Optimize UITextEdit rendering

master
Konrad Kuśnierz 9年前
コミット 6893a5e98a

@ -135,6 +135,12 @@ void PainterOGL1::drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode)
#endif
}
void PainterOGL1::drawFillCoords(CoordsBuffer& coordsBuffer)
{
setTexture(nullptr);
drawCoords(coordsBuffer);
}
void PainterOGL1::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture)
{
if(texture->isEmpty())

@ -50,6 +50,7 @@ public:
void refreshState();
void drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode = Triangles);
void drawFillCoords(CoordsBuffer& coordsBuffer);
void drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture);
void drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src);
void drawUpsideDownTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src);

@ -120,6 +120,13 @@ void PainterOGL2::drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode)
PainterShaderProgram::enableAttributeArray(PainterShaderProgram::TEXCOORD_ATTR);
}
void PainterOGL2::drawFillCoords(CoordsBuffer& coordsBuffer)
{
setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawSolidColorProgram.get());
setTexture(nullptr);
drawCoords(coordsBuffer);
}
void PainterOGL2::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture)
{
if(texture && texture->isEmpty())

@ -41,6 +41,7 @@ public:
void unbind();
void drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode = Triangles);
void drawFillCoords(CoordsBuffer& coordsBuffer);
void drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture);
void drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src);
void drawUpsideDownTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src);

@ -62,6 +62,7 @@ public:
virtual void clear(const Color& color) = 0;
virtual void drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode = Triangles) = 0;
virtual void drawFillCoords(CoordsBuffer& coordsBuffer) = 0;
virtual void drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr& texture) = 0;
virtual void drawTexturedRect(const Rect& dest, const TexturePtr& texture, const Rect& src) = 0;
void drawTexturedRect(const Rect& dest, const TexturePtr& texture) { drawTexturedRect(dest, texture, Rect(Point(0,0), texture->getSize())); }

@ -49,6 +49,9 @@ UITextEdit::UITextEdit()
m_updatesEnabled = true;
m_selectionColor = Color::white;
m_selectionBackgroundColor = Color::black;
m_glyphsTextCoordsBuffer.enableHardwareCaching();
m_glyphsSelectCoordsBuffer.enableHardwareCaching();
m_glyphsMustRecache = true;
blinkCursor();
}
@ -62,38 +65,36 @@ void UITextEdit::drawSelf(Fw::DrawPane drawPane)
drawImage(m_rect);
drawIcon(m_rect);
//TODO: text rendering could be much optimized by using vertex buffer or caching the render into a texture
int textLength = m_text.length();
const TexturePtr& texture = m_font->getTexture();
if(!texture)
return;
if(hasSelection()) {
if(m_color != Color::alpha) {
g_painter->setColor(m_color);
for(int i=0;i<m_selectionStart;++i)
g_painter->drawTexturedRect(m_glyphsCoords[i], texture, m_glyphsTexCoords[i]);
}
for(int i=m_selectionStart;i<m_selectionEnd;++i) {
g_painter->setColor(m_selectionBackgroundColor);
g_painter->drawFilledRect(m_glyphsCoords[i]);
g_painter->setColor(m_selectionColor);
g_painter->drawTexturedRect(m_glyphsCoords[i], texture, m_glyphsTexCoords[i]);
}
bool glyphsMustRecache = m_glyphsMustRecache;
if(glyphsMustRecache)
m_glyphsMustRecache = false;
if(m_color != Color::alpha) {
g_painter->setColor(m_color);
for(int i=m_selectionEnd;i<textLength;++i)
g_painter->drawTexturedRect(m_glyphsCoords[i], texture, m_glyphsTexCoords[i]);
if(m_color != Color::alpha) {
if(glyphsMustRecache) {
m_glyphsTextCoordsBuffer.clear();
for(int i=0;i<textLength;++i)
m_glyphsTextCoordsBuffer.addRect(m_glyphsCoords[i], m_glyphsTexCoords[i]);
}
} else if(m_color != Color::alpha) {
g_painter->setColor(m_color);
for(int i=0;i<textLength;++i)
g_painter->drawTexturedRect(m_glyphsCoords[i], texture, m_glyphsTexCoords[i]);
g_painter->drawTextureCoords(m_glyphsTextCoordsBuffer, texture);
}
if(hasSelection()) {
if(glyphsMustRecache) {
m_glyphsSelectCoordsBuffer.clear();
for(int i=m_selectionStart;i<m_selectionEnd;++i)
m_glyphsSelectCoordsBuffer.addRect(m_glyphsCoords[i], m_glyphsTexCoords[i]);
}
g_painter->setColor(m_selectionBackgroundColor);
g_painter->drawFillCoords(m_glyphsSelectCoordsBuffer);
g_painter->setColor(m_selectionColor);
g_painter->drawTextureCoords(m_glyphsSelectCoordsBuffer, texture);
}
// render cursor
if(isExplicitlyEnabled() && m_cursorVisible && m_cursorInRange && isActive() && m_cursorPos >= 0) {
@ -136,6 +137,9 @@ void UITextEdit::update(bool focusCursor)
if(m_rect.isEmpty())
return;
// recache coords buffers
recacheGlyphs();
// map glyphs positions
Size textBoxSize;
const std::vector<Point>& glyphsPositions = m_font->calculateGlyphsPositions(text, m_textAlign, &textBoxSize);
@ -360,6 +364,7 @@ void UITextEdit::setSelection(int start, int end)
m_selectionStart = stdext::clamp<int>(start, 0, (int)m_text.length());
m_selectionEnd = stdext::clamp<int>(end, 0, (int)m_text.length());
recacheGlyphs();
}
void UITextEdit::setTextHidden(bool hidden)

@ -108,6 +108,7 @@ protected:
private:
void disableUpdates() { m_updatesEnabled = false; }
void enableUpdates() { m_updatesEnabled = true; }
void recacheGlyphs() { m_glyphsMustRecache = true; }
Rect m_drawArea;
int m_cursorPos;
@ -137,6 +138,10 @@ private:
std::vector<Rect> m_glyphsCoords;
std::vector<Rect> m_glyphsTexCoords;
CoordsBuffer m_glyphsTextCoordsBuffer;
CoordsBuffer m_glyphsSelectCoordsBuffer;
bool m_glyphsMustRecache;
};
#endif

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