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/* -*- 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 .
*/
#pragma once
#include <com/sun/star/rendering/XAnimatedSprite.hpp>
#include <com/sun/star/rendering/XAnimation.hpp>
#include <com/sun/star/rendering/XCustomSprite.hpp>
#include <vcl/vclptr.hxx>
#include <vcl/virdev.hxx>
#include <spriteredrawmanager.hxx>
#include <canvas/elapsedtime.hxx>
#include "canvashelper.hxx"
namespace vclcanvas
{
class SpriteCanvas;
class SpriteCanvasHelper : public CanvasHelper
{
public:
SpriteCanvasHelper();
~SpriteCanvasHelper();
void init( const OutDevProviderSharedPtr& rOutDev,
SpriteCanvas& rOwningSpriteCanvas,
::canvas::SpriteRedrawManager& rManager,
bool bProtect,
bool bHaveAlpha );
/// Dispose all internal references
void disposing();
// XSpriteCanvas
css::uno::Reference<
css::rendering::XAnimatedSprite > createSpriteFromAnimation(
const css::uno::Reference< css::rendering::XAnimation >& animation );
css::uno::Reference<
css::rendering::XAnimatedSprite > createSpriteFromBitmaps(
const css::uno::Sequence<
css::uno::Reference<
css::rendering::XBitmap > >& animationBitmaps,
sal_Int8 interpolationMode );
css::uno::Reference<
css::rendering::XCustomSprite > createCustomSprite(
const css::geometry::RealSize2D& spriteSize );
css::uno::Reference<
css::rendering::XSprite > createClonedSprite(
const css::uno::Reference< css::rendering::XSprite >& original );
/** Actually perform the screen update
@param bUpdateAll
sal_True, if everything must be updated, not only changed
sprites
@param io_bSurfaceDirty
In/out parameter, whether backbuffer surface is dirty (if
yes, we're performing a full update, anyway)
*/
bool updateScreen( bool bUpdateAll,
bool& io_bSurfaceDirty );
// SpriteRedrawManager functor calls
/** Gets called for simple background repaints
*/
void backgroundPaint( const ::basegfx::B2DRange& rUpdateRect );
/** Gets called when area can be handled by scrolling.
Called method must copy screen content from rMoveStart to
rMoveEnd, and restore the background in the uncovered
areas.
@param rMoveStart
Source rect of the scroll
@param rMoveEnd
Dest rect of the scroll
@param rUpdateArea
All info necessary, should rMoveStart be partially or
fully outside the outdev
*/
void scrollUpdate( const ::basegfx::B2DRange& rMoveStart,
const ::basegfx::B2DRange& rMoveEnd,
const ::canvas::SpriteRedrawManager::UpdateArea& rUpdateArea );
void opaqueUpdate( const ::basegfx::B2DRange& rTotalArea,
const std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites );
void genericUpdate( const ::basegfx::B2DRange& rTotalArea,
const std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites );
css::uno::Any isUnsafeScrolling() const
{
return css::uno::Any(mbIsUnsafeScrolling);
}
void enableUnsafeScrolling( const css::uno::Any& rAny )
{
mbIsUnsafeScrolling = rAny.get<bool>();
}
css::uno::Any isSpriteBounds() const
{
return css::uno::Any(mbShowSpriteBounds);
}
void enableSpriteBounds( const css::uno::Any& rAny )
{
mbShowSpriteBounds = rAny.get<bool>();
}
private:
void renderFrameCounter( OutputDevice& rOutDev );
void renderSpriteCount( OutputDevice& rOutDev );
void renderMemUsage( OutputDevice& rOutDev );
/// Set from the SpriteCanvas: instance coordinating sprite redraw
::canvas::SpriteRedrawManager* mpRedrawManager;
/// Set from the init method. used to generate sprites
SpriteCanvas* mpOwningSpriteCanvas;
/** Background compositing surface.
Typically, sprites will be composited in the background,
before pushing them to screen. This happens here.
*/
VclPtr< VirtualDevice > maVDev;
/// For the frame counter timings
::canvas::tools::ElapsedTime maLastUpdate;
/// When true, canvas displays debug info on each frame
bool mbShowFrameInfo;
/// When true, canvas creates all new sprites with red lines in the corners
bool mbShowSpriteBounds;
/// When true, canvas uses the scroll optimization (direct scrolls in front buffer)
bool mbIsUnsafeScrolling;
};
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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