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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ #ifndef _VCLCANVAS_SPRITECANVASHELPER_HXX_ #define _VCLCANVAS_SPRITECANVASHELPER_HXX_ #include #include #include #include #include #include #include "canvashelper.hxx" #include "impltools.hxx" namespace vclcanvas { class RedrawManager; class SpriteCanvas; class SpriteCanvasHelper : public CanvasHelper { public: SpriteCanvasHelper(); void init( const OutDevProviderSharedPtr& rOutDev, SpriteCanvas& rOwningSpriteCanvas, ::canvas::SpriteRedrawManager& rManager, bool bProtect, bool bHaveAlpha ); /// Dispose all internal references void disposing(); // XSpriteCanvas ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XAnimatedSprite > createSpriteFromAnimation( const ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XAnimation >& animation ); ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XAnimatedSprite > createSpriteFromBitmaps( const ::com::sun::star::uno::Sequence< ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XBitmap > >& animationBitmaps, sal_Int8 interpolationMode ); ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XCustomSprite > createCustomSprite( const ::com::sun::star::geometry::RealSize2D& spriteSize ); ::com::sun::star::uno::Reference< ::com::sun::star::rendering::XSprite > createClonedSprite( const ::com::sun::star::uno::Reference< ::com::sun::star::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) */ sal_Bool updateScreen( sal_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 ); ::com::sun::star::uno::Any isUnsafeScrolling() const { return ::com::sun::star::uno::makeAny(mbIsUnsafeScrolling); } void enableUnsafeScrolling( const ::com::sun::star::uno::Any& rAny ) { mbIsUnsafeScrolling = rAny.get(); } ::com::sun::star::uno::Any isSpriteBounds() const { return ::com::sun::star::uno::makeAny(mbShowSpriteBounds); } void enableSpriteBounds( const ::com::sun::star::uno::Any& rAny ) { mbShowSpriteBounds = rAny.get(); } 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. */ ::canvas::vcltools::VCLObject< 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; }; } #endif /* _VCLCANVAS_SPRITECANVASHELPER_HXX_ */