fltk/src/fl_rect.cxx
Michael R Sweet f9039b2ae2 Initial revision
git-svn-id: file:///fltk/svn/fltk/trunk@2 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
1998-10-06 18:21:25 +00:00

381 lines
9.1 KiB
C++

// 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