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19 
20 #include <sal/config.h>
21 #include <sal/log.hxx>
22 
23 #include <boost/cast.hpp>
24 
25 #include <basegfx/range/b2drectangle.hxx>
26 #include <rtl/math.hxx>
27 #include <tools/diagnose_ex.h>
28 #include <vcl/canvastools.hxx>
29 #include <vcl/outdev.hxx>
30 #include <vcl/window.hxx>
31 
32 #include <canvas/canvastools.hxx>
33 
34 #include "canvascustomsprite.hxx"
35 #include "spritecanvashelper.hxx"
36 #include "spritecanvas.hxx"
37 
38 using namespace ::com::sun::star;
39 
40 #define FPS_BOUNDS ::tools::Rectangle(0,0,130,90)
41 #define INFO_COLOR COL_RED
42 
43 namespace vclcanvas
44 {
45     namespace
46     {
47         /** Sprite redraw at original position
48 
49             Used to repaint the whole canvas (background and all
50             sprites)
51          */
spriteRedraw(OutputDevice & rOutDev,const::canvas::Sprite::Reference & rSprite)52         void spriteRedraw( OutputDevice&                      rOutDev,
53                            const ::canvas::Sprite::Reference& rSprite )
54         {
55             // downcast to derived vclcanvas::Sprite interface, which
56             // provides the actual redraw methods.
57             ::boost::polymorphic_downcast< Sprite* >(rSprite.get())->redraw(rOutDev,
58                                                                             true);
59         }
60 
calcNumPixel(const::canvas::Sprite::Reference & rSprite)61         double calcNumPixel( const ::canvas::Sprite::Reference& rSprite )
62         {
63             const ::basegfx::B2DSize& rSize(
64                 ::boost::polymorphic_downcast< Sprite* >(rSprite.get())->getSizePixel() );
65 
66             return rSize.getX() * rSize.getY();
67         }
68 
repaintBackground(OutputDevice & rOutDev,OutputDevice const & rBackBuffer,const::basegfx::B2DRange & rArea)69         void repaintBackground( OutputDevice&               rOutDev,
70                                 OutputDevice const &        rBackBuffer,
71                                 const ::basegfx::B2DRange&  rArea )
72         {
73             const ::Point& rPos( vcl::unotools::pointFromB2DPoint( rArea.getMinimum()) );
74             const ::Size& rSize( vcl::unotools::sizeFromB2DSize( rArea.getRange()) );
75 
76             rOutDev.DrawOutDev( rPos, rSize, rPos, rSize, rBackBuffer );
77         }
78 
opaqueUpdateSpriteArea(const::canvas::Sprite::Reference & rSprite,OutputDevice & rOutDev,const::basegfx::B2IRange & rArea)79         void opaqueUpdateSpriteArea( const ::canvas::Sprite::Reference& rSprite,
80                                      OutputDevice&                      rOutDev,
81                                      const ::basegfx::B2IRange&         rArea )
82         {
83             const ::tools::Rectangle& rRequestedArea(
84                 vcl::unotools::rectangleFromB2IRectangle( rArea ) );
85 
86             // clip output to actual update region (otherwise a)
87             // wouldn't save much render time, and b) will clutter
88             // scrolled sprite content outside this area)
89             rOutDev.EnableMapMode( false );
90             rOutDev.SetAntialiasing( AntialiasingFlags::Enable );
91             rOutDev.SetClipRegion(vcl::Region(rRequestedArea));
92 
93             // repaint affected sprite directly to output device (at
94             // the actual screen output position)
95             ::boost::polymorphic_downcast< Sprite* >(
96                 rSprite.get() )->redraw( rOutDev,
97                                          false ); // rendering
98                                                   // directly to
99                                                   // frontbuffer
100         }
101 
renderInfoText(OutputDevice & rOutDev,const OUString & rStr,const Point & rPos)102         void renderInfoText( OutputDevice&          rOutDev,
103                              const OUString& rStr,
104                              const Point&           rPos )
105         {
106             vcl::Font aVCLFont;
107             aVCLFont.SetFontHeight( 20 );
108             aVCLFont.SetColor( INFO_COLOR );
109 
110             rOutDev.SetTextAlign(ALIGN_TOP);
111             rOutDev.SetTextColor( INFO_COLOR );
112             rOutDev.SetFont( aVCLFont );
113 
114             rOutDev.DrawText( rPos, rStr );
115         }
116 
117     }
118 
SpriteCanvasHelper()119     SpriteCanvasHelper::SpriteCanvasHelper() :
120         mpRedrawManager( nullptr ),
