Example #1
0
void Hero::findVisibleTiles() {

  m_visible.clear();
  std::set<point> marked;
  std::queue<point> open_list;

  point start(posToTile(m_x), posToTile(m_y));
  open_list.push(start);

  while (!open_list.empty()) {
    point loc = open_list.front();
    open_list.pop();

    if (tileDistance(start, loc) < 5) {
      m_seen.at(loc.second).at(loc.first) = true;
      m_visible.insert(loc);
    }

    for (int i = 0; i < 4; ++i) {
      point new_loc(loc.first + Utils::directions[i].first, loc.second + Utils::directions[i].second);
      if (new_loc.first >= 0 && new_loc.first < m_seen.size() && new_loc.second >= 0 && new_loc.second < m_seen.at(0).size()) {
	if (tileDistance(start, new_loc) < 5 && marked.find(new_loc) == marked.end()) {
	  open_list.push(new_loc);
	  marked.insert(new_loc);
	}
      }
    }

  }

}
Example #2
0
void TiledBackingStore::createTiles()
{
    if (m_contentsFrozen)
        return;
    
    IntRect visibleRect = visibleContentsRect();
    m_previousVisibleRect = visibleRect;

    if (visibleRect.isEmpty())
        return;

    // Resize tiles on edges in case the contents size has changed.
    bool didResizeTiles = resizeEdgeTiles();

    IntRect keepRect;
    IntRect coverRect;
    computeCoverAndKeepRect(visibleRect, coverRect, keepRect);

    dropTilesOutsideRect(keepRect);
    
    // Search for the tile position closest to the viewport center that does not yet contain a tile. 
    // Which position is considered the closest depends on the tileDistance function.
    double shortestDistance = std::numeric_limits<double>::infinity();
    Vector<Tile::Coordinate> tilesToCreate;
    unsigned requiredTileCount = 0;

    Tile::Coordinate topLeft = tileCoordinateForPoint(coverRect.location());
    Tile::Coordinate bottomRight = tileCoordinateForPoint(innerBottomRight(coverRect));
    for (unsigned yCoordinate = topLeft.y(); yCoordinate <= bottomRight.y(); ++yCoordinate) {
        for (unsigned xCoordinate = topLeft.x(); xCoordinate <= bottomRight.x(); ++xCoordinate) {
            Tile::Coordinate currentCoordinate(xCoordinate, yCoordinate);
            if (tileAt(currentCoordinate))
                continue;
            ++requiredTileCount;
            // Distance is 0 for all tiles inside the visibleRect.
            double distance = tileDistance(visibleRect, currentCoordinate);
            if (distance > shortestDistance)
                continue;
            if (distance < shortestDistance) {
                tilesToCreate.clear();
                shortestDistance = distance;
            }
            tilesToCreate.append(currentCoordinate);
        }
    }

    // Now construct the tile(s) within the shortest distance.
    unsigned tilesToCreateCount = tilesToCreate.size();
    for (unsigned n = 0; n < tilesToCreateCount; ++n) {
        Tile::Coordinate coordinate = tilesToCreate[n];
        setTile(coordinate, m_backend->createTile(this, coordinate));
    }
    requiredTileCount -= tilesToCreateCount;

    // Paint the content of the newly created tiles.
    if (tilesToCreateCount || didResizeTiles)
        updateTileBuffers();

    // Re-call createTiles on a timer to cover the visible area with the newest shortest distance.
    if (requiredTileCount)
        m_tileCreationTimer->startOneShot(m_tileCreationDelay);
}
Example #3
0
void TiledBackingStore::createTiles()
{
    // Guard here as as these can change before the timer fires.
    if (isBackingStoreUpdatesSuspended())
        return;

    // Update our backing store geometry.
    const IntRect previousRect = m_rect;
    m_rect = mapFromContents(m_client->tiledBackingStoreContentsRect());

    const IntRect visibleRect = this->visibleRect();
    m_visibleRect = visibleRect;

    if (visibleRect.isEmpty())
        return;

    IntRect keepRect;
    IntRect coverRect;
    computeCoverAndKeepRect(visibleRect, coverRect, keepRect);

    setKeepRect(keepRect);

