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if (!filled)
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extend_by_stroke_width(clipped, d);
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clipped = fPainter->ClipRect(r);
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if (clipped.IsValid()) {
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fGraphicsCard->HideSoftwareCursor(clipped);
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fPainter->SetDrawState(d);
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float xRadius = r.Width() / 2.0;
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float yRadius = r.Height() / 2.0;
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BPoint center(r.left + xRadius,
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r.top + yRadius);
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if (filled)
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fPainter->FillArc(center, xRadius, yRadius, angle, span);
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else
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fPainter->StrokeArc(center, xRadius, yRadius, angle, span);
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fGraphicsCard->Invalidate(clipped);
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fGraphicsCard->ShowSoftwareCursor();
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}
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Unlock();
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}
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}
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// DrawBezier
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void
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DrawingEngine::DrawBezier(BPoint *pts, const DrawState *d, bool filled)
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{
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if (Lock()) {
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fGraphicsCard->HideSoftwareCursor();
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fPainter->SetDrawState(d);
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BRect touched = filled ? fPainter->FillBezier(pts)
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: fPainter->StrokeBezier(pts);
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fGraphicsCard->Invalidate(touched);
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fGraphicsCard->ShowSoftwareCursor();
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Unlock();
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}
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}
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// DrawEllipse
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void
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DrawingEngine::DrawEllipse(BRect r, const DrawState *d, bool filled)
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{
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if (Lock()) {
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make_rect_valid(r);
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BRect clipped = r;
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if (!filled)
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extend_by_stroke_width(clipped, d);
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clipped = fPainter->ClipRect(clipped);
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if (clipped.IsValid()) {
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fGraphicsCard->HideSoftwareCursor(r);
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fPainter->SetDrawState(d);
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float xRadius = r.Width() / 2.0;
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float yRadius = r.Height() / 2.0;
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BPoint center(r.left + xRadius,
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r.top + yRadius);
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if (filled)
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fPainter->FillEllipse(center, xRadius, yRadius);
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else
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fPainter->StrokeEllipse(center, xRadius, yRadius);
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fGraphicsCard->Invalidate(clipped);
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fGraphicsCard->ShowSoftwareCursor();
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}
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Unlock();
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}
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}
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// DrawPolygon
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void
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DrawingEngine::DrawPolygon(BPoint* ptlist, int32 numpts,
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BRect bounds, const DrawState* d,
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bool filled, bool closed)
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{
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if (Lock()) {
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make_rect_valid(bounds);
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if (!filled)
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extend_by_stroke_width(bounds, d);
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bounds = fPainter->ClipRect(bounds);
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if (bounds.IsValid()) {
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fGraphicsCard->HideSoftwareCursor(bounds);
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fPainter->SetDrawState(d);
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if (filled)
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fPainter->FillPolygon(ptlist, numpts);
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else
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fPainter->StrokePolygon(ptlist, numpts, closed);
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fGraphicsCard->Invalidate(bounds);
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fGraphicsCard->ShowSoftwareCursor();
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}
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Unlock();
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}
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}
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// StrokeRect
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//
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// this function is used to draw a one pixel wide rect
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void
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DrawingEngine::StrokeRect(BRect r, const RGBColor &color)
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{
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if (Lock()) {
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make_rect_valid(r);
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BRect clipped = fPainter->ClipRect(r);
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if (clipped.IsValid()) {
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fGraphicsCard->HideSoftwareCursor(clipped);
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fPainter->StrokeRect(r, color.GetColor32());
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fGraphicsCard->Invalidate(fPainter->ClipRect(BRect(r.left, r.top,
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r.right, r.top)));
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fGraphicsCard->Invalidate(fPainter->ClipRect(BRect(r.left, r.top + 1,
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r.left, r.bottom - 1)));
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fGraphicsCard->Invalidate(fPainter->ClipRect(BRect(r.right, r.top + 1,
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r.right, r.bottom - 1)));
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fGraphicsCard->Invalidate(fPainter->ClipRect(BRect(r.left, r.bottom,
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r.right, r.bottom)));
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fGraphicsCard->ShowSoftwareCursor();
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}
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Unlock();
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|
}
|
|
}
|
|
|
|
// FillRect
|
|
void
|
|
DrawingEngine::FillRect(BRect r, const RGBColor& color)
|
|
{
|
|
// NOTE: Write locking because we might use HW acceleration.
