/*********************************************************** Copyright 1987 by Digital Equipment Corporation, Maynard, Massachusetts, and the Massachusetts Institute of Technology, Cambridge, Massachusetts. All Rights Reserved Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation, and that the names of Digital or MIT not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. DIGITAL DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL DIGITAL BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. ******************************************************************/ /* $Header: misetclip.c,v 1.2 87/06/10 10:03:26 todd Exp $ */ /* Author: Todd Newman */ #include "X.h" #include "Xprotostr.h" #include "miscstruct.h" #include "scrnintstr.h" #include "pixmap.h" #include "regionstr.h" #include "gcstruct.h" #include "opaque.h" /* * Called when we want to set clip rectangles in a GC, * as set of rectangles into a region */ typedef struct _ybucket { short y; short count; BoxPtr boxes; short miny2; short fdiff; /* do any have different y2s */ struct _ybucket *next; } YBUCKET; YBUCKET * newbucket(y, miny2) { YBUCKET *pb; pb = (YBUCKET *) Xalloc( sizeof(YBUCKET)); pb->count = 0; pb->y = y; pb->miny2 = miny2; pb->fdiff = FALSE; pb->boxes = (BoxPtr)Xalloc(sizeof(BoxRec)); pb->next = (YBUCKET *) NULL; return(pb); } RegionPtr miRectsToRegion(pGC, nrects, prect, ordering) GCPtr pGC; int nrects; xRectangle *prect; int ordering; { register YBUCKET *pb; register BoxRec *pbox, *pboxNew; BoxRec tbox; RegionPtr pReg; YBUCKET *pbFirst, *pbNew, *newbucket(); int count, miny2; Bool fInserted, fChanged; int xMin, xMax, yMin, yMax; BoxRec b; /* if there's only one rectangle, we don't care about ordering */ if (nrects == 1) { b.x1 = prect->x; b.y1 = prect->y; b.x2 = b.x1 + prect->width; b.y2 = b.y1 + prect->height; return ((* pGC->pScreen->RegionCreate)(&b, 1)); } /* setting the number of rectangles to zero stops all output */ if (nrects == 0) { b.x1 = 0; b.y1 = 0; b.x2 = 0; b.y2 = 0; return ((* pGC->pScreen->RegionCreate)(&b, 1)); } xMin = yMin = MAXSHORT; xMax = yMax = -1; if ((nrects < 0) || ((pReg = (* pGC->pScreen->RegionCreate)((BoxPtr)NULL, 1)) == NullRegion)) { return NullRegion; } if (ordering == YXBanded) { pReg->rects = (BoxPtr)Xrealloc(pReg->rects, nrects * sizeof(BoxRec)); pbox = pReg->rects; while(pbox < pReg->rects + nrects) { pbox->x1 = prect->x; pbox->y1 = prect->y; pbox->x2 = prect->x + prect->width; pbox->y2 = prect->y + prect->height; xMin = min(xMin, pbox->x1); xMax = max(xMax, pbox->x2); yMin = min(yMin, pbox->y1); yMax = max(yMax, pbox->y2); prect++; pbox++; } pReg->numRects = nrects; pReg->size = nrects; pReg->extents.x1 = xMin; pReg->extents.y1 = yMin; pReg->extents.x2 = xMax; pReg->extents.y2 = yMax; return (pReg); } pbFirst = (YBUCKET *) newbucket(prect->y, prect->y + prect->height); pb = pbFirst; count = nrects; /* Sort into Y buckets -- everthing in a bucket has the same starting * scanline. Also note the smallest box in the band and whether any * boxes are of other sizes */ while(count--) { if(ordering == Unsorted) { /* We have to search from the top, otherwise we know no * box will be before the current