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#include "stdafx.h"
#include "Painter.h"
#include "App.h"
#include "Surface.h"
#include "Exception.h"
namespace gui {
Painter::Painter()
: continuous(false), uiContinuous(false), synchronizedPresent(false), resized(false), currentRendering(false),
repaintCounter(0), currentRepaint(0), tickCallbackId(0), surface(null) {
attachedTo = Window::invalid;
app = gui::app(engine());
bgColor = app->defaultBgColor;
mgr = gui::renderMgr(engine());
lock = new (this) Lock();
}
Painter::~Painter() {
detach();
}
Bool Painter::render(Size size, Graphics *graphics) {
return false;
}
Image *Painter::captureImage(Size size) {
return captureImage(size, bgColor);
}
Image *Painter::captureImage(Size size, Color bgColor) {
if (attachedTo == Window::invalid || !surface || !graphics) {
// TODO: We might be able to lift this limitation. It is possible to create freestanding GL contexts, for example.
throw new (this) GuiError(S("Can not capture an image from a Painter that is not attached to a window."));
}
Bool first = true;
while (true) {
if (!first)
os::UThread::leave();
Lock::Guard z(lock);
if (currentRendering) {
// Wait for no rendering to be happening at the moment.
first = false;
continue;
}
Size oldSize = surface->size;
Float oldScale = surface->scale;
surface->prepareGrab(size, 1);
graphics->surfaceResized();
try {
graphics->beforeRender(bgColor);
render(surface->size, graphics);
graphics->afterRender();
} catch (...) {
surface->resize(oldSize, oldScale);
graphics->surfaceResized();
resized = true;
throw;
}
// Extract the picture!
Image *result = surface->grabImage(engine());
surface->resize(oldSize, oldScale);
graphics->surfaceResized();
resized = true;
if (!result)
throw new (this) GuiError(S("This rendering method does not support 'captureImage'."));
return result;
}
}
void Painter::attach(Window *to) {
Handle handle = to->handle();
if (handle != attachedTo) {
detach();
surface = mgr->attach(this, handle);
if (surface) {
graphics = surface->createGraphics(engine());
attachedTo = handle;
} else {
// Will be attached again later. This currently only happens in Gtk+.
attachedTo = Window::invalid;
}
}
}
void Painter::detach() {
if (attachedTo != Window::invalid) {
attachedTo = Window::invalid;
destroy();
}
}
void Painter::resize(Size sz, Float scale) {
if (surface) {
// Do not attempt to resize the drawing surface if we're currently drawing to it.
Lock::Guard z(lock);
// This seems to not be neccessary. Probably because the resources are actually
// associated to the underlying D3D device, and not the RenderTarget.
// If the resize call fails for some reason, this is probably the cause.
// destroyResources();
// Don't resize if there is nothing to do.
if (sz == surface->size && scale == surface->scale)
return;
surface->resize(sz, scale);
if (graphics)
graphics->surfaceResized();
// Invalidate the current frame.
resized = true;
}
}
void Painter::destroy() {
// Wait until we're not rendering anymore.
Lock::Guard z(lock);
if (graphics) {
graphics->surfaceDestroyed();
graphics->destroy();
}
graphics = null;
delete surface;
surface = null;
mgr->detach(this);
}
void Painter::repaint() {
if (!surface)
return;
if (continuous) {
waitForFrame();
} else {
doRepaint(false, false);
}
}
void Painter::doRepaint(bool waitForVSync, bool fromDraw) {
if (!surface)
return;
bool more = false;
try {
Lock::Guard z(lock);
repaintCounter++;
resized = false;
more = doRepaintI(waitForVSync, fromDraw);
} catch (...) {
throw;
}
if (more != continuous) {
continuous = more;
if (more) {
// Register!
mgr->painterReady();
}
}
}
bool Painter::doRepaintI(bool waitForVSync, bool fromDraw) {
if (!surface)
return false;
// Make sure we're not presenting while drawing.
Lock::Guard z(lock);
// If we're currently rendering in the same thread, don't do it since rendering is not
// reentrant. We do this inside the lock so that it protects the 'currentRendering' variable
// as well.
if (currentRendering)
return false;
currentRendering = true;
bool more = false;
bool ok = false;
try {
graphics->beforeRender(bgColor);
more = render(surface->size / surface->scale, graphics);
ok = graphics->afterRender();
} catch (...) {
graphics->afterRender();
currentRendering = false;
throw;
}
// It is OK to re-set the variable here already since the remainder of the function does not
// call in to user code, and since we are protected by a lock.
currentRendering = false;
// Don't try to present if something failed.
if (!ok)
return more;
// Try to present the frame.
switch (surface->present(waitForVSync)) {
case Surface::pSuccess:
// All is well. Remember that we presented the frame.
synchronizedPresent = false;
atomicWrite(currentRepaint, atomicRead(repaintCounter));
break;
case Surface::pRecreate:
// We need to re-create the render target.
destroy();
surface = mgr->attach(this, attachedTo);
graphics = surface->createGraphics(engine());
// TODO: We probably want to redraw immediately here. We can at least schedule a re-draw
// on the next frame! On Windows, this is almost equivalent, as we won't wait for vsync
// since Present() failed. On Linux, this will not happen.
return true;
case Surface::pRepaint:
// If this was not a direct call from "repaint", we need to schedule a repaint through
// the windowing system.
synchronizedPresent = true;
if (!fromDraw)
repaintAttachedWindow();
break;
case Surface::pFailure:
// Something else failed. Not too much we can do, I guess. This likely indicates either
// a bug in the implementation, or an out of memory condition.
WARNING(L"Rendering failure! Either you are out of (graphics) memory, or you have found a bug.");
break;
}
return more;
}
void Painter::uiAfterRepaint(RepaintParams *params) {
if (synchronizedPresent) {
Lock::Guard z(lock);
// If we don't have any surface, then we're being destroyed.
if (!surface)
return;
surface->repaint(params);
atomicWrite(currentRepaint, atomicRead(repaintCounter));
// If we are in continuous mode, schedule drawing the next frame right now.
if (continuous) {
mgr->painterReady();
#ifdef UI_SINGLETHREAD
// If single threaded, we need to repaint now.
repaintAttachedWindow();
#endif
}
// Update the repaint registration.
if (uiContinuous != continuous) {
uiSetContinuous(continuous);
uiContinuous = continuous;
}
}
}
bool Painter::ready() {
// Wait until the previous frame is actually shown.
return atomicRead(currentRepaint) == atomicRead(repaintCounter);
}
void Painter::waitForFrame() {
if (synchronizedPresent) {
// Just wait until we're not drawing at the moment.
Lock::Guard z(lock);
} else {
// Wait until we have rendered a frame, so that Windows think we did it to satisfy the
// paint request.
Nat old = atomicRead(currentRepaint);
while (old == atomicRead(currentRepaint))
os::UThread::leave();
}
}
#ifdef UI_SINGLETHREAD
void Painter::repaintI(RepaintParams *params) {
beforeRepaint(params);
// Do we need to render the frame now, or did we already render something before?
if (ready())
doRepaint(false, true);
afterRepaint();
}
void Painter::uiAttach(Window *to) {
attach(to);
}
void Painter::uiDetach() {
if (uiContinuous) {
uiSetContinuous(false);
uiContinuous = false;
}
detach();
}
void Painter::uiResize(Size size, Float scale) {
resize(size, scale);
}
void Painter::uiRepaint(RepaintParams *par) {
repaintI(par);
uiAfterRepaint(par);
}
#endif
#ifdef UI_MULTITHREAD
void Painter::repaintI(RepaintParams *params) {
if (resized && synchronizedPresent) {
// If we're resized and are running in the "synchronized present" mode, always repaint now.
doRepaint(false, true);
} else if (!ready()) {
// There is a frame ready right now! No need to wait even if we're not in continuous mode!
} else if (continuous && resized) {
// Note: This only happens on windows. In this case, we don't want to wait for a frame
// as it makes resizing the window laggy.
} else if (continuous) {
// Make sure we have a frame to render.
waitForFrame();
} else {
doRepaint(false, true);
}
}
void Painter::uiAttach(Window *to) {
// Note: We're blocking the UI thread here, as Gtk+ requires some intricate interaction with
// the UI thread to create GL context, etc.
os::Future<void> result(os::FutureMode::exclusive);
Painter *me = this;
os::FnCall<void, 2> params = os::fnCall().add(me).add(to);
os::UThread::spawn(address(&Painter::attach), true, params, result, &associatedThread()->thread());
result.result();
}
void Painter::uiDetach() {
if (uiContinuous) {
uiSetContinuous(false);
uiContinuous = false;
}
os::Future<void> result;
Painter *me = this;
os::FnCall<void, 2> params = os::fnCall().add(me);
os::UThread::spawn(address(&Painter::detach), true, params, result, &associatedThread()->thread());
result.result();
}
void Painter::uiResize(Size size, Float scale) {
os::Future<void> result;
Painter *me = this;
os::FnCall<void, 3> params = os::fnCall().add(me).add(size).add(scale);
os::UThread::spawn(address(&Painter::resize), true, params, result, &associatedThread()->thread());
result.result();
}
void Painter::uiRepaint(RepaintParams *par) {
os::Future<void> result;
Painter *me = this;
os::FnCall<void, 2> params = os::fnCall().add(me).add(par);
os::UThread::spawn(address(&Painter::repaintI), true, params, result, &associatedThread()->thread());
result.result();
uiAfterRepaint(par);
}
#endif
#ifdef GUI_WIN32
void Painter::repaintAttachedWindow() {
WARNING(L"This operation is not supported on Win32, as it should not be needed.");
}
void Painter::uiSetContinuous(bool) {
// Not needed on Windows.
}
#endif
#ifdef GUI_GTK
void Painter::repaintAttachedWindow() {
#ifdef UI_MULTITHREAD
if (!uiContinuous)
app->repaint(attachedTo.widget());
#else
gtk_widget_queue_draw(attachedTo.widget());
#endif
}
// Called on each tick. We only need to queue a repaint for the widget.
static gboolean tickCallback(GtkWidget *widget, GdkFrameClock *clock, gpointer data) {
gtk_widget_queue_draw(widget);
return G_SOURCE_CONTINUE;
}
void Painter::uiSetContinuous(bool continuous) {
if (continuous) {
tickCallbackId = gtk_widget_add_tick_callback(attachedTo.widget(), &tickCallback, NULL, NULL);
} else {
gtk_widget_remove_tick_callback(attachedTo.widget(), tickCallbackId);
}
}
#endif
}
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