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serenity/Userland/Services/WindowServer/Compositor.cpp
Ali Mohammad Pur 5e1499d104 Everywhere: Rename {Deprecated => Byte}String
This commit un-deprecates DeprecatedString, and repurposes it as a byte
string.
As the null state has already been removed, there are no other
particularly hairy blockers in repurposing this type as a byte string
(what it _really_ is).

This commit is auto-generated:
  $ xs=$(ack -l \bDeprecatedString\b\|deprecated_string AK Userland \
    Meta Ports Ladybird Tests Kernel)
  $ perl -pie 's/\bDeprecatedString\b/ByteString/g;
    s/deprecated_string/byte_string/g' $xs
  $ clang-format --style=file -i \
    $(git diff --name-only | grep \.cpp\|\.h)
  $ gn format $(git ls-files '*.gn' '*.gni')
2023-12-17 18:25:10 +03:30

1772 lines
74 KiB
C++

/*
* Copyright (c) 2018-2023, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Compositor.h"
#include "Animation.h"
#include "ConnectionFromClient.h"
#include "Event.h"
#include "EventLoop.h"
#include "MultiScaleBitmaps.h"
#include "Screen.h"
#include "Window.h"
#include "WindowManager.h"
#include "WindowSwitcher.h"
#include <AK/Debug.h>
#include <AK/Memory.h>
#include <AK/ScopeGuard.h>
#include <AK/TemporaryChange.h>
#include <LibCore/Timer.h>
#include <LibGfx/AntiAliasingPainter.h>
#include <LibGfx/Font/Font.h>
#include <LibGfx/Painter.h>
#include <LibGfx/StylePainter.h>
#include <LibThreading/BackgroundAction.h>
namespace WindowServer {
Compositor& Compositor::the()
{
static Compositor s_the;
return s_the;
}
static WallpaperMode mode_to_enum(ByteString const& name)
{
if (name == "Tile")
return WallpaperMode::Tile;
if (name == "Stretch")
return WallpaperMode::Stretch;
if (name == "Center")
return WallpaperMode::Center;
return WallpaperMode::Center;
}
Compositor::Compositor()
{
m_display_link_notify_timer = add<Core::Timer>(
1000 / 60, [this] {
notify_display_links();
});
m_compose_timer = Core::Timer::create_single_shot(
1000 / 60,
[this] {
compose();
},
this)
.release_value_but_fixme_should_propagate_errors();
m_compose_timer->start();
m_immediate_compose_timer = Core::Timer::create_single_shot(
0,
[this] {
compose();
},
this)
.release_value_but_fixme_should_propagate_errors();
m_compose_timer->start();
init_bitmaps();
}
Gfx::Bitmap const* Compositor::cursor_bitmap_for_screenshot(Badge<ConnectionFromClient>, Screen& screen) const
{
if (!m_current_cursor)
return nullptr;
return &m_current_cursor->bitmap(screen.scale_factor());
}
Gfx::Bitmap const& Compositor::front_bitmap_for_screenshot(Badge<ConnectionFromClient>, Screen& screen) const
{
return *screen.compositor_screen_data().m_front_bitmap;
}
Gfx::Color Compositor::color_at_position(Badge<ConnectionFromClient>, Screen& screen, Gfx::IntPoint position) const
{
return screen.compositor_screen_data().m_front_bitmap->get_pixel(position);
}
void CompositorScreenData::init_bitmaps(Compositor& compositor, Screen& screen)
{
// Recreate the screen-number overlay as the Screen instances may have changed, or get rid of it if we no longer need it
if (compositor.showing_screen_numbers()) {
m_screen_number_overlay = compositor.create_overlay<ScreenNumberOverlay>(screen);
m_screen_number_overlay->set_enabled(true);
} else {
m_screen_number_overlay = nullptr;
}
m_has_flipped = false;
m_have_flush_rects = false;
m_buffers_are_flipped = false;
m_screen_can_set_buffer = screen.can_set_buffer();
m_flush_rects.clear_with_capacity();
m_flush_transparent_rects.clear_with_capacity();
m_flush_special_rects.clear_with_capacity();
auto size = screen.size();
m_front_bitmap = nullptr;
m_front_bitmap = Gfx::Bitmap::create_wrapper(Gfx::BitmapFormat::BGRx8888, size, screen.scale_factor(), screen.pitch(), screen.scanline(0, 0)).release_value_but_fixme_should_propagate_errors();
m_front_painter = make<Gfx::Painter>(*m_front_bitmap);
m_front_painter->translate(-screen.rect().location());
m_back_bitmap = nullptr;
if (m_screen_can_set_buffer)
m_back_bitmap = Gfx::Bitmap::create_wrapper(Gfx::BitmapFormat::BGRx8888, size, screen.scale_factor(), screen.pitch(), screen.scanline(1, 0)).release_value_but_fixme_should_propagate_errors();
else
m_back_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRx8888, size, screen.scale_factor()).release_value_but_fixme_should_propagate_errors();
m_back_painter = make<Gfx::Painter>(*m_back_bitmap);
m_back_painter->translate(-screen.rect().location());
m_temp_bitmap = nullptr;
m_temp_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRx8888, size, screen.scale_factor()).release_value_but_fixme_should_propagate_errors();
m_temp_painter = make<Gfx::Painter>(*m_temp_bitmap);
m_temp_painter->translate(-screen.rect().location());
clear_wallpaper_bitmap();
}
void Compositor::init_bitmaps()
{
Screen::for_each([&](auto& screen) {
screen.compositor_screen_data().init_bitmaps(*this, screen);
return IterationDecision::Continue;
});
invalidate_screen();
}
void Compositor::did_construct_window_manager(Badge<WindowManager>)
{
auto& wm = WindowManager::the();
m_current_window_stack = &wm.current_window_stack();
m_wallpaper_mode = mode_to_enum(g_config->read_entry("Background", "Mode", "Center"));
m_custom_background_color = Color::from_string(g_config->read_entry("Background", "Color", ""));
invalidate_screen();
invalidate_occlusions();
compose();
}
Gfx::IntPoint Compositor::window_transition_offset(Window& window)
{
if (WindowManager::is_stationary_window_type(window.type()))
return {};
if (window.is_moving_to_another_stack())
return {};
return window.window_stack().transition_offset();
}
void Compositor::compose()
{
auto& wm = WindowManager::the();
{
auto& current_cursor = wm.active_cursor();
if (m_current_cursor != &current_cursor) {
change_cursor(&current_cursor);
m_invalidated_cursor = m_invalidated_any = true;
}
}
if (!m_invalidated_any) {
// nothing dirtied since the last compose pass.
return;
}
if (m_occlusions_dirty) {
m_occlusions_dirty = false;
recompute_occlusions();
}
// We should have recomputed occlusions if any overlay rects were changed
VERIFY(!m_overlay_rects_changed);
auto dirty_screen_rects = move(m_dirty_screen_rects);
bool window_stack_transition_in_progress = m_transitioning_to_window_stack != nullptr;
// Mark window regions as dirty that need to be re-rendered
wm.for_each_visible_window_from_back_to_front([&](Window& window) {
auto transition_offset = window_transition_offset(window);
auto frame_rect = window.frame().render_rect();
auto frame_rect_on_screen = frame_rect.translated(transition_offset);
for (auto& dirty_rect : dirty_screen_rects.rects()) {
auto invalidate_rect = dirty_rect.intersected(frame_rect_on_screen);
if (!invalidate_rect.is_empty()) {
auto inner_rect_offset = window.rect().location() - frame_rect.location();
invalidate_rect.translate_by(-(frame_rect.location() + inner_rect_offset + transition_offset));
window.invalidate_no_notify(invalidate_rect);
m_invalidated_window = true;
}
}
window.prepare_dirty_rects();
if (window_stack_transition_in_progress)
window.dirty_rects().translate_by(transition_offset);
return IterationDecision::Continue;
});
// Any dirty rects in transparency areas may require windows above or below
// to also be marked dirty in these areas
wm.for_each_visible_window_from_back_to_front([&](Window& window) {
auto& dirty_rects = window.dirty_rects(); // dirty rects have already been adjusted for transition offset!
if (dirty_rects.is_empty())
return IterationDecision::Continue;
auto& affected_transparency_rects = window.affected_transparency_rects();
if (affected_transparency_rects.is_empty())
return IterationDecision::Continue;
// If we have transparency rects that affect others, we better have transparency rects ourselves...