|
|
// This needs to be investigated, I'm doing this because of
|
|
// gut feeling.
|
|
if (WriteLock()) {
|
|
make_rect_valid(r);
|
|
r = fPainter->ClipRect(r);
|
|
if (r.IsValid()) {
|
|
fGraphicsCard->HideSoftwareCursor(r);
|
|
|
|
// try hardware optimized version first
|
|
if (fAvailableHWAccleration & HW_ACC_FILL_REGION) {
|
|
BRegion region(r);
|
|
region.IntersectWith(fPainter->ClippingRegion());
|
|
fGraphicsCard->FillRegion(region, color);
|
|
} else {
|
|
fPainter->FillRect(r, color.GetColor32());
|
|
|
|
fGraphicsCard->Invalidate(r);
|
|
}
|
|
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
WriteUnlock();
|
|
}
|
|
}
|
|
|
|
// StrokeRect
|
|
void
|
|
DrawingEngine::StrokeRect(BRect r, const DrawState *d)
|
|
{
|
|
if (Lock()) {
|
|
// support invalid rects
|
|
make_rect_valid(r);
|
|
BRect clipped(r);
|
|
extend_by_stroke_width(clipped, d);
|
|
clipped = fPainter->ClipRect(clipped);
|
|
if (clipped.IsValid()) {
|
|
|
|
fGraphicsCard->HideSoftwareCursor(clipped);
|
|
|
|
fPainter->SetDrawState(d);
|
|
fPainter->StrokeRect(r);
|
|
|
|
fGraphicsCard->Invalidate(clipped);
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
Unlock();
|
|
}
|
|
}
|
|
|
|
// FillRect
|
|
void
|
|
DrawingEngine::FillRect(BRect r, const DrawState *d)
|
|
{
|
|
// NOTE: Write locking because we might use HW acceleration.
|
|
// This needs to be investigated, I'm doing this because of
|
|
// gut feeling.
|
|
if (WriteLock()) {
|
|
make_rect_valid(r);
|
|
r = fPainter->ClipRect(r);
|
|
if (r.IsValid()) {
|
|
fGraphicsCard->HideSoftwareCursor(r);
|
|
|
|
bool doInSoftware = true;
|
|
// try hardware optimized version first
|
|
if ((fAvailableHWAccleration & HW_ACC_FILL_REGION) != 0
|
|
&& (d->GetDrawingMode() == B_OP_COPY
|
|
|| d->GetDrawingMode() == B_OP_OVER)) {
|
|
if (d->GetPattern() == B_SOLID_HIGH) {
|
|
BRegion region(r);
|
|
region.IntersectWith(fPainter->ClippingRegion());
|
|
fGraphicsCard->FillRegion(region, d->HighColor());
|
|
doInSoftware = false;
|
|
} else if (d->GetPattern() == B_SOLID_LOW) {
|
|
BRegion region(r);
|
|
region.IntersectWith(fPainter->ClippingRegion());
|
|
fGraphicsCard->FillRegion(region, d->LowColor());
|
|
doInSoftware = false;
|
|
}
|
|
}
|
|
if (doInSoftware) {
|
|
fPainter->SetDrawState(d);
|
|
fPainter->FillRect(r);
|
|
|
|
fGraphicsCard->Invalidate(r);
|
|
}
|
|
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
WriteUnlock();
|
|
}
|
|
}
|
|
/*
|
|
// StrokeRegion
|
|
void
|
|
DrawingEngine::StrokeRegion(BRegion& r, const DrawState *d)
|
|
{
|
|
if (Lock()) {
|
|
BRect clipped(r.Frame());
|
|
extend_by_stroke_width(clipped, d);
|
|
clipped = fPainter->ClipRect(clipped);
|
|
if (clipped.IsValid()) {
|
|
fGraphicsCard->HideSoftwareCursor(clipped);
|
|
|
|
fPainter->SetDrawState(d);
|
|
|
|
BRect touched = fPainter->StrokeRect(r.RectAt(0));
|
|
|
|
int32 count = r.CountRects();
|
|
for (int32 i = 1; i < count; i++) {
|
|
touched = touched | fPainter->StrokeRect(r.RectAt(i));
|
|
}
|
|
|
|
fGraphicsCard->Invalidate(touched);
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
Unlock();
|
|
}
|
|
}
|
|
*/
|
|
// FillRegion
|
|
void
|
|
DrawingEngine::FillRegion(BRegion& r, const DrawState *d)
|
|
{
|
|
// NOTE: Write locking because we might use HW acceleration.