    // Resize tiles at the edge in case the contents size has changed, but only do so
    // after having dropped tiles outside the keep rect.
    bool didResizeTiles = false;
    if (previousRect != m_rect)
        didResizeTiles = resizeEdgeTiles();

    // Search for the tile position closest to the viewport center that does not yet contain a tile.
    // Which position is considered the closest depends on the tileDistance function.
    double shortestDistance = std::numeric_limits<double>::infinity();
    Vector<Tile::Coordinate> tilesToCreate;
    unsigned requiredTileCount = 0;

    // Cover areas (in tiles) with minimum distance from the visible rect. If the visible rect is
    // not covered already it will be covered first in one go, due to the distance being 0 for tiles
    // inside the visible rect.
    Tile::Coordinate topLeft = tileCoordinateForPoint(coverRect.location());
    Tile::Coordinate bottomRight = tileCoordinateForPoint(innerBottomRight(coverRect));
    for (unsigned yCoordinate = topLeft.y(); yCoordinate <= bottomRight.y(); ++yCoordinate) {
        for (unsigned xCoordinate = topLeft.x(); xCoordinate <= bottomRight.x(); ++xCoordinate) {
            Tile::Coordinate currentCoordinate(xCoordinate, yCoordinate);
            if (tileAt(currentCoordinate))
                continue;
            ++requiredTileCount;
            double distance = tileDistance(visibleRect, currentCoordinate);
            if (distance > shortestDistance)
                continue;
            if (distance < shortestDistance) {
                tilesToCreate.clear();
                shortestDistance = distance;
            }
            tilesToCreate.append(currentCoordinate);
        }
    }

    // Now construct the tile(s) within the shortest distance.
    unsigned tilesToCreateCount = tilesToCreate.size();
    for (unsigned n = 0; n < tilesToCreateCount; ++n) {
        Tile::Coordinate coordinate = tilesToCreate[n];
        setTile(coordinate, m_backend->createTile(this, coordinate));
    }
    requiredTileCount -= tilesToCreateCount;

    // Paint the content of the newly created tiles or resized tiles.
    if (tilesToCreateCount || didResizeTiles)
        updateTileBuffers();

    // Re-call createTiles on a timer to cover the visible area with the newest shortest distance.
    if (requiredTileCount)
        m_backingStoreUpdateTimer.startOneShot(m_tileCreationDelay);
}
Example #4
0
void TiledDrawingAreaProxy::createTiles()
{
    IntRect visibleRect = mapFromContents(webViewVisibleRect());
    m_previousVisibleRect = visibleRect;

    if (visibleRect.isEmpty())
        return;

    // Resize tiles on edges in case the contents size has changed.
    bool didResizeTiles = resizeEdgeTiles();

    // Remove tiles outside out current maximum keep rect.
    dropTilesOutsideRect(calculateKeepRect(visibleRect));

    // Cover the cover rect with tiles.
    IntRect coverRect = calculateCoverRect(visibleRect);

    // Search for the tile position closest to the viewport center that does not yet contain a tile.
    // Which position is considered the closest depends on the tileDistance function.
    double shortestDistance = std::numeric_limits<double>::infinity();
    Vector<TiledDrawingAreaTile::Coordinate> tilesToCreate;
    unsigned requiredTileCount = 0;
    bool hasVisibleCheckers = false;
    TiledDrawingAreaTile::Coordinate topLeft = tileCoordinateForPoint(coverRect.topLeft());
    TiledDrawingAreaTile::Coordinate bottomRight = tileCoordinateForPoint(coverRect.bottomRight());
    for (unsigned yCoordinate = topLeft.y(); yCoordinate <= bottomRight.y(); ++yCoordinate) {
        for (unsigned xCoordinate = topLeft.x(); xCoordinate <= bottomRight.x(); ++xCoordinate) {
            TiledDrawingAreaTile::Coordinate currentCoordinate(xCoordinate, yCoordinate);
            // Distance is 0 for all currently visible tiles.
            double distance = tileDistance(visibleRect, currentCoordinate);

