/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #include #include #include #include #include #include #include #include #include #include #include "canvascustomsprite.hxx" #include "spritecanvashelper.hxx" #include "spritecanvas.hxx" using namespace ::com::sun::star; #define FPS_BOUNDS ::tools::Rectangle(0,0,130,90) #define INFO_COLOR COL_RED namespace vclcanvas { namespace { /** Sprite redraw at original position Used to repaint the whole canvas (background and all sprites) */ void spriteRedraw( OutputDevice& rOutDev, const ::canvas::Sprite::Reference& rSprite ) { // downcast to derived vclcanvas::Sprite interface, which // provides the actual redraw methods. ::boost::polymorphic_downcast< Sprite* >(rSprite.get())->redraw(rOutDev, true); } double calcNumPixel( const ::canvas::Sprite::Reference& rSprite ) { const ::basegfx::B2DVector& rSize( ::boost::polymorphic_downcast< Sprite* >(rSprite.get())->getSizePixel() ); return rSize.getX() * rSize.getY(); } void repaintBackground( OutputDevice& rOutDev, OutputDevice const & rBackBuffer, const ::basegfx::B2DRange& rArea ) { const ::Point& rPos( vcl::unotools::pointFromB2DPoint( rArea.getMinimum()) ); const ::Size& rSize( vcl::unotools::sizeFromB2DSize( rArea.getRange()) ); rOutDev.DrawOutDev( rPos, rSize, rPos, rSize, rBackBuffer ); } void opaqueUpdateSpriteArea( const ::canvas::Sprite::Reference& rSprite, OutputDevice& rOutDev, const ::basegfx::B2IRange& rArea ) { const ::tools::Rectangle& rRequestedArea( vcl::unotools::rectangleFromB2IRectangle( rArea ) ); // clip output to actual update region (otherwise a) // wouldn't save much render time, and b) will clutter // scrolled sprite content outside this area) rOutDev.EnableMapMode( false ); rOutDev.SetAntialiasing( AntialiasingFlags::Enable ); rOutDev.SetClipRegion(vcl::Region(rRequestedArea)); // repaint affected sprite directly to output device (at // the actual screen output position) ::boost::polymorphic_downcast< Sprite* >( rSprite.get() )->redraw( rOutDev, false ); // rendering // directly to // frontbuffer } void renderInfoText( OutputDevice& rOutDev, const OUString& rStr, const Point& rPos ) { vcl::Font aVCLFont; aVCLFont.SetFontHeight( 20 ); aVCLFont.SetColor( INFO_COLOR ); rOutDev.SetTextAlign(ALIGN_TOP); rOutDev.SetTextColor( INFO_COLOR ); rOutDev.SetFont( aVCLFont ); rOutDev.DrawText( rPos, rStr ); } } SpriteCanvasHelper::SpriteCanvasHelper() : mpRedrawManager( nullptr ), mpOwningSpriteCanvas( nullptr ), maVDev(VclPtr::Create()), mbShowFrameInfo( false ), mbShowSpriteBounds( false ), mbIsUnsafeScrolling( false ) { #if OSL_DEBUG_LEVEL > 0 // inverse defaults for verbose debug mode mbShowFrameInfo = true; // this looks like drawing errors, enable only if explicitly asked for static bool enableShowSpriteBounds = getenv("CANVAS_SPRITE_BOUNDS") != nullptr; mbShowSpriteBounds = enableShowSpriteBounds; #endif } SpriteCanvasHelper::~SpriteCanvasHelper() { SolarMutexGuard aGuard; maVDev.disposeAndClear(); } void SpriteCanvasHelper::init( const OutDevProviderSharedPtr& rOutDev, SpriteCanvas& rOwningSpriteCanvas, ::canvas::SpriteRedrawManager& rManager, bool bProtect, bool bHaveAlpha ) { mpOwningSpriteCanvas = &rOwningSpriteCanvas; mpRedrawManager = &rManager; CanvasHelper::init(rOwningSpriteCanvas,rOutDev,bProtect,bHaveAlpha); } void SpriteCanvasHelper::disposing() { mpRedrawManager = nullptr; mpOwningSpriteCanvas = nullptr; // forward to base CanvasHelper::disposing(); } uno::Reference< rendering::XAnimatedSprite > SpriteCanvasHelper::createSpriteFromAnimation( const uno::Reference< rendering::XAnimation >& ) { return uno::Reference< rendering::XAnimatedSprite >(); } uno::Reference< rendering::XAnimatedSprite > SpriteCanvasHelper::createSpriteFromBitmaps( const uno::Sequence< uno::Reference< rendering::XBitmap > >& , sal_Int8 ) { return uno::Reference< rendering::XAnimatedSprite >(); } uno::Reference< rendering::XCustomSprite > SpriteCanvasHelper::createCustomSprite( const geometry::RealSize2D& spriteSize ) { if( !mpRedrawManager || !mpDevice ) return uno::Reference< rendering::XCustomSprite >(); // we're disposed return uno::Reference< rendering::XCustomSprite >( new CanvasCustomSprite( spriteSize, *mpDevice, mpOwningSpriteCanvas, mpOwningSpriteCanvas->getFrontBuffer(), mbShowSpriteBounds ) ); } uno::Reference< rendering::XSprite > SpriteCanvasHelper::createClonedSprite( const uno::Reference< rendering::XSprite >& ) { return uno::Reference< rendering::XSprite >(); } bool SpriteCanvasHelper::updateScreen( bool bUpdateAll, bool& io_bSurfaceDirty ) { if( !mpRedrawManager || !mpOwningSpriteCanvas || !mpOwningSpriteCanvas->getFrontBuffer() || !mpOwningSpriteCanvas->getBackBuffer() ) { return false; // disposed, or otherwise dysfunctional } // commit to backbuffer flush(); OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() ); BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() ); OutputDevice& rBackOutDev( pBackBuffer->getOutDev() ); // actual OutputDevice is a shared resource - restore its // state when done. tools::OutDevStateKeeper aStateKeeper( rOutDev ); const Size aOutDevSize( rBackOutDev.GetOutputSizePixel() ); const Point aEmptyPoint(0,0); vcl::Window* pTargetWindow = nullptr; if( rOutDev.GetOutDevType() == OUTDEV_WINDOW ) { pTargetWindow = rOutDev.GetOwnerWindow(); // TODO(Q3): Evil downcast. // we're double-buffered, thus no need for paint area-limiting // clips. besides that, will interfere with animations (as for // Window-invalidate repaints, only parts of the window will // be redrawn otherwise) const vcl::Region aFullWindowRegion( ::tools::Rectangle(aEmptyPoint, aOutDevSize) ); pTargetWindow->ExpandPaintClipRegion(aFullWindowRegion); } // TODO(P1): Might be worthwhile to track areas of background // changes, too. if( !bUpdateAll && !io_bSurfaceDirty ) { if( mbShowFrameInfo ) { // also repaint background below frame counter (fake // that as a sprite vanishing in this area) mpRedrawManager->updateSprite( ::canvas::Sprite::Reference(), ::basegfx::B2DPoint(), ::basegfx::B2DRectangle( 0.0, 0.0, FPS_BOUNDS.Right(), FPS_BOUNDS.Bottom() ) ); } // background has not changed, so we're free to optimize // repaint to areas where a sprite has changed // process each independent area of overlapping sprites // separately. mpRedrawManager->forEachSpriteArea( *this ); } else { // background has changed, so we currently have no choice // but repaint everything (or caller requested that) maVDev->SetOutputSizePixel( aOutDevSize ); maVDev->EnableMapMode( false ); maVDev->DrawOutDev( aEmptyPoint, aOutDevSize, aEmptyPoint, aOutDevSize, rBackOutDev ); // repaint all active sprites on top of background into // VDev. OutputDevice& rTmpOutDev( *maVDev ); mpRedrawManager->forEachSprite( [&rTmpOutDev]( const ::canvas::Sprite::Reference& rSprite ) { spriteRedraw( rTmpOutDev, rSprite ); } ); // flush to screen rOutDev.EnableMapMode( false ); rOutDev.SetAntialiasing( AntialiasingFlags::Enable ); rOutDev.SetClipRegion(); rOutDev.DrawOutDev( aEmptyPoint, aOutDevSize, aEmptyPoint, aOutDevSize, *maVDev ); } // change record vector must be cleared, for the next turn of // rendering and sprite changing mpRedrawManager->clearChangeRecords(); io_bSurfaceDirty = false; if( mbShowFrameInfo ) { renderFrameCounter( rOutDev ); renderSpriteCount( rOutDev ); renderMemUsage( rOutDev ); } #if OSL_DEBUG_LEVEL > 0 static ::canvas::tools::ElapsedTime