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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 .
+ */
+
+#include <sal/config.h>
+
+#include <algorithm>
+
+#include <basegfx/range/b2drectangle.hxx>
+#include <basegfx/utils/canvastools.hxx>
+#include <tools/diagnose_ex.h>
+#include <sal/log.hxx>
+
+#include <spriteredrawmanager.hxx>
+#include <boost/range/adaptor/reversed.hpp>
+#include <utility>
+
+namespace canvas
+{
+ namespace
+ {
+ /** Helper class to condense sprite updates into a single action
+
+ This class tracks the sprite changes over the recorded
+ change list, and generates a single update action from
+ that (note that per screen update, several moves,
+ visibility changes and content updates might happen)
+ */
+ class SpriteTracer
+ {
+ public:
+ explicit SpriteTracer( Sprite::Reference rAffectedSprite ) :
+ mpAffectedSprite(std::move(rAffectedSprite)),
+ mbIsMove( false ),
+ mbIsGenericUpdate( false )
+ {
+ }
+
+ void operator()( const SpriteRedrawManager::SpriteChangeRecord& rSpriteRecord )
+ {
+ // only deal with change events from the currently
+ // affected sprite
+ if( rSpriteRecord.mpAffectedSprite != mpAffectedSprite )
+ return;
+
+ switch( rSpriteRecord.meChangeType )
+ {
+ case SpriteRedrawManager::SpriteChangeRecord::ChangeType::move:
+ if( !mbIsMove )
+ {
+ // no move yet - this must be the first one
+ maMoveStartArea = ::basegfx::B2DRectangle(
+ rSpriteRecord.maOldPos,
+ rSpriteRecord.maOldPos + rSpriteRecord.maUpdateArea.getRange() );
+ mbIsMove = true;
+ }
+
+ maMoveEndArea = rSpriteRecord.maUpdateArea;
+ break;
+
+ case SpriteRedrawManager::SpriteChangeRecord::ChangeType::update:
+ // update end update area of the
+ // sprite. Thus, every update() action
+ // _after_ the last move will correctly
+ // update the final repaint area. And this
+ // does not interfere with subsequent
+ // moves, because moves always perform a
+ // hard set of maMoveEndArea to their
+ // stored value
+ maMoveEndArea.expand( rSpriteRecord.maUpdateArea );
+ mbIsGenericUpdate = true;
+ break;
+
+ default:
+ ENSURE_OR_THROW( false,
+ "Unexpected case in SpriteUpdater::operator()" );
+ break;
+ }
+ }
+
+ void commit( SpriteRedrawManager::SpriteConnectedRanges& rUpdateCollector ) const
+ {
+ if( mbIsMove )
+ {
+ if( !maMoveStartArea.isEmpty() ||
+ !maMoveEndArea.isEmpty() )
+ {
+ // if mbIsGenericUpdate is false, this is a
+ // pure move (i.e. no other update
+ // operations). Pass that information on to
+ // the SpriteInfo
+ const bool bIsPureMove( !mbIsGenericUpdate );
+
+ // ignore the case that start and end update
+ // area overlap - the b2dconnectedranges
+ // handle that, anyway. doing it this way
+ // ensures that we have both old and new area
+ // stored
+
+ // round all given range up to enclosing
+ // integer rectangle - since the whole thing
+ // here is about
+
+ // first, draw the new sprite position
+ rUpdateCollector.addRange(
+ ::basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange( maMoveEndArea ),
+ SpriteRedrawManager::SpriteInfo(
+ mpAffectedSprite,
+ maMoveEndArea,
+ true,
+ bIsPureMove ) );
+
+ // then, clear the old place (looks smoother
+ // this way)
+ rUpdateCollector.addRange(
+ ::basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange( maMoveStartArea ),
+ SpriteRedrawManager::SpriteInfo(
+ Sprite::Reference(),
+ maMoveStartArea,
+ true,
+ bIsPureMove ) );
+ }
+ }
+ else if( mbIsGenericUpdate &&
+ !maMoveEndArea.isEmpty() )
+ {
+ rUpdateCollector.addRange(
+ ::basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange( maMoveEndArea ),
+ SpriteRedrawManager::SpriteInfo(
+ mpAffectedSprite,
+ maMoveEndArea,
+ true ) );
+ }
+ }
+
+ private:
+ Sprite::Reference mpAffectedSprite;
+ ::basegfx::B2DRectangle maMoveStartArea;
+ ::basegfx::B2DRectangle maMoveEndArea;
+
+ /// True, if at least one move was encountered
+ bool mbIsMove;
+
+ /// True, if at least one generic update was encountered
+ bool mbIsGenericUpdate;
+ };
+
+
+ /** SpriteChecker functor, which for every sprite checks the
+ given update vector for necessary screen updates
+ */
+ class SpriteUpdater
+ {
+ public:
+ /** Generate update area list
+
+ @param rUpdater
+ Reference to an updater object, which will receive the
+ update areas.