            RefPtr<TiledDrawingAreaTile> tile = tileAt(currentCoordinate);
            if (!distance && (!tile || !tile->isReadyToPaint()))
                hasVisibleCheckers = true;
            if (tile)
                continue;

            ++requiredTileCount;

            if (distance > shortestDistance)
                continue;
            if (distance < shortestDistance) {
                tilesToCreate.clear();
                shortestDistance = distance;
            }
            tilesToCreate.append(currentCoordinate);
        }
    }

    if (hasVisibleCheckers && shortestDistance > 0)
        return;

    // Now construct the tile(s).
    unsigned tilesToCreateCount = tilesToCreate.size();
    for (unsigned n = 0; n < tilesToCreateCount; ++n)
        createTile(tilesToCreate[n]);

    requiredTileCount -= tilesToCreateCount;

    // Paint the content of the newly created tiles.
    if (tilesToCreateCount || didResizeTiles)
        updateTileBuffers();

    // Keep creating tiles until the whole coverRect is covered.
    if (requiredTileCount)
        m_tileCreationTimer.startOneShot(m_tileCreationDelay);
}
void TiledBackingStore::createTiles()
{
    if (m_contentsFrozen)
        return;
    
    IntRect visibleRect = mapFromContents(m_client->tiledBackingStoreVisibleRect());
    m_previousVisibleRect = visibleRect;

    if (visibleRect.isEmpty())
        return;

    // Remove tiles that extend outside the current contents rect.
    dropOverhangingTiles();

    IntRect keepRect = visibleRect;
    // Inflates to both sides, so divide inflate delta by 2
    keepRect.inflateX(visibleRect.width() * (m_keepAreaMultiplier.width() - 1.f) / 2);
    keepRect.inflateY(visibleRect.height() * (m_keepAreaMultiplier.height() - 1.f) / 2);
    keepRect.intersect(contentsRect());
    
    dropTilesOutsideRect(keepRect);
    
    IntRect coverRect = visibleRect;
    // Inflates to both sides, so divide inflate delta by 2
    coverRect.inflateX(visibleRect.width() * (m_coverAreaMultiplier.width() - 1.f) / 2);
    coverRect.inflateY(visibleRect.height() * (m_coverAreaMultiplier.height() - 1.f) / 2);
    coverRect.intersect(contentsRect());
    
    // Search for the tile position closest to the viewport center that does not yet contain a tile. 
    // Which position is considered the closest depends on the tileDistance function.
    double shortestDistance = std::numeric_limits<double>::infinity();
    Vector<Tile::Coordinate> tilesToCreate;
    unsigned requiredTileCount = 0;
    Tile::Coordinate topLeft = tileCoordinateForPoint(coverRect.location());
    Tile::Coordinate bottomRight = tileCoordinateForPoint(IntPoint(coverRect.maxX(), coverRect.maxY()));
    for (unsigned yCoordinate = topLeft.y(); yCoordinate <= bottomRight.y(); ++yCoordinate) {
        for (unsigned xCoordinate = topLeft.x(); xCoordinate <= bottomRight.x(); ++xCoordinate) {
            Tile::Coordinate currentCoordinate(xCoordinate, yCoordinate);
            if (tileAt(currentCoordinate))
                continue;
            ++requiredTileCount;
            // Distance is 0 for all currently visible tiles.
            double distance = tileDistance(visibleRect, currentCoordinate);
            if (distance > shortestDistance)
                continue;
            if (distance < shortestDistance) {
                tilesToCreate.clear();
                shortestDistance = distance;
            }
            tilesToCreate.append(currentCoordinate);
        }
    }
    
    // Now construct the tile(s)
    unsigned tilesToCreateCount = tilesToCreate.size();
    for (unsigned n = 0; n < tilesToCreateCount; ++n) {
        Tile::Coordinate coordinate = tilesToCreate[n];
        setTile(coordinate, Tile::create(this, coordinate));
    }
    requiredTileCount -= tilesToCreateCount;
    
    // Paint the content of the newly created tiles
    if (tilesToCreateCount)
        updateTileBuffers();

    // Keep creating tiles until the whole coverRect is covered.
    if (requiredTileCount)
        m_tileCreationTimer->startOneShot(m_tileCreationDelay);
}
Example #6
0
void TiledBackingStore::createTiles()
{
    // Guard here as as these can change before the timer fires.
    if (isBackingStoreUpdatesSuspended())
        return;

