office-gobmx/canvas/source/vcl/spritecanvashelper.cxx
Thorsten Behrens e563f1401a Removed weird VERBOSE overload in canvas
Now doing extra logging / graphical debug cues via OSL_DEBUG_LEVEL
of 3. Also saves some lines in makefiles.
2011-07-26 23:56:14 +02:00

721 lines
30 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_canvas.hxx"
#include <canvas/debug.hxx>
#include <tools/diagnose_ex.h>
#include <canvas/verbosetrace.hxx>
#include <canvas/canvastools.hxx>
#include <vcl/canvastools.hxx>
#include <vcl/outdev.hxx>
#include <vcl/window.hxx>
#include <vcl/bitmapex.hxx>
#include <basegfx/range/b2drectangle.hxx>
#include <basegfx/tools/canvastools.hxx>
#include <boost/cast.hpp>
#include "spritecanvashelper.hxx"
#include "canvascustomsprite.hxx"
using namespace ::com::sun::star;
#define FPS_BOUNDS Rectangle(0,0,130,90)
#define INFO_COLOR COL_RED
namespace vclcanvas
{
namespace
{
/** Sprite redraw at original position
Used to repaint the whole canvas (background and all
sprites)
*/
void spriteRedraw( OutputDevice& rOutDev,
const ::canvas::Sprite::Reference& rSprite )
{
// downcast to derived vclcanvas::Sprite interface, which
// provides the actual redraw methods.
::boost::polymorphic_downcast< Sprite* >(rSprite.get())->redraw(rOutDev,
true);
}
double calcNumPixel( const ::canvas::Sprite::Reference& rSprite )
{
const ::basegfx::B2DSize& rSize(
::boost::polymorphic_downcast< Sprite* >(rSprite.get())->getSizePixel() );
return rSize.getX() * rSize.getY();
}
void repaintBackground( OutputDevice& rOutDev,
OutputDevice& rBackBuffer,
const ::basegfx::B2DRange& rArea )
{
const ::Point& rPos( ::vcl::unotools::pointFromB2DPoint( rArea.getMinimum()) );
const ::Size& rSize( ::vcl::unotools::sizeFromB2DSize( rArea.getRange()) );
rOutDev.DrawOutDev( rPos, rSize, rPos, rSize, rBackBuffer );
}
void opaqueUpdateSpriteArea( const ::canvas::Sprite::Reference& rSprite,
OutputDevice& rOutDev,
const ::basegfx::B2IRange& rArea )
{
const Rectangle& rRequestedArea(
::vcl::unotools::rectangleFromB2IRectangle( rArea ) );
// clip output to actual update region (otherwise a)
// wouldn't save much render time, and b) will clutter
// scrolled sprite content outside this area)
rOutDev.EnableMapMode( sal_False );
rOutDev.SetClipRegion( rRequestedArea );
// repaint affected sprite directly to output device (at
// the actual screen output position)
::boost::polymorphic_downcast< Sprite* >(
rSprite.get() )->redraw( rOutDev,
false ); // rendering
// directly to
// frontbuffer
}
/** Repaint sprite at original position
Used for opaque updates, which render directly to the
front buffer.
*/
void spriteRedrawStub( OutputDevice& rOutDev,
const ::canvas::Sprite::Reference& rSprite )
{
if( rSprite.is() )
{
::boost::polymorphic_downcast< Sprite* >(
rSprite.get() )->redraw( rOutDev,
false );
}
}
/** Repaint sprite at given position
Used for generic update, which renders into vdev of
adapted size.
*/
void spriteRedrawStub2( OutputDevice& rOutDev,
const ::basegfx::B2DPoint& rOutPos,
const ::canvas::Sprite::Reference& rSprite )
{
if( rSprite.is() )
{
Sprite* pSprite = ::boost::polymorphic_downcast< Sprite* >(
rSprite.get() );
// calc relative sprite position in rUpdateArea (which
// need not be the whole screen!)
const ::basegfx::B2DPoint& rSpriteScreenPos( pSprite->getPosPixel() );
const ::basegfx::B2DPoint& rSpriteRenderPos( rSpriteScreenPos - rOutPos );
pSprite->redraw( rOutDev, rSpriteRenderPos, true );
}
}
/** Repaint sprite at original position
Used for opaque updates from scrollUpdate(), which render
directly to the front buffer.