+
+ @param rChangeContainer
+ Container with all sprite change requests
+
+ */
+ SpriteUpdater( SpriteRedrawManager::SpriteConnectedRanges& rUpdater,
+ const SpriteRedrawManager::VectorOfChangeRecords& rChangeContainer ) :
+ mrUpdater( rUpdater ),
+ mrChangeContainer( rChangeContainer )
+ {
+ }
+
+ /** Call this method for every sprite on your screen
+
+ This method scans the change container, collecting all
+ update info for the given sprite into one or two
+ update operations, which in turn are inserted into the
+ connected ranges processor.
+
+ @param rSprite
+ Current sprite to collect update info for.
+ */
+ void operator()( const Sprite::Reference& rSprite )
+ {
+ SpriteTracer aSpriteTracer( rSprite );
+
+ for (auto const& aChange : mrChangeContainer)
+ aSpriteTracer( aChange );
+
+ aSpriteTracer.commit( mrUpdater );
+ }
+
+ private:
+ SpriteRedrawManager::SpriteConnectedRanges& mrUpdater;
+ const SpriteRedrawManager::VectorOfChangeRecords& mrChangeContainer;
+ };
+ }
+
+ void SpriteRedrawManager::setupUpdateAreas( SpriteConnectedRanges& rUpdateAreas ) const
+ {
+ // TODO(T3): This is NOT thread safe at all. This only works
+ // under the assumption that NOBODY changes ANYTHING
+ // concurrently, while this method is on the stack. We should
+ // really rework the canvas::Sprite interface, in such a way
+ // that it dumps ALL its state with a single, atomic
+ // call. Then, we store that state locally. This prolly goes
+ // in line with the problem of having sprite state available
+ // for the frame before the last frame; plus, it avoids
+ // frequent locks of the object mutexes
+ SpriteWeakOrder aSpriteComparator;
+
+ // put all sprites that have changed content into update areas
+ for( const auto& pSprite : maSprites )
+ {
+ if( pSprite->isContentChanged() )
+ const_cast< SpriteRedrawManager* >( this )->updateSprite( pSprite,
+ pSprite->getPosPixel(),
+ pSprite->getUpdateArea() );
+ }
+
+ // sort sprites after prio
+ VectorOfSprites aSortedSpriteVector( maSprites.begin(), maSprites.end() );
+ std::sort( aSortedSpriteVector.begin(),
+ aSortedSpriteVector.end(),
+ aSpriteComparator );
+
+ // extract all referenced sprites from the maChangeRecords
+ // (copy sprites, make the list unique, regarding the
+ // sprite pointer). This assumes that, until this scope
+ // ends, nobody changes the maChangeRecords vector!
+ VectorOfSprites aUpdatableSprites;
+ for( const auto& rChangeRecord : maChangeRecords )
+ {
+ const Sprite::Reference& rSprite( rChangeRecord.getSprite() );
+ if( rSprite.is() )
+ aUpdatableSprites.push_back( rSprite );
+ }
+
+ std::sort( aUpdatableSprites.begin(),
+ aUpdatableSprites.end(),
+ aSpriteComparator );
+
+ VectorOfSprites::iterator aEnd=
+ std::unique( aUpdatableSprites.begin(),
+ aUpdatableSprites.end() );
+
+ // for each unique sprite, check the change event vector,
+ // calculate the update operation from that, and add the
+ // result to the aUpdateArea.
+ std::for_each( aUpdatableSprites.begin(),
+ aEnd,
+ SpriteUpdater( rUpdateAreas,
+ maChangeRecords) );
+
+ // TODO(P2): Implement your own output iterator adapter, to
+ // avoid that totally superfluous temp aUnchangedSprites
+ // vector.
+
+ // add all sprites to rUpdateAreas, that are _not_ already
+ // contained in the uniquified vector of changed ones
+ // (i.e. the difference between aSortedSpriteVector and
+ // aUpdatableSprites).
