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tdeartwork/tdescreensaver/kdesavers/tdeasciiquarium/screen.h

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#ifndef AA_SCREEN_H
#define AA_SCREEN_H
#include <tqcolor.h>
#include <tqfont.h>
#include <tqobject.h>
#include <tqvaluevector.h>
#include <tqpixmap.h>
class Sprite;
class AASaver;
/**
* This is the main display class of Asciiquarium. We use a pseudo-terminal-ish
* type coordinate system, where although this is a full fledged GUI application,
* Sprites and most external functions deal with logical text position
* coordinates instead of GUI coordinates. (x, y) starts in the upper-left of
* the real screen at (0, 0), and continues on to (width - 1, height - 1).
*
* Use addSprite() to add new Sprites to the Screen after you have created them
* and added their Frames.
*/
class Screen: public TQObject
{
Q_OBJECT
public:
/**
* Represents a logical character on the Screen.
*/
struct Pixel {
char letter; ///< Character to display in the cell.
TQRgb color; ///< Color to use for the cell.
/// Default constructor.
Pixel(): letter(' '), color(0)
{
}
};
private:
AASaver* m_widget; ///< Widget that we should paint on.
int m_width; ///< Number of logical columns in the screen.
int m_height; ///< Number of logical rows on the screen.
int m_offX; ///< Number of pixels on left side needed to center image.
int m_offY; ///< Number of pixels on top side needed to center image.
/** Pixmap cache of the image used to speed up rendering. All paints happen
* to the pixmap, which is then bitBlt()'ed to m_widget when the time comes
* to paint.
*/
TQPixmap m_backBuffer;
int m_cellW; ///< The GUI width of a character cell.
int m_cellH; ///< The GUI height of a character cell.
TQValueVector<Sprite*> m_sprites; ///< List of Sprites on screen.
TQValueVector<Sprite*> m_addedSprites; ///< List of Sprites to be added next frame.
private slots:
/**
* Handles updating the screen buffer to draw the next frame.
*/
void doAnimate();
public:
/**
* Constructor.
*
* @param widget The widget to draw on.
*/
Screen(AASaver* widget);
~Screen();
/// Returns the logical width of the screen.
int width() const
{
return m_width;
}
/// Returns the logical height of the screen.
int height() const
{
return m_height;
}
/// Returns the GUI width of a character cell.
int cellWidth() const
{
return m_cellW;
}
/// Returns the GUI height of a character cell.
int cellHeight() const
{
return m_cellH;
}
/**
* Adds a sprite to the internal sprite list.
*
* @param sprite The Sprite to add. It will show up in the next frame.
*/
void addSprite(Sprite* sprite)
{
m_addedSprites.append(sprite);
}
/// Returns the number of milliseconds separating each animation tick.
int msPerTick() const;
/**
* Updates the backbuffer, and asks the portion of the widget to be
* repainted.
*
* @param x The logical x coordinate of the left edge of the update area.
* @param y The logical y coordinate of the top edge of the update area.
* @param updatePixmap The pixmap to draw into the buffer, which should be
* masked to only draw non-transparent regions.
*/
void updateSpan(int x, int y, const TQPixmap &updatePixmap);
/**
* Clear the given portion of the backbuffer, asks for a repaint.
*
* @param x The logical x coordinate of the left edge of the update region.
* @param y The logical y coordinate of the top edge of the update region.
* @param clearPixmap the pixmap to use to clear the span, which should be
* the background color of the Screen, and masked to
* only draw the area that needs cleared.
*/
void clearSpan(int x, int y, const TQPixmap &clearPixmap);
/**
* Actually paints the region on the widget.
*
* @param r The region of the widget to update.
*/
void paint(TQRegion r);
};
#endif