|
|
// This needs to be investigated, I'm doing this because of
|
|
// gut feeling.
|
|
if (WriteLock()) {
|
|
BRect clipped = fPainter->ClipRect(r.Frame());
|
|
if (clipped.IsValid()) {
|
|
fGraphicsCard->HideSoftwareCursor(clipped);
|
|
|
|
bool doInSoftware = true;
|
|
// try hardware optimized version first
|
|
if ((fAvailableHWAccleration & HW_ACC_FILL_REGION) != 0
|
|
&& (d->GetDrawingMode() == B_OP_COPY
|
|
|| d->GetDrawingMode() == B_OP_OVER)) {
|
|
if (d->GetPattern() == B_SOLID_HIGH) {
|
|
r.IntersectWith(fPainter->ClippingRegion());
|
|
fGraphicsCard->FillRegion(r, d->HighColor());
|
|
doInSoftware = false;
|
|
} else if (d->GetPattern() == B_SOLID_LOW) {
|
|
r.IntersectWith(fPainter->ClippingRegion());
|
|
fGraphicsCard->FillRegion(r, d->LowColor());
|
|
doInSoftware = false;
|
|
}
|
|
}
|
|
|
|
if (doInSoftware) {
|
|
fPainter->SetDrawState(d);
|
|
|
|
BRect touched = fPainter->FillRect(r.RectAt(0));
|
|
|
|
int32 count = r.CountRects();
|
|
for (int32 i = 1; i < count; i++) {
|
|
touched = touched | fPainter->FillRect(r.RectAt(i));
|
|
}
|
|
|
|
fGraphicsCard->Invalidate(touched);
|
|
}
|
|
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
WriteUnlock();
|
|
}
|
|
}
|
|
|
|
|
|
// FillRegion
|
|
void
|
|
DrawingEngine::FillRegion(BRegion& r, const RGBColor& color)
|
|
{
|
|
// NOTE: Write locking because we might use HW acceleration.
|
|
// This needs to be investigated, I'm doing this because of
|
|
// gut feeling.
|
|
// NOTE: region expected to be already clipped correctly!!
|
|
if (WriteLock()) {
|
|
fGraphicsCard->HideSoftwareCursor(r.Frame());
|
|
|
|
bool doInSoftware = true;
|
|
// try hardware optimized version first
|
|
if ((fAvailableHWAccleration & HW_ACC_FILL_REGION) != 0) {
|
|
fGraphicsCard->FillRegion(r, color);
|
|
doInSoftware = false;
|
|
}
|
|
|
|
if (doInSoftware) {
|
|
|
|
int32 count = r.CountRects();
|
|
for (int32 i = 0; i < count; i++) {
|
|
fPainter->FillRectNoClipping(r.RectAt(i), color.GetColor32());
|
|
}
|
|
BRect touched = r.Frame();
|
|
|
|
fGraphicsCard->Invalidate(touched);
|
|
}
|
|
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
|
|
WriteUnlock();
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
DrawingEngine::DrawRoundRect(BRect r, float xrad, float yrad,
|
|
const DrawState* d, bool filled)
|
|
{
|
|
if (!Lock())
|
|
return;
|
|
|
|
// NOTE: the stroke does not extend past "r" in R5,
|
|
// though I consider this unexpected behaviour.
