f9039b2ae2
git-svn-id: file:///fltk/svn/fltk/trunk@2 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
381 lines
9.1 KiB
C++
381 lines
9.1 KiB
C++
// fl_rect.C
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// These routines from fl_draw.H are used by the standard boxtypes
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// and thus are always linked into an fltk program.
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// Also all fl_clip routines, since they are always linked in so
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// that minimal update works.
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#include <FL/Fl_Widget.H>
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#include <FL/fl_draw.H>
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#include <FL/x.H>
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void fl_rect(int x, int y, int w, int h) {
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if (w<=0 || h<=0) return;
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#ifdef WIN32
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x+w-1, y);
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LineTo(fl_gc, x+w-1, y+h-1);
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LineTo(fl_gc, x, y+h-1);
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LineTo(fl_gc, x, y);
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#else
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XDrawRectangle(fl_display, fl_window, fl_gc, x, y, w-1, h-1);
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#endif
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}
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void fl_rectf(int x, int y, int w, int h) {
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if (w<=0 || h<=0) return;
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#ifdef WIN32
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RECT rect;
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rect.left = x; rect.top = y;
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rect.right = x + w; rect.bottom = y + h;
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FillRect(fl_gc, &rect, fl_brush());
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#else
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if (w && h) XFillRectangle(fl_display, fl_window, fl_gc, x, y, w, h);
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#endif
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}
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void fl_xyline(int x, int y, int x1) {
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#ifdef WIN32
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MoveToEx(fl_gc, x, y, 0L); LineTo(fl_gc, x1+1, y);
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#else
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XDrawLine(fl_display, fl_window, fl_gc, x, y, x1, y);
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#endif
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}
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void fl_xyline(int x, int y, int x1, int y2) {
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#ifdef WIN32
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if (y2 < y) y2--;
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x1, y);
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LineTo(fl_gc, x1, y2);
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#else
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XPoint p[3];
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p[0].x = x; p[0].y = p[1].y = y;
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p[1].x = p[2].x = x1; p[2].y = y2;
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XDrawLines(fl_display, fl_window, fl_gc, p, 3, 0);
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#endif
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}
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void fl_xyline(int x, int y, int x1, int y2, int x3) {
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#ifdef WIN32
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x1, y);
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LineTo(fl_gc, x1, y2);
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LineTo(fl_gc, x3, y2);
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#else
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XPoint p[4];
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p[0].x = x; p[0].y = p[1].y = y;
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p[1].x = p[2].x = x1; p[2].y = p[3].y = y2;
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p[3].x = x3;
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XDrawLines(fl_display, fl_window, fl_gc, p, 4, 0);
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#endif
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}
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void fl_yxline(int x, int y, int y1) {
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#ifdef WIN32
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if (y1 < y) y1--;
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MoveToEx(fl_gc, x, y, 0L); LineTo(fl_gc, x, y1);
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#else
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XDrawLine(fl_display, fl_window, fl_gc, x, y, x, y1);
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#endif
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}
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void fl_yxline(int x, int y, int y1, int x2) {
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#ifdef WIN32
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if (x2 > x) x2++;
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x, y1);
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LineTo(fl_gc, x2, y1);
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#else
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XPoint p[3];
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p[0].x = p[1].x = x; p[0].y = y;
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p[1].y = p[2].y = y1; p[2].x = x2;
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XDrawLines(fl_display, fl_window, fl_gc, p, 3, 0);
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#endif
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}
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void fl_yxline(int x, int y, int y1, int x2, int y3) {
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#ifdef WIN32
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x, y1);
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LineTo(fl_gc, x2, y1);
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LineTo(fl_gc, x2, y3);
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#else
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XPoint p[4];
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p[0].x = p[1].x = x; p[0].y = y;
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p[1].y = p[2].y = y1; p[2].x = p[3].x = x2;
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p[3].y = y3;
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XDrawLines(fl_display, fl_window, fl_gc, p, 4, 0);
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#endif
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}
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void fl_line(int x, int y, int x1, int y1) {
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#ifdef WIN32
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x1, y1);
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#else
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XDrawLine(fl_display, fl_window, fl_gc, x, y, x1, y1);
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#endif
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}
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void fl_line(int x, int y, int x1, int y1, int x2, int y2) {
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#ifdef WIN32
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x1, y1);
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LineTo(fl_gc, x2, y2);
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#else
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XPoint p[3];
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p[0].x = x; p[0].y = y;
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p[1].x = x1; p[1].y = y1;
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p[2].x = x2; p[2].y = y2;
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XDrawLines(fl_display, fl_window, fl_gc, p, 3, 0);
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#endif
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}
