#ifndef WX_PRECOMP
#include "wx/app.h"
- #include "wx/dynarray.h"
#endif // WX_PRECOMP
#include "wx/hashmap.h"
// helpers
// ============================================================================
-struct wxDfbPaintRequest
-{
- wxDfbPaintRequest(const wxRect& rect, bool eraseBackground)
- : m_rect(rect), m_eraseBackground(eraseBackground) {}
- wxDfbPaintRequest(const wxDfbPaintRequest& r)
- : m_rect(r.m_rect), m_eraseBackground(r.m_eraseBackground) {}
-
- wxRect m_rect;
- bool m_eraseBackground;
-};
-
-WX_DEFINE_ARRAY_PTR(wxDfbPaintRequest*, wxDfbQueuedPaintRequestsList);
-
// Queue of paint requests
class wxDfbQueuedPaintRequests
{
~wxDfbQueuedPaintRequests() { Clear(); }
// Adds paint request to the queue
- void Add(const wxRect& rect, bool eraseBack)
- { m_queue.push_back(new wxDfbPaintRequest(rect, eraseBack)); }
+ void Add(const wxRect& rect)
+ {
+ // We use a simple implementation here for now: all refresh requests
+ // are merged together into single rectangle that is superset of
+ // all the requested rectangles. This wastes some blitting and painting
+ // time, but OTOH, EVT_PAINT handler is called only once per window.
+ m_invalidated.Union(rect);
+ }
// Is the queue empty?
- bool IsEmpty() const { return m_queue.empty(); }
+ bool IsEmpty() const { return m_invalidated.IsEmpty(); }
// Empties the queue
- void Clear() { WX_CLEAR_ARRAY(m_queue); }
+ void Clear() { m_invalidated = wxRect(); }
- // Gets requests in the queue
- const wxDfbQueuedPaintRequestsList& GetRequests() const { return m_queue; }
+ // Gets the next request in the queue, returns true if there was one,
+ // false if the queue was empty
+ bool GetNext(wxRect& rect)
+ {
+ if ( m_invalidated.IsEmpty() )
+ return false;
+
+ rect = m_invalidated;
+ Clear(); // there's only one item in the queue
+ return true;
+ }
private:
- wxDfbQueuedPaintRequestsList m_queue;
+ // currently invalidated region
+ wxRect m_invalidated;
};
// ============================================================================
m_sizeSet = false;
m_opacity = 255;
m_toPaint = new wxDfbQueuedPaintRequests;
+ m_isPainting = false;
}
bool wxTopLevelWindowDFB::Create(wxWindow *parent,
pos.y = 0;
// create DirectFB window:
- wxIDirectFBDisplayLayerPtr layer = wxDfbGetDisplayLayer();
+ wxIDirectFBDisplayLayerPtr layer(wxIDirectFB::Get()->GetDisplayLayer());
wxCHECK_MSG( layer, false, _T("no display layer") );
DFBWindowDescription desc;
if ( !m_dfbwin->SetOpacity(wxALPHA_TRANSPARENT) )
return false;
- wxWindow::Create(NULL, id, pos, size, style, name);
+ if ( !wxWindow::Create(NULL, id, pos, size, style, name) )
+ return false;
SetParent(parent);
if ( parent )
wxSize cursize = GetSize();
if ( cursize.x != width || cursize.y != height )
{
+ // changing window's size changes its surface:
+ InvalidateDfbSurface();
+
m_dfbwin->Resize(width, height);
+
// we must repaint the window after it changed size:
- Refresh();
+ if ( IsShown() )
+ DoRefreshWindow();
}
}
GetEventHandler()->ProcessEvent(event);
}
- // FIXME_DFB: do this at all?
- if ( show && AcceptsFocus() )
- SetFocus();
- // FIXME_DFB -- don't do this for popup windows?