|
|
make_rect_valid(r);
|
|
BRect clipped = fPainter->ClipRect(r);
|
|
if (clipped.IsValid()) {
|
|
fGraphicsCard->HideSoftwareCursor(clipped);
|
|
|
|
fPainter->SetDrawState(d);
|
|
BRect touched = filled ? fPainter->FillRoundRect(r, xrad, yrad)
|
|
: fPainter->StrokeRoundRect(r, xrad, yrad);
|
|
|
|
fGraphicsCard->Invalidate(touched);
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
Unlock();
|
|
}
|
|
|
|
|
|
void
|
|
DrawingEngine::DrawShape(const BRect& bounds, int32 opCount,
|
|
const uint32* opList, int32 ptCount, const BPoint* ptList,
|
|
const DrawState* d, bool filled)
|
|
{
|
|
if (!Lock())
|
|
return;
|
|
|
|
fGraphicsCard->HideSoftwareCursor();
|
|
|
|
fPainter->SetDrawState(d);
|
|
BRect touched = fPainter->DrawShape(opCount, opList,
|
|
ptCount, ptList,
|
|
filled);
|
|
|
|
fGraphicsCard->Invalidate(touched);
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
|
|
Unlock();
|
|
}
|
|
|
|
|
|
void
|
|
DrawingEngine::DrawTriangle(BPoint* pts, const BRect& bounds,
|
|
const DrawState* d, bool filled)
|
|
{
|
|
if (Lock()) {
|
|
BRect clipped(bounds);
|
|
if (!filled)
|
|
extend_by_stroke_width(clipped, d);
|
|
clipped = fPainter->ClipRect(clipped);
|
|
if (clipped.IsValid()) {
|
|
fGraphicsCard->HideSoftwareCursor(clipped);
|
|
|
|
fPainter->SetDrawState(d);
|
|
if (filled)
|
|
fPainter->FillTriangle(pts[0], pts[1], pts[2]);
|
|
else
|
|
fPainter->StrokeTriangle(pts[0], pts[1], pts[2]);
|
|
|
|
fGraphicsCard->Invalidate(clipped);
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
Unlock();
|
|
}
|
|
}
|
|
|
|
// StrokeLine
|
|
//
|
|
// * this function is only used by Decorators
|
|
// * it assumes a one pixel wide line
|
|
void
|
|
DrawingEngine::StrokeLine(const BPoint &start, const BPoint &end, const RGBColor &color)
|
|
{
|
|
if (Lock()) {
|
|
BRect touched(start, end);
|
|
make_rect_valid(touched);
|
|
touched = fPainter->ClipRect(touched);
|
|
fGraphicsCard->HideSoftwareCursor(touched);
|
|
|
|
if (!fPainter->StraightLine(start, end, color.GetColor32())) {
|
|
DrawState context;
|
|
context.SetHighColor(color);
|
|
context.SetDrawingMode(B_OP_OVER);
|
|
StrokeLine(start, end, &context);
|
|
} else {
|
|
fGraphicsCard->Invalidate(touched);
|
|
}
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
Unlock();
|
|
}
|
|
}
|
|
|
|
// StrokeLine
|
|
void
|
|
DrawingEngine::StrokeLine(const BPoint &start, const BPoint &end, DrawState* context)
|
|
{
|
|
if (Lock()) {
|
|
BRect touched(start, end);
|
|
make_rect_valid(touched);
|
|
extend_by_stroke_width(touched, context);
|
|
touched = fPainter->ClipRect(touched);
|
|
if (touched.IsValid()) {
|
|
fGraphicsCard->HideSoftwareCursor(touched);
|
|
|
|
fPainter->SetDrawState(context);
|
|
touched = fPainter->StrokeLine(start, end);
|
|
|
|
fGraphicsCard->Invalidate(touched);
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
Unlock();
|
|
}
|
|
}
|
|
|
|
// StrokeLineArray
|
|
void
|
|
DrawingEngine::StrokeLineArray(int32 numLines,
|
|
const LineArrayData *linedata, const DrawState *d)
|
|
{
|
|
if (!d || !linedata || numLines <= 0)
|
|
return;
|
|
|
|
if (Lock()) {
|
|
// figure out bounding box for line array
|
|
const LineArrayData *data = (const LineArrayData *)&(linedata[0]);
