[squeak-dev] Speaking of all those hacks in HandMorph...
Bert Freudenberg
bert at freudenbergs.de
Tue Mar 3 23:47:23 UTC 2015
On 03.03.2015, at 12:18, Marcel Taeumel <marcel.taeumel at student.hpi.uni-potsdam.de> wrote:
>
> Hi, there!
>
> I am just looking into all those scary hacks in HandMorph regarding drawing
> routings...
>
> Why? I stumbled upon GrafPort (BitBlt) #image:at:... methods and noticed
> that thei ignore Form >> #offset, which is important for AnimatedImageMorph
> (and animated GIFs).
>
> I fixed that.
I'm not sure that is the right way to fix it. Rather, AnimatedImageMorph should not ignore the offset.
> Then, dragging things with the hand got messed up.
>
> Let me summarize it one question:
>
> Why does HandMorph not behave like other morphs considering, #fullBounds,
> #changed, #position:, #fullDrawOn:, #hasDropShadow, #drawDropShadowOn:,
> #drawSubmorphsOn:... ? Is it or was it a performance thing?
Likely performance, yes, and also the hands are not considered part of the world (they are not submorphs of the world).
> The goal is to avoid code like that:
>
> aCanvas paintImage: aForm at: aForm offset.
Why?
> Because only BitBlt should read #offset.
BitBlt ignores the offset. The offset is pretty much only used for cursors.
- Bert -
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