    // Update our backing store geometry.
    const IntRect previousRect = m_rect;
    m_rect = mapFromContents(m_client->tiledBackingStoreContentsRect());
    m_trajectoryVector = m_pendingTrajectoryVector;
    m_visibleRect = visibleRect();

    if (m_rect.isEmpty()) {
        setCoverRect(IntRect());
        setKeepRect(IntRect());
        return;
    }

    /* We must compute cover and keep rects using the visibleRect, instead of the rect intersecting the visibleRect with m_rect,
     * because TBS can be used as a backing store of GraphicsLayer and the visible rect usually does not intersect with m_rect.
     * In the below case, the intersecting rect is an empty.
     *
     *  +---------------+
     *  |               |
     *  |   m_rect      |
     *  |       +-------|-----------------------+
     *  |       | HERE  |  cover or keep        |
     *  +---------------+      rect             |
     *          |         +---------+           |
     *          |         | visible |           |
     *          |         |  rect   |           |
     *          |         +---------+           |
     *          |                               |
     *          |                               |
     *          +-------------------------------+
     *
     * We must create or keep the tiles in the HERE region.
     */

    IntRect coverRect;
    IntRect keepRect;
    computeCoverAndKeepRect(m_visibleRect, coverRect, keepRect);

    setCoverRect(coverRect);
    setKeepRect(keepRect);

    if (coverRect.isEmpty())
        return;

    // Resize tiles at the edge in case the contents size has changed, but only do so
    // after having dropped tiles outside the keep rect.
    bool didResizeTiles = false;
    if (previousRect != m_rect)
        didResizeTiles = resizeEdgeTiles();

    // Search for the tile position closest to the viewport center that does not yet contain a tile.
    // Which position is considered the closest depends on the tileDistance function.
    double shortestDistance = std::numeric_limits<double>::infinity();
    Vector<Tile::Coordinate> tilesToCreate;
    unsigned requiredTileCount = 0;

    // Cover areas (in tiles) with minimum distance from the visible rect. If the visible rect is
    // not covered already it will be covered first in one go, due to the distance being 0 for tiles
    // inside the visible rect.
    Tile::Coordinate topLeft = tileCoordinateForPoint(coverRect.location());
    Tile::Coordinate bottomRight = tileCoordinateForPoint(innerBottomRight(coverRect));
    for (int yCoordinate = topLeft.y(); yCoordinate <= bottomRight.y(); ++yCoordinate) {
        for (int xCoordinate = topLeft.x(); xCoordinate <= bottomRight.x(); ++xCoordinate) {
            Tile::Coordinate currentCoordinate(xCoordinate, yCoordinate);
            if (tileAt(currentCoordinate))
                continue;
            ++requiredTileCount;
            double distance = tileDistance(m_visibleRect, currentCoordinate);
            if (distance > shortestDistance)
                continue;
            if (distance < shortestDistance) {
                tilesToCreate.clear();
                shortestDistance = distance;
            }
            tilesToCreate.append(currentCoordinate);
        }
    }

    // Now construct the tile(s) within the shortest distance.
    unsigned tilesToCreateCount = tilesToCreate.size();
    for (unsigned n = 0; n < tilesToCreateCount; ++n) {
        Tile::Coordinate coordinate = tilesToCreate[n];
        setTile(coordinate, m_backend->createTile(this, coordinate));
    }
    requiredTileCount -= tilesToCreateCount;

    // Paint the content of the newly created tiles or resized tiles.
    if (tilesToCreateCount || didResizeTiles)
        updateTileBuffers();

    // Re-call createTiles on a timer to cover the visible area with the newest shortest distance.
    m_pendingTileCreation = requiredTileCount;
    if (m_pendingTileCreation) {
        if (!m_commitTileUpdatesOnIdleEventLoop) {
            m_client->tiledBackingStoreHasPendingTileCreation();
            return;
        }

        static const double tileCreationDelay = 0.01;
        startBackingStoreUpdateTimer(tileCreationDelay);
    }
}