Shadow: try to optimize shadow areas

* cleanup inner part of box on round corners, frames considered
* adopt implementations in some gui classes
* some debug lines removed
* test menu adopted
* try to fix corner caluculation to avoid transparent holes
This commit is contained in:
2016-08-30 11:51:53 +02:00
parent b233c06af3
commit a17d61de8c
5 changed files with 72 additions and 73 deletions

View File

@@ -74,120 +74,120 @@ void CComponentsItem::paintInit(bool do_save_bg)
//calculate current needed frame thickeness and color, if item selected or not
fb_pixel_t col_frame_cur = col_frame;
int th = fr_thickness;
int th = cc_enable_frame ? fr_thickness : 0;
if (v_fbdata.empty()){
//calculate current needed corner radius for body box, depends of frame thickness
int rad = (th) ? corner_rad-th : corner_rad;
//and ensure max radius < dimensions
rad = min(min(rad, corner_rad), min(width, height));
//set current position and dimensions
int ix = x, iy = y, dx = width, dy = height;
//and ensure sw is not larger than body dimensions, max x%
int sw = (shadow) ? min(shadow_w, min(dx, dy)*50/100) : 0;
int sw = (shadow) ? shadow_w : 0;
//set current needed corner main box radius
int box_rad = corner_rad;
//and ensure max main box radius < dimensions
if (2*box_rad > dy)
box_rad -= max(0, 2*box_rad-dy);
if (2*box_rad > dx)
box_rad -= max(0, 2*box_rad-dy);
//Workaround: ensure radius values >= 0, framebuffer methode paintBoxRel() gets confused
box_rad = max(box_rad-th, 0);
//if item is bound on a parent form,...
int ix = x, iy = y;
fb_pixel_t col_shadow_clean = 0;
//if item is bound on a parent form,...
if (cc_parent){
//we must use real x/y values and from parent form as reference
//...we must use real x/y values and from parent form as reference
ix = cc_xr;
iy = cc_yr;
//we must use color of parent body instead screen background
//...we must use color of parent body instead screen background
col_shadow_clean = cc_parent->getColorBody();
}
// //handle shadow width
// if (width <= sw || height <= sw){ //don't use shadow, if item dimensions too small
// dprintf(DEBUG_NORMAL, "\033[33m[CComponentsItem]\t[%s - %d] shadow dimensions too small sw=%d, shadow is disabled set dimension to 0\033[0m\n",__func__, __LINE__, sw);
// shadow = CC_SHADOW_OFF;
// sw = 0;
// }
///evaluate shadow layer parts
//handle general shadow corner dimensions
int sh_cdx = box_rad+sw+th; //width
int sh_cdy = box_rad+sw+th; //height
//adapt shadow corner dimensions if body dimensions are too small, use an offset if required
int sh_cdx_size_offset, sh_cdy_size_offset = 0;
if (sh_cdy*2 > dy)
sh_cdy_size_offset = sh_cdy*2-dy;
if (sh_cdx*2 > dx)
sh_cdx_size_offset = sh_cdx*2-dx;
//evaluate shadow layer parts
