Change how dirty screen, window and viewport areas are tracked for later redrawing

Track dirty viewport areas seperately form general screen redraws.
Maintain a dirty block grid per viewport, with a smaller block size.
Use even smaller block size in viewport map mode.

Use a rectangle array for general screen redraws instead of a block grid.

Add a dirty bit to windows and widgets, to simplify the common case
of repainting a whole window or widget, without catching
neighbouring windows or viewports.
This commit is contained in:
Jonathan G Rennison
2020-02-21 19:45:07 +00:00
parent d740a19e5f
commit 8f442500ea
18 changed files with 626 additions and 182 deletions

View File

@@ -21,7 +21,7 @@
* (this is btw. also possible if needed). This is used to avoid a
* flickering of the screen by the video driver constantly repainting it.
*
* This whole mechanism is controlled by an rectangle defined in #_invalid_rect. This
* This whole mechanism was controlled by an rectangle defined in #_invalid_rect. This
* rectangle defines the area on the screen which must be repaint. If a new object
* needs to be repainted this rectangle is extended to 'catch' the object on the
* screen. At some point (which is normally uninteresting for patch writers) this
@@ -32,7 +32,6 @@
* rectangle information. Then a new round begins by marking objects "dirty".
*
* @see VideoDriver::MakeDirty
* @see _invalid_rect
* @see _screen
*/
@@ -134,6 +133,7 @@ const char *GetCharAtPosition(const char *str, int x, FontSize start_fontsize =
void DrawDirtyBlocks();
void SetDirtyBlocks(int left, int top, int right, int bottom);
void UnsetDirtyBlocks(int left, int top, int right, int bottom);
void MarkWholeScreenDirty();
void GfxInitPalettes();