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Home » U++ Library support » Archive » AGG and Upp Draw integration...
AGG and Upp Draw integration... [message #2449] Thu, 13 April 2006 07:17 Go to previous message
fudadmin is currently offline  fudadmin
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Registered: November 2005
Location: London, UK
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quote from AGG...
and just some thoughts...
 
//The image buffers 
        // are not displayed directly, they should be copied to or 
        // combined somehow with the rbuf_window(). rbuf_window() is
        // the only buffer that can be actually displayed.
        rendering_buffer& rbuf_window()          { return m_rbuf_window; } 
        rendering_buffer& rbuf_img(unsigned idx) { return m_rbuf_img[idx]; } 
        
//=======
  
        void copy_img_to_window(unsigned idx)
        {
            if(idx < max_images && rbuf_img(idx).buf())
            {
                rbuf_window().copy_from(rbuf_img(idx));
            }
        }
        
        //--------------------------------------------------------------------
        void copy_window_to_img(unsigned idx)
        {
            if(idx < max_images)
            {
                create_img(idx, rbuf_window().width(), rbuf_window().height());
                rbuf_img(idx).copy_from(rbuf_window());
            }
        }
       
        //--------------------------------------------------------------------
        void copy_img_to_img(unsigned idx_to, unsigned idx_from)
        {
            if(idx_from < max_images && 
               idx_to < max_images && 
               rbuf_img(idx_from).buf())
            {
                create_img(idx_to, 
                           rbuf_img(idx_from).width(), 
                           rbuf_img(idx_from).height());
                rbuf_img(idx_to).copy_from(rbuf_img(idx_from));
            }
        }

If I understand correctly, one simple approach could be:
1. to use some of agg image manipulation functions even outside Ultimate's Draw on one image as
2. agg's so called "rendering buffer" and simply ...draw that image! Just a question of pixel formats...

More difficult would be to bind graphic objects with events...
and 1/3 pixel precision...

[Updated on: Thu, 13 April 2006 07:18]

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