auto& transparency_rects = window.transparency_rects();
VERIFY(!transparency_rects.is_empty());
for (auto& it : affected_transparency_rects) {
auto& affected_window_dirty_rects = it.key->dirty_rects();
auto& affected_rects = it.value;
affected_rects.for_each_intersected(dirty_rects, [&](auto& dirty_rect) {
affected_window_dirty_rects.add(dirty_rect);
return IterationDecision::Continue;
});
}
return IterationDecision::Continue;
});
Color background_color = wm.palette().desktop_background();
if (m_custom_background_color.has_value())
background_color = m_custom_background_color.value();
if constexpr (COMPOSE_DEBUG) {
dbgln("COMPOSE: invalidated: window: {} cursor: {}, any: {}", m_invalidated_window, m_invalidated_cursor, m_invalidated_any);
for (auto& r : dirty_screen_rects.rects())
dbgln("dirty screen: {}", r);
}
auto& cursor_screen = ScreenInput::the().cursor_location_screen();
Screen::for_each([&](auto& screen) {
auto& screen_data = screen.compositor_screen_data();
screen_data.m_have_flush_rects = false;
screen_data.m_flush_rects.clear_with_capacity();
screen_data.m_flush_transparent_rects.clear_with_capacity();
screen_data.m_flush_special_rects.clear_with_capacity();
return IterationDecision::Continue;
});
auto cursor_rect = current_cursor_rect();
bool need_to_draw_cursor = false;
Gfx::IntRect previous_cursor_rect;
Screen* previous_cursor_screen = nullptr;
auto check_restore_cursor_back = [&](Screen& screen, Gfx::IntRect const& rect) {
if (&screen == &cursor_screen && !previous_cursor_screen && !need_to_draw_cursor && rect.intersects(cursor_rect)) {
// Restore what's behind the cursor if anything touches the area of the cursor
need_to_draw_cursor = true;
if (cursor_screen.compositor_screen_data().restore_cursor_back(cursor_screen, previous_cursor_rect))
previous_cursor_screen = &screen;
}
};
if (&cursor_screen != m_current_cursor_screen) {
// Cursor moved to another screen, restore on the cursor's background on the previous screen
need_to_draw_cursor = true;
if (m_current_cursor_screen) {
if (m_current_cursor_screen->compositor_screen_data().restore_cursor_back(*m_current_cursor_screen, previous_cursor_rect))
previous_cursor_screen = m_current_cursor_screen;
}
m_current_cursor_screen = &cursor_screen;
}
auto prepare_rect = [&](Screen& screen, Gfx::IntRect const& rect) {
auto& screen_data = screen.compositor_screen_data();
dbgln_if(COMPOSE_DEBUG, " -> flush opaque: {}", rect);
VERIFY(!screen_data.m_flush_rects.intersects(rect));
VERIFY(!screen_data.m_flush_transparent_rects.intersects(rect));
screen_data.m_have_flush_rects = true;
screen_data.m_flush_rects.add(rect);
check_restore_cursor_back(screen, rect);
};
auto prepare_transparency_rect = [&](Screen& screen, Gfx::IntRect const& rect) {
auto& screen_data = screen.compositor_screen_data();
dbgln_if(COMPOSE_DEBUG, " -> flush transparent: {}", rect);
VERIFY(!screen_data.m_flush_rects.intersects(rect));
for (auto& r : screen_data.m_flush_transparent_rects.rects()) {
if (r == rect)
return;
}
screen_data.m_have_flush_rects = true;
screen_data.m_flush_transparent_rects.add(rect);
check_restore_cursor_back(screen, rect);
};
if (!cursor_screen.compositor_screen_data().m_cursor_back_bitmap || m_invalidated_cursor)
check_restore_cursor_back(cursor_screen, cursor_rect);
auto paint_wallpaper = [&](Screen& screen, Gfx::Painter& painter, Gfx::IntRect const& rect, Gfx::IntRect const& screen_rect) {
if (m_wallpaper) {
if (m_wallpaper_mode == WallpaperMode::Center) {
Gfx::IntPoint offset { (screen.width() - m_wallpaper->width()) / 2, (screen.height() - m_wallpaper->height()) / 2 };
// FIXME: If the wallpaper is opaque and covers the whole rect, no need to fill with color!
painter.fill_rect(rect, background_color);
painter.blit_offset(rect.location(), *m_wallpaper, rect.translated(-screen_rect.location()), offset);
} else if (m_wallpaper_mode == WallpaperMode::Tile) {
painter.draw_tiled_bitmap(rect, *m_wallpaper);
} else if (m_wallpaper_mode == WallpaperMode::Stretch) {
VERIFY(screen.compositor_screen_data().m_wallpaper_bitmap);
painter.blit(rect.location(), *screen.compositor_screen_data().m_wallpaper_bitmap, rect.translated(-screen.location()));
} else {
VERIFY_NOT_REACHED();
}
} else {
painter.fill_rect(rect, background_color);
}
};
{
// Paint any desktop wallpaper rects that are not somehow underneath any window transparency
// rects and outside of any opaque window areas
m_opaque_wallpaper_rects.for_each_intersected(dirty_screen_rects, [&](auto& render_rect) {
Screen::for_each([&](auto& screen) {
auto screen_rect = screen.rect();
auto screen_render_rect = screen_rect.intersected(render_rect);
if (!screen_render_rect.is_empty()) {
dbgln_if(COMPOSE_DEBUG, " render wallpaper opaque: {} on screen #{}", screen_render_rect, screen.index());
prepare_rect(screen, render_rect);
auto& back_painter = *screen.compositor_screen_data().m_back_painter;
paint_wallpaper(screen, back_painter, render_rect, screen_rect);
}
return IterationDecision::Continue;
});
return IterationDecision::Continue;
});
m_transparent_wallpaper_rects.for_each_intersected(dirty_screen_rects, [&](auto& render_rect) {
Screen::for_each([&](auto& screen) {
auto screen_rect = screen.rect();
auto screen_render_rect = screen_rect.intersected(render_rect);
if (!screen_render_rect.is_empty()) {
dbgln_if(COMPOSE_DEBUG, " render wallpaper transparent: {} on screen #{}", screen_render_rect, screen.index());
prepare_transparency_rect(screen, render_rect);
auto& temp_painter = *screen.compositor_screen_data().m_temp_painter;
paint_wallpaper(screen, temp_painter, render_rect, screen_rect);
}
return IterationDecision::Continue;
});
return IterationDecision::Continue;
});
}
auto compose_window = [&](Window& window) -> IterationDecision {
if (window.screens().is_empty()) {
// This window doesn't intersect with any screens, so there's nothing to render
return IterationDecision::Continue;
}
auto transition_offset = window_transition_offset(window);
auto frame_rect = window.frame().render_rect().translated(transition_offset);
auto window_rect = window.rect().translated(transition_offset);
auto frame_rects = frame_rect.shatter(window_rect);
dbgln_if(COMPOSE_DEBUG, " window {} frame rect: {}", window.title(), frame_rect);
RefPtr<Gfx::Bitmap> backing_store = window.backing_store();
auto compose_window_rect = [&](Screen& screen, Gfx::Painter& painter, const Gfx::IntRect& rect) {
if (!window.is_fullscreen()) {
rect.for_each_intersected(frame_rects, [&](const Gfx::IntRect& intersected_rect) {
Gfx::PainterStateSaver saver(painter);
painter.add_clip_rect(intersected_rect);
painter.translate(transition_offset);
dbgln_if(COMPOSE_DEBUG, " render frame: {}", intersected_rect);
window.frame().paint(screen, painter, intersected_rect.translated(-transition_offset));
return IterationDecision::Continue;
});
}
auto update_window_rect = window_rect.intersected(rect);
if (update_window_rect.is_empty())
return;
auto clear_window_rect = [&](const Gfx::IntRect& clear_rect) {
painter.fill_rect(clear_rect, wm.palette().window());
};
if (!backing_store) {
clear_window_rect(update_window_rect);
return;
}
// Decide where we would paint this window's backing store.
// This is subtly different from widow.rect(), because window
// size may be different from its backing store size. This
// happens when the window has been resized and the client
// has not yet attached a new backing store. In this case,
// we want to try to blit the backing store at the same place
// it was previously, and fill the rest of the window with its
// background color.
