/************************************************************** * * 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 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_canvas.hxx" #include #include #include #include #include #include #include #include #include #include #include #include "spritecanvashelper.hxx" #include "canvascustomsprite.hxx" using namespace ::com::sun::star; #define FPS_BOUNDS 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& 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 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( sal_False ); rOutDev.SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW ); rOutDev.SetClipRegion( 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 } /** Repaint sprite at original position Used for opaque updates, which render directly to the front buffer. */ void spriteRedrawStub( OutputDevice& rOutDev, const ::canvas::Sprite::Reference& rSprite ) { if( rSprite.is() ) { ::boost::polymorphic_downcast< Sprite* >( rSprite.get() )->redraw( rOutDev, false ); } } /** Repaint sprite at given position Used for generic update, which renders into vdev of adapted size. */ void spriteRedrawStub2( OutputDevice& rOutDev, const ::basegfx::B2DPoint& rOutPos, const ::canvas::Sprite::Reference& rSprite ) { 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 - rOutPos ); pSprite->redraw( rOutDev, rSpriteRenderPos, true ); } } /** Repaint sprite at original position Used for opaque updates from scrollUpdate(), which render directly to the front buffer. */ void spriteRedrawStub3( OutputDevice& rOutDev, const ::canvas::SpriteRedrawManager::AreaComponent& rComponent ) { const ::canvas::Sprite::Reference& rSprite( rComponent.second.getSprite() ); if( rSprite.is() ) { ::boost::polymorphic_downcast< Sprite* >( rSprite.get() )->redraw( rOutDev, false ); } } void renderInfoText( OutputDevice& rOutDev, const ::rtl::OUString& rStr, const Point& rPos ) { Font aVCLFont; aVCLFont.SetHeight( 20 ); aVCLFont.SetColor( Color( INFO_COLOR ) ); rOutDev.SetTextAlign(ALIGN_TOP); rOutDev.SetTextColor( Color( INFO_COLOR ) ); rOutDev.SetFont( aVCLFont ); rOutDev.DrawText( rPos, rStr ); } } SpriteCanvasHelper::SpriteCanvasHelper() : mpRedrawManager( NULL ), mpOwningSpriteCanvas( NULL ), maVDev(), maLastUpdate(), mbShowFrameInfo( false ), mbShowSpriteBounds( false ), mbIsUnsafeScrolling( false ) { #if defined(VERBOSE) && OSL_DEBUG_LEVEL > 0 // inverse defaults for verbose debug mode mbShowSpriteBounds = mbShowFrameInfo = true; #endif } 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 = NULL; mpOwningSpriteCanvas = NULL; // 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 >(); } sal_Bool SpriteCanvasHelper::updateScreen( sal_Bool bUpdateAll, bool& io_bSurfaceDirty ) { if( !mpRedrawManager || !mpOwningSpriteCanvas || !mpOwningSpriteCanvas->getFrontBuffer() || !mpOwningSpriteCanvas->getBackBuffer() ) { return sal_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); Window* pTargetWindow = NULL; if( rOutDev.GetOutDevType() == OUTDEV_WINDOW ) { pTargetWindow = &static_cast(rOutDev); // 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 Region aFullWindowRegion( Rectangle(aEmptyPoint, aOutDevSize) ); pTargetWindow->ExpandPaintClipRegion(aFullWindowRegion); } // TODO(P1): Might be worthwile 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( sal_False ); maVDev->DrawOutDev( aEmptyPoint, aOutDevSize, aEmptyPoint, aOutDevSize, rBackOutDev ); // repaint all active sprites on top of background into // VDev. mpRedrawManager->forEachSprite( ::boost::bind( &spriteRedraw, ::boost::ref( maVDev.get() ), _1 ) ); // flush to screen rOutDev.EnableMapMode( sal_False ); rOutDev.SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW ); 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 defined(VERBOSE) && OSL_DEBUG_LEVEL > 0 static ::canvas::tools::ElapsedTime aElapsedTime; // log time immediately after surface flip OSL_TRACE( "SpriteCanvasHelper::updateScreen(): flip done at %f", 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->Sync(); } return