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WindowServer: Support windows with alpha channels. And per-WSWindow opacity.

This patch also adds a Format concept to GraphicsBitmap. For now there are
only two formats: RGB32 and RGBA32. Windows with alpha channel have their
backing stores created in the RGBA32 format.

Use this to make Terminal windows semi-transparent for that comfy rice look.
There is one problem here, in that window compositing overdraw incurs
multiple passes of blending of the same pixels. This leads to a mismatch in
opacity which is obviously not good. I will work on this in a later patch.

The alpha blending is currently straight C++. It should be relatively easy
to optimize this using SSE instructions.

For now I'm just happy with the cute effect. :^)
This commit is contained in:
Andreas Kling 2019-02-19 01:42:53 +01:00
parent d4973842c9
commit 9b71307d49
25 changed files with 244 additions and 71 deletions

View file

@ -15,6 +15,9 @@ public:
static GWindow* from_window_id(int);
void set_has_alpha_channel(bool);
void set_opacity(float);
int window_id() const { return m_window_id; }
String title() const;
@ -66,13 +69,15 @@ private:
RetainPtr<GraphicsBitmap> m_backing;
int m_window_id { 0 };
bool m_is_active { false };
float m_opacity_when_windowless { 1.0f };
GWidget* m_main_widget { nullptr };
GWidget* m_focused_widget { nullptr };
WeakPtr<GWidget> m_global_cursor_tracking_widget;
Rect m_rect_when_windowless;
String m_title_when_windowless;
Vector<Rect> m_pending_paint_event_rects;
bool m_is_active { false };
bool m_should_exit_app_on_close { false };
bool m_has_alpha_channel { false };
};