*/
void spriteRedrawStub3( OutputDevice& rOutDev,
const ::canvas::SpriteRedrawManager::AreaComponent& rComponent )
{
const ::canvas::Sprite::Reference& rSprite( rComponent.second.getSprite() );
if( rSprite.is() )
{
::boost::polymorphic_downcast< Sprite* >(
rSprite.get() )->redraw( rOutDev,
false );
}
}
void renderInfoText( OutputDevice& rOutDev,
const ::rtl::OUString& rStr,
const Point& rPos )
{
Font aVCLFont;
aVCLFont.SetHeight( 20 );
aVCLFont.SetColor( Color( INFO_COLOR ) );
rOutDev.SetTextAlign(ALIGN_TOP);
rOutDev.SetTextColor( Color( INFO_COLOR ) );
rOutDev.SetFont( aVCLFont );
rOutDev.DrawText( rPos, rStr );
}
}
SpriteCanvasHelper::SpriteCanvasHelper() :
mpRedrawManager( NULL ),
mpOwningSpriteCanvas( NULL ),
maVDev(),
maLastUpdate(),
mbShowFrameInfo( false ),
mbShowSpriteBounds( false ),
mbIsUnsafeScrolling( false )
{
#if OSL_DEBUG_LEVEL > 2
// inverse defaults for verbose debug mode
mbShowSpriteBounds = mbShowFrameInfo = true;
#endif
}
void SpriteCanvasHelper::init( const OutDevProviderSharedPtr& rOutDev,
SpriteCanvas& rOwningSpriteCanvas,
::canvas::SpriteRedrawManager& rManager,
bool bProtect,
bool bHaveAlpha )
{
mpOwningSpriteCanvas = &rOwningSpriteCanvas;
mpRedrawManager = &rManager;
CanvasHelper::init(rOwningSpriteCanvas,rOutDev,bProtect,bHaveAlpha);
}
void SpriteCanvasHelper::disposing()
{
mpRedrawManager = NULL;
mpOwningSpriteCanvas = NULL;
// forward to base
CanvasHelper::disposing();
}
uno::Reference< rendering::XAnimatedSprite > SpriteCanvasHelper::createSpriteFromAnimation(
const uno::Reference< rendering::XAnimation >& )
{
return uno::Reference< rendering::XAnimatedSprite >();
}
uno::Reference< rendering::XAnimatedSprite > SpriteCanvasHelper::createSpriteFromBitmaps(
const uno::Sequence< uno::Reference< rendering::XBitmap > >& ,
sal_Int8 )
{
return uno::Reference< rendering::XAnimatedSprite >();
}
uno::Reference< rendering::XCustomSprite > SpriteCanvasHelper::createCustomSprite( const geometry::RealSize2D& spriteSize )
{
if( !mpRedrawManager || !mpDevice )
return uno::Reference< rendering::XCustomSprite >(); // we're disposed
return uno::Reference< rendering::XCustomSprite >(
new CanvasCustomSprite( spriteSize,
*mpDevice,
mpOwningSpriteCanvas,
mpOwningSpriteCanvas->getFrontBuffer(),
mbShowSpriteBounds ) );
}
uno::Reference< rendering::XSprite > SpriteCanvasHelper::createClonedSprite( const uno::Reference< rendering::XSprite >& )
{
return uno::Reference< rendering::XSprite >();
}
sal_Bool SpriteCanvasHelper::updateScreen( sal_Bool bUpdateAll,
bool& io_bSurfaceDirty )
{
if( !mpRedrawManager ||
!mpOwningSpriteCanvas ||
!mpOwningSpriteCanvas->getFrontBuffer() ||
!mpOwningSpriteCanvas->getBackBuffer() )
{
return sal_False; // disposed, or otherwise dysfunctional
}
// commit to backbuffer
flush();
OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
OutputDevice& rBackOutDev( pBackBuffer->getOutDev() );
// actual OutputDevice is a shared resource - restore its
// state when done.
tools::OutDevStateKeeper aStateKeeper( rOutDev );
const Size aOutDevSize( rBackOutDev.GetOutputSizePixel() );
const Point aEmptyPoint(0,0);
Window* pTargetWindow = NULL;
if( rOutDev.GetOutDevType() == OUTDEV_WINDOW )
{
pTargetWindow = &static_cast<Window&>(rOutDev); // TODO(Q3): Evil downcast.
