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https://github.com/LadybirdBrowser/ladybird.git
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6ec35c91bc
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.
241 lines
8.2 KiB
C++
241 lines
8.2 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/OwnPtr.h>
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#include <AK/RefPtr.h>
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#include <LibCore/Object.h>
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#include <LibGfx/Color.h>
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#include <LibGfx/DisjointRectSet.h>
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#include <LibGfx/Font.h>
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#include <WindowServer/Overlays.h>
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namespace WindowServer {
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class Animation;
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class ClientConnection;
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class Cursor;
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class MultiScaleBitmaps;
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class Window;
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class WindowManager;
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class WindowStack;
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enum class WallpaperMode {
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Tile,
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Center,
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Stretch,
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Unchecked
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};
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class Compositor final : public Core::Object {
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C_OBJECT(Compositor)
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friend class Overlay;
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public:
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static Compositor& the();
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void compose();
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void invalidate_window();
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void invalidate_screen();
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void invalidate_screen(const Gfx::IntRect&);
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void screen_resolution_changed();
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bool set_background_color(const String& background_color);
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bool set_wallpaper_mode(const String& mode);
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bool set_wallpaper(const String& path, Function<void(bool)>&& callback);
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String wallpaper_path() const { return m_wallpaper_path; }
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void invalidate_cursor(bool = false);
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Gfx::IntRect current_cursor_rect() const;
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const Cursor* current_cursor() const { return m_current_cursor; }
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void current_cursor_was_reloaded(const Cursor* new_cursor) { m_current_cursor = new_cursor; }
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void increment_display_link_count(Badge<ClientConnection>);
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void decrement_display_link_count(Badge<ClientConnection>);
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void increment_show_screen_number(Badge<ClientConnection>);
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void decrement_show_screen_number(Badge<ClientConnection>);
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bool showing_screen_numbers() const { return m_show_screen_number_count > 0; }
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void invalidate_after_theme_or_font_change()
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{
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update_fonts();
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invalidate_occlusions();
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overlays_theme_changed();
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invalidate_screen();
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}
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void animation_started(Badge<Animation>);
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void invalidate_occlusions() { m_occlusions_dirty = true; }
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void overlay_rects_changed();
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template<typename T, typename... Args>
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OwnPtr<T> create_overlay(Args&&... args)
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{
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return adopt_own(*new T(forward<Args>(args)...));
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}
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template<typename F>
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IterationDecision for_each_overlay(F f)
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{
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for (auto& overlay : m_overlay_list) {
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IterationDecision decision = f(overlay);
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if (decision != IterationDecision::Continue)
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return decision;
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}
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return IterationDecision::Continue;
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}
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template<typename F>
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IterationDecision for_each_rendering_window_stack(F f)
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{
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VERIFY(m_current_window_stack);
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IterationDecision decision = f(*m_current_window_stack);
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if (decision != IterationDecision::Continue)
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return decision;
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if (m_transitioning_to_window_stack)
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decision = f(*m_transitioning_to_window_stack);
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return decision;
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}
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[[nodiscard]] WindowStack& get_rendering_window_stacks(WindowStack*& transitioning_window_stack)
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{
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transitioning_window_stack = m_transitioning_to_window_stack;
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return *m_current_window_stack;
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}
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bool is_switching_window_stacks() const { return m_transitioning_to_window_stack != nullptr; }
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void switch_to_window_stack(WindowStack&, bool);
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void set_current_window_stack_no_transition(WindowStack&);
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void invalidate_for_window_stack_merge_or_change();
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void did_construct_window_manager(Badge<WindowManager>);
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const Gfx::Bitmap* cursor_bitmap_for_screenshot(Badge<ClientConnection>, Screen&) const;
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const Gfx::Bitmap& front_bitmap_for_screenshot(Badge<ClientConnection>, Screen&) const;
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void register_animation(Badge<Animation>, Animation&);
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void unregister_animation(Badge<Animation>, Animation&);
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private:
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Compositor();
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void init_bitmaps();
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void invalidate_current_screen_number_rects();
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void overlays_theme_changed();
