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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.
40 lines
987 B
C++
40 lines
987 B
C++
/*
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* Copyright (c) 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 <LibGUI/ImageWidget.h>
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#include <LibGUI/Window.h>
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namespace NotificationServer {
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class NotificationWindow final : public GUI::Window {
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C_OBJECT(NotificationWindow);
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public:
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virtual ~NotificationWindow() override;
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void set_original_rect(Gfx::IntRect original_rect) { m_original_rect = original_rect; };
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void set_text(const String&);
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void set_title(const String&);
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void set_image(const Gfx::ShareableBitmap&);
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static RefPtr<NotificationWindow> get_window_by_id(i32 id);
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private:
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NotificationWindow(i32 client_id, const String& text, const String& title, const Gfx::ShareableBitmap&);
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virtual void screen_rects_change_event(GUI::ScreenRectsChangeEvent&) override;
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Gfx::IntRect m_original_rect;
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i32 m_id;
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GUI::Label* m_text_label;
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GUI::Label* m_title_label;
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GUI::ImageWidget* m_image;
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};
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}
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