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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_canvas.hxx"
#include <canvas/debug.hxx>
#include <tools/diagnose_ex.h>
#include <canvas/spriteredrawmanager.hxx>
#include <basegfx/range/b2drectangle.hxx>
#include <basegfx/tools/canvastools.hxx>
#include <basegfx/vector/b2dsize.hxx>
#include <basegfx/range/rangeexpander.hxx>
#include <algorithm>
#include <functional>
#include <boost/bind.hpp>
namespace canvas
{
namespace
{
/** Helper class to condense sprite updates into a single action
This class tracks the sprite changes over the recorded
change list, and generates a single update action from
that (note that per screen update, several moves,
visibility changes and content updates might happen)
*/
class SpriteTracer
{
public:
SpriteTracer( const Sprite::Reference& rAffectedSprite ) :
mpAffectedSprite(rAffectedSprite),
maMoveStartArea(),
maMoveEndArea(),
mbIsMove( false ),
mbIsGenericUpdate( false )
{
}
void operator()( const SpriteRedrawManager::SpriteChangeRecord& rSpriteRecord )
{
// only deal with change events from the currently
// affected sprite
if( rSpriteRecord.mpAffectedSprite == mpAffectedSprite )
{
switch( rSpriteRecord.meChangeType )
{
case SpriteRedrawManager::SpriteChangeRecord::move:
if( !mbIsMove )
{
// no move yet - this must be the first one
maMoveStartArea = ::basegfx::B2DRectangle(
rSpriteRecord.maOldPos,
rSpriteRecord.maOldPos + rSpriteRecord.maUpdateArea.getRange() );
mbIsMove = true;
}
maMoveEndArea = rSpriteRecord.maUpdateArea;
break;
case SpriteRedrawManager::SpriteChangeRecord::update:
// update end update area of the
// sprite. Thus, every update() action
// _after_ the last move will correctly
// update the final repaint area. And this
// does not interfere with subsequent
// moves, because moves always perform a
// hard set of maMoveEndArea to their
// stored value
maMoveEndArea.expand( rSpriteRecord.maUpdateArea );
mbIsGenericUpdate = true;
break;
default:
ENSURE_OR_THROW( false,
"Unexpected case in SpriteUpdater::operator()" );
break;
}
}
}
void commit( SpriteRedrawManager::SpriteConnectedRanges& rUpdateCollector ) const
{
if( mbIsMove )
{
if( !maMoveStartArea.isEmpty() ||
!maMoveEndArea.isEmpty() )
{
// if mbIsGenericUpdate is false, this is a
// pure move (i.e. no other update
// operations). Pass that information on to
// the SpriteInfo
const bool bIsPureMove( !mbIsGenericUpdate );
// ignore the case that start and end update
// area overlap - the b2dconnectedranges
// handle that, anyway. doing it this way
// ensures that we have both old and new area
// stored
// round all given range up to enclosing
// integer rectangle - since the whole thing
// here is about
// first, draw the new sprite position
rUpdateCollector.addRange(
::basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange( maMoveEndArea ),
SpriteRedrawManager::SpriteInfo(
mpAffectedSprite,
maMoveEndArea,
true,
bIsPureMove ) );
// then, clear the old place (looks smoother
// this way)
rUpdateCollector.addRange(
::basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange( maMoveStartArea ),
SpriteRedrawManager::SpriteInfo(
Sprite::Reference(),
maMoveStartArea,
true,
bIsPureMove ) );
}
}
else if( mbIsGenericUpdate &&
!maMoveEndArea.isEmpty() )
{
rUpdateCollector.addRange(
::basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange( maMoveEndArea ),
SpriteRedrawManager::SpriteInfo(
mpAffectedSprite,
maMoveEndArea,
true ) );
}
}
private:
Sprite::Reference mpAffectedSprite;
::basegfx::B2DRectangle maMoveStartArea;
::basegfx::B2DRectangle maMoveEndArea;
/// True, if at least one move was encountered
bool mbIsMove;
/// True, if at least one generic update was encountered
bool mbIsGenericUpdate;
};
/** SpriteChecker functor, which for every sprite checks the
given update vector for necessary screen updates
*/
class SpriteUpdater
{
public:
/** Generate update area list
@param rUpdater
Reference to an updater object, which will receive the
update areas.