// we're double-buffered, thus no need for paint area-limiting
// clips. besides that, will interfere with animations (as for
// Window-invalidate repaints, only parts of the window will
// be redrawn otherwise)
const Region aFullWindowRegion( Rectangle(aEmptyPoint,
aOutDevSize) );
pTargetWindow->ExpandPaintClipRegion(aFullWindowRegion);
}
// TODO(P1): Might be worthwile to track areas of background
// changes, too.
if( !bUpdateAll && !io_bSurfaceDirty )
{
if( mbShowFrameInfo )
{
// also repaint background below frame counter (fake
// that as a sprite vanishing in this area)
mpRedrawManager->updateSprite( ::canvas::Sprite::Reference(),
::basegfx::B2DPoint(),
::basegfx::B2DRectangle( 0.0, 0.0,
FPS_BOUNDS.Right(),
FPS_BOUNDS.Bottom() ) );
}
// background has not changed, so we're free to optimize
// repaint to areas where a sprite has changed
// process each independent area of overlapping sprites
// separately.
mpRedrawManager->forEachSpriteArea( *this );
}
else
{
// background has changed, so we currently have no choice
// but repaint everything (or caller requested that)
maVDev->SetOutputSizePixel( aOutDevSize );
maVDev->EnableMapMode( sal_False );
maVDev->DrawOutDev( aEmptyPoint, aOutDevSize,
aEmptyPoint, aOutDevSize,
rBackOutDev );
// repaint all active sprites on top of background into
// VDev.
mpRedrawManager->forEachSprite(
::boost::bind(
&spriteRedraw,
::boost::ref( maVDev.get() ),
_1 ) );
// flush to screen
rOutDev.EnableMapMode( sal_False );
rOutDev.SetClipRegion();
rOutDev.DrawOutDev( aEmptyPoint, aOutDevSize,
aEmptyPoint, aOutDevSize,
*maVDev );
}
// change record vector must be cleared, for the next turn of
// rendering and sprite changing
mpRedrawManager->clearChangeRecords();
io_bSurfaceDirty = false;
if( mbShowFrameInfo )
{
renderFrameCounter( rOutDev );
renderSpriteCount( rOutDev );
renderMemUsage( rOutDev );
}
#if OSL_DEBUG_LEVEL > 2
static ::canvas::tools::ElapsedTime aElapsedTime;
// log time immediately after surface flip
OSL_TRACE( "SpriteCanvasHelper::updateScreen(): flip done at %f",
aElapsedTime.getElapsedTime() );
#endif
// sync output with screen, to ensure that we don't queue up
// render requests (calling code might rely on timing,
// i.e. assume that things are visible on screen after
// updateScreen() returns).
