/* * Copyright (C) 2012 Carl Hetherington * Copyright (C) 2013-2017 Paul Davis * Copyright (C) 2014-2017 Robin Gareus * Copyright (C) 2015-2017 Tim Mayberry * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "pbd/compose.h" #include "pbd/demangle.h" #include "pbd/convert.h" #include "canvas/canvas.h" #include "canvas/debug.h" #include "canvas/item.h" #include "canvas/scroll_group.h" using namespace std; using namespace PBD; using namespace ArdourCanvas; int Item::default_items_per_cell = 64; Item::Item (Canvas* canvas) : Fill (*this) , Outline (*this) , _canvas (canvas) , _parent (0) , _scroll_parent (0) , _visible (true) , _bounding_box_dirty (true) , _lut (0) , _ignore_events (false) { DEBUG_TRACE (DEBUG::CanvasItems, string_compose ("new canvas item %1\n", this)); } Item::Item (Item* parent) : Fill (*this) , Outline (*this) , _canvas (parent->canvas()) , _parent (parent) , _scroll_parent (0) , _visible (true) , _bounding_box_dirty (true) , _lut (0) , _ignore_events (false) { DEBUG_TRACE (DEBUG::CanvasItems, string_compose ("new canvas item %1\n", this)); if (parent) { _parent->add (this); } find_scroll_parent (); } Item::Item (Item* parent, Duple const& p) : Fill (*this) , Outline (*this) , _canvas (parent->canvas()) , _parent (parent) , _scroll_parent (0) , _position (p) , _visible (true) , _bounding_box_dirty (true) , _lut (0) , _ignore_events (false) { DEBUG_TRACE (DEBUG::CanvasItems, string_compose ("new canvas item %1\n", this)); if (parent) { _parent->add (this); } find_scroll_parent (); } Item::~Item () { if (_parent) { _parent->remove (this); } if (_canvas) { _canvas->item_going_away (this, _bounding_box); } clear_items (true); delete _lut; } bool Item::visible() const { Item const * i = this; while (i) { if (!i->self_visible()) { return false; } i = i->parent(); } return true; } Duple Item::canvas_origin () const { return item_to_canvas (Duple (0,0)); } Duple Item::window_origin () const { /* This is slightly subtle. Our _position is in the coordinate space of our parent. So to find out where that is in window coordinates, we have to ask our parent. */ if (_parent) { return _parent->item_to_window (_position); } else { return _position; } } ArdourCanvas::Rect Item::item_to_parent (ArdourCanvas::Rect const & r) const { return r.translate (_position); } Duple Item::scroll_offset () const { if (_scroll_parent) { return _scroll_parent->scroll_offset(); } return Duple (0,0); } Duple Item::position_offset() const { Item const * i = this; Duple offset; while (i) { offset = offset.translate (i->position()); i = i->parent(); } return offset; } ArdourCanvas::Rect Item::item_to_canvas (ArdourCanvas::Rect const & r) const { return r.translate (position_offset()); } ArdourCanvas::Duple Item::item_to_canvas (ArdourCanvas::Duple const & d) const { return d.translate (position_offset()); } ArdourCanvas::Duple Item::canvas_to_item (ArdourCanvas::Duple const & r) const { return r.translate (-position_offset()); } ArdourCanvas::Rect Item::canvas_to_item (ArdourCanvas::Rect const & r) const { return r.translate (-position_offset()); } void Item::item_to_canvas (Coord& x, Coord& y) const { Duple d = item_to_canvas (Duple (x, y)); x = d.x; y = d.y; } void Item::canvas_to_item (Coord& x, Coord& y) const { Duple d = canvas_to_item (Duple (x, y)); x = d.x; y = d.y; } Duple Item::item_to_window (ArdourCanvas::Duple const & d, bool rounded) const { Duple ret = item_to_canvas (d).translate (-scroll_offset()); if (rounded) { ret.x = round (ret.x); ret.y = round (ret.y); } return ret; } Duple Item::window_to_item (ArdourCanvas::Duple const & d) const { return canvas_to_item (d.translate (scroll_offset())); } ArdourCanvas::Rect Item::item_to_window (ArdourCanvas::Rect const & r, bool rounded) const { Rect ret = item_to_canvas (r).translate (-scroll_offset()); if (rounded) { ret.x0 = round (ret.x0); ret.x1 = round (ret.x1); ret.y0 = round (ret.y0); ret.y1 = round (ret.y1); } return ret; } ArdourCanvas::Rect Item::window_to_item (ArdourCanvas::Rect const & r) const { return canvas_to_item (r.translate (scroll_offset())); } /** Set the position of this item in the parent's coordinates */ void Item::set_position (Duple p) { if (p == _position) { return; } ArdourCanvas::Rect bbox = bounding_box (); ArdourCanvas::Rect pre_change_parent_bounding_box; if (bbox) { /* see the comment in Canvas::item_moved() to understand * why we use the parent's bounding box here. */ pre_change_parent_bounding_box = item_to_parent (bbox); } _position = p; /* only update canvas and parent if visible. Otherwise, this will be done when ::show() is called. */ if (visible()) { _canvas->item_moved (this, pre_change_parent_bounding_box); if (_parent) { _parent->child_changed (); } } } void Item::set_x_position (Coord x) { set_position (Duple (x, _position.y)); } void Item::set_y_position (Coord y) { set_position (Duple (_position.x, y)); } void Item::raise_to_top () { if (_parent) { _parent->raise_child_to_top (this); } } void Item::raise (int levels) { if (_parent) { _parent->raise_child (this, levels); } } void Item::lower_to_bottom () { if (_parent) { _parent->lower_child_to_bottom (this); } } void Item::hide () { if (_visible) { _visible = false; /* children are all hidden because we are hidden, no need to propagate change because our bounding box necessarily includes them all already. thus our being hidden results in (a) a redraw of the entire bounding box (b) no children will be drawn. BUT ... current item in canvas might be one of our children, which is now hidden. So propagate away. */ for (list::iterator i = _items.begin(); i != _items.end(); ++i) { if ((*i)->self_visible()) { /* item was visible but is now hidden because we (its parent) are hidden */ (*i)->propagate_show_hide (); } } propagate_show_hide (); } } void Item::show () { if (!_visible) { _visible = true; for (list::iterator i = _items.begin(); i != _items.end(); ++i) { if ((*i)->self_visible()) { /* item used to be hidden by us (its parent), but is now visible */ (*i)->propagate_show_hide (); } } propagate_show_hide (); } } void Item::propagate_show_hide () { /* bounding box may have changed while we were hidden */ if (_parent) { _parent->child_changed (); } _canvas->item_shown_or_hidden (this); } Duple Item::item_to_parent (Duple const & d) const { return d.translate (_position); } Duple Item::parent_to_item (Duple const & d) const { return d.translate (- _position); } ArdourCanvas::Rect Item::parent_to_item (ArdourCanvas::Rect const & d) const { return d.translate (- _position); } void Item::unparent () { _parent = 0; _scroll_parent = 0; } void Item::reparent (Item* new_parent, bool already_added) { if (new_parent == _parent) { return; } assert (_canvas == new_parent->canvas()); if (_parent) { _parent->remove (this); } assert (new_parent); _parent = new_parent; _canvas = _parent->canvas (); find_scroll_parent (); if (!already_added) { _parent->add (this); } } void Item::find_scroll_parent () { Item const * i = this; ScrollGroup const * last_scroll_group = 0; /* Don't allow a scroll group to find itself as its own scroll parent */ i = i->parent (); while (i) { ScrollGroup const * sg = dynamic_cast (i); if (sg) { last_scroll_group = sg; } i = i->parent(); } _scroll_parent = const_cast (last_scroll_group); } bool Item::common_ancestor_within (uint32_t limit, const Item& other) const { uint32_t d1 = depth(); uint32_t d2 = other.depth(); const Item* i1 = this; const Item* i2 = &other; /* move towards root until we are at the same level for both items */ while (d1 != d2) { if (d1 > d2) { if (!i1) { return false; } i1 = i1->parent(); d1--; limit--; } else { if (!i2) { return false; } i2 = i2->parent(); d2--; limit--; } if (limit == 0) { return false; } } /* now see if there is a common parent */ while (i1 != i2) { if (i1) { i1 = i1->parent(); } if (i2) { i2 = i2->parent (); } limit--; if (limit == 0) { return false; } } return true; } const Item* Item::closest_ancestor_with (const Item& other) const { uint32_t d1 = depth(); uint32_t d2 = other.depth(); const Item* i1 = this; const Item* i2 = &other; /* move towards root until we are at the same level for both items */ while (d1 != d2) { if (d1 > d2) { if (!i1) { return 0; } i1 = i1->parent(); d1--; } else { if (!i2) { return 0; } i2 = i2->parent(); d2--; } } /* now see if there is a common parent */ while (i1 != i2) { if (i1) { i1 = i1->parent(); } if (i2) { i2 = i2->parent (); } } return i1; } bool Item::is_descendant_of (const Item& candidate) const { Item const * i = _parent; while (i) { if (i == &candidate) { return true; } i = i->parent(); } return false; } void Item::grab_focus () { /* XXX */ } void Item::size_allocate (Rect const & r) { _allocation = r; } /** @return Bounding box in this item's coordinates */ ArdourCanvas::Rect Item::bounding_box (bool for_own_purposes) const { if (_bounding_box_dirty) { compute_bounding_box (); assert (!_bounding_box_dirty); add_child_bounding_boxes (); } if (!for_own_purposes) { if (_allocation) { return _allocation; } } return _bounding_box; } Coord Item::height () const { ArdourCanvas::Rect bb = bounding_box(); if (bb) { return bb.height (); } return 0; } Coord Item::width () const { ArdourCanvas::Rect bb = bounding_box(); if (bb) { return bb.width (); } return 0; } void Item::redraw () const { if (visible() && _bounding_box && _canvas) { _canvas->request_redraw (item_to_window (_bounding_box)); } } void Item::begin_change () { _pre_change_bounding_box = bounding_box (); } void Item::end_change () { if (visible()) { _canvas->item_changed (this, _pre_change_bounding_box); if (_parent) { _parent->child_changed (); } } } void Item::begin_visual_change () { } void Item::end_visual_change () { if (visible()) { _canvas->item_visual_property_changed (this); } } void Item::move (Duple movement) { set_position (position() + movement); } void Item::grab () { assert (_canvas); _canvas->grab (this); } void Item::ungrab () { assert (_canvas); _canvas->ungrab (); } void Item::set_data (string const & key, void* data) { _data[key] = data; } void * Item::get_data (string const & key) const { map::const_iterator i = _data.find (key); if (i == _data.end ()) { return 0; } return i->second; } void Item::set_ignore_events (bool ignore) { _ignore_events = ignore; } std::string Item::whatami () const { std::string type = demangle (typeid (*this).name()); return type.substr (type.find_last_of (':') + 1); } uint32_t Item::depth () const { Item* i = _parent; int d = 0; while (i) { ++d; i = i->parent(); } return d; } bool Item::covers (Duple const & point) const { Duple p = window_to_item (point); if (_bounding_box_dirty) { compute_bounding_box (); } Rect r = bounding_box(); if (!r) { return false; } return r.contains (p); } /* nesting/grouping API */ void Item::render_children (Rect const & area, Cairo::RefPtr context) const { if (_items.empty()) { return; } ensure_lut (); std::vector items = _lut->get (area); #ifdef CANVAS_DEBUG if (DEBUG_ENABLED(PBD::DEBUG::CanvasRender)) { cerr << string_compose ("%1%7 %2 @ %7 render %5 @ %6 %3 items out of %4\n", _canvas->render_indent(), (name.empty() ? string ("[unnamed]") : name), items.size(), _items.size(), area, _position, this, whatami()); } #endif ++render_depth; for (std::vector::const_iterator i = items.begin(); i != items.end(); ++i) { if (!