rework damage tracking to render_elements and use extend

This commit is contained in:
dragonn 2022-01-20 20:04:05 +01:00
parent f0564ebad6
commit 97c831acbc
1 changed files with 22 additions and 39 deletions

View File

@ -490,6 +490,22 @@ impl Space {
.flat_map(|l| l.popup_elements::<R>(self.id))
.collect::<Vec<_>>();
let mut render_elements: Vec<&SpaceElem<R>> = Vec::with_capacity(
custom_elements.len()
+ layer_map.len()
+ self.windows.len()
+ window_popups.len()
+ layer_popups.len(),
);
render_elements.extend(&mut custom_elements.iter().map(|l| l as &SpaceElem<R>));
render_elements.extend(&mut self.windows.iter().map(|l| l as &SpaceElem<R>));
render_elements.extend(&mut window_popups.iter().map(|l| l as &SpaceElem<R>));
render_elements.extend(&mut layer_map.layers().map(|l| l as &SpaceElem<R>));
render_elements.extend(&mut layer_popups.iter().map(|l| l as &SpaceElem<R>));
render_elements.sort_by_key(|e| e.z_index());
// This will hold all the damage we need for this rendering step
let mut damage = Vec::<Rectangle<i32, Logical>>::new();
// First add damage for windows gone
@ -498,16 +514,7 @@ impl Space {
.last_state
.iter()
.filter_map(|(id, geo)| {
if !self
.windows
.iter()
.map(|w| w as &SpaceElem<R>)
.chain(window_popups.iter().map(|p| p as &SpaceElem<R>))
.chain(layer_map.layers().map(|l| l as &SpaceElem<R>))
.chain(layer_popups.iter().map(|p| p as &SpaceElem<R>))
.chain(custom_elements.iter().map(|c| c as &SpaceElem<R>))
.any(|e| ToplevelId::from(e) == *id)
{
if !render_elements.iter().any(|e| ToplevelId::from(*e) == *id) {
Some(*geo)
} else {
None
@ -520,17 +527,9 @@ impl Space {
}
// lets iterate front to back and figure out, what new windows or unmoved windows we have
for element in self
.windows
.iter()
.map(|w| w as &SpaceElem<R>)
.chain(window_popups.iter().map(|p| p as &SpaceElem<R>))
.chain(layer_map.layers().map(|l| l as &SpaceElem<R>))
.chain(layer_popups.iter().map(|p| p as &SpaceElem<R>))
.chain(custom_elements.iter().map(|c| c as &SpaceElem<R>))
{
for element in &render_elements {
let geo = element.geometry(self.id);
let old_geo = state.last_state.get(&ToplevelId::from(element)).cloned();
let old_geo = state.last_state.get(&ToplevelId::from(*element)).cloned();
// window was moved or resized
if old_geo.map(|old_geo| old_geo != geo).unwrap_or(false) {
@ -603,19 +602,9 @@ impl Space {
.map(|geo| geo.to_f64().to_physical(state.render_scale).to_i32_round())
.collect::<Vec<_>>(),
)?;
let mut render_elements: Vec<&SpaceElem<R>> =
Vec::with_capacity(custom_elements.len() + layer_map.len() + self.windows.len());
render_elements.append(&mut custom_elements.iter().map(|l| l as &SpaceElem<R>).collect());
render_elements.append(&mut self.windows.iter().map(|l| l as &SpaceElem<R>).collect());
render_elements.append(&mut layer_map.layers().map(|l| l as &SpaceElem<R>).collect());
render_elements.sort_by_key(|e| e.z_index());
// Then re-draw all windows & layers overlapping with a damage rect.
for element in render_elements {
for element in &render_elements {
let geo = element.geometry(self.id);
if damage.iter().any(|d| d.overlaps(geo)) {
let loc = element.location(self.id);
@ -656,17 +645,11 @@ impl Space {
}
// If rendering was successful capture the state and add the damage
state