Start of dirty rectangle updating.

This commit is contained in:
Scott Duensing 2024-04-11 20:10:16 -05:00
parent 456b7d98df
commit 561f343436

View file

@ -28,6 +28,12 @@
#include "font.h" #include "font.h"
typedef struct DamageListS {
RectT rect;
SurfaceT *surface;
} DamageListT;
uint8_t __MAGIC_WINDOW = 0; uint8_t __MAGIC_WINDOW = 0;
@ -666,6 +672,8 @@ void wmStartup(void) {
void wmUpdate(EventT *event) { void wmUpdate(EventT *event) {
int16_t i; int16_t i;
int16_t j;
int16_t k;
PointT widgetLocal; PointT widgetLocal;
int16_t x2; int16_t x2;
int16_t y2; int16_t y2;
@ -673,6 +681,12 @@ void wmUpdate(EventT *event) {
WidgetT *widget; WidgetT *widget;
WidgetT *widgetOver = NULL; WidgetT *widgetOver = NULL;
WindowT *win = NULL; WindowT *win = NULL;
WindowT *win2 = NULL;
RectT *rect;
RectT **rects = NULL;
DamageListT **damageList = NULL;
DamageListT *damageItem = NULL;
uint8_t found;
ClickRawInputT rawEvent = { 0 }; ClickRawInputT rawEvent = { 0 };
static uint8_t resizing = 0; static uint8_t resizing = 0;
static PointT resizeOffset = { 0 }; static PointT resizeOffset = { 0 };
@ -915,6 +929,159 @@ void wmUpdate(EventT *event) {
break; break;
} // Left button processing. } // Left button processing.
// Calculate visible rectangle list.
//
// Start with the top window and divide it into smaller rectangles
// using the edges of every other window. Add these to the "damage
// list".
//
// Then iterate through the remaining windows from top to bottom
// dividing them with the edges of every other window. When finished
// with each window, compare the list of new rectangles to the existing
// damage list. Add any rectangles that are not already there.
//
// Finally do the same as the remaining windows with the entire screen.
// Iterate over all windows, top to bottom.
for (i=0; i<=arrlen(_windowList); i++) {
// New rectangle.
NEW(RectT, rect);
// Are we comparing the desktop?
if (i == arrlen(_windowList)) {
// Yes. Fake a window.
win = NULL;
rect->x = 0;
rect->y = 0;
rect->x2 = videoDisplayWidthGet() - 1;
rect->y2 = videoDisplayHeightGet() - 1;
} else {
// Get this window.
win = (WindowT *)_windowList[i];
rect->x = win->base.r.x;
rect->y = win->base.r.y;
rect->x2 = win->base.r.x + win->base.r.w - 1;
rect->y2 = win->base.r.y + win->base.r.h - 1;
}
// Add this window to the rectangle list.
arrput(rects, rect);
// Iterate over all the other windows.
for (j=0; j<arrlen(_windowList); j++) {
win2 = (WindowT *)_windowList[j];
if (win != win2) {
// Get win2 extents.
x2 = win2->base.r.x + win2->base.r.w - 1;
y2 = win2->base.r.y + win2->base.r.h - 1;
// Check the edges of this window against all the
// rectangles in the current rectangle list. Split
// and create new rectangles on any lines that intersect.
for (k=0; k<arrlen(rects); k++) {
// Compare Window Top
if ((win2->base.r.y > rects[k]->y) && (win2->base.r.y < rects[k]->y2)) {
NEW(RectT, rect);
rect->x = rects[k]->x;
rect->x2 = rects[k]->x2;
rect->y2 = rects[k]->y2;
rects[k]->y2 = win2->base.r.y;
rect->y = win2->base.r.y;
arrput(rects, rect);
}
// Compare Window Bottom
if ((y2 > rects[k]->y) && (y2 < rects[k]->y2)) {
NEW(RectT, rect);
rect->x = rects[k]->x;
rect->x2 = rects[k]->x2;
rect->y2 = rects[k]->y2;
rects[k]->y2 = y2;
rect->y = y2;
arrput(rects, rect);
}
// Compare Window Left
if ((win2->base.r.x > rects[k]->x) && (win2->base.r.x < rects[k]->x2)) {
NEW(RectT, rect);
rect->y = rects[k]->y;
rect->x2 = rects[k]->x2;
rect->y2 = rects[k]->y2;
rects[k]->x2 = win2->base.r.x;
rect->x = win2->base.r.x;
arrput(rects, rect);
}
// Compare Window Right
if ((x2 > rects[k]->x) && (x2 < rects[k]->x2)) {
NEW(RectT, rect);
rect->y = rects[k]->y;
rect->x2 = rects[k]->x2;
rect->y2 = rects[k]->y2;
rects[k]->x2 = x2;
rect->x = x2;
arrput(rects, rect);
}
}
}
}
// Add rectangles to the damage list. Clear rectangle list.
while (arrlen(rects) > 0) {
found = 0;
// Is this the top window?
if (i != 0) {
// No. Compare rectangles to existing damage list.
for (k=0; k<arrlen(damageList); k++) {
if ((rects[0]->x == damageList[k]->rect.x ) &&
(rects[0]->y == damageList[k]->rect.y ) &&
(rects[0]->x2 == damageList[k]->rect.x2) &&
(rects[0]->y2 == damageList[k]->rect.y2)) {
// We already have this. Skip it.
found = 1;
break;
}
}
}
// Do we have this section of the screen yet?
if (!found) {
// Nope! Add it.
NEW(DamageListT, damageItem);
//memcpy(&damageItem->rect, &rects[0], sizeof(RectT));
damageItem->rect.x = rects[0]->x;
damageItem->rect.y = rects[0]->y;
damageItem->rect.x2 = rects[0]->x2;
damageItem->rect.y2 = rects[0]->y2;
if (win != NULL) {
damageItem->surface = win->cached;
} else {
damageItem->surface = NULL;
}
arrput(damageList, damageItem);
}
// Delete this rect.
DEL(rects[0]);
arrdel(rects, 0);
}
arrfree(rects);
//***DEBUG*** Draw the damage list.
surfaceSet(__guiBackBuffer);
for (k=0; k<arrlen(damageList); k++) {
surfaceBox(damageList[k]->rect.x, damageList[k]->rect.y, damageList[k]->rect.x2, damageList[k]->rect.y2, GUI_RED);
}
// Delete damage list.
while (arrlen(damageList) > 0) {
DEL(damageList[0]);
arrdel(damageList, 0);
}
arrfree(damageList);
}
} // Do we have windows? } // Do we have windows?
} }