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use std::collections::VecDeque;
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use std::iter;
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use skulpin::skia_safe::canvas::{SaveLayerRec, SrcRectConstraint};
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use skulpin::skia_safe::gpu::SurfaceOrigin;
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use skulpin::skia_safe::{
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image_filters::blur, BlendMode, Budgeted, Canvas, Color, ImageInfo, Paint, Point, Rect, Surface,
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};
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use super::animation_utils::*;
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use super::{Renderer, RendererSettings};
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use crate::editor::WindowDrawCommand;
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use crate::redraw_scheduler::REDRAW_SCHEDULER;
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fn build_window_surface(
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parent_canvas: &mut Canvas,
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pixel_width: i32,
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pixel_height: i32,
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) -> Surface {
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let dimensions = (pixel_width, pixel_height);
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let mut context = parent_canvas.gpu_context().unwrap();
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let budgeted = Budgeted::Yes;
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let parent_image_info = parent_canvas.image_info();
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let image_info = ImageInfo::new(
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dimensions,
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parent_image_info.color_type(),
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parent_image_info.alpha_type(),
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parent_image_info.color_space(),
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);
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let surface_origin = SurfaceOrigin::TopLeft;
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Surface::new_render_target(
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&mut context,
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budgeted,
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&image_info,
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None,
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surface_origin,
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None,
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None,
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)
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.expect("Could not create surface")
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}
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fn build_window_surface_with_grid_size(
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parent_canvas: &mut Canvas,
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renderer: &Renderer,
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grid_width: u64,
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grid_height: u64,
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) -> Surface {
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let pixel_width = (grid_width as f32 * renderer.font_width) as i32;
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let pixel_height = (grid_height as f32 * renderer.font_height) as i32;
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build_window_surface(parent_canvas, pixel_width, pixel_height)
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}
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fn build_background_window_surface(
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parent_canvas: &mut Canvas,
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renderer: &Renderer,
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grid_width: u64,
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grid_height: u64,
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) -> Surface {
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let mut surface =
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build_window_surface_with_grid_size(parent_canvas, renderer, grid_width, grid_height);
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let canvas = surface.canvas();
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canvas.clear(renderer.get_default_background());
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surface
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}
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fn clone_window_surface(surface: &mut Surface) -> Surface {
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let snapshot = surface.image_snapshot();
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let mut canvas = surface.canvas();
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let mut new_surface = build_window_surface(&mut canvas, snapshot.width(), snapshot.height());
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let new_canvas = new_surface.canvas();
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new_canvas.draw_image(snapshot, (0.0, 0.0), None);
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new_surface
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}
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pub struct SurfacePair {
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background: Surface,
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foreground: Surface,
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pub top_line: f32,
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bottom_line: f32,
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}
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impl SurfacePair {
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fn new(
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parent_canvas: &mut Canvas,
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renderer: &Renderer,
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grid_width: u64,
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grid_height: u64,
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top_line: f32,
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bottom_line: f32,
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) -> SurfacePair {
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let background =
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build_background_window_surface(parent_canvas, renderer, grid_width, grid_height);
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let foreground =
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build_window_surface_with_grid_size(parent_canvas, renderer, grid_width, grid_height);
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SurfacePair {
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background,
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foreground,
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top_line,
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bottom_line,
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}
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}
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fn clone(&mut self) -> SurfacePair {
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let new_background = clone_window_surface(&mut self.background);