Gfx::IntRect backing_rect;
backing_rect.set_size(window.backing_store_visible_size());
switch (WindowManager::the().resize_direction_of_window(window)) {
case ResizeDirection::None:
case ResizeDirection::Right:
case ResizeDirection::Down:
case ResizeDirection::DownRight:
backing_rect.set_location(window_rect.location());
break;
case ResizeDirection::Left:
case ResizeDirection::Up:
case ResizeDirection::UpLeft:
backing_rect.set_right_without_resize(window_rect.right());
backing_rect.set_bottom_without_resize(window_rect.bottom());
break;
case ResizeDirection::UpRight:
backing_rect.set_left(window.rect().left());
backing_rect.set_bottom_without_resize(window_rect.bottom());
break;
case ResizeDirection::DownLeft:
backing_rect.set_right_without_resize(window_rect.right());
backing_rect.set_top(window_rect.top());
break;
default:
VERIFY_NOT_REACHED();
break;
}
Gfx::IntRect dirty_rect_in_backing_coordinates = update_window_rect.intersected(backing_rect)
.translated(-backing_rect.location());
if (!dirty_rect_in_backing_coordinates.is_empty()) {
auto dst = backing_rect.location().translated(dirty_rect_in_backing_coordinates.location());
if (window.client() && window.client()->is_unresponsive()) {
painter.blit_filtered(dst, *backing_store, dirty_rect_in_backing_coordinates, [](Color src) {
return src.to_grayscale().darkened(0.75f);
});
} else {
painter.blit(dst, *backing_store, dirty_rect_in_backing_coordinates);
}
}
for (auto background_rect : update_window_rect.shatter(backing_rect))
clear_window_rect(background_rect);
};
auto& dirty_rects = window.dirty_rects();
if constexpr (COMPOSE_DEBUG) {
for (auto& dirty_rect : dirty_rects.rects())
dbgln(" dirty: {}", dirty_rect);
for (auto& r : window.opaque_rects().rects())
dbgln(" opaque: {}", r);
for (auto& r : window.transparency_rects().rects())
dbgln(" transparent: {}", r);
}
// Render opaque portions directly to the back buffer
auto& opaque_rects = window.opaque_rects();
if (!opaque_rects.is_empty()) {
opaque_rects.for_each_intersected(dirty_rects, [&](const Gfx::IntRect& render_rect) {
for (auto* screen : window.screens()) {
auto screen_render_rect = render_rect.intersected(screen->rect());
if (screen_render_rect.is_empty())
continue;
dbgln_if(COMPOSE_DEBUG, " render opaque: {} on screen #{}", screen_render_rect, screen->index());
prepare_rect(*screen, screen_render_rect);
auto& back_painter = *screen->compositor_screen_data().m_back_painter;
Gfx::PainterStateSaver saver(back_painter);
back_painter.add_clip_rect(screen_render_rect);
compose_window_rect(*screen, back_painter, screen_render_rect);
}
return IterationDecision::Continue;
});
}
// Render the wallpaper for any transparency directly covering
// the wallpaper
auto& transparency_wallpaper_rects = window.transparency_wallpaper_rects();
if (!transparency_wallpaper_rects.is_empty()) {
transparency_wallpaper_rects.for_each_intersected(dirty_rects, [&](const Gfx::IntRect& render_rect) {
for (auto* screen : window.screens()) {
auto screen_rect = screen->rect();
auto screen_render_rect = render_rect.intersected(screen_rect);
if (screen_render_rect.is_empty())
continue;
dbgln_if(COMPOSE_DEBUG, " render wallpaper: {} on screen #{}", screen_render_rect, screen->index());
auto& temp_painter = *screen->compositor_screen_data().m_temp_painter;
prepare_transparency_rect(*screen, screen_render_rect);
paint_wallpaper(*screen, temp_painter, screen_render_rect, screen_rect);
}
return IterationDecision::Continue;
});
}
auto& transparency_rects = window.transparency_rects();
if (!transparency_rects.is_empty()) {
transparency_rects.for_each_intersected(dirty_rects, [&](const Gfx::IntRect& render_rect) {
for (auto* screen : window.screens()) {
auto screen_rect = screen->rect();
auto screen_render_rect = render_rect.intersected(screen_rect);
if (screen_render_rect.is_empty())
continue;
dbgln_if(COMPOSE_DEBUG, " render transparent: {} on screen #{}", screen_render_rect, screen->index());
prepare_transparency_rect(*screen, screen_render_rect);
auto& temp_painter = *screen->compositor_screen_data().m_temp_painter;
Gfx::PainterStateSaver saver(temp_painter);
temp_painter.add_clip_rect(screen_render_rect);
compose_window_rect(*screen, temp_painter, screen_render_rect);
}
return IterationDecision::Continue;
});
}
return IterationDecision::Continue;
};
// Paint the window stack.
if (m_invalidated_window) {
auto* fullscreen_window = wm.active_fullscreen_window();
// FIXME: Remove the !WindowSwitcher::the().is_visible() check when WindowSwitcher is an overlay
if (fullscreen_window && fullscreen_window->is_opaque() && !WindowSwitcher::the().is_visible()) {
compose_window(*fullscreen_window);
fullscreen_window->clear_dirty_rects();
} else {
wm.for_each_visible_window_from_back_to_front([&](Window& window) {
compose_window(window);
window.clear_dirty_rects();
return IterationDecision::Continue;
});
}
// Check that there are no overlapping transparent and opaque flush rectangles
VERIFY(![&]() {
bool is_overlapping = false;
Screen::for_each([&](auto& screen) {
auto& screen_data = screen.compositor_screen_data();
auto& flush_transparent_rects = screen_data.m_flush_transparent_rects;
auto& flush_rects = screen_data.m_flush_rects;
for (auto& rect_transparent : flush_transparent_rects.rects()) {
for (auto& rect_opaque : flush_rects.rects()) {
if (rect_opaque.intersects(rect_transparent)) {
dbgln("Transparent rect {} overlaps opaque rect: {}: {}", rect_transparent, rect_opaque, rect_opaque.intersected(rect_transparent));
is_overlapping = true;
return IterationDecision::Break;
}
}
}
return IterationDecision::Continue;
});
return is_overlapping;
}());
if (!m_overlay_list.is_empty()) {
// Render everything to the temporary buffer before we copy it back
render_overlays();
}
// Copy anything rendered to the temporary buffer to the back buffer
Screen::for_each([&](auto& screen) {
auto screen_rect = screen.rect();
auto& screen_data = screen.compositor_screen_data();
for (auto& rect : screen_data.m_flush_transparent_rects.rects())
screen_data.m_back_painter->blit(rect.location(), *screen_data.m_temp_bitmap, rect.translated(-screen_rect.location()));
return IterationDecision::Continue;
});
}
m_invalidated_any = false;
m_invalidated_window = false;
m_invalidated_cursor = false;
if (!m_animations.is_empty()) {
Screen::for_each([&](auto& screen) {
auto& screen_data = screen.compositor_screen_data();
update_animations(screen, screen_data.m_flush_special_rects);
if (!screen_data.m_flush_special_rects.is_empty())
screen_data.m_have_flush_rects = true;
return IterationDecision::Continue;
});
// As long as animations are running make sure we keep rendering frames
m_invalidated_any = true;
start_compose_async_timer();
}
if (need_to_draw_cursor) {
auto& screen_data = cursor_screen.compositor_screen_data();
screen_data.draw_cursor(cursor_screen, cursor_rect);
}
Screen::for_each([&](auto& screen) {
flush(screen);
return IterationDecision::Continue;
});
}
void Compositor::flush(Screen& screen)
{
auto& screen_data = screen.compositor_screen_data();
bool device_can_flush_buffers = screen.can_device_flush_buffers();
if (!screen_data.m_have_flush_rects && (!screen_data.m_screen_can_set_buffer || screen_data.m_has_flipped)) {
dbgln_if(COMPOSE_DEBUG, "Nothing to flush on screen #{} {}", screen.index(), screen_data.m_have_flush_rects);
return;
}
screen_data.m_have_flush_rects = false;
auto screen_rect = screen.rect();
if (m_flash_flush) {
Gfx::IntRect bounding_flash;
for (auto& rect : screen_data.m_flush_rects.rects()) {
screen_data.m_front_painter->fill_rect(rect, Color::Yellow);
bounding_flash = bounding_flash.united(rect);
}
for (auto& rect : screen_data.m_flush_transparent_rects.rects()) {
screen_data.m_front_painter->fill_rect(rect, Color::Green);
bounding_flash = bounding_flash.united(rect);
}
if (!bounding_flash.is_empty()) {
if (screen.can_device_flush_entire_buffer()) {
screen.flush_display_entire_framebuffer();
} else if (device_can_flush_buffers) {
// If the device needs a flush we need to let it know that we
// modified the front buffer!