|
|
BRect touched(min_c(data->pt1.x, data->pt2.x),
|
|
min_c(data->pt1.y, data->pt2.y),
|
|
max_c(data->pt1.x, data->pt2.x),
|
|
max_c(data->pt1.y, data->pt2.y));
|
|
|
|
for (int32 i = 1; i < numLines; i++) {
|
|
data = (const LineArrayData *)&(linedata[i]);
|
|
BRect box(min_c(data->pt1.x, data->pt2.x),
|
|
min_c(data->pt1.y, data->pt2.y),
|
|
max_c(data->pt1.x, data->pt2.x),
|
|
max_c(data->pt1.y, data->pt2.y));
|
|
touched = touched | box;
|
|
}
|
|
extend_by_stroke_width(touched, d);
|
|
touched = fPainter->ClipRect(touched);
|
|
if (touched.IsValid()) {
|
|
fGraphicsCard->HideSoftwareCursor(touched);
|
|
|
|
data = (const LineArrayData *)&(linedata[0]);
|
|
|
|
DrawState context;
|
|
context.SetDrawingMode(d->GetDrawingMode());
|
|
context.SetLowColor(d->LowColor());
|
|
context.SetHighColor(data->color);
|
|
context.SetPenSize(d->PenSize());
|
|
// pen size is already correctly scaled
|
|
|
|
fPainter->SetDrawState(&context);
|
|
|
|
fPainter->StrokeLine(data->pt1, data->pt2);
|
|
|
|
for (int32 i = 1; i < numLines; i++) {
|
|
data = (const LineArrayData *)&(linedata[i]);
|
|
fPainter->SetHighColor(data->color);
|
|
fPainter->StrokeLine(data->pt1, data->pt2);
|
|
}
|
|
|
|
fGraphicsCard->Invalidate(touched);
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
|
|
Unlock();
|
|
}
|
|
}
|
|
|
|
// StrokePoint
|
|
//
|
|
// * this function is only used by Decorators
|
|
void
|
|
DrawingEngine::StrokePoint(const BPoint& pt, const RGBColor &color)
|
|
{
|
|
StrokeLine(pt, pt, color);
|
|
}
|
|
|
|
// StrokePoint
|
|
void
|
|
DrawingEngine::StrokePoint(const BPoint& pt, DrawState *context)
|
|
{
|
|
StrokeLine(pt, pt, context);
|
|
}
|
|
|
|
// #pragma mark -
|
|
|
|
// DrawString
|
|
BPoint
|
|
DrawingEngine::DrawString(const char* string, int32 length,
|
|
const BPoint& pt, DrawState* d,
|
|
escapement_delta* delta)
|
|
{
|
|
// TODO: use delta
|
|
BPoint penLocation = pt;
|
|
if (Lock()) {
|
|
FontLocker locker(d);
|
|
fPainter->SetDrawState(d, true);
|
|
//bigtime_t now = system_time();
|
|
// TODO: BoundingBox is quite slow!! Optimizing it will be beneficial.
|
|
// Cursiously, the DrawString after it is actually faster!?!
|
|
// TODO: make the availability of the hardware cursor part of the
|
|
// HW acceleration flags and skip all calculations for HideSoftwareCursor
|
|
// in case we don't have one.
|
|
// TODO: Watch out about penLocation and use Painter::PenLocation() when
|
|
// not using BoundindBox anymore.
|
|
BRect b = fPainter->BoundingBox(string, length, pt, &penLocation, delta);
|
|
// stop here if we're supposed to render outside of the clipping
|
|
b = fPainter->ClipRect(b);
|
|
if (b.IsValid()) {
|
|
//printf("bounding box '%s': %lld µs\n", string, system_time() - now);
|
|
fGraphicsCard->HideSoftwareCursor(b);
|
|
|
|
//now = system_time();
|
|
BRect touched = fPainter->DrawString(string, length, pt, delta);
|
|
//printf("drawing string: %lld µs\n", system_time() - now);
|
|
|
|
fGraphicsCard->Invalidate(touched);
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
}
|
|
Unlock();
|
|
}
|
|
return penLocation;
|
|
}
|
|
|
|
// StringWidth
|
|
float
|
|
DrawingEngine::StringWidth(const char* string, int32 length,
|
|