121         mpOwningSpriteCanvas( nullptr ),
122         maVDev(VclPtr<VirtualDevice>::Create()),
123         maLastUpdate(),
124         mbShowFrameInfo( false ),
125         mbShowSpriteBounds( false ),
126         mbIsUnsafeScrolling( false )
127     {
128 #if OSL_DEBUG_LEVEL > 0
129         // inverse defaults for verbose debug mode
130         mbShowFrameInfo = true;
131         // this looks like drawing errors, enable only if explicitly asked for
132         static bool enableShowSpriteBounds = getenv("CANVAS_SPRITE_BOUNDS") != nullptr;
133         mbShowSpriteBounds = enableShowSpriteBounds;
134 #endif
135     }
136 
~SpriteCanvasHelper()137     SpriteCanvasHelper::~SpriteCanvasHelper()
138     {
139         SolarMutexGuard aGuard;
140         maVDev.disposeAndClear();
141     }
142 
init(const OutDevProviderSharedPtr & rOutDev,SpriteCanvas & rOwningSpriteCanvas,::canvas::SpriteRedrawManager & rManager,bool bProtect,bool bHaveAlpha)143     void SpriteCanvasHelper::init( const OutDevProviderSharedPtr& rOutDev,
144                                    SpriteCanvas&                  rOwningSpriteCanvas,
145                                    ::canvas::SpriteRedrawManager& rManager,
146                                    bool                           bProtect,
147                                    bool                           bHaveAlpha )
148     {
149         mpOwningSpriteCanvas = &rOwningSpriteCanvas;
150         mpRedrawManager = &rManager;
151 
152         CanvasHelper::init(rOwningSpriteCanvas,rOutDev,bProtect,bHaveAlpha);
153     }
154 
disposing()155     void SpriteCanvasHelper::disposing()
156     {
157         mpRedrawManager = nullptr;
158         mpOwningSpriteCanvas = nullptr;
159 
160         // forward to base
161         CanvasHelper::disposing();
162     }
163 
createSpriteFromAnimation(const uno::Reference<rendering::XAnimation> &)164     uno::Reference< rendering::XAnimatedSprite > SpriteCanvasHelper::createSpriteFromAnimation(
165         const uno::Reference< rendering::XAnimation >&  )
166     {
167         return uno::Reference< rendering::XAnimatedSprite >();
168     }
169 
createSpriteFromBitmaps(const uno::Sequence<uno::Reference<rendering::XBitmap>> &,sal_Int8)170     uno::Reference< rendering::XAnimatedSprite > SpriteCanvasHelper::createSpriteFromBitmaps(
171         const uno::Sequence< uno::Reference< rendering::XBitmap > >& ,
172         sal_Int8                                                      )
173     {
174         return uno::Reference< rendering::XAnimatedSprite >();
175     }
176 
createCustomSprite(const geometry::RealSize2D & spriteSize)177     uno::Reference< rendering::XCustomSprite > SpriteCanvasHelper::createCustomSprite( const geometry::RealSize2D& spriteSize )
178     {
179         if( !mpRedrawManager || !mpDevice )
180             return uno::Reference< rendering::XCustomSprite >(); // we're disposed
181 
182         return uno::Reference< rendering::XCustomSprite >(
183             new CanvasCustomSprite( spriteSize,
184                                     *mpDevice,
185                                     mpOwningSpriteCanvas,
186                                     mpOwningSpriteCanvas->getFrontBuffer(),
187                                     mbShowSpriteBounds ) );
188     }
189 
createClonedSprite(const uno::Reference<rendering::XSprite> &)190     uno::Reference< rendering::XSprite > SpriteCanvasHelper::createClonedSprite( const uno::Reference< rendering::XSprite >&  )
191     {
192         return uno::Reference< rendering::XSprite >();
193     }
194 
updateScreen(bool bUpdateAll,bool & io_bSurfaceDirty)195     bool SpriteCanvasHelper::updateScreen( bool bUpdateAll,
196                                            bool&    io_bSurfaceDirty )
197     {
198         if( !mpRedrawManager ||
199             !mpOwningSpriteCanvas ||
200             !mpOwningSpriteCanvas->getFrontBuffer() ||
201             !mpOwningSpriteCanvas->getBackBuffer() )
202         {
203             return false; // disposed, or otherwise dysfunctional
204         }
205 
206         // commit to backbuffer
207         flush();
208 
209         OutputDevice&       rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
210         BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
211         OutputDevice&       rBackOutDev( pBackBuffer->getOutDev() );
212 
213         // actual OutputDevice is a shared resource - restore its
214         // state when done.
