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https://github.com/RGBCube/serenity
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Have WindowManager::invalidate() unite dirty rects that intersect each other.
This is kinda primitive but it avoids double-draw when slowly dragging stuff.
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parent
c43903eebd
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3 changed files with 27 additions and 2 deletions
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@ -8,6 +8,8 @@
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#include "Process.h"
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#include "MemoryManager.h"
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//#define DEBUG_FLUSH_YELLOW
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static const int windowTitleBarHeight = 16;
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static inline Rect titleBarRectForWindow(const Rect& window)
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@ -327,6 +329,12 @@ void WindowManager::invalidate(const Rect& a_rect)
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for (auto& r : m_invalidated_rects) {
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if (r.contains(rect))
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return;
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if (r.intersects(rect)) {
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// Unite with the existing dirty rect.
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// FIXME: It would be much nicer to compute the exact rects needing repaint.
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r = r.united(rect);
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return;
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}
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}
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m_invalidated_rects.append(rect);
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@ -350,6 +358,11 @@ void WindowManager::flush(const Rect& a_rect)
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const RGBA32* back_ptr = m_back_bitmap->scanline(rect.y()) + rect.x();
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size_t pitch = m_back_bitmap->pitch();
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#ifdef DEBUG_FLUSH_YELLOW
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Painter p(*m_front_bitmap);
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p.fill_rect(rect, Color::Yellow);
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#endif
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for (int y = 0; y < rect.height(); ++y) {
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fast_dword_copy(front_ptr, back_ptr, rect.width());
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front_ptr = (RGBA32*)((byte*)front_ptr + pitch);
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