Render on a temporary surface when needed
Some platforms draw directly to the screen, which means that updates
will flicker if we draw multiple layers. Prevent this by first
composing the update on a hidden surface.
diff --git a/vncviewer/Surface_Win32.cxx b/vncviewer/Surface_Win32.cxx
index 5a9a654..5eea2d1 100644
--- a/vncviewer/Surface_Win32.cxx
+++ b/vncviewer/Surface_Win32.cxx
@@ -70,6 +70,25 @@
DeleteDC(dc);
}
+void Surface::draw(Surface* dst, int src_x, int src_y, int x, int y, int w, int h)
+{
+ HDC origdc, dstdc;
+
+ dstdc = CreateCompatibleDC(NULL);
+ if (!dstdc)
+ throw rdr::SystemException("CreateCompatibleDC", GetLastError());
+
+ if (!SelectObject(dstdc, dst->bitmap))
+ throw rdr::SystemException("SelectObject", GetLastError());
+
+ origdc = fl_gc;
+ fl_gc = dstdc;
+ draw(src_x, src_y, x, y, w, h);
+ fl_gc = origdc;
+
+ DeleteDC(dstdc);
+}
+
void Surface::alloc()
{
BITMAPINFOHEADER bih;