aElapsedTime; // log time immediately after surface flip SAL_INFO("canvas.vcl", "SpriteCanvasHelper::updateScreen(): flip done at " << aElapsedTime.getElapsedTime() ); #endif // sync output with screen, to ensure that we don't queue up // render requests (calling code might rely on timing, // i.e. assume that things are visible on screen after // updateScreen() returns). if( pTargetWindow ) { // commit to screen pTargetWindow->GetOutDev()->Flush(); } return true; } void SpriteCanvasHelper::backgroundPaint( const ::basegfx::B2DRange& rUpdateRect ) { ENSURE_OR_THROW( mpOwningSpriteCanvas && mpOwningSpriteCanvas->getBackBuffer() && mpOwningSpriteCanvas->getFrontBuffer(), "SpriteCanvasHelper::backgroundPaint(): NULL device pointer " ); OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() ); BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() ); OutputDevice& rBackOutDev( pBackBuffer->getOutDev() ); repaintBackground( rOutDev, rBackOutDev, rUpdateRect ); } void SpriteCanvasHelper::scrollUpdate( const ::basegfx::B2DRange& rMoveStart, const ::basegfx::B2DRange& rMoveEnd, const ::canvas::SpriteRedrawManager::UpdateArea& rUpdateArea ) { ENSURE_OR_THROW( mpOwningSpriteCanvas && mpOwningSpriteCanvas->getBackBuffer() && mpOwningSpriteCanvas->getFrontBuffer(), "SpriteCanvasHelper::scrollUpdate(): NULL device pointer " ); OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() ); BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() ); OutputDevice& rBackOutDev( pBackBuffer->getOutDev() ); const Size& rTargetSizePixel( rOutDev.GetOutputSizePixel() ); const ::basegfx::B2IRange aOutputBounds( 0,0, rTargetSizePixel.Width(), rTargetSizePixel.Height() ); // round rectangles to integer pixel. Note: have to be // extremely careful here, to avoid off-by-one errors for // the destination area: otherwise, the next scroll update // would copy pixel that are not supposed to be part of // the sprite. ::basegfx::B2IRange aSourceRect( ::canvas::tools::spritePixelAreaFromB2DRange( rMoveStart ) ); const ::basegfx::B2IRange& rDestRect( ::canvas::tools::spritePixelAreaFromB2DRange( rMoveEnd ) ); ::basegfx::B2IPoint aDestPos( rDestRect.getMinimum() ); std::vector< ::basegfx::B2IRange > aUnscrollableAreas; // Since strictly speaking, this scroll algorithm is plain // buggy, the scrolled area might actually lie _below_ another // window - we've made this feature configurable via // mbIsUnsafeScrolling. // clip to output bounds (cannot properly scroll stuff // _outside_ our screen area) if( !mbIsUnsafeScrolling || !::canvas::tools::clipScrollArea( aSourceRect, aDestPos, aUnscrollableAreas, aOutputBounds ) ) { // fully clipped scroll area: cannot simply scroll // then. Perform normal opaque update (can use that, since // one of the preconditions for scrollable update is // opaque sprite content) // repaint all affected sprites directly to output device for( const auto& rComponent : rUpdateArea.maComponentList ) { const ::canvas::Sprite::Reference& rSprite( rComponent.second.getSprite() ); if( rSprite.is() ) ::boost::polymorphic_downcast< Sprite* >( rSprite.get() )->redraw( rOutDev, false ); } } else { // scroll rOutDev content rOutDev.CopyArea( vcl::unotools::pointFromB2IPoint( aDestPos ), vcl::unotools::pointFromB2IPoint( aSourceRect.getMinimum() ), // TODO(Q2): use numeric_cast to check range ::Size( static_cast(aSourceRect.getRange().getX()), static_cast(aSourceRect.getRange().getY()) ) ); const ::canvas::SpriteRedrawManager::SpriteConnectedRanges::ComponentListType::const_iterator aFirst( rUpdateArea.maComponentList.begin() ); ENSURE_OR_THROW( aFirst->second.getSprite().is(), "VCLCanvas::scrollUpdate(): no sprite" ); // repaint