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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of this
+** file.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example qws/svgalib
+ \title Accelerated Graphics Driver Example
+
+ The Accelerated Graphics Driver example shows how you can write
+ your own accelerated graphics driver and \l {add your graphics
+ driver to Qt for Embedded Linux}. In \l{Qt for Embedded Linux},
+ painting is a pure software implementation and is normally performed
+ in two steps:
+ The clients render each window onto a corresponding surface
+ (stored in memory) using a paint engine, and then the server uses
+ the graphics driver to compose the surface images and copy them to
+ the screen. (See the \l{Qt for Embedded Linux Architecture} documentation
+ for details.)
+
+ The rendering can be accelerated in two ways: Either by
+ accelerating the copying of pixels to the screen, or by
+ accelerating the explicit painting operations. The first is done
+ in the graphics driver implementation, the latter is performed by
+ the paint engine implementation. Typically, both the pixel copying
+ and the painting operations are accelerated using the following
+ approach:
+
+ \list 1
+ \o \l {Step 1: Creating a Custom Graphics Driver}
+ {Creating a Custom Graphics Driver}
+
+ \o \l {Step 2: Implementing a Custom Raster Paint Engine}
+ {Implementing a Custom Paint Engine}
+
+ \o \l {Step 3: Making the Widgets Aware of the Custom Paint
+ Engine}{Making the Widgets Aware of the Custom Paint Engine}
+
+ \endlist
+
+ After compiling the example code, install the graphics driver
+ plugin with the command \c {make install}. To start an application
+ using the graphics driver, you can either set the environment
+ variable \l QWS_DISPLAY and then run the application, or you can
+ just run the application using the \c -display switch:
+
+ \snippet doc/src/snippets/code/doc_src_examples_svgalib.qdoc 0
+
+ \table
+ \header \o SVGAlib
+ \row \o
+
+ Instead of interfacing the graphics hardware directly, this
+ example relies on \l {http://www.svgalib.org}{SVGAlib} being
+ installed on your system. \l {http://www.svgalib.org}{SVGAlib} is
+ a small graphics library which provides acceleration for many
+ common graphics cards used on desktop computers. It should work on
+ most workstations and has a small and simple API.
+
+ \endtable
+
+ \section1 Step 1: Creating a Custom Graphics Driver
+
+ The custom graphics driver is created by deriving from the QScreen
+ class. QScreen is the base class for implementing screen/graphics
+ drivers in Qt for Embedded Linux.
+
+ \snippet examples/qws/svgalib/svgalibscreen.h 0
+ \codeline
+ \snippet examples/qws/svgalib/svgalibscreen.h 1
+
+ The \l {QScreen::}{connect()}, \l {QScreen::}{disconnect()}, \l
+ {QScreen::}{initDevice()} and \l {QScreen::}{shutdownDevice()}
+ functions are declared as pure virtual functions in QScreen and
+ must be implemented. They are used to configure the hardware, or
+ query its configuration: \l {QScreen::}{connect()} and \l
+ {QScreen::}{disconnect()} are called by both the server and client
+ processes, while the \l {QScreen::}{initDevice()} and \l
+ {QScreen::}{shutdownDevice()} functions are only called by the
+ server process.
+
+ QScreen's \l {QScreen::}{setMode()} and \l {QScreen::}{blank()}
+ functions are also pure virtual, but our driver's implementations
+ are trivial. The last two functions (\l {QScreen::}{blit()} and \l
+ {QScreen::}{solidFill()}) are the ones involved in putting pixels
+ on the screen, i.e., we reimplement these functions to perform the
+ pixel copying acceleration.
+
+ Finally, the \c context variable is a pointer to a \l
+ {http://www.svgalib.org}{SVGAlib} specific type. Note that the
+ details of using the \l {http://www.svgalib.org}{SVGAlib} library
+ is beyond the scope of this example.
+
+ \section2 SvgalibScreen Class Implementation
+
+ The \l {QScreen::}{connect()} function is the first function that
+ is called after the constructor returns. It queries \l
+ {http://www.svgalib.org}{SVGAlib} about the graphics mode and
+ initializes the variables.
+
+ \snippet examples/qws/svgalib/svgalibscreen.cpp 0
+
+ It is important that the \l {QScreen::}{connect()} function
+ initializes the \c data, \c lstep, \c w, \c h, \c dw, \c dh, \c d,
+ \c physWidth and \c physHeight variables (inherited from QScreen)
+ to ensure that the driver is in a state consistent with the driver
+ configuration.
