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📄 displaylist.cpp

📁 Evc编的一个在wince5.0上运行的flash播放器
💻 CPP
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    if ( y == h->y && (h->x >= start && h->x < end) )
        h->hit = 1;
}

typedef struct {
    FlashMovie *movie;
    DisplayListEntry *bhit;
} ButtonHit;

static int button_hit(void *opaque, Program *prg, DisplayListEntry *e)
{
    ButtonHit *h = (ButtonHit *) opaque;
    HitTable hit_table;
    FlashMovie *movie = h->movie;
    Rect bb,boundary;
    Matrix mat;
    ButtonState save;

    hit_table.x = movie->mouse_x;
    hit_table.y = movie->mouse_y / FRAC;
    hit_table.hit = 0;
    
    // Compute the bounding box in screen coordinates
    save = e->renderState;
    e->renderState = stateHitTest;
    e->character->getBoundingBox(&boundary,e);
    e->renderState = save;
    mat = (*movie->gd->adjust) * e->renderMatrix;
    transformBoundingBox(&bb, &mat, &boundary, 1);
    // Check if mouse is within bb
    if (movie->mouse_x < bb.xmin) return 0;
    if (movie->mouse_x > bb.xmax) return 0;
    if (movie->mouse_y < bb.ymin) return 0;
    if (movie->mouse_y > bb.ymax) return 0;

    e->character->getRegion(movie->gd, &e->renderMatrix, 
                            &hit_table, button_hit_func);
                
    if (hit_table.hit) {
        h->bhit = e;
        return 1;
    } else {
        return 0;
    }
}

static int button_reset(void *opaque, Program *prg, DisplayListEntry *e)
{
    if (e->renderState != stateUp) {
	    e->owner->updateBoundingBox(e);
	    e->oldState = e->renderState;
	    e->renderState = stateUp;
	    ((Button *)e->character)->updateButtonState(e);
	    e->owner->updateBoundingBox(e);
    }
    return 0;
}

/* update the button states according to the current mouse state & return the list of actions */
void
DisplayList::updateButtons(FlashMovie *movie)
{
    DisplayListEntry *bhit;
    ButtonHit h;

    if (movie->mouse_active) {

        h.bhit = NULL;
        h.movie = movie;

        exploreButtons(movie, &h, button_hit);

        bhit = h.bhit;

        /* set every button to not hit */
        exploreButtons(movie, NULL, button_reset);

        if (bhit) {
	    ButtonState state;

            if (movie->button_pressed) {
                state = stateDown;
            } else {
                state = stateOver;
            }
	    if (state != bhit->renderState) {
		    bhit->owner->updateBoundingBox(bhit);
		    bhit->renderState = state;
		    ((Button *)bhit->character)->updateButtonState(bhit);
		    bhit->owner->updateBoundingBox(bhit);
		    movie->cur_focus = bhit;
		    if (movie->cursorOnOff)
			    movie->cursorOnOff(1,movie->cursorOnOffClientData);
	    }
        } else {
	    if (movie->cursorOnOff)
		    movie->cursorOnOff(0,movie->cursorOnOffClientData);
	}
    }
}

typedef struct {
    ActionRecord *action;	// Action to do
    Program	 *prg;		// Context program
} ButtonAction;

static int button_action(void *opaque, Program *prg, DisplayListEntry *e)
{
    ButtonAction *h = (ButtonAction *)opaque;
    static ActionRecord actionRefresh;
    static ActionRecord soundFx;
    Button *b;
    ActionRecord **paction;
    int n;

    actionRefresh.action = ActionRefresh;
    actionRefresh.next = 0;
    
    soundFx.action = ActionPlaySound;
    soundFx.next = &actionRefresh;

    b = (Button *)e->character;

    if (e->oldState != e->renderState) {
        
        paction = &actionRefresh.next;
        
        if (b->conditionList) {
            *paction = b->getActionFromTransition(e->renderState, e->oldState);
        } else if (e->renderState == stateDown) {
            /* if the button is pressed and 
               no condition list is defined*/
            *paction = b->actionRecords;
        }
        
        switch(e->renderState) {
        case stateUp:
            n = 0;
            break;
        case stateOver:
            n = 1;
            break;
        default:
            /* case stateDown: */
            n = 2;
            break;
        }
        
        if (b->sound[n]) {
            soundFx.sound = b->sound[n];
            h->action = &soundFx;
        } else {
            h->action = &actionRefresh;
        }
        
        e->oldState = e->renderState;

        h->prg = prg;
        return 2;
    }
    h->action = 0;	// Nothing to do about this
    return 0;
}

int computeActions(FlashMovie *movie, Program **prg, ActionRecord **ar)
{
    ButtonAction h;

    h.action = NULL;
    exploreButtons(movie, &h, button_action);
    if (h.action) {
    	*prg = h.prg;
	*ar = h.action;
	return 1;
    }
    return 0;
}

#define FOCUS_ZOOM       1.5
/* in pixels */
#define FOCUS_SIZE_MIN   50
#define FOCUS_TRANSLATE  15

int
DisplayList::render(GraphicDevice *gd, Matrix *render_matrix, Cxform *cxform)
{
	DisplayListEntry *e,*cur_focus;
	int sprite = 0;
	long n = 0;
        Cxform cxf,*cxf1;
	Rect bb,boundary;

        cur_focus = NULL;

