зеркало из https://github.com/mozilla/pjs.git
124 строки
3.8 KiB
C++
124 строки
3.8 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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*
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* The contents of this file are subject to the Netscape Public License
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* Version 1.0 (the "NPL"); you may not use this file except in
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* compliance with the NPL. You may obtain a copy of the NPL at
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* http://www.mozilla.org/NPL/
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*
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* Software distributed under the NPL is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the NPL
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* for the specific language governing rights and limitations under the
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* NPL.
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*
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* The Initial Developer of this code under the NPL is Netscape
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* Communications Corporation. Portions created by Netscape are
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* Copyright (C) 1998 Netscape Communications Corporation. All Rights
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* Reserved.
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*/
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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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