+
+ In this particular example we do not have any information of the
+ real physical size of the screen, so we set these values with the
+ assumption of a screen with 72 DPI.
+
+ \snippet examples/qws/svgalib/svgalibscreen.cpp 1
+
+ When the \l {QScreen::}{connect()} function returns, the server
+ process calls the \l {QScreen::}{initDevice()} function which is
+ expected to do the necessary hardware initialization, leaving the
+ hardware in a state consistent with the driver configuration.
+
+ Note that we have chosen to use the software cursor. If you want
+ to use a hardware cursor, you should create a subclass of
+ QScreenCursor, create an instance of it, and make the global
+ variable \c qt_screencursor point to this instance.
+
+ \snippet examples/qws/svgalib/svgalibscreen.cpp 2
+ \codeline
+ \snippet examples/qws/svgalib/svgalibscreen.cpp 3
+
+ Before exiting, the server process will call the \l
+ {QScreen::}{shutdownDevice()} function to do the necessary
+ hardware cleanup. Again, it is important that the function leaves
+ the hardware in a state consistent with the driver
+ configuration. When \l {QScreen::}{shutdownDevice()} returns, the
+ \l {QScreen::}{disconnect()} function is called. Our
+ implementation of the latter function is trivial.
+
+ Note that, provided that the \c QScreen::data variable points to a
+ valid linear framebuffer, the graphics driver is fully functional
+ as a simple screen driver at this point. The rest of this example
+ will show where to take advantage of the accelerated capabilities
+ available on the hardware.
+
+ Whenever an area on the screen needs to be updated, the server will
+ call the \l {QScreen::}{exposeRegion()} function that paints the
+ given region on screen. The default implementation will do the
+ necessary composing of the top-level windows and call \l
+ {QScreen::}{solidFill()} and \l {QScreen::}{blit()} whenever it is
+ required. We do not want to change this behavior in the driver so
+ we do not reimplement \l {QScreen::}{exposeRegion()}.
+
+ To control how the pixels are put onto the screen we need to
+ reimplement the \l {QScreen::}{solidFill()} and \l
+ {QScreen::}{blit()} functions.
+
+ \snippet examples/qws/svgalib/svgalibscreen.cpp 4
+ \codeline
+ \snippet examples/qws/svgalib/svgalibscreen.cpp 5
+
+ \section1 Step 2: Implementing a Custom Raster Paint Engine
+
+ \l{Qt for Embedded Linux} uses QRasterPaintEngine (a raster-based
+ implementation of QPaintEngine) to implement the painting
+ operations.
+
+ Acceleration of the painting operations is done by deriving from
+ QRasterPaintEngine class. This is a powerful mechanism for
+ accelerating graphic primitives while getting software fallbacks
+ for all the primitives you do not accelerate.
+
+ \snippet examples/qws/svgalib/svgalibpaintengine.h 0
+
+ In this example, we will only accelerate one of the \l
+ {QRasterPaintEngine::}{drawRects()} functions, i.e., only
+ non-rotated, aliased and opaque rectangles will be rendered using
+ accelerated painting. All other primitives are rendered using the
+ base class's unaccelerated implementation.
+
+ The paint engine's state is stored in the private member
+ variables, and we reimplement the \l
+ {QPaintEngine::}{updateState()} function to ensure that our
+ custom paint engine's state is updated properly whenever it is
+ required. The private \c setClip() and \c updateClip() functions
+ are only helper function used to simplify the \l
+ {QPaintEngine::}{updateState()} implementation.
+
+ We also reimplement QRasterPaintEngine's \l
+ {QRasterPaintEngine::}{begin()} and \l
+ {QRasterPaintEngine::}{end()} functions to initialize the paint
+ engine and to do the cleanup when we are done rendering,
+ respectively.
+
+ \table
+ \header \o Private Header Files
+ \row
+ \o
+
+ Note the \c include statement used by this class. The files
+ prefixed with \c private/ are private headers file within
+ \l{Qt for Embedded Linux}. Private header files are not part of
+ the standard installation and are only present while
+ compiling Qt. To be able to compile using
+ private header files you need to use a \c qmake binary within a
+ compiled \l{Qt for Embedded Linux} package.
+
+ \warning Private header files may change without notice between
+ releases.
+
+ \endtable
+
+ The \l {QRasterPaintEngine::}{begin()} function initializes the
+ internal state of the paint engine. Note that it also calls the
+ base class implementation to initialize the parts inherited from
+ QRasterPaintEngine:
+
+ \snippet examples/qws/svgalib/svgalibpaintengine.cpp 0
+ \codeline
+ \snippet examples/qws/svgalib/svgalibpaintengine.cpp 1
+
+ The implementation of the \l {QRasterPaintEngine::}{end()}
+ function removes the clipping constraints that might have been set
+ in \l {http://www.svgalib.org}{SVGAlib}, before calling the
+ corresponding base class implementation.