if( pTargetWindow )
{
// commit to screen
pTargetWindow->Sync();
}
return sal_True;
}
void SpriteCanvasHelper::backgroundPaint( const ::basegfx::B2DRange& rUpdateRect )
{
ENSURE_OR_THROW( mpOwningSpriteCanvas &&
mpOwningSpriteCanvas->getBackBuffer() &&
mpOwningSpriteCanvas->getFrontBuffer(),
"SpriteCanvasHelper::backgroundPaint(): NULL device pointer " );
OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
OutputDevice& rBackOutDev( pBackBuffer->getOutDev() );
repaintBackground( rOutDev, rBackOutDev, rUpdateRect );
}
void SpriteCanvasHelper::scrollUpdate( const ::basegfx::B2DRange& rMoveStart,
const ::basegfx::B2DRange& rMoveEnd,
const ::canvas::SpriteRedrawManager::UpdateArea& rUpdateArea )
{
ENSURE_OR_THROW( mpOwningSpriteCanvas &&
mpOwningSpriteCanvas->getBackBuffer() &&
mpOwningSpriteCanvas->getFrontBuffer(),
"SpriteCanvasHelper::scrollUpdate(): NULL device pointer " );
OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
OutputDevice& rBackOutDev( pBackBuffer->getOutDev() );
const Size& rTargetSizePixel( rOutDev.GetOutputSizePixel() );
const ::basegfx::B2IRange aOutputBounds( 0,0,
rTargetSizePixel.Width(),
rTargetSizePixel.Height() );
// round rectangles to integer pixel. Note: have to be
// extremely careful here, to avoid off-by-one errors for
// the destination area: otherwise, the next scroll update
// would copy pixel that are not supposed to be part of
// the sprite.
::basegfx::B2IRange aSourceRect(
::canvas::tools::spritePixelAreaFromB2DRange( rMoveStart ) );
const ::basegfx::B2IRange& rDestRect(
::canvas::tools::spritePixelAreaFromB2DRange( rMoveEnd ) );
::basegfx::B2IPoint aDestPos( rDestRect.getMinimum() );
::std::vector< ::basegfx::B2IRange > aUnscrollableAreas;
// Since strictly speaking, this scroll algorithm is plain
// buggy, the scrolled area might actually lie _below_ another
// window - we've made this feature configurable via
// mbIsUnsafeScrolling.
// clip to output bounds (cannot properly scroll stuff
// _outside_ our screen area)
if( !mbIsUnsafeScrolling ||
!::canvas::tools::clipScrollArea( aSourceRect,
aDestPos,
aUnscrollableAreas,
aOutputBounds ) )
{
// fully clipped scroll area: cannot simply scroll
// then. Perform normal opaque update (can use that, since
// one of the preconditions for scrollable update is
// opaque sprite content)
// repaint all affected sprites directly to output device
::std::for_each( rUpdateArea.maComponentList.begin(),
rUpdateArea.maComponentList.end(),
::boost::bind(
&spriteRedrawStub3,
::boost::ref( rOutDev ),
_1 ) );
}
else
{
// scroll rOutDev content
rOutDev.CopyArea( ::vcl::unotools::pointFromB2IPoint( aDestPos ),
::vcl::unotools::pointFromB2IPoint( aSourceRect.getMinimum() ),
// TODO(Q2): use numeric_cast to check range
::Size( static_cast<sal_Int32>(aSourceRect.getRange().getX()),
static_cast<sal_Int32>(aSourceRect.getRange().getY()) ) );
const ::canvas::SpriteRedrawManager::SpriteConnectedRanges::ComponentListType::const_iterator
aFirst( rUpdateArea.maComponentList.begin() );
::canvas::SpriteRedrawManager::SpriteConnectedRanges::ComponentListType::const_iterator
aSecond( aFirst ); ++aSecond;
ENSURE_OR_THROW( aFirst->second.getSprite().is(),
"VCLCanvas::scrollUpdate(): no sprite" );
// repaint uncovered areas from sprite. Need to actually
// clip here, since we're only repainting _parts_ of the
// sprite
rOutDev.Push( PUSH_CLIPREGION );
::std::for_each( aUnscrollableAreas.begin(),
aUnscrollableAreas.end(),
::boost::bind( &opaqueUpdateSpriteArea,
::boost::cref(aFirst->second.getSprite()),
::boost::ref(rOutDev),
_1 ) );
rOutDev.Pop();
}
// repaint uncovered areas from backbuffer - take the
// _rounded_ rectangles from above, to have the update
// consistent with the scroll above.
