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|
//
// "$Id$"
//
// Rectangle drawing routines for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2009 by Bill Spitzak and others.
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
// USA.
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
/**
\file fl_rect.cxx
\brief Drawing and clipping routines for rectangles.
*/
// 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 <config.h>
#include <FL/Fl.H>
#include <FL/Fl_Widget.H>
#include <FL/fl_draw.H>
#include <FL/x.H>
#ifdef __APPLE_QUARTZ__
extern float fl_quartz_line_width_;
#endif
/**
Draws a 1-pixel border \e inside the given bounding box
*/
void fl_rect(int x, int y, int w, int h) {
if (w<=0 || h<=0) return;
#if defined(USE_X11)
XDrawRectangle(fl_display, fl_window, fl_gc, x, y, w-1, h-1);
#elif defined(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);
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGRect rect = CGRectMake(x, y, w-1, h-1);
CGContextStrokeRect(fl_gc, rect);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Colors a rectangle that exactly fills the given bounding box
*/
void fl_rectf(int x, int y, int w, int h) {
if (w<=0 || h<=0) return;
#if defined(USE_X11)
if (w && h) XFillRectangle(fl_display, fl_window, fl_gc, x, y, w, h);
#elif defined(WIN32)
RECT rect;
rect.left = x; rect.top = y;
rect.right = x + w; rect.bottom = y + h;
FillRect(fl_gc, &rect, fl_brush());
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGRect rect = CGRectMake(x, y, w-1, h-1);
CGContextFillRect(fl_gc, rect);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Draws a horizontal line from (x,y) to (x1,y)
*/
void fl_xyline(int x, int y, int x1) {
#if defined(USE_X11)
XDrawLine(fl_display, fl_window, fl_gc, x, y, x1, y);
#elif defined(WIN32)
MoveToEx(fl_gc, x, y, 0L); LineTo(fl_gc, x1+1, y);
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Draws a horizontal line from (x,y) to (x1,y), then vertical from (x1,y) to (x1,y2)
*/
void fl_xyline(int x, int y, int x1, int y2) {
#if defined (USE_X11)
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);
#elif defined(WIN32)
if (y2 < y) y2--;
else y2++;
MoveToEx(fl_gc, x, y, 0L);
LineTo(fl_gc, x1, y);
LineTo(fl_gc, x1, y2);
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y);
CGContextAddLineToPoint(fl_gc, x1, y2);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
#error unsupported platform
#endif
}
/**
Draws a horizontal line from (x,y) to (x1,y), then a vertical from (x1,y) to (x1,y2)
and then another horizontal from (x1,y2) to (x3,y2)
*/
void fl_xyline(int x, int y, int x1, int y2, int x3) {
#if defined(USE_X11)
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);
#elif defined(WIN32)
if(x3 < x1) x3--;
else x3++;
MoveToEx(fl_gc, x, y, 0L);
LineTo(fl_gc, x1, y);
LineTo(fl_gc, x1, y2);
LineTo(fl_gc, x3, y2);
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y);
CGContextAddLineToPoint(fl_gc, x1, y2);
CGContextAddLineToPoint(fl_gc, x3, y2);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Draws a vertical line from (x,y) to (x,y1)
*/
void fl_yxline(int x, int y, int y1) {
#if defined(USE_X11)
XDrawLine(fl_display, fl_window, fl_gc, x, y, x, y1);
#elif defined(WIN32)
if (y1 < y) y1--;
else y1++;
MoveToEx(fl_gc, x, y, 0L); LineTo(fl_gc, x, y1);
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x, y1);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Draws a vertical line from (x,y) to (x,y1), then a horizontal from (x,y1) to (x2,y1)
*/
void fl_yxline(int x, int y, int y1, int x2) {
#if defined(USE_X11)
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);
#elif defined(WIN32)
if (x2 > x) x2++;
else x2--;
MoveToEx(fl_gc, x, y, 0L);
LineTo(fl_gc, x, y1);
LineTo(fl_gc, x2, y1);
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x, y1);
CGContextAddLineToPoint(fl_gc, x2, y1);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Draws a vertical line from (x,y) to (x,y1) then a horizontal from (x,y1)
to (x2,y1), then another vertical from (x2,y1) to (x2,y3)
*/
void fl_yxline(int x, int y, int y1, int x2, int y3) {
#if defined(USE_X11)
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);
#elif defined(WIN32)
if(y3<y1) y3--;
else y3++;
MoveToEx(fl_gc, x, y, 0L);
LineTo(fl_gc, x, y1);
LineTo(fl_gc, x2, y1);
LineTo(fl_gc, x2, y3);
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x, y1);
CGContextAddLineToPoint(fl_gc, x2, y1);
CGContextAddLineToPoint(fl_gc, x2, y3);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Draws a line from (x,y) to (x1,y1)
*/
void fl_line(int x, int y, int x1, int y1) {
#if defined(USE_X11)
XDrawLine(fl_display, fl_window, fl_gc, x, y, x1, y1);
#elif defined(WIN32)
MoveToEx(fl_gc, x, y, 0L);
LineTo(fl_gc, x1, y1);
// Draw the last point *again* because the GDI line drawing
// functions will not draw the last point ("it's a feature!"...)
