ladybird/Userland/Services/WindowServer/Compositor.h
Tom 6ec35c91bc WindowServer: Improve occlusion calculations
This solves two problems:
* A window was sometimes deemed occluded when the window rect was
  entirely covered by other rectangles, transparent or opaque. This
  caused a window to stop rendering even if a small portion was still
  visible, e.g. when it was merely covered by a window shadow.
* The window switcher is interested in window updates even when a
  window is entirely covered by another one, or when it is on another
  desktop. This forces windows to be not occluded in those cases.
2021-07-03 12:27:23 +02:00

241 lines
8.2 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/OwnPtr.h>
#include <AK/RefPtr.h>
#include <LibCore/Object.h>
#include <LibGfx/Color.h>
#include <LibGfx/DisjointRectSet.h>
#include <LibGfx/Font.h>
#include <WindowServer/Overlays.h>
namespace WindowServer {
class Animation;
class ClientConnection;
class Cursor;
class MultiScaleBitmaps;
class Window;
class WindowManager;
class WindowStack;
enum class WallpaperMode {
Tile,
Center,
Stretch,
Unchecked
};
class Compositor final : public Core::Object {
C_OBJECT(Compositor)
friend class Overlay;
public:
static Compositor& the();
void compose();
void invalidate_window();
void invalidate_screen();
void invalidate_screen(const Gfx::IntRect&);
void screen_resolution_changed();
bool set_background_color(const String& background_color);
bool set_wallpaper_mode(const String& mode);
bool set_wallpaper(const String& path, Function<void(bool)>&& callback);
String wallpaper_path() const { return m_wallpaper_path; }
void invalidate_cursor(bool = false);
Gfx::IntRect current_cursor_rect() const;
const Cursor* current_cursor() const { return m_current_cursor; }
void current_cursor_was_reloaded(const Cursor* new_cursor) { m_current_cursor = new_cursor; }
void increment_display_link_count(Badge<ClientConnection>);
void decrement_display_link_count(Badge<ClientConnection>);
void increment_show_screen_number(Badge<ClientConnection>);
void decrement_show_screen_number(Badge<ClientConnection>);
bool showing_screen_numbers() const { return m_show_screen_number_count > 0; }
void invalidate_after_theme_or_font_change()
{
update_fonts();
invalidate_occlusions();
overlays_theme_changed();
invalidate_screen();
}
void animation_started(Badge<Animation>);
void invalidate_occlusions() { m_occlusions_dirty = true; }
void overlay_rects_changed();
template<typename T, typename... Args>
OwnPtr<T> create_overlay(Args&&... args)
{
return adopt_own(*new T(forward<Args>(args)...));
}
template<typename F>
IterationDecision for_each_overlay(F f)
{
for (auto& overlay : m_overlay_list) {
IterationDecision decision = f(overlay);
if (decision != IterationDecision::Continue)
return decision;
}
return IterationDecision::Continue;
}
template<typename F>
IterationDecision for_each_rendering_window_stack(F f)
{
VERIFY(m_current_window_stack);
IterationDecision decision = f(*m_current_window_stack);
if (decision != IterationDecision::Continue)
return decision;
if (m_transitioning_to_window_stack)
decision = f(*m_transitioning_to_window_stack);
return decision;
}
[[nodiscard]] WindowStack& get_rendering_window_stacks(WindowStack*& transitioning_window_stack)
{
transitioning_window_stack = m_transitioning_to_window_stack;
return *m_current_window_stack;
}
bool is_switching_window_stacks() const { return m_transitioning_to_window_stack != nullptr; }
void switch_to_window_stack(WindowStack&, bool);
void set_current_window_stack_no_transition(WindowStack&);
void invalidate_for_window_stack_merge_or_change();
void did_construct_window_manager(Badge<WindowManager>);
const Gfx::Bitmap* cursor_bitmap_for_screenshot(Badge<ClientConnection>, Screen&) const;
const Gfx::Bitmap& front_bitmap_for_screenshot(Badge<ClientConnection>, Screen&) const;
void register_animation(Badge<Animation>, Animation&);
