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- /* ----------------------------------------------------------------------------
- * Double buffering code
- * ----------------------------------------------------------------------------
- */
-
-
- #include "dbl.h"
-
- struct {
- unsigned short red;
- unsigned short green;
- unsigned short blue;
- } color[] = {
- { 65280, 65280, 65280 }, /* white */
- { 0, 0, 65280 }, /* blue */
- { 0, 65280, 0 }, /* green */
- { 65280, 0, 0 }, /* red */
- { 42240, 10752, 10752 }, /* brown */
- { 65280, 32512, 0 }, /* orange */
- { 32512, 32512, 32512 }, /* gray */
- { 0, 0, 0 } /* black */
- };
-
- /* ------------------------------------------------------------------------- */
-
- DoubleBuffer *
- DBLcreate_double_buffer (display, window, backing_store, colors, num_colors)
- Display *display;
- Window window;
- int backing_store;
- XColor *colors;
- int num_colors;
- {
- int i, j, k, l, m, offset, mask, size;
- int max_planes;
-
- char *string;
- Surface *surface;
- DoubleBuffer *db;
- XGCValues xgcv;
- unsigned long xgcvmask;
-
- /* allocate the double buffer structure, and then open the display */
-
- if ((db = (DoubleBuffer *)calloc(1, sizeof(DoubleBuffer))) == 0) {
- printf("DBLopen_double_buffer : memory allocation error\n");
- return (NULL);
- }
-
- /* note the display */
-
- db->display = display;
-
- /* first some information about our display */
-
- db->screen = DefaultScreenOfDisplay(db->display);
- db->window = window;
-
- /* now get some information on color resources */
-
- db->visual = DefaultVisualOfScreen(db->screen);
- db->depth = DefaultDepthOfScreen(db->screen);
- db->colormap = DefaultColormapOfScreen(db->screen);
-
- /* set up colors */
-
- for (i = 0 ; i < num_colors; i++) {
- color[i].red = colors[i].red;
- color[i].green = colors[i].green;
- color[i].blue = colors[i].blue;
- }
-
- /* see if the user wanted to limit the number of planes used
- then see how many are available, make it a multiple of 2 */
-
- if ((string = getenv("DBL_MAX_PLANES")) == NULL)
- max_planes = DBL_MAX_PLANES;
- else {
- max_planes = atoi(string);
- }
-
- if ((db->num_planes = PlanesOfScreen(db->screen)) > max_planes) {
- db->num_planes = max_planes;
- }
-
- db->num_planes = (db->num_planes >> 1) << 1;
-
-
- /* otherwise allocate contiguous planes to do double buffering */
-
- while (db->num_planes >= DBL_MIN_PLANES) {
- if (XAllocColorCells (db->display, db->colormap, 1, db->planes,
- db->num_planes, db->pixels, 1)) {
- break;
- }
-
- db->num_planes -= 2;
- }
-
- /* if we have at least minimum planes, then we can do double
- buffering and we want to setup our surfaces and colormaps */
-
- if (db->num_planes < DBL_MIN_PLANES)
- db->num_surfaces = 0;
- else {
- db->num_colors = 1 << (db->num_planes >> 1);
- db->num_surfaces = DBL_MAX_SURFACES;
-
- /* if the number of colors is less than DBL_MAX_COLORS,
- then we want to make sure black is the last color */
-
- for (i = db->num_colors - 1; i < DBL_MAX_COLORS; i++) {
- color[i].red = color[DBL_MAX_COLORS - 1].red;
- color[i].green = color[DBL_MAX_COLORS - 1].green;
- color[i].blue = color[DBL_MAX_COLORS - 1].blue;
- }
-
- /* we have a set of contiguous planes. compute a mask for
- the planes, and figure out the offset in the hardware */
-
- for (i = 0; i < db->num_planes; i++) {
- db->mask |= db->planes[i];
- }
-
- mask = db->mask;
- offset = 0;
-
- while ((mask & 1) == 0) {
- mask = mask >> 1;
- offset = offset + 1;
- }
-
- mask = (1 << (db->num_planes >> 1)) - 1;
-
- /* now create the surfaces that will contain plane mask and
- colormap information that we use to do double buffering */
-
- for (i = 0; i < db->num_surfaces; i++) {
- size = sizeof(Surface) + sizeof(XColor) * (1 << db->num_planes);
-
- if ((surface = (Surface *)malloc(size)) != NULL)
- db->surface[i] = surface;
- else {
- printf("DBLcreate_double_buffer : memory allocation error\n");
- DBLdelete_double_buffer(db);
- return(NULL);
- }
-
- surface->offset = offset + i * (db->num_planes >> 1);
- surface->mask = mask << surface->offset;
- surface->num_colors = 1 << db->num_planes;
-
- /* compute our pixel values by taking every permutation
- of the pixel and planes returned by XAllocColorCells */
-
- for (j = 0; j < (surface->num_colors); j++) {
- surface->color[j].pixel = db->pixels[0];
- }
-
- for (j = 0; j < db->num_planes; j++) {
- for (k = (1 << j); k < (surface->num_colors); k += (2 << j)) {
- for (l = k; l < (k + (1 << j)); l++) {
- surface->color[l].pixel |= db->planes[j];
- }
- }
- }
-
- /* now populate those pixels with the proper colors so
- that we can do animation by banging in a new colormap */
-
- for (j = 0; j < surface->num_colors; j++) {
- k = (j & surface->mask) >> surface->offset;
-
- surface->color[j].red = color[k].red;
