summaryrefslogtreecommitdiff
path: root/src/fl_rect.cxx
diff options
context:
space:
mode:
authorMichael R Sweet <michael.r.sweet@gmail.com>1998-10-06 18:21:25 +0000
committerMichael R Sweet <michael.r.sweet@gmail.com>1998-10-06 18:21:25 +0000
commitf9039b2ae21988783feae9b362818e7923e82d14 (patch)
tree6d6fe3679d73448758f9794e7d4d4f6b22a4adad /src/fl_rect.cxx
parent67e89232f9ba067825a158734a09e0fa21aacbe3 (diff)
Initial revision
git-svn-id: file:///fltk/svn/fltk/trunk@2 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
Diffstat (limited to 'src/fl_rect.cxx')
-rw-r--r--src/fl_rect.cxx380
1 files changed, 380 insertions, 0 deletions
diff --git a/src/fl_rect.cxx b/src/fl_rect.cxx
new file mode 100644
index 000000000..2e294bd96
--- /dev/null
+++ b/src/fl_rect.cxx
@@ -0,0 +1,380 @@
+// fl_rect.C
+
+// These routines from fl_draw.H are used by the standard boxtypes
+// and thus are always linked into an fltk program.
+
+// Also all fl_clip routines, since they are always linked in so
+// that minimal update works.
+
+#include <FL/Fl_Widget.H>
+#include <FL/fl_draw.H>
+#include <FL/x.H>
+
+void fl_rect(int x, int y, int w, int h) {
+ if (w<=0 || h<=0) return;
+#ifdef WIN32
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x+w-1, y);
+ LineTo(fl_gc, x+w-1, y+h-1);
+ LineTo(fl_gc, x, y+h-1);
+ LineTo(fl_gc, x, y);
+#else
+ XDrawRectangle(fl_display, fl_window, fl_gc, x, y, w-1, h-1);
+#endif
+}
+
+void fl_rectf(int x, int y, int w, int h) {
+ if (w<=0 || h<=0) return;
+#ifdef WIN32
+ RECT rect;
+ rect.left = x; rect.top = y;
+ rect.right = x + w; rect.bottom = y + h;
+ FillRect(fl_gc, &rect, fl_brush());
+#else
+ if (w && h) XFillRectangle(fl_display, fl_window, fl_gc, x, y, w, h);
+#endif
+}
+
+void fl_xyline(int x, int y, int x1) {
+#ifdef WIN32
+ MoveToEx(fl_gc, x, y, 0L); LineTo(fl_gc, x1+1, y);
+#else
+ XDrawLine(fl_display, fl_window, fl_gc, x, y, x1, y);
+#endif
+}
+
+void fl_xyline(int x, int y, int x1, int y2) {
+#ifdef WIN32
+ if (y2 < y) y2--;
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x1, y);
+ LineTo(fl_gc, x1, y2);
+#else
+ XPoint p[3];
+ p[0].x = x; p[0].y = p[1].y = y;
+ p[1].x = p[2].x = x1; p[2].y = y2;
+ XDrawLines(fl_display, fl_window, fl_gc, p, 3, 0);
+#endif
+}
+
+void fl_xyline(int x, int y, int x1, int y2, int x3) {
+#ifdef WIN32
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x1, y);
+ LineTo(fl_gc, x1, y2);
+ LineTo(fl_gc, x3, y2);
+#else
+ XPoint p[4];
+ p[0].x = x; p[0].y = p[1].y = y;
+ p[1].x = p[2].x = x1; p[2].y = p[3].y = y2;
+ p[3].x = x3;
+ XDrawLines(fl_display, fl_window, fl_gc, p, 4, 0);
+#endif
+}
+
+void fl_yxline(int x, int y, int y1) {
+#ifdef WIN32
+ if (y1 < y) y1--;
+ MoveToEx(fl_gc, x, y, 0L); LineTo(fl_gc, x, y1);
+#else
+ XDrawLine(fl_display, fl_window, fl_gc, x, y, x, y1);
+#endif
+}
+
+void fl_yxline(int x, int y, int y1, int x2) {
+#ifdef WIN32
+ if (x2 > x) x2++;
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x, y1);
+ LineTo(fl_gc, x2, y1);
+#else
+ XPoint p[3];
+ p[0].x = p[1].x = x; p[0].y = y;
+ p[1].y = p[2].y = y1; p[2].x = x2;
+ XDrawLines(fl_display, fl_window, fl_gc, p, 3, 0);
+#endif
+}
+
+void fl_yxline(int x, int y, int y1, int x2, int y3) {
+#ifdef WIN32
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x, y1);
+ LineTo(fl_gc, x2, y1);
+ LineTo(fl_gc, x2, y3);
+#else
+ XPoint p[4];
+ p[0].x = p[1].x = x; p[0].y = y;
+ p[1].y = p[2].y = y1; p[2].x = p[3].x = x2;
+ p[3].y = y3;
+ XDrawLines(fl_display, fl_window, fl_gc, p, 4, 0);
+#endif
+}
+
+void fl_line(int x, int y, int x1, int y1) {
+#ifdef WIN32
