New "damaged" renderer working for non-iconized windows.

This commit is contained in:
Scott Duensing 2024-04-14 17:51:40 -05:00
parent 561f343436
commit ac60a82c65
4 changed files with 296 additions and 165 deletions

View file

@ -70,9 +70,11 @@ static void guiDeleteListProcess(void) {
void guiEventsDo(void) {
EventT event = { 0 };
#ifndef NEW_RENDERER
// Paint desktop.
surfaceSet(__guiBackBuffer);
surfaceClear(GUI_CYAN);
#endif
// Read mouse & keyboard.
platformEventGet(&event);
@ -80,6 +82,11 @@ void guiEventsDo(void) {
// Handle GUI window manager and widgets.
wmUpdate(&event);
#ifdef NEW_RENDERER
// Draw.
wmRender();
#endif
// Paint mouse pointer.
surfaceSet(__guiBackBuffer);
surfaceBlitWithTransparency(event.x - _mouseHotspot[_mouseCurrent].x, event.y - _mouseHotspot[_mouseCurrent].y, _mousePointer[_mouseCurrent], _mouseTransparency);

View file

@ -29,15 +29,15 @@
typedef struct DamageListS {
RectT rect;
SurfaceT *surface;
RectT rect;
WindowT *window;
} DamageListT;
uint8_t __MAGIC_WINDOW = 0;
static WindowT **_windowList = NULL;
static WindowT **_windowList = NULL; // Windows are stored bottom-to-top order.
static WindowT *_windowTop = NULL;
static int16_t _iconCount = 0;
@ -525,6 +525,9 @@ static void windowPaint(struct WidgetS *widget, ...) {
mode = va_arg(args, int);
va_end(args);
// ***TODO*** Icon needs to be cached in a surface so we can calculate
// damaged areas for rendering.
if (mode == WINDOW_PAINT_ICONS) {
// Are we minimized?
if (w->flags & WIN_IS_ICON) {
@ -556,7 +559,9 @@ static void windowPaint(struct WidgetS *widget, ...) {
// Did a widget or the window chrome need redrawn?
if (x || widgetChildrenDirty(widget)) windowCache(w, x);
// By now we have a valid cached window. Blit it.
#ifndef NEW_RENDERER
surfaceBlit(w->base.r.x, w->base.r.y, 0, 0, w->base.r.w, w->base.r.h, w->cached);
#endif
}
}
}
@ -656,6 +661,283 @@ static WidgetT *windowWidgetFinder(WidgetT *widget, uint16_t x, uint16_t y, int1
}
void wmRender(void) {
int16_t i;
int16_t j;
int16_t k;
int16_t x2;
int16_t y2;
WindowT *win = NULL;
WindowT *win2 = NULL;
RectT *rect;
RectT **rects = NULL;
DamageListT **damageList = NULL;
DamageListT *damageItem = NULL;
uint8_t found;
// ***TODO*** We still calculate the desktop in the damage list below.
// There's some odd off-by-one when rendering that needs fixed. For now
// we just draw the desktop and then window contents.
// Draw the desktop.
surfaceSet(__guiBackBuffer);
surfaceClear(GUI_CYAN);
// Do we have windows?
if (arrlen(_windowList) > 0) {
// 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=arrlen(_windowList)-1; i>=-1; i--) {
// New rectangle.
NEW(RectT, rect);
// Are we comparing the desktop?
if (i == -1) {
// 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;
rect->y2 = win->base.r.y + win->base.r.h;
}
// Clip to screen bounds.
if (rect->x < 0) rect->x = 0;
if (rect->y < 0) rect->y = 0;
if (rect->x2 > videoDisplayWidthGet() - 1) rect->x2 = videoDisplayWidthGet() - 1;
if (rect->y2 > videoDisplayHeightGet() - 1) rect->y2 = videoDisplayHeightGet() - 1;
// Add this window to the rectangle list.
arrput(rects, rect);
// Iterate over all the other windows to slice this window.
for (j=arrlen(_windowList)-1; j>=0; j--) {
win2 = (WindowT *)_windowList[j];
if (win != win2) {
// Get win2 extents.
x2 = win2->base.r.x + win2->base.r.w;
y2 = win2->base.r.y + win2->base.r.h;
// 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);
}
}
}
} // Other windows.
// Add rectangles to the damage list. Clear rectangle list.
while (arrlen(rects) > 0) {
found = 0;
// Is this the top window?
if (i != arrlen(_windowList)) {
// 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);
damageItem->rect.x = rects[0]->x;
damageItem->rect.y = rects[0]->y;
damageItem->rect.x2 = rects[0]->x2;
