This topic provides an introduction to drawing graphics to the screen.
Variant: Both (ScreenPlay and non-ScreenPlay). Target audience: Application developers.
Applications can draw to any RDrawableWindow
—such
as an RWindow
—via a graphics device, of type CWsScreenDevice
, and a graphics context, of type CWindowGc
. These classes are derived from the GDI component classes CGraphicsDevice
and CGraphicsContext
, respectively. This means that general drawing functions can be
used for drawing to windows, as well as to other graphics devices.
The Window Server itself does not provide the facilities to draw graphics
to a physical device. CWindowGc
functions are not
passed to the Window Server directly. Rather, they are stored in a
buffer maintained by the Window Server Client API. This buffer is
flushed to the Window Server only rarely. By this means the context
switching involved in drawing is minimised, and system performance
significantly enhanced.
CWsScreenDeviceminimized
encapsulates the device-dependent
aspects of graphics operations. Graphics functions are not carried
out directly via a CWsScreenDevice
, however, but
via a graphics context with which it is associated. The graphics context
class, CWindowGc
, provides a rich set of drawing
functions, including functions to draw lines, arcs, polygons, text
and bitmaps.
A graphics context contains a collection of configurable parameters concerned with graphics, such as pen width, pen color, brush color. It is stored in the server, thus reducing the amount of information that has to be sent with each graphics call. The graphics call simply specifies the graphics context it wishes to use, and a single graphics context can be shared between multiple windows.
To draw to a graphics context it must be associated with a window.
Typically a graphics context is created when a session is constructed,
and that graphics context is shared between several windows in the
application. When the window needs to use the graphics context it
calls CWindowGc::Activate()
. If necessary it can
change the graphics context's settings. CWindowGc::Deactivate()
should be called first if the graphics context is currently active
upon another window.
Several optimizations are used by the Window Server to obtain high-performance graphics:
Each window
is associated with an RWsSession
which is in turn
associated with a client-side buffer. Instead of implementing graphics
operations by a direct client-server call, which involves expensive
context switching, all graphics operations are stored as opcodes in
the buffer, and the buffer is only flushed in certain circumstances.
The CFbsBitmap
class allows a bitmap to be shared between all
threads in the system, including the client and the Window Server.
This sharing is mediated by the Font and Bitmap server. The CWsBitmap
class eliminates further context
switches by taking ownership of the handle of the bitmap. Applications
can use this class to more efficiently open, blit-to-screen, and close
a series of bitmaps. Use functions that take a CWsBitmap
in preference to those that take a CFbsBitmap
,
because they are faster.
A single graphics
context may be used for drawing to many windows—it is not necessary
to have one per window. The Activate()
function associates
a CWindowGc
with a particular window.
Provided drawing
operations to an RWindow
are performed as redraw drawing, the Window Server stores the sequence of drawing commands that
represent the window contents in redraw stores. Then when the Window
Server needs to repaint the window (because, for example, a dialog
box popped up over it and has now closed) it simply replays the sequence
of stored commands, rather than sending a redraw request to the client.
This minimizes the number of client-server transactions and means
that windows are repainted as soon as the Window Server detects that
they are needed.
This means that all CWindowGc
drawing should now be redraw drawing, which means that it takes
place between RWindow::BeginRedraw()
and RWindow::EndRedraw()
calls. If you use the CCoeControl::DrawNow()
and CCoeControl::DrawDeferred()
methods, the
UI Control Framework (CONE) takes care of this for you. See Redraw Drawing for more information.