sal_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 ::std::for_each( rUpdateArea.maComponentList.begin(), rUpdateArea.maComponentList.end(), ::boost::bind( &spriteRedrawStub3, ::boost::ref( rOutDev ), _1 ) ); } 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() ); ::canvas::SpriteRedrawManager::SpriteConnectedRanges::ComponentListType::const_iterator aSecond( aFirst ); ++aSecond; 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( PUSH_CLIPREGION ); const Sprite::Reference& rSprite = aFirst->second.getSprite(); ::std::for_each( aUnscrollableAreas.begin(), aUnscrollableAreas.end(), ::boost::bind( &opaqueUpdateSpriteArea, ::boost::cref(rSprite), ::boost::ref(rOutDev), _1 ) ); 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 ) ); ::std::for_each( aUncoveredAreas.begin(), aUncoveredAreas.end(), ::boost::bind( &repaintBackground, ::boost::ref(rOutDev), ::boost::ref(rBackOutDev), _1 ) ); } void SpriteCanvasHelper::opaqueUpdate( const ::basegfx::B2DRange& rTotalArea, const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites ) { (void)rTotalArea; 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 containd 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 ::std::for_each( rSortedUpdateSprites.begin(), rSortedUpdateSprites.end(), ::boost::bind( &spriteRedrawStub, ::boost::ref( rOutDev ), _1 ) ); } 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( sal_False ); maVDev->SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW ); maVDev->SetClipRegion(); maVDev->DrawOutDev( aEmptyPoint, aOutputSize, aOutputPosition, aOutputSize, rBackOutDev ); // repaint all affected sprites on top of background into // VDev. ::basegfx::B2DPoint aPoint = ::vcl::unotools::b2DPointFromPoint(aOutputPosition); ::std::for_each( rSortedUpdateSprites.begin(), rSortedUpdateSprites.end(), ::boost::bind( &spriteRedrawStub2, ::boost::ref( maVDev.get() ), ::boost::cref( aPoint ), _1 ) ); // flush to screen rOutDev.EnableMapMode( sal_False ); rOutDev.SetAntialiasing( ANTIALIASING_ENABLE_B2DDRAW ); rOutDev.DrawOutDev( aOutputPosition, aOutputSize, aEmptyPoint, aOutputSize, *maVDev ); } void SpriteCanvasHelper::renderFrameCounter( OutputDevice& rOutDev ) { const double denominator( maLastUpdate.getElapsedTime() ); maLastUpdate.reset(); ::rtl::OUString text( ::rtl::math::doubleToUString( denominator == 0.0 ? 100.0 : 1.0/denominator, rtl_math_StringFormat_F, 2,'.',NULL,' ') ); // pad with leading space while( text.getLength() < 6 ) text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM (" ")) + text; text += ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM (" 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()() { *mpTarget += mnIncrement; } 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 ) { sal_Int32 nCount(0); mpRedrawManager->forEachSprite( makeAdder(nCount,sal_Int32(1)) ); ::rtl::OUString text( ::rtl::OUString::valueOf( // disambiguate overload... static_cast(nCount) ) ); // pad with leading space while( text.getLength() < 3 ) text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM (" ")) + text; text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM ("Sprites: ")) + text; renderInfoText( rOutDev, text, Point(0, 30) ); } } void SpriteCanvasHelper::renderMemUsage( OutputDevice& rOutDev ) { BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() ); if( mpRedrawManager && pBackBuffer ) { double nPixel(0.0); // accumulate pixel count for each sprite into fCount mpRedrawManager->forEachSprite( ::boost::bind( makeAdder(nPixel,1.0), ::boost::bind( &calcNumPixel, _1 ) ) ); 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 ); ::rtl::OUString text( ::rtl::math::doubleToUString( nMemUsage / 1048576.0, rtl_math_StringFormat_F, 2,'.',NULL,' ') ); // pad with leading space while( text.getLength() < 4 ) text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM (" ")) + text; text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM ("Mem: ")) + text + ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM ("MB")); renderInfoText( rOutDev, text, Point(0, 60) ); } } }