	/*
	if (isSprite == 0) {
		if (this->bbox.xmin == LONG_MAX) return 0;
		gd->updateClippingRegion(&this->bbox, render_matrix);
		gd->clearCanvas();
	}
	*/

	for (e = list; e; e = e->next)
	{
#if PRINT
		printf("Character %3d @ %3d\n", e->character ? e->character->getTagId() : 0, e->depth);
#endif
		if (e->character) {
			Matrix mat;

			if (render_matrix) {
				mat = *render_matrix;
			}

			if (e->matrix) {
				mat = mat * (*e->matrix);
			}

                        /* fast clipping */
			// If object boundaries are outside current clip region give up with rendering
                        e->character->getBoundingBox(&boundary,e);
                        if (boundary.xmin != LONG_MAX) {
                            Matrix tmat;

                            tmat = (*gd->adjust) * mat;
                            transformBoundingBox(&bb, &tmat, &boundary, 1);

                            bb.xmin = bb.xmin >> FRAC_BITS;
                            bb.ymin = bb.ymin >> FRAC_BITS;
                            bb.xmax = (bb.xmax + FRAC - 1) >> FRAC_BITS;
                            bb.ymax = (bb.ymax + FRAC - 1) >> FRAC_BITS;

                            if (bb.xmin >= gd->clip_rect.xmax ||
                                bb.xmax <= gd->clip_rect.xmin ||
                                bb.ymin >= gd->clip_rect.ymax ||
                                bb.ymax <= gd->clip_rect.ymin) {
                                continue;
                            }
                        }

                        if (cxform == NULL) {
                            cxf1 = e->cxform;
                        }
			else if (e->cxform == NULL) {
                            cxf1 = cxform;
                        }
			else {
                            cxf1 = &cxf;
                            cxf.ra = cxform->ra * e->cxform->ra;
                            cxf.ga = cxform->ga * e->cxform->ga;
                            cxf.ba = cxform->ba * e->cxform->ba;
                            cxf.aa = cxform->aa * e->cxform->aa;
                            
                            cxf.rb = (long)(cxform->ra * e->cxform->rb + cxform->rb);
                            cxf.gb = (long)(cxform->ga * e->cxform->gb + cxform->gb);
                            cxf.bb = (long)(cxform->ba * e->cxform->bb + cxform->bb);
                            cxf.ab = (long)(cxform->aa * e->cxform->ab + cxform->ab);
                        }

                        if (e->character->isButton()) {
                            Button *b = (Button *) e->character;

                            e->renderMatrix = mat;

                            if (e->renderState != stateUp && movie->mouse_active == 0) {
                                cur_focus = e;
				((Button *)e->character)->updateButtonState(e);
                            }

                            if (b->execute(gd, &mat, cxf1, e->renderState)) {
				sprite = 1;
                            }
                        } else {
                            if (e->character->execute(gd, &mat, cxf1)) {
				sprite = 1;
                            }
                        }

			n++;
		}
	}

#if 0
    {
	/* display the bounding box (debug) */
	Matrix tmat;
	long x1,x2,y1,y2;
	Color white;

	white.red = 255;
	white.green = white.blue = 0;
	gd->setForegroundColor(white);

	if (render_matrix) {
		tmat = (*gd->adjust) * (*render_matrix);
	} else {
		tmat = *gd->adjust;
	}
	x1 = bbox.xmin;
	y1 = bbox.ymin;
	x2 = bbox.xmax;
	y2 = bbox.ymax;
	gd->drawLine(tmat.getX(x1,y1),tmat.getY(x1,y1),tmat.getX(x2,y1),tmat.getY(x2,y1),10*FRAC);
	gd->drawLine(tmat.getX(x2,y1),tmat.getY(x2,y1),tmat.getX(x2,y2),tmat.getY(x2,y2),10*FRAC);
	gd->drawLine(tmat.getX(x2,y2),tmat.getY(x2,y2),tmat.getX(x1,y2),tmat.getY(x1,y2),10*FRAC);
	gd->drawLine(tmat.getX(x1,y2),tmat.getY(x1,y2),tmat.getX(x1,y1),tmat.getY(x1,y1),10*FRAC);
	bbox.print();
    }
#endif
        
	// Reset clipping zone
        bbox.reset();

	return sprite;
}

void
DisplayList::getBoundary(Rect *bb)
{
	DisplayListEntry *e;
	Rect boundary;

	bb->reset();
	for (e = list; e; e = e->next)
	{
		if (e->character) {
			e->character->getBoundingBox(&boundary,e);
			transformBoundingBox(bb, e->matrix, &boundary, 0);
		}
	}
}

extern "C" {

void dump_buttons(FlashHandle flashHandle)
{
#if 0
    Rect rect;
    DisplayListEntry *e;
    FlashMovie *movie;

    movie = (FlashMovie *)flashHandle;

    for (e = movie->first_button; e; e = e->next_button) {
        computeBBox(movie,&rect,e);
        printf("button: id=%d pos=%d %d %d %d\n",
               e->character->getTagId(),
               rect.xmin, rect.ymin, rect.xmax, rect.ymax);
    }
#endif
}

}

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