215         tools::OutDevStateKeeper aStateKeeper( rOutDev );
216 
217         const Size  aOutDevSize( rBackOutDev.GetOutputSizePixel() );
218         const Point aEmptyPoint(0,0);
219 
220         vcl::Window* pTargetWindow = nullptr;
221         if( rOutDev.GetOutDevType() == OUTDEV_WINDOW )
222         {
223             pTargetWindow = rOutDev.GetOwnerWindow(); // TODO(Q3): Evil downcast.
224 
225             // we're double-buffered, thus no need for paint area-limiting
226             // clips. besides that, will interfere with animations (as for
227             // Window-invalidate repaints, only parts of the window will
228             // be redrawn otherwise)
229             const vcl::Region aFullWindowRegion( ::tools::Rectangle(aEmptyPoint,
230                                                       aOutDevSize) );
231             pTargetWindow->ExpandPaintClipRegion(aFullWindowRegion);
232         }
233 
234         // TODO(P1): Might be worthwhile to track areas of background
235         // changes, too.
236         if( !bUpdateAll && !io_bSurfaceDirty )
237         {
238             if( mbShowFrameInfo )
239             {
240                 // also repaint background below frame counter (fake
241                 // that as a sprite vanishing in this area)
242                 mpRedrawManager->updateSprite( ::canvas::Sprite::Reference(),
243                                                ::basegfx::B2DPoint(),
244                                                ::basegfx::B2DRectangle( 0.0, 0.0,
245                                                                         FPS_BOUNDS.Right(),
246                                                                         FPS_BOUNDS.Bottom() ) );
247             }
248 
249             // background has not changed, so we're free to optimize
250             // repaint to areas where a sprite has changed
251 
252             // process each independent area of overlapping sprites
253             // separately.
254             mpRedrawManager->forEachSpriteArea( *this );
255         }
256         else
257         {
258             // background has changed, so we currently have no choice
259             // but repaint everything (or caller requested that)
260 
261             maVDev->SetOutputSizePixel( aOutDevSize );
262             maVDev->EnableMapMode( false );
263             maVDev->DrawOutDev( aEmptyPoint, aOutDevSize,
264                                 aEmptyPoint, aOutDevSize,
265                                 rBackOutDev );
266 
267             // repaint all active sprites on top of background into
268             // VDev.
269             OutputDevice& rTmpOutDev( *maVDev );
270             mpRedrawManager->forEachSprite(
271                     [&rTmpOutDev]( const ::canvas::Sprite::Reference& rSprite )
272                     { spriteRedraw( rTmpOutDev, rSprite ); }
273                     );
274 
275             // flush to screen
276             rOutDev.EnableMapMode( false );
277             rOutDev.SetAntialiasing( AntialiasingFlags::Enable );
278             rOutDev.SetClipRegion();
279             rOutDev.DrawOutDev( aEmptyPoint, aOutDevSize,
280                                 aEmptyPoint, aOutDevSize,
281                                 *maVDev );
282         }
283 
284         // change record vector must be cleared, for the next turn of
285         // rendering and sprite changing
286         mpRedrawManager->clearChangeRecords();
287 
288         io_bSurfaceDirty = false;
289 
290         if( mbShowFrameInfo )
291         {
292             renderFrameCounter( rOutDev );
293             renderSpriteCount( rOutDev );
294             renderMemUsage( rOutDev );
295         }
296 
297 #if OSL_DEBUG_LEVEL > 0
298         static ::canvas::tools::ElapsedTime aElapsedTime;
299 
300         // log time immediately after surface flip
301         SAL_INFO("canvas.vcl", "SpriteCanvasHelper::updateScreen(): flip done at " <<
302                    aElapsedTime.getElapsedTime() );
303 #endif
304 
305         // sync output with screen, to ensure that we don't queue up
306         // render requests (calling code might rely on timing,
307         // i.e. assume that things are visible on screen after
308         // updateScreen() returns).
