#include "Canvas.h"
#include "SxLog.h"
#include "Window.h"
static bool SxIsNoisyMsg(UINT m)
{
return m == WM_MOUSEMOVE;
}
static const char* SxCanvasMsgName(UINT m)
{
switch (m)
{
case WM_MOUSEMOVE: return "WM_MOUSEMOVE";
case WM_LBUTTONDOWN: return "WM_LBUTTONDOWN";
case WM_LBUTTONUP: return "WM_LBUTTONUP";
case WM_KEYDOWN: return "WM_KEYDOWN";
case WM_KEYUP: return "WM_KEYUP";
default: return "WM_UNKNOWN";
}
}
namespace
{
enum class SxCanvasOverlayRedrawMode
{
None,
RefreshSnapshot
};
bool SxCanvasRectValid(const RECT& rc)
{
return rc.right > rc.left && rc.bottom > rc.top;
}
bool SxCanvasRectsIntersect(const RECT& a, const RECT& b)
{
return a.left < b.right && a.right > b.left &&
a.top < b.bottom && a.bottom > b.top;
}
RECT SxCanvasUnionRect(const RECT& a, const RECT& b)
{
RECT out{};
out.left = (std::min)(a.left, b.left);
out.top = (std::min)(a.top, b.top);
out.right = (std::max)(a.right, b.right);
out.bottom = (std::max)(a.bottom, b.bottom);
return out;
}
}
Canvas::Canvas()
:Control(0, 0, 100, 100)
{
this->id = "Canvas";
// Canvas 是通用容器,当前阶段显式允许双轴 Stretch。
this->layoutCapability.allowStretchX = true;
this->layoutCapability.allowStretchY = true;
}
Canvas::Canvas(int x, int y, int width, int height)
:Control(x, y, width, height)
{
this->id = "Canvas";
this->layoutCapability.allowStretchX = true;
this->layoutCapability.allowStretchY = true;
}
void Canvas::relayoutManagedChildren()
{
// Canvas 负责子控件从“父局部设计矩形”到“当前世界矩形”的转换。
// 当 Canvas 自己的位置或尺寸变化后,所有受它管理的子控件都要重新走一次统一解算。
for (auto& child : controls)
{
const StellarX::ResolvedLayoutRect rect =
child->resolveLayoutRect(localWidth, localHeight, x, y, width, height);
child->applyResolvedLayoutRect(rect);
}
}
void Canvas::setX(int x)
{
// 公开 setter 在 Canvas 上不能再视为“单纯改自己的 x”:
// 一旦容器移动,子控件的世界坐标也必须整体重算。
applyRuntimeRectDirect(x, y, width, height);
relayoutManagedChildren();
onWindowResize();
}
void Canvas::setY(int y)
{
applyRuntimeRectDirect(this->x, y, width, height);
relayoutManagedChildren();
onWindowResize();
}
void Canvas::setWidth(int width)
{
applyRuntimeRectDirect(x, y, width, height);
relayoutManagedChildren();
onWindowResize();
}
void Canvas::setHeight(int height)
{
applyRuntimeRectDirect(x, y, width, height);
relayoutManagedChildren();
onWindowResize();
}
void Canvas::applyResolvedLayoutRect(const StellarX::ResolvedLayoutRect& rect)
{
// 统一解算器已经给出当前运行态世界矩形;
// Canvas 在应用自身矩形后,还必须继续刷新全部子控件。
applyRuntimeRectDirect(rect.worldX, rect.worldY, rect.width, rect.height);
relayoutManagedChildren();
}
void Canvas::clearAllControls()
{
controls.clear();
}
void Canvas::draw()
{
if (!dirty || !show)
{
for (auto& control : controls)
if (auto c = dynamic_cast
(control.get()))
c->draw();
return;
}
saveStyle();
setlinecolor(canvasBorderClor);//设置线色
if (StellarX::FillMode::Null != canvasFillMode)
setfillcolor(canvasBkClor);//设置填充色
setfillstyle((int)canvasFillMode);//设置填充模式
setlinestyle((int)canvasLineStyle, canvaslinewidth);
// 在绘制画布之前,先恢复并更新背景快照:
// 1. 如果已有快照,则先回贴旧快照以清除之前的内容。
// 2. 当坐标或尺寸变化,或缓存图像无效时,丢弃旧快照并重新抓取新的背景。
int margin = canvaslinewidth > 1 ? canvaslinewidth : 1;
if (hasSnap)
{
// 恢复旧快照,清除上一次绘制
restBackground();
// 如果位置或尺寸变了,或没有有效缓存,则重新抓取
