
LockExclusiveAccess() (meaning more or less access to the frame buffer) * extracted the AGGTextRenderer to be a global instance used by each Painter instance (currently, it is thread safe because of the global font lock, so there is some work left in this regard) * gave every ServerWindow it's own DrawingEngine instance, this is work in progress. So far, there doesn't seem to be a regression, but less fighting over the exclusive access to the frame buffer, now each ServerWindow thread can draw in parallel. There is room for improvement, plus I think I'm leaking the DrawingEngine... * changed the locking for the software cursor. ShowSoftwareCursor() can only be called if HideSoftwareCursor(BRect) returned true, or if you called the generic HideSoftwareCursor(), since it needs to keep the cursor lock and unlocks in Show...! * some clean up and renaming in Decorator and friends * moved PatternHandler.h to live along with the .cpp git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@19427 a95241bf-73f2-0310-859d-f6bbb57e9c96
376 lines
7.6 KiB
C++
376 lines
7.6 KiB
C++
//------------------------------------------------------------------------------
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// Copyright (c) 2001-2002, Haiku, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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//
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// File Name: Angle.cpp
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// Author: DarkWyrm <bpmagic@columbus.rr.com>
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// Description: Angle class for speeding up trig functions
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//
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//------------------------------------------------------------------------------
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#include "Angle.h"
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#include <math.h>
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#ifndef ANGLE_PI
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#define ANGLE_PI 3.14159265358979323846
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#endif
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static bool sTablesInitialized = false;
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static float sSinTable[360];
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static float sCosTable[360];
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static float sTanTable[360];
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/*!
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\brief Constructor
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\param angle Value in degrees
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*/
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Angle::Angle(float angle)
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: fAngleValue(angle)
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{
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_InitTrigTables();
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}
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//! Constructor
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Angle::Angle()
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: fAngleValue(0)
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{
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_InitTrigTables();
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}
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//! Empty destructor
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Angle::~Angle()
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{
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}
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//! Constrains angle to 0 <= angle <= 360
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void
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Angle::Normalize()
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{
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// if the value of the angle is >=360 or <0, make it so that it is
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// within those bounds
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fAngleValue = fmodf(fAngleValue, 360);
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if (fAngleValue < 0)
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fAngleValue += 360;
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}
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/*!
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\brief Obtains the sine of the angle
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\return The sine of the angle
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*/
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float
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Angle::Sine()
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{
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return sSinTable[(int)fAngleValue];
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}
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/*!
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\brief Calculates an angle given a float value
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\param value Number between 0 and 1 inclusive
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\return The angle obtained or 0 if value passed was invalid
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*/
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Angle
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Angle::InvSine(float value)
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{
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// Returns the inverse sine of a value in the range 0 <= value <= 1 via
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// reverse-lookup any value out of range causes the function to return 0
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// Filter out bad values
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value = fabs(value);
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if (value > 1)
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return Angle(0);
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uint16 i = 90;
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while (value < sSinTable[i])
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i--;
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// current sSinTable[i] is less than value. Pick the degree value which is closer
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// to the passed value
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if ((value - sSinTable[i]) > (sSinTable[i + 1] - value))
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return Angle(i + 1);
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return Angle(i); // value is closer to previous
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}
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/*!
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\brief Obtains the cosine of the angle
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\return The cosine of the angle
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*/
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float
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Angle::Cosine(void)
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{
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return sCosTable[(int)fAngleValue];
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}
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/*!
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\brief Calculates an angle given a float value
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\param value Number between 0 and 1 inclusive
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\return The angle obtained or 0 if value passed was invalid
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*/
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Angle
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Angle::InvCosine(float value)
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{
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// Returns the inverse cosine of a value in the range 0 <= value <= 1 via
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// reverse-lookup any value out of range causes the function to return 0
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// Filter out bad values
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value = fabs(value);
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if (value > 1)
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return 0;
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uint16 i = 90;
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while (value > sCosTable[i])
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i--;
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// current sCosTable[i] is less than value. Pick the degree value which is closer
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// to the passed value
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if ((value - sCosTable[i]) < (sCosTable[i + 1] - value))
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return Angle(i + 1);
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return Angle(i); // value is closer to previous
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}
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/*!
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\brief Obtains the tangent of the angle
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\return The tangent of the angle
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*/
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float
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Angle::Tangent(int *status)
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{
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if (fAngleValue == 90 || fAngleValue == 270) {
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if (status)
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*status = 0;
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return 0.0;
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}
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return sTanTable[(int)fAngleValue];
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}
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/*!