const DrawState* d, escapement_delta* delta)
|
|
{
|
|
// TODO: use delta
|
|
float width = 0.0;
|
|
// if (Lock()) {
|
|
// NOTE: For now it is enough to block on the
|
|
// font style lock, this already prevents multiple
|
|
// threads from executing this code and avoids a
|
|
// deadlock in case another thread holds the font
|
|
// lock already and then tries to lock the drawing
|
|
// engine after it is already locked here (race condition)
|
|
FontLocker locker(d);
|
|
width = fPainter->StringWidth(string, length, d);
|
|
// Unlock();
|
|
// }
|
|
return width;
|
|
}
|
|
|
|
// StringWidth
|
|
float
|
|
DrawingEngine::StringWidth(const char* string, int32 length,
|
|
const ServerFont& font, escapement_delta* delta)
|
|
{
|
|
FontLocker locker(&font);
|
|
DrawState d;
|
|
d.SetFont(font);
|
|
return StringWidth(string, length, &d, delta);
|
|
}
|
|
|
|
// StringHeight
|
|
float
|
|
DrawingEngine::StringHeight(const char *string, int32 length,
|
|
const DrawState *d)
|
|
{
|
|
float height = 0.0;
|
|
// if (Lock()) {
|
|
// NOTE: For now it is enough to block on the
|
|
// font style lock, this already prevents multiple
|
|
// threads from executing this code and avoids a
|
|
// deadlock in case another thread holds the font
|
|
// lock already and then tries to lock the drawing
|
|
// engine after it is already locked here (race condition)
|
|
FontLocker locker(d);
|
|
fPainter->SetDrawState(d, true);
|
|
BPoint dummy1(0.0, 0.0);
|
|
BPoint dummy2(0.0, 0.0);
|
|
height = fPainter->BoundingBox(string, length, dummy1, &dummy2).Height();
|
|
// Unlock();
|
|
// }
|
|
return height;
|
|
}
|
|
|
|
// #pragma mark -
|
|
|
|
// Lock
|
|
bool
|
|
DrawingEngine::Lock()
|
|
{
|
|
return fGraphicsCard->WriteLock();
|
|
}
|
|
|
|
// Unlock
|
|
void
|
|
DrawingEngine::Unlock()
|
|
{
|
|
fGraphicsCard->WriteUnlock();
|
|
}
|
|
|
|
// WriteLock
|
|
bool
|
|
DrawingEngine::WriteLock()
|
|
{
|
|
return fGraphicsCard->WriteLock();
|
|
}
|
|
|
|
// WriteUnlock
|
|
void
|
|
DrawingEngine::WriteUnlock()
|
|
{
|
|
fGraphicsCard->WriteUnlock();
|
|
}
|
|
|
|
// #pragma mark -
|
|
|
|
// DumpToFile
|
|
bool
|
|
DrawingEngine::DumpToFile(const char *path)
|
|
{
|
|
if (Lock()) {
|
|
RenderingBuffer* buffer = fGraphicsCard->DrawingBuffer();
|
|
if (buffer) {
|
|
BRect bounds(0.0, 0.0, buffer->Width() - 1, buffer->Height() - 1);
|
|
SaveToPNG(path, bounds, buffer->ColorSpace(),
|
|
buffer->Bits(),
|
|
buffer->BitsLength(),
|
|
buffer->BytesPerRow());
|
|
}
|
|
Unlock();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// DumpToBitmap
|
|
ServerBitmap*
|
|
DrawingEngine::DumpToBitmap()
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
status_t
|
|
DrawingEngine::ReadBitmap(ServerBitmap *bitmap, bool drawCursor, BRect bounds)
|
|
{
|
|
if (Lock()) {
|
|
RenderingBuffer *buffer = fGraphicsCard->DrawingBuffer();
|
|
if (!buffer)
|
|
return B_ERROR;
|
|
|
|
BRect clip(0, 0, buffer->Width() - 1, buffer->Height() - 1);
|
|
bounds = bounds & clip;
|
|
fGraphicsCard->HideSoftwareCursor(bounds);
|
|
|
|
status_t result = bitmap->ImportBits(buffer->Bits(),
|
|
buffer->BitsLength(), buffer->BytesPerRow(), buffer->ColorSpace(),
|
|
bounds.LeftTop(), BPoint(0, 0), bounds.IntegerWidth(),
