Aegisub/contrib/assdraw/src/wxAGG/AGGWindow.cpp

128 lines
3.8 KiB
C++

#include "AGGWindow.h"
#include "agg_rendering_buffer.h"
#include "agg_pixfmt_rgb.h"
#include <wx/dcclient.h>
namespace GUI {
BEGIN_EVENT_TABLE(AGGWindow, wxWindow)
EVT_PAINT(AGGWindow::onPaint)
EVT_SIZE(AGGWindow::onSize)
EVT_ERASE_BACKGROUND(AGGWindow::onEraseBackground)
END_EVENT_TABLE()
AGGWindow::AGGWindow(wxWindow* parent, wxWindowID id,
const wxPoint& pos, const wxSize& size, long style):
wxWindow(parent, id, pos, size, style, wxT("AGGWindow")),
bitmap(NULL) {
}
void AGGWindow::init(const int width, const int height) {
memDC.SelectObject(wxNullBitmap);
delete bitmap;
int ncheight = height, ncwidth = width;
if (ncwidth < 1) ncwidth = 1;
if (ncheight < 1) ncheight = 1;
bitmap = new wxBitmap(ncwidth, ncheight, PixelFormat::wxWidgetsType::BitsPerPixel);
// Draw the bitmap
attachAndDraw();
memDC.SelectObject(*bitmap);
// Request a full redraw of the window
Refresh(false);
}
AGGWindow::~AGGWindow() {
memDC.SelectObject(wxNullBitmap);
delete bitmap;
}
void AGGWindow::attachAndDraw() {
// Get raw access to the wxWidgets bitmap -- this locks the pixels and
// unlocks on destruction.
PixelData data(*bitmap);
assert(data);
#if 1
// This cast looks like it is ignoring byte-ordering, but the
// pixel format already explicitly handles that.
assert(data.GetPixels().IsOk());
wxAlphaPixelFormat::ChannelType* pd = (wxAlphaPixelFormat::ChannelType*) &data.GetPixels().Data();
// wxWidgets always returns a pointer to the first row of pixels, whether
// that is stored at the beginning of the buffer (stride > 0) or at the
// end of the buffer (stride < 0). AGG always wants a pointer to the
// beginning of the buffer, no matter what the stride. (AGG does handle
// negative strides correctly.)
// Upshot: if the stride is negative, rewind the pointer from the end of
// the buffer to the beginning.
const int stride = data.GetRowStride();
if (stride < 0)
pd += (data.GetHeight() - 1) * stride;
rBuf.attach(pd, data.GetWidth(), data.GetHeight(), stride);
// Call the user code to actually draw.
draw();
#else
PixelData::Iterator p(data);
// we draw a (10, 10)-(20, 20) rect manually using the given r, g, b
p.Offset(data, 10, 10);
for ( int y = 0; y < 10; ++y )
{
PixelData::Iterator rowStart = p;
for ( int x = 0; x < 10; ++x, ++p )
{
p.Red() = 255;
p.Green() = 0;
p.Blue() = 255;
}
p = rowStart;
p.OffsetY(data, 1);
}
#endif
}
void AGGWindow::onSize(wxSizeEvent& event) {
const wxSize size = GetClientSize();
if (bitmap && size.GetWidth() == bitmap->GetWidth() && size.GetHeight() == bitmap->GetHeight())
return;
init(size.GetWidth(), size.GetHeight());
}
void AGGWindow::onPaint(wxPaintEvent& event) {
wxPaintDC dc(this);
wxCoord width, height;
dc.GetSize(&width, &height);
if (!bitmap || bitmap->GetWidth() != width || bitmap->GetHeight() != height)
init(width, height);
// Iterate over regions needing repainting
wxRegionIterator regions(GetUpdateRegion());
wxRect rect;
while (regions) {
rect = regions.GetRect();
dc.Blit(rect.x, rect.y, rect.width, rect.height, &memDC, rect.x, rect.y);
++regions;
}
}
void AGGWindow::onEraseBackground(wxEraseEvent& WXUNUSED(event)) {
// Do nothing to "avoid flashing in MSW" Grr.
}
}