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#include "WSCompositor.h"
#include "WSEvent.h"
#include "WSEventLoop.h"
#include "WSScreen.h"
#include "WSWindow.h"
#include "WSWindowManager.h"
#include <LibDraw/Font.h>
#include <LibDraw/PNGLoader.h>
#include <LibDraw/Painter.h>
#include <LibThread/BackgroundAction.h>
// #define COMPOSITOR_DEBUG
WSCompositor& WSCompositor::the()
{
static WSCompositor s_the;
return s_the;
}
WallpaperMode mode_to_enum(const String& name)
{
if (name == "simple")
return WallpaperMode::Simple;
if (name == "tile")
return WallpaperMode::Tile;
if (name == "center")
return WallpaperMode::Center;
if (name == "scaled")
return WallpaperMode::Scaled;
return WallpaperMode::Simple;
}
WSCompositor::WSCompositor()
{
m_compose_timer = CTimer::construct(this);
m_immediate_compose_timer = CTimer::construct(this);
m_screen_can_set_buffer = WSScreen::the().can_set_buffer();
init_bitmaps();
m_compose_timer->on_timeout = [&]() {
#if defined(COMPOSITOR_DEBUG)
dbgprintf("WSCompositor: delayed frame callback: %d rects\n", m_dirty_rects.size());
#endif
compose();
};
m_compose_timer->set_single_shot(true);
m_compose_timer->set_interval(1000 / 60);
m_immediate_compose_timer->on_timeout = [=]() {
#if defined(COMPOSITOR_DEBUG)
dbgprintf("WSCompositor: immediate frame callback: %d rects\n", m_dirty_rects.size());
#endif
compose();
};
m_immediate_compose_timer->set_single_shot(true);
m_immediate_compose_timer->set_interval(0);
}
void WSCompositor::init_bitmaps()
{
auto& screen = WSScreen::the();
auto size = screen.size();
m_front_bitmap = GraphicsBitmap::create_wrapper(GraphicsBitmap::Format::RGB32, size, screen.pitch(), screen.scanline(0));
if (m_screen_can_set_buffer)
m_back_bitmap = GraphicsBitmap::create_wrapper(GraphicsBitmap::Format::RGB32, size, screen.pitch(), screen.scanline(size.height()));
else
m_back_bitmap = GraphicsBitmap::create(GraphicsBitmap::Format::RGB32, size);
m_front_painter = make<Painter>(*m_front_bitmap);
m_back_painter = make<Painter>(*m_back_bitmap);
m_buffers_are_flipped = false;
invalidate();
}
void WSCompositor::compose()
{
auto& wm = WSWindowManager::the();
if (m_wallpaper_mode == WallpaperMode::Unchecked)
m_wallpaper_mode = mode_to_enum(wm.wm_config()->read_entry("Background", "Mode", "simple"));
auto& ws = WSScreen::the();
auto dirty_rects = move(m_dirty_rects);
if (dirty_rects.size() == 0) {
// nothing dirtied since the last compose pass.
return;
}
dirty_rects.add(Rect::intersection(m_last_geometry_label_rect, WSScreen::the().rect()));
dirty_rects.add(Rect::intersection(m_last_cursor_rect, WSScreen::the().rect()));
dirty_rects.add(Rect::intersection(m_last_dnd_rect, WSScreen::the().rect()));
dirty_rects.add(Rect::intersection(current_cursor_rect(), WSScreen::the().rect()));
#ifdef DEBUG_COUNTERS
dbgprintf("[WM] compose #%u (%u rects)\n", ++m_compose_count, dirty_rects.rects().size());
#endif
auto any_dirty_rect_intersects_window = [&dirty_rects](const WSWindow& window) {
auto window_frame_rect = window.frame().rect();
for (auto& dirty_rect : dirty_rects.rects()) {
if (dirty_rect.intersects(window_frame_rect))
return true;
}
return false;
};
// Paint the wallpaper.
for (auto& dirty_rect : dirty_rects.rects()) {
if (wm.any_opaque_window_contains_rect(dirty_rect))
continue;
// FIXME: If the wallpaper is opaque, no need to fill with color!
