void UnityBerkeliumWindow::onPaint(Berkelium::Window *win, const unsigned char *sourceBuffer, const Berkelium::Rect &sourceBufferRect, size_t numCopyRects, const Berkelium::Rect *copyRects, int dx, int dy, const Berkelium::Rect &scrollRect) { #ifdef DEBUG cerr << "[UnityBerkeliumWindow] onPaint called (window: " << win << ")" << endl; cerr << " sourceBuffer: " << (void *) sourceBuffer << endl; cerr << " sourceBufferRect: (left=" << sourceBufferRect.left() << ", width=" << sourceBufferRect.width() << ", top=" << sourceBufferRect.top() << ", height=" << sourceBufferRect.height() << ")" << endl; cerr << " num dirty rects: " << numCopyRects << endl; for(size_t i = 0; i < numCopyRects; ++i) cerr << " rect " << i << ": (left=" << copyRects[i].left() << ", width=" << copyRects[i].width() << ", top=" << copyRects[i].top() << ", height=" << copyRects[i].height() << ")" << endl; #endif //! @todo Handle Scrolling if(dx != 0 || dy != 0) { } // Apply the dirty rectangles for(size_t i = 0; i < numCopyRects; ++i) { convertColors(copyRects[i], sourceBuffer); m_lastDirtyRect = copyRects[i]; if(m_setPixelsFunc) m_setPixelsFunc(/*rect.left(), rect.top(), rect.width(), rect.height()*/); } // Call the paint callback if(m_applyTextureFunc) m_applyTextureFunc(); }
void UnityBerkeliumWindow::onPaint(Berkelium::Window *win, const unsigned char *sourceBuffer, const Berkelium::Rect &sourceBufferRect, size_t numCopyRects, const Berkelium::Rect *copyRects, int dx, int dy, const Berkelium::Rect &scrollRect) { #ifdef DEBUG cerr << "[UnityBerkeliumWindow] onPaint called (window: " << win << ")" << endl; cerr << " sourceBuffer: " << (void *) sourceBuffer << endl; cerr << " sourceBufferRect: (left=" << sourceBufferRect.left() << ", width=" << sourceBufferRect.width() << ", top=" << sourceBufferRect.top() << ", height=" << sourceBufferRect.height() << ")" << endl; cerr << " num dirty rects: " << numCopyRects << endl; for(size_t i = 0; i < numCopyRects; ++i) cerr << " rect " << i << ": (left=" << copyRects[i].left() << ", width=" << copyRects[i].width() << ", top=" << copyRects[i].top() << ", height=" << copyRects[i].height() << ")" << endl; #endif // Handle Scrolling if(dx != 0 || dy != 0) { // scroll_rect contains the Rect we need to move // First we figure out where the the data is moved to by translating it Berkelium::Rect scrolled_rect = scrollRect.translate(-dx, -dy); // Next we figure out where they intersect, giving the scrolled // region Berkelium::Rect scrolled_shared_rect = scrollRect.intersect(scrolled_rect); // Only do scrolling if they have non-zero intersection if (scrolled_shared_rect.width() > 0 && scrolled_shared_rect.height() > 0) { // And the scroll is performed by moving shared_rect by (dx,dy) scrolled_shared_rect.mTop = m_height - scrolled_shared_rect.bottom(); dy = -dy; if(m_scrollRectFunc) m_scrollRectFunc(scrolled_shared_rect.left(), scrolled_shared_rect.top(), scrolled_shared_rect.width(), scrolled_shared_rect.height(), dx, dy); } } // Apply the dirty rectangles for(size_t i = 0; i < numCopyRects; ++i) { convertColors(copyRects[i], sourceBuffer, sourceBufferRect); m_lastDirtyRect = copyRects[i]; m_lastDirtyRect.mTop = m_height - m_lastDirtyRect.bottom(); if(m_setPixelsFunc) m_setPixelsFunc(/*rect.left(), rect.top(), rect.width(), rect.height()*/); } // Call the paint callback if(m_applyTextureFunc) m_applyTextureFunc(); }