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let new_foreground = clone_window_surface(&mut self.foreground);
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SurfacePair {
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background: new_background,
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foreground: new_foreground,
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top_line: self.top_line,
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bottom_line: self.bottom_line,
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}
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}
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}
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pub struct RenderedWindow {
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old_surfaces: VecDeque<SurfacePair>,
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pub current_surfaces: SurfacePair,
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pub id: u64,
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pub hidden: bool,
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pub floating: bool,
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grid_width: u64,
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grid_height: u64,
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grid_start_position: Point,
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pub grid_current_position: Point,
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grid_destination: Point,
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position_t: f32,
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start_scroll: f32,
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pub current_scroll: f32,
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scroll_destination: f32,
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scroll_t: f32,
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}
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pub struct WindowDrawDetails {
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pub id: u64,
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pub region: Rect,
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pub floating: bool,
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}
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impl RenderedWindow {
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pub fn new(
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parent_canvas: &mut Canvas,
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renderer: &Renderer,
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id: u64,
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grid_position: Point,
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grid_width: u64,
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grid_height: u64,
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) -> RenderedWindow {
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let current_surfaces =
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SurfacePair::new(parent_canvas, renderer, grid_width, grid_height, 0.0, 0.0);
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RenderedWindow {
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old_surfaces: VecDeque::new(),
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current_surfaces,
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id,
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hidden: false,
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floating: false,
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grid_width,
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grid_height,
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grid_start_position: grid_position,
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grid_current_position: grid_position,
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grid_destination: grid_position,
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position_t: 2.0, // 2.0 is out of the 0.0 to 1.0 range and stops animation
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start_scroll: 0.0,
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current_scroll: 0.0,
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scroll_destination: 0.0,
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scroll_t: 2.0, // 2.0 is out of the 0.0 to 1.0 range and stops animation
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}
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}
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pub fn pixel_region(&self, font_width: f32, font_height: f32) -> Rect {
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let current_pixel_position = Point::new(
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self.grid_current_position.x * font_width,
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self.grid_current_position.y * font_height,
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);
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let image_width = (self.grid_width as f32 * font_width) as i32;
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let image_height = (self.grid_height as f32 * font_height) as i32;
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Rect::from_point_and_size(current_pixel_position, (image_width, image_height))
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}
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pub fn update(&mut self, settings: &RendererSettings, dt: f32) -> bool {
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let mut animating = false;
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{
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if (self.position_t - 1.0).abs() < std::f32::EPSILON {
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// We are at destination, move t out of 0-1 range to stop the animation
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self.position_t = 2.0;
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} else {
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animating = true;
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self.position_t =
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(self.position_t + dt / settings.position_animation_length).min(1.0);
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}
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self.grid_current_position = ease_point(
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ease_out_expo,
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self.grid_start_position,
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self.grid_destination,
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self.position_t,
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);
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}
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{
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if (self.scroll_t - 1.0).abs() < std::f32::EPSILON {
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// We are at destination, move t out of 0-1 range to stop the animation
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self.scroll_t = 2.0;
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self.old_surfaces.clear();
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} else {
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animating = true;
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self.scroll_t = (self.scroll_t + dt / settings.scroll_animation_length).min(1.0);
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}
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self.current_scroll = ease(
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ease_out_expo,