//handle shadow corner dimensions
int sh_cdx = rad+sw, sh_cdy = rad+sw;
//handle shadow positions
//...corner bottom right
int sh_cbr_x = ix+width-sh_cdx+sw;
int sh_cbr_y = iy+height-sh_cdy+sw;
int sh_cbr_x = ix+dx-sh_cdx+sw;
int sh_cbr_y = iy+dy-sh_cdy+sw;
//...corner top right
int sh_ctr_x = sh_cbr_x;
int sh_ctr_y = iy+sw;
//...corner bottom left
int sh_cbl_x = ix+sw;
int sh_cbl_y = sh_cbr_y;
//handle general shadow bar dimensions
int sh_bdx = dx-sh_cdx-sh_cdx;
int sh_rdy = dy-sh_cdy-sh_cdy;
//...bar bottom
int sh_bx = sh_cbl_x+sh_cdx;
int sh_by = iy+height;
int sh_bdx = width-sh_cdx-sh_cdx;
int sh_by = iy+dy;
//...bar right
int sh_rx = ix+width;
int sh_rx = ix+dx;
int sh_ry = sh_ctr_y+sh_cdy;
int sh_rdy = height-sh_cdy-sh_cdy;
//corners
bool sh_ctr = (shadow & CC_SHADOW_CORNER_TOP_RIGHT);
bool sh_cbr = (shadow & CC_SHADOW_CORNER_BOTTOM_RIGHT);
bool sh_cbl = (shadow & CC_SHADOW_CORNER_BOTTOM_LEFT);
//...bars
//...shadow bar right
bool sh_br = (shadow & CC_SHADOW_RIGHT);
printf("<<<<<<<<<<<sh_rdy<<<<<<<<<<< %d\n", sh_rdy );
if (sh_rdy < 1)
sh_br = false;
//...shadow bar bottom
bool sh_bb = (shadow & CC_SHADOW_BOTTOM);
printf("<<<<<<<<<<<sh_bdx<<<<<<<<<<< %d\n", sh_bdx );
if (sh_bdx < 1)
sh_bx = false;
// int sh_ry = sh_tr ? iy+2*sw+rad : iy+sw;
// int sh_rdy = sh_tr ? height-2*rad-2*sw : height-rad-sw;
//
// int sh_bx = sh_bl ? ix+2*sw+rad : ix+sw;
// int sh_bdx = sh_bl ? width-2*rad-2*sw : width-rad-sw;
// if (!(corner_type & CORNER_BOTTOM_RIGHT)){
// sh_rdy += rad;
// }
//init paint layers
cc_fbdata_t fbdata[] =
{
//buffered bg
{true, CC_FBDATA_TYPE_BGSCREEN, ix, iy, width+sw, height+sw, 0, 0, 0, 0, NULL, NULL, NULL, false},
{true, CC_FBDATA_TYPE_BGSCREEN, ix, iy, dx+sw, dy+sw, 0, 0, 0, 0, NULL, NULL, NULL, false},
//shadow corner bottom left
{sh_cbl, CC_FBDATA_TYPE_SHADOW_BOX, sh_cbl_x, sh_cbl_y, sh_cdx, sh_cdy, COL_GREEN, rad+th, CORNER_BOTTOM_LEFT, 0, NULL, NULL, NULL, false},
{sh_cbl, CC_FBDATA_TYPE_SHADOW_BOX, sh_cbl_x, sh_cbl_y, sh_cdx, sh_cdy, col_shadow, box_rad, corner_type & CORNER_BOTTOM_LEFT, 0, NULL, NULL, NULL, false},
//clean up inside body
{sh_cbl, CC_FBDATA_TYPE_SHADOW_BOX, sh_cbl_x-sw, sh_cbl_y-sw, sh_cdx+sw, sh_cdy, col_shadow_clean, rad+th, CORNER_BOTTOM_LEFT, 0, NULL, NULL, NULL, false},
//shadow corner bottom right
{sh_cbr, CC_FBDATA_TYPE_SHADOW_BOX, sh_cbr_x, sh_cbr_y, sh_cdx, sh_cdy, COL_GREEN, rad+th, corner_type & CORNER_BOTTOM_RIGHT, 0, NULL, NULL, NULL, false},
//clean up inside body
{sh_cbr, CC_FBDATA_TYPE_SHADOW_BOX, sh_cbr_x-sw, sh_cbr_y-sw, sh_cdx, sh_cdy, col_shadow_clean, rad+th, corner_type & CORNER_BOTTOM_RIGHT, 0, NULL, NULL, NULL, false},
//shadow corner top right