309         if( pTargetWindow )
310         {
311             // commit to screen
312             pTargetWindow->GetOutDev()->Flush();
313         }
314 
315         return true;
316     }
317 
backgroundPaint(const::basegfx::B2DRange & rUpdateRect)318     void SpriteCanvasHelper::backgroundPaint( const ::basegfx::B2DRange& rUpdateRect )
319     {
320         ENSURE_OR_THROW( mpOwningSpriteCanvas &&
321                          mpOwningSpriteCanvas->getBackBuffer() &&
322                          mpOwningSpriteCanvas->getFrontBuffer(),
323                          "SpriteCanvasHelper::backgroundPaint(): NULL device pointer " );
324 
325         OutputDevice&       rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
326         BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
327         OutputDevice&       rBackOutDev( pBackBuffer->getOutDev() );
328 
329         repaintBackground( rOutDev, rBackOutDev, rUpdateRect );
330     }
331 
scrollUpdate(const::basegfx::B2DRange & rMoveStart,const::basegfx::B2DRange & rMoveEnd,const::canvas::SpriteRedrawManager::UpdateArea & rUpdateArea)332     void SpriteCanvasHelper::scrollUpdate( const ::basegfx::B2DRange&                       rMoveStart,
333                                            const ::basegfx::B2DRange&                       rMoveEnd,
334                                            const ::canvas::SpriteRedrawManager::UpdateArea& rUpdateArea )
335     {
336         ENSURE_OR_THROW( mpOwningSpriteCanvas &&
337                          mpOwningSpriteCanvas->getBackBuffer() &&
338                          mpOwningSpriteCanvas->getFrontBuffer(),
339                          "SpriteCanvasHelper::scrollUpdate(): NULL device pointer " );
340 
341         OutputDevice&       rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
342         BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
343         OutputDevice&       rBackOutDev( pBackBuffer->getOutDev() );
344 
345         const Size&                rTargetSizePixel( rOutDev.GetOutputSizePixel() );
346         const ::basegfx::B2IRange  aOutputBounds( 0,0,
347                                                   rTargetSizePixel.Width(),
348                                                   rTargetSizePixel.Height() );
349 
350         // round rectangles to integer pixel. Note: have to be
351         // extremely careful here, to avoid off-by-one errors for
352         // the destination area: otherwise, the next scroll update
353         // would copy pixel that are not supposed to be part of
354         // the sprite.
355         ::basegfx::B2IRange aSourceRect(
356             ::canvas::tools::spritePixelAreaFromB2DRange( rMoveStart ) );
357         const ::basegfx::B2IRange& rDestRect(
358             ::canvas::tools::spritePixelAreaFromB2DRange( rMoveEnd ) );
359         ::basegfx::B2IPoint aDestPos( rDestRect.getMinimum() );
360 
361         std::vector< ::basegfx::B2IRange > aUnscrollableAreas;
362 
363         // Since strictly speaking, this scroll algorithm is plain
364         // buggy, the scrolled area might actually lie _below_ another
365         // window - we've made this feature configurable via
366         // mbIsUnsafeScrolling.