@param rChangeContainer
Container with all sprite change requests
*/
SpriteUpdater( SpriteRedrawManager::SpriteConnectedRanges& rUpdater,
const SpriteRedrawManager::VectorOfChangeRecords& rChangeContainer ) :
mrUpdater( rUpdater ),
mrChangeContainer( rChangeContainer )
{
}
/** Call this method for every sprite on your screen
This method scans the change container, collecting all
update info for the given sprite into one or two
update operations, which in turn are inserted into the
connected ranges processor.
@param rSprite
Current sprite to collect update info for.
*/
void operator()( const Sprite::Reference& rSprite )
{
const SpriteTracer aSpriteTracer(
::std::for_each( mrChangeContainer.begin(),
mrChangeContainer.end(),
SpriteTracer( rSprite ) ) );
aSpriteTracer.commit( mrUpdater );
}
private:
SpriteRedrawManager::SpriteConnectedRanges& mrUpdater;
const SpriteRedrawManager::VectorOfChangeRecords& mrChangeContainer;
};
}
void SpriteRedrawManager::setupUpdateAreas( SpriteConnectedRanges& rUpdateAreas ) const
{
// TODO(T3): This is NOT thread safe at all. This only works
// under the assumption that NOBODY changes ANYTHING
// concurrently, while this method is on the stack. We should
// really rework the canvas::Sprite interface, in such a way
// that it dumps ALL its state with a single, atomic
// call. Then, we store that state locally. This prolly goes
// in line with the problem of having sprite state available
// for the frame before the last frame; plus, it avoids
// frequent locks of the object mutices
SpriteComparator aSpriteComparator;
// put all sprites that have changed content into update areas
ListOfSprites::const_iterator aCurrSprite( maSprites.begin() );
const ListOfSprites::const_iterator aEndSprite ( maSprites.end() );
while( aCurrSprite != aEndSprite )
{
if( (*aCurrSprite)->isContentChanged() )
const_cast<SpriteRedrawManager*>(this)->updateSprite( *aCurrSprite,
(*aCurrSprite)->getPosPixel(),
(*aCurrSprite)->getUpdateArea() );
++aCurrSprite;
}
// sort sprites after prio
VectorOfSprites aSortedSpriteVector;
::std::copy( maSprites.begin(),
maSprites.end(),
::std::back_insert_iterator< VectorOfSprites >(aSortedSpriteVector) );
::std::sort( aSortedSpriteVector.begin(),
aSortedSpriteVector.end(),
aSpriteComparator );
// extract all referenced sprites from the maChangeRecords
// (copy sprites, make the list unique, regarding the
// sprite pointer). This assumes that, until this scope
// ends, nobody changes the maChangeRecords vector!
VectorOfSprites aUpdatableSprites;
VectorOfChangeRecords::const_iterator aCurrRecord( maChangeRecords.begin() );
const VectorOfChangeRecords::const_iterator aEndRecords( maChangeRecords.end() );
while( aCurrRecord != aEndRecords )
{
const Sprite::Reference& rSprite( aCurrRecord->getSprite() );
if( rSprite.is() )
aUpdatableSprites.push_back( rSprite );
++aCurrRecord;
}
VectorOfSprites::iterator aBegin( aUpdatableSprites.begin() );
VectorOfSprites::iterator aEnd ( aUpdatableSprites.end() );
::std::sort( aBegin,
aEnd,
aSpriteComparator );
aEnd = ::std::unique( aBegin, aEnd );
// for each unique sprite, check the change event vector,
// calculate the update operation from that, and add the
// result to the aUpdateArea.
::std::for_each( aBegin,
aEnd,
SpriteUpdater( rUpdateAreas,
maChangeRecords) );
// TODO(P2): Implement your own output iterator adapter, to
// avoid that totally superfluous temp aUnchangedSprites
// vector.
// add all sprites to rUpdateAreas, that are _not_ already
// contained in the uniquified vector of changed ones
// (i.e. the difference between aSortedSpriteVector and
// aUpdatableSprites).