::std::vector< ::basegfx::B2DRange > aUncoveredAreas;
::basegfx::computeSetDifference( aUncoveredAreas,
rUpdateArea.maTotalBounds,
::basegfx::B2DRange( rDestRect ) );
::std::for_each( aUncoveredAreas.begin(),
aUncoveredAreas.end(),
::boost::bind( &repaintBackground,
::boost::ref(rOutDev),
::boost::ref(rBackOutDev),
_1 ) );
}
void SpriteCanvasHelper::opaqueUpdate( const ::basegfx::B2DRange& rTotalArea,
const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
{
(void)rTotalArea;
ENSURE_OR_THROW( mpOwningSpriteCanvas &&
mpOwningSpriteCanvas->getBackBuffer() &&
mpOwningSpriteCanvas->getFrontBuffer(),
"SpriteCanvasHelper::opaqueUpdate(): NULL device pointer " );
OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
// no need to clip output to actual update region - there will
// always be ALL sprites contained in the rectangular update
// area containd in rTotalArea (that's the way
// B2DConnectedRanges work). If rTotalArea appears to be
// smaller than the sprite - then this sprite carries a clip,
// and the update will be constrained to that rect.
// repaint all affected sprites directly to output device
::std::for_each( rSortedUpdateSprites.begin(),
rSortedUpdateSprites.end(),
::boost::bind(
&spriteRedrawStub,
::boost::ref( rOutDev ),
_1 ) );
}
void SpriteCanvasHelper::genericUpdate( const ::basegfx::B2DRange& rRequestedArea,
const ::std::vector< ::canvas::Sprite::Reference >& rSortedUpdateSprites )
{
ENSURE_OR_THROW( mpOwningSpriteCanvas &&
mpOwningSpriteCanvas->getBackBuffer() &&
mpOwningSpriteCanvas->getFrontBuffer(),
"SpriteCanvasHelper::genericUpdate(): NULL device pointer " );
OutputDevice& rOutDev( mpOwningSpriteCanvas->getFrontBuffer()->getOutDev() );
BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
OutputDevice& rBackOutDev( pBackBuffer->getOutDev() );
// limit size of update VDev to target outdev's size
const Size& rTargetSizePixel( rOutDev.GetOutputSizePixel() );
// round output position towards zero. Don't want to truncate
// a fraction of a sprite pixel... Clip position at origin,
// otherwise, truncation of size below might leave visible
// areas uncovered by VDev.
const ::Point aOutputPosition(
::std::max( sal_Int32( 0 ),
static_cast< sal_Int32 >(rRequestedArea.getMinX()) ),
::std::max( sal_Int32( 0 ),
static_cast< sal_Int32 >(rRequestedArea.getMinY()) ) );
// round output size towards +infty. Don't want to truncate a
// fraction of a sprite pixel... Limit coverage of VDev to
// output device's area (i.e. not only to total size, but to
// cover _only_ the visible parts).
const ::Size aOutputSize(
::std::max( sal_Int32( 0 ),
::std::min( static_cast< sal_Int32 >(rTargetSizePixel.Width() - aOutputPosition.X()),
::canvas::tools::roundUp( rRequestedArea.getMaxX() - aOutputPosition.X() ))),
::std::max( sal_Int32( 0 ),
::std::min( static_cast< sal_Int32 >(rTargetSizePixel.Height() - aOutputPosition.Y()),
::canvas::tools::roundUp( rRequestedArea.getMaxY() - aOutputPosition.Y() ))));
// early exit for empty output area.
if( aOutputSize.Width() == 0 &&
aOutputSize.Height() == 0 )
{
return;
}
const Point aEmptyPoint(0,0);
const Size aCurrOutputSize( maVDev->GetOutputSizePixel() );
// adapt maVDev's size to the area that actually needs the
// repaint.
if( aCurrOutputSize.Width() < aOutputSize.Width() ||
aCurrOutputSize.Height() < aOutputSize.Height() )
{
// TODO(P1): Come up with a clever tactic to reduce maVDev
// from time to time. Reduction with threshold (say, if
// maVDev is more than twice too large) is not wise, as
// this might then toggle within the same updateScreen(),
// but for different disjunct sprite areas.
maVDev->SetOutputSizePixel( aOutputSize );
}
// paint background
maVDev->EnableMapMode( sal_False );
maVDev->SetClipRegion();
maVDev->DrawOutDev( aEmptyPoint, aOutputSize,
aOutputPosition, aOutputSize,
rBackOutDev );
// repaint all affected sprites on top of background into
// VDev.
