efl/legacy/evas/src/lib/canvas/evas_render.c

432 lines
11 KiB
C

#include "evas_common.h"
#include "evas_private.h"
/**
* To be documented.
*
* FIXME: To be fixed.
*
*/
void
evas_damage_rectangle_add(Evas *e, int x, int y, int w, int h)
{
Evas_Rectangle *r;
MAGIC_CHECK(e, Evas, MAGIC_EVAS);
return;
MAGIC_CHECK_END();
r = malloc(sizeof(Evas_Rectangle));
if (!r) return;
r->x = x; r->y = y; r->w = w; r->h = h;
e->damages = evas_list_append(e->damages, r);
e->changed = 1;
}
/**
* To be documented.
*
* FIXME: To be fixed.
*
*/
void
evas_obscured_rectangle_add(Evas *e, int x, int y, int w, int h)
{
Evas_Rectangle *r;
MAGIC_CHECK(e, Evas, MAGIC_EVAS);
return;
MAGIC_CHECK_END();
r = malloc(sizeof(Evas_Rectangle));
if (!r) return;
r->x = x; r->y = y; r->w = w; r->h = h;
e->obscures = evas_list_append(e->obscures, r);
}
/**
* To be documented.
*
* FIXME: To be fixed.
*
*/
void
evas_obscured_clear(Evas *e)
{
MAGIC_CHECK(e, Evas, MAGIC_EVAS);
return;
MAGIC_CHECK_END();
while (e->obscures)
{
Evas_Rectangle *r;
r = (Evas_Rectangle *)e->obscures->data;
e->obscures = evas_list_remove(e->obscures, r);
free(r);
}
}
static void
_evas_render_phase1_object_process(Evas *e, Evas_Object *obj, Evas_List **active_objects, Evas_List **restack_objects, int restack)
{
int is_active;
/* if (obj->cur.cache.clip.dirty) */
evas_object_clip_recalc(obj);
/* build active object list */
is_active = evas_object_is_active(obj);
if ((is_active) || (obj->delete_me != 0))
*active_objects = evas_list_append(*active_objects, obj);
if (restack)
{
obj->restack = 1;
obj->changed = 1;
}
if (obj->changed)
{
if (obj->smart.smart)
{
Evas_Object_List *l;
obj->func->render_pre(obj);
for (l = obj->smart.contained; l; l = l->next)
{
Evas_Object *obj2;
obj2 = (Evas_Object *)l;
_evas_render_phase1_object_process(e, obj2,
active_objects,
restack_objects,
obj->restack);
}
}
else
{
if ((is_active) && (obj->restack) && (!obj->clip.clipees) &&
((evas_object_is_visible(obj) && (!obj->cur.have_clipees)) ||
(evas_object_was_visible(obj) && (!obj->prev.have_clipees))))
*restack_objects = evas_list_append(*restack_objects, obj);
else if ((is_active) && (!obj->clip.clipees))
obj->func->render_pre(obj);
}
}
else
{
if ((!obj->clip.clipees) && (obj->delete_me == 0))
{
if (obj->smart.smart)
{
Evas_Object_List *l;
obj->func->render_pre(obj);
for (l = obj->smart.contained; l; l = l->next)
{
Evas_Object *obj2;
obj2 = (Evas_Object *)l;
_evas_render_phase1_object_process(e, obj2,
active_objects,
restack_objects,
restack);
}
}
else
{
if (evas_object_is_opaque(obj) &&
evas_object_is_visible(obj))
e->engine.func->output_redraws_rect_del(e->engine.data.output,
obj->cur.cache.clip.x,
obj->cur.cache.clip.y,
obj->cur.cache.clip.w,
obj->cur.cache.clip.h);
}
}
}
if (!is_active) obj->restack = 0;
}
static void
_evas_render_phase1_process(Evas *e, Evas_List **active_objects, Evas_List **restack_objects)
{
Evas_Object_List *l;
for (l = (Evas_Object_List *)e->layers; l; l = l->next)
{
Evas_Object_List *l2;
Evas_Layer *lay;
lay = (Evas_Layer *)l;
for (l2 = (Evas_Object_List *)lay->objects; l2; l2 = l2->next)
{
Evas_Object *obj;
obj = (Evas_Object *)l2;
_evas_render_phase1_object_process(e, obj, active_objects, restack_objects, 0);
}
}
}
/**
* To be documented.
