corrected painting implementation for wxDFB

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@41185 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Václav Slavík
2006-09-13 09:50:02 +00:00
parent 47e5915415
commit 20671963ef
9 changed files with 231 additions and 120 deletions

View File

@@ -41,13 +41,10 @@ static wxDfbWindowsMap gs_dfbWindowsMap;
struct wxDfbPaintRequest
{
wxDfbPaintRequest(const wxRect& rect, bool eraseBackground)
: m_rect(rect), m_eraseBackground(eraseBackground) {}
wxDfbPaintRequest(const wxDfbPaintRequest& r)
: m_rect(r.m_rect), m_eraseBackground(r.m_eraseBackground) {}
wxDfbPaintRequest(const wxRect& rect) : m_rect(rect) {}
wxDfbPaintRequest(const wxDfbPaintRequest& r) : m_rect(r.m_rect) {}
wxRect m_rect;
bool m_eraseBackground;
};
WX_DEFINE_ARRAY_PTR(wxDfbPaintRequest*, wxDfbQueuedPaintRequestsList);
@@ -59,8 +56,8 @@ public:
~wxDfbQueuedPaintRequests() { Clear(); }
// Adds paint request to the queue
void Add(const wxRect& rect, bool eraseBack)
{ m_queue.push_back(new wxDfbPaintRequest(rect, eraseBack)); }
void Add(const wxRect& rect)
{ m_queue.push_back(new wxDfbPaintRequest(rect)); }
// Is the queue empty?
bool IsEmpty() const { return m_queue.empty(); }
@@ -91,6 +88,7 @@ void wxTopLevelWindowDFB::Init()
m_sizeSet = false;
m_opacity = 255;
m_toPaint = new wxDfbQueuedPaintRequests;
m_isPainting = false;
}
bool wxTopLevelWindowDFB::Create(wxWindow *parent,
@@ -148,7 +146,8 @@ bool wxTopLevelWindowDFB::Create(wxWindow *parent,
if ( !m_dfbwin->SetOpacity(wxALPHA_TRANSPARENT) )
return false;
wxWindow::Create(NULL, id, pos, size, style, name);
if ( !wxWindow::Create(NULL, id, pos, size, style, name) )
return false;
SetParent(parent);
if ( parent )
@@ -217,7 +216,8 @@ void wxTopLevelWindowDFB::DoMoveWindow(int x, int y, int width, int height)
{
m_dfbwin->Resize(width, height);
// we must repaint the window after it changed size:
Refresh();
if ( IsShown() )
DoRefreshWindow();
}
}
@@ -375,23 +375,30 @@ void wxTopLevelWindowDFB::HandleQueuedPaintRequests()
wxRect winRect(wxPoint(0, 0), GetSize());
wxRect paintedRect;
// important note: all DCs created from now until m_isPainting is reset to
// false will not update the front buffer as this flag indicates that we'll
// blit the entire back buffer to front soon
m_isPainting = true;
size_t cnt = requests.size();
wxLogTrace(TRACE_PAINT, _T("%p ('%s'): processing %i paint requests"),
this, GetName().c_str(), cnt);
for ( size_t i = 0; i < cnt; ++i )
{
const wxDfbPaintRequest& request = *requests[i];
wxRect clipped(request.m_rect);
wxLogTrace(TRACE_PAINT,
_T("%p ('%s'): processing paint request [x=%i,y=%i,w=%i,h=%i]"),
this, GetName().c_str(),
clipped.x, clipped.y, clipped.width, clipped.height);
clipped.Intersect(winRect);
if ( clipped.IsEmpty() )
continue; // nothing to refresh
PaintWindow(clipped, request.m_eraseBackground);
wxLogTrace(TRACE_PAINT,
_T("%p ('%s'): processing paint request [%i,%i,%i,%i]"),
this, GetName().c_str(),
clipped.x, clipped.y, clipped.GetRight(), clipped.GetBottom());
PaintWindow(clipped);
// remember rectangle covering all repainted areas:
if ( paintedRect.IsEmpty() )
@@ -400,23 +407,49 @@ void wxTopLevelWindowDFB::HandleQueuedPaintRequests()
paintedRect.Union(clipped);
}
m_isPainting = false;
m_toPaint->Clear();
if ( paintedRect.IsEmpty() )
return; // no painting occurred, no need to flip
// flip the surface to make the changes visible:
// Flip the surface to make the changes visible. Note that the rectangle we
// flip is *superset* of the union of repainted rectangles (created as
// "rectangles union" by wxRect::Union) and so some parts of the back
// buffer that we didn't touch in this HandleQueuedPaintRequests call will
// be copied to the front buffer as well. This is safe/correct thing to do
// *only* because wx always use wxIDirectFBSurface::FlipToFront() and so
// the back and front buffers contain the same data.
//
// Note that we do _not_ split m_toPaint into disjoint rectangles and
// do FlipToFront() for each of them, because that could result in visible
// updating of the screen; instead, we prefer to flip everything at once.
DFBRegion r = {paintedRect.GetLeft(), paintedRect.GetTop(),
paintedRect.GetRight(), paintedRect.GetBottom()};
DFBRegion *rptr = (winRect == paintedRect) ? NULL : &r;
GetDfbSurface()->Flip(rptr, DSFLIP_NONE);
GetDfbSurface()->FlipToFront(rptr);
wxLogTrace(TRACE_PAINT,
_T("%p ('%s'): flipped surface: [%i,%i,%i,%i]"),
this, GetName().c_str(),
paintedRect.x, paintedRect.y,
paintedRect.GetRight(), paintedRect.GetBottom());
}
void wxTopLevelWindowDFB::DoRefreshRect(const wxRect& rect, bool eraseBack)
void wxTopLevelWindowDFB::DoRefreshRect(const wxRect& rect)
{
wxASSERT_MSG( rect.width > 0 && rect.height > 0, _T("invalid rect") );
wxLogTrace(TRACE_PAINT,
_T("%p ('%s'): [TLW] refresh rect [%i,%i,%i,%i]"),
this, GetName().c_str(),
rect.x, rect.y, rect.GetRight(), rect.GetBottom());
// defer painting until idle time or until Update() is called:
m_toPaint->Add(rect, eraseBack);
m_toPaint->Add(rect);
}
void wxTopLevelWindowDFB::Update()