uncovered areas from sprite. Need to actually // clip here, since we're only repainting _parts_ of the // sprite rOutDev.Push( vcl::PushFlags::CLIPREGION ); for( const auto& rArea : aUnscrollableAreas ) opaqueUpdateSpriteArea( aFirst->second.getSprite(), rOutDev, rArea ); rOutDev.Pop(); } // repaint uncovered areas from backbuffer - take the // _rounded_ rectangles from above, to have the update // consistent with the scroll above. std::vector< ::basegfx::B2DRange > aUncoveredAreas; ::basegfx::computeSetDifference( aUncoveredAreas, rUpdateArea.maTotalBounds, ::basegfx::B2DRange( rDestRect ) ); for( const auto& rArea : aUncoveredAreas ) repaintBackground( rOutDev, rBackOutDev, rArea ); } void SpriteCanvasHelper::opaqueUpdate( SAL_UNUSED_PARAMETER const ::basegfx::B2DRange&, const std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites ) { ENSURE_OR_THROW( mpOwningSpriteCanvas && mpOwningSpriteCanvas->getBackBuffer() && mpOwningSpriteCanvas->getFrontBuffer(), "SpriteCanvasHelper::opaqueUpdate(): NULL device pointer " ); OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() ); // no need to clip output to actual update region - there will // always be ALL sprites contained in the rectangular update // area contained in rTotalArea (that's the way // B2DConnectedRanges work). If rTotalArea appears to be // smaller than the sprite - then this sprite carries a clip, // and the update will be constrained to that rect. // repaint all affected sprites directly to output device for( const auto& rSprite : rSortedUpdateSprites ) { if( rSprite.is() ) ::boost::polymorphic_downcast< Sprite* >( rSprite.get() )->redraw( rOutDev, false ); } } void SpriteCanvasHelper::genericUpdate( const ::basegfx::B2DRange& rRequestedArea, const std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites ) { ENSURE_OR_THROW( mpOwningSpriteCanvas && mpOwningSpriteCanvas->getBackBuffer() && mpOwningSpriteCanvas->getFrontBuffer(), "SpriteCanvasHelper::genericUpdate(): NULL device pointer " ); OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() ); BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() ); OutputDevice& rBackOutDev( pBackBuffer->getOutDev() ); // limit size of update VDev to target outdev's size const Size& rTargetSizePixel( rOutDev.GetOutputSizePixel() ); // round output position towards zero. Don't want to truncate // a fraction of a sprite pixel... Clip position at origin, // otherwise, truncation of size below might leave visible // areas uncovered by VDev. const ::Point aOutputPosition( std::max( sal_Int32( 0 ), static_cast< sal_Int32 >(rRequestedArea.getMinX()) ), std::max( sal_Int32( 0 ), static_cast< sal_Int32 >(rRequestedArea.getMinY()) ) ); // round output size towards +infty. Don't want to truncate a // fraction of a sprite pixel... Limit coverage of VDev to // output device's area (i.e. not only to total size, but to // cover _only_ the visible parts). const ::Size aOutputSize( std::max( sal_Int32( 0 ), std::min( static_cast< sal_Int32 >(rTargetSizePixel.Width() - aOutputPosition.X()), ::canvas::tools::roundUp( rRequestedArea.getMaxX() - aOutputPosition.X() ))), std::max( sal_Int32( 0 ), std::min( static_cast< sal_Int32 >(rTargetSizePixel.Height() - aOutputPosition.Y()), ::canvas::tools::roundUp( rRequestedArea.getMaxY() - aOutputPosition.Y() )))); // early exit for empty output area. if( aOutputSize.Width() == 0 && aOutputSize.Height() == 0 ) { return; } const Point aEmptyPoint(0,0); const Size aCurrOutputSize( maVDev->GetOutputSizePixel() ); // adapt maVDev's size to the area that actually needs the // repaint. if( aCurrOutputSize.Width() < aOutputSize.Width() || aCurrOutputSize.Height() < aOutputSize.Height() ) { // TODO(P1): Come