SetPixel(fl_gc, x1, y1, fl_RGB());
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f ) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y1);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Draws a line from (x,y) to (x1,y1) and another from (x1,y1) to (x2,y2)
*/
void fl_line(int x, int y, int x1, int y1, int x2, int y2) {
#if defined(USE_X11)
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);
#elif defined(WIN32)
MoveToEx(fl_gc, x, y, 0L);
LineTo(fl_gc, x1, y1);
LineTo(fl_gc, x2, y2);
// Draw the last point *again* because the GDI line drawing
// functions will not draw the last point ("it's a feature!"...)
SetPixel(fl_gc, x2, y2, fl_RGB());
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f ) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y1);
CGContextAddLineToPoint(fl_gc, x2, y2);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f ) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
/**
Outlines a 3-sided polygon with lines
*/
void fl_loop(int x, int y, int x1, int y1, int x2, int y2) {
#if defined(USE_X11)
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);
#elif defined(WIN32)
MoveToEx(fl_gc, x, y, 0L);
LineTo(fl_gc, x1, y1);
LineTo(fl_gc, x2, y2);
LineTo(fl_gc, x, y);
#elif defined(__APPLE_QUARTZ__)
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y1);
CGContextAddLineToPoint(fl_gc, x2, y2);
CGContextClosePath(fl_gc);
CGContextStrokePath(fl_gc);
#else
# error unsupported platform
#endif
}
/**
Outlines a 4-sided polygon with lines
*/
void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3) {
#if defined(USE_X11)
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);
#elif defined(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);
#elif defined(__APPLE_QUARTZ__)
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y1);
CGContextAddLineToPoint(fl_gc, x2, y2);
CGContextAddLineToPoint(fl_gc, x3, y3);
CGContextClosePath(fl_gc);
CGContextStrokePath(fl_gc);
#else
# error unsupported platform
#endif
}
/**
Fills a 3-sided polygon. The polygon must be convex.
*/
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;
#if defined (USE_X11)
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);
#elif defined(WIN32)
SelectObject(fl_gc, fl_brush());
Polygon(fl_gc, p, 3);
#elif defined(__APPLE_QUARTZ__)
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y1);
CGContextAddLineToPoint(fl_gc, x2, y2);
CGContextClosePath(fl_gc);
CGContextFillPath(fl_gc);
#else
# error unsupported platform
#endif
}
/**
Fills a 4-sided polygon. The polygon must be convex.
*/
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;
#if defined(USE_X11)
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);
#elif defined(WIN32)
SelectObject(fl_gc, fl_brush());
Polygon(fl_gc, p, 4);
#elif defined(__APPLE_QUARTZ__)
CGContextMoveToPoint(fl_gc, x, y);
CGContextAddLineToPoint(fl_gc, x1, y1);
CGContextAddLineToPoint(fl_gc, x2, y2);
CGContextAddLineToPoint(fl_gc, x3, y3);
CGContextClosePath(fl_gc);
CGContextFillPath(fl_gc);
#else
# error unsupported platform
#endif
}
/**
Draws a single pixel at the given coordinates
*/
void fl_point(int x, int y) {
#if defined(USE_X11)
XDrawPoint(fl_display, fl_window, fl_gc, x, y);
#elif defined(WIN32)
SetPixel(fl_gc, x, y, fl_RGB());
#elif defined(__APPLE_QUARTZ__)
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, false);
CGContextMoveToPoint(fl_gc, x-.5, y); // Quartz needs a line that is one pixel long, or it will not draw anything
CGContextAddLineToPoint(fl_gc, x+.5, y);
CGContextStrokePath(fl_gc);
if (fl_quartz_line_width_==1.0f) CGContextSetShouldAntialias(fl_gc, true);
#else
# error unsupported platform
#endif
}
////////////////////////////////////////////////////////////////
#define STACK_SIZE 10
#define STACK_MAX (STACK_SIZE - 1)
static Fl_Region rstack[STACK_SIZE];
static int rstackptr=0;
int fl_clip_state_number=0; // used by gl_begin.cxx to update GL clip
#if !defined(WIN32) && !defined(__APPLE__)
// Missing X call: (is this the fastest way to init a 1-rectangle region?)