bounding_flash.translate_by(-screen_rect.location());
screen.flush_display_front_buffer((!screen_data.m_screen_can_set_buffer || !screen_data.m_buffers_are_flipped) ? 0 : 1, bounding_flash);
}
usleep(10000);
}
}
if (device_can_flush_buffers && screen_data.m_screen_can_set_buffer) {
if (!screen_data.m_has_flipped) {
// If we have not flipped any buffers before, we should be flushing
// the entire buffer to make sure that the device has all the bits we wrote
screen_data.m_flush_rects = { screen.rect() };
}
// If we also support buffer flipping we need to make sure we transfer all
// updated areas to the device before we flip. We already modified the framebuffer
// memory, but the device needs to know what areas we actually did update.
for (auto& rect : screen_data.m_flush_rects.rects())
screen.queue_flush_display_rect(rect.translated(-screen_rect.location()));
for (auto& rect : screen_data.m_flush_transparent_rects.rects())
screen.queue_flush_display_rect(rect.translated(-screen_rect.location()));
for (auto& rect : screen_data.m_flush_special_rects.rects())
screen.queue_flush_display_rect(rect.translated(-screen_rect.location()));
screen.flush_display((!screen_data.m_screen_can_set_buffer || screen_data.m_buffers_are_flipped) ? 0 : 1);
}
if (screen_data.m_screen_can_set_buffer) {
screen_data.flip_buffers(screen);
screen_data.m_has_flipped = true;
}
auto do_flush = [&](Gfx::IntRect rect) {
VERIFY(screen_rect.contains(rect));
rect.translate_by(-screen_rect.location());
// Almost everything in Compositor is in logical coordinates, with the painters having
// a scale applied. But this routine accesses the backbuffer pixels directly, so it
// must work in physical coordinates.
auto scaled_rect = rect * screen.scale_factor();
Gfx::ARGB32* front_ptr = screen_data.m_front_bitmap->scanline(scaled_rect.y()) + scaled_rect.x();
Gfx::ARGB32* back_ptr = screen_data.m_back_bitmap->scanline(scaled_rect.y()) + scaled_rect.x();
size_t pitch = screen_data.m_back_bitmap->pitch();
// NOTE: The meaning of a flush depends on whether we can flip buffers or not.
//
// If flipping is supported, flushing means that we've flipped, and now we
// copy the changed bits from the front buffer to the back buffer, to keep
// them in sync.
//
// If flipping is not supported, flushing means that we copy the changed
// rects from the backing bitmap to the display framebuffer.
Gfx::ARGB32* to_ptr;
const Gfx::ARGB32* from_ptr;
if (screen_data.m_screen_can_set_buffer) {
to_ptr = back_ptr;
from_ptr = front_ptr;
} else {
to_ptr = front_ptr;
from_ptr = back_ptr;
}
for (int y = 0; y < scaled_rect.height(); ++y) {
fast_u32_copy(to_ptr, from_ptr, scaled_rect.width());
from_ptr = (const Gfx::ARGB32*)((const u8*)from_ptr + pitch);
to_ptr = (Gfx::ARGB32*)((u8*)to_ptr + pitch);
}
if (device_can_flush_buffers) {
// Whether or not we need to flush buffers, we need to at least track what we modified
// so that we can flush these areas next time before we flip buffers. Or, if we don't
// support buffer flipping then we will flush them shortly.
screen.queue_flush_display_rect(rect);
}
};
for (auto& rect : screen_data.m_flush_rects.rects())
do_flush(rect);
for (auto& rect : screen_data.m_flush_transparent_rects.rects())
do_flush(rect);
for (auto& rect : screen_data.m_flush_special_rects.rects())
do_flush(rect);
if (device_can_flush_buffers && !screen_data.m_screen_can_set_buffer) {
// If we also support flipping buffers we don't really need to flush these areas right now.
// Instead, we skip this step and just keep track of them until shortly before the next flip.
// If we however don't support flipping buffers then we need to flush the changed areas right
// now so that they can be sent to the device.
screen.flush_display(screen_data.m_buffers_are_flipped ? 1 : 0);
}
}
void Compositor::invalidate_screen()
{
invalidate_screen(Screen::bounding_rect());
}
void Compositor::invalidate_screen(Gfx::IntRect const& screen_rect)
{
m_dirty_screen_rects.add(screen_rect.intersected(Screen::bounding_rect()));
if (m_invalidated_any)
return;
m_invalidated_any = true;
m_invalidated_window = true;
start_compose_async_timer();
}
void Compositor::invalidate_screen(Gfx::DisjointIntRectSet const& rects)
{
m_dirty_screen_rects.add(rects.intersected(Screen::bounding_rect()));
if (m_invalidated_any)
return;
m_invalidated_any = true;
m_invalidated_window = true;
start_compose_async_timer();
}
void Compositor::invalidate_window()
{
if (m_invalidated_window)
return;
m_invalidated_window = true;
m_invalidated_any = true;
start_compose_async_timer();
}
void Compositor::start_compose_async_timer()
{
// We delay composition by a timer interval, but to not affect latency too
// much, if a pending compose is not already scheduled, we also schedule an
// immediate compose the next spin of the event loop.
if (!m_compose_timer->is_active()) {
m_compose_timer->start();
m_immediate_compose_timer->start();
}
}
bool Compositor::set_background_color(ByteString const& background_color)
{
auto color = Color::from_string(background_color);
if (!color.has_value())
return false;
m_custom_background_color = color;
g_config->write_entry("Background", "Color", background_color);
bool succeeded = !g_config->sync().is_error();
if (succeeded) {
update_wallpaper_bitmap();
Compositor::invalidate_screen();
}
return succeeded;
}
bool Compositor::set_wallpaper_mode(ByteString const& mode)
{
g_config->write_entry("Background", "Mode", mode);
bool succeeded = !g_config->sync().is_error();
if (succeeded) {
m_wallpaper_mode = mode_to_enum(mode);
update_wallpaper_bitmap();
Compositor::invalidate_screen();
}
return succeeded;
}
bool Compositor::set_wallpaper(RefPtr<Gfx::Bitmap const> bitmap)
{
if (!bitmap)
m_wallpaper = nullptr;
else
m_wallpaper = bitmap;
update_wallpaper_bitmap();
invalidate_screen();
return true;
}
void Compositor::update_wallpaper_bitmap()
{
Screen::for_each([&](Screen& screen) {
auto& screen_data = screen.compositor_screen_data();
if (m_wallpaper_mode != WallpaperMode::Stretch || !m_wallpaper) {
screen_data.clear_wallpaper_bitmap();
return IterationDecision::Continue;
}
// See if there is another screen with the same resolution and scale.
// If so, we can use the same bitmap.
bool share_bitmap_with_other_screen = false;
Screen::for_each([&](Screen& screen2) {
if (&screen == &screen2) {
// Stop iterating here, we haven't updated wallpaper bitmaps for
// this screen and the following screens.
