示例#1
0
void GraphicsItemRenderer::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget)
{
	Q_UNUSED(option);
	Q_UNUSED(widget);
    DPTR_D(GraphicsItemRenderer);
    d.painter = painter;
    {
        //lock is required only when drawing the frame
        QMutexLocker locker(&d.img_mutex);
        Q_UNUSED(locker);
        //begin paint. how about QPainter::beginNativePainting()?
        //fill background color when necessary, e.g. renderer is resized, image is null
        //if we access d.data which will be modified in AVThread, the following must be protected
        if (d.out_rect != boundingRect() || d.data.isEmpty()) {
            d.update_background = false;
            drawBackground();
        }
        //DO NOT return if no data. we should draw other things
        //NOTE: if data is not copyed in convertData, you should always call drawFrame()
        if (!d.data.isEmpty()) {
            drawFrame();
        }
    }
    //drawXXX only implement the painting, no other logic
    if (d.draw_osd)
        drawOSD();
    if (d.draw_subtitle)
        drawSubtitle();
    if (d.draw_custom)
        drawCustom();
    //end paint. how about QPainter::endNativePainting()?
    d.painter = 0; //painter may be not available outside this function
}
示例#2
0
void Direct2DRenderer::paintEvent(QPaintEvent *)
{
    DPTR_D(Direct2DRenderer);
    QMutexLocker locker(&d.img_mutex);
    Q_UNUSED(locker);
    if (!d.render_target) {
        qWarning("No render target!!!");
        return;
    }
    HRESULT hr = S_OK;
    //begin paint
    //http://www.daimakuai.net/?page_id=1574
    d.render_target->BeginDraw();
    //The first bitmap size is 0x0, we should only draw the background
    //we access d.data which will be modified in AVThread, so must be protected
    if ((d.update_background && d.out_rect != rect())|| d.data.isEmpty()) {
        d.update_background = false;
        drawBackground();
    }
    //d.data is always empty because we did not assign a vaule in convertData?
    if (!d.data.isEmpty()) {
        //return; //why the background is white if return? the below code draw an empty bitmap?
    }
    drawFrame();
    //drawXXX only implement the painting, no other logic
    if (d.draw_osd)
        drawOSD();
    if (d.draw_subtitle)
        drawSubtitle();
    if (d.draw_custom)
        drawCustom();
    hr = d.render_target->EndDraw(NULL, NULL);
    if (hr == D2DERR_RECREATE_TARGET) {
        qDebug("D2DERR_RECREATE_TARGET");
        hr = S_OK;
        d.destroyDeviceResource();
        d.createDeviceResource(); //?
    }
    //end paint
}
示例#3
0
void GPHGraphicsManager::internUpdateScreen() {
	SDL_Surface *srcSurf, *origSurf;
	int height, width;
	ScalerProc *scalerProc;
	int scale1;

#if defined(DEBUG)
	assert(_hwscreen != NULL);
	assert(_hwscreen->map->sw_data != NULL);
#endif

	// If the shake position changed, fill the dirty area with blackness
	if (_currentShakePos != _newShakePos ||
	        (_mouseNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
		SDL_Rect blackrect = {0, 0, _videoMode.screenWidth *_videoMode.scaleFactor, _newShakePos *_videoMode.scaleFactor};

		if (_videoMode.aspectRatioCorrection && !_overlayVisible)
			blackrect.h = real2Aspect(blackrect.h - 1) + 1;

		SDL_FillRect(_hwscreen, &blackrect, 0);

		_currentShakePos = _newShakePos;

		_forceFull = true;
	}

	// Check whether the palette was changed in the meantime and update the
	// screen surface accordingly.
	if (_screen && _paletteDirtyEnd != 0) {
		SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
		              _paletteDirtyStart,
		              _paletteDirtyEnd - _paletteDirtyStart);

		_paletteDirtyEnd = 0;