|
|
bounds.IntegerHeight());
|
|
|
|
if (drawCursor) {
|
|
// ToDo: blend the cursor
|
|
}
|
|
|
|
fGraphicsCard->ShowSoftwareCursor();
|
|
Unlock();
|
|
return result;
|
|
}
|
|
|
|
return B_ERROR;
|
|
}
|
|
|
|
// #pragma mark -
|
|
|
|
BRect
|
|
DrawingEngine::_CopyRect(BRect src, int32 xOffset, int32 yOffset) const
|
|
{
|
|
// TODO: assumes drawing buffer is 32 bits (which it currently always is)
|
|
BRect dst;
|
|
RenderingBuffer* buffer = fGraphicsCard->DrawingBuffer();
|
|
if (buffer) {
|
|
BRect clip(0, 0, buffer->Width() - 1, buffer->Height() - 1);
|
|
|
|
dst = src;
|
|
dst.OffsetBy(xOffset, yOffset);
|
|
|
|
if (clip.Intersects(src) && clip.Intersects(dst)) {
|
|
uint32 bytesPerRow = buffer->BytesPerRow();
|
|
uint8* bits = (uint8*)buffer->Bits();
|
|
|
|
// clip source rect
|
|
src = src & clip;
|
|
// clip dest rect
|
|
dst = dst & clip;
|
|
// move dest back over source and clip source to dest
|
|
dst.OffsetBy(-xOffset, -yOffset);
|
|
src = src & dst;
|
|
|
|
// calc offset in buffer
|
|
bits += (int32)src.left * 4 + (int32)src.top * bytesPerRow;
|
|
|
|
uint32 width = src.IntegerWidth() + 1;
|
|
uint32 height = src.IntegerHeight() + 1;
|
|
|
|
_CopyRect(bits, width, height, bytesPerRow, xOffset, yOffset);
|
|
|
|
// offset dest again, because it is return value
|
|
dst.OffsetBy(xOffset, yOffset);
|
|
}
|
|
}
|
|
return dst;
|
|
}
|
|
|
|
|
|
void
|
|
DrawingEngine::_CopyRect(uint8* src, uint32 width, uint32 height,
|
|
uint32 bytesPerRow, int32 xOffset, int32 yOffset) const
|
|
{
|
|
// TODO: assumes drawing buffer is 32 bits (which it currently always is)
|
|
int32 xIncrement;
|
|
int32 yIncrement;
|
|
|
|
if (yOffset == 0 && xOffset > 0) {
|
|
// copy from right to left
|
|
xIncrement = -1;
|
|
src += (width - 1) * 4;
|
|
} else {
|
|
// copy from left to right
|
|
xIncrement = 1;
|
|
}
|
|
|
|
if (yOffset > 0) {
|
|
// copy from bottom to top
|
|
yIncrement = -bytesPerRow;
|
|
src += (height - 1) * bytesPerRow;
|
|
} else {
|
|
// copy from top to bottom
|
|
yIncrement = bytesPerRow;
|
|
}
|
|
|
|
uint8* dst = src + yOffset * bytesPerRow + xOffset * 4;
|
|
|
|
if (xIncrement == 1) {
|
|
uint8 tmpBuffer[width * 4];
|
|
for (uint32 y = 0; y < height; y++) {
|
|
// NOTE: read into temporary scanline buffer,
|
|
// avoid memcpy because it might be graphics card memory
|
|
gfxcpy32(tmpBuffer, src, width * 4);
|
|
// write back temporary scanline buffer
|
|
// NOTE: **don't read and write over the PCI bus
|
|
// at the same time**
|
|
memcpy(dst, tmpBuffer, width * 4);
|
|
// NOTE: this (instead of the two pass copy above) might
|
|
// speed up QEMU -> ?!? (would depend on how it emulates
|
|
// the PCI bus...)
|
|
// TODO: would be nice if we actually knew
|
|
// if we're operating in graphics memory or main memory...
|
|
//memcpy(dst, src, width * 4);
|
|
src += yIncrement;
|
|
dst += yIncrement;
|
|
}
|
|
} else {
|
|
for (uint32 y = 0; y < height; y++) {
|
|
uint32* srcHandle = (uint32*)src;
|
|
uint32* dstHandle = (uint32*)dst;
|
|
for (uint32 x = 0; x < width; x++) {
|
|
*dstHandle = *srcHandle;
|
|
srcHandle += xIncrement;
|
|
dstHandle += xIncrement;
|
|
}
|
|
src += yIncrement;
|
|
dst += yIncrement;
|
|
}
|
|
}
|
|
}
|
|
|