367 
368         // clip to output bounds (cannot properly scroll stuff
369         // _outside_ our screen area)
370         if( !mbIsUnsafeScrolling ||
371             !::canvas::tools::clipScrollArea( aSourceRect,
372                                               aDestPos,
373                                               aUnscrollableAreas,
374                                               aOutputBounds ) )
375         {
376             // fully clipped scroll area: cannot simply scroll
377             // then. Perform normal opaque update (can use that, since
378             // one of the preconditions for scrollable update is
379             // opaque sprite content)
380 
381             // repaint all affected sprites directly to output device
382             for( const auto& rComponent : rUpdateArea.maComponentList )
383             {
384                 const ::canvas::Sprite::Reference& rSprite( rComponent.second.getSprite() );
385 
386                 if( rSprite.is() )
387                     ::boost::polymorphic_downcast< Sprite* >(
388                         rSprite.get() )->redraw( rOutDev,
389                                                  false );
390             }
391         }
392         else
393         {
394             // scroll rOutDev content
395             rOutDev.CopyArea( vcl::unotools::pointFromB2IPoint( aDestPos ),
396                               vcl::unotools::pointFromB2IPoint( aSourceRect.getMinimum() ),
397                               // TODO(Q2): use numeric_cast to check range
398                               ::Size( static_cast<sal_Int32>(aSourceRect.getRange().getX()),
399                                       static_cast<sal_Int32>(aSourceRect.getRange().getY()) ) );
400 
401             const ::canvas::SpriteRedrawManager::SpriteConnectedRanges::ComponentListType::const_iterator
402                 aFirst( rUpdateArea.maComponentList.begin() );
403 
404             ENSURE_OR_THROW( aFirst->second.getSprite().is(),
405                               "VCLCanvas::scrollUpdate(): no sprite" );
406 
407             // repaint uncovered areas from sprite. Need to actually
408             // clip here, since we're only repainting _parts_ of the
409             // sprite
410             rOutDev.Push( PushFlags::CLIPREGION );
411 
412             for( const auto& rArea : aUnscrollableAreas )
413                 opaqueUpdateSpriteArea( aFirst->second.getSprite(),
414                                         rOutDev, rArea );
415 
416             rOutDev.Pop();
417         }
418 
419         // repaint uncovered areas from backbuffer - take the
420         // _rounded_ rectangles from above, to have the update
421         // consistent with the scroll above.
422         std::vector< ::basegfx::B2DRange > aUncoveredAreas;
423         ::basegfx::computeSetDifference( aUncoveredAreas,
424                                          rUpdateArea.maTotalBounds,
425                                          ::basegfx::B2DRange( rDestRect ) );
426 
427         for( const auto& rArea : aUncoveredAreas )
428             repaintBackground( rOutDev, rBackOutDev, rArea );
429     }
430 
opaqueUpdate(SAL_UNUSED_PARAMETER const::basegfx::B2DRange &,const std::vector<::canvas::Sprite::Reference> & rSortedUpdateSprites)431     void SpriteCanvasHelper::opaqueUpdate( SAL_UNUSED_PARAMETER const ::basegfx::B2DRange&,
432                                            const std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
433     {
434         ENSURE_OR_THROW( mpOwningSpriteCanvas &&
435                          mpOwningSpriteCanvas->getBackBuffer() &&
436                          mpOwningSpriteCanvas->getFrontBuffer(),
437                          "SpriteCanvasHelper::opaqueUpdate(): NULL device pointer " );
438 
439         OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
440 
441         // no need to clip output to actual update region - there will
442         // always be ALL sprites contained in the rectangular update
443         // area contained in rTotalArea (that's the way
444         // B2DConnectedRanges work). If rTotalArea appears to be
445         // smaller than the sprite - then this sprite carries a clip,
446         // and the update will be constrained to that rect.
447 
448         // repaint all affected sprites directly to output device
449         for( const auto& rSprite : rSortedUpdateSprites )
450         {
451             if( rSprite.is() )
452                 ::boost::polymorphic_downcast< Sprite* >(
453                     rSprite.get() )->redraw( rOutDev,
454                                              false );
455         }
456     }
457 
genericUpdate(const::basegfx::B2DRange & rRequestedArea,const std::vector<::canvas::Sprite::Reference> & rSortedUpdateSprites)458     void SpriteCanvasHelper::genericUpdate( const ::basegfx::B2DRange&                          rRequestedArea,
459                                             const std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
460     {
461         ENSURE_OR_THROW( mpOwningSpriteCanvas &&
462                          mpOwningSpriteCanvas->getBackBuffer() &&
463                          mpOwningSpriteCanvas->getFrontBuffer(),
464                          "SpriteCanvasHelper::genericUpdate(): NULL device pointer " );
465 
466         OutputDevice&       rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
467         BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
468         OutputDevice&       rBackOutDev( pBackBuffer->getOutDev() );
469 
470         // limit size of update VDev to target outdev's size
471         const Size& rTargetSizePixel( rOutDev.GetOutputSizePixel() );
472 
473         // round output position towards zero. Don't want to truncate
474         // a fraction of a sprite pixel...  Clip position at origin,
475         // otherwise, truncation of size below might leave visible
476         // areas uncovered by VDev.
