зеркало из https://github.com/mozilla/gecko-dev.git
144 строки
4.8 KiB
C++
144 строки
4.8 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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*
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is mozilla.org code.
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*
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* The Initial Developer of the Original Code is
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* Netscape Communications Corporation.
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* Portions created by the Initial Developer are Copyright (C) 1998
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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// ÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑ
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// This class provides two very important functions. First provides a
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// mechanism for which multiple panes can share the same pattern without
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// duplicating the pattern data for each instance.
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//
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// Second, this class provides a method of drawing that pattern relative
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// to any point.
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//
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// The internals of this class distinguish between patterns that are
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// 8-bits or less in depth from those that are 16 or 32 bits deep. This
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// is necessary because QuickDraw draws the patterns differently depending
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// on that criteria.
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//
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// In order to draw an "shallow" (those <= 8 bits deep) you simply need to
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// offset the target port origin the appropriate ammount and then fill.
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//
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// "Deep" patterns (those > 8 bits deep) can not be predictably drawn
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// relative to a specific point in the destination port. No matter what
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// you do to the port origin, the pattern will continue to be drawn from
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// some global relative point. As I recall there's some low memory global
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// that denotes the offset. Even if you get the low memory global and try
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// to compute a global-relative transformation, your pattern will not
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// necessarily blit in the right orientation. Video card hardware can
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// accelerate the pattern drawing, and may not use the same relative
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// point. Sounds like fun, huh?
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//
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// I just thought I'd document this so when you look at the code you don't
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// think: "gee, why didn't he just use FillCRect() for all the patterns?"
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//
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// ÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑÑ
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#pragma once
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#include <LSharable.h>
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#include <LArray.h>
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#include "CGWorld.h"
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const ResIDT cUtilityPatternResID = 42;
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class CGWorld;
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class CSharedPatternWorld : public LSharable
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{
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public:
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enum EPatternOrientation {
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eOrientation_Self = 0,
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eOrientation_Superview,
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eOrientation_Port
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};
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static CSharedPatternWorld* CreateSharedPatternWorld(ResIDT inPatternID);
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static void CalcRelativePoint(
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LPane* inForPane,
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EPatternOrientation inOrientation,
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Point& outPoint);
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void Fill(
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CGrafPtr inPort,
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const Rect& inBounds,
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Point inAlignTo);
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void Fill(
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CGrafPtr inPort,
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RgnHandle inRegion,
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Point inAlignTo);
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static Boolean sUseUtilityPattern;
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protected:
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CSharedPatternWorld(ResIDT inPatternID);
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virtual ~CSharedPatternWorld();
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Boolean IsShallow(void) const;
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void FillShallow(
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CGrafPtr inPort,
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const Rect& inBounds,
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Point inAlignTo);
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void FillDeep(
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CGrafPtr inPort,
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const Rect& inBounds,
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Point inAlignTo);
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Boolean mIsShallow; // true if depth <= 8 bits.
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CGWorld* mPatternWorld; // valid if NOT shallow
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PixPatHandle mPatternHandle; // valid if shallow
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ResIDT mPatternID;
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static LArray* sPatterns;
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};
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//inline CSharedPatternWorld::operator GWorldPtr()
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// { return mPatternWorld->GetMacGWorld(); }
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inline Boolean CSharedPatternWorld::IsShallow(void) const
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{ return mIsShallow; }
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