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\brief Returns the inverse tangent of a value given
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\param value Number between 0 and 1 inclusive
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\return The angle found or 0 if value was invalid
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*/
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Angle
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Angle::InvTangent(float value)
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{
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// Filter out bad values
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value = fabs(value);
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if (value > 1)
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return Angle(0);
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uint16 i = 90;
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while (value > sTanTable[i])
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i--;
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if( (value - sTanTable[i]) < (sTanTable[i+1] - value) )
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return Angle(i+1);
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return Angle(i); // value is closer to previous
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}
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/*!
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\brief Returns a value based on what quadrant the angle is in
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\return
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- \c 1: 0 <= angle <90
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- \c 2: 90 <= angle < 180
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- \c 3: 180 <= angle < 270
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- \c 4: 270 <= angle < 360
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*/
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uint8
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Angle::Quadrant()
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{
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// We can get away with not doing extra value checks because of the order in
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// which the checks are done.
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if (fAngleValue < 90)
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return 1;
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if (fAngleValue < 180)
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return 2;
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if (fAngleValue < 270)
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return 3;
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return 4;
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}
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/*!
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\brief Obtains the angle constrained to between 0 and 180 inclusive
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\return The constrained value
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*/
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Angle
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Angle::Constrain180()
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{
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// Constrains angle to 0 <= angle < 180
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if (fAngleValue < 180)
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return Angle(fAngleValue);
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float value = fmodf(fAngleValue, 180);;
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if (value < 0)
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value += 180;
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return Angle(value);
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}
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/*!
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\brief Obtains the angle constrained to between 0 and 90 inclusive
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\return The constrained value
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*/
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Angle
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Angle::Constrain90()
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{
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// Constrains angle to 0 <= angle < 90
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if (fAngleValue < 90)
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return Angle(fAngleValue);
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float value = fmodf(fAngleValue, 90);;
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if (value < 0)
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value += 90;
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return Angle(value);
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}
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/*!
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\brief Sets the angle's value and normalizes the value
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\param angle Value in degrees
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*/
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void
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Angle::SetValue(float angle)
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{
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fAngleValue = angle;
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Normalize();
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}
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float
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Angle::Value() const
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{
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return fAngleValue;
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}
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//! Initializes the global trig tables
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void
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Angle::_InitTrigTables()
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{
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if (sTablesInitialized)
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return;
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sTablesInitialized = true;
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for(int32 i = 0; i < 90; i++) {
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double currentRadian = (i * ANGLE_PI) / 180.0;
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// Get these so that we can do some superfast assignments
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double sinValue = sin(currentRadian);
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double cosValue = cos(currentRadian);
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// Do 4 assignments, taking advantage of sin/cos symmetry
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sSinTable[i] = sinValue;
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sSinTable[i + 90] = cosValue;
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sSinTable[i + 180] = sinValue * -1;
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sSinTable[i + 270] = cosValue * -1;
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sCosTable[i] = cosValue;
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sCosTable[i + 90] = sinValue * -1;
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sCosTable[i + 180] = cosValue * -1;
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sCosTable[i + 270] = sinValue;
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double tanValue = sinValue / cosValue;
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sTanTable[i] = tanValue;
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sTanTable[i + 90] = tanValue;
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sTanTable[i + 180] = tanValue;
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sTanTable[i + 270] = tanValue;
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}
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}
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Angle&
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Angle::operator=(const Angle &from)
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{
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fAngleValue = from.fAngleValue;
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return *this;
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}
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Angle&
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Angle::operator=(const float &from)
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{
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fAngleValue = from;
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return *this;
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}
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Angle&
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Angle::operator=(const long &from)
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{
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fAngleValue = (float)from;
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return *this;
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}
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Angle&
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Angle::operator=(const int &from)
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{
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fAngleValue = (float)from;
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return *this;
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}
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bool
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Angle::operator==(const Angle &from)
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{
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return (fAngleValue == from.fAngleValue);
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}
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bool
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Angle::operator!=(const Angle &from)
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{
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return (fAngleValue != from.fAngleValue);
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}
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bool
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Angle::operator>(const Angle &from)
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{
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return (fAngleValue > from.fAngleValue);
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}
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bool
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Angle::operator<(const Angle &from)
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{
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return (fAngleValue < from.fAngleValue);
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}
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bool
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Angle::operator>=(const Angle &from)
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{
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return (fAngleValue >= from.fAngleValue);
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}
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bool
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Angle::operator<=(const Angle &from)
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{
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return (fAngleValue <= from.fAngleValue);
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}
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