477         const ::Point aOutputPosition(
478             std::max( sal_Int32( 0 ),
479                         static_cast< sal_Int32 >(rRequestedArea.getMinX()) ),
480             std::max( sal_Int32( 0 ),
481                         static_cast< sal_Int32 >(rRequestedArea.getMinY()) ) );
482         // round output size towards +infty. Don't want to truncate a
483         // fraction of a sprite pixel... Limit coverage of VDev to
484         // output device's area (i.e. not only to total size, but to
485         // cover _only_ the visible parts).
486         const ::Size aOutputSize(
487             std::max( sal_Int32( 0 ),
488                         std::min( static_cast< sal_Int32 >(rTargetSizePixel.Width() - aOutputPosition.X()),
489                                     ::canvas::tools::roundUp( rRequestedArea.getMaxX() - aOutputPosition.X() ))),
490             std::max( sal_Int32( 0 ),
491                         std::min( static_cast< sal_Int32 >(rTargetSizePixel.Height() - aOutputPosition.Y()),
492                                     ::canvas::tools::roundUp( rRequestedArea.getMaxY() - aOutputPosition.Y() ))));
493 
494         // early exit for empty output area.
495         if( aOutputSize.Width() == 0 &&
496             aOutputSize.Height() == 0 )
497         {
498             return;
499         }
500 
501         const Point aEmptyPoint(0,0);
502         const Size  aCurrOutputSize( maVDev->GetOutputSizePixel() );
503 
504         // adapt maVDev's size to the area that actually needs the
505         // repaint.
506         if( aCurrOutputSize.Width() < aOutputSize.Width() ||
507             aCurrOutputSize.Height() < aOutputSize.Height() )
508         {
509             // TODO(P1): Come up with a clever tactic to reduce maVDev
510             // from time to time. Reduction with threshold (say, if
511             // maVDev is more than twice too large) is not wise, as
512             // this might then toggle within the same updateScreen(),
513             // but for different disjunct sprite areas.
514             maVDev->SetOutputSizePixel( aOutputSize );
515         }
516 
517         // paint background
518         maVDev->EnableMapMode( false );
519         maVDev->SetAntialiasing( AntialiasingFlags::Enable );
520         maVDev->SetClipRegion();
521         maVDev->DrawOutDev( aEmptyPoint, aOutputSize,
522                             aOutputPosition, aOutputSize,
523                             rBackOutDev );
524 
525         // repaint all affected sprites on top of background into
526         // VDev.
527         for( const auto& rSprite : rSortedUpdateSprites )
528         {
529             if( rSprite.is() )
530             {
531                 Sprite* pSprite = ::boost::polymorphic_downcast< Sprite* >( rSprite.get() );
532 
533                 // calc relative sprite position in rUpdateArea (which
534                 // need not be the whole screen!)
