void UnityBerkeliumWindow::onPaint(Berkelium::Window *pWindow, const unsigned char *sourceBuffer, const Berkelium::Rect &rect, int dx, int dy, const Berkelium::Rect &scrollRect) { #ifdef DEBUG cerr << "[UnityBerkeliumWindow] onPaint called (window: " << pWindow << ")" << endl; cerr << " rect: (left=" << rect.left() << ", width=" << rect.width() << ", top=" << rect.top() << ", height=" << rect.height() << ")" << endl; cerr << " sourceBuffer: " << (void *) sourceBuffer << endl; #endif // Scrolling if(dx != 0 || dy != 0) { #if 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); Berkelium::Rect scrolled_rect = scrollRect; scrolled_rect.mLeft -= dx; scrolled_rect.mTop -= 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) //Berkelium::Rect shared_rect = scrolled_shared_rect.translate(dx, dy); Berkelium::Rect shared_rect = scrolled_shared_rect; shared_rect.mLeft += dx; shared_rect.mTop += dy; for(int y = scrolled_shared_rect.top(); y < shared_rect.bottom(); ++y) { ::memcpy( m_buffer + y * m_width * 4 /*+ scrolled_shared_rect.left() * 4*/, m_buffer + ((scrolled_shared_rect.top() + y) * m_width /*+ scrolled_shared_rect.left()*/) * 4, scrolled_shared_rect.width() * 4 ); } // Copy the data out of the texture /*size_t scrollBuffSize = scrolled_shared_rect.width() * scrolled_shared_rect.height() * 4; unsigned char *scrollBuffer = new unsigned char[scrollBuffSize]; for(int line = 0; line < scrolled_shared_rect.height(); ++line) { ::memcpy( scrollBuffer + line * scrolled_shared_rect.width() * 4, }*/ #if 0 glGetTexImage( GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_BYTE, scroll_buffer ); // Annoyingly, OpenGL doesn't provide convenient primitives, so // we manually copy out the region to the beginning of the // buffer int wid = scrolled_shared_rect.width(); int hig = scrolled_shared_rect.height(); for(int jj = 0; jj < hig; jj++) { memcpy( scroll_buffer + (jj*wid * 4), scroll_buffer + ((scrolled_shared_rect.top()+jj)*dest_texture_width + scrolled_shared_rect.left()) * 4, wid*4 ); } // And finally, we push it back into the texture in the right // location glTexSubImage2D(GL_TEXTURE_2D, 0, shared_rect.left(), shared_rect.top(), shared_rect.width(), shared_rect.height(), GL_BGRA, GL_UNSIGNED_BYTE, scroll_buffer ); #endif } #endif } // Apply the dirty rectangle convertColors(rect, sourceBuffer); // Call the paint callback m_lastDirtyRect = rect; m_paintFunc(/*rect.left(), rect.top(), rect.width(), rect.height()*/); }
void EventManager::paint() { m_paintFunc(_user_p); }