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WindowServer: Add initial support for rendering on multiple screens
This allows WindowServer to use multiple framebuffer devices and compose the desktop with any arbitrary layout. Currently, it is assumed that it is configured contiguous and non-overlapping, but this should eventually be enforced. To make rendering efficient, each window now also tracks on which screens it needs to be rendered. This way we don't have to iterate all the windows for each screen but instead use the same rendering loop and then only render to the screen (or screens) that the window actually uses.
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42 changed files with 1127 additions and 563 deletions
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@ -79,7 +79,7 @@ public:
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void notify_progress_changed(Window&);
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void notify_modified_changed(Window&);
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Gfx::IntRect maximized_window_rect(Window const&) const;
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Gfx::IntRect maximized_window_rect(Window const&, bool relative_to_window_screen = false) const;
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ClientConnection const* dnd_client() const { return m_dnd_client.ptr(); }
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String const& dnd_text() const { return m_dnd_text; }
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@ -105,8 +105,8 @@ public:
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void move_to_front_and_make_active(Window&);
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Gfx::IntRect desktop_rect() const;
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Gfx::IntRect arena_rect_for_type(WindowType) const;
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Gfx::IntRect desktop_rect(Screen&) const;
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Gfx::IntRect arena_rect_for_type(Screen&, WindowType) const;
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Cursor const& active_cursor() const;
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Cursor const& hidden_cursor() const { return *m_hidden_cursor; }
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@ -129,9 +129,7 @@ public:
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Gfx::Font const& font() const;
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Gfx::Font const& window_title_font() const;
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bool set_resolution(int width, int height, int scale);
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Gfx::IntSize resolution() const;
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int scale_factor() const;
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bool set_resolution(Screen&, int width, int height, int scale);
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void set_acceleration_factor(double);
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void set_scroll_step_size(unsigned);
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