::std::for_each( rSortedUpdateSprites.begin(),
rSortedUpdateSprites.end(),
::boost::bind( &spriteRedrawStub2,
::boost::ref( maVDev.get() ),
::boost::cref(
::vcl::unotools::b2DPointFromPoint(aOutputPosition)),
_1 ) );
// flush to screen
rOutDev.EnableMapMode( sal_False );
rOutDev.DrawOutDev( aOutputPosition, aOutputSize,
aEmptyPoint, aOutputSize,
*maVDev );
}
void SpriteCanvasHelper::renderFrameCounter( OutputDevice& rOutDev )
{
const double denominator( maLastUpdate.getElapsedTime() );
maLastUpdate.reset();
::rtl::OUString text( ::rtl::math::doubleToUString( denominator == 0.0 ? 100.0 : 1.0/denominator,
rtl_math_StringFormat_F,
2,'.',NULL,' ') );
// pad with leading space
while( text.getLength() < 6 )
text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM (" ")) + text;
text += ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM (" fps"));
renderInfoText( rOutDev,
text,
Point(0, 0) );
}
namespace
{
template< typename T > struct Adder
{
typedef void result_type;
Adder( T& rAdderTarget,
T nIncrement ) :
mpTarget( &rAdderTarget ),
mnIncrement( nIncrement )
{
}
void operator()() { *mpTarget += mnIncrement; }
void operator()( const ::canvas::Sprite::Reference& ) { *mpTarget += mnIncrement; }
void operator()( T nIncrement ) { *mpTarget += nIncrement; }
T* mpTarget;
T mnIncrement;
};
template< typename T> Adder<T> makeAdder( T& rAdderTarget,
T nIncrement )
{
return Adder<T>(rAdderTarget, nIncrement);
}
}
void SpriteCanvasHelper::renderSpriteCount( OutputDevice& rOutDev )
{
if( mpRedrawManager )
{
sal_Int32 nCount(0);
mpRedrawManager->forEachSprite( makeAdder(nCount,sal_Int32(1)) );
::rtl::OUString text(
::rtl::OUString::valueOf(
// disambiguate overload...
static_cast<sal_Int64>(nCount) ) );
// pad with leading space
while( text.getLength() < 3 )
text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM (" ")) + text;
text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM ("Sprites: ")) + text;
renderInfoText( rOutDev,
text,
Point(0, 30) );
}
}
void SpriteCanvasHelper::renderMemUsage( OutputDevice& rOutDev )
{
BackBufferSharedPtr pBackBuffer( mpOwningSpriteCanvas->getBackBuffer() );
if( mpRedrawManager &&
pBackBuffer )
{
double nPixel(0.0);
// accumulate pixel count for each sprite into fCount
mpRedrawManager->forEachSprite( ::boost::bind(
makeAdder(nPixel,1.0),
::boost::bind(
&calcNumPixel,
_1 ) ) );
static const int NUM_VIRDEV(2);
static const int BYTES_PER_PIXEL(3);
const Size& rVDevSize( maVDev->GetOutputSizePixel() );
const Size& rBackBufferSize( pBackBuffer->getOutDev().GetOutputSizePixel() );
const double nMemUsage( nPixel * NUM_VIRDEV * BYTES_PER_PIXEL +
rVDevSize.Width()*rVDevSize.Height() * BYTES_PER_PIXEL +
rBackBufferSize.Width()*rBackBufferSize.Height() * BYTES_PER_PIXEL );
::rtl::OUString text( ::rtl::math::doubleToUString( nMemUsage / 1048576.0,
rtl_math_StringFormat_F,
2,'.',NULL,' ') );
// pad with leading space
while( text.getLength() < 4 )
text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM (" ")) + text;
text = ::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM ("Mem: ")) +
text +
::rtl::OUString(RTL_CONSTASCII_USTRINGPARAM ("MB"));
renderInfoText( rOutDev,
text,
Point(0, 60) );
}
}
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */