desktop: Only render surface damage, if window was not moved
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98906555f5
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@ -287,14 +287,15 @@ impl Space {
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if old_geo.map(|old_geo| old_geo != geo).unwrap_or(false) {
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// Add damage for the old position of the window
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damage.push(old_geo.unwrap());
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} /* else {
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// window stayed at its place
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// TODO: Only push surface damage
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// But this would need to take subsurfaces into account and accumulate damage at least.
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// Even better would be if damage would be ignored that is hidden by subsurfaces...
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}*/
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// Add damage for the new position (see TODO above for a better approach)
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damage.push(geo);
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} else {
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// window stayed at its place
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let loc = window_loc(window, &self.id);
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damage.extend(window.accumulated_damage().into_iter().map(|mut rect| {
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rect.loc += loc;
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rect
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}));
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}
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}
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// That is all completely new damage, which we need to store for subsequent renders
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@ -374,6 +374,57 @@ impl Window {
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found.into_inner()
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}
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/// Damage of all the surfaces of this window
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pub(super) fn accumulated_damage(&self) -> Vec<Rectangle<i32, Logical>> {
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let mut damage = Vec::new();
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let location = (0, 0).into();
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if let Some(surface) = self.0.toplevel.get_surface() {
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with_surface_tree_upward(
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surface,
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location,
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|_surface, states, location| {
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let mut location = *location;
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if let Some(data) = states.data_map.get::<RefCell<SurfaceState>>() {
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let data = data.borrow();
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if data.texture.is_none() {
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if states.role == Some("subsurface") {
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let current = states.cached_state.current::<SubsurfaceCachedState>();
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location += current.location;
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}
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return TraversalAction::DoChildren(location);
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}
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}
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TraversalAction::SkipChildren
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},
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|_surface, states, location| {
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let mut location = *location;
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if let Some(data) = states.data_map.get::<RefCell<SurfaceState>>() {
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let data = data.borrow();
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let attributes = states.cached_state.current::<SurfaceAttributes>();
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if data.texture.is_none() {
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if states.role == Some("subsurface") {
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let current = states.cached_state.current::<SubsurfaceCachedState>();
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location += current.location;
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}
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damage.extend(attributes.damage.iter().map(|dmg| {
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let mut rect = match dmg {
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Damage::Buffer(rect) => rect.to_logical(attributes.buffer_scale),
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Damage::Surface(rect) => *rect,
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};
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rect.loc += location;
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rect
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}));
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}
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}
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},
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|_, _, _| true,
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)
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}
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damage
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}
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pub fn toplevel(&self) -> &Kind {
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&self.0.toplevel
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}
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