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7 commits

Author SHA1 Message Date
Tom
61af9d882e WindowServer: Load multiple scaled versions of Bitmaps and Cursors
This enables rendering of mixed-scale screen layouts with e.g. high
resolution cursors and window button icons on high-dpi screens while
using lower resolution bitmaps on regular screens.
2021-06-20 14:57:26 +02:00
Tom
aa15bf81e4 WindowServer: Add API to set/get screen layouts
This sets the stage so that DisplaySettings can configure the screen
layout and set various screen resolutions in one go. It also allows
for an easy "atomic" revert of the previous settings.
2021-06-20 14:57:26 +02:00
Tom
4392da970a 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.
2021-06-20 14:57:26 +02:00
Brian Gianforcaro
1682f0b760 Everything: Move to SPDX license identifiers in all files.
SPDX License Identifiers are a more compact / standardized
way of representing file license information.

See: https://spdx.dev/resources/use/#identifiers

This was done with the `ambr` search and replace tool.

 ambr --no-parent-ignore --key-from-file --rep-from-file key.txt rep.txt *
2021-04-22 11:22:27 +02:00
Nicholas-Baron
73dd293ec4 Everywhere: Add -Wdouble-promotion warning
This warning informs of float-to-double conversions. The best solution
seems to be to do math *either* in 32-bit *or* in 64-bit, and only to
cross over when absolutely necessary.
2021-04-16 19:01:54 +02:00
Nico Weber
e87b8a79ed WindowServer: Make HighDPI aware
Almost all logic stays in "logical" (unscaled coordinates), which
means the patch is small and things like DnD, window moving and
resizing, menu handling, menuapplets, etc all work without changes.

Screen knows about phyiscal coordinates and mouse handling internally is
in physical coordinates (so that two 1 pixel movements in succession can
translate to one 1 logical coordinate mouse movement -- only a single
event is sent in this case, on the 2nd moved pixel).

Compositor also knows about physical pixels for its backbuffers. This is
a temporary state -- in a follow-up, I'll try to let Bitmaps know about
their intrinsic scale, then Compositor won't have to know about pixels
any longer. Most of Compositor's logic stays in view units, just
blitting to and from back buffers and the cursor save buffer has to be
done in pixels. The back buffer Painter gets a scale applied which
transparently handles all drawing. (But since the backbuffer and cursor
save buffer are also HighDPI, they currently need to be drawn using a
hack temporary unscaled Painter object. This will also go away once
Bitmaps know about their intrinsic scale.)

With this, editing WindowServer.ini to say

  Width=800
  Height=600
  ScaleFactor=2

and booting brings up a fully-functional HighDPI UI.
(Except for minimizing windows, which will crash the window server
until #4932 is merged. And I didn't test the window switcher since the
win-tab shortcut doesn't work on my system.) It's all pixel-scaled,
but it looks pretty decent :^)
2021-01-15 19:10:16 +01:00
Andreas Kling
c7ac7e6eaf Services: Move to Userland/Services/ 2021-01-12 12:23:01 +01:00
Renamed from Services/WindowServer/Screen.h (Browse further)