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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
commit | ed5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch) | |
tree | 7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /canvas/source/vcl/spritecanvashelper.cxx | |
parent | Initial commit. (diff) | |
download | libreoffice-upstream.tar.xz libreoffice-upstream.zip |
Adding upstream version 4:7.4.7.upstream/4%7.4.7upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | canvas/source/vcl/spritecanvashelper.cxx | 661 |
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: */ |