damageItem->rect.y2 = rects[0]->y2;
damageItem->window = win;
arrput(damageList, damageItem);
}
// Delete this rect.
DEL(rects[0]);
arrdel(rects, 0);
}
arrfree(rects);
} // Window list.
// Merge adjacent damage areas.
// For areas to be adjacent they need matching X coordinates with a
// shared Y coordinate or matching Y coordinates with a shared X as
// well as matching surfaces. For each such pair, merge them and
// search again.
do {
found = 0;
for (i=0; i<arrlen(damageList) - 1; i++) {
for (j=i + 1; j<arrlen(damageList); j++) {
// Same Window?
if (damageList[i]->window != damageList[j]->window) {
// No. Can't be merged.
continue;
}
// Matching X?
if ((damageList[i]->rect.x == damageList[j]->rect.x) && (damageList[i]->rect.x2 == damageList[j]->rect.x2)) {
// Is i over j?
if (damageList[i]->rect.y2 == damageList[j]->rect.y) {
// Merge them!
damageList[i]->rect.y2 = damageList[j]->rect.y2;
DEL(damageList[j]);
arrdel(damageList, j);
found = 1;
break;
}
// Is j over i?
if (damageList[j]->rect.y2 == damageList[i]->rect.y) {
// Merge them!
damageList[j]->rect.y2 = damageList[i]->rect.y2;
DEL(damageList[i]);
arrdel(damageList, i);
found = 1;
break;
}
}
// Matching Y?
if ((damageList[i]->rect.y == damageList[j]->rect.y) && (damageList[i]->rect.y2 == damageList[j]->rect.y2)) {
// Is i left of j?
if (damageList[i]->rect.x2 == damageList[j]->rect.x) {
// Merge them!
damageList[i]->rect.x2 = damageList[j]->rect.x2;
DEL(damageList[j]);
arrdel(damageList, j);
found = 1;
break;
}
// Is j left of i?
if (damageList[j]->rect.x2 == damageList[i]->rect.x) {
// Merge them!
damageList[j]->rect.x2 = damageList[i]->rect.x2;
DEL(damageList[i]);
arrdel(damageList, i);
found = 1;
break;
}
}
}
if (found) break;
}
} while (found == 1);
// Draw the damage list.
i = 1;
for (k=0; k<arrlen(damageList); k++) {
/*
if (damageList[k]->window != NULL) {
surfaceBox(
damageList[k]->window->bounds.x, damageList[k]->window->bounds.y,
damageList[k]->window->bounds.x2, damageList[k]->window->bounds.y2,
GUI_RED);
}
*/
if (damageList[k]->window != NULL) {
// Window content.
surfaceBlit(
damageList[k]->rect.x, damageList[k]->rect.y,
damageList[k]->rect.x - damageList[k]->window->base.r.x, damageList[k]->rect.y - damageList[k]->window->base.r.y,
damageList[k]->rect.x2 - damageList[k]->rect.x,
damageList[k]->rect.y2 - damageList[k]->rect.y,
damageList[k]->window->cached);
} else {
// Desktop.
//surfaceBoxFilled(damageList[k]->rect.x, damageList[k]->rect.y, damageList[k]->rect.x2, damageList[k]->rect.y2, GUI_CYAN);
}
/*
// ***DEBUG***
surfaceBox(damageList[k]->rect.x + 1, damageList[k]->rect.y + 1, damageList[k]->rect.x2 - 1, damageList[k]->rect.y2 - 1, i);
i++;
if (i > 15) i = 1;
if ((i == GUI_BLACK) || (i == GUI_CYAN) || (i == GUI_LIGHTGRAY)) i++;
*/
}
// Delete damage list.
while (arrlen(damageList) > 0) {
DEL(damageList[0]);
arrdel(damageList, 0);
}
arrfree(damageList);
} // Do we have windows?
}
void wmShutdown(void) {
uint16_t i;
@ -672,8 +954,6 @@ void wmStartup(void) {
void wmUpdate(EventT *event) {
int16_t i;
int16_t j;
int16_t k;
PointT widgetLocal;
int16_t x2;
int16_t y2;
@ -681,12 +961,6 @@ void wmUpdate(EventT *event) {
WidgetT *widget;
WidgetT *widgetOver = NULL;
WindowT *win = NULL;
WindowT *win2 = NULL;
RectT *rect;
RectT **rects = NULL;
DamageListT **damageList = NULL;
DamageListT *damageItem = NULL;
uint8_t found;
ClickRawInputT rawEvent = { 0 };
static uint8_t resizing = 0;
static PointT resizeOffset = { 0 };
@ -929,159 +1203,6 @@ void wmUpdate(EventT *event) {
break;
} // 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?
}

View file

@ -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);

View file

@ -29,6 +29,8 @@
#define MEMORY_CHECK_ENABLED
#define NEW_RENDERER
#include <stdint.h>
#include <stdarg.h>