Write flickering free code

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To enable double buffering for a certain section, you will first create a FV_ViewDoubleBuffering object (eg. dblBuffObj) and then enclose the code between dblBuffObj.beginDoubleBuffering() and dblBuffObj.endDoubleBuffering(). Now, let's take a look at those 3 parameters passed to the constructor:
To enable double buffering for a certain section, you will first create a FV_ViewDoubleBuffering object (eg. dblBuffObj) and then enclose the code between dblBuffObj.beginDoubleBuffering() and dblBuffObj.endDoubleBuffering(). Now, let's take a look at those 3 parameters passed to the constructor:
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#FV_View *pView
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1. FV_View *pView
This is a reference to the current view. It is used to determine the GR_Graphics object used for drawing and to record any FV_View::_draw calls that take place.
This is a reference to the current view. It is used to determine the GR_Graphics object used for drawing and to record any FV_View::_draw calls that take place.
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#bool suspendDirectDrawing
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2. bool suspendDirectDrawing
This tells the object to discard any drawing that takes place between beginDoubleBuffering() and endDoubleBuffering() calls. Yes, I said discard. There are many functions (like insertSpan, for example) which have "drawing side effects": insertSpan() inserts a span and then draws something on the screen. When this is followed by a updateScreen(false), it is really useless.
This tells the object to discard any drawing that takes place between beginDoubleBuffering() and endDoubleBuffering() calls. Yes, I said discard. There are many functions (like insertSpan, for example) which have "drawing side effects": insertSpan() inserts a span and then draws something on the screen. When this is followed by a updateScreen(false), it is really useless.
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#bool callDrawOnlyAtTheEnd
+
3. bool callDrawOnlyAtTheEnd
This tells the object to record FV_View::_draw calls between beginDoubleBuffering() and endDoubleBuffering() and call _draw only once, inside endDoubleBuffering() with the cumulative effect of all previous calls.
This tells the object to record FV_View::_draw calls between beginDoubleBuffering() and endDoubleBuffering() and call _draw only once, inside endDoubleBuffering() with the cumulative effect of all previous calls.
For most functions, the following code works well enough:
For most functions, the following code works well enough:
 +
<code>
FV_ViewDoubleBuffering dblBuffObj(?, true, true);
FV_ViewDoubleBuffering dblBuffObj(?, true, true);
dblBuffObj.beginDoubleBuffering();
dblBuffObj.beginDoubleBuffering();
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</code>
On the other side, sometimes, you will need to call dblBuffObj.endDoubleBuffering(); before the function returns and / or set suspendDirectDrawing / callDrawOnlyAtTheEnd to false. However, the combination "FV_ViewDoubleBuffering dblBuffObj(?, true, false);" is wrong, because it has no effect at all: it discards the _draw calls as well, resulting in no drawing (if you don't draw, what do you want to double buffer?).
On the other side, sometimes, you will need to call dblBuffObj.endDoubleBuffering(); before the function returns and / or set suspendDirectDrawing / callDrawOnlyAtTheEnd to false. However, the combination "FV_ViewDoubleBuffering dblBuffObj(?, true, false);" is wrong, because it has no effect at all: it discards the _draw calls as well, resulting in no drawing (if you don't draw, what do you want to double buffer?).

Revision as of 16:41, 19 July 2011

The double buffering in AbiWord is meant to be managed by a FV_ViewDoubleBuffering object. One may find ways to avoid using FV_ViewDoubleBuffering and directly call the double buffering code in GR_Graphics / GR_Painter, but this isn't recommended.

To enable double buffering for a certain section, you will first create a FV_ViewDoubleBuffering object (eg. dblBuffObj) and then enclose the code between dblBuffObj.beginDoubleBuffering() and dblBuffObj.endDoubleBuffering(). Now, let's take a look at those 3 parameters passed to the constructor:

1. FV_View *pView This is a reference to the current view. It is used to determine the GR_Graphics object used for drawing and to record any FV_View::_draw calls that take place.

2. bool suspendDirectDrawing This tells the object to discard any drawing that takes place between beginDoubleBuffering() and endDoubleBuffering() calls. Yes, I said discard. There are many functions (like insertSpan, for example) which have "drawing side effects": insertSpan() inserts a span and then draws something on the screen. When this is followed by a updateScreen(false), it is really useless.

3. bool callDrawOnlyAtTheEnd This tells the object to record FV_View::_draw calls between beginDoubleBuffering() and endDoubleBuffering() and call _draw only once, inside endDoubleBuffering() with the cumulative effect of all previous calls.

For most functions, the following code works well enough:

FV_ViewDoubleBuffering dblBuffObj(?, true, true); dblBuffObj.beginDoubleBuffering();

On the other side, sometimes, you will need to call dblBuffObj.endDoubleBuffering(); before the function returns and / or set suspendDirectDrawing / callDrawOnlyAtTheEnd to false. However, the combination "FV_ViewDoubleBuffering dblBuffObj(?, true, false);" is wrong, because it has no effect at all: it discards the _draw calls as well, resulting in no drawing (if you don't draw, what do you want to double buffer?).

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