Home » U++ Library support » Draw, Display, Images, Bitmaps, Icons » Graphics Context and Draw Object
Re: Graphics Context and Draw Object [message #5892 is a reply to message #5891] |
Mon, 23 October 2006 17:05 |
arixion
Messages: 27 Registered: October 2006 Location: Southeast Asia
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Promising Member |
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luzr wrote on Mon, 23 October 2006 22:53 |
arixion wrote on Sun, 22 October 2006 23:03 | *Sigh*
My main problem is that I'm trying to use the Scintilla Library Classes alongside UPP classes.
Here's how a port (any port) of Scintilla is supposed to work:-
1) The port code sets up the Window on the display device.
2) The code links a customized Scintilla class to the window wrapper.
3) This customized class inherits from ScintillaBase in the Scintilla Core Library, which provides lexing and folding support. ScintillaBase in turn derives itself from an Editor Class, which provides find/ replace, basic text-editting and autocomplete. The Editor Class calls on the helper classes Window, Surface and Menu to help it do its work:-
- Menu generates the auto-complete context menu from another helper class ListBox.
- Window provides access to windowing functions like resizing, moving, minimizing/maximizing and closing. It is meant, I think, as a link between the port code and the Scintilla Library.
- Surface provides functions for painting onto specified areas in the screen.
4) Editor calls on an AutoSurface Class whenever it needs to do painting. The AutoSurface class basically generates a surface upon which painting methods are called on.
My main problem here is how to create an implementation class for Surface that can draw onto the component area with persistence, because it is useless to paint things like context menus or cursors or whatever else only for a fraction of a second before it is erased again by TimerAndPaint in the Ctrl class. So, does anyone have any suggestions on how to achieve this?
the confused programmer
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Well, even scintilla must support repaint on host platform demand (WM_PAINT, expose envent), which is exactly what "TimerAndPaint" does...
In other words, I am quite convinced that as addition to (4) there must some interface which host platform can call to redraw portion of view area. Use that in Paint and you are OK.
Mirek
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I shall look at the Scintilla Library code again. But if Scintilla has such a method, which it does seem to have, how would u synchronize it with TimerAndPaint? Or are you suggesting to use that method to send a *direct* msg to the display system? Scintilla does have a sendWndMsg function...
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Graphics Context and Draw Object
By: arixion on Wed, 18 October 2006 14:52
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Re: Graphics Context and Draw Object
By: unodgs on Wed, 18 October 2006 15:33
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Re: Graphics Context and Draw Object
By: mirek on Fri, 20 October 2006 15:47
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Re: Graphics Context and Draw Object
By: arixion on Wed, 18 October 2006 15:50
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Re: Graphics Context and Draw Object
By: arixion on Sat, 21 October 2006 06:11
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Re: Graphics Context and Draw Object
By: mirek on Sat, 21 October 2006 06:24
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Re: Graphics Context and Draw Object
By: arixion on Sun, 22 October 2006 03:33
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Re: Graphics Context and Draw Object
By: mirek on Sun, 22 October 2006 04:11
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Re: Graphics Context and Draw Object
By: arixion on Mon, 23 October 2006 05:03
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Re: Graphics Context and Draw Object
By: mirek on Mon, 23 October 2006 16:53
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Re: Graphics Context and Draw Object
By: arixion on Mon, 23 October 2006 17:05
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Re: Graphics Context and Draw Object
By: mirek on Mon, 23 October 2006 17:25
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Re: Graphics Context and Draw Object
By: arixion on Tue, 24 October 2006 15:23
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Re: Graphics Context and Draw Object
By: unodgs on Tue, 24 October 2006 15:31
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Re: Graphics Context and Draw Object
By: mirek on Tue, 24 October 2006 16:09
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