summaryrefslogtreecommitdiffstats
path: root/canvas/source/vcl/spritecanvashelper.cxx
diff options
context:
space:
mode:
Diffstat (limited to 'canvas/source/vcl/spritecanvashelper.cxx')
-rw-r--r--canvas/source/vcl/spritecanvashelper.cxx661
1 files changed, 661 insertions, 0 deletions
diff --git a/canvas/source/vcl/spritecanvashelper.cxx b/canvas/source/vcl/spritecanvashelper.cxx
new file mode 100644
index 000000000..2eb622431
--- /dev/null
+++ b/canvas/source/vcl/spritecanvashelper.cxx
@@ -0,0 +1,661 @@
+/* -*- 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 <sal/config.h>
+#include <sal/log.hxx>
+
+#include <boost/cast.hpp>
+
+#include <basegfx/range/b2drectangle.hxx>
+#include <rtl/math.hxx>
+#include <tools/diagnose_ex.h>
+#include <vcl/canvastools.hxx>
+#include <vcl/outdev.hxx>
+#include <vcl/window.hxx>
+
+#include <canvas/canvastools.hxx>
+
+#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::B2DSize& 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<VirtualDevice>::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<sal_Int32>(aSourceRect.getRange().getX()),
+ static_cast<sal_Int32>(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<T> makeAdder( T& rAdderTarget,
+ T nIncrement )
+ {
+ return Adder<T>(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: */