use skulpin::skia_safe::canvas::{SaveLayerRec, SrcRectConstraint}; use skulpin::skia_safe::gpu::SurfaceOrigin; use skulpin::skia_safe::{ image_filters::blur, BlendMode, Budgeted, Canvas, Color, ImageInfo, Paint, Point, Rect, Surface, }; use super::animation_utils::*; 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 { 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"); surface } 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, grid_width: u64, grid_height: u64, grid_start_position: Point, grid_current_position: Point, grid_destination: Point, t: f32, } impl RenderedWindow { 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, t: 2.0, // 2.0 is out of the 0.0 to 1.0 range and stops animation } } 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, 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(®ion, None, Some(false)); if self.floating && settings.floating_blur { let blur = blur((2.0, 2.0), None, None, None).unwrap(); let save_layer_rec = SaveLayerRec::default().backdrop(&blur).bounds(®ion); 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)); } 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); 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(); ( self.id, Rect::from_point_and_size(window_position, (image_width as f32, image_height as f32)), ) } pub fn handle_window_draw_command( mut self, renderer: &mut Renderer, draw_command: WindowDrawCommand, ) -> Self { match draw_command { WindowDrawCommand::Position { grid_left, grid_top, width: grid_width, height: grid_height, floating, } => { let new_destination: Point = (grid_left as f32, grid_top as f32).into(); if self.grid_destination != new_destination { 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 { // 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. 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; 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; 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; } } WindowDrawCommand::Cell { 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, &style, ); } { let mut foreground_canvas = self.foreground_surface.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.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(); 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(); 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.background_surface.canvas(); self.background_surface = build_background_window_surface( background_canvas, &renderer, self.grid_width, self.grid_height, ); let foreground_canvas = self.foreground_surface.canvas(); 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; } } WindowDrawCommand::Hide => self.hidden = true, _ => {} }; self } }