+ VectorOfSprites aUnchangedSprites;
+ std::set_difference( aSortedSpriteVector.begin(),
+ aSortedSpriteVector.end(),
+ aUpdatableSprites.begin(),
+ aEnd,
+ std::back_insert_iterator< VectorOfSprites >(aUnchangedSprites),
+ aSpriteComparator );
+
+ // add each remaining unchanged sprite to connected ranges,
+ // marked as "don't need update"
+ for( const auto& pUnchangedSprite : aUnchangedSprites )
+ {
+ const ::basegfx::B2DRange& rUpdateArea( pUnchangedSprite->getUpdateArea() );
+ rUpdateAreas.addRange(
+ ::basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange( rUpdateArea ),
+ SpriteInfo( pUnchangedSprite,
+ rUpdateArea,
+ false ) );
+ }
+ }
+
+#if OSL_DEBUG_LEVEL > 0
+ static bool impIsEqualB2DRange(const basegfx::B2DRange& rRangeA, const basegfx::B2DRange& rRangeB, double fSmallValue)
+ {
+ return fabs(rRangeB.getMinX() - rRangeA.getMinX()) <= fSmallValue
+ && fabs(rRangeB.getMinY() - rRangeA.getMinY()) <= fSmallValue
+ && fabs(rRangeB.getMaxX() - rRangeA.getMaxX()) <= fSmallValue
+ && fabs(rRangeB.getMaxY() - rRangeA.getMaxY()) <= fSmallValue;
+ }
+
+ static bool impIsEqualB2DVector(const basegfx::B2DVector& rVecA, const basegfx::B2DVector& rVecB, double fSmallValue)
+ {
+ return fabs(rVecB.getX() - rVecA.getX()) <= fSmallValue
+ && fabs(rVecB.getY() - rVecA.getY()) <= fSmallValue;
+ }
+#endif
+
+ bool SpriteRedrawManager::isAreaUpdateScroll( ::basegfx::B2DRectangle& o_rMoveStart,
+ ::basegfx::B2DRectangle& o_rMoveEnd,
+ const UpdateArea& rUpdateArea,
+ std::size_t nNumSprites ) const
+ {
+ // check for a solitary move, which consists of exactly two
+ // pure-move entries, the first with valid, the second with
+ // invalid sprite (see SpriteTracer::commit()). Note that we
+ // cannot simply store some flag in SpriteTracer::commit()
+ // above and just check that here, since during the connected
+ // range calculations, other sprites might get merged into the
+ // same region (thus spoiling the scrolling move
+ // optimization).
+ if( nNumSprites != 2 )
+ return false;
+
+ const SpriteConnectedRanges::ComponentListType::const_iterator aFirst(
+ rUpdateArea.maComponentList.begin() );
+ SpriteConnectedRanges::ComponentListType::const_iterator aSecond(
+ aFirst );
+ ++aSecond;
+
+ if( !aFirst->second.isPureMove() ||
+ !aSecond->second.isPureMove() ||
+ !aFirst->second.getSprite().is() ||
+ // use _true_ update area, not the rounded version
+ !aFirst->second.getSprite()->isAreaUpdateOpaque( aFirst->second.getUpdateArea() ) ||
+ aSecond->second.getSprite().is() )
+ {
+ // either no move update, or incorrect sprite, or sprite
+ // content not fully opaque over update region.
+ return false;
+ }
+
+ o_rMoveStart = aSecond->second.getUpdateArea();
+ o_rMoveEnd = aFirst->second.getUpdateArea();
+
+#if OSL_DEBUG_LEVEL > 0
+ ::basegfx::B2DRectangle aTotalBounds( o_rMoveStart );
+ aTotalBounds.expand( o_rMoveEnd );
+
+ SAL_WARN_IF(!impIsEqualB2DRange(rUpdateArea.maTotalBounds, basegfx::unotools::b2DSurroundingIntegerRangeFromB2DRange(aTotalBounds), 0.5),
+ "canvas",
+ "SpriteRedrawManager::isAreaUpdateScroll(): sprite area and total area mismatch");
+ SAL_WARN_IF(!impIsEqualB2DVector(o_rMoveStart.getRange(), o_rMoveEnd.getRange(), 0.5),
+ "canvas",
+ "SpriteRedrawManager::isAreaUpdateScroll(): scroll start and end area have mismatching size");
+#endif
+
+ return true;
+ }
+
+ bool SpriteRedrawManager::isAreaUpdateNotOpaque( const ::basegfx::B2DRectangle& rUpdateRect,
+ const AreaComponent& rComponent ) const
+ {
+ const Sprite::Reference& pAffectedSprite( rComponent.second.getSprite() );
+
+ if( !pAffectedSprite.is() )
+ return true; // no sprite, no opaque update!