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self.start_scroll,
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self.scroll_destination,
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self.scroll_t,
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);
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}
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animating
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}
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pub fn draw(
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&mut self,
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root_canvas: &mut Canvas,
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settings: &RendererSettings,
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default_background: Color,
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font_width: f32,
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font_height: f32,
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dt: f32,
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) -> WindowDrawDetails {
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if self.update(settings, dt) {
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REDRAW_SCHEDULER.queue_next_frame();
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}
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let pixel_region = self.pixel_region(font_width, font_height);
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root_canvas.save();
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root_canvas.clip_rect(&pixel_region, None, Some(false));
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if self.floating && settings.floating_blur {
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let blur = blur((2.0, 2.0), None, None, None).unwrap();
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let save_layer_rec = SaveLayerRec::default()
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.backdrop(&blur)
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.bounds(&pixel_region);
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root_canvas.save_layer(&save_layer_rec);
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}
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let mut paint = Paint::default();
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// We want each surface to overwrite the one underneath and will use layers to ensure
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// only lower priority surfaces will get clobbered and not the underlying windows
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paint.set_blend_mode(BlendMode::Src);
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{
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// Save layer so that setting the blend mode doesn't effect the blur
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root_canvas.save_layer(&SaveLayerRec::default());
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let mut a = 255;
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if self.floating {
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a = (settings.floating_opacity.min(1.0).max(0.0) * 255.0) as u8;
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}
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paint.set_color(default_background.with_a(a));
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root_canvas.draw_rect(pixel_region, &paint);
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paint.set_color(Color::from_argb(a, 255, 255, 255));
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for surface_pair in iter::once(&mut self.current_surfaces)
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.chain(self.old_surfaces.iter_mut())
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.rev()
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{
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let scroll_offset =
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surface_pair.top_line * font_height - self.current_scroll * font_height;
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surface_pair.background.draw(
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root_canvas.as_mut(),
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(pixel_region.left(), pixel_region.top() + scroll_offset),
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Some(&paint),
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);
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}
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root_canvas.restore();
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}
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{
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// Save layer so that text may safely overwrite images underneath
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root_canvas.save_layer(&SaveLayerRec::default());
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for surface_pair in iter::once(&mut self.current_surfaces)
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.chain(self.old_surfaces.iter_mut())
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.rev()
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{
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let scroll_offset =
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surface_pair.top_line * font_height - self.current_scroll * font_height;
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surface_pair.foreground.draw(
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root_canvas.as_mut(),
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(pixel_region.left(), pixel_region.top() + scroll_offset),
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Some(&paint),
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);
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}
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root_canvas.restore();
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}
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if self.floating {
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root_canvas.restore();
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}
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root_canvas.restore();
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WindowDrawDetails {
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id: self.id,
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region: pixel_region,
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floating: self.floating,
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}
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}
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pub fn handle_window_draw_command(
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mut self,
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renderer: &mut Renderer,
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|
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draw_command: WindowDrawCommand,
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) -> Self {
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|
match draw_command {
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|
WindowDrawCommand::Position {
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grid_left,
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grid_top,
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width: grid_width,
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height: grid_height,
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floating,
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} => {
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let new_destination: Point = (grid_left as f32, grid_top as f32).into();