+ if ( show )
+ {
+ wxWindow *focused = wxWindow::FindFocus();
+ if ( focused && focused->GetTLW() == this )
+ {
+ SetDfbFocus();
+ }
+ else if ( AcceptsFocus() )
+ {
+ // FIXME: we should probably always call SetDfbFocus instead
+ // and call SetFocus() from wxActivateEvent/DWET_GOTFOCUS
+ // handler
+ SetFocus();
+ }
+ }
return true;
}
return;
}
- const wxDfbQueuedPaintRequestsList& requests = m_toPaint->GetRequests();
-
// process queued paint requests:
wxRect winRect(wxPoint(0, 0), GetSize());
wxRect paintedRect;
- size_t cnt = requests.size();
- for ( size_t i = 0; i < cnt; ++i )
- {
- const wxDfbPaintRequest& request = *requests[i];
+ // important note: all DCs created from now until m_isPainting is reset to
+ // false will not update the front buffer as this flag indicates that we'll
+ // blit the entire back buffer to front soon
+ m_isPainting = true;
- wxRect clipped(request.m_rect);
-
- wxLogTrace(TRACE_PAINT,
- _T("%p ('%s'): processing paint request [x=%i,y=%i,w=%i,h=%i]"),
- this, GetName().c_str(),
- clipped.x, clipped.y, clipped.width, clipped.height);
+#ifdef __WXDEBUG__
+ int requestsCount = 0;
+#endif
+ wxRect request;
+ while ( m_toPaint->GetNext(request) )
+ {
+#ifdef __WXDEBUG__
+ requestsCount++;
+#endif
+ wxRect clipped(request);
clipped.Intersect(winRect);
if ( clipped.IsEmpty() )
continue; // nothing to refresh
- PaintWindow(clipped, request.m_eraseBackground);
+ wxLogTrace(TRACE_PAINT,
+ _T("%p ('%s'): processing paint request [%i,%i,%i,%i]"),
+ this, GetName().c_str(),
+ clipped.x, clipped.y, clipped.GetRight(), clipped.GetBottom());
+
+ PaintWindow(clipped);
// remember rectangle covering all repainted areas:
if ( paintedRect.IsEmpty() )
paintedRect.Union(clipped);
}
+ m_isPainting = false;
+
m_toPaint->Clear();
if ( paintedRect.IsEmpty() )
return; // no painting occurred, no need to flip
- // flip the surface to make the changes visible:
+ // Flip the surface to make the changes visible. Note that the rectangle we
+ // flip is *superset* of the union of repainted rectangles (created as
+ // "rectangles union" by wxRect::Union) and so some parts of the back
+ // buffer that we didn't touch in this HandleQueuedPaintRequests call will
+ // be copied to the front buffer as well. This is safe/correct thing to do
+ // *only* because wx always use wxIDirectFBSurface::FlipToFront() and so
+ // the back and front buffers contain the same data.
+ //
+ // Note that we do _not_ split m_toPaint into disjoint rectangles and
+ // do FlipToFront() for each of them, because that could result in visible
+ // updating of the screen; instead, we prefer to flip everything at once.
+
DFBRegion r = {paintedRect.GetLeft(), paintedRect.GetTop(),
paintedRect.GetRight(), paintedRect.GetBottom()};
DFBRegion *rptr = (winRect == paintedRect) ? NULL : &r;
- GetDfbSurface()->Flip(rptr, DSFLIP_NONE);
+ GetDfbSurface()->FlipToFront(rptr);
+
+ wxLogTrace(TRACE_PAINT,
+ _T("%p ('%s'): processed %i paint requests, flipped surface: [%i,%i,%i,%i]"),
+ this, GetName().c_str(),
+ requestsCount,
+ paintedRect.x, paintedRect.y,
+ paintedRect.GetRight(), paintedRect.GetBottom());
}
-void wxTopLevelWindowDFB::DoRefreshRect(const wxRect& rect, bool eraseBack)
+void wxTopLevelWindowDFB::DoRefreshRect(const wxRect& rect)
{
+ // don't overlap outside of the window (NB: 'rect' is in window coords):
+ wxRect r(rect);
+ r.Intersect(wxRect(GetSize()));
+ if ( r.IsEmpty() )
+ return;
+
+ wxLogTrace(TRACE_PAINT,
+ _T("%p ('%s'): [TLW] refresh rect [%i,%i,%i,%i]"),
+ this, GetName().c_str(),
+ rect.x, rect.y, rect.GetRight(), rect.GetBottom());
+
// defer painting until idle time or until Update() is called:
- m_toPaint->Add(rect, eraseBack);
+ m_toPaint->Add(rect);
}
void wxTopLevelWindowDFB::Update()
// events handling
// ---------------------------------------------------------------------------
+void wxTopLevelWindowDFB::SetDfbFocus()
+{
+ wxCHECK_RET( IsShown(), _T("cannot set focus to hidden window") );
+ wxASSERT_MSG( FindFocus() && FindFocus()->GetTLW() == this,
+ _T("setting DirectFB focus to unexpected window") );
+
+ GetDirectFBWindow()->RequestFocus();
+}
+
/* static */
void wxTopLevelWindowDFB::HandleDFBWindowEvent(const wxDFBWindowEvent& event_)
{
wxFAIL_MSG( _T("invalid event type") );
break;
}
+
+ default:
+ // we're not interested in them here
+ break;
}
if ( !recipient )