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whitequark 6e56b00b9a Don't perform hit testing if we haven't painted the graphics window.
This change is quite subtle. The goal is to improve responsiveness
of highlighting even further. To understand this change you need
to keep in mind that Windows and Gtk have dramatically different
behavior for paint (WM_PAINT in Windows, expose in Gtk) and
mouse move events.

In Windows, WM_PAINT and WM_MOUSEMOVE, unless sent explicitly,
are synthesized: WM_MOUSEMOVE is delivered when there are no other
messages and the current cursor position doesn't match the remembered
one, and WM_PAINT is delivered when there are no other messages,
even WM_MOUSEMOVE. This is pretty clever because it doesn't swamp
programs that are slow to process either of those events with even
more of them, ensuring they remain responsive.

In Gtk, expose events are delivered at the end of the frame whenever
there is an invalid view, and every single mouse move that happened
will result in a separate event.

If mouse move events are handled quickly, then the behavior is
identical in either case:
  * process mouse move event
    * perform hit testing
    * invalidate view
  * no more events to process!
    * there are invalid views
      * repaint

If, however, mouse move events are handled slower, then the behavior
diverges. With Gtk:
  * process mouse move event
    * perform hit testing (slow)
      * while this happens, ten more mouse move events are added
    * invalidate view
  * end of frame!
    * there are invalid views
      * repaint
  * process mouse move event...
As a result, the Gtk-hosted UI hopelessly lags behind user input.
This is very irritating.

With Windows:
  * process mouse move event
    * perform hit testing (slow)
      * while this happens, mouse was moved
    * invalidate view
  * process mouse move event...
As a result, the Windows-hosted UI never repaints while the mouse
is moved. This is also very irritating.

Commit HEAD^ has fixed the problems with Gtk-based UI by making
hit testing so fast that mouse move events never quite overflow
the queue. There's still a barely noticeable lag but it's better.

However, the problems with Windows remained because while the queue
doesn't *overflow* with the faster hit testing code, it doesn't go
*empty* either! Thus we still don't repaint.

This commit builds on top of HEAD^ and makes it so that we don't
actually hit test anything if we haven't painted the result of
the previous hit test already. This fixes the problem on Windows
but also helps Gtk a little bit.

Curiously, the Cocoa-based UI never suffered from any of these
problems. To my understanding (it's somewhat underdocumented), it
processes mouse moves like Windows, but paints like Gtk.
2016-03-07 16:03:20 +00:00
cmake Rewrite ttf2c to use GNU Unifont and merge with pngchar2c.pl. 2015-12-29 11:15:50 +08:00
debian Build Debian packages with debug symbols. 2016-01-13 06:45:17 +00:00
exposed Replace all ZERO and memset with C++11 brace-initialization. 2016-01-13 06:45:16 +00:00
extlib DXF: initial libdxfrw import. 2016-02-19 23:16:36 +00:00
include Add a new length-difference constraint. 2015-12-28 21:37:07 +08:00
src Don't perform hit testing if we haven't painted the graphics window. 2016-03-07 16:03:20 +00:00
tools Replace internal vector font with LibreCAD's GPLv2+ vector font. 2016-02-14 14:09:36 +00:00
.gitattributes Added a .gitattributes file 2013-11-19 18:17:55 -05:00
.gitignore Build Debian packages with debug symbols. 2016-01-13 06:45:17 +00:00
.gitmodules DXF: initial libdxfrw import. 2016-02-19 23:16:36 +00:00
.travis.yml CI: Use Ubuntu Trusty for Travis builds. 2016-02-15 19:58:14 +00:00
CMakeLists.txt DXF: initial libdxfrw import. 2016-02-19 23:16:36 +00:00
COPYING.txt Changes in preparation for the release of SolveSpace under the GPL, 2013-07-28 14:08:34 -08:00
README.md Add freetype dependency. 2016-02-13 21:08:18 +00:00
appveyor.yml Rewrite ttf2c to use GNU Unifont and merge with pngchar2c.pl. 2015-12-29 11:15:50 +08:00
wishlist.txt Make oops() calls exit instead of entering debugger by default, 2011-03-05 12:52:57 -08:00

README.md

SolveSpace

This repository contains the official repository of SolveSpace.

Installation

Mac OS X (>=10.6 64-bit), Debian (>=jessie) and Ubuntu (>=trusty)

Binary packages for Mac OS X and Debian derivatives are available via GitHub releases.

Other systems

See below.

Building on Linux

Building for Linux

You will need CMake, libpng, zlib, json-c, fontconfig, freetype, gtkmm 2.4, pangomm 1.4, OpenGL and OpenGL GLU. On a Debian derivative (e.g. Ubuntu) these can be installed with:

apt-get install libpng12-dev libjson-c-dev libfreetype6-dev \
                libfontconfig1-dev libgtkmm-2.4-dev libpangomm-1.4-dev \
                libgl-dev libglu-dev libglew-dev cmake

After that, build SolveSpace as following:

mkdir cbuild
cd cbuild
cmake ..
make
sudo make install

A fully functional port to GTK3 is available, but not recommended for use due to bugs in this toolkit.

Building for Windows

You will need CMake, a Windows cross-compiler, and Wine with binfmt support. On a Debian derivative (e.g. Ubuntu) these can be installed with:

apt-get install cmake mingw-w64 wine-binfmt

Before building, check out the submodules:

git submodule update --init

After that, build 32-bit SolveSpace as following:

mkdir cbuild
cd cbuild
cmake -DCMAKE_TOOLCHAIN_FILE=../cmake/Toolchain-mingw32.cmake ..
make solvespace

Or, build 64-bit SolveSpace as following:

mkdir cbuild
cd cbuild
cmake -DCMAKE_TOOLCHAIN_FILE=../cmake/Toolchain-mingw64.cmake ..
make solvespace

The application is built as cbuild/src/solvespace.exe.

Space Navigator support will not be available.

Building on Mac OS X

You will need XCode tools, CMake and libpng. Assuming you use homebrew, these can be installed with:

brew install cmake libpng

XCode has to be installed via AppStore; it requires a free Apple ID.

After that, build SolveSpace as following:

mkdir cbuild
cd cbuild
cmake ..
make

The app bundle is built in cbuild/src/solvespace.app.

Building on Windows

You will need cmake and Visual C++.

GUI build

Check out the git submodules. Create a directory build in the source tree and point cmake-gui to the source tree and that directory. Press "Configure" and "Generate", then open build\solvespace.sln with Visual C++ and build it.

Command-line build

First, ensure that git and cl (the Visual C++ compiler driver) are in your %PATH%; the latter is usually done by invoking vcvarsall.bat from your Visual Studio install. Then, run the following in cmd or PowerShell:

git submodule update --init
mkdir build
cd build
cmake .. -G "NMake Makefiles"
nmake

MSVC build

It is also possible to build SolveSpace using MinGW, though Space Navigator support will be disabled.

First, ensure that git and gcc are in your $PATH. Then, run the following in bash:

git submodule update --init
mkdir build
cd build
cmake ..
make

License

SolveSpace is distributed under the terms of the GPL3 license.