if (!saveBkImage || saveBkX != this->x - margin || saveBkY != this->y - margin || saveWidth != this->width + margin * 2 || saveHeight != this->height + margin * 2)
{
invalidateBackgroundSnapshot();
saveBackground(this->x - margin, this->y - margin, this->width + margin * 2, this->height + margin * 2);
}
}
else
{
// 首次绘制或没有快照时直接抓取背景
saveBackground(this->x - margin, this->y - margin, this->width + margin * 2, this->height + margin * 2);
}
// 再次恢复最新快照,确保绘制区域干净
restBackground();
//根据画布形状绘制
switch (shape)
{
case StellarX::ControlShape::RECTANGLE:
fillrectangle(x, y, x + width, y + height);//有边框填充矩形
break;
case StellarX::ControlShape::B_RECTANGLE:
solidrectangle(x, y, x + width, y + height);//无边框填充矩形
break;
case StellarX::ControlShape::ROUND_RECTANGLE:
fillroundrect(x, y, x + width, y + height, rouRectangleSize.ROUND_RECTANGLEwidth, rouRectangleSize.ROUND_RECTANGLEheight);//有边框填充圆角矩形
break;
case StellarX::ControlShape::B_ROUND_RECTANGLE:
solidroundrect(x, y, x + width, y + height, rouRectangleSize.ROUND_RECTANGLEwidth, rouRectangleSize.ROUND_RECTANGLEheight);//无边框填充圆角矩形
break;
}
// 绘制所有子控件
for (auto& control : controls)
{
control->setDirty(true);
control->draw();
}
restoreStyle();
dirty = false; //标记画布不需要重绘
}
bool Canvas::handleEvent(const ExMessage& msg)
{
if (!show) return false;
resetEventVisualChanged();
bool consumed = false;
bool anyDirty = false;
bool anyVisualChanged = false;
Control* firstConsumer = nullptr;
if (msg.message == WM_MOUSEMOVE)
{
// WM_MOUSEMOVE 需要特殊处理:
// - 第一个命中的兄弟分支收到真实消息;
// - 后续兄弟不再重新命中,只清理旧 hover / tooltip 等临时状态。
for (auto it = controls.rbegin(); it != controls.rend(); ++it)
{
Control* c = it->get();
if (!consumed)
{
bool cConsumed = c->handleEvent(msg);
if (c->didEventAffectVisual()) anyVisualChanged = true;
if (cConsumed)
{
firstConsumer = c;
consumed = true;
}
}
else
{
// 后续兄弟只走临时状态清理,不会再进入自己的 handleEvent()。
// Tooltip 隐藏会先回贴旧快照,再改变 coverage;因此必须先保存旧覆盖范围,
// 避免登记重绘时丢失旧 Tooltip 区域,导致上层 overlay 补画判断不完整。
const RECT previousCoverage = c->getManagedRepaintCoverageRect();
if (c->clearTransientMouseState())
{
if (Window* host = getHostWindow())
host->requestManagedRepaint(c, previousCoverage);
anyVisualChanged = true;
}
}
}
}
else
{
for (auto it = controls.rbegin(); it != controls.rend(); ++it)
{
Control* c = it->get();
bool cConsumed = c->handleEvent(msg);
if (c->isDirty()) anyDirty = true;
if (c->didEventAffectVisual()) anyVisualChanged = true;
if (cConsumed)
{
firstConsumer = c;
consumed = true;
break;
}
}
}
if (firstConsumer && !SxIsNoisyMsg(msg.message))
{
SX_LOGD("Event") << SX_T("Canvas 消耗消息: ","Canvas consumed: ")
<< SxCanvasMsgName(msg.message)
<< SX_T(" 子控件 id=", " childId=") << firstConsumer->getId();
}
if (anyDirty)
{
// 只要任一子控件因本次事件进入 dirty,就把这笔重绘继续向上汇报。
// 在托管模式下,这不会立即绘制,而是登记为 Canvas 对应的重绘 root。
if (!SxIsNoisyMsg(msg.message))
SX_LOGD("Dirty") << SX_T("Canvas检测有控件为脏状态 -> 请求重绘, ","Canvas anyDirty -> requestRepaint, ")<<"id = " << id;
requestRepaint(parent);
}
markEventVisualChanged(anyVisualChanged);
return consumed;
}
bool Canvas::clearTransientMouseState()
{
bool changed = false;
for (auto it = controls.rbegin(); it != controls.rend(); ++it)
{
Control* child = it->get();
if (!child->IsVisible())
continue;
if (child->clearTransientMouseState())