+
+ return !pAffectedSprite->isAreaUpdateOpaque( rUpdateRect );
+ }
+
+ bool SpriteRedrawManager::isAreaUpdateOpaque( const UpdateArea& rUpdateArea,
+ std::size_t nNumSprites ) const
+ {
+ // check whether the sprites in the update area's list will
+ // fully cover the given area _and_ do that in an opaque way
+ // (i.e. no alpha, no non-rectangular sprite content).
+
+ // TODO(P1): Come up with a smarter early-exit criterion here
+ // (though, I think, the case that _lots_ of sprites _fully_
+ // cover a rectangular area _without_ any holes is extremely
+ // improbable)
+
+ // avoid checking large number of sprites (and probably fail,
+ // anyway). Note: the case nNumSprites < 1 should normally not
+ // happen, as handleArea() calls backgroundPaint() then.
+ if( nNumSprites > 3 || nNumSprites < 1 )
+ return false;
+
+ // now, calc the _true_ update area, by merging all sprite's
+ // true update areas into one rectangle
+ ::basegfx::B2DRange aTrueArea( rUpdateArea.maComponentList.begin()->second.getUpdateArea() );
+ for( const auto& rArea : rUpdateArea.maComponentList )
+ aTrueArea.expand(rArea.second.getUpdateArea());
+
+ const SpriteConnectedRanges::ComponentListType::const_iterator aEnd(
+ rUpdateArea.maComponentList.end() );
+
+ // and check whether _any_ of the sprites tells that its area
+ // update will not be opaque.
+ return std::none_of( rUpdateArea.maComponentList.begin(),
+ aEnd,
+ [&aTrueArea, this]( const std::pair< ::basegfx::B2DRange, SpriteInfo >& cp )
+ { return this->isAreaUpdateNotOpaque(aTrueArea, cp); } );
+ }
+
+ bool SpriteRedrawManager::areSpritesChanged( const UpdateArea& rUpdateArea ) const
+ {
+ // check whether SpriteInfo::needsUpdate returns false for
+ // all elements of this area's contained sprites
+
+ // if not a single changed sprite found - just ignore this
+ // component (return false)
+ const SpriteConnectedRanges::ComponentListType::const_iterator aEnd(
+ rUpdateArea.maComponentList.end() );
+ return std::any_of( rUpdateArea.maComponentList.begin(),
+ aEnd,
+ []( const std::pair< ::basegfx::B2DRange, SpriteInfo >& cp )
+ { return cp.second.needsUpdate(); } );
+ }
+
+ SpriteRedrawManager::SpriteRedrawManager()
+ {
+ }
+
+ void SpriteRedrawManager::disposing()
+ {
+ // drop all references
+ maChangeRecords.clear();
+
+ // dispose all sprites - the spritecanvas, and by delegation,
+ // this object, is the owner of the sprites. After all, a
+ // sprite without a canvas to render into makes not terribly
+ // much sense.
+ for( const auto& rCurr : boost::adaptors::reverse(maSprites) )
+ rCurr->dispose();
+
+ maSprites.clear();
+ }
+
+ void SpriteRedrawManager::clearChangeRecords()
+ {
+ maChangeRecords.clear();
+ }
+
+ void SpriteRedrawManager::showSprite( const Sprite::Reference& rSprite )
+ {
+ maSprites.push_back( rSprite );
+ }
+
+ void SpriteRedrawManager::hideSprite( const Sprite::Reference& rSprite )
+ {
+ maSprites.erase(std::remove(maSprites.begin(), maSprites.end(), rSprite), maSprites.end());
+ }
+
+ void SpriteRedrawManager::moveSprite( const Sprite::Reference& rSprite,
+ const ::basegfx::B2DPoint& rOldPos,
+ const ::basegfx::B2DPoint& rNewPos,
+ const ::basegfx::B2DVector& rSpriteSize )
+ {
+ maChangeRecords.emplace_back( rSprite,
+ rOldPos,
+ rNewPos,
+ rSpriteSize );
+ }
+
+ void SpriteRedrawManager::updateSprite( const Sprite::Reference& rSprite,
+ const ::basegfx::B2DPoint& rPos,
+ const ::basegfx::B2DRange& rUpdateArea )
+ {
+ maChangeRecords.emplace_back( rSprite,
+ rPos,
+ rUpdateArea );
+ }
+
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */