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*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
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* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
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* KIND, either express or implied. See the License for the
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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_canvas.hxx"
#include <canvas/debug.hxx>
#include <canvas/verbosetrace.hxx>
#include <canvas/canvastools.hxx>
#include <tools/diagnose_ex.h>
#include <comphelper/scopeguard.hxx>
#include <basegfx/range/b2drectangle.hxx>
#include <basegfx/tools/canvastools.hxx>
#include <boost/cast.hpp>
#include "dx_spritecanvashelper.hxx"
#include "dx_canvascustomsprite.hxx"
#if defined(DX_DEBUG_IMAGES)
# if OSL_DEBUG_LEVEL > 0
# include <imdebug.h>
# undef min
# undef max
# endif
#endif
using namespace ::com::sun::star;
namespace dxcanvas
{
namespace
{
void repaintBackground( const ::basegfx::B2DRange& rUpdateArea,
const ::basegfx::B2IRange& rOutputArea,
const DXSurfaceBitmapSharedPtr& rBackBuffer )
{
// TODO(E1): Use numeric_cast to catch overflow here
::basegfx::B2IRange aActualArea( 0, 0,
static_cast<sal_Int32>(rOutputArea.getWidth()),
static_cast<sal_Int32>(rOutputArea.getHeight()) );
aActualArea.intersect( fround( rUpdateArea ) );
// repaint the given area of the screen with background content
rBackBuffer->draw(aActualArea);
}
void spriteRedraw( const ::canvas::Sprite::Reference& rSprite )
{
// downcast to derived dxcanvas::Sprite interface, which
// provides the actual redraw methods.
::boost::polymorphic_downcast< Sprite* >(
rSprite.get() )->redraw();
}
void spriteRedrawStub( const ::canvas::Sprite::Reference& rSprite )
{
if( rSprite.is() )
{
// downcast to derived dxcanvas::Sprite interface, which
// provides the actual redraw methods.
::boost::polymorphic_downcast< Sprite* >(
rSprite.get() )->redraw();
}
}
void spriteRedrawStub2( const ::canvas::SpriteRedrawManager::AreaComponent& rComponent )
{
if( rComponent.second.getSprite().is() )
{
// downcast to derived dxcanvas::Sprite interface, which
// provides the actual redraw methods.
::boost::polymorphic_downcast< Sprite* >(
rComponent.second.getSprite().get() )->redraw();
}
}
}
SpriteCanvasHelper::SpriteCanvasHelper() :
mpSpriteSurface( NULL ),
mpRedrawManager( NULL ),
mpRenderModule(),
mpSurfaceProxy(),
mpBackBuffer(),
maUpdateRect(),
maScrapRect(),
mbShowSpriteBounds( false )
{
#if defined(VERBOSE) && defined(DBG_UTIL)
// inverse default for verbose debug mode
mbShowSpriteBounds = true;
#endif
}
void SpriteCanvasHelper::init( SpriteCanvas& rParent,
::canvas::SpriteRedrawManager& rManager,
const IDXRenderModuleSharedPtr& rRenderModule,
const ::canvas::ISurfaceProxyManagerSharedPtr& rSurfaceProxy,
const DXSurfaceBitmapSharedPtr& rBackBuffer,
const ::basegfx::B2ISize& rOutputOffset )
{
// init base
setDevice( rParent );
setTarget( rBackBuffer, rOutputOffset );
mpSpriteSurface = &rParent;
mpRedrawManager = &rManager;
mpRenderModule = rRenderModule;
mpSurfaceProxy = rSurfaceProxy;
mpBackBuffer = rBackBuffer;
}
void SpriteCanvasHelper::disposing()
{
if(mpRenderModule)
mpRenderModule->disposing();
mpBackBuffer.reset();
mpRenderModule.reset();
mpRedrawManager = NULL;
mpSpriteSurface = NULL;
// forward to base
CanvasHelper::disposing();
}
uno::Reference< rendering::XAnimatedSprite > SpriteCanvasHelper::createSpriteFromAnimation(
const uno::Reference< rendering::XAnimation >& /*animation*/ )
{
return uno::Reference< rendering::XAnimatedSprite >();
}
uno::Reference< rendering::XAnimatedSprite > SpriteCanvasHelper::createSpriteFromBitmaps(
const uno::Sequence< uno::Reference< rendering::XBitmap > >& /*animationBitmaps*/,
sal_Int8 /*interpolationMode*/ )
{
return uno::Reference< rendering::XAnimatedSprite >();
}
uno::Reference< rendering::XCustomSprite > SpriteCanvasHelper::createCustomSprite( const geometry::RealSize2D& spriteSize )
{
if( !mpRedrawManager )
return uno::Reference< rendering::XCustomSprite >(); // we're disposed
return uno::Reference< rendering::XCustomSprite >(
new CanvasCustomSprite( spriteSize,
mpSpriteSurface,
mpRenderModule,
mpSurfaceProxy,
mbShowSpriteBounds ) );
}
uno::Reference< rendering::XSprite > SpriteCanvasHelper::createClonedSprite( const uno::Reference< rendering::XSprite >& /*original*/ )
{
return uno::Reference< rendering::XSprite >();
}
sal_Bool SpriteCanvasHelper::updateScreen( const ::basegfx::B2IRectangle& rCurrArea,
sal_Bool bUpdateAll,
bool& io_bSurfaceDirty )
{
if( !mpRedrawManager ||
!mpRenderModule ||
!mpBackBuffer )
{
return sal_False; // disposed, or otherwise dysfunctional
}
#if defined(DX_DEBUG_IMAGES)
# if OSL_DEBUG_LEVEL > 0
mpBackBuffer->imageDebugger();
# endif
#endif
// store current output area (need to tunnel that to the
// background, scroll, opaque and general sprite repaint
// routines)
maScrapRect = rCurrArea;
// clear area that needs to be blitted to screen beforehand
maUpdateRect.reset();
// TODO(P1): Might be worthwile to track areas of background
// changes, too.
// TODO(P2): Might be worthwhile to use page-flipping only if
// a certain percentage of screen area has changed - and
// compose directly to the front buffer otherwise.
if( !bUpdateAll && !io_bSurfaceDirty )
{
// background has not changed, so we're free to optimize
// repaint to areas where a sprite has changed
// process each independent area of overlapping sprites
// separately.
mpRedrawManager->forEachSpriteArea( *this );
// flip primary surface to screen
// ==============================
// perform buffer flipping
mpRenderModule->flip( maUpdateRect,
rCurrArea );
}
else
{
// limit update to parent window area (ignored for fullscreen)
// TODO(E1): Use numeric_cast to catch overflow here
const ::basegfx::B2IRectangle aUpdateArea( 0,0,
static_cast<sal_Int32>(rCurrArea.getWidth()),
static_cast<sal_Int32>(rCurrArea.getHeight()) );
// background has changed, or called requested full
// update, or we're performing double buffering via page
// flipping, so we currently have no choice but repaint
// everything
// repaint the whole screen with background content
mpBackBuffer->draw(aUpdateArea);
// redraw sprites
mpRedrawManager->forEachSprite(::std::ptr_fun( &spriteRedraw ) );
// flip primary surface to screen
// ==============================
// perform buffer flipping
mpRenderModule->flip( aUpdateArea,
rCurrArea );
}
// change record vector must be cleared, for the next turn of
// rendering and sprite changing
mpRedrawManager->clearChangeRecords();
io_bSurfaceDirty = false;
return sal_True;
}
void SpriteCanvasHelper::backgroundPaint( const ::basegfx::B2DRange& rUpdateRect )
{
ENSURE_OR_THROW( mpRenderModule &&
mpBackBuffer,
"SpriteCanvasHelper::backgroundPaint(): NULL device pointer " );
repaintBackground( rUpdateRect,
maScrapRect,
mpBackBuffer );
}
void SpriteCanvasHelper::scrollUpdate( const ::basegfx::B2DRange& /*rMoveStart*/,
const ::basegfx::B2DRange& rMoveEnd,
const ::canvas::SpriteRedrawManager::UpdateArea& rUpdateArea )
{
ENSURE_OR_THROW( mpRenderModule &&
mpBackBuffer,
"SpriteCanvasHelper::scrollUpdate(): NULL device pointer " );
// round rectangles to integer pixel. Note: have to be
// extremely careful here, to avoid off-by-one errors for
// the destination area: otherwise, the next scroll update
// would copy pixel that are not supposed to be part of
// the sprite.