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void fl_loop(int x, int y, int x1, int y1, int x2, int y2) {
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#ifdef WIN32
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x1, y1);
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LineTo(fl_gc, x2, y2);
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LineTo(fl_gc, x, y);
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#else
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XPoint p[4];
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p[0].x = x; p[0].y = y;
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p[1].x = x1; p[1].y = y1;
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p[2].x = x2; p[2].y = y2;
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p[3].x = x; p[3].y = y;
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XDrawLines(fl_display, fl_window, fl_gc, p, 4, 0);
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#endif
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}
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void fl_loop(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3) {
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#ifdef WIN32
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MoveToEx(fl_gc, x, y, 0L);
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LineTo(fl_gc, x1, y1);
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LineTo(fl_gc, x2, y2);
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LineTo(fl_gc, x3, y3);
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LineTo(fl_gc, x, y);
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#else
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XPoint p[5];
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p[0].x = x; p[0].y = y;
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p[1].x = x1; p[1].y = y1;
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p[2].x = x2; p[2].y = y2;
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p[3].x = x3; p[3].y = y3;
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p[4].x = x; p[4].y = y;
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XDrawLines(fl_display, fl_window, fl_gc, p, 5, 0);
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#endif
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}
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void fl_polygon(int x, int y, int x1, int y1, int x2, int y2) {
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XPoint p[4];
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p[0].x = x; p[0].y = y;
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p[1].x = x1; p[1].y = y1;
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p[2].x = x2; p[2].y = y2;
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#ifdef WIN32
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SelectObject(fl_gc, fl_brush());
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Polygon(fl_gc, p, 3);
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#else
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p[3].x = x; p[3].y = y;
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XFillPolygon(fl_display, fl_window, fl_gc, p, 3, Convex, 0);
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XDrawLines(fl_display, fl_window, fl_gc, p, 4, 0);
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#endif
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}
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void fl_polygon(int x, int y, int x1, int y1, int x2, int y2, int x3, int y3) {
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XPoint p[5];
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p[0].x = x; p[0].y = y;
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p[1].x = x1; p[1].y = y1;
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p[2].x = x2; p[2].y = y2;
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p[3].x = x3; p[3].y = y3;
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#ifdef WIN32
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SelectObject(fl_gc, fl_brush());
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Polygon(fl_gc, p, 4);
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#else
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p[4].x = x; p[4].y = y;
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XFillPolygon(fl_display, fl_window, fl_gc, p, 4, Convex, 0);
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XDrawLines(fl_display, fl_window, fl_gc, p, 5, 0);
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#endif
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}
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void fl_point(int x, int y) {
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#ifdef WIN32
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SetPixel(fl_gc, x, y, fl_RGB());
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#else
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XDrawPoint(fl_display, fl_window, fl_gc, x, y);
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#endif
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}
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////////////////////////////////////////////////////////////////
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#ifdef WIN32
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static struct rect {int notnull, x, y, r, b;} rstack[10];
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static int rstackptr;
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int fl_clip_state_number; // used by gl_begin.C to update GL clip
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extern char fl_direct_paint; // in Fl_win32.C
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void fl_clip(int x, int y, int w, int h) {
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fl_clip_state_number++;
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int r = x+w;
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int b = y+h;
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rect& current = rstack[rstackptr];
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if (current.notnull) {
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if (current.x > x) x = current.x;
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if (current.y > y) y = current.y;
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if (current.r < r) r = current.r;
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if (current.b < b) b = current.b;
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}
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rect& newrect = rstack[++rstackptr];
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newrect.notnull = 1;
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newrect.x = x;
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newrect.y = y;
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newrect.r = r;
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newrect.b = b;
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if (rstackptr == 1 && fl_direct_paint) return;
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HRGN R = CreateRectRgn(x,y,r,b);
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SelectClipRgn(fl_gc, R);
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DeleteObject(R);
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}
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void fl_push_no_clip() {
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fl_clip_state_number++;
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if (rstack[rstackptr].notnull) SelectClipRgn(fl_gc, 0);
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rstack[++rstackptr].notnull = 0;
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}
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void fl_pop_clip() {
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fl_clip_state_number++;
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rect& r = rstack[--rstackptr];
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if (r.notnull) {
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HRGN R = CreateRectRgn(r.x, r.y, r.r, r.b);
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SelectClipRgn(fl_gc, R);
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DeleteObject(R);
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} else {
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SelectClipRgn(fl_gc, 0);
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}
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}
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// does this rectangle intersect current clip?