*
* FIXME: To be fixed.
*
*/
Evas_List *
evas_render_updates(Evas *e)
{
Evas_List *updates = NULL;
Evas_List *obscuring_objects = NULL;
Evas_List *obscuring_objects_orig = NULL;
Evas_List *active_objects = NULL;
Evas_List *delete_objects = NULL;
Evas_List *restack_objects = NULL;
Evas_List *ll;
Evas_Object_List *l;
void *surface;
int ux, uy, uw, uh;
int cx, cy, cw, ch;
MAGIC_CHECK(e, Evas, MAGIC_EVAS);
return NULL;
MAGIC_CHECK_END();
if (!e->changed) return NULL;
/* phase 1. add extra updates for changed objects */
_evas_render_phase1_process(e, &active_objects, &restack_objects);
/* phase 2. force updates for restacks */
while (restack_objects)
{
Evas_Object *obj;
obj = restack_objects->data;
restack_objects = evas_list_remove(restack_objects, obj);
obj->func->render_pre(obj);
e->engine.func->output_redraws_rect_add(e->engine.data.output,
obj->prev.cache.clip.x,
obj->prev.cache.clip.y,
obj->prev.cache.clip.w,
obj->prev.cache.clip.h);
e->engine.func->output_redraws_rect_add(e->engine.data.output,
obj->cur.cache.clip.x,
obj->cur.cache.clip.y,
obj->cur.cache.clip.w,
obj->cur.cache.clip.h);
}
/* phase 3. add exposes */
while (e->damages)
{
Evas_Rectangle *r;
r = e->damages->data;
e->damages = evas_list_remove(e->damages, r);
e->engine.func->output_redraws_rect_add(e->engine.data.output,
r->x, r->y, r->w, r->h);
free(r);
}
/* phase 4. output & viewport changes */
if (e->viewport.changed)
{
e->engine.func->output_redraws_rect_add(e->engine.data.output,
0, 0,
e->output.w, e->output.h);
}
if (e->output.changed)
{
e->engine.func->output_resize(e->engine.data.output,
e->output.w, e->output.h);
e->engine.func->output_redraws_rect_add(e->engine.data.output,
0, 0,
e->output.w, e->output.h);
}
/* phase 5. add obscures */
for (ll = e->obscures; ll; ll = ll->next)
{
Evas_Rectangle *r;
r = ll->data;
e->engine.func->output_redraws_rect_del(e->engine.data.output,
r->x, r->y, r->w, r->h);
}
/* build obscure objects list of active objects that obscure */
for (ll = active_objects; ll; ll = ll->next)
{
Evas_Object *obj;
obj = (Evas_Object *)(ll->data);
if (evas_object_is_opaque(obj) &&
evas_object_is_visible(obj) &&
(!obj->clip.clipees) &&
(obj->cur.visible) &&
(!obj->delete_me) &&
(obj->cur.cache.clip.visible) &&
(!obj->smart.smart))
obscuring_objects = evas_list_append(obscuring_objects, obj);
}
/* save this list */
obscuring_objects_orig = obscuring_objects;
obscuring_objects = NULL;
/* phase 6. go thru each update rect and render objects in it*/
while ((surface =
e->engine.func->output_redraws_next_update_get(e->engine.data.output,
&ux, &uy, &uw, &uh,
&cx, &cy, &cw, &ch)))
{
Evas_Rectangle *rect;
int off_x, off_y;
rect = malloc(sizeof(Evas_Rectangle));
if (rect)
{
rect->x = ux; rect->y = uy; rect->w = uw; rect->h = uh;
updates = evas_list_append(updates, rect);
}
off_x = cx - ux;
off_y = cy - uy;
/* build obscuring objects list (in order from bottom to top) */
for (ll = obscuring_objects_orig; ll; ll = ll->next)
{
Evas_Object *obj;
obj = (Evas_Object *)(ll->data);
if (evas_object_is_in_output_rect(obj, ux, uy, uw, uh))
obscuring_objects = evas_list_append(obscuring_objects, obj);