return IterationDecision::Break;
}
if (screen.size() == screen2.size() && screen.scale_factor() == screen2.scale_factor()) {
auto& screen2_data = screen2.compositor_screen_data();
// Use the same bitmap as the other screen
screen_data.m_wallpaper_bitmap = screen2_data.m_wallpaper_bitmap;
share_bitmap_with_other_screen = true;
return IterationDecision::Break;
}
return IterationDecision::Continue;
});
if (share_bitmap_with_other_screen)
return IterationDecision::Continue;
if (screen.size() == m_wallpaper->size() && screen.scale_factor() == m_wallpaper->scale()) {
// If the screen size is equal to the wallpaper size, we don't actually need to scale it
screen_data.m_wallpaper_bitmap = m_wallpaper;
} else {
auto bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRx8888, screen.size(), screen.scale_factor()).release_value_but_fixme_should_propagate_errors();
Gfx::Painter painter(*bitmap);
painter.draw_scaled_bitmap(bitmap->rect(), *m_wallpaper, m_wallpaper->rect(), 1.f, Gfx::Painter::ScalingMode::BilinearBlend);
screen_data.m_wallpaper_bitmap = move(bitmap);
}
return IterationDecision::Continue;
});
}
void CompositorScreenData::clear_wallpaper_bitmap()
{
m_wallpaper_bitmap = nullptr;
}
void CompositorScreenData::flip_buffers(Screen& screen)
{
VERIFY(m_screen_can_set_buffer);
swap(m_front_bitmap, m_back_bitmap);
swap(m_front_painter, m_back_painter);
screen.set_buffer(m_buffers_are_flipped ? 0 : 1);
m_buffers_are_flipped = !m_buffers_are_flipped;
}
void Compositor::screen_resolution_changed()
{
// Screens may be gone now, invalidate any references to them
m_current_cursor_screen = nullptr;
init_bitmaps();
invalidate_occlusions();
overlay_rects_changed();
update_wallpaper_bitmap();
compose();
}
Gfx::IntRect Compositor::current_cursor_rect() const
{
auto& wm = WindowManager::the();
auto& current_cursor = m_current_cursor ? *m_current_cursor : wm.active_cursor();
Gfx::IntRect cursor_rect { ScreenInput::the().cursor_location().translated(-current_cursor.params().hotspot()), current_cursor.size() };
if (wm.is_cursor_highlight_enabled()) {
auto highlight_diameter = wm.cursor_highlight_radius() * 2;
auto inflate_w = highlight_diameter - cursor_rect.width();
auto inflate_h = highlight_diameter - cursor_rect.height();
cursor_rect.inflate(inflate_w, inflate_h);
// Ensures cursor stays in the same location when highlighting is enabled.
cursor_rect.translate_by(-(inflate_w % 2), -(inflate_h % 2));
}
return cursor_rect;
}
void Compositor::invalidate_cursor(bool compose_immediately)
{
if (m_invalidated_cursor && !compose_immediately)
return;
m_invalidated_cursor = true;
m_invalidated_any = true;
if (compose_immediately)
compose();
else
start_compose_async_timer();
}
void Compositor::change_cursor(Cursor const* cursor)
{
if (m_current_cursor == cursor)
return;
m_current_cursor = cursor;
m_current_cursor_frame = 0;
if (m_cursor_timer) {
m_cursor_timer->stop();
m_cursor_timer = nullptr;
}
if (cursor && cursor->params().frames() > 1 && cursor->params().frame_ms() != 0) {
m_cursor_timer = add<Core::Timer>(
cursor->params().frame_ms(), [this, cursor] {
if (m_current_cursor != cursor)
return;
auto frames = cursor->params().frames();
if (++m_current_cursor_frame >= frames)
m_current_cursor_frame = 0;
invalidate_cursor(true);
});
m_cursor_timer->start();
}
}
void Compositor::render_overlays()
{
// NOTE: overlays should always be rendered to the temporary buffer!
for (auto& overlay : m_overlay_list) {
for (auto* screen : overlay.m_screens) {
auto& screen_data = screen->compositor_screen_data();
auto& painter = screen_data.overlay_painter();
auto render_overlay_rect = [&](auto& intersected_overlay_rect) {
Gfx::PainterStateSaver saver(painter);
painter.add_clip_rect(intersected_overlay_rect);
painter.translate(overlay.m_current_rect.location());
overlay.render(painter, *screen);
return IterationDecision::Continue;
};
auto const& render_rect = overlay.current_render_rect();
screen_data.for_each_intersected_flushing_rect(render_rect, render_overlay_rect);
// Now render any areas that are not somehow underneath any window or transparency area
m_transparent_wallpaper_rects.for_each_intersected(render_rect, render_overlay_rect);
}
}
}
void Compositor::add_overlay(Overlay& overlay)
{
VERIFY(!overlay.m_list_node.is_in_list());
auto zorder = overlay.zorder();
bool did_insert = false;
for (auto& other_overlay : m_overlay_list) {
if (other_overlay.zorder() > zorder) {
m_overlay_list.insert_before(other_overlay, overlay);
did_insert = true;
break;
}
}
if (!did_insert)
m_overlay_list.append(overlay);
overlay.invalidate();
overlay_rects_changed();
}
void Compositor::remove_overlay(Overlay& overlay)
{
m_overlay_list.remove(overlay);
auto last_rendered_rect = overlay.current_render_rect();
if (!last_rendered_rect.is_empty()) {
// We need to invalidate the entire area. While recomputing occlusions
// will detect areas no longer occupied by overlays, if there are other
// overlays intersecting with the overlay that was removed, then that
// area would not get re-rendered.
invalidate_screen(last_rendered_rect);
}
overlay_rects_changed();
}
void CompositorScreenData::draw_cursor(Screen& screen, Gfx::IntRect const& cursor_rect)
{
auto& wm = WindowManager::the();
if (!m_cursor_back_bitmap || m_cursor_back_bitmap->size() != cursor_rect.size() || m_cursor_back_bitmap->scale() != screen.scale_factor()) {
m_cursor_back_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRx8888, cursor_rect.size(), screen.scale_factor()).release_value_but_fixme_should_propagate_errors();
m_cursor_back_painter = make<Gfx::Painter>(*m_cursor_back_bitmap);
}
auto& compositor = Compositor::the();
auto& current_cursor = compositor.m_current_cursor ? *compositor.m_current_cursor : wm.active_cursor();
auto screen_rect = screen.rect();
m_cursor_back_painter->blit({ 0, 0 }, *m_back_bitmap, cursor_rect.intersected(screen_rect).translated(-screen_rect.location()));
auto cursor_src_rect = current_cursor.source_rect(compositor.m_current_cursor_frame);
auto cursor_blit_pos = current_cursor.rect().centered_within(cursor_rect).location();
if (wm.is_cursor_highlight_enabled()) {
Gfx::AntiAliasingPainter aa_back_painter { *m_back_painter };
aa_back_painter.fill_ellipse(cursor_rect, wm.cursor_highlight_color());
}
m_back_painter->blit(cursor_blit_pos, current_cursor.bitmap(screen.scale_factor()), cursor_src_rect);
m_flush_special_rects.add(Gfx::IntRect(cursor_rect.location(), cursor_rect.size()).intersected(screen.rect()));
m_have_flush_rects = true;
m_last_cursor_rect = cursor_rect;
VERIFY(compositor.m_current_cursor_screen == &screen);
m_cursor_back_is_valid = true;
}
bool CompositorScreenData::restore_cursor_back(Screen& screen, Gfx::IntRect& last_cursor_rect)
{
if (!m_cursor_back_is_valid || !m_cursor_back_bitmap || m_cursor_back_bitmap->scale() != m_back_bitmap->scale())
return false;
last_cursor_rect = m_last_cursor_rect.intersected(screen.rect());
m_back_painter->blit(last_cursor_rect.location(), *m_cursor_back_bitmap, { { 0, 0 }, last_cursor_rect.size() });
m_flush_special_rects.add(last_cursor_rect.intersected(screen.rect()));
m_have_flush_rects = true;
m_cursor_back_is_valid = false;
return true;
}
void Compositor::update_fonts()
{
ScreenNumberOverlay::pick_font();
}
void Compositor::notify_display_links()
{
ConnectionFromClient::for_each_client([](auto& client) {
client.notify_display_link({});
});
}
void Compositor::increment_display_link_count(Badge<ConnectionFromClient>)
{
++m_display_link_count;
if (m_display_link_count == 1)
m_display_link_notify_timer->start();
}
void Compositor::decrement_display_link_count(Badge<ConnectionFromClient>)
{
VERIFY(m_display_link_count);
--m_display_link_count;
if (!m_display_link_count)
m_display_link_notify_timer->stop();
}
void Compositor::invalidate_current_screen_number_rects()
{
Screen::for_each([&](auto& screen) {
auto& screen_data = screen.compositor_screen_data();
if (screen_data.m_screen_number_overlay)
screen_data.m_screen_number_overlay->invalidate();
return IterationDecision::Continue;
});
}
void Compositor::increment_show_screen_number(Badge<ConnectionFromClient>)
{
if (m_show_screen_number_count++ == 0) {
Screen::for_each([&](auto& screen) {
auto& screen_data = screen.compositor_screen_data();
VERIFY(!screen_data.m_screen_number_overlay);
screen_data.m_screen_number_overlay = create_overlay<ScreenNumberOverlay>(screen);
screen_data.m_screen_number_overlay->set_enabled(true);
return IterationDecision::Continue;
});
}
}
void Compositor::decrement_show_screen_number(Badge<ConnectionFromClient>)
{
if (--m_show_screen_number_count == 0) {
invalidate_current_screen_number_rects();
Screen::for_each([&](auto& screen) {
screen.compositor_screen_data().m_screen_number_overlay = nullptr;
return IterationDecision::Continue;
});
}
}
void Compositor::overlays_theme_changed()
{
for (auto& overlay : m_overlay_list)
overlay.theme_changed();
overlay_rects_changed();
}
void Compositor::overlay_rects_changed()
{
if (m_overlay_rects_changed)
return;
m_overlay_rects_changed = true;
m_invalidated_any = true;
invalidate_occlusions();
start_compose_async_timer();
}
void Compositor::recompute_overlay_rects()
{
// The purpose of this is to gather all areas that we will render over
// regular window contents. This effectively just forces those areas to
// be rendered as transparency areas, which allows us to render these
// flicker-free.