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int fl_not_clipped(int x, int y, int w, int h) {
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rect& r = rstack[rstackptr];
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if (!r.notnull) return 2;
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return (x < r.r && x+w > r.x && y < r.b && y+h > r.y);
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}
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// return rectangle surrounding intersection of this rectangle and clip:
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int fl_clip_box(int x, int y, int w, int h, int& X, int& Y, int& W, int& H){
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X = x; Y = y; W = w; H = h;
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rect& r = rstack[rstackptr];
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if (!r.notnull) return 0;
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int R = x+w;
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int B = y+h;
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int ret = 0;
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if (r.x > x) {X = r.x; ret = 1;}
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if (r.y > y) {Y = r.y; ret = 1;}
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if (r.r < R) {R = r.r; ret = 1;}
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if (r.b < B) {B = r.b; ret = 1;}
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if (B <= Y || R <= X) {W = H = 0; return 2;}
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W = R-X;
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H = B-Y;
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return ret;
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}
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#else
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// Missing X call: (is this the fastest way to init a 1-rectangle region?)
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Region XRectangleRegion(int x, int y, int w, int h) {
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XRectangle R;
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R.x = x; R.y = y; R.width = w; R.height = h;
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Region r = XCreateRegion();
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XUnionRectWithRegion(&R, r, r);
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return r;
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}
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static Region rstack[10];
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static int rstackptr;
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int fl_clip_state_number; // used by gl_begin.C to update GL clip
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// undo any clobbering of clip done by your program:
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void fl_restore_clip() {
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fl_clip_state_number++;
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Region r = rstack[rstackptr];
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if (r) XSetRegion(fl_display, fl_gc, r);
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else XSetClipMask(fl_display, fl_gc, 0);
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}
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// Replace the top of the clip stack:
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void fl_clip_region(Region r) {
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Region oldr = rstack[rstackptr];
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if (oldr) XDestroyRegion(oldr);
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rstack[rstackptr] = r;
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fl_restore_clip();
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}
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// Intersect & push a new clip rectangle:
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void fl_clip(int x, int y, int w, int h) {
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Region r;
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if (w > 0 && h > 0) {
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r = XRectangleRegion(x,y,w,h);
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Region current = rstack[rstackptr];
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if (current) {
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Region temp = XCreateRegion();
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XIntersectRegion(current, r, temp);
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XDestroyRegion(r);
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r = temp;
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}
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} else { // make empty clip region:
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r = XCreateRegion();
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}
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rstack[++rstackptr] = r;
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fl_restore_clip();
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}
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// make there be no clip (used by fl_begin_offscreen() only!)
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void fl_push_no_clip() {
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rstack[++rstackptr] = 0;
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fl_restore_clip();
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}
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// pop back to previous clip:
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void fl_pop_clip() {
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Region oldr = rstack[rstackptr--];
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if (oldr) XDestroyRegion(oldr);
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fl_restore_clip();
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}
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// does this rectangle intersect current clip?
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int fl_not_clipped(int x, int y, int w, int h) {
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Region r = rstack[rstackptr];
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return r ? XRectInRegion(r, x, y, w, h) : 1;
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}
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// return rectangle surrounding intersection of this rectangle and clip:
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int fl_clip_box(int x, int y, int w, int h, int& X, int& Y, int& W, int& H){
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X = x; Y = y; W = w; H = h;
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Region r = rstack[rstackptr];
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if (!r) return 0;
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switch (XRectInRegion(r, x, y, w, h)) {
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case 0: // completely outside
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W = H = 0;
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return 2;
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case 1: // completely inside:
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return 0;
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default: // partial:
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break;
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}
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Region rr = XRectangleRegion(x,y,w,h);
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Region temp = XCreateRegion();
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XIntersectRegion(r, rr, temp);
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XRectangle rect;
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XClipBox(temp, &rect);
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X = rect.x; Y = rect.y; W = rect.width; H = rect.height;
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XDestroyRegion(temp);
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XDestroyRegion(rr);
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return 1;
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}
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#endif
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// end of fl_rect.C
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