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void render_overlays();
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void add_overlay(Overlay&);
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void remove_overlay(Overlay&);
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void update_fonts();
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void notify_display_links();
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void start_compose_async_timer();
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void recompute_overlay_rects();
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void recompute_occlusions();
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void change_cursor(const Cursor*);
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void flush(Screen&);
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Gfx::IntPoint window_transition_offset(Window&);
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void update_animations(Screen&, Gfx::DisjointRectSet& flush_rects);
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void create_window_stack_switch_overlay(WindowStack&);
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void remove_window_stack_switch_overlays();
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void stop_window_stack_switch_overlay_timer();
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void start_window_stack_switch_overlay_timer();
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void finish_window_stack_switch();
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RefPtr<Core::Timer> m_compose_timer;
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RefPtr<Core::Timer> m_immediate_compose_timer;
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bool m_flash_flush { false };
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bool m_occlusions_dirty { true };
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bool m_invalidated_any { true };
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bool m_invalidated_window { false };
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bool m_invalidated_cursor { false };
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bool m_overlay_rects_changed { false };
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struct ScreenData {
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RefPtr<Gfx::Bitmap> m_front_bitmap;
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RefPtr<Gfx::Bitmap> m_back_bitmap;
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RefPtr<Gfx::Bitmap> m_temp_bitmap;
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OwnPtr<Gfx::Painter> m_back_painter;
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OwnPtr<Gfx::Painter> m_front_painter;
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OwnPtr<Gfx::Painter> m_temp_painter;
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RefPtr<Gfx::Bitmap> m_cursor_back_bitmap;
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OwnPtr<Gfx::Painter> m_cursor_back_painter;
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Gfx::IntRect m_last_cursor_rect;
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OwnPtr<ScreenNumberOverlay> m_screen_number_overlay;
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OwnPtr<WindowStackSwitchOverlay> m_window_stack_switch_overlay;
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bool m_buffers_are_flipped { false };
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bool m_screen_can_set_buffer { false };
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bool m_cursor_back_is_valid { false };
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Gfx::DisjointRectSet m_flush_rects;
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Gfx::DisjointRectSet m_flush_transparent_rects;
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Gfx::DisjointRectSet m_flush_special_rects;
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Gfx::Painter& overlay_painter() { return *m_temp_painter; }
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void init_bitmaps(Compositor&, Screen&);
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void flip_buffers(Screen&);
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void draw_cursor(Screen&, const Gfx::IntRect&);
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bool restore_cursor_back(Screen&, Gfx::IntRect&);
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template<typename F>
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IterationDecision for_each_intersected_flushing_rect(Gfx::IntRect const& intersecting_rect, F f)
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{
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auto iterate_flush_rects = [&](Gfx::DisjointRectSet const& flush_rects) {
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for (auto& rect : flush_rects.rects()) {
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auto intersection = intersecting_rect.intersected(rect);
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if (intersection.is_empty())
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continue;
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IterationDecision decision = f(intersection);
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if (decision != IterationDecision::Continue)
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return decision;
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}
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return IterationDecision::Continue;
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};
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auto decision = iterate_flush_rects(m_flush_rects);
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if (decision != IterationDecision::Continue)
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return decision;
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// We do not have to iterate m_flush_special_rects here as these
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// technically should be removed anyway. m_flush_rects and
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// m_flush_transparent_rects should cover everything already
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return iterate_flush_rects(m_flush_transparent_rects);
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}
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};
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friend class ScreenData;
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Vector<ScreenData, default_screen_count> m_screen_data;
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IntrusiveList<Overlay, RawPtr<Overlay>, &Overlay::m_list_node> m_overlay_list;
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Gfx::DisjointRectSet m_overlay_rects;
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Gfx::DisjointRectSet m_dirty_screen_rects;
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Gfx::DisjointRectSet m_opaque_wallpaper_rects;
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String m_wallpaper_path { "" };
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WallpaperMode m_wallpaper_mode { WallpaperMode::Unchecked };
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RefPtr<Gfx::Bitmap> m_wallpaper;
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const Cursor* m_current_cursor { nullptr };
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Screen* m_current_cursor_screen { nullptr };
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unsigned m_current_cursor_frame { 0 };
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RefPtr<Core::Timer> m_cursor_timer;
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RefPtr<Core::Timer> m_display_link_notify_timer;
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size_t m_display_link_count { 0 };
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WindowStack* m_current_window_stack { nullptr };
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WindowStack* m_transitioning_to_window_stack { nullptr };
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RefPtr<Animation> m_window_stack_transition_animation;
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RefPtr<Core::Timer> m_stack_switch_overlay_timer;
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size_t m_show_screen_number_count { 0 };
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Optional<Gfx::Color> m_custom_background_color;
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HashTable<Animation*> m_animations;
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};
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}
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