Start of dirty rectangle updating.
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1 changed files with 167 additions and 0 deletions
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@ -28,6 +28,12 @@
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#include "font.h"
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#include "font.h"
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typedef struct DamageListS {
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RectT rect;
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SurfaceT *surface;
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} DamageListT;
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uint8_t __MAGIC_WINDOW = 0;
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uint8_t __MAGIC_WINDOW = 0;
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@ -666,6 +672,8 @@ void wmStartup(void) {
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void wmUpdate(EventT *event) {
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void wmUpdate(EventT *event) {
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int16_t i;
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int16_t i;
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int16_t j;
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int16_t k;
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PointT widgetLocal;
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PointT widgetLocal;
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int16_t x2;
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int16_t x2;
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int16_t y2;
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int16_t y2;
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@ -673,6 +681,12 @@ void wmUpdate(EventT *event) {
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WidgetT *widget;
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WidgetT *widget;
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WidgetT *widgetOver = NULL;
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WidgetT *widgetOver = NULL;
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WindowT *win = NULL;
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WindowT *win = NULL;
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WindowT *win2 = NULL;
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RectT *rect;
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RectT **rects = NULL;
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DamageListT **damageList = NULL;
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DamageListT *damageItem = NULL;
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uint8_t found;
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ClickRawInputT rawEvent = { 0 };
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ClickRawInputT rawEvent = { 0 };
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static uint8_t resizing = 0;
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static uint8_t resizing = 0;
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static PointT resizeOffset = { 0 };
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static PointT resizeOffset = { 0 };
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@ -915,6 +929,159 @@ void wmUpdate(EventT *event) {
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break;
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break;
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} // Left button processing.
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} // Left button processing.
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// Calculate visible rectangle list.
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//
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// Start with the top window and divide it into smaller rectangles
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// using the edges of every other window. Add these to the "damage
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// list".
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//
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// Then iterate through the remaining windows from top to bottom
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// dividing them with the edges of every other window. When finished
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// with each window, compare the list of new rectangles to the existing
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// damage list. Add any rectangles that are not already there.
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//
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// Finally do the same as the remaining windows with the entire screen.
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// Iterate over all windows, top to bottom.
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for (i=0; i<=arrlen(_windowList); i++) {
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// New rectangle.
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NEW(RectT, rect);
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// Are we comparing the desktop?
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if (i == arrlen(_windowList)) {
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// Yes. Fake a window.
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win = NULL;
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rect->x = 0;
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rect->y = 0;
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rect->x2 = videoDisplayWidthGet() - 1;
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rect->y2 = videoDisplayHeightGet() - 1;
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} else {
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// Get this window.
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win = (WindowT *)_windowList[i];
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rect->x = win->base.r.x;
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rect->y = win->base.r.y;
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rect->x2 = win->base.r.x + win->base.r.w - 1;
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rect->y2 = win->base.r.y + win->base.r.h - 1;
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}
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// Add this window to the rectangle list.
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arrput(rects, rect);
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// Iterate over all the other windows.
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for (j=0; j<arrlen(_windowList); j++) {
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win2 = (WindowT *)_windowList[j];
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if (win != win2) {
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// Get win2 extents.
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x2 = win2->base.r.x + win2->base.r.w - 1;
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y2 = win2->base.r.y + win2->base.r.h - 1;
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// Check the edges of this window against all the
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// rectangles in the current rectangle list. Split
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// and create new rectangles on any lines that intersect.
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for (k=0; k<arrlen(rects); k++) {
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// Compare Window Top
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if ((win2->base.r.y > rects[k]->y) && (win2->base.r.y < rects[k]->y2)) {
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NEW(RectT, rect);
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rect->x = rects[k]->x;
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rect->x2 = rects[k]->x2;
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rect->y2 = rects[k]->y2;
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rects[k]->y2 = win2->base.r.y;
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rect->y = win2->base.r.y;
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arrput(rects, rect);
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}
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// Compare Window Bottom
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if ((y2 > rects[k]->y) && (y2 < rects[k]->y2)) {
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NEW(RectT, rect);
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rect->x = rects[k]->x;
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rect->x2 = rects[k]->x2;
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rect->y2 = rects[k]->y2;
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rects[k]->y2 = y2;
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rect->y = y2;
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arrput(rects, rect);
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}
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// Compare Window Left
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if ((win2->base.r.x > rects[k]->x) && (win2->base.r.x < rects[k]->x2)) {
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NEW(RectT, rect);
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rect->y = rects[k]->y;
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rect->x2 = rects[k]->x2;
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rect->y2 = rects[k]->y2;
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rects[k]->x2 = win2->base.r.x;
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rect->x = win2->base.r.x;
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arrput(rects, rect);
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}
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// Compare Window Right
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if ((x2 > rects[k]->x) && (x2 < rects[k]->x2)) {
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NEW(RectT, rect);
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rect->y = rects[k]->y;
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rect->x2 = rects[k]->x2;
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rect->y2 = rects[k]->y2;
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rects[k]->x2 = x2;
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rect->x = x2;
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arrput(rects, rect);
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}
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}
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}
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}
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// Add rectangles to the damage list. Clear rectangle list.
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while (arrlen(rects) > 0) {
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found = 0;
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// Is this the top window?
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if (i != 0) {
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// No. Compare rectangles to existing damage list.
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for (k=0; k<arrlen(damageList); k++) {
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if ((rects[0]->x == damageList[k]->rect.x ) &&
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(rects[0]->y == damageList[k]->rect.y ) &&
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(rects[0]->x2 == damageList[k]->rect.x2) &&
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(rects[0]->y2 == damageList[k]->rect.y2)) {
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// We already have this. Skip it.
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found = 1;
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break;
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}
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}
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}
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// Do we have this section of the screen yet?
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if (!found) {
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// Nope! Add it.
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NEW(DamageListT, damageItem);
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//memcpy(&damageItem->rect, &rects[0], sizeof(RectT));
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damageItem->rect.x = rects[0]->x;
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damageItem->rect.y = rects[0]->y;
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damageItem->rect.x2 = rects[0]->x2;
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damageItem->rect.y2 = rects[0]->y2;
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if (win != NULL) {
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damageItem->surface = win->cached;
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} else {
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damageItem->surface = NULL;
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}
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arrput(damageList, damageItem);
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}
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// Delete this rect.
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DEL(rects[0]);
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arrdel(rects, 0);
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}
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arrfree(rects);
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//***DEBUG*** Draw the damage list.
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surfaceSet(__guiBackBuffer);
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for (k=0; k<arrlen(damageList); k++) {
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surfaceBox(damageList[k]->rect.x, damageList[k]->rect.y, damageList[k]->rect.x2, damageList[k]->rect.y2, GUI_RED);
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}
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// Delete damage list.
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while (arrlen(damageList) > 0) {
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DEL(damageList[0]);
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arrdel(damageList, 0);
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}
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arrfree(damageList);
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}
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} // Do we have windows?
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} // Do we have windows?
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}
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}
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