m_back_painter->fill_rect(dirty_rect, wm.palette().desktop_background());
if (m_wallpaper) {
if (m_wallpaper_mode == WallpaperMode::Simple) {
m_back_painter->blit(dirty_rect.location(), *m_wallpaper, dirty_rect);
} else if (m_wallpaper_mode == WallpaperMode::Center) {
Point offset { ws.size().width() / 2 - m_wallpaper->size().width() / 2,
ws.size().height() / 2 - m_wallpaper->size().height() / 2 };
m_back_painter->blit_offset(dirty_rect.location(), *m_wallpaper,
dirty_rect, offset);
} else if (m_wallpaper_mode == WallpaperMode::Tile) {
m_back_painter->draw_tiled_bitmap(dirty_rect, *m_wallpaper);
} else if (m_wallpaper_mode == WallpaperMode::Scaled) {
float hscale = (float)m_wallpaper->size().width() / (float)ws.size().width();
float vscale = (float)m_wallpaper->size().height() / (float)ws.size().height();
m_back_painter->blit_scaled(dirty_rect, *m_wallpaper, dirty_rect, hscale, vscale);
} else {
ASSERT_NOT_REACHED();
}
}
}
auto compose_window = [&](WSWindow& window) -> IterationDecision {
if (!any_dirty_rect_intersects_window(window))
return IterationDecision::Continue;
PainterStateSaver saver(*m_back_painter);
m_back_painter->add_clip_rect(window.frame().rect());
RefPtr<GraphicsBitmap> backing_store = window.backing_store();
for (auto& dirty_rect : dirty_rects.rects()) {
if (wm.any_opaque_window_above_this_one_contains_rect(window, dirty_rect))
continue;
PainterStateSaver saver(*m_back_painter);
m_back_painter->add_clip_rect(dirty_rect);
if (!backing_store)
m_back_painter->fill_rect(dirty_rect, wm.palette().window());
if (!window.is_fullscreen())
window.frame().paint(*m_back_painter);
if (!backing_store)
continue;
// 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.
Rect backing_rect;
backing_rect.set_size(backing_store->size());
switch (WSWindowManager::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;
}
Rect dirty_rect_in_backing_coordinates = dirty_rect
.intersected(window.rect())
.intersected(backing_rect)
.translated(-backing_rect.location());
if (dirty_rect_in_backing_coordinates.is_empty())
continue;
auto dst = backing_rect.location().translated(dirty_rect_in_backing_coordinates.location());
m_back_painter->blit(dst, *backing_store, dirty_rect_in_backing_coordinates, window.opacity());
for (auto background_rect : window.rect().shatter(backing_rect))
m_back_painter->fill_rect(background_rect, wm.palette().window());
}
return IterationDecision::Continue;
};
// Paint the window stack.
if (auto* fullscreen_window = wm.active_fullscreen_window()) {
compose_window(*fullscreen_window);
} else {
wm.for_each_visible_window_from_back_to_front([&](WSWindow& window) {
return compose_window(window);
});
draw_geometry_label();
}
run_animations();
draw_cursor();
if (m_flash_flush) {
for (auto& rect : dirty_rects.rects())
m_front_painter->fill_rect(rect, Color::Yellow);
}
if (m_screen_can_set_buffer)
flip_buffers();
for (auto& r : dirty_rects.rects())
flush(r);
}
void WSCompositor::flush(const Rect& a_rect)
{
auto rect = Rect::intersection(a_rect, WSScreen::the().rect());
#ifdef DEBUG_COUNTERS
dbgprintf("[WM] flush #%u (%d,%d %dx%d)\n", ++m_flush_count, rect.x(), rect.y(), rect.width(), rect.height());
#endif
RGBA32* front_ptr = m_front_bitmap->scanline(rect.y()) + rect.x();
RGBA32* back_ptr = m_back_bitmap->scanline(rect.y()) + rect.x();
size_t pitch = 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.
RGBA32* to_ptr;
const RGBA32* from_ptr;
if (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 < rect.height(); ++y) {
fast_u32_copy(to_ptr, from_ptr, rect.width());
from_ptr = (const RGBA32*)((const u8*)from_ptr + pitch);
to_ptr = (RGBA32*)((u8*)to_ptr + pitch);
}
}
void WSCompositor::invalidate()
{
m_dirty_rects.clear_with_capacity();
invalidate(WSScreen::the().rect());
}
void WSCompositor::invalidate(const Rect& a_rect)
{
auto rect = Rect::intersection(a_rect, WSScreen::the().rect());
if (rect.is_empty())
return;
m_dirty_rects.add(rect);
// 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()) {
#if defined(COMPOSITOR_DEBUG)
dbgprintf("Invalidated (starting immediate frame): %dx%d %dx%d\n", a_rect.x(), a_rect.y(), a_rect.width(), a_rect.height());
#endif
m_compose_timer->start();
m_immediate_compose_timer->start();
} else {
#if defined(COMPOSITOR_DEBUG)
dbgprintf("Invalidated (frame callback pending): %dx%d %dx%d\n", a_rect.x(), a_rect.y(), a_rect.width(), a_rect.height());
#endif
}
}
bool WSCompositor::set_wallpaper(const String& path, Function<void(bool)>&& callback)
{
LibThread::BackgroundAction<RefPtr<GraphicsBitmap>>::create(
[path] {
return load_png(path);
},
[this, path, callback = move(callback)](RefPtr<GraphicsBitmap> bitmap) {
if (!bitmap) {
callback(false);
return;
}
m_wallpaper_path = path;
m_wallpaper = move(bitmap);
invalidate();