one */ pb = pbFirst; } fInserted = FALSE; while(!fInserted) { if(prect->y == pb->y) { /* add rectangle at the end of this bucket */ pb->count++; pb->boxes = (BoxPtr)Xrealloc(pb->boxes, pb->count * sizeof(BoxRec)); pbox = &pb->boxes[pb->count - 1]; pbox->x1 = prect->x; pbox->y1 = prect->y; pbox->x2 = prect->x + prect->width; pbox->y2 = prect->y + prect->height; xMin = min(xMin, pbox->x1); xMax = max(xMax, pbox->x2); yMin = min(yMin, pbox->y1); yMax = max(yMax, pbox->y2); if (pbox->y2 != pb->miny2) pb->fdiff = TRUE; if (pbox->y2 < pb->miny2) pb->miny2 = pbox->y2; fInserted = TRUE; } else if(prect->y < pbFirst->y) { /* Create a new first record in the list */ pbNew = newbucket(prect->y, prect->y + prect->height); pbNew->next = pbFirst; pbFirst = pbNew; pb = pbNew; } else if ((pb->next == (YBUCKET *) NULL) || (pb->next->y > prect->y)) { /* create a new ybucket linked between this and the next. * set pb to new bucket */ pbNew = newbucket(prect->y, prect->y + prect->height); pbNew->next = pb->next; pb->next = pbNew; pb = pbNew; } else { /* try with next bucket */ pb = pb->next; } } prect++; } /* YBand the buckets */ pb = pbFirst; while(pb) { if(pb->fdiff) { miny2 = pb->miny2; /* Figure out which ybucket the lopped-off part of these boxes * will go in */ if(pb->next ? (miny2 < pb->next->y) : TRUE) { /* create new y bucket */ pbNew = newbucket(miny2, MAXSHORT); pbNew->next = pb->next; pb->next = pbNew; } else { pbNew = pb->next; } /* if any rectangle is longer than the shortest in this ybucket, * drop the rest of the rectangle into the next lowest bucket */ pbox = pb->boxes; while(pbox < pb->boxes + pb->count) { if(pbox->y2 > miny2) { if(pbNew->count == 0) { pbNew->miny2 = pbox->y2; } pbNew->count++; pbNew->boxes = (BoxPtr)Xrealloc(pbNew->boxes, pbNew->count * sizeof(BoxRec)); pboxNew = &pbNew->boxes[pbNew->count - 1]; pboxNew->x1 = pbox->x1; pboxNew->y1 = pbNew->y; pboxNew->x2 = pbox->x2; pboxNew->y2 = pbox->y2; if(pboxNew->y2 !=pbNew->miny2) pbNew->fdiff = TRUE; if(pboxNew->y2 < pbNew->miny2) pbNew->miny2 = pboxNew->y2; } pbox++; } } else { pbNew = pb->next; } pb = pbNew; } /* X sort the buckets, and tally total size */ pb = pbFirst; count = 0; while(pb) { count += pb->count; /* Yes, it's a bubble sort. I wanted something (a) in place, * (b) with a low startup cost, because I expect to find few * rectangles per yband and don't want to spend more effort setting * up the sort than I do performing it. */ fChanged = TRUE; while(fChanged) { fChanged = FALSE; pbox = pb->boxes; while(pbox < pb->boxes + pb->count - 1) { if(pbox->x1 > (pbox+1)->x1) { tbox = *pbox; *pbox = *(pbox + 1); *(pbox + 1) = tbox; fChanged = TRUE; } pbox++; } } pb = pb->next; } /* copy the rectangles into the region and free up the buckets */ pReg->rects = (BoxPtr) Xrealloc (pReg->rects, count * sizeof(BoxRec)); pReg->numRects = count; pReg->size = count; pboxNew = pReg->rects; pb = pbFirst; while(pb) { for(pbox = pb->boxes; pbox < pb->boxes + pb->count; pbox++) { *pboxNew++ = *pbox; } Xfree((char *)pb->boxes); pb = pb->next; Xfree(pb); } pReg->extents.x1 = xMin; pReg->extents.y1 = yMin; pReg->extents.x2 = xMax; pReg->extents.y2 = yMax; return(pReg); }