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{
fpGUI - Free Pascal Graphical User Interface
GelDirty - Window dirty list (redrawing queue)
Copyright (C) 2000 - 2006 See the file AUTHORS, included in this
distribution, for details of the copyright.
See the file COPYING.modifiedLGPL, included in this distribution,
for details about the copyright.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
}
unit GELDirty;
{$IFDEF Debug}
{$ASSERTIONS On}
{$ENDIF}
{$ifdef fpc}
{$mode objfpc}{$H+}
{$endif}
interface
uses
Classes,
GfxBase; // fpGFX units
type
PDirtyListEntry = ^TDirtyListEntry;
TDirtyListEntry = record
Prev, Next: PDirtyListEntry;
Window: TFCustomWindow;
Rect: TRect;
end;
TDirtyList = class
private
FFirst, FLast: PDirtyListEntry;
protected
procedure RemoveEntry(AEntry: PDirtyListEntry);
public
destructor Destroy; override;
procedure AddRect(AWindow: TFCustomWindow; const ARect: TRect);
procedure ClearQueueForWindow(AWindow: TFCustomWindow);
procedure PaintQueueForWindow(AWindow: TFCustomWindow);
procedure PaintAll;
property First: PDirtyListEntry read FFirst write FFirst; // !!!
end;
implementation
destructor TDirtyList.Destroy;
var
Entry, NextEntry: PDirtyListEntry;
begin
Entry := FFirst;
while Assigned(Entry) do
begin
NextEntry := Entry^.Next;
Dispose(Entry);
Entry := NextEntry;
end;
inherited Destroy;
end;
procedure TDirtyList.AddRect(AWindow: TFCustomWindow; const ARect: TRect);
var
Entry, NextEntry: PDirtyListEntry;
begin
// Check for empty or invalid update rectangle
if (ARect.Left >= ARect.Right) or (ARect.Top >= ARect.Bottom) or
(ARect.Right < 0) or (ARect.Top < 0) or
(ARect.Left >= AWindow.ClientWidth) or
(ARect.Top >= AWindow.ClientHeight) then
exit;
{ Check if the new rectangle is already contained in some other rectangle
in the dirty list for the same window }
Entry := FFirst;
while Assigned(Entry) do
begin
NextEntry := Entry^.Next;
with Entry^.Rect do
if AWindow = Entry^.Window then
if (ARect.Left >= Left) and (ARect.Top >= Top) and
(ARect.Right <= Right) and (ARect.Bottom <= Bottom) then
// Rectangle is already contained in dirt list -> do nothing
exit
else if (Left >= ARect.Left) and (Top >= ARect.Top) and
(Right <= ARect.Right) and (Bottom <= ARect.Bottom) then
begin
// The new rectangle contains the currently checked rectangle
Entry^.Rect := ARect;
exit;
end;
Entry := NextEntry;
end;
// If we got this far, then we really have to add the rectangle to our list
New(Entry);
Entry^.Window := AWindow;
Entry^.Rect := ARect;
Entry^.Next := nil;
if Assigned(FFirst) then
begin
Entry^.Prev := FLast;
FLast^.Next := Entry;
FLast := Entry;
end else
begin
Entry^.Prev := nil;
FFirst := Entry;
FLast := Entry;
end;
end;
procedure TDirtyList.ClearQueueForWindow(AWindow: TFCustomWindow);
var
Entry, NextEntry: PDirtyListEntry;
begin
Entry := FFirst;
while Assigned(Entry) do
begin
NextEntry := Entry^.Next;
if Entry^.Window = AWindow then
RemoveEntry(Entry);
Entry := NextEntry;
end;
end;
procedure TDirtyList.PaintQueueForWindow(AWindow: TFCustomWindow);
var
IsNotEmpty: Boolean;
Entry, NextEntry: PDirtyListEntry;
begin
IsNotEmpty := False;
AWindow.Canvas.SaveState;
AWindow.Canvas.EmptyClipRect;
Entry := First;
while Assigned(Entry) do
begin
NextEntry := Entry^.Next;
if Entry^.Window = AWindow then
begin
IsNotEmpty := AWindow.Canvas.UnionClipRect(Entry^.Rect);
RemoveEntry(Entry);
end;
Entry := NextEntry;
end;
if IsNotEmpty and Assigned(AWindow.OnPaint) then
AWindow.OnPaint(AWindow);
AWindow.Canvas.RestoreState;
end;
procedure TDirtyList.PaintAll;
begin
while Assigned(FFirst) do
PaintQueueForWindow(FFirst^.Window);
end;
procedure TDirtyList.RemoveEntry(AEntry: PDirtyListEntry);
begin
if Assigned(AEntry^.Prev) then
AEntry^.Prev^.Next := AEntry^.Next
else
FFirst := AEntry^.Next;
if Assigned(AEntry^.Next) then
AEntry^.Next^.Prev := AEntry^.Prev
else
FLast := AEntry^.Prev;
Dispose(AEntry);
end;
end.
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