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neovide/src/renderer/rendered_window.rs

392 lines
13 KiB
Rust

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use skulpin::skia_safe::canvas::{SaveLayerRec, SrcRectConstraint};
use skulpin::skia_safe::gpu::SurfaceOrigin;
use skulpin::skia_safe::{
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image_filters::blur, BlendMode, Budgeted, Canvas, Color, ImageInfo, Paint, Point, Rect, Surface,
};
use super::animation_utils::*;
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use super::{Renderer, RendererSettings};
use crate::editor::WindowDrawCommand;
use crate::redraw_scheduler::REDRAW_SCHEDULER;
fn build_window_surface(
parent_canvas: &mut Canvas,
renderer: &Renderer,
grid_width: u64,
grid_height: u64,
) -> Surface {
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let dimensions = (
(grid_width as f32 * renderer.font_width) as i32,
(grid_height as f32 * renderer.font_height) as i32,
);
let mut context = parent_canvas.gpu_context().unwrap();
let budgeted = Budgeted::Yes;
let parent_image_info = parent_canvas.image_info();
let image_info = ImageInfo::new(
dimensions,
parent_image_info.color_type(),
parent_image_info.alpha_type(),
parent_image_info.color_space(),
);
let surface_origin = SurfaceOrigin::TopLeft;
let mut surface = Surface::new_render_target(
&mut context,
budgeted,
&image_info,
None,
surface_origin,
None,
None,
)
.expect("Could not create surface");
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surface
}
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fn build_background_window_surface(
parent_canvas: &mut Canvas,
renderer: &Renderer,
grid_width: u64,
grid_height: u64,
) -> Surface {
let mut surface = build_window_surface(parent_canvas, renderer, grid_width, grid_height);
let canvas = surface.canvas();
canvas.clear(
renderer
.default_style
.colors
.background
.clone()
.unwrap()
.to_color(),
);
surface
}
pub struct RenderedWindow {
background_surface: Surface,
foreground_surface: Surface,
pub id: u64,
pub hidden: bool,
pub floating: bool,
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grid_width: u64,
grid_height: u64,
grid_start_position: Point,
grid_current_position: Point,
grid_destination: Point,
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t: f32,
}
impl RenderedWindow {
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pub fn new(
parent_canvas: &mut Canvas,
renderer: &Renderer,
id: u64,
grid_position: Point,
grid_width: u64,
grid_height: u64,
) -> RenderedWindow {
let background_surface =
build_background_window_surface(parent_canvas, renderer, grid_width, grid_height);
let foreground_surface =
build_window_surface(parent_canvas, renderer, grid_width, grid_height);
RenderedWindow {
background_surface,
foreground_surface,
id,
hidden: false,
floating: false,
grid_width,
grid_height,
grid_start_position: grid_position,
grid_current_position: grid_position,
grid_destination: grid_position,
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t: 2.0, // 2.0 is out of the 0.0 to 1.0 range and stops animation
}
}
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pub fn update(&mut self, settings: &RendererSettings, dt: f32) -> bool {
if (self.t - 1.0).abs() < std::f32::EPSILON {
return false;
}
if (self.t - 1.0).abs() < std::f32::EPSILON {
// We are at destination, move t out of 0-1 range to stop the animation
self.t = 2.0;
} else {
self.t = (self.t + dt / settings.animation_length).min(1.0);
}
self.grid_current_position = ease_point(
ease_out_expo,
self.grid_start_position,
self.grid_destination,
self.t,
);
true
}
pub fn draw(
&mut self,
root_canvas: &mut Canvas,
settings: &RendererSettings,
font_width: f32,
font_height: f32,
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dt: f32,
) -> (u64, Rect) {
let current_pixel_position = Point::new(
self.grid_current_position.x * font_width,
self.grid_current_position.y * font_height,
);
let image_width = (self.grid_width as f32 * font_width) as i32;
let image_height = (self.grid_height as f32 * font_height) as i32;
if self.update(settings, dt) {
REDRAW_SCHEDULER.queue_next_frame();
}
root_canvas.save();
let region = Rect::from_point_and_size(current_pixel_position, (image_width, image_height));
root_canvas.clip_rect(&region, None, Some(false));
if self.floating && settings.floating_blur {
let blur = blur((2.0, 2.0), None, None, None).unwrap();
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let save_layer_rec = SaveLayerRec::default().backdrop(&blur).bounds(&region);
root_canvas.save_layer(&save_layer_rec);
}
let mut paint = Paint::default();
if self.floating {
let a = (settings.floating_opacity.min(1.0).max(0.0) * 255.0) as u8;
paint.set_color(Color::from_argb(a, 255, 255, 255));
}
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self.background_surface.draw(
root_canvas.as_mut(),
(current_pixel_position.x, current_pixel_position.y),
Some(&paint),
);
let mut paint = Paint::default();
paint.set_blend_mode(BlendMode::SrcOver);
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self.foreground_surface.draw(
root_canvas.as_mut(),
(current_pixel_position.x, current_pixel_position.y),
Some(&paint),
);
if self.floating {
root_canvas.restore();
}
root_canvas.restore();
let window_position = current_pixel_position.clone();
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(
self.id,
Rect::from_point_and_size(window_position, (image_width as f32, image_height as f32)),
)
}
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pub fn handle_window_draw_command(
mut self,
renderer: &mut Renderer,
draw_command: WindowDrawCommand,
) -> Self {
match draw_command {
WindowDrawCommand::Position {
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grid_left,
grid_top,
width: grid_width,
height: grid_height,
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floating,
} => {
let new_destination: Point = (grid_left as f32, grid_top as f32).into();
if self.grid_destination != new_destination {
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if self.grid_start_position.x.abs() > f32::EPSILON
|| self.grid_start_position.y.abs() > f32::EPSILON
{
self.t = 0.0; // Reset animation as we have a new destination.