swap(m_last_rendered_overlay_rects, m_overlay_rects);
m_overlay_rects.clear_with_capacity();
for (auto& overlay : m_overlay_list) {
auto& render_rect = overlay.rect();
m_overlay_rects.add(render_rect);
// Invalidate areas that are no longer in the rendered area because the overlay was moved.
auto previous_rects = overlay.current_render_rect().shatter(render_rect);
for (auto& rect : previous_rects)
invalidate_screen(rect);
// Save the rectangle we are using for rendering from now on
bool needs_invalidation = overlay.apply_render_rect();
// Cache which screens this overlay are rendered on
overlay.m_screens.clear_with_capacity();
Screen::for_each([&](auto& screen) {
if (render_rect.intersects(screen.rect()))
overlay.m_screens.append(&screen);
return IterationDecision::Continue;
});
if (needs_invalidation)
invalidate_screen(render_rect);
}
// Invalidate rects that are not going to get rendered anymore, e.g.
// because overlays were removed or rectangles were changed
auto no_longer_rendered_rects = m_last_rendered_overlay_rects.shatter(m_overlay_rects);
for (auto& rect : no_longer_rendered_rects.rects())
invalidate_screen(rect);
}
void Compositor::recompute_occlusions()
{
auto& wm = WindowManager::the();
bool is_switcher_visible = wm.m_switcher->is_visible();
auto never_occlude = [&](WindowStack& window_stack) {
if (is_switcher_visible) {
switch (wm.m_switcher->mode()) {
case WindowSwitcher::Mode::ShowCurrentDesktop:
// Any window on the currently rendered desktop should not be occluded, even if it's behind
// another window entirely.
return &window_stack == m_current_window_stack || &window_stack == m_transitioning_to_window_stack;
case WindowSwitcher::Mode::ShowAllWindows:
// The window switcher wants to know about all windows, even those on other desktops
return true;
}
}
return false;
};
wm.for_each_window_stack([&](WindowStack& window_stack) {
if (&window_stack == m_current_window_stack || &window_stack == m_transitioning_to_window_stack) {
// We'll calculate precise occlusions for these further down. Changing occlusions right now
// may trigger an additional unnecessary notification
} else {
window_stack.set_all_occluded(!never_occlude(window_stack));
}
return IterationDecision::Continue;
});
if (m_overlay_rects_changed) {
m_overlay_rects_changed = false;
recompute_overlay_rects();
}
if constexpr (OCCLUSIONS_DEBUG) {
dbgln("OCCLUSIONS:");
for (auto& rect : m_overlay_rects.rects())
dbgln(" overlay: {}", rect);
}
bool window_stack_transition_in_progress = m_transitioning_to_window_stack != nullptr;
auto& main_screen = Screen::main();
auto* fullscreen_window = wm.active_fullscreen_window();
// FIXME: Remove the !WindowSwitcher::the().is_visible() check when WindowSwitcher is an overlay
if (fullscreen_window && !WindowSwitcher::the().is_visible()) {
// TODO: support fullscreen windows on all screens
auto screen_rect = main_screen.rect();
wm.for_each_visible_window_from_front_to_back([&](Window& w) {
auto& visible_opaque = w.opaque_rects();
auto& transparency_rects = w.transparency_rects();
auto& transparency_wallpaper_rects = w.transparency_wallpaper_rects();
w.affected_transparency_rects().clear();
w.screens().clear_with_capacity();
if (&w == fullscreen_window) {
w.screens().append(&main_screen);
if (w.is_opaque()) {
visible_opaque = screen_rect;
transparency_rects.clear();
transparency_wallpaper_rects.clear();
} else {
visible_opaque.clear();
transparency_rects = screen_rect;
transparency_wallpaper_rects = screen_rect;
}
} else {
visible_opaque.clear();
transparency_rects.clear();
transparency_wallpaper_rects.clear();
}
return IterationDecision::Continue;
});
m_opaque_wallpaper_rects.clear();
}
// FIXME: Remove the WindowSwitcher::the().is_visible() check when WindowSwitcher is an overlay
if (!fullscreen_window || WindowSwitcher::the().is_visible() || (fullscreen_window && !fullscreen_window->is_opaque())) {
Gfx::DisjointIntRectSet remaining_visible_screen_rects;
remaining_visible_screen_rects.add_many(Screen::rects());
bool have_transparent = false;
wm.for_each_visible_window_from_front_to_back([&](Window& w) {
VERIFY(!w.is_minimized());
w.transparency_wallpaper_rects().clear();
auto previous_visible_opaque = move(w.opaque_rects());
auto previous_visible_transparency = move(w.transparency_rects());
auto invalidate_previous_render_rects = [&](Gfx::IntRect const& new_render_rect) {
if (!previous_visible_opaque.is_empty()) {
if (new_render_rect.is_empty())
invalidate_screen(previous_visible_opaque);
else
invalidate_screen(previous_visible_opaque.shatter(new_render_rect));
}
if (!previous_visible_transparency.is_empty()) {
if (new_render_rect.is_empty())
invalidate_screen(previous_visible_transparency);
else
invalidate_screen(previous_visible_transparency.shatter(new_render_rect));
}
};
auto& visible_opaque = w.opaque_rects();
auto& transparency_rects = w.transparency_rects();
bool should_invalidate_old = w.should_invalidate_last_rendered_screen_rects();
auto& affected_transparency_rects = w.affected_transparency_rects();
affected_transparency_rects.clear();
w.screens().clear_with_capacity();
auto transition_offset = window_transition_offset(w);
auto transparent_frame_render_rects = w.frame().transparent_render_rects();
auto opaque_frame_render_rects = w.frame().opaque_render_rects();
if (window_stack_transition_in_progress) {
transparent_frame_render_rects.translate_by(transition_offset);
opaque_frame_render_rects.translate_by(transition_offset);
}
if (should_invalidate_old) {
for (auto& rect : opaque_frame_render_rects.rects())
invalidate_previous_render_rects(rect);
for (auto& rect : transparent_frame_render_rects.rects())
invalidate_previous_render_rects(rect);
}
if (auto transparent_render_rects = transparent_frame_render_rects.intersected(remaining_visible_screen_rects); !transparent_render_rects.is_empty())
transparency_rects = move(transparent_render_rects);
if (auto opaque_render_rects = opaque_frame_render_rects.intersected(remaining_visible_screen_rects); !opaque_render_rects.is_empty())
visible_opaque = move(opaque_render_rects);
auto render_rect_on_screen = w.frame().render_rect().translated(transition_offset);
auto visible_window_rects = remaining_visible_screen_rects.intersected(w.rect().translated(transition_offset));
Gfx::DisjointIntRectSet opaque_covering;
Gfx::DisjointIntRectSet transparent_covering;
bool found_this_window = false;
wm.for_each_visible_window_from_back_to_front([&](Window& w2) {
if (!found_this_window) {
if (&w == &w2)
found_this_window = true;
return IterationDecision::Continue;
}
VERIFY(!w2.is_minimized());
auto w2_render_rect = w2.frame().render_rect();
auto w2_render_rect_on_screen = w2_render_rect;
auto w2_transition_offset = window_transition_offset(w2);
if (window_stack_transition_in_progress)
w2_render_rect_on_screen.translate_by(w2_transition_offset);
if (!render_rect_on_screen.intersects(w2_render_rect_on_screen))
return IterationDecision::Continue;
auto opaque_rects = w2.frame().opaque_render_rects();
auto transparent_rects = w2.frame().transparent_render_rects();
if (window_stack_transition_in_progress) {
auto transition_offset_2 = window_transition_offset(w2);
opaque_rects.translate_by(transition_offset_2);
transparent_rects.translate_by(transition_offset_2);
}
opaque_rects = opaque_rects.intersected(render_rect_on_screen);
transparent_rects = transparent_rects.intersected(render_rect_on_screen);
if (opaque_rects.is_empty() && transparent_rects.is_empty())
return IterationDecision::Continue;
VERIFY(!opaque_rects.intersects(transparent_rects));
for (auto& covering : opaque_rects.rects()) {
opaque_covering.add(covering);
if (!visible_window_rects.is_empty())
visible_window_rects = visible_window_rects.shatter(covering);
if (!visible_opaque.is_empty()) {
auto uncovered_opaque = visible_opaque.shatter(covering);
visible_opaque = move(uncovered_opaque);
}
if (!transparency_rects.is_empty()) {
auto uncovered_transparency = transparency_rects.shatter(covering);
transparency_rects = move(uncovered_transparency);
}
if (!transparent_covering.is_empty()) {
auto uncovered_transparency = transparent_covering.shatter(covering);
transparent_covering = move(uncovered_transparency);
}
}
if (!transparent_rects.is_empty())
transparent_covering.add(transparent_rects.shatter(opaque_covering));
VERIFY(!transparent_covering.intersects(opaque_covering));
return IterationDecision::Continue;
});
VERIFY(opaque_covering.is_empty() || render_rect_on_screen.contains(opaque_covering.rects()));
if (!m_overlay_rects.is_empty() && m_overlay_rects.intersects(visible_opaque)) {
// In order to render overlays flicker-free we need to force this area into the
// temporary transparency rendering buffer
transparent_covering.add(m_overlay_rects.intersected(visible_opaque));
}
if (!transparent_covering.is_empty()) {
VERIFY(!transparent_covering.intersects(opaque_covering));
transparency_rects.add(transparent_covering);
if (!visible_opaque.is_empty()) {
auto uncovered_opaque = visible_opaque.shatter(transparent_covering);
visible_opaque = move(uncovered_opaque);
}
// Now that we know what transparency rectangles are immediately covering our window
// figure out what windows they belong to and add them to the affected transparency rects.
