fltk/src/fl_rect.cxx

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// 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
}
////////////////////////////////////////////////////////////////
static Region rstack[10];
static int rstackptr;
int fl_clip_state_number=0; // used by gl_begin.C to update GL clip
#ifndef WIN32
// Missing X call: (is this the fastest way to init a 1-rectangle region?)
// MSWindows equivalent exists, implemented inline in win32.H
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;
}
#endif
// undo any clobbering of clip done by your program:
void fl_restore_clip() {
fl_clip_state_number++;
Region r = rstack[rstackptr];
#ifdef WIN32
SelectClipRgn(fl_gc, r); //if r is NULL, clip is automatically cleared
#else
if (r) XSetRegion(fl_display, fl_gc, r);
else XSetClipMask(fl_display, fl_gc, 0);
#endif
}
// 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) {
#ifndef WIN32
Region temp = XCreateRegion();
XIntersectRegion(current, r, temp);
XDestroyRegion(r);
r = temp;
#else
CombineRgn(r,r,current,RGN_AND);
#endif
}
} else { // make empty clip region:
#ifndef WIN32
r = XCreateRegion();
#else
r = 0; //whatever, for win32 this is the same as having 0 for HRGN
#endif
}
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];
#ifndef WIN32
return r ? XRectInRegion(r, x, y, w, h) : 1;
#else
if (!r) return 1;
RECT rect;
rect.left = x; rect.top = y; rect.right = x+w; rect.bottom = y+h;
return RectInRegion(r,&rect);
#endif
}
// 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;
#ifndef WIN32
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;
}
#else
// The win32 API makes no distinction between partial and complete
// intersection, so we have to check for partial intersection ourselves.
RECT rect;
rect.left = x; rect.top = y; rect.right = x+w; rect.bottom = y+h;
if (!RectInRegion(r,&rect)) {
W = H = 0;
return 2;
} else {
if (PtInRegion(r, rect.left, rect.top) &&
PtInRegion(r, rect.left, rect.top) &&
PtInRegion(r, rect.right, rect.bottom) &&
PtInRegion(r, rect.right, rect.bottom))
return 0;
}
#endif
#ifndef WIN32
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);
#else
Region rr = XRectangleRegion(x,y,w,h);
CombineRgn(rr, rr, r,RGN_AND);
GetRgnBox(rr, &rect);
X = rect.left; Y = rect.top; W = rect.right - X; H = rect.bottom - Y;
DeleteObject(rr);
#endif
return 1;
}
// end of fl_rect.C