changed = true;
}
return changed;
}
void Canvas::addControl(std::unique_ptr control)
{
control->setParent(this);
// 新子控件加入容器时,立刻按“当前容器运行态矩形”解算一次,
// 避免后续第一次 draw / resize 前 world 坐标仍停留在设计态。
const StellarX::ResolvedLayoutRect rect =
control->resolveLayoutRect(localWidth, localHeight, this->x, this->y, this->width, this->height);
control->applyResolvedLayoutRect(rect);
SX_LOGI("Canvas")
<< SX_T("添加子控件:父=Canvas 子id=", "addControl: parent=Canvas childId=")
<< control->getId()
<< SX_T(" 相对坐标=(", " local=(")
<< control->getLocalX() << "," << control->getLocalY()
<< SX_T(") 绝对坐标=(", ") abs=(")
<< control->getX() << "," << control->getY()
<< ")";
controls.push_back(std::move(control));
dirty = true;
}
void Canvas::setShape(StellarX::ControlShape shape)
{
switch (shape)
{
case StellarX::ControlShape::RECTANGLE:
case StellarX::ControlShape::B_RECTANGLE:
case StellarX::ControlShape::ROUND_RECTANGLE:
case StellarX::ControlShape::B_ROUND_RECTANGLE:
this->shape = shape;
dirty = true;
break;
case StellarX::ControlShape::CIRCLE:
case StellarX::ControlShape::B_CIRCLE:
case StellarX::ControlShape::ELLIPSE:
case StellarX::ControlShape::B_ELLIPSE:
this->shape = StellarX::ControlShape::RECTANGLE;
dirty = true;
break;
}
}
void Canvas::setCanvasfillMode(StellarX::FillMode mode)
{
this->canvasFillMode = mode;
dirty = true;
}
void Canvas::setBorderColor(COLORREF color)
{
this->canvasBorderClor = color;
dirty = true;
}
void Canvas::setCanvasBkColor(COLORREF color)
{
this->canvasBkClor = color;
dirty = true;
}
void Canvas::setCanvasLineStyle(StellarX::LineStyle style)
{
this->canvasLineStyle = style;
dirty = true;
}
void Canvas::setLinewidth(int width)
{
this->canvaslinewidth = width;
dirty = true;
}
void Canvas::setIsVisible(bool visible)
{
this->show = visible;
dirty = true;
for (auto& control : controls)
{
control->setIsVisible(visible);
}
if (!visible)
discardBackground();
}
void Canvas::setDirty(bool dirty)
{
this->dirty = dirty;
for (auto& control : controls)
control->setDirty(dirty);
}
void Canvas::onWindowResize()
{
// resize 语义已收口:
// Canvas 不再在这里重新解算布局,只负责丢快照、标脏,并向子控件传播“环境已变化”。
Control::onWindowResize();
for (auto& child : controls)
child->onWindowResize();
}
void Canvas::requestRepaint(Control* parent)
{
if (shouldDeferManagedRepaint())
{
// 托管路径:由 Window 统一决定这次是否只重画本 Canvas,还是升级为补画 Dialog / 整体场景。
if (auto* host = getHostWindow())
host->requestManagedRepaint(this);
return;
}
if (this == parent)
{
if (!show)
return;
// 关键护栏:
// - Canvas 自己是脏的 / 没有快照 / 缓存图为空
// => 禁止局部重绘,直接升级为一次完整 draw(先把 dirty 置真,避免 draw() 早退)
if (dirty || !hasSnap || !saveBkImage)
{
SX_LOG_TRACE("Dirty")
<< SX_T("Canvas 局部重绘降级为全量重绘: id=", "Canvas partial->full draw: id=")
<< id
<< " dirty=" << (dirty ? 1 : 0)
<< " hasSnap=" << (hasSnap ? 1 : 0);
this->dirty = true;
this->draw();
return;
}
SX_LOG_TRACE("Dirty") << SX_T("Canvas 请求局部重绘:id=", "Canvas::requestRepaint(partial): id=") << id;
RECT paintCoverage{};
bool hasPaintCoverage = false;
RECT persistentCoverage{};
bool hasPersistentCoverage = false;
auto commitManagedChild = [&](Control* child, SxCanvasOverlayRedrawMode overlayMode)
{
if (!child || !child->IsVisible())
return;
const bool directDirty = child->isDirty();
