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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. :^)
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25 changed files with 244 additions and 71 deletions
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@ -15,6 +15,9 @@ public:
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static GWindow* from_window_id(int);
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void set_has_alpha_channel(bool);
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void set_opacity(float);
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int window_id() const { return m_window_id; }
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String title() const;
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@ -66,13 +69,15 @@ private:
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RetainPtr<GraphicsBitmap> m_backing;
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int m_window_id { 0 };
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bool m_is_active { false };
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float m_opacity_when_windowless { 1.0f };
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GWidget* m_main_widget { nullptr };
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GWidget* m_focused_widget { nullptr };
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WeakPtr<GWidget> m_global_cursor_tracking_widget;
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Rect m_rect_when_windowless;
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String m_title_when_windowless;
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Vector<Rect> m_pending_paint_event_rects;
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bool m_is_active { false };
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bool m_should_exit_app_on_close { false };
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bool m_has_alpha_channel { false };
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};
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