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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.
43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Function.h>
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#include <AK/String.h>
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#include <LibGUI/Forward.h>
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#include <LibGfx/Rect.h>
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#include <Services/Taskbar/TaskbarWindow.h>
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namespace GUI {
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class Desktop {
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public:
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static Desktop& the();
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Desktop();
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void set_background_color(const StringView& background_color);
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void set_wallpaper_mode(const StringView& mode);
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String wallpaper() const;
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bool set_wallpaper(const StringView& path, bool save_config = true);
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Gfx::IntRect rect() const { return m_bounding_rect; }
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const Vector<Gfx::IntRect, 4>& rects() const { return m_rects; }
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size_t main_screen_index() const { return m_main_screen_index; }
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int taskbar_height() const { return TaskbarWindow::taskbar_height(); }
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void did_receive_screen_rects(Badge<WindowServerConnection>, const Vector<Gfx::IntRect, 4>&, size_t);
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private:
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Vector<Gfx::IntRect, 4> m_rects;
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size_t m_main_screen_index { 0 };
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Gfx::IntRect m_bounding_rect;
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};
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}
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