removed some of Axels TODOs and added some notes, avoid clipping operations if nothing needs to be drawn
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15731 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
parent
fe161a0740
commit
8d66d23e83
@ -864,40 +864,47 @@ void
|
||||
ViewLayer::Draw(DrawingEngine* drawingEngine, BRegion* effectiveClipping,
|
||||
BRegion* windowContentClipping, bool deep)
|
||||
{
|
||||
// we can only draw within our own area
|
||||
BRegion redraw(ScreenClipping(windowContentClipping));
|
||||
// add the current clipping
|
||||
redraw.IntersectWith(effectiveClipping);
|
||||
if (fViewBitmap != NULL || !fViewColor.IsTransparentMagic()) {
|
||||
// we can only draw within our own area
|
||||
BRegion redraw(ScreenClipping(windowContentClipping));
|
||||
// add the current clipping
|
||||
redraw.IntersectWith(effectiveClipping);
|
||||
|
||||
if (fViewBitmap != NULL) {
|
||||
// draw view bitmap
|
||||
// TODO: support other options!
|
||||
BRect rect = fBitmapDestination;
|
||||
ConvertToScreenForDrawing(&rect);
|
||||
|
||||
// lock the drawing engine for as long as we need the clipping
|
||||
// to be valid
|
||||
if (drawingEngine->Lock()) {
|
||||
drawingEngine->ConstrainClippingRegion(&redraw);
|
||||
|
||||
if (fViewBitmap != NULL) {
|
||||
// draw view bitmap
|
||||
// TODO: support other options!
|
||||
BRect rect = fBitmapDestination;
|
||||
ConvertToScreenForDrawing(&rect);
|
||||
|
||||
// TODO: this messes with the screen clipping, but might not be supposed to do so.
|
||||
drawingEngine->ConstrainClippingRegion(&redraw);
|
||||
// TODO: fDrawState is probably not what we want to use here...
|
||||
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
|
||||
rect, fDrawState);
|
||||
drawingEngine->ConstrainClippingRegion(NULL);
|
||||
|
||||
redraw.Exclude(rect);
|
||||
}
|
||||
|
||||
if (!fViewColor.IsTransparentMagic()) {
|
||||
// fill visible region with view color
|
||||
drawingEngine->FillRegion(redraw, fViewColor);
|
||||
DrawState defaultDrawState;
|
||||
drawingEngine->DrawBitmap(fViewBitmap, fBitmapSource,
|
||||
rect, &defaultDrawState);
|
||||
// NOTE: It is ok not to reset the clipping, that
|
||||
// would only waste time
|
||||
drawingEngine->Unlock();
|
||||
}
|
||||
|
||||
redraw.Exclude(rect);
|
||||
}
|
||||
|
||||
if (!fViewColor.IsTransparentMagic()) {
|
||||
// fill visible region with view color,
|
||||
// this version of FillRegion ignores any
|
||||
// clipping, that's why "redraw" needs to
|
||||
// be correct
|
||||
drawingEngine->FillRegion(redraw, fViewColor);
|
||||
}
|
||||
}
|
||||
|
||||
fBackgroundDirty = false;
|
||||
|
||||
// let children draw
|
||||
if (deep) {
|
||||
// before passing the clipping on to children, exclude our
|
||||
// own region from the available clipping
|
||||
effectiveClipping->Exclude(&fScreenClipping);
|
||||
|
||||
for (ViewLayer* child = FirstChild(); child; child = child->NextSibling()) {
|
||||
child->Draw(drawingEngine, effectiveClipping,
|
||||
windowContentClipping, deep);
|
||||
|
Loading…
x
Reference in New Issue
Block a user