VectorOfSprites aUnchangedSprites;
::std::set_difference( aSortedSpriteVector.begin(),
aSortedSpriteVector.end(),
aBegin, aEnd,
::std::back_insert_iterator< VectorOfSprites >(aUnchangedSprites) );
// add each remaining unchanged sprite to connected ranges,
// marked as "don't need update"
VectorOfSprites::const_iterator aCurr( aUnchangedSprites.begin() );
const VectorOfSprites::const_iterator aEnd2( aUnchangedSprites.end() );
while( aCurr != aEnd2 )
{
const ::basegfx::B2DRange& rUpdateArea( (*aCurr)->getUpdateArea() );
rUpdateAreas.addRange(
::basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange( rUpdateArea ),
SpriteInfo(*aCurr,
rUpdateArea,
false) );
++aCurr;
}
}
#if OSL_DEBUG_LEVEL > 0
bool impIsEqualB2DRange(const basegfx::B2DRange& rRangeA, const basegfx::B2DRange& rRangeB, double fSmallValue)
{
return fabs(rRangeB.getMinX() - rRangeA.getMinX()) <= fSmallValue
&& fabs(rRangeB.getMinY() - rRangeA.getMinY()) <= fSmallValue
&& fabs(rRangeB.getMaxX() - rRangeA.getMaxX()) <= fSmallValue
&& fabs(rRangeB.getMaxY() - rRangeA.getMaxY()) <= fSmallValue;
}
bool impIsEqualB2DVector(const basegfx::B2DVector& rVecA, const basegfx::B2DVector& rVecB, double fSmallValue)
{
return fabs(rVecB.getX() - rVecA.getX()) <= fSmallValue
&& fabs(rVecB.getY() - rVecA.getY()) <= fSmallValue;
}
#endif
bool SpriteRedrawManager::isAreaUpdateScroll( ::basegfx::B2DRectangle& o_rMoveStart,
::basegfx::B2DRectangle& o_rMoveEnd,
const UpdateArea& rUpdateArea,
::std::size_t nNumSprites ) const
{
// check for a solitary move, which consists of exactly two
// pure-move entries, the first with valid, the second with
// invalid sprite (see SpriteTracer::commit()). Note that we
// cannot simply store some flag in SpriteTracer::commit()
// above and just check that here, since during the connected
// range calculations, other sprites might get merged into the
// same region (thus spoiling the scrolling move
// optimization).
if( nNumSprites != 2 )
return false;
const SpriteConnectedRanges::ComponentListType::const_iterator aFirst(
rUpdateArea.maComponentList.begin() );
SpriteConnectedRanges::ComponentListType::const_iterator aSecond(
aFirst ); ++aSecond;
if( !aFirst->second.isPureMove() ||
!aSecond->second.isPureMove() ||
!aFirst->second.getSprite().is() ||
// use _true_ update area, not the rounded version
!aFirst->second.getSprite()->isAreaUpdateOpaque( aFirst->second.getUpdateArea() ) ||
aSecond->second.getSprite().is() )
{
// either no move update, or incorrect sprite, or sprite
// content not fully opaque over update region.
return false;
}
o_rMoveStart = aSecond->second.getUpdateArea();
o_rMoveEnd = aFirst->second.getUpdateArea();
#if OSL_DEBUG_LEVEL > 0
::basegfx::B2DRectangle aTotalBounds( o_rMoveStart );
aTotalBounds.expand( o_rMoveEnd );
OSL_POSTCOND(impIsEqualB2DRange(rUpdateArea.maTotalBounds, basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange(aTotalBounds), 0.5),
"SpriteRedrawManager::isAreaUpdateScroll(): sprite area and total area mismatch");
OSL_POSTCOND(impIsEqualB2DVector(o_rMoveStart.getRange(), o_rMoveEnd.getRange(), 0.5),
"SpriteRedrawManager::isAreaUpdateScroll(): scroll start and end area have mismatching size");
#endif
return true;
}
bool SpriteRedrawManager::isAreaUpdateNotOpaque( const ::basegfx::B2DRectangle& rUpdateRect,
const AreaComponent& rComponent ) const
{
const Sprite::Reference& pAffectedSprite( rComponent.second.getSprite() );
if( !pAffectedSprite.is() )
return true; // no sprite, no opaque update!
return !pAffectedSprite->isAreaUpdateOpaque( rUpdateRect );
}
bool SpriteRedrawManager::isAreaUpdateOpaque( const UpdateArea& rUpdateArea,
::std::size_t nNumSprites ) const
{
// check whether the sprites in the update area's list will
// fully cover the given area _and_ do that in an opaque way
// (i.e. no alpha, no non-rectangular sprite content).