const ::basegfx::B2IRange& rDestRect(
::canvas::tools::spritePixelAreaFromB2DRange( rMoveEnd ) );
// not much sense in really implementing scrollUpdate here,
// since outputting a sprite only partially would result in
// expensive clipping. Furthermore, we cannot currently render
// 3D directly to the front buffer, thus, would have to blit
// the full sprite area, anyway. But at least optimized in the
// sense that unnecessary background paints behind the sprites
// are avoided.
::std::for_each( rUpdateArea.maComponentList.begin(),
rUpdateArea.maComponentList.end(),
::std::ptr_fun( &spriteRedrawStub2 ) );
// repaint uncovered areas from backbuffer - take the
// _rounded_ rectangles from above, to have the update
// consistent with the scroll above.
::std::vector< ::basegfx::B2DRange > aUncoveredAreas;
::basegfx::computeSetDifference( aUncoveredAreas,
rUpdateArea.maTotalBounds,
::basegfx::B2DRange( rDestRect ) );
::std::for_each( aUncoveredAreas.begin(),
aUncoveredAreas.end(),
::boost::bind( &repaintBackground,
_1,
::boost::cref(maScrapRect),
::boost::cref(mpBackBuffer) ) );
// TODO(E1): Use numeric_cast to catch overflow here
::basegfx::B2IRange aActualArea( 0, 0,
static_cast<sal_Int32>(maScrapRect.getWidth()),
static_cast<sal_Int32>(maScrapRect.getHeight()) );
aActualArea.intersect( fround( rUpdateArea.maTotalBounds ) );
// add given update area to the 'blit to foreground' rect
maUpdateRect.expand( aActualArea );
}
void SpriteCanvasHelper::opaqueUpdate( const ::basegfx::B2DRange& rTotalArea,
const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
{
ENSURE_OR_THROW( mpRenderModule &&
mpBackBuffer,
"SpriteCanvasHelper::opaqueUpdate(): NULL device pointer " );
// TODO(P2): optimize this by truly rendering to the front
// buffer. Currently, we've the 3D device only for the back
// buffer.
::std::for_each( rSortedUpdateSprites.begin(),
rSortedUpdateSprites.end(),
::std::ptr_fun( &spriteRedrawStub ) );
// TODO(E1): Use numeric_cast to catch overflow here
::basegfx::B2IRange aActualArea( 0, 0,
static_cast<sal_Int32>(maScrapRect.getWidth()),
static_cast<sal_Int32>(maScrapRect.getHeight()) );
aActualArea.intersect( fround( rTotalArea ) );
// add given update area to the 'blit to foreground' rect
maUpdateRect.expand( aActualArea );
}
void SpriteCanvasHelper::genericUpdate( const ::basegfx::B2DRange& rTotalArea,
const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
{
ENSURE_OR_THROW( mpRenderModule &&
mpBackBuffer,
"SpriteCanvasHelper::genericUpdate(): NULL device pointer " );
// paint background
// ================
// TODO(E1): Use numeric_cast to catch overflow here
::basegfx::B2IRange aActualArea( 0, 0,
static_cast<sal_Int32>(maScrapRect.getWidth()),
static_cast<sal_Int32>(maScrapRect.getHeight()) );
aActualArea.intersect( fround( rTotalArea ) );
// repaint the given area of the screen with background content
mpBackBuffer->draw(aActualArea);
// paint sprite
// ============
::std::for_each( rSortedUpdateSprites.begin(),
rSortedUpdateSprites.end(),
::std::ptr_fun( &spriteRedrawStub ) );
// add given update area to the 'blit to foreground' rect
maUpdateRect.expand( aActualArea );
}
}