use std::collections::VecDeque; use std::iter; 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, pixel_width: i32, pixel_height: i32, ) -> Surface { let dimensions = (pixel_width, pixel_height); 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; Surface::new_render_target( &mut context, budgeted, &image_info, None, surface_origin, None, None, ) .expect("Could not create surface") } fn build_window_surface_with_grid_size( parent_canvas: &mut Canvas, renderer: &Renderer, grid_width: u64, grid_height: u64, ) -> Surface { let pixel_width = (grid_width as f32 * renderer.font_width) as i32; let pixel_height = (grid_height as f32 * renderer.font_height) as i32; build_window_surface(parent_canvas, pixel_width, pixel_height) } fn build_background_window_surface( parent_canvas: &mut Canvas, renderer: &Renderer, grid_width: u64, grid_height: u64, ) -> Surface { let mut surface = build_window_surface_with_grid_size(parent_canvas, renderer, grid_width, grid_height); let canvas = surface.canvas(); canvas.clear(renderer.get_default_background()); surface } fn clone_window_surface(surface: &mut Surface) -> Surface { let snapshot = surface.image_snapshot(); let mut canvas = surface.canvas(); let mut new_surface = build_window_surface(&mut canvas, snapshot.width(), snapshot.height()); let new_canvas = new_surface.canvas(); new_canvas.draw_image(snapshot, (0.0, 0.0), None); new_surface } pub struct SurfacePair { background: Surface, foreground: Surface, pub top_line: f32, bottom_line: f32, } impl SurfacePair { fn new( parent_canvas: &mut Canvas, renderer: &Renderer, grid_width: u64, grid_height: u64, top_line: f32, bottom_line: f32, ) -> SurfacePair { let background = build_background_window_surface(parent_canvas, renderer, grid_width, grid_height); let foreground = build_window_surface_with_grid_size(parent_canvas, renderer, grid_width, grid_height); SurfacePair { background, foreground, top_line, bottom_line, } } fn clone(&mut self) -> SurfacePair { let new_background = clone_window_surface(&mut self.background); let new_foreground = clone_window_surface(&mut self.foreground); SurfacePair { background: new_background, foreground: new_foreground, top_line: self.top_line, bottom_line: self.bottom_line, } } } pub struct RenderedWindow { old_surfaces: VecDeque, pub current_surfaces: SurfacePair, pub id: u64, pub hidden: bool, pub floating: bool, grid_width: u64, grid_height: u64, grid_start_position: Point, pub grid_current_position: Point, grid_destination: Point, position_t: f32, start_scroll: f32, pub current_scroll: f32, scroll_destination: f32, scroll_t: f32, } pub struct WindowDrawDetails { pub id: u64, pub region: Rect, pub floating: bool, } impl RenderedWindow { pub fn new( parent_canvas: &mut Canvas, renderer: &Renderer, id: u64, grid_position: Point, grid_width: u64, grid_height: u64, ) -> RenderedWindow { let current_surfaces = SurfacePair::new(parent_canvas, renderer, grid_width, grid_height, 0.0, 0.0); RenderedWindow { old_surfaces: VecDeque::new(), current_surfaces, id, hidden: false, floating: false, grid_width, grid_height, grid_start_position: grid_position, grid_current_position: grid_position, grid_destination: grid_position, position_t: 2.0, // 2.0 is out of the 0.0 to 1.0 range and stops animation start_scroll: 0.0, current_scroll: 0.0, scroll_destination: 0.0, scroll_t: 2.0, // 2.0 is out of the 0.0 to 1.0 range and stops animation } } pub fn pixel_region(&self, font_width: f32, font_height: f32) -> 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; Rect::from_point_and_size(current_pixel_position, (image_width, image_height)) } pub fn update(&mut self, settings: &RendererSettings, dt: f32) -> bool { let mut animating = false; { if (self.position_t - 1.0).abs() < std::f32::EPSILON { // We are at destination, move t out of 0-1 range to stop the animation self.position_t = 2.0; } else { animating = true; self.position_t = (self.position_t + dt / settings.position_animation_length).min(1.0); } self.grid_current_position = ease_point( ease_out_expo, self.grid_start_position, self.grid_destination, self.position_t, ); } { if (self.scroll_t - 1.0).abs() < std::f32::EPSILON { // We are at destination, move t out of 0-1 range to stop the animation self.scroll_t = 2.0; self.old_surfaces.clear(); } else { animating = true; self.scroll_t = (self.scroll_t + dt / settings.scroll_animation_length).min(1.0); } self.current_scroll = ease( ease_out_expo, self.start_scroll, self.scroll_destination, self.scroll_t, ); } animating } pub fn draw( &mut self, root_canvas: &mut Canvas, settings: &RendererSettings, default_background: Color, font_width: f32, font_height: f32, dt: f32, ) -> WindowDrawDetails { if self.update(settings, dt) { REDRAW_SCHEDULER.queue_next_frame(); } let pixel_region = self.pixel_region(font_width, font_height); root_canvas.save(); root_canvas.clip_rect(&pixel_region, 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(&pixel_region); root_canvas.save_layer(&save_layer_rec); } let mut paint = Paint::default(); // We want each surface to overwrite the one underneath and will use layers to ensure // only lower priority surfaces will get clobbered and not the underlying windows paint.set_blend_mode(BlendMode::Src); { // Save layer so that setting the blend mode doesn't effect the blur root_canvas.save_layer(&SaveLayerRec::default()); let mut a = 255; if self.floating { a = (settings.floating_opacity.min(1.0).max(0.0) * 255.0) as u8; } paint.set_color(default_background.with_a(a)); root_canvas.draw_rect(pixel_region, &paint); paint.set_color(Color::from_argb(a, 255, 255, 255)); for surface_pair in iter::once(&mut self.current_surfaces) .chain(self.old_surfaces.iter_mut()) .rev() { let scroll_offset = surface_pair.top_line * font_height - self.current_scroll * font_height; surface_pair.background.draw( root_canvas.as_mut(), (pixel_region.left(), pixel_region.top() + scroll_offset), Some(&paint), ); } root_canvas.restore(); } { // Save layer so that text may safely overwrite images underneath root_canvas.save_layer(&SaveLayerRec::default()); for surface_pair in iter::once(&mut self.current_surfaces) .chain(self.old_surfaces.iter_mut()) .rev() { let scroll_offset = surface_pair.top_line * font_height - self.current_scroll * font_height; surface_pair.foreground.draw( root_canvas.as_mut(), (pixel_region.left(), pixel_region.top() + scroll_offset), Some(&paint), ); } root_canvas.restore(); } if self.floating { root_canvas.restore(); } root_canvas.restore(); WindowDrawDetails { id: self.id, region: pixel_region, floating: self.floating, } } 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.position_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.position_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.current_surfaces.background; self.current_surfaces.background = build_background_window_surface( old_background.canvas(), &renderer, grid_width, grid_height, ); old_background.draw( self.current_surfaces.background.canvas(), (0.0, 0.0), None, ); } { let mut old_foreground = self.current_surfaces.foreground; self.current_surfaces.foreground = build_window_surface_with_grid_size( old_foreground.canvas(), &renderer, grid_width, grid_height, ); old_foreground.draw( self.current_surfaces.foreground.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.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 } }