		_forceFull = true;
	}

	if (!_overlayVisible) {
		origSurf = _screen;
		srcSurf = _tmpscreen;
		width = _videoMode.screenWidth;
		height = _videoMode.screenHeight;
		scalerProc = _scalerProc;
		scale1 = _videoMode.scaleFactor;
	} else {
		origSurf = _overlayscreen;
		srcSurf = _tmpscreen2;
		width = _videoMode.overlayWidth;
		height = _videoMode.overlayHeight;
		scalerProc = Normal1x;

		scale1 = 1;
	}

	// Add the area covered by the mouse cursor to the list of dirty rects if
	// we have to redraw the mouse.
	if (_mouseNeedsRedraw)
		undrawMouse();

#ifdef USE_OSD
	updateOSD();
#endif

	// Force a full redraw if requested
	if (_forceFull) {
		_numDirtyRects = 1;
		_dirtyRectList[0].x = 0;
		_dirtyRectList[0].y = 0;
		_dirtyRectList[0].w = width;
		_dirtyRectList[0].h = height;

		// HACK: Make sure the full hardware screen is wiped clean.
		SDL_FillRect(_hwscreen, NULL, 0);
	}

	// Only draw anything if necessary
	if (_numDirtyRects > 0 || _mouseNeedsRedraw) {
		SDL_Rect *r;
		SDL_Rect dst;
		uint32 srcPitch, dstPitch;
		SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;

		for (r = _dirtyRectList; r != lastRect; ++r) {
			dst = *r;
			dst.x++;    // Shift rect by one since 2xSai needs to access the data around
			dst.y++;    // any pixel to scale it, and we want to avoid mem access crashes.

			if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
				error("SDL_BlitSurface failed: %s", SDL_GetError());
		}

		SDL_LockSurface(srcSurf);
		SDL_LockSurface(_hwscreen);

		srcPitch = srcSurf->pitch;
		dstPitch = _hwscreen->pitch;

		for (r = _dirtyRectList; r != lastRect; ++r) {
			register int dst_y = r->y + _currentShakePos;
			register int dst_h = 0;
			register int dst_w = r->w;
			register int orig_dst_y = 0;
			register int dst_x = r->x;
			register int src_y;
			register int src_x;

			if (dst_y < height) {
				dst_h = r->h;
				if (dst_h > height - dst_y)
					dst_h = height - dst_y;

				orig_dst_y = dst_y;
				src_x = dst_x;
				src_y = dst_y;

				if (_videoMode.aspectRatioCorrection && !_overlayVisible)
					dst_y = real2Aspect(dst_y);

				assert(scalerProc != NULL);

				if ((_videoMode.mode == GFX_HALF) && (scalerProc == DownscaleAllByHalf)) {
					if (dst_x % 2 == 1) {
						dst_x--;
						dst_w++;
					}
					if (dst_y % 2 == 1) {
						dst_y--;
						dst_h++;
					}
					src_x = dst_x;
					src_y = dst_y;
					dst_x = dst_x / 2;
					dst_y = dst_y / 2;

					scalerProc((byte *)srcSurf->pixels + (src_x * 2 + 2) + (src_y + 1) * srcPitch, srcPitch,
					           (byte *)_hwscreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
				} else {
					scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
					           (byte *)_hwscreen->pixels + r->x * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
				}
			}

			if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
				r->w = r->w / 2;
				r->h = dst_h / 2;
			} else {
				r->w = r->w;
				r->h = dst_h;
			}

			r->x = dst_x;
			r->y = dst_y;


#ifdef USE_SCALERS
			if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
				r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1);
#endif
		}
		SDL_UnlockSurface(srcSurf);
		SDL_UnlockSurface(_hwscreen);

		// Readjust the dirty rect list in case we are doing a full update.
		// This is necessary if shaking is active.
		if (_forceFull) {
			_dirtyRectList[0].y = 0;
			_dirtyRectList[0].h = (_videoMode.mode == GFX_HALF) ? effectiveScreenHeight() / 2 : effectiveScreenHeight();
		}

		drawMouse();

#ifdef USE_OSD
		drawOSD();
#endif

		// Finally, blit all our changes to the screen
		SDL_UpdateRects(_hwscreen, _numDirtyRects, _dirtyRectList);
	}

	_numDirtyRects = 0;
	_forceFull = false;
	_mouseNeedsRedraw = false;
}