// TODO(P1): Come up with a smarter early-exit criterion here
// (though, I think, the case that _lots_ of sprites _fully_
// cover a rectangular area _without_ any holes is extremely
// improbable)
// avoid checking large number of sprites (and probably fail,
// anyway). Note: the case nNumSprites < 1 should normally not
// happen, as handleArea() calls backgroundPaint() then.
if( nNumSprites > 3 || nNumSprites < 1 )
return false;
const SpriteConnectedRanges::ComponentListType::const_iterator aBegin(
rUpdateArea.maComponentList.begin() );
const SpriteConnectedRanges::ComponentListType::const_iterator aEnd(
rUpdateArea.maComponentList.end() );
// now, calc the _true_ update area, by merging all sprite's
// true update areas into one rectangle
::basegfx::B2DRange aTrueArea( aBegin->second.getUpdateArea() );
::std::for_each( aBegin,
aEnd,
::boost::bind( ::basegfx::B2DRangeExpander(aTrueArea),
::boost::bind( &SpriteInfo::getUpdateArea,
::boost::bind( ::std::select2nd<AreaComponent>(),
_1 ) ) ) );
// and check whether _any_ of the sprites tells that its area
// update will not be opaque.
return (::std::find_if( aBegin,
aEnd,
::boost::bind( &SpriteRedrawManager::isAreaUpdateNotOpaque,
this,
::boost::cref(aTrueArea),
_1 ) ) == aEnd );
}
bool SpriteRedrawManager::areSpritesChanged( const UpdateArea& rUpdateArea ) const
{
// check whether SpriteInfo::needsUpdate returns false for
// all elements of this area's contained sprites
//
// if not a single changed sprite found - just ignore this
// component (return false)
const SpriteConnectedRanges::ComponentListType::const_iterator aEnd(
rUpdateArea.maComponentList.end() );
return (::std::find_if( rUpdateArea.maComponentList.begin(),
aEnd,
::boost::bind( &SpriteInfo::needsUpdate,
::boost::bind(
::std::select2nd<SpriteConnectedRanges::ComponentType>(),
_1 ) ) ) != aEnd );
}
SpriteRedrawManager::SpriteRedrawManager() :
maSprites(),
maChangeRecords()
{
}
void SpriteRedrawManager::disposing()
{
// drop all references
maChangeRecords.clear();
// dispose all sprites - the spritecanvas, and by delegation,
// this object, is the owner of the sprites. After all, a
// sprite without a canvas to render into makes not terribly
// much sense.
// TODO(Q3): Once boost 1.33 is in, change back to for_each
// with ::boost::mem_fn. For the time being, explicit loop due
// to cdecl declaration of all UNO methods.
ListOfSprites::reverse_iterator aCurr( maSprites.rbegin() );
ListOfSprites::reverse_iterator aEnd( maSprites.rend() );
while( aCurr != aEnd )
(*aCurr++)->dispose();
maSprites.clear();
}
void SpriteRedrawManager::clearChangeRecords()
{
maChangeRecords.clear();
}
void SpriteRedrawManager::showSprite( const Sprite::Reference& rSprite )
{
maSprites.push_back( rSprite );
}
void SpriteRedrawManager::hideSprite( const Sprite::Reference& rSprite )
{
maSprites.remove( rSprite );
}
void SpriteRedrawManager::moveSprite( const Sprite::Reference& rSprite,
const ::basegfx::B2DPoint& rOldPos,
const ::basegfx::B2DPoint& rNewPos,
const ::basegfx::B2DVector& rSpriteSize )
{
maChangeRecords.push_back( SpriteChangeRecord( rSprite,
rOldPos,
rNewPos,
rSpriteSize ) );
}
void SpriteRedrawManager::updateSprite( const Sprite::Reference& rSprite,
const ::basegfx::B2DPoint& rPos,
const ::basegfx::B2DRange& rUpdateArea )
{
maChangeRecords.push_back( SpriteChangeRecord( rSprite,
rPos,
rUpdateArea ) );
}
}