(*i)->visible ()) { #ifdef CANVAS_DEBUG if (DEBUG_ENABLED(PBD::DEBUG::CanvasRender)) { cerr << _canvas->render_indent() << "Item " << (*i)->whatami() << " [" << (*i)->name << "] invisible - skipped\n"; } #endif continue; } Rect item_bbox = (*i)->bounding_box (); if (!item_bbox) { #ifdef CANVAS_DEBUG if (DEBUG_ENABLED(PBD::DEBUG::CanvasRender)) { cerr << _canvas->render_indent() << "Item " << (*i)->whatami() << " [" << (*i)->name << "] empty - skipped\n"; } #endif continue; } Rect item = (*i)->item_to_window (item_bbox, false); Rect d = item.intersection (area); if (d) { Rect draw = d; if (draw.width() && draw.height()) { #ifdef CANVAS_DEBUG if (DEBUG_ENABLED(PBD::DEBUG::CanvasRender)) { if (dynamic_cast(*i) == 0) { cerr << _canvas->render_indent() << "render " << ' ' << (*i) << ' ' << (*i)->whatami() << ' ' << (*i)->name << " item " << item_bbox << " window = " << item << " intersect = " << draw << " @ " << _position << endl; } } #endif (*i)->render (area, context); ++render_count; } } else { #ifdef CANVAS_DEBUG if (DEBUG_ENABLED(PBD::DEBUG::CanvasRender)) { cerr << string_compose ("%1skip render of %2 %3, no intersection between %4 and %5\n", _canvas->render_indent(), (*i)->whatami(), (*i)->name, item, area); } #endif } } --render_depth; } void Item::prepare_for_render_children (Rect const & area) const { if (_items.empty()) { return; } ensure_lut (); std::vector items = _lut->get (area); for (std::vector::const_iterator i = items.begin(); i != items.end(); ++i) { if (!(*i)->visible ()) { continue; } Rect item_bbox = (*i)->bounding_box (); if (!item_bbox) { continue; } Rect item = (*i)->item_to_window (item_bbox, false); Rect d = item.intersection (area); if (d) { Rect draw = d; if (draw.width() && draw.height()) { (*i)->prepare_for_render (area); } } else { // Item does not intersect with visible canvas area } } } void Item::add_child_bounding_boxes (bool include_hidden) const { Rect self; Rect bbox; bool have_one = false; if (_bounding_box) { bbox = _bounding_box; have_one = true; } for (list::const_iterator i = _items.begin(); i != _items.end(); ++i) { if (!(*i)->visible() && !include_hidden) { continue; } Rect item_bbox = (*i)->bounding_box (); if (!item_bbox) { continue; } Rect group_bbox = (*i)->item_to_parent (item_bbox); if (have_one) { bbox = bbox.extend (group_bbox); } else { bbox = group_bbox; have_one = true; } } if (!have_one) { _bounding_box = Rect (); } else { _bounding_box = bbox; } } void Item::add (Item* i) { /* XXX should really notify canvas about this */ _items.push_back (i); i->reparent (this, true); invalidate_lut (); _bounding_box_dirty = true; } void Item::add_front (Item* i) { /* XXX should really notify canvas about this */ _items.push_front (i); i->reparent (this, true); invalidate_lut (); _bounding_box_dirty = true; } void Item::remove (Item* i) { if (i->parent() != this) { return; } /* we cannot call bounding_box() here because that will iterate over _items, one of which (the argument, i) may be in the middle of deletion, making it impossible to call compute_bounding_box() on it. */ if (_bounding_box) { _pre_change_bounding_box = _bounding_box; } else { _pre_change_bounding_box = Rect(); } i->unparent (); _items.remove (i); invalidate_lut (); _bounding_box_dirty = true; end_change (); } void Item::clear (bool with_delete) { begin_change (); clear_items (with_delete); invalidate_lut (); _bounding_box_dirty = true; end_change (); } void Item::clear_items (bool with_delete) { for (list::iterator i = _items.begin(); i != _items.end(); ) { list::iterator tmp = i; Item *item = *i; ++tmp; /* remove from list before doing anything else, because we * don't want to find the item in _items during any activity * driven by unparent-ing or deletion. */ _items.erase (i); item->unparent (); if (with_delete) { delete item; } i = tmp; } } void Item::raise_child_to_top (Item* i) { if (!_items.empty()) { if (_items.back() == i) { return; } } _items.remove (i); _items.push_back (i); invalidate_lut (); redraw (); } void Item::raise_child (Item* i, int levels) { list::iterator j = find (_items.begin(), _items.end(), i); assert (j != _items.end ()); ++j; _items.remove (i); while (levels > 0 && j != _items.end ()) { ++j; --levels; } _items.insert (j, i); invalidate_lut (); redraw (); } void Item::lower_child_to_bottom (Item* i) { if (!_items.empty()) { if (_items.front() == i) { return; } } _items.remove (i); _items.push_front (i); invalidate_lut (); redraw (); } void Item::ensure_lut () const { if (!_lut) { _lut = new DumbLookupTable (*this); } } void Item::invalidate_lut () const { delete _lut; _lut = 0; } void Item::child_changed () { invalidate_lut (); _bounding_box_dirty = true; if (_parent) { _parent->child_changed (); } } void Item::add_items_at_point (Duple const point, vector& items) const { Rect const bbox = bounding_box (); /* Point is in window coordinate system */ if (!bbox || !item_to_window (bbox).contains (point)) { return; } /* recurse and add any items within our group that contain point. Our children are only considered visible if we are, and similarly only if we do not ignore events. */ vector our_items; if (!_items.empty() && visible() && !_ignore_events) { ensure_lut (); our_items = _lut->items_at_point (point); } if (!our_items.empty() || covers (point)) { /* this adds this item itself to the list of items at point */ items.push_back (this); } for (vector::iterator i = our_items.begin(); i != our_items.end(); ++i) { (*i)->add_items_at_point (point, items); } } void Item::set_tooltip (const std::string& s) { _tooltip = s; } void Item::start_tooltip_timeout () { if (!_tooltip.empty()) { _canvas->start_tooltip_timeout (this); } } void Item::stop_tooltip_timeout () { _canvas->stop_tooltip_timeout (); } void Item::dump (ostream& o) const { ArdourCanvas::Rect bb = bounding_box(); o << _canvas->indent() << whatami() << ' ' << this << " self-Visible ? " << self_visible() << " visible ? " << visible(); o << " @ " << position(); #ifdef CANVAS_DEBUG if (!name.empty()) { o << ' ' << name; } #endif if (bb) { o << endl << _canvas->indent() << "\tbbox: " << bb; o << endl << _canvas->indent() << "\tCANVAS bbox: " << item_to_canvas (bb); } else { o << " bbox unset"; } o << endl; if (!_items.empty()) { #ifdef CANVAS_DEBUG o << _canvas->indent(); o << " @ " << position(); o << " Items: " << _items.size(); o << " Self-Visible ? " << self_visible(); o << " Visible ? " << visible(); Rect bb = bounding_box(); if (bb) { o << endl << _canvas->indent() << " bbox: " << bb; o << endl << _canvas->indent() << " CANVAS bbox: " << item_to_canvas (bb); } else { o << " bbox unset"; } o << endl; #endif ArdourCanvas::dump_depth++; for (list::const_iterator i = _items.begin(); i != _items.end(); ++i) { o << **i; } ArdourCanvas::dump_depth--; } } ostream& ArdourCanvas::operator<< (ostream& o, const Item& i) { i.dump (o); return o; }