up with a clever tactic to reduce maVDev // from time to time. Reduction with threshold (say, if // maVDev is more than twice too large) is not wise, as // this might then toggle within the same updateScreen(), // but for different disjunct sprite areas. maVDev->SetOutputSizePixel( aOutputSize ); } // paint background maVDev->EnableMapMode( false ); maVDev->SetAntialiasing( AntialiasingFlags::Enable ); maVDev->SetClipRegion(); maVDev->DrawOutDev( aEmptyPoint, aOutputSize, aOutputPosition, aOutputSize, rBackOutDev ); // repaint all affected sprites on top of background into // VDev. for( const auto& rSprite : rSortedUpdateSprites ) { if( rSprite.is() ) { Sprite* pSprite = ::boost::polymorphic_downcast< Sprite* >( rSprite.get() ); // calc relative sprite position in rUpdateArea (which // need not be the whole screen!) const ::basegfx::B2DPoint& rSpriteScreenPos( pSprite->getPosPixel() ); const ::basegfx::B2DPoint& rSpriteRenderPos( rSpriteScreenPos - vcl::unotools::b2DPointFromPoint(aOutputPosition) ); pSprite->redraw( *maVDev, rSpriteRenderPos, true ); } } // flush to screen rOutDev.EnableMapMode( false ); rOutDev.SetAntialiasing( AntialiasingFlags::Enable ); rOutDev.DrawOutDev( aOutputPosition, aOutputSize, aEmptyPoint, aOutputSize, *maVDev ); } void SpriteCanvasHelper::renderFrameCounter( OutputDevice& rOutDev ) { const double denominator( maLastUpdate.getElapsedTime() ); maLastUpdate.reset(); OUString text( ::rtl::math::doubleToUString( denominator == 0.0 ? 100.0 : 1.0/denominator, rtl_math_StringFormat_F, 2,'.',nullptr,' ') ); // pad with leading space while( text.getLength() < 6 ) text = " " + text; text += " fps"; renderInfoText( rOutDev, text, Point(0, 0) ); } namespace { template< typename T > struct Adder { typedef void result_type; Adder( T& rAdderTarget, T nIncrement ) : mpTarget( &rAdderTarget ), mnIncrement( nIncrement ) { } void operator()( const ::canvas::Sprite::Reference& ) { *mpTarget += mnIncrement; } void operator()( T nIncrement ) { *mpTarget += nIncrement; } T* mpTarget; T mnIncrement; }; template< typename T> Adder makeAdder( T& rAdderTarget, T nIncrement ) { return Adder(rAdderTarget, nIncrement); } } void SpriteCanvasHelper::renderSpriteCount( OutputDevice& rOutDev ) { if( !mpRedrawManager ) return; sal_Int32 nCount(0); mpRedrawManager->forEachSprite( makeAdder(nCount,sal_Int32(1)) ); OUString text( OUString::number(nCount) ); // pad with leading space while( text.getLength() < 3 ) text = " " + text; text = "Sprites: " + text; renderInfoText( rOutDev, text, Point(0, 30) ); } void SpriteCanvasHelper::renderMemUsage( OutputDevice& rOutDev ) { BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() ); if( !(mpRedrawManager && pBackBuffer) ) return; double nPixel(0.0); // accumulate pixel count for each sprite into fCount mpRedrawManager->forEachSprite( [&nPixel]( const ::canvas::Sprite::Reference& rSprite ) { makeAdder( nPixel, 1.0 )( calcNumPixel(rSprite) ); } ); static const int NUM_VIRDEV(2); static const int BYTES_PER_PIXEL(3); const Size& rVDevSize( maVDev->GetOutputSizePixel() ); const Size& rBackBufferSize( pBackBuffer->getOutDev().GetOutputSizePixel() ); const double nMemUsage( nPixel * NUM_VIRDEV * BYTES_PER_PIXEL + rVDevSize.Width()*rVDevSize.Height() * BYTES_PER_PIXEL + rBackBufferSize.Width()*rBackBufferSize.Height() * BYTES_PER_PIXEL ); OUString text( ::rtl::math::doubleToUString( nMemUsage / 1048576.0, rtl_math_StringFormat_F, 2,'.',nullptr,' ') ); // pad with leading space while( text.getLength() < 4 ) text = " " + text; text = "Mem: " + text + "MB"; renderInfoText( rOutDev, text, Point(0, 60) ); } } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */