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serenity/Userland/Services/WindowServer/ScreenBackend.h
kleines Filmröllchen 0acffa5ef4 WindowServer: Introduce the ScreenBackend concept
The ScreenBackend is a thin wrapper around the actual screen hardware
connection. It contains all the variables specific to that hardware and
abstracts away operations that deal with controlling the hardware. The
standard ScreenBackend implementor is HardwareScreenBackend, which
contains all the existing frame buffer & ioctl handling code of Screen.
I took this opportunity to introduce ErrorOr wherever sensible.
2022-04-21 13:41:55 +02:00

47 lines
1.4 KiB
C++

/*
* Copyright (c) 2022, kleines Filmröllchen <filmroellchen@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "ScreenLayout.h"
#include <AK/Error.h>
#include <AK/Span.h>
#include <sys/ioctl_numbers.h>
namespace WindowServer {
// Handles low-level device interfacing for the screen.
// ScreenBackend is a thin transparent wrapper around framebuffer-related data which is responsible for setting up this data,
// tearing it down, changing its properties like size, and performing flushes.
// The screen is intended to directly access the members to perform its function, but it only ever reads from anything
// except the data in the framebuffer memory.
class ScreenBackend {
public:
virtual ~ScreenBackend() = default;
virtual ErrorOr<void> open() = 0;
virtual void set_head_buffer(int index) = 0;
virtual ErrorOr<void> flush_framebuffer_rects(int buffer_index, Span<FBRect const> rects) = 0;
virtual ErrorOr<void> unmap_framebuffer() = 0;
virtual ErrorOr<void> map_framebuffer() = 0;
virtual ErrorOr<void> set_head_resolution(FBHeadResolution) = 0;
virtual ErrorOr<FBHeadProperties> get_head_properties() = 0;
bool m_can_device_flush_buffers { true };
bool m_can_set_head_buffer { false };
Gfx::ARGB32* m_framebuffer { nullptr };
size_t m_size_in_bytes { 0 };
size_t m_back_buffer_offset { 0 };
int m_pitch { 0 };
};
}