// We can't do the same with the windows below as we haven't gotten to those yet. These
// will be determined after we're done with this pass.
found_this_window = false;
wm.for_each_visible_window_from_back_to_front([&](Window& w2) {
if (!found_this_window) {
if (&w == &w2)
found_this_window = true;
return IterationDecision::Continue;
}
auto affected_transparency = transparent_covering.intersected(w2.transparency_rects());
if (!affected_transparency.is_empty()) {
auto result = affected_transparency_rects.set(&w2, move(affected_transparency));
VERIFY(result == AK::HashSetResult::InsertedNewEntry);
}
return IterationDecision::Continue;
});
}
// This window should not be occluded while the window switcher is interested in it (depending
// on the mode it's in). If it isn't then determine occlusions based on whether the window
// rect has any visible areas at all.
w.set_occluded(never_occlude(w.window_stack()) ? false : visible_window_rects.is_empty());
bool have_opaque = !visible_opaque.is_empty();
if (!transparency_rects.is_empty())
have_transparent = true;
if (have_transparent || have_opaque) {
// Figure out what screens this window is rendered on
// We gather this information so we can more quickly
// render the window on each of the screens that it
// needs to be rendered on.
Screen::for_each([&](auto& screen) {
auto screen_rect = screen.rect();
for (auto& r : visible_opaque.rects()) {
if (r.intersects(screen_rect)) {
w.screens().append(&screen);
return IterationDecision::Continue;
}
}
for (auto& r : transparency_rects.rects()) {
if (r.intersects(screen_rect)) {
w.screens().append(&screen);
return IterationDecision::Continue;
}
}
return IterationDecision::Continue;
});
}
if (!visible_opaque.is_empty()) {
VERIFY(!visible_opaque.intersects(transparency_rects));
// Determine visible area for the window below
remaining_visible_screen_rects = remaining_visible_screen_rects.shatter(visible_opaque);
}
return IterationDecision::Continue;
});
if (have_transparent) {
// Also, now that we have completed the first pass we can determine the affected
// transparency rects below a given window
wm.for_each_visible_window_from_back_to_front([&](Window& w) {
// Any area left in remaining_visible_screen_rects will need to be rendered with the wallpaper first
auto& transparency_rects = w.transparency_rects();
auto& transparency_wallpaper_rects = w.transparency_wallpaper_rects();
if (transparency_rects.is_empty()) {
VERIFY(transparency_wallpaper_rects.is_empty()); // Should have been cleared in the first pass
} else {
transparency_wallpaper_rects = remaining_visible_screen_rects.intersected(transparency_rects);
if (!transparency_wallpaper_rects.is_empty()) {
auto remaining_visible = remaining_visible_screen_rects.shatter(transparency_wallpaper_rects);
remaining_visible_screen_rects = move(remaining_visible);
}
}
// Figure out the affected transparency rects underneath. First figure out if any transparency is visible at all
Gfx::DisjointIntRectSet transparent_underneath;
wm.for_each_visible_window_from_back_to_front([&](Window& w2) {
if (&w == &w2)
return IterationDecision::Break;
auto& opaque_rects2 = w2.opaque_rects();
if (!opaque_rects2.is_empty()) {
auto uncovered_transparency = transparent_underneath.shatter(opaque_rects2);
transparent_underneath = move(uncovered_transparency);
}
w2.transparency_rects().for_each_intersected(transparency_rects, [&](auto& rect) {
transparent_underneath.add(rect);
return IterationDecision::Continue;
});
return IterationDecision::Continue;
});
if (!transparent_underneath.is_empty()) {
// Now that we know there are some transparency rects underneath that are visible
// figure out what windows they belong to
auto& affected_transparency_rects = w.affected_transparency_rects();
wm.for_each_visible_window_from_back_to_front([&](Window& w2) {
if (&w == &w2)
return IterationDecision::Break;
auto& transparency_rects2 = w2.transparency_rects();
if (transparency_rects2.is_empty())
return IterationDecision::Continue;
auto affected_transparency = transparent_underneath.intersected(transparency_rects2);
if (!affected_transparency.is_empty()) {
auto result = affected_transparency_rects.set(&w2, move(affected_transparency));
VERIFY(result == AK::HashSetResult::InsertedNewEntry);
}
return IterationDecision::Continue;
});
}
return IterationDecision::Continue;
});
}
m_transparent_wallpaper_rects.clear_with_capacity();
if (!m_overlay_rects.is_empty() && m_overlay_rects.intersects(remaining_visible_screen_rects)) {
// Check if any overlay rects are remaining that are not somehow above any windows
m_transparent_wallpaper_rects = m_overlay_rects.intersected(remaining_visible_screen_rects);
auto remaining_visible_not_covered = remaining_visible_screen_rects.shatter(m_overlay_rects);
remaining_visible_screen_rects = move(remaining_visible_not_covered);
}
m_opaque_wallpaper_rects = move(remaining_visible_screen_rects);
}
if constexpr (OCCLUSIONS_DEBUG) {
for (auto& r : m_opaque_wallpaper_rects.rects())
dbgln(" wallpaper opaque: {}", r);
}
wm.for_each_visible_window_from_back_to_front([&](Window& w) {
auto window_frame_rect = w.frame().render_rect();
if (w.is_minimized() || window_frame_rect.is_empty() || w.screens().is_empty())
return IterationDecision::Continue;
if constexpr (OCCLUSIONS_DEBUG) {
dbgln(" Window {} frame rect: {} rendered on screens: {}", w.title(), window_frame_rect, w.screens().size());
for (auto& s : w.screens())
dbgln(" screen: #{}", s->index());
for (auto& r : w.opaque_rects().rects())
dbgln(" opaque: {}", r);
for (auto& r : w.transparency_wallpaper_rects().rects())
dbgln(" transparent wallpaper: {}", r);
for (auto& r : w.transparency_rects().rects())
dbgln(" transparent: {}", r);
for (auto& it : w.affected_transparency_rects()) {
dbgln(" affects {}:", it.key->title());
for (auto& r : it.value.rects())
dbgln(" transparent: {}", r);
}
}
VERIFY(!w.opaque_rects().intersects(m_opaque_wallpaper_rects));
VERIFY(!w.transparency_rects().intersects(m_opaque_wallpaper_rects));
VERIFY(!w.transparency_wallpaper_rects().intersects(m_opaque_wallpaper_rects));
return IterationDecision::Continue;
});
}
void Compositor::register_animation(Badge<Animation>, Animation& animation)
{
VERIFY(!m_animations_running);
bool was_empty = m_animations.is_empty();
auto result = m_animations.set(&animation);
VERIFY(result == AK::HashSetResult::InsertedNewEntry);
if (was_empty) {
m_invalidated_any = true;
start_compose_async_timer();
}
}
void Compositor::unregister_animation(Badge<Animation>, Animation& animation)
{
VERIFY(!m_animations_running);
bool was_removed = m_animations.remove(&animation);
VERIFY(was_removed);
}
void Compositor::update_animations(Screen& screen, Gfx::DisjointIntRectSet& flush_rects)
{
Vector<NonnullRefPtr<Animation>, 16> finished_animations;
ScopeGuard call_stop_handlers([&] {
for (auto& animation : finished_animations)
animation->call_stop_handler({});
});
TemporaryChange animations_running(m_animations_running, true);
auto& painter = *screen.compositor_screen_data().m_back_painter;
// Iterating over the animations using remove_all_matching we can iterate
// and immediately remove finished animations without having to keep track
// of them in a separate container.