// MSWindows equivalent exists, implemented inline in win32.H
Fl_Region XRectangleRegion(int x, int y, int w, int h) {
XRectangle R;
R.x = x; R.y = y; R.width = w; R.height = h;
Fl_Region r = XCreateRegion();
XUnionRectWithRegion(&R, r, r);
return r;
}
#endif
#if defined(__APPLE_QUARTZ__)
// warning: the Quartz implementation currently uses Quickdraw calls to achieve
// clipping. A future version should instead use 'CGContectClipToRect'
// and friends.
extern Fl_Region fl_window_region;
#endif
/** Undoes any clobbering of clip done by your program */
void fl_restore_clip() {
fl_clip_state_number++;
Fl_Region r = rstack[rstackptr];
#if defined(USE_X11)
if (r) XSetRegion(fl_display, fl_gc, r);
else XSetClipMask(fl_display, fl_gc, 0);
#elif defined(WIN32)
SelectClipRgn(fl_gc, r); //if r is NULL, clip is automatically cleared
#elif defined(__APPLE_QUARTZ__)
if ( fl_window ) // clipping for a true window
{
GrafPtr port = GetWindowPort( fl_window );
if ( port ) {
RgnHandle portClip = NewRgn();
CopyRgn( fl_window_region, portClip ); // changed
if ( r )
SectRgn( portClip, r, portClip );
Rect portRect; GetPortBounds(port, &portRect);
Fl_X::q_clear_clipping();
ClipCGContextToRegion(fl_gc, &portRect, portClip );
Fl_X::q_fill_context();
DisposeRgn( portClip );
}
} else if (fl_gc) { // clipping for an offscreen drawing world (CGBitmap)
Rect portRect;
portRect.top = 0;
portRect.left = 0;
portRect.bottom = CGBitmapContextGetHeight(fl_gc);
portRect.right = CGBitmapContextGetWidth(fl_gc);
Fl_X::q_clear_clipping();
if (r)
ClipCGContextToRegion(fl_gc, &portRect, r);
Fl_X::q_fill_context();
}
#else
# error unsupported platform
#endif
}
/**
Replaces the top of the clipping stack with a clipping region of any shape.
Fl_Region is an operating system specific type.
\param[in] r clipping region
*/
void fl_clip_region(Fl_Region r) {
Fl_Region oldr = rstack[rstackptr];
if (oldr) XDestroyRegion(oldr);
rstack[rstackptr] = r;
fl_restore_clip();
}
/**
\returns the current clipping region.
*/
Fl_Region fl_clip_region() {
return rstack[rstackptr];
}
/**
Intersects the current clip region with a rectangle and pushes this
new region onto the stack.
\param[in] x,y,w,h position and size
*/
void fl_push_clip(int x, int y, int w, int h) {
Fl_Region r;
if (w > 0 && h > 0) {
r = XRectangleRegion(x,y,w,h);
Fl_Region current = rstack[rstackptr];
if (current) {
#if defined(USE_X11)
Fl_Region temp = XCreateRegion();
XIntersectRegion(current, r, temp);
XDestroyRegion(r);
r = temp;
#elif defined(WIN32)
CombineRgn(r,r,current,RGN_AND);
#elif defined(__APPLE_QUARTZ__)
SectRgn(r, current, r);
#else
# error unsupported platform
#endif
}
} else { // make empty clip region:
#if defined(USE_X11)
r = XCreateRegion();
#elif defined(WIN32)
r = CreateRectRgn(0,0,0,0);
#elif defined(__APPLE_QUARTZ__)
r = NewRgn();
SetEmptyRgn(r);
#else
# error unsupported platform
#endif
}
if (rstackptr < STACK_MAX) rstack[++rstackptr] = r;
else Fl::warning("fl_push_clip: clip stack overflow!\n");
fl_restore_clip();
}
// make there be no clip (used by fl_begin_offscreen() only!)