{sh_ctr, CC_FBDATA_TYPE_SHADOW_BOX, sh_ctr_x, sh_ctr_y, sh_cdx, sh_cdy, COL_GREEN, rad+th, corner_type & CORNER_TOP_RIGHT, 0, NULL, NULL, NULL, false},
//clean up inside body
{sh_ctr, CC_FBDATA_TYPE_SHADOW_BOX, sh_ctr_x-sw, sh_ctr_y-sw, sh_cdx, sh_cdy+sw, col_shadow_clean, rad+th, corner_type & CORNER_TOP_RIGHT, 0, NULL, NULL, NULL, false},
{sh_cbl, CC_FBDATA_TYPE_SHADOW_BOX, sh_cbl_x-sw+th, sh_cbl_y-sw, sh_cdx+sw, sh_cdy, col_shadow_clean, box_rad, corner_type & CORNER_BOTTOM_LEFT, 0, NULL, NULL, NULL, false},
//shadow bar bottom
{sh_bb, CC_FBDATA_TYPE_SHADOW_BOX, sh_bx, sh_by, sh_bdx, sw, COL_RED, 0, CORNER_NONE, 0, NULL, NULL, NULL, false},
//shadow bar right
{sh_br, CC_FBDATA_TYPE_SHADOW_BOX, sh_rx, sh_ry, sw, sh_rdy, COL_BLUE, 0, CORNER_NONE, 0, NULL, NULL, NULL, false},
{sh_bb, CC_FBDATA_TYPE_SHADOW_BOX, sh_bx, sh_by, sh_bdx, sw, col_shadow, 0, CORNER_NONE, 0, NULL, NULL, NULL, false},
//body box
{true, CC_FBDATA_TYPE_BOX, ix+th, iy+th, width-2*th, height-2*th, col_body, rad-th, corner_type, 0, NULL, NULL, NULL, false},
//shadow corner bottom right
{sh_cbr, CC_FBDATA_TYPE_SHADOW_BOX, sh_cbr_x, sh_cbr_y, sh_cdx, sh_cdy, col_shadow, box_rad, corner_type & CORNER_BOTTOM_RIGHT, 0, NULL, NULL, NULL, false},
//clean up inside body
{sh_cbr, CC_FBDATA_TYPE_SHADOW_BOX, sh_cbr_x-sw-th, sh_cbr_y-sw-th, sh_cdx, sh_cdy, col_shadow_clean, box_rad, corner_type & CORNER_BOTTOM_RIGHT, 0, NULL, NULL, NULL, false},
//shadow bar right
{sh_br, CC_FBDATA_TYPE_SHADOW_BOX, sh_rx, sh_ry, sw, sh_rdy, col_shadow, 0, CORNER_NONE, 0, NULL, NULL, NULL, false},
//shadow corner top right
{sh_ctr, CC_FBDATA_TYPE_SHADOW_BOX, sh_ctr_x, sh_ctr_y, sh_cdx, sh_cdy-sh_cdy_size_offset, col_shadow, box_rad, corner_type & CORNER_TOP_RIGHT, 0, NULL, NULL, NULL, false},
//clean up inside body
{sh_ctr, CC_FBDATA_TYPE_SHADOW_BOX, sh_ctr_x-sw, sh_ctr_y-sw+th, sh_cdx, sh_cdy-sh_cdy_size_offset+sw, col_shadow_clean, box_rad, corner_type & CORNER_TOP_RIGHT, 0, NULL, NULL, NULL, false},
//main box
{true, CC_FBDATA_TYPE_BOX, ix+th, iy+th, dx-2*th, dy-2*th, col_body, box_rad, corner_type, 0, NULL, NULL, NULL, false},
//frame
{true, CC_FBDATA_TYPE_FRAME, ix, iy, width, height, col_frame_cur, rad, corner_type, th, NULL, NULL, NULL, false}
{true, CC_FBDATA_TYPE_FRAME, ix, iy, dx, dy, col_frame_cur, box_rad+th, corner_type, th, NULL, NULL, NULL, false}
};
for(size_t i =0; i< (sizeof(fbdata) / sizeof(fbdata[0])) ;i++) {
@@ -195,7 +195,6 @@ void CComponentsItem::paintInit(bool do_save_bg)
continue;
v_fbdata.push_back(fbdata[i]);
}
dprintf(DEBUG_DEBUG, "[CComponentsItem] %s:\ncc_item_type: %d\ncc_item_index = %d\nheight = %d\nwidth = %d\n", __func__, cc_item_type, cc_item_index, height, width);
}
//handle frame color for slected/not selected item