self.grid_start_position = self.grid_current_position;
self.grid_destination = new_destination;
} else {
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// We don't want to animate since the window is animating out of the start location,
// so we set t to 2.0 to stop animations.
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self.t = 2.0;
self.grid_start_position = new_destination;
self.grid_destination = new_destination;
}
}
if grid_width != self.grid_width || grid_height != self.grid_height {
{
let mut old_background = self.background_surface;
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self.background_surface = build_background_window_surface(
old_background.canvas(),
&renderer,
grid_width,
grid_height,
);
old_background.draw(self.background_surface.canvas(), (0.0, 0.0), None);
}
{
let mut old_foreground = self.foreground_surface;
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self.foreground_surface = build_window_surface(
old_foreground.canvas(),
&renderer,
grid_width,
grid_height,
);
old_foreground.draw(self.foreground_surface.canvas(), (0.0, 0.0), None);
}
self.grid_width = grid_width;
self.grid_height = grid_height;
}
self.floating = floating;
if self.hidden {
self.hidden = false;
self.t = 2.0; // We don't want to animate since the window is becoming visible, so we set t to 2.0 to stop animations.
self.grid_start_position = new_destination;
self.grid_destination = new_destination;
}
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}
WindowDrawCommand::Cell {
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text,
cell_width,
window_left,
window_top,
style,
} => {
let grid_position = (window_left, window_top);
{
let mut background_canvas = self.background_surface.canvas();
renderer.draw_background(
&mut background_canvas,
grid_position,
cell_width,
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&style,
);
}
{
let mut foreground_canvas = self.foreground_surface.canvas();
renderer.draw_foreground(
&mut foreground_canvas,
&text,
grid_position,
cell_width,
&style,
);
}
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}
WindowDrawCommand::Scroll {
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top,
bot,
left,
right,
rows,
cols,
} => {
let scrolled_region = Rect::new(
left as f32 * renderer.font_width,
top as f32 * renderer.font_height,
right as f32 * renderer.font_width,
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bot as f32 * renderer.font_height,
);
{
let background_snapshot = self.background_surface.image_snapshot();
let background_canvas = self.background_surface.canvas();
background_canvas.save();
background_canvas.clip_rect(scrolled_region, None, Some(false));
let mut translated_region = scrolled_region.clone();
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translated_region.offset((
-cols as f32 * renderer.font_width,
-rows as f32 * renderer.font_height,
));
background_canvas.draw_image_rect(
background_snapshot,
Some((&scrolled_region, SrcRectConstraint::Fast)),
translated_region,
&renderer.paint,
);
background_canvas.restore();
}
{
let foreground_snapshot = self.foreground_surface.image_snapshot();
let foreground_canvas = self.foreground_surface.canvas();
foreground_canvas.save();
foreground_canvas.clip_rect(scrolled_region, None, Some(false));
let mut translated_region = scrolled_region.clone();
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translated_region.offset((
-cols as f32 * renderer.font_width,
-rows as f32 * renderer.font_height,
));
foreground_canvas.draw_image_rect(
foreground_snapshot,
Some((&scrolled_region, SrcRectConstraint::Fast)),
translated_region,
&renderer.paint,
);
foreground_canvas.restore();
}
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}
WindowDrawCommand::Clear => {
let background_canvas = self.background_surface.canvas();
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self.background_surface = build_background_window_surface(
background_canvas,
&renderer,
self.grid_width,
self.grid_height,
);
let foreground_canvas = self.foreground_surface.canvas();
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self.foreground_surface = build_window_surface(
foreground_canvas,
&renderer,
self.grid_width,
self.grid_height,
);
}
WindowDrawCommand::Show => {
if self.hidden {
self.hidden = false;
self.t = 2.0; // We don't want to animate since the window is becoming visible, so we set t to 2.0 to stop animations.
self.grid_start_position = self.grid_destination;
self.grid_destination = self.grid_destination;
}
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}
WindowDrawCommand::Hide => self.hidden = true,
_ => {}
};
self
}
}