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WindowServer: Simplify determining transparent/opaque occlusions

By moving the logic to determine what window areas (shadow, frame,
content) into WindowFrame::opaque/transparent_render_rects we can
simplify the occlusion calculation and properly handle more
arbitrary opaque/transparent areas.

This also solves the problem where we would render the entire
window frame as transparency only because the frame had a window
shadow.
This commit is contained in:
Tom 2021-06-05 14:37:48 -06:00 committed by Linus Groh
parent 939da41fa1
commit 2c8309c841
3 changed files with 63 additions and 71 deletions

View file

@ -29,6 +29,8 @@ public:
Gfx::IntRect rect() const;
Gfx::IntRect render_rect() const;
Gfx::DisjointRectSet opaque_render_rects() const;
Gfx::DisjointRectSet transparent_render_rects() const;
void paint(Gfx::Painter&, const Gfx::IntRect&);
void render(Gfx::Painter&);
void render_to_cache();
@ -52,8 +54,9 @@ public:
void start_flash_animation();
bool has_alpha_channel() const { return m_has_alpha_channel || frame_has_alpha(); }
bool has_alpha_channel() const { return m_has_alpha_channel; }
void set_has_alpha_channel(bool value) { m_has_alpha_channel = value; }
bool has_shadow() const;
void set_opacity(float);
float opacity() const { return m_opacity; }
@ -86,7 +89,6 @@ private:
void paint_tool_window_frame(Gfx::Painter&);
void paint_menubar(Gfx::Painter&);
Gfx::Bitmap* window_shadow() const;
bool frame_has_alpha() const;
Gfx::IntRect inflated_for_shadow(const Gfx::IntRect&) const;
Gfx::Bitmap* inflate_for_shadow(Gfx::IntRect&, Gfx::IntPoint&) const;