535                 const ::basegfx::B2DPoint& rSpriteScreenPos( pSprite->getPosPixel() );
536                 const ::basegfx::B2DPoint& rSpriteRenderPos(
537                         rSpriteScreenPos - vcl::unotools::b2DPointFromPoint(aOutputPosition)
538                         );
539 
540                 pSprite->redraw( *maVDev, rSpriteRenderPos, true );
541             }
542         }
543 
544         // flush to screen
545         rOutDev.EnableMapMode( false );
546         rOutDev.SetAntialiasing( AntialiasingFlags::Enable );
547         rOutDev.DrawOutDev( aOutputPosition, aOutputSize,
548                             aEmptyPoint, aOutputSize,
549                             *maVDev );
550     }
551 
renderFrameCounter(OutputDevice & rOutDev)552     void SpriteCanvasHelper::renderFrameCounter( OutputDevice& rOutDev )
553     {
554         const double denominator( maLastUpdate.getElapsedTime() );
555         maLastUpdate.reset();
556 
557         OUString text( ::rtl::math::doubleToUString( denominator == 0.0 ? 100.0 : 1.0/denominator,
558                                                             rtl_math_StringFormat_F,
559                                                             2,'.',nullptr,' ') );
560 
561         // pad with leading space
562         while( text.getLength() < 6 )
563             text = " " + text;
564 
565         text += " fps";
566 
567         renderInfoText( rOutDev,
568                         text,
569                         Point(0, 0) );
570     }
571 
572     namespace
573     {
574         template< typename T > struct Adder
575         {
576             typedef void result_type;
577 
Addervclcanvas::__anon79639b000311::Adder578             Adder( T& rAdderTarget,
579                    T  nIncrement ) :
580                 mpTarget( &rAdderTarget ),
581                 mnIncrement( nIncrement )
582             {
583             }
584 
operator ()vclcanvas::__anon79639b000311::Adder585             void operator()( const ::canvas::Sprite::Reference& ) { *mpTarget += mnIncrement; }
operator ()vclcanvas::__anon79639b000311::Adder586             void operator()( T nIncrement ) { *mpTarget += nIncrement; }
587 
588             T* mpTarget;
589             T  mnIncrement;
590         };
591 
makeAdder(T & rAdderTarget,T nIncrement)592         template< typename T> Adder<T> makeAdder( T& rAdderTarget,
593                                                   T  nIncrement )
594         {
595             return Adder<T>(rAdderTarget, nIncrement);
596         }
597     }
598 
renderSpriteCount(OutputDevice & rOutDev)599     void SpriteCanvasHelper::renderSpriteCount( OutputDevice& rOutDev )
600     {
601         if( !mpRedrawManager )
602             return;
603 
604         sal_Int32 nCount(0);
605 
606         mpRedrawManager->forEachSprite( makeAdder(nCount,sal_Int32(1)) );
607         OUString text( OUString::number(nCount) );
608 
609         // pad with leading space
610         while( text.getLength() < 3 )
611             text = " " + text;
612 
613         text = "Sprites: " + text;
614 
615         renderInfoText( rOutDev,
616                         text,
617                         Point(0, 30) );
618     }
619 
renderMemUsage(OutputDevice & rOutDev)620     void SpriteCanvasHelper::renderMemUsage( OutputDevice& rOutDev )
621     {
622         BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
623 
624         if( !(mpRedrawManager &&
625             pBackBuffer) )
626             return;
627 
628         double nPixel(0.0);
629 
630         // accumulate pixel count for each sprite into fCount
631         mpRedrawManager->forEachSprite(
632                 [&nPixel]( const ::canvas::Sprite::Reference& rSprite )
633                 { makeAdder( nPixel, 1.0 )( calcNumPixel(rSprite) ); }
634                 );
635 
636         static const int NUM_VIRDEV(2);
637         static const int BYTES_PER_PIXEL(3);
638 
639         const Size& rVDevSize( maVDev->GetOutputSizePixel() );
640         const Size& rBackBufferSize( pBackBuffer->getOutDev().GetOutputSizePixel() );
641 
642         const double nMemUsage( nPixel * NUM_VIRDEV * BYTES_PER_PIXEL +
643                                 rVDevSize.Width()*rVDevSize.Height() * BYTES_PER_PIXEL +
644                                 rBackBufferSize.Width()*rBackBufferSize.Height() * BYTES_PER_PIXEL );
645 
646         OUString text( ::rtl::math::doubleToUString( nMemUsage / 1048576.0,
647                                                             rtl_math_StringFormat_F,
648                                                             2,'.',nullptr,' ') );
649 
650         // pad with leading space
651         while( text.getLength() < 4 )
652             text = " " + text;
653 
654         text = "Mem: " + text + "MB";
655 
656         renderInfoText( rOutDev,
657                         text,
658                         Point(0, 60) );
659     }
660 }
661 
662 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
663