}
/* render all object that intersect with rect */
for (ll = active_objects; ll; ll = ll->next)
{
Evas_Object *obj;
Evas_List *l3;
obj = (Evas_Object *)(ll->data);
/* if it's in our outpout rect and it doesn't clip anything */
if (evas_object_is_in_output_rect(obj, ux, uy, uw, uh) &&
(!obj->clip.clipees) &&
(obj->cur.visible) &&
(!obj->delete_me) &&
(obj->cur.cache.clip.visible) &&
(!obj->smart.smart) &&
(obj->cur.color.a > 0))
{
int x, y, w, h;
if ((obscuring_objects) && (obscuring_objects->data == obj))
obscuring_objects = evas_list_remove(obscuring_objects, obj);
x = cx; y = cy; w = cw; h = ch;
RECTS_CLIP_TO_RECT(x, y, w, h,
obj->cur.cache.clip.x + off_x,
obj->cur.cache.clip.y + off_y,
obj->cur.cache.clip.w,
obj->cur.cache.clip.h);
if ((w > 0) && (h > 0))
{
e->engine.func->context_clip_set(e->engine.data.output,
e->engine.data.context,
x, y, w, h);
#if 1 /* FIXME: this can slow things down... figure out optimum... coverage */
for (l3 = obscuring_objects; l3; l3 = l3->next)
{
Evas_Object *obj2;
obj2 = (Evas_Object *)l3->data;
e->engine.func->context_cutout_add(e->engine.data.output,
e->engine.data.context,
obj2->cur.cache.clip.x + off_x,
obj2->cur.cache.clip.y + off_y,
obj2->cur.cache.clip.w,
obj2->cur.cache.clip.h);
}
#endif
obj->func->render(obj,
e->engine.data.output,
e->engine.data.context,
surface,
off_x, off_y);
e->engine.func->context_cutout_clear(e->engine.data.output,
e->engine.data.context);
}
}
}
/* punch rect out */
e->engine.func->output_redraws_next_update_push(e->engine.data.output,
surface,
ux, uy, uw, uh);
/* free obscuring objects list */
obscuring_objects = evas_list_free(obscuring_objects);
}
/* flush redraws */
e->engine.func->output_flush(e->engine.data.output);
/* clear redraws */
e->engine.func->output_redraws_clear(e->engine.data.output);
/* and do a post render pass */
for (ll = active_objects; ll; ll = ll->next)
{
Evas_Object *obj;
obj = (Evas_Object *)(ll->data);
obj->pre_render_done = 0;
if (obj->changed)
{
obj->func->render_post(obj);
obj->restack = 0;
obj->changed = 0;
}
if (obj->delete_me == 2)
{
delete_objects = evas_list_append(delete_objects, obj);
}
else if (obj->delete_me != 0) obj->delete_me++;
}
/* free our obscuring object list */
evas_list_free(obscuring_objects_orig);
/* free our active object list */
evas_list_free(active_objects);
/* delete all objects flagged for deletion now */
while (delete_objects)
{
Evas_Object *obj;
obj = (Evas_Object *)(delete_objects->data);
delete_objects = evas_list_remove_list(delete_objects, delete_objects);
evas_object_free(obj, 1);
}
e->changed = 0;
e->viewport.changed = 0;
e->output.changed = 0;
return updates;
}
/**
* To be documented.
*
* FIXME: To be fixed.
*
*/
void
evas_render_updates_free(Evas_List *updates)
{
while (updates)
{
free(updates->data);
updates = evas_list_remove(updates, updates->data);
}
}
/**
* To be documented.
*
* FIXME: To be fixed.
*
*/
void
evas_render(Evas *e)
{
Evas_List *updates;
MAGIC_CHECK(e, Evas, MAGIC_EVAS);
return;
MAGIC_CHECK_END();
updates = evas_render_updates(e);
if (updates) evas_render_updates_free(updates);
}