+
+ \snippet examples/qws/svgalib/svgalibpaintengine.cpp 2
+
+ The \l {QPaintEngine::}{updateState()} function updates our
+ custom paint engine's state. The QPaintEngineState class provides
+ information about the active paint engine's current state.
+
+ Note that we only accept and save the current matrix if it doesn't
+ do any shearing. The pen is accepted if it is opaque and only one
+ pixel wide. The rest of the engine's properties are updated
+ following the same pattern. Again it is important that the
+ QPaintEngine::updateState() function is called to update the
+ parts inherited from the base class.
+
+ \snippet examples/qws/svgalib/svgalibpaintengine.cpp 3
+ \codeline
+ \snippet examples/qws/svgalib/svgalibpaintengine.cpp 4
+
+ The \c setClip() helper function is called from our custom
+ implementation of \l {QPaintEngine::}{updateState()}, and
+ enables clipping to the given region. An empty region means that
+ clipping is disabled.
+
+ Our custom update function also makes use of the \c updateClip()
+ helper function that checks if the clip is "simple", i.e., that it
+ can be represented by only one rectangle, and updates the clip
+ region in \l {http://www.svgalib.org}{SVGAlib}.
+
+ \snippet examples/qws/svgalib/svgalibpaintengine.cpp 5
+
+ Finally, we accelerated that drawing of non-rotated, aliased and
+ opaque rectangles in our reimplementation of the \l
+ {QRasterPaintEngine::}{drawRects()} function. The
+ QRasterPaintEngine fallback is used whenever the rectangle is not
+ simple enough.
+
+ \section1 Step 3: Making the Widgets Aware of the Custom Paint Engine
+
+ To activate the custom paint engine, we also need to implement a
+ corresponding paint device and window surface and make some minor
+ adjustments of the graphics driver.
+
+ \list
+ \o \l {Implementing a Custom Paint Device}
+ \o \l {Implementing a Custom Window Surface}
+ \o \l {Adjusting the Graphics Driver}
+ \endlist
+
+ \section2 Implementing a Custom Paint Device
+
+ The custom paint device can be derived from the
+ QCustomRasterPaintDevice class. Reimplement its \l
+ {QCustomRasterPaintDevice::}{paintEngine()} and \l
+ {QCustomRasterPaintDevice::}{memory()} functions to activate the
+ accelerated paint engine:
+
+ \snippet examples/qws/svgalib/svgalibpaintdevice.h 0
+
+ The \l {QCustomRasterPaintDevice::}{paintEngine()} function should
+ return an instance of the \c SvgalibPaintEngine class. The \l
+ {QCustomRasterPaintDevice::}{memory()} function should return a
+ pointer to the buffer which should be used when drawing the
+ widget.
+
+ Our example driver is rendering directly to the screen without any
+ buffering, i.e., our custom pain device's \l
+ {QCustomRasterPaintDevice::}{memory()} function returns a pointer
+ to the framebuffer. For this reason, we must also reimplement the
+ \l {QPaintDevice::}{metric()} function to reflect the metrics of
+ framebuffer.
+
+ \section2 Implementing a Custom Window Surface
+
+ The custom window surface can be derived from the QWSWindowSurface
+ class. QWSWindowSurface manages the memory used when drawing a
+ window.
+
+ \snippet examples/qws/svgalib/svgalibsurface.h 0
+
+ We can implement most of the pure virtual functions inherited from
+ QWSWindowSurface as trivial inline functions, except the scroll()
+ function that actually makes use of some hardware acceleration:
+
+ \snippet examples/qws/svgalib/svgalibsurface.cpp 0
+
+ \section2 Adjusting the Graphics Driver
+
+ Finally, we enable the graphics driver to recognize an instance of
+ our custom window surface:
+
+ \snippet examples/qws/svgalib/svgalibscreen.cpp 7
+ \codeline
+ \snippet examples/qws/svgalib/svgalibscreen.cpp 8
+
+ The \l {QScreen::}{createSurface()} functions are factory
+ functions that determines what kind of surface a top-level window
+ is using. In our example we only use the custom surface if the
+ given window has the Qt::WA_PaintOnScreen attribute or the
+ QT_ONSCREEN_PAINT environment variable is set.
+*/
+