void CWsWindow::RestartAnimations(const TRegion& aNewRegion) { //When not ChangeTracking, restarting is handled by AddRedrawRegion (called from CWsWindow::SetVisibleRegion) and TWalkWindowTreeScheduleRegions WS_ASSERT_DEBUG(iScreen->ChangeTracking(),EWsPanicNoChangetracking); //Restart uncovered window animations for (CWsAnim* anim = iAnimList; anim; anim = anim->Next()) { if(!iScreen->IsScheduled(EWindowAnim, anim->BestRect(), this) && aNewRegion.Intersects(anim->BestRect())) { iScreen->ScheduleAnimation(EWindowAnim, anim->BestRect(), 0, 0, 0, this); } } //Restart uncovered sprite animations for (CWsSpriteBase* sprite = iSpriteList; sprite; sprite = sprite->Next()) { if(!iScreen->IsScheduled(ESpriteAnim, sprite->Rect(), sprite->Win()) && aNewRegion.Intersects(sprite->Rect())) { iScreen->ScheduleAnimation(ESpriteAnim, sprite->Rect(), 0, 0, 0, sprite->Win()); } } }
void CWsSpriteManager::CalcFloatingSpriteRgn( TRegion& aResultRgn, const TRect& aDefaultRect ) { aResultRgn.Clear(); for (TInt i=0 ; i<iFloatingSprites.Count() && !aResultRgn.CheckError(); i++) { CWsSpriteBase* sprite = iFloatingSprites[i]; if ( sprite->CanBeSeen() && ( sprite->IsActive() || sprite->IsActivated() ) ) { aResultRgn.AddRect( sprite->Rect() ); } } aResultRgn.Tidy(); if ( aResultRgn.CheckError() && iFloatingSprites.Count() > 0 ) { aResultRgn.Clear(); aResultRgn.AddRect( aDefaultRect ); } }
//This function sets up the quick fadable region. //It removes anything that cannot be quick faded, and schedules it to be drawn in the normal fashion. void CWsWindow::SetFadeableRegion(const TRegion& aNewFadableRegion, const TRegion& aTop) { WS_ASSERT_DEBUG(iScreen, EWsPanicNoScreen); iFadableRegion.Copy(aNewFadableRegion); //Try to figure out if any part of iFadableRegion can be quick faded (i.e. fading applied to //the screen without first having to redraw all visible windows intersecting the region). if ( !iFadableRegion.IsEmpty() && iScreen->IsQuickFadeScheduled(this) ) { if (IsTranslucent()) { //If a window is semitransparent, then we cannot apply a quickfade to it if //the window below is faded too. iScreen->AddRedrawRegion(iVisibleRegion, EFalse, ERedrawAll); iScreen->RemoveFromQuickFadeList(this); } else { iQuickFadeRegion.Intersection(iFadableRegion, aTop); //Remove any regions not possible to quick fade from iQuickFadeRegion and //schedule these regions for full back-front rendering instead. STACK_REGION nonQuickFadableRegion; for(CWsSpriteBase * sprite = iSpriteList; sprite; sprite = sprite->Next()) { nonQuickFadableRegion.AddRect(sprite->Rect()); } for(CWsAnim * anim = iAnimList; anim; anim = anim->Next()) { nonQuickFadableRegion.AddRect(anim->BestRect()); } RWsTextCursor* const cursor = CWsTop::CurrentTextCursor(); if( cursor && (cursor->Window()==this) && cursor->IsStandardCursorActive() ) { nonQuickFadableRegion.AddRect(cursor->Rect()); } //Any regions scheduled for fading but partly or fully covered by transparent windows above them STACK_REGION coveredFadableRegion; coveredFadableRegion.Copy(iFadableRegion); coveredFadableRegion.SubRegion(iQuickFadeRegion); nonQuickFadableRegion.Union(coveredFadableRegion); coveredFadableRegion.Close(); nonQuickFadableRegion.Tidy(); //Remove any regions not possible to quick fade from iQuickFadeRegion iQuickFadeRegion.SubRegion(nonQuickFadableRegion); if (!nonQuickFadableRegion.CheckError()) { //Schedule normal drawing (full back to front rendering) for the region not possible to quick fade if (!nonQuickFadableRegion.IsEmpty()) { iScreen->AddRedrawRegion(nonQuickFadableRegion, EFalse, ERedrawAll); } } else { //Schedule normal drawing for the whole iVisibleRegion if the calculations are broken iScreen->AddRedrawRegion(iVisibleRegion, EFalse, ERedrawAll); } nonQuickFadableRegion.Close(); } } else { iQuickFadeRegion.Reset(); } }