namespace lyx {
+class Color;
class Font;
class FontInfo;
*
* The intention for a toolkit is that it uses these methods to paint
* onto a backing pixmap. Only when expose events arrive via the event
- * queue (perhaps generated via Screen::expose), does the copy onto
- * the actual WorkArea widget take place. Paints are wrapped in (possibly
- * recursive) calls to start() and end() to facilitate the backing pixmap
- * management.
- *
- * Note that the methods return *this for convenience.
+ * queue, does the copy onto the actual WorkArea widget take place.
*
* Caution: All char_type and docstring arguments of the text drawing
* methods of this class are no UCS4 chars or strings if the font is a
*/
class Painter {
public:
- Painter(double pixel_ratio) : drawing_enabled_(true), pixel_ratio_(pixel_ratio) {}
+ Painter(double pixel_ratio, bool devel_mode)
+ : pixel_ratio_(pixel_ratio), devel_mode_(devel_mode) {}
static const int thin_line;
/// possible line styles
enum line_style {
line_solid, //< solid line
+ line_solid_aliased, //< solid line, no anti-aliasing (used as a
+ // workaround to painting issues)
line_onoffdash //< dashes with spaces
};
virtual void arc(int x, int y, unsigned int w, unsigned int h,
int a1, int a2, Color) = 0;
+ /// draw an ellipse
+ virtual void ellipse(double x, double y, double rx, double ry, Color,
+ fill_style = fill_none, line_style = line_solid,
+ int line_width = thin_line) = 0;
+
/// draw a pixel
virtual void point(int x, int y, Color) = 0;
- /// draw a filled rectangle with the shape of a 3D button
- virtual void button(int x, int y, int w, int h, bool mouseHover) = 0;
-
/// draw an image from the image cache
virtual void image(int x, int y, int w, int h,
- graphics::Image const & image) = 0;
+ graphics::Image const & image, bool const revert_in_darkmode = false) = 0;
- /** draw a character at position x, y (y is the baseline)
- */
- virtual void text(int x, int y, char_type c, FontInfo const & f) = 0;
+ /// draw a string at position x, y (y is the baseline).
+ virtual void text(int x, int y, docstring const & str, FontInfo const & f) = 0;
- /** draw a string at position x, y (y is the baseline). The
- * text direction is given by \c rtl.
- */
- virtual void text(int x, int y, docstring const & str, FontInfo const & f,
- bool rtl = false, double wordspacing = 0.0) = 0;
+ /// draw a char at position x, y (y is the baseline)
+ virtual void text(int x, int y, char_type c, FontInfo const & f) = 0;
/** draw a string at position x, y (y is the baseline). The
* text direction is enforced by the \c Font.
*/
virtual void text(int x, int y, docstring const & str, Font const & f,
- double wordspacing = 0.0) = 0;
+ double wordspacing, double textwidth) = 0;
/** draw a string at position x, y (y is the baseline), but
* make sure that the part between \c from and \c to is in
*/
virtual void text(int x, int y, docstring const & str, Font const & f,
Color other, size_type from, size_type to,
- double const wordspacing) = 0;
-
- void setDrawingEnabled(bool drawing_enabled)
- { drawing_enabled_ = drawing_enabled; }
+ double wordspacing, double textwidth) = 0;
- /// Indicate wether real screen drawing shall be done or not.
- bool isDrawingEnabled() const { return drawing_enabled_; }
+ // Returns true if the painter does not actually paint.
+ virtual bool isNull() const = 0;
double pixelRatio() const { return pixel_ratio_; }
- /// draw the underbar, strikeout, uuline and uwave font attributes
+ bool develMode() const { return devel_mode_; }
+
+ /// draw the underbar, strikeout, xout, uuline and uwave font attributes
virtual void textDecoration(FontInfo const & f, int x, int y, int width) = 0;
/**
/// draw a string and enclose it inside a button frame
virtual void buttonText(int x, int baseline, docstring const & s,
- FontInfo const & font, bool mouseHover) = 0;
+ FontInfo const & font, Color back, Color frame, int offset) = 0;
/// draw a character of a preedit string for cjk support.
virtual int preeditText(int x, int y,
char_type c, FontInfo const & f, preedit_style style) = 0;
- /// start monochrome painting mode, i.e. map every color into [min,max]
- virtual void enterMonochromeMode(Color const & min,
- Color const & max) = 0;
+ /// start monochrome painting mode, i.e. map every color a shade of \c blend.
+ virtual void enterMonochromeMode(Color const & blend) = 0;
/// leave monochrome painting mode
virtual void leaveMonochromeMode() = 0;
/// draws a wavy line that can be used for underlining.
- virtual void wavyHorizontalLine(int x, int y, int width, ColorCode col) = 0;
+ virtual void wavyHorizontalLine(FontInfo const & f, int x, int y, int width, ColorCode col) = 0;
private:
- ///
- bool drawing_enabled_;
/// Ratio between physical pixels and device-independent pixels
double pixel_ratio_;
+ /// True when developer more is on at application-level.
+ bool devel_mode_;
};
} // namespace frontend