New "damaged" renderer working for non-iconized windows.
This commit is contained in:
parent
561f343436
commit
ac60a82c65
4 changed files with 296 additions and 165 deletions
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@ -70,9 +70,11 @@ static void guiDeleteListProcess(void) {
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void guiEventsDo(void) {
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EventT event = { 0 };
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#ifndef NEW_RENDERER
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// Paint desktop.
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surfaceSet(__guiBackBuffer);
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surfaceClear(GUI_CYAN);
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#endif
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// Read mouse & keyboard.
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platformEventGet(&event);
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@ -80,6 +82,11 @@ void guiEventsDo(void) {
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// Handle GUI window manager and widgets.
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wmUpdate(&event);
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#ifdef NEW_RENDERER
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// Draw.
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wmRender();
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#endif
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// Paint mouse pointer.
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surfaceSet(__guiBackBuffer);
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surfaceBlitWithTransparency(event.x - _mouseHotspot[_mouseCurrent].x, event.y - _mouseHotspot[_mouseCurrent].y, _mousePointer[_mouseCurrent], _mouseTransparency);
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@ -29,15 +29,15 @@
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typedef struct DamageListS {
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RectT rect;
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SurfaceT *surface;
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RectT rect;
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WindowT *window;
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} DamageListT;
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uint8_t __MAGIC_WINDOW = 0;
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static WindowT **_windowList = NULL;
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static WindowT **_windowList = NULL; // Windows are stored bottom-to-top order.
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static WindowT *_windowTop = NULL;
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static int16_t _iconCount = 0;
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@ -525,6 +525,9 @@ static void windowPaint(struct WidgetS *widget, ...) {
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mode = va_arg(args, int);
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va_end(args);
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// ***TODO*** Icon needs to be cached in a surface so we can calculate
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// damaged areas for rendering.
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if (mode == WINDOW_PAINT_ICONS) {
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// Are we minimized?
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if (w->flags & WIN_IS_ICON) {
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@ -556,7 +559,9 @@ static void windowPaint(struct WidgetS *widget, ...) {
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// Did a widget or the window chrome need redrawn?
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if (x || widgetChildrenDirty(widget)) windowCache(w, x);
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// By now we have a valid cached window. Blit it.
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#ifndef NEW_RENDERER
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surfaceBlit(w->base.r.x, w->base.r.y, 0, 0, w->base.r.w, w->base.r.h, w->cached);
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#endif
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}
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}
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}
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@ -656,6 +661,283 @@ static WidgetT *windowWidgetFinder(WidgetT *widget, uint16_t x, uint16_t y, int1
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}
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void wmRender(void) {
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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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int16_t x2;
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int16_t y2;
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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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// ***TODO*** We still calculate the desktop in the damage list below.
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// There's some odd off-by-one when rendering that needs fixed. For now
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// we just draw the desktop and then window contents.
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// Draw the desktop.
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surfaceSet(__guiBackBuffer);
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surfaceClear(GUI_CYAN);
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// Do we have windows?
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if (arrlen(_windowList) > 0) {
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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=arrlen(_windowList)-1; i>=-1; 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 == -1) {
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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;
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rect->y2 = win->base.r.y + win->base.r.h;
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}
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// Clip to screen bounds.
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if (rect->x < 0) rect->x = 0;
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if (rect->y < 0) rect->y = 0;
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if (rect->x2 > videoDisplayWidthGet() - 1) rect->x2 = videoDisplayWidthGet() - 1;
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if (rect->y2 > videoDisplayHeightGet() - 1) rect->y2 = videoDisplayHeightGet() - 1;
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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 to slice this window.
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for (j=arrlen(_windowList)-1; j>=0; 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;
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y2 = win2->base.r.y + win2->base.r.h;
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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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} // Other windows.
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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 != arrlen(_windowList)) {
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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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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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damageItem->window = win;
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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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} // Window list.
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// Merge adjacent damage areas.
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// For areas to be adjacent they need matching X coordinates with a
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// shared Y coordinate or matching Y coordinates with a shared X as
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// well as matching surfaces. For each such pair, merge them and
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// search again.
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do {
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found = 0;
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for (i=0; i<arrlen(damageList) - 1; i++) {
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for (j=i + 1; j<arrlen(damageList); j++) {
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// Same Window?
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if (damageList[i]->window != damageList[j]->window) {
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// No. Can't be merged.
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continue;
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}
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// Matching X?
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if ((damageList[i]->rect.x == damageList[j]->rect.x) && (damageList[i]->rect.x2 == damageList[j]->rect.x2)) {
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// Is i over j?
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if (damageList[i]->rect.y2 == damageList[j]->rect.y) {
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// Merge them!
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damageList[i]->rect.y2 = damageList[j]->rect.y2;
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DEL(damageList[j]);
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arrdel(damageList, j);
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found = 1;
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break;
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}
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// Is j over i?
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if (damageList[j]->rect.y2 == damageList[i]->rect.y) {
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// Merge them!
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damageList[j]->rect.y2 = damageList[i]->rect.y2;
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DEL(damageList[i]);
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arrdel(damageList, i);
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found = 1;
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break;
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}
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}
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// Matching Y?
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if ((damageList[i]->rect.y == damageList[j]->rect.y) && (damageList[i]->rect.y2 == damageList[j]->rect.y2)) {
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// Is i left of j?
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if (damageList[i]->rect.x2 == damageList[j]->rect.x) {
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// Merge them!
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damageList[i]->rect.x2 = damageList[j]->rect.x2;
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DEL(damageList[j]);
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arrdel(damageList, j);
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found = 1;
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break;
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}
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// Is j left of i?
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if (damageList[j]->rect.x2 == damageList[i]->rect.x) {
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// Merge them!
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damageList[j]->rect.x2 = damageList[i]->rect.x2;
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DEL(damageList[i]);
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arrdel(damageList, i);
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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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if (found) break;
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}
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} while (found == 1);
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// Draw the damage list.
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i = 1;
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for (k=0; k<arrlen(damageList); k++) {
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/*
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if (damageList[k]->window != NULL) {
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surfaceBox(
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damageList[k]->window->bounds.x, damageList[k]->window->bounds.y,
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damageList[k]->window->bounds.x2, damageList[k]->window->bounds.y2,
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GUI_RED);
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}
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*/
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if (damageList[k]->window != NULL) {
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// Window content.
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surfaceBlit(
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damageList[k]->rect.x, damageList[k]->rect.y,
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damageList[k]->rect.x - damageList[k]->window->base.r.x, damageList[k]->rect.y - damageList[k]->window->base.r.y,
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damageList[k]->rect.x2 - damageList[k]->rect.x,
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damageList[k]->rect.y2 - damageList[k]->rect.y,
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damageList[k]->window->cached);
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} else {
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// Desktop.
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//surfaceBoxFilled(damageList[k]->rect.x, damageList[k]->rect.y, damageList[k]->rect.x2, damageList[k]->rect.y2, GUI_CYAN);
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}
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/*
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// ***DEBUG***
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surfaceBox(damageList[k]->rect.x + 1, damageList[k]->rect.y + 1, damageList[k]->rect.x2 - 1, damageList[k]->rect.y2 - 1, i);
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i++;
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if (i > 15) i = 1;
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if ((i == GUI_BLACK) || (i == GUI_CYAN) || (i == GUI_LIGHTGRAY)) i++;
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*/
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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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} // Do we have windows?
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}
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void wmShutdown(void) {
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uint16_t i;
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@ -672,8 +954,6 @@ void wmStartup(void) {
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void wmUpdate(EventT *event) {
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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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int16_t x2;
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int16_t y2;
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@ -681,12 +961,6 @@ void wmUpdate(EventT *event) {
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WidgetT *widget;
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WidgetT *widgetOver = 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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static uint8_t resizing = 0;
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static PointT resizeOffset = { 0 };
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@ -929,159 +1203,6 @@ void wmUpdate(EventT *event) {
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break;
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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);
|
||||
}
|
||||
// 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?
|
||||
}
|
||||
|
||||
|
|
|
@ -64,7 +64,7 @@ typedef struct WindowS {
|
|||
ScrollableT *scroll; // Window contents and scroll bars.
|
||||
RectWT restore; // Size of window if they restore from maximized.
|
||||
PointT restoreOffset; // Scroll position if they restore from maximized.
|
||||
RectT bounds; // Inside edge of window frame.
|
||||
RectT bounds; // Window contents in screen space. Does not include titlebar or window chrome.
|
||||
SurfaceT *cached; // Once rendered, keep a cached copy for faster redrawing.
|
||||
} WindowT;
|
||||
|
||||
|
@ -81,6 +81,7 @@ RegisterT *windowRegister(uint8_t magic);
|
|||
void windowResize(WindowT *win, uint16_t width, uint16_t height);
|
||||
|
||||
|
||||
void wmRender(void);
|
||||
void wmShutdown(void);
|
||||
void wmStartup(void);
|
||||
void wmUpdate(EventT *event);
|
||||
|
|
|
@ -29,6 +29,8 @@
|
|||
|
||||
#define MEMORY_CHECK_ENABLED
|
||||
|
||||
#define NEW_RENDERER
|
||||
|
||||
|
||||
#include <stdint.h>
|
||||
#include <stdarg.h>
|
||||
|
|
Loading…
Add table
Reference in a new issue