#include #include #include #include void point(Bitmap *db, Point pt, int v, Fcode c) { Layer *dl, *cover; Rectangle r; dl = (Layer*)db; if(dl->cache == 0){ Easy: _point(db, pt, v, c); return; } if(!ptinrect(pt, dl->clipr)) return; if(dl->vis == Visible) /* * Look for a Bitmap we can write on instead of a Layer. * pt is known to be within dl->clipr. As long as we have * only Visible covering layers, we know that pt will * therefore be within their cliprs and no more clipping * is required. */ for(cover=dl->cover->layer; ; cover=cover->cover->layer){ if(cover->cache == 0){ db = cover; goto Easy; } if(cover->vis != Visible) break; } /* * Either dl or one of the covering layers is not Visible. * Do the operation in the cache and restore as necessary. * If dl is Visible, pt is inside cover->clipr and * the cache must be restored from the cover; otherwise the * cache is up to date but the restoration of the screen may * require clipping. */ r = Rect(pt.x, pt.y, pt.x+1, pt.y+1); cover = dl->cover->layer; if(dl->vis == Visible) bitblt(dl->cache, r.min, cover, r, S); _point(dl->cache, pt, v, c); if(dl->vis == Visible) bitblt(cover, r.min, dl->cache, r, S); else if(dl->vis == Obscured){ if(ptinrect(pt, cover->clipr)) layerop(lupdate, r, dl, (void *)0); } } void _point(Bitmap *d, Point p, int v, Fcode f) { uchar *buf; buf = bneed(14); buf[0] = 'p'; BPSHORT(buf+1, d->id); BPLONG(buf+3, p.x); BPLONG(buf+7, p.y); buf[11] = v; BPSHORT(buf+12, f); }