Thank you for your reply. 

I'm not really looking for further abstraction from the DirectFB library. I
am just looking for ideas to solve some minor issues with the way that I am
writing code. It can be difficult to make the jump from the simple examples
that are provided as a reference to a fully fledged graphics project.

I think that my best course of action is to spend some time reading the
source for some larger DirectFB-based applications, and try to figure out
where my methods deviate from presumably more efficient projects.

Besides dumping layer contents in a project using many IDirectFBWindows, I
would also like to know if there is an intelligent way to move bound child
windows up and down in the window stack simply by moving the parent window.
It seems to me that this is how it should work, but binding windows only
affects X,Y positioning.

I am also a little bit fuzzy on the use of subsurfaces. Would it be possible
to get an explanation of the advantage to using a subsurface as opposed to
using a separate surface altogether? I'm assuming there has to be a
performance advantage, but I'm not clear as to where the advantage comes
from.

Thanks for sharing your time!


rmh wrote:
> 
> Hi,
>   I don't know what does you app do but if is about DirectFB based widgets
> (buttons, check boxes...) you may try LiTE
> http://directfb.org/index.php?path=Platform/LiTE
> <http://directfb.org/index.php?path=Platform/LiTE>regards.
> 
> 
> On Thu, Nov 4, 2010 at 7:28 PM, thaGod <tha...@gmail.com> wrote:
> 
>>
>> I'm writing a GUI using IDirectDBWindows for all of my buttons. I'm
>> running
>> this application on an embedded platform, and using so many windows (~10
>> +
>> a
>> parent window) makes it impossible to do transition animations between
>> screens. I'd like to be able to "flick" between screens specifically.
>> When
>> I
>> wrote all of this up using simple surfaces and blitting operations, the
>> transitional effects worked smoothly. I realize that the overhead that I
>> have added with the IDirectFBWindows is causing the performance hit, but
>> I'm
>> not prepared to give up just yet... unless this is just not an advisable
>> way
>> of doing things. I rather enjoy the cleaner event loop over the
>> touchscreen
>> zone filtering that I had to do when I wasn't using windows.
>>
>> If I could dump the current contents of the visible display layer to a
>> surface, then I could scroll a single surface for the animation and
>> replace
>> it with the windows once the animation loop has completed. I can't find
>> an
>> efficient way to dump the display layer contents though. Does anyone have
>> any ideas that I can try? I would rather not have to blit each window
>> surface to the dummy surface manually, but that's the only option that I
>> can
>> think of that is supported.
>>
>> Also... If I'm going about this completely wrong conceptually, I'd love
>> to
>> hear about that as well. The sooner I'm on the right track the better.
>> --
>> View this message in context:
>> http://old.nabble.com/Dump-layer-contents-to-a-surface-tp30134212p30134212.html
>> Sent from the DirectFB Users mailing list archive at Nabble.com.
>>
>> _______________________________________________
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>> directfb-users@directfb.org
>> http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-users
>>
> 
> 
> 
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> 

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