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x1, y1);
+#else
+ XDrawLine(fl_display, fl_window, fl_gc, x, y, x1, y1);
+#endif
+}
+
+void fl_line(int x, int y, int x1, int y1, int x2, int y2) {
+#ifdef WIN32
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x1, y1);
+ LineTo(fl_gc, x2, y2);
+#else
+ XPoint p[3];
+ p[0].x = x; p[0].y = y;
+ p[1].x = x1; p[1].y = y1;
+ p[2].x = x2; p[2].y = y2;
+ XDrawLines(fl_display, fl_window, fl_gc, p, 3, 0);
+#endif
+}
+
+void fl_loop(int x, int y, int x1, int y1, int x2, int y2) {
+#ifdef WIN32
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x1, y1);
+ LineTo(fl_gc, x2, y2);
+ LineTo(fl_gc, x, y);
+#else
+ XPoint p[4];
+ p[0].x = x; p[0].y = y;
+ p[1].x = x1; p[1].y = y1;
+ p[2].x = x2; p[2].y = y2;
+ p[3].x = x; p[3].y = y;
+ XDrawLines(fl_display, fl_window, fl_gc, p, 4, 0);
+#endif
+}
+
+void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3) {
+#ifdef WIN32
+ MoveToEx(fl_gc, x, y, 0L);
+ LineTo(fl_gc, x1, y1);
+ LineTo(fl_gc, x2, y2);
+ LineTo(fl_gc, x3, y3);
+ LineTo(fl_gc, x, y);
+#else
+ XPoint p[5];
+ p[0].x = x; p[0].y = y;
+ p[1].x = x1; p[1].y = y1;
+ p[2].x = x2; p[2].y = y2;
+ p[3].x = x3; p[3].y = y3;
+ p[4].x = x; p[4].y = y;
+ XDrawLines(fl_display, fl_window, fl_gc, p, 5, 0);
+#endif
+}
+
+void fl_polygon(int x, int y, int x1, int y1, int x2, int y2) {
+ XPoint p[4];
+ p[0].x = x; p[0].y = y;
+ p[1].x = x1; p[1].y = y1;
+ p[2].x = x2; p[2].y = y2;
+#ifdef WIN32
+ SelectObject(fl_gc, fl_brush());
+ Polygon(fl_gc, p, 3);
+#else
+ p[3].x = x; p[3].y = y;
+ XFillPolygon(fl_display, fl_window, fl_gc, p, 3, Convex, 0);
+ XDrawLines(fl_display, fl_window, fl_gc, p, 4, 0);
+#endif
+}
+
+void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3) {
+ XPoint p[5];
+ p[0].x = x; p[0].y = y;
+ p[1].x = x1; p[1].y = y1;
+ p[2].x = x2; p[2].y = y2;
+ p[3].x = x3; p[3].y = y3;
+#ifdef WIN32
+ SelectObject(fl_gc, fl_brush());
+ Polygon(fl_gc, p, 4);
+#else
+ p[4].x = x; p[4].y = y;
+ XFillPolygon(fl_display, fl_window, fl_gc, p, 4, Convex, 0);
+ XDrawLines(fl_display, fl_window, fl_gc, p, 5, 0);
+#endif
+}
+
+void fl_point(int x, int y) {
+#ifdef WIN32
+ SetPixel(fl_gc, x, y, fl_RGB());
+#else
+ XDrawPoint(fl_display, fl_window, fl_gc, x, y);
+#endif
+}
+
+////////////////////////////////////////////////////////////////
+
+#ifdef WIN32
+
+static struct rect {int notnull, x, y, r, b;} rstack[10];
+static int rstackptr;
+int fl_clip_state_number; // used by gl_begin.C to update GL clip
+extern char fl_direct_paint; // in Fl_win32.C
+
+void fl_clip(int x, int y, int w, int h) {
+ fl_clip_state_number++;
+ int r = x+w;
+ int b = y+h;
+ rect& current = rstack[rstackptr];
+ if (current.notnull) {
+ if (current.x > x) x = current.x;
+ if (current.y > y) y = current.y;
+ if (current.r < r) r = current.r;
+ if (current.b < b) b = current.b;
+ }
+ rect& newrect = rstack[++rstackptr];
+ newrect.notnull = 1;
+ newrect.x = x;
+ newrect.y = y;
+ newrect.r = r;
+ newrect.b = b;
+ if (rstackptr == 1 && fl_direct_paint) return;
+ HRGN R = CreateRectRgn(x,y,r,b);
+ SelectClipRgn(fl_gc, R);
+ DeleteObject(R);
+}
+
+void fl_push_no_clip() {
+ fl_clip_state_number++;
+ if (rstack[rstackptr].notnull) SelectClipRgn(fl_gc, 0);
+ rstack[++rstackptr].notnull = 0;
+}
+
+void fl_pop_clip() {
+ fl_clip_state_number++;
+ rect& r = rstack[--rstackptr];
+ if (r.notnull) {
+ HRGN R = CreateRectRgn(r.x, r.y, r.r, r.b);
+ SelectClipRgn(fl_gc, R);
+ DeleteObject(R);
+ } else {
+ SelectClipRgn(fl_gc, 0);
+ }
+}
+
+// does this rectangle intersect current clip?
+int fl_not_clipped(int x, int y, int w, int h) {
+ rect& r = rstack[rstackptr];
+ if (!r.notnull) return 2;
+ return (x < r.r && x+w > r.x && y < r.b && y+h > r.y);
+}
+
+// return rectangle surrounding intersection of this rectangle and clip:
+int fl_clip_box(int x, int y, int w, int h, int& X, int& Y, int& W, int& H){
+ X = x; Y = y; W = w; H = h;
+ rect& r = rstack[rstackptr];
+ if (!r.notnull) return 0;
+ int R = x+w;
+ int B = y+h;
+ int ret = 0;
+ if (r.x > x) {X = r.x; ret = 1;}
+ if (r.y > y) {Y = r.y; ret = 1;}
+ if (r.r < R) {R = r.r; ret = 1;}
+ if (r.b < B) {B = r.b; ret = 1;}
+ if (B <= Y || R <= X) {W = H = 0; return 2;}
+ W = R-X;
+ H = B-Y;
+ return ret;
+}
+
+#else
+
+// Missing X call: (is this the fastest way to init a 1-rectangle region?)
+Region XRectangleRegion(int x, int y, int w, int h) {
+ XRectangle R;
+ R.x = x; R.y = y; R.width = w; R.height = h;
+ Region r = XCreateRegion();
+ XUnionRectWithRegion(&R, r, r);
+ return r;
+}
+
+static Region rstack[10];
+static int rstackptr;
+int fl_clip_state_number; // used by gl_begin.C to update GL clip
+
+// undo any clobbering of clip done by your program:
+void fl_restore_clip() {
+ fl_clip_state_number++;
+ Region r = rstack[rstackptr];
+ if (r) XSetRegion(fl_display, fl_gc, r);
+ else XSetClipMask(fl_display, fl_gc, 0);
+}
+
+// Replace the top of the clip stack:
+void fl_clip_region(Region r) {
+ Region oldr = rstack[rstackptr];
+ if (oldr) XDestroyRegion(oldr);
+ rstack[rstackptr] = r;
+ fl_restore_clip();
+}
+
+// Intersect & push a new clip rectangle:
+void fl_clip(int x, int y, int w, int h) {
+ Region r;
+ if (w > 0 && h > 0) {
+ r = XRectangleRegion(x,y,w,h);
+ Region current = rstack[rstackptr];
+ if (current) {
+ Region temp = XCreateRegion();
+ XIntersectRegion(current, r, temp);
+ XDestroyRegion(r);
+ r = temp;
+ }
+ } else { // make empty clip region:
+ r = XCreateRegion();
+ }
+ rstack[++rstackptr] = r;
+ fl_restore_clip();
+}
+
+// make there be no clip (used by fl_begin_offscreen() only!)
+void fl_push_no_clip() {
+ rstack[++rstackptr] = 0;
+ fl_restore_clip();
+}
+
+// pop back to previous clip:
+void fl_pop_clip() {
+ Region oldr = rstack[rstackptr--];
+ if (oldr) XDestroyRegion(oldr);
+ fl_restore_clip();
+}
+
+// does this rectangle intersect current clip?
+int fl_not_clipped(int x, int y, int w, int h) {
+ Region r = rstack[rstackptr];
+ return r ? XRectInRegion(r, x, y, w, h) : 1;
+}
+
+// return rectangle surrounding intersection of this rectangle and clip:
+int fl_clip_box(int x, int y, int w, int h, int& X, int& Y, int& W, int& H){
+ X = x; Y = y; W = w; H = h;
+ Region r = rstack[rstackptr];
+ if (!r) return 0;
+ switch (XRectInRegion(r, x, y, w, h)) {
+ case 0: // completely outside
+ W = H = 0;
+ return 2;
+ case 1: // completely inside:
+ return 0;
+ default: // partial:
+ break;
+ }
+ Region rr = XRectangleRegion(x,y,w,h);
+ Region temp = XCreateRegion();
+ XIntersectRegion(r, rr, temp);
+ XRectangle rect;
+ XClipBox(temp, &rect);
+ X = rect.x; Y = rect.y; W = rect.width; H = rect.height;
+ XDestroyRegion(temp);
+ XDestroyRegion(rr);
+ return 1;
+}
+
+#endif
+
+// end of fl_rect.C