/**
Pushes an empty clip region onto the stack so nothing will be clipped.
*/
void fl_push_no_clip() {
if (rstackptr < STACK_MAX) rstack[++rstackptr] = 0;
else Fl::warning("fl_push_no_clip: clip stack overflow!\n");
fl_restore_clip();
}
// pop back to previous clip:
/**
Restores the previous clip region.
You must call fl_pop_clip() once for every time you call fl_push_clip().
Unpredictable results may occur if the clip stack is not empty when
you return to FLTK.
*/
void fl_pop_clip() {
if (rstackptr > 0) {
Fl_Region oldr = rstack[rstackptr--];
if (oldr) XDestroyRegion(oldr);
} else Fl::warning("fl_pop_clip: clip stack underflow!\n");
fl_restore_clip();
}
/**
Does the rectangle intersect the current clip region?
\param[in] x,y,w,h position and size of rectangle
\returns non-zero if any of the rectangle intersects the current clip
region. If this returns 0 you don't have to draw the object.
\note
Under X this returns 2 if the rectangle is partially clipped,
and 1 if it is entirely inside the clip region.
*/
int fl_not_clipped(int x, int y, int w, int h) {
if (x+w <= 0 || y+h <= 0) return 0;
Fl_Region r = rstack[rstackptr];
#if defined (USE_X11)
return r ? XRectInRegion(r, x, y, w, h) : 1;
#elif defined(WIN32)
if (!r) return 1;
RECT rect;
rect.left = x; rect.top = y; rect.right = x+w; rect.bottom = y+h;
return RectInRegion(r,&rect);
#elif defined(__APPLE_QUARTZ__)
if (!r) return 1;
Rect rect;
rect.left = x; rect.top = y; rect.right = x+w; rect.bottom = y+h;
return RectInRgn(&rect, r);
#else
# error unsupported platform
#endif
}
// return rectangle surrounding intersection of this rectangle and clip:
/**
Intersects the rectangle with the current clip region and returns the
bounding box of the result.
Returns non-zero if the resulting rectangle is different to the original.
This can be used to limit the necessary drawing to a rectangle.
\p W and \p H are set to zero if the rectangle is completely outside
the region.
\param[in] x,y,w,h position and size of rectangle
\param[out] X,Y,W,H position and size of resulting bounding box.
\p W and \p H are set to zero if the rectangle is
completely outside the region.
\returns Non-zero if the resulting rectangle is different to the original.
*/
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;
Fl_Region r = rstack[rstackptr];
if (!r) return 0;
#if defined(USE_X11)
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;
}
Fl_Region rr = XRectangleRegion(x,y,w,h);
Fl_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;
#elif defined(WIN32)
// The win32 API makes no distinction between partial and complete
// intersection, so we have to check for partial intersection ourselves.
// However, given that the regions may be composite, we have to do
// some voodoo stuff...
Fl_Region rr = XRectangleRegion(x,y,w,h);
Fl_Region temp = CreateRectRgn(0,0,0,0);
int ret;
if (CombineRgn(temp, rr, r, RGN_AND) == NULLREGION) { // disjoint
W = H = 0;
ret = 2;
} else if (EqualRgn(temp, rr)) { // complete
ret = 0;
} else { // parital intersection
RECT rect;
GetRgnBox(temp, &rect);
X = rect.left; Y = rect.top; W = rect.right - X; H = rect.bottom - Y;
ret = 1;
}
DeleteObject(temp);
DeleteObject(rr);
return ret;
#elif defined(__APPLE_QUARTZ__)
RgnHandle rr = NewRgn();
SetRectRgn( rr, x, y, x+w, y+h );
SectRgn( r, rr, rr );
Rect rp; GetRegionBounds(rr, &rp);
X = rp.left;
Y = rp.top;
W = rp.right - X;
H = rp.bottom - Y;
DisposeRgn( rr );
if ( H==0 ) return 2;
if ( h==H && w==W ) return 0;
return 0;
#else
# error unsupported platform
#endif
}
//
// End of "$Id$".
//
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