callback(true);
});
return true;
}
void WSCompositor::flip_buffers()
{
ASSERT(m_screen_can_set_buffer);
swap(m_front_bitmap, m_back_bitmap);
swap(m_front_painter, m_back_painter);
WSScreen::the().set_buffer(m_buffers_are_flipped ? 0 : 1);
m_buffers_are_flipped = !m_buffers_are_flipped;
}
void WSCompositor::run_animations()
{
static const int minimize_animation_steps = 10;
WSWindowManager::the().for_each_window([&](WSWindow& window) {
if (window.in_minimize_animation()) {
int animation_index = window.minimize_animation_index();
auto from_rect = window.is_minimized() ? window.frame().rect() : window.taskbar_rect();
auto to_rect = window.is_minimized() ? window.taskbar_rect() : window.frame().rect();
float x_delta_per_step = (float)(from_rect.x() - to_rect.x()) / minimize_animation_steps;
float y_delta_per_step = (float)(from_rect.y() - to_rect.y()) / minimize_animation_steps;
float width_delta_per_step = (float)(from_rect.width() - to_rect.width()) / minimize_animation_steps;
float height_delta_per_step = (float)(from_rect.height() - to_rect.height()) / minimize_animation_steps;
Rect rect {
from_rect.x() - (int)(x_delta_per_step * animation_index),
from_rect.y() - (int)(y_delta_per_step * animation_index),
from_rect.width() - (int)(width_delta_per_step * animation_index),
from_rect.height() - (int)(height_delta_per_step * animation_index)
};
#ifdef MINIMIZE_ANIMATION_DEBUG
dbg() << "Minimize animation from " << from_rect << " to " << to_rect << " frame# " << animation_index << " " << rect;
#endif
m_back_painter->draw_rect(rect, Color::White);
window.step_minimize_animation();
if (window.minimize_animation_index() >= minimize_animation_steps)
window.end_minimize_animation();
invalidate(rect);
}
return IterationDecision::Continue;
});
}
void WSCompositor::set_resolution(int desired_width, int desired_height)
{
auto screen_rect = WSScreen::the().rect();
if (screen_rect.width() == desired_width && screen_rect.height() == desired_height)
return;
m_wallpaper_path = {};
m_wallpaper = nullptr;
// Make sure it's impossible to set an invalid resolution
ASSERT(desired_width >= 640 && desired_height >= 480);
WSScreen::the().set_resolution(desired_width, desired_height);
init_bitmaps();
compose();
}
Rect WSCompositor::current_cursor_rect() const
{
auto& wm = WSWindowManager::the();
return { WSScreen::the().cursor_location().translated(-wm.active_cursor().hotspot()), wm.active_cursor().size() };
}
void WSCompositor::invalidate_cursor()
{
auto& wm = WSWindowManager::the();
if (wm.dnd_client())
invalidate(wm.dnd_rect());
invalidate(current_cursor_rect());
}
void WSCompositor::draw_geometry_label()
{
auto& wm = WSWindowManager::the();
auto* window_being_moved_or_resized = wm.m_move_window ? wm.m_move_window.ptr() : (wm.m_resize_window ? wm.m_resize_window.ptr() : nullptr);
if (!window_being_moved_or_resized) {
m_last_geometry_label_rect = {};
return;
}
auto geometry_string = window_being_moved_or_resized->rect().to_string();
if (!window_being_moved_or_resized->size_increment().is_null()) {
int width_steps = (window_being_moved_or_resized->width() - window_being_moved_or_resized->base_size().width()) / window_being_moved_or_resized->size_increment().width();
int height_steps = (window_being_moved_or_resized->height() - window_being_moved_or_resized->base_size().height()) / window_being_moved_or_resized->size_increment().height();
geometry_string = String::format("%s (%dx%d)", geometry_string.characters(), width_steps, height_steps);
}
auto geometry_label_rect = Rect { 0, 0, wm.font().width(geometry_string) + 16, wm.font().glyph_height() + 10 };
geometry_label_rect.center_within(window_being_moved_or_resized->rect());
m_back_painter->fill_rect(geometry_label_rect, Color::WarmGray);
m_back_painter->draw_rect(geometry_label_rect, Color::DarkGray);
m_back_painter->draw_text(geometry_label_rect, geometry_string, TextAlignment::Center);
m_last_geometry_label_rect = geometry_label_rect;
}
void WSCompositor::draw_cursor()
{
auto& wm = WSWindowManager::the();
Rect cursor_rect = current_cursor_rect();
m_back_painter->blit(cursor_rect.location(), wm.active_cursor().bitmap(), wm.active_cursor().rect());
if (wm.dnd_client()) {
auto dnd_rect = wm.dnd_rect();
m_back_painter->fill_rect(dnd_rect, Color(110, 34, 9, 200));
if (!wm.dnd_text().is_empty()) {
auto text_rect = dnd_rect;
if (wm.dnd_bitmap())
text_rect.move_by(wm.dnd_bitmap()->width(), 0);
m_back_painter->draw_text(text_rect, wm.dnd_text(), TextAlignment::CenterLeft, Color::White);
}
if (wm.dnd_bitmap()) {
m_back_painter->blit(dnd_rect.top_left(), *wm.dnd_bitmap(), wm.dnd_bitmap()->rect());
}
m_last_dnd_rect = dnd_rect;
} else {
m_last_dnd_rect = {};
}
m_last_cursor_rect = cursor_rect;
}
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