m_animations.remove_all_matching([&](auto* animation) {
VERIFY(animation->is_running());
if (!animation->update(painter, screen, flush_rects)) {
// Mark it as removed so that the Animation::on_stop handler doesn't
// trigger the Animation object from being destroyed, causing it to
// unregister while we still loop over them.
animation->was_removed({});
finished_animations.append(*animation);
return true;
}
return false;
});
}
void Compositor::create_window_stack_switch_overlay(WindowStack& target_stack)
{
stop_window_stack_switch_overlay_timer();
Screen::for_each([&](auto& screen) {
auto& screen_data = screen.compositor_screen_data();
screen_data.m_window_stack_switch_overlay = nullptr; // delete it first
screen_data.m_window_stack_switch_overlay = create_overlay<WindowStackSwitchOverlay>(screen, target_stack);
screen_data.m_window_stack_switch_overlay->set_enabled(true);
return IterationDecision::Continue;
});
}
void Compositor::remove_window_stack_switch_overlays()
{
Screen::for_each([&](auto& screen) {
screen.compositor_screen_data().m_window_stack_switch_overlay = nullptr;
return IterationDecision::Continue;
});
}
void Compositor::stop_window_stack_switch_overlay_timer()
{
if (m_stack_switch_overlay_timer) {
// Cancel any timer, we're going to delete the overlay
m_stack_switch_overlay_timer->stop();
m_stack_switch_overlay_timer = nullptr;
}
}
void Compositor::start_window_stack_switch_overlay_timer()
{
if (m_stack_switch_overlay_timer) {
m_stack_switch_overlay_timer->stop();
m_stack_switch_overlay_timer = nullptr;
}
bool have_overlay = false;
Screen::for_each([&](auto& screen) {
if (screen.compositor_screen_data().m_window_stack_switch_overlay) {
have_overlay = true;
return IterationDecision::Break;
}
return IterationDecision::Continue;
});
if (!have_overlay)
return;
m_stack_switch_overlay_timer = Core::Timer::create_single_shot(
500,
[this] {
remove_window_stack_switch_overlays();
},
this)
.release_value_but_fixme_should_propagate_errors();
m_stack_switch_overlay_timer->start();
}
void Compositor::finish_window_stack_switch()
{
VERIFY(m_transitioning_to_window_stack);
VERIFY(m_current_window_stack);
VERIFY(m_transitioning_to_window_stack != m_current_window_stack);
m_current_window_stack->set_transition_offset({}, {});
m_transitioning_to_window_stack->set_transition_offset({}, {});
auto* previous_window_stack = m_current_window_stack;
m_current_window_stack = m_transitioning_to_window_stack;
m_transitioning_to_window_stack = nullptr;
m_window_stack_transition_animation = nullptr;
auto& wm = WindowManager::the();
if (!wm.m_switcher->is_visible())
previous_window_stack->set_all_occluded(true);
wm.did_switch_window_stack({}, *previous_window_stack, *m_current_window_stack);
invalidate_occlusions();
// Rather than invalidating the entire we could invalidate all render rectangles
// that are affected by the transition offset before and after changing it.
invalidate_screen();
start_window_stack_switch_overlay_timer();
}
void Compositor::set_current_window_stack_no_transition(WindowStack& new_window_stack)
{
if (m_transitioning_to_window_stack) {
finish_window_stack_switch();
VERIFY(!m_window_stack_transition_animation);
VERIFY(!m_transitioning_to_window_stack);
}
if (m_current_window_stack == &new_window_stack)
return;
m_current_window_stack = &new_window_stack;
invalidate_for_window_stack_merge_or_change();
}
void Compositor::invalidate_for_window_stack_merge_or_change()
{
invalidate_occlusions();
invalidate_screen();
}
void Compositor::switch_to_window_stack(WindowStack& new_window_stack, bool show_overlay)
{
if (m_transitioning_to_window_stack) {
if (m_transitioning_to_window_stack == &new_window_stack)
return;
// A switch is in progress, but the user is impatient. Finish the transition instantly
finish_window_stack_switch();
VERIFY(!m_window_stack_transition_animation);
// Now switch to the next target as usual
}
VERIFY(m_current_window_stack);
if (&new_window_stack == m_current_window_stack) {
// So that the user knows which stack they're on, show the overlay briefly
if (show_overlay) {
create_window_stack_switch_overlay(*m_current_window_stack);
start_window_stack_switch_overlay_timer();
} else {
stop_window_stack_switch_overlay_timer();
remove_window_stack_switch_overlays();
}
return;
}
VERIFY(!m_transitioning_to_window_stack);
m_transitioning_to_window_stack = &new_window_stack;
auto window_stack_size = Screen::bounding_rect().size();
int delta_x = 0;
if (new_window_stack.column() < m_current_window_stack->column())
delta_x = window_stack_size.width();
else if (new_window_stack.column() > m_current_window_stack->column())
delta_x = -window_stack_size.width();
int delta_y = 0;
if (new_window_stack.row() < m_current_window_stack->row())
delta_y = window_stack_size.height();
else if (new_window_stack.row() > m_current_window_stack->row()) {
delta_y = -window_stack_size.height();
}
m_transitioning_to_window_stack->set_transition_offset({}, { -delta_x, -delta_y });
m_current_window_stack->set_transition_offset({}, {});
if (show_overlay) {
// We start the timer when the animation ends!
create_window_stack_switch_overlay(*m_transitioning_to_window_stack);
} else {
stop_window_stack_switch_overlay_timer();
remove_window_stack_switch_overlays();
}
VERIFY(!m_window_stack_transition_animation);
m_window_stack_transition_animation = Animation::create();
m_window_stack_transition_animation->set_duration(250);
m_window_stack_transition_animation->on_update = [this, delta_x, delta_y](float progress, Gfx::Painter&, Screen&, Gfx::DisjointIntRectSet&) {
VERIFY(m_transitioning_to_window_stack);
VERIFY(m_current_window_stack);
// Set transition offset for the window stack we're transitioning out of
auto previous_transition_offset_from = m_current_window_stack->transition_offset();
Gfx::IntPoint transition_offset_from { (float)delta_x * progress, (float)delta_y * progress };
if (previous_transition_offset_from == transition_offset_from)
return;
{
// we need to render both, the existing dirty rectangles as well as where we're shifting to
auto translated_dirty_rects = m_dirty_screen_rects.clone();
auto transition_delta = transition_offset_from - previous_transition_offset_from;
translated_dirty_rects.translate_by(transition_delta);
m_dirty_screen_rects.add(translated_dirty_rects.intersected(Screen::bounding_rect()));
}
m_current_window_stack->set_transition_offset({}, transition_offset_from);
// Set transition offset for the window stack we're transitioning to
Gfx::IntPoint transition_offset_to { (float)-delta_x * (1.0f - progress), (float)-delta_y * (1.0f - progress) };
m_transitioning_to_window_stack->set_transition_offset({}, transition_offset_to);
invalidate_occlusions();
// Rather than invalidating the entire we could invalidate all render rectangles
// that are affected by the transition offset before and after changing it.
invalidate_screen();
};
m_window_stack_transition_animation->on_stop = [this] {
finish_window_stack_switch();
};
m_window_stack_transition_animation->start();
}
}