void unregister_animation(Badge<Animation>, Animation&);
private:
Compositor();
void init_bitmaps();
void invalidate_current_screen_number_rects();
void overlays_theme_changed();
void render_overlays();
void add_overlay(Overlay&);
void remove_overlay(Overlay&);
void update_fonts();
void notify_display_links();
void start_compose_async_timer();
void recompute_overlay_rects();
void recompute_occlusions();
void change_cursor(const Cursor*);
void flush(Screen&);
Gfx::IntPoint window_transition_offset(Window&);
void update_animations(Screen&, Gfx::DisjointRectSet& flush_rects);
void create_window_stack_switch_overlay(WindowStack&);
void remove_window_stack_switch_overlays();
void stop_window_stack_switch_overlay_timer();
void start_window_stack_switch_overlay_timer();
void finish_window_stack_switch();
RefPtr<Core::Timer> m_compose_timer;
RefPtr<Core::Timer> m_immediate_compose_timer;
bool m_flash_flush { false };
bool m_occlusions_dirty { true };
bool m_invalidated_any { true };
bool m_invalidated_window { false };
bool m_invalidated_cursor { false };
bool m_overlay_rects_changed { false };
struct ScreenData {
RefPtr<Gfx::Bitmap> m_front_bitmap;
RefPtr<Gfx::Bitmap> m_back_bitmap;
RefPtr<Gfx::Bitmap> m_temp_bitmap;
OwnPtr<Gfx::Painter> m_back_painter;
OwnPtr<Gfx::Painter> m_front_painter;
OwnPtr<Gfx::Painter> m_temp_painter;
RefPtr<Gfx::Bitmap> m_cursor_back_bitmap;
OwnPtr<Gfx::Painter> m_cursor_back_painter;
Gfx::IntRect m_last_cursor_rect;
OwnPtr<ScreenNumberOverlay> m_screen_number_overlay;
OwnPtr<WindowStackSwitchOverlay> m_window_stack_switch_overlay;
bool m_buffers_are_flipped { false };
bool m_screen_can_set_buffer { false };
bool m_cursor_back_is_valid { false };
Gfx::DisjointRectSet m_flush_rects;
Gfx::DisjointRectSet m_flush_transparent_rects;
Gfx::DisjointRectSet m_flush_special_rects;
Gfx::Painter& overlay_painter() { return *m_temp_painter; }
void init_bitmaps(Compositor&, Screen&);
void flip_buffers(Screen&);
void draw_cursor(Screen&, const Gfx::IntRect&);
bool restore_cursor_back(Screen&, Gfx::IntRect&);
template<typename F>
IterationDecision for_each_intersected_flushing_rect(Gfx::IntRect const& intersecting_rect, F f)
{
auto iterate_flush_rects = [&](Gfx::DisjointRectSet const& flush_rects) {
for (auto& rect : flush_rects.rects()) {
auto intersection = intersecting_rect.intersected(rect);
if (intersection.is_empty())
continue;
IterationDecision decision = f(intersection);
if (decision != IterationDecision::Continue)
return decision;
}
return IterationDecision::Continue;
};
auto decision = iterate_flush_rects(m_flush_rects);
if (decision != IterationDecision::Continue)
return decision;
// We do not have to iterate m_flush_special_rects here as these
// technically should be removed anyway. m_flush_rects and
// m_flush_transparent_rects should cover everything already
return iterate_flush_rects(m_flush_transparent_rects);
}
};
friend class ScreenData;
Vector<ScreenData, default_screen_count> m_screen_data;
IntrusiveList<Overlay, RawPtr<Overlay>, &Overlay::m_list_node> m_overlay_list;
Gfx::DisjointRectSet m_overlay_rects;
Gfx::DisjointRectSet m_dirty_screen_rects;
Gfx::DisjointRectSet m_opaque_wallpaper_rects;
String m_wallpaper_path { "" };
WallpaperMode m_wallpaper_mode { WallpaperMode::Unchecked };
RefPtr<Gfx::Bitmap> m_wallpaper;
const Cursor* m_current_cursor { nullptr };
Screen* m_current_cursor_screen { nullptr };
unsigned m_current_cursor_frame { 0 };
RefPtr<Core::Timer> m_cursor_timer;
RefPtr<Core::Timer> m_display_link_notify_timer;
size_t m_display_link_count { 0 };
WindowStack* m_current_window_stack { nullptr };
WindowStack* m_transitioning_to_window_stack { nullptr };
RefPtr<Animation> m_window_stack_transition_animation;
RefPtr<Core::Timer> m_stack_switch_overlay_timer;
size_t m_show_screen_number_count { 0 };
Optional<Gfx::Color> m_custom_background_color;
HashTable<Animation*> m_animations;
};
}