You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
neovide/src/renderer/rendered_window.rs

454 lines
15 KiB
Rust

use std::collections::VecDeque;
use skia_safe::canvas::{SaveLayerRec, SrcRectConstraint};
use skia_safe::gpu::SurfaceOrigin;
use skia_safe::{
image_filters::blur, BlendMode, Budgeted, Canvas, Color, Image, ImageInfo, Paint, Point, Rect,
SamplingOptions, Surface, SurfaceProps, SurfacePropsFlags,
};
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: u64,
pixel_height: u64,
) -> Surface {
let dimensions = (pixel_width as i32, pixel_height as i32);
let mut context = parent_canvas.recording_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;
// subpixel layout (should be configurable/obtained from fontconfig)
let props = SurfaceProps::new(SurfacePropsFlags::default(), skia_safe::PixelGeometry::RGBH);
Surface::new_render_target(
&mut context,
budgeted,
&image_info,
None,
surface_origin,
Some(&props),
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,
scaling: f32,
) -> Surface {
let pixel_width = ((grid_width * renderer.font_width) as f32 / scaling) as u64;
let pixel_height = ((grid_height * renderer.font_height) as f32 / scaling) as u64;
let mut surface = build_window_surface(parent_canvas, pixel_width, pixel_height);
let canvas = surface.canvas();
canvas.clear(renderer.get_default_background());
surface
}
pub struct LocatedSnapshot {
image: Image,
top_line: u64,
}
pub struct LocatedSurface {
surface: Surface,
pub top_line: u64,
}
impl LocatedSurface {
fn new(
parent_canvas: &mut Canvas,
renderer: &Renderer,
grid_width: u64,
grid_height: u64,
top_line: u64,
scaling: f32,
) -> LocatedSurface {
let surface = build_window_surface_with_grid_size(
parent_canvas,
renderer,
grid_width,
grid_height,
scaling,
);
LocatedSurface { surface, top_line }
}
fn snapshot(&mut self) -> LocatedSnapshot {
let image = self.surface.image_snapshot();
LocatedSnapshot {
image,
top_line: self.top_line,
}
}
}
pub struct RenderedWindow {
snapshots: VecDeque<LocatedSnapshot>,
pub current_surface: LocatedSurface,
pub id: u64,
pub hidden: bool,
pub floating_order: Option<u64>,
pub grid_width: u64,
pub 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_order: Option<u64>,
}
impl RenderedWindow {
pub fn new(
parent_canvas: &mut Canvas,
renderer: &Renderer,
id: u64,
grid_position: Point,
grid_width: u64,
grid_height: u64,
scaling: f32,
) -> RenderedWindow {
let current_surface =
LocatedSurface::new(parent_canvas, renderer, grid_width, grid_height, 0, scaling);
RenderedWindow {
snapshots: VecDeque::new(),
current_surface,
id,
hidden: false,
floating_order: None,
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: u64, font_height: u64) -> Rect {
let current_pixel_position = Point::new(
self.grid_current_position.x * font_width as f32,
self.grid_current_position.y * font_height as f32,
);
let image_width = (self.grid_width * font_width) as i32;
let image_height = (self.grid_height * 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 1.0 - self.position_t < 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 1.0 - self.scroll_t < std::f32::EPSILON {
// We are at destination, move t out of 0-1 range to stop the animation
self.scroll_t = 2.0;
self.snapshots.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: u64,
font_height: u64,
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_order.is_some() && 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);
paint.set_anti_alias(false);
// 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_order.is_some() {
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));
// Draw scrolling snapshots
for snapshot in self.snapshots.iter_mut().rev() {
let scroll_offset = (snapshot.top_line * font_height) as f32
- (self.current_scroll * font_height as f32);
let image = &mut snapshot.image;
root_canvas.draw_image_rect(
image,
None,
pixel_region.with_offset((0.0, scroll_offset as f32)),
&paint,
);
}
// Draw current surface
let scroll_offset = (self.current_surface.top_line * font_height) as f32
- (self.current_scroll * font_height as f32);
let snapshot = self.current_surface.surface.image_snapshot();
root_canvas.draw_image_rect(
snapshot,
None,
pixel_region.with_offset((0.0, scroll_offset as f32)),
&paint,
);
root_canvas.restore();
if self.floating_order.is_some() {
root_canvas.restore();
}
root_canvas.restore();
WindowDrawDetails {
id: self.id,
region: pixel_region,
floating_order: self.floating_order,
}
}
pub fn handle_window_draw_command(
mut self,
renderer: &mut Renderer,
draw_command: WindowDrawCommand,
scaling: f32,
) -> Self {
match draw_command {
WindowDrawCommand::Position {
grid_left,
grid_top,
width: grid_width,
height: grid_height,
floating_order,
} => {
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;
} 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_surface = self.current_surface.surface;
self.current_surface.surface = build_window_surface_with_grid_size(
old_surface.canvas(),
renderer,
grid_width,
grid_height,
scaling,
);
old_surface.draw(
self.current_surface.surface.canvas(),
(0.0, 0.0),
SamplingOptions::default(),
None,
);
self.grid_width = grid_width;
self.grid_height = grid_height;
}
self.floating_order = floating_order;
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::Cells {
cells,
window_left,
window_top,
width,
style,
} => {
let grid_position = (window_left, window_top);
let canvas = self.current_surface.surface.canvas();
canvas.save();
canvas.scale((1.0 / scaling, 1.0 / scaling));
renderer.draw_background(canvas, grid_position, width, &style);
renderer.draw_foreground(canvas, &cells, grid_position, width, &style);
canvas.restore();
}
WindowDrawCommand::Scroll {
top,
bot,
left,
right,
rows,
cols,
} => {
let scrolled_region = Rect::new(
(left * renderer.font_width) as f32 / scaling,
(top * renderer.font_height) as f32 / scaling,
(right * renderer.font_width) as f32 / scaling,
(bot * renderer.font_height) as f32 / scaling,
);
let mut translated_region = scrolled_region;
translated_region.offset((
(-cols * renderer.font_width as i64) as f32 / scaling,
(-rows * renderer.font_height as i64) as f32 / scaling,
));
let snapshot = self.current_surface.surface.image_snapshot();
let canvas = self.current_surface.surface.canvas();
canvas.save();
canvas.clip_rect(scrolled_region, None, Some(false));
canvas.draw_image_rect(
snapshot,
Some((&scrolled_region, SrcRectConstraint::Fast)),
translated_region,
&renderer.paint,
);
canvas.restore();
}
WindowDrawCommand::Clear => {
self.current_surface.surface = build_window_surface_with_grid_size(
self.current_surface.surface.canvas(),
renderer,
self.grid_width,
self.grid_height,
scaling,
);
self.snapshots.clear();
}
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, .. } => {
if self.current_surface.top_line != top_line as u64 {
let new_snapshot = self.current_surface.snapshot();
self.snapshots.push_back(new_snapshot);
if self.snapshots.len() > 5 {
self.snapshots.pop_front();
}
self.current_surface.top_line = top_line as u64;
// 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;
}
}
_ => {}
};
self
}
}