const bool subtreeDirty = child->hasManagedDirtySubtree();
if (overlayMode == SxCanvasOverlayRedrawMode::RefreshSnapshot)
{
// overlay 补画必须先作废旧快照:
// 下层兄弟的持久内容刚刚已经写过像素,若继续沿用旧快照,会把旧背景再贴回来。
child->invalidateBackgroundSnapshot();
child->setDirty(true);
child->draw();
}
else if (directDirty)
{
child->draw();
}
else if (subtreeDirty)
{
// 这次真正脏的是“child 下面的子树”,而不是 child 自身。
// 例如嵌套 Canvas 中,第二层/第三层按钮脏了,但第一层 Canvas 自己并不 dirty。
// 这里必须把这条直接子分支提交下去,否则深层按钮状态永远没有机会被真正画出来。
child->commitManagedRepaint();
}
else
{
return;
}
const RECT childPaintRect = child->getManagedRepaintCoverageRect();
if (!hasPaintCoverage)
{
paintCoverage = childPaintRect;
hasPaintCoverage = true;
}
else
{
paintCoverage = SxCanvasUnionRect(paintCoverage, childPaintRect);
}
const RECT childPersistentRect = child->getManagedRepaintPersistentCoverageRect();
if (!hasPersistentCoverage)
{
persistentCoverage = childPersistentRect;
hasPersistentCoverage = true;
}
else
{
persistentCoverage = SxCanvasUnionRect(persistentCoverage, childPersistentRect);
}
};
for (auto& control : controls)
{
Control* child = control.get();
if (!child->IsVisible())
continue;
if (child->hasManagedDirtySubtree())
{
commitManagedChild(child, SxCanvasOverlayRedrawMode::None);
}
else if (hasPaintCoverage && SxCanvasRectsIntersect(child->getManagedRepaintCoverageRect(), paintCoverage))
{
// 位于本次累计 coverage 上方、且发生相交的兄弟控件,需要补画回最上层。
// 但只有下层“持久内容”影响到它时,才允许作废并重新抓背景快照;
// 如果只是被 Tooltip 等临时浮层覆盖,则跳过兄弟补画,避免透明控件回贴旧快照擦掉 Tooltip。
const bool persistentHit = hasPersistentCoverage &&
SxCanvasRectsIntersect(child->getManagedRepaintPersistentCoverageRect(), persistentCoverage);
if (persistentHit)
commitManagedChild(child, SxCanvasOverlayRedrawMode::RefreshSnapshot);
}
}
return;
}
SX_LOG_TRACE("Dirty") << SX_T("Canvas 请求根级重绘:id=", "Canvas::requestRepaint(root): id=") << id;
onRequestRepaintAsRoot();
}
bool Canvas::hasManagedDirtySubtree() const
{
if (dirty)
return true;
for (const auto& child : controls)
{
if (!child->IsVisible())
continue;
if (child->hasManagedDirtySubtree())
return true;
}
return false;
}
RECT Canvas::getManagedRepaintCoverageRect() const
{
// Canvas::draw() 会先写自身背景,再强制绘制全部可见子控件。
// 因此它的实际 coverage 不能只看本体矩形,还要把可见子控件 coverage 递归并入。
RECT coverage = getBoundsRect();
for (const auto& child : controls)
{
if (!child->IsVisible())
continue;
coverage = SxCanvasUnionRect(coverage, child->getManagedRepaintCoverageRect());
}
return coverage;
}
RECT Canvas::getManagedRepaintPersistentCoverageRect() const
{
// 持久 coverage 只描述会进入背景快照语义的范围。
// 子控件 Tooltip 等临时浮层不会被并入,避免兄弟控件补画时抓到临时像素。
RECT coverage = getBoundsRect();
for (const auto& child : controls)
{
if (!child->IsVisible())
continue;
coverage = SxCanvasUnionRect(coverage, child->getManagedRepaintPersistentCoverageRect());
}
return coverage;
}
bool Canvas::canCommitManagedPartialRepaint() const
{
// Canvas 只有在“自己本体不脏 + 仍持有有效背景快照”时,
// 才能安全地做局部提交(即只更新内部脏子控件)。
return show && !dirty && hasValidBackgroundSnapshot();
}
void Canvas::commitManagedRepaint()
{
if (!show)
return;
if (canCommitManagedPartialRepaint())
{
// 快照完好:沿用 Canvas 自己已有的局部重绘逻辑。
requestRepaint(this);
return;
}
// 自身已经脏了,或快照失效:必须升级为整 Canvas 重画。
this->dirty = true;
onRequestRepaintAsRoot();
}