- surface->color[j].green = color[k].green;
- surface->color[j].blue = color[k].blue;
-
- surface->color[j].flags = DoRed | DoGreen | DoBlue;
- }
- }
-
- db->current_surface = 0;
- }
-
-
- /* now figure out what pixel values we will use to draw with
- and store them in the double buffer structure */
-
- if (db->num_surfaces == 0) {
- db->num_colors = DBL_MAX_COLORS;
- db->colors[0] = WhitePixelOfScreen(db->screen);
-
- for (i = 1; i < db->num_colors; i++) {
- db->colors[i] = BlackPixelOfScreen(db->screen);
- }
- }
- else {
- for (i = 0; i < db->num_colors; i++) {
- j = (i << (db->num_planes >> 1)) + i;
- db->colors[i] = db->surface[0]->color[j].pixel;
- }
- }
-
- /* fill out the remaining colors with the last color */
-
- for (; i < DBL_MAX_COLORS; i++) {
- db->colors[i] = db->colors[db->num_colors - 1];
- }
-
- db->width = WidthOfScreen(db->screen);
- db->height = HeightOfScreen(db->screen);
-
- /* if there are no surfaces then we are doing animation with
- a frame buffer, so create a pixmap as our frame buffer */
-
- if (db->num_surfaces > 0)
- db->drawable = db->window;
- else {
- db->frame = XCreatePixmap(db->display, db->window,
- db->width, db->height, db->depth);
- db->drawable = db->frame;
- }
-
- /* if they have requested backing store, then create an extra
- pixmap which we can use as backing store to handle exposures */
-
- if (backing_store) {
- db->backing = XCreatePixmap(db->display, db->window,
- db->width, db->height, db->depth);
- }
-
- /* use the 0 pixel from one of the surfaces for the background */
-
- xgcv.background = DBLinq_background(db);
- xgcv.line_style = LineSolid;
- xgcv.line_width = 0;
- xgcv.cap_style = CapButt;
- xgcv.join_style = JoinRound;
- xgcvmask = GCBackground | GCLineStyle | GCLineWidth | GCCapStyle |
- GCJoinStyle;
-
- db->gc = XCreateGC(db->display, db->drawable, xgcvmask, &xgcv);
-
- /* do an initial frame to setup the colormap, and return */
-
- DBLbegin_frame(db);
- DBLend_frame(db, 1);
- return (db);
- }
-
- /* ------------------------------------------------------------------------- */
-
- void
- DBLdelete_double_buffer (db)
- DoubleBuffer *db;
- {
- int i;
-
- /* remove and and all surfaces that are out there */
-
- for (i = 0; i < DBL_MAX_SURFACES; i++) {
- if (db->surface[i] != 0) {
- free(db->surface[i]);
- }
- }
-
- /* now clean up the various resources used for this double buffer */
-
- if (db->frame != 0) {
- XFreePixmap(db->display, db->frame);
- }
-
- if (db->backing != 0) {
- XFreePixmap(db->display, db->backing);
- }
-
- /* if we created our own private colormap, then free the colormap */
-
- if (db->colormap != DefaultColormapOfScreen(db->screen)) {
- XFreeColormap(db->display, db->colormap);
- }
-
- free (db);
- }
-
- /* ------------------------------------------------------------------------- */
-
- unsigned long
- DBLinq_background(db)
- DoubleBuffer *db;
- {
- if (db->num_surfaces > 0)
- return(db->surface[0]->color[0].pixel);
- else
- return(WhitePixelOfScreen(db->screen));
- }
-
- /* ------------------------------------------------------------------------- */
-
- DBLbegin_frame(db)
- DoubleBuffer *db;
- {
- Surface *surface;
-
- /* there will be at most two surfaces optimize with "&"*/
-
- if (db->num_surfaces > 0) {
- db->current_surface = (db->current_surface + 1) & 1;
- surface = db->surface[db->current_surface];
- }
-
- /* clear the back surface of the window which may actually be a pixmap */
-
- if (db->num_surfaces > 0)
- XSetPlaneMask (db->display, db->gc, surface->mask);
-
- /* clear out the back surface or frame buffer as appropriate */
-
- XSetFunction(db->display, db->gc, GXclear);
- XFillRectangle(db->display, db->drawable, db->gc,
- 0, 0, db->width, db->height);
-
- /* set writing mode back to copy */
- XSetFunction (db->display, db->gc, GXcopy);
-
- XSync(db->display, False);
- }
-
-
- /* ------------------------------------------------------------------------- */
-
-
- DBLend_frame(db, init)
- DoubleBuffer *db;
- short init;
- {
- Surface *surface;
-
- /* if there are no drawing surfaces, then we are doing animation
- with a frame buffer, copy the frame buffers to their viewports */
-
- if (db->num_surfaces == 0) {
- if (! init)
- XCopyArea (db->display, db->frame, db->window,
- db->gc, 0,0, db->width, db->height, 0,0);
- } else {
-
- /* otherwise, we can flip the surface by banging in the new colormap */
-
- XSync(db->display, False);
- surface = db->surface[db->current_surface];
- XStoreColors (db->display, db->colormap,
- surface->color, surface->num_colors);
- }
-
- if (db->backing != 0) {
- XCopyArea (db->display, db->window, db->backing,
- db->gc, 0,0, db->width, db->height, 0,0);
- }
-
- /* make sure this all goes off to the server, right away */
-
- XSync(db->display, False);
- }
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