diff options
| author | Michael R Sweet <michael.r.sweet@gmail.com> | 1998-10-06 18:21:25 +0000 |
|---|---|---|
| committer | Michael R Sweet <michael.r.sweet@gmail.com> | 1998-10-06 18:21:25 +0000 |
| commit | f9039b2ae21988783feae9b362818e7923e82d14 (patch) | |
| tree | 6d6fe3679d73448758f9794e7d4d4f6b22a4adad /src/fl_rect.cxx | |
| parent | 67e89232f9ba067825a158734a09e0fa21aacbe3 (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.cxx | 380 |
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 |
