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First attempt at fixing all WIN32 scrolling issues. This code uses some (legal) trickery and should take multi-monitors and partially obscured windows into account. Albrecht, I do not have a multi-monitor setup. Please verify this fix on your machine. Thanks. (STR #1601)
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.1@5713 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
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@@ -4,6 +4,8 @@ CHANGES IN FLTK 1.1.8
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STR #1457, STR #1458, STR #1460, STR #1481, STR #1578)
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- The sample RPM spec file now enables large file support
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and threading support (STR #1603)
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- Fixed scrolling of clipped areas in MSWindows (STR
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#1601)
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- Fixed clipping in OS X Quartz offscreen buffers (STR
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#1595)
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- Now flush file chooser preferences after every change to
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+53
-31
@@ -73,39 +73,59 @@ void fl_scroll(int X, int Y, int W, int H, int dx, int dy,
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clip_h = H-src_h;
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}
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#ifdef WIN32
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typedef int (WINAPI* fl_GetRandomRgn_func)(HDC, HRGN, INT);
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static fl_GetRandomRgn_func fl_GetRandomRgn = 0L;
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static char first_time = 1;
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// We will have to do some Region magic now, so let's see if the
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// required function is available (and it should be staring w/Win95)
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if (first_time) {
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HMODULE hMod = GetModuleHandle("GDI32.DLL");
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if (hMod) {
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fl_GetRandomRgn = (fl_GetRandomRgn_func)GetProcAddress(hMod, "GetRandomRgn");
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}
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first_time = 0;
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}
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// Now check if the source scrolling area is fully visible.
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// If it is, we will do a quick scroll and just update the
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// newly exposed area. If it is not, we go the safe route and
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// re-render the full area instead.
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// Note 1: we could go and find the areas that are actually
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// obscured and recursively call fl_scroll for the newly found
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// rectangles. However, this practice would rely on the
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// elements of the undocumented Rgn structure.
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// Note 2: although this method should take care of most
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// multi-screen solutions, it will not solve issues scrolling
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// from a different resolution screen onto another.
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// Note 3: this has been tested with image maps, too.
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if (fl_GetRandomRgn) {
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// get the DC region minus all overlapping windows
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HRGN sys_rgn = CreateRectRgn(0, 0, 0, 0);
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int nn = fl_GetRandomRgn(fl_gc, sys_rgn, 4);
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// now get the source scrolling rectangle
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HRGN src_rgn = CreateRectRgn(src_x, src_y, src_x+src_w, src_y+src_h);
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POINT offset = { 0, 0 };
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if (GetDCOrgEx(fl_gc, &offset)) {
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OffsetRgn(src_rgn, offset.x, offset.y);
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}
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// see if all source pixels are available in the system region
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// Note: we could be a bit more merciful and subtract the
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// scroll destination region as well.
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HRGN dst_rgn = CreateRectRgn(0, 0, 0, 0);
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int r = CombineRgn(dst_rgn, src_rgn, sys_rgn, RGN_DIFF);
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DeleteObject(dst_rgn);
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DeleteObject(src_rgn);
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DeleteObject(sys_rgn);
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if (r!=NULLREGION) {
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draw_area(data,X,Y,W,H);
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return;
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}
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}
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// Great, we can do an accelerated scroll insteasd of re-rendering
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BitBlt(fl_gc, dest_x, dest_y, src_w, src_h, fl_gc, src_x, src_y,SRCCOPY);
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// NYI: need to redraw areas that the source of BitBlt was bad due to
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// overlapped windows, probably similar to X version:
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// MRS: basic code needs to redraw parts that scrolled from off-screen...
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int temp, limit;
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int wx, wy;
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// Compute the X position of the current window;
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// this only works when scrolling in response to
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// a user event; Fl_Window::x/y_root() do not work
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// on WIN32...
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wx = Fl::event_x_root() - Fl::event_x();
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wy = Fl::event_y_root() - Fl::event_y();
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temp = wx + src_x;
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if (temp < Fl::x()) {
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draw_area(data, dest_x, dest_y, Fl::x() - temp, src_h);
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}
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temp = wx + src_x + src_w;
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limit = Fl::x() + Fl::w();
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if (temp > limit) {
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draw_area(data, dest_x + src_w - temp + limit, dest_y, temp - limit, src_h);
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}
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temp = wy + src_y;
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if (temp < Fl::y()) {
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draw_area(data, dest_x, dest_y, src_w, Fl::y() - temp);
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}
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temp = wy + src_y + src_h;
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limit = Fl::y() + Fl::h();
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if (temp > limit) {
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draw_area(data, dest_x, dest_y + src_h - temp + limit, src_w, temp - limit);
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}
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#elif defined(__APPLE_QD__)
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Rect src = { src_y, src_x, src_y+src_h, src_x+src_w };
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Rect dst = { dest_y, dest_x, dest_y+src_h, dest_x+src_w };
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@@ -116,6 +136,8 @@ void fl_scroll(int X, int Y, int W, int H, int dx, int dy,
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#elif defined(__APPLE_QUARTZ__)
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// warning: there does not seem to be an equivalent to this function in Quartz
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// ScrollWindowRect is a QuickDraw function and won't work here.
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// Since on OS X all windows are fully double buffered, we need not
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// worry about offscreen or obscured areas
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Rect src = { src_y, src_x, src_y+src_h, src_x+src_w };
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Rect dst = { dest_y, dest_x, dest_y+src_h, dest_x+src_w };
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static RGBColor bg = { 0xffff, 0xffff, 0xffff }; RGBBackColor( &bg );
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