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|
|
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if self.grid_destination != new_destination {
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if self.grid_start_position.x.abs() > f32::EPSILON
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|| self.grid_start_position.y.abs() > f32::EPSILON
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{
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|
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self.position_t = 0.0; // Reset animation as we have a new destination.
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self.grid_start_position = self.grid_current_position;
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self.grid_destination = new_destination;
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} else {
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|
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// We don't want to animate since the window is animating out of the start location,
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|
|
// so we set t to 2.0 to stop animations.
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self.position_t = 2.0;
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self.grid_start_position = new_destination;
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self.grid_destination = new_destination;
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}
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|
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}
|
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|
|
|
|
|
|
if grid_width != self.grid_width || grid_height != self.grid_height {
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|
|
{
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|
|
let mut old_background = self.current_surfaces.background;
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|
|
self.current_surfaces.background = build_background_window_surface(
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|
|
old_background.canvas(),
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|
|
&renderer,
|
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|
|
grid_width,
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|
|
grid_height,
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);
|
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|
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old_background.draw(
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|
self.current_surfaces.background.canvas(),
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|
|
(0.0, 0.0),
|
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|
|
None,
|
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|
|
);
|
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|
|
}
|
|
|
|
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|
|
{
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|
|
let mut old_foreground = self.current_surfaces.foreground;
|
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|
|
self.current_surfaces.foreground = build_window_surface_with_grid_size(
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|
|
old_foreground.canvas(),
|
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|
|
&renderer,
|
|
|
|
grid_width,
|
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|
|
grid_height,
|
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|
|
);
|
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|
|
old_foreground.draw(
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|
|
self.current_surfaces.foreground.canvas(),
|
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|
|
(0.0, 0.0),
|
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|
|
None,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
self.grid_width = grid_width;
|
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|
|
self.grid_height = grid_height;
|
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|
|
}
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|
self.floating = floating;
|
|
|
|
|
|
|
|
if self.hidden {
|
|
|
|
self.hidden = false;
|
|
|
|
self.position_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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
WindowDrawCommand::Cell {
|
|
|
|
text,
|
|
|
|
cell_width,
|
|
|
|
window_left,
|
|
|
|
window_top,
|
|
|
|
style,
|
|
|
|
} => {
|
|
|
|
let grid_position = (window_left, window_top);
|
|
|
|
|
|
|
|
{
|
|
|
|
let mut background_canvas = self.current_surfaces.background.canvas();
|
|
|
|
renderer.draw_background(
|
|
|
|
&mut background_canvas,
|
|
|
|
grid_position,
|
|
|
|
cell_width,
|
|
|
|
&style,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
let mut foreground_canvas = self.current_surfaces.foreground.canvas();
|
|
|
|
renderer.draw_foreground(
|
|
|
|
&mut foreground_canvas,
|
|
|
|
&text,
|
|
|
|
grid_position,
|
|
|
|
cell_width,
|
|
|
|
&style,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
WindowDrawCommand::Scroll {
|
|
|
|
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,
|
|
|
|
bot as f32 * renderer.font_height,
|
|
|
|
);
|
|
|
|
|
|
|
|
{
|
|
|
|
let background_snapshot = self.current_surfaces.background.image_snapshot();
|
|
|
|
let background_canvas = self.current_surfaces.background.canvas();
|
|
|
|
|
|
|
|
background_canvas.save();
|
|
|
|
background_canvas.clip_rect(scrolled_region, None, Some(false));
|
|
|
|
|
|
|
|
let mut translated_region = scrolled_region;
|
|
|
|
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.current_surfaces.foreground.image_snapshot();
|
|
|
|
let foreground_canvas = self.current_surfaces.foreground.canvas();
|
|
|
|
|
|
|
|
foreground_canvas.save();
|
|
|
|
foreground_canvas.clip_rect(scrolled_region, None, Some(false));
|
|
|
|
|
|
|
|
let mut translated_region = scrolled_region;
|
|
|
|
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();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
WindowDrawCommand::Clear => {
|
|
|
|
let background_canvas = self.current_surfaces.background.canvas();
|
|
|
|
self.current_surfaces.background = build_background_window_surface(
|
|
|
|
background_canvas,
|
|
|
|
&renderer,
|
|
|
|
self.grid_width,
|
|
|
|
self.grid_height,
|
|
|
|
);
|
|
|
|
|
|
|
|
let foreground_canvas = self.current_surfaces.foreground.canvas();
|
|
|
|
self.current_surfaces.foreground = build_window_surface_with_grid_size(
|
|
|
|
foreground_canvas,
|
|
|
|
&renderer,
|
|
|
|
self.grid_width,
|
|
|
|
self.grid_height,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
WindowDrawCommand::Show => {
|
|
|
|
if self.hidden {
|
|
|
|
self.hidden = false;
|
|
|
|
self.position_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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
WindowDrawCommand::Hide => self.hidden = true,
|
|
|
|
WindowDrawCommand::Viewport {
|
|
|
|
top_line,
|
|
|
|
bottom_line,
|
|
|
|
} => {
|
|
|
|
if (self.current_surfaces.top_line - top_line as f32).abs() > std::f32::EPSILON {
|
|
|
|
let mut new_surfaces = self.current_surfaces.clone();
|
|
|
|
new_surfaces.top_line = top_line as f32;
|
|
|
|
new_surfaces.bottom_line = bottom_line as f32;
|
|
|
|
|
|
|
|
// Set new target viewport position and initialize animation timer
|
|
|
|
self.start_scroll = self.current_scroll;
|
|
|
|
self.scroll_destination = top_line as f32;
|
|
|
|
self.scroll_t = 0.0;
|
|
|
|
|
|
|
|
let current_surfaces = self.current_surfaces;
|
|
|
|
self.current_surfaces = new_surfaces;
|
|
|
|
self.old_surfaces.push_back(current_surfaces);
|
|
|
|
|
|
|
|
if self.old_surfaces.len() > 5 {
|
|
|
|
self.old_surfaces.pop_front();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_ => {}
|
|
|
|
};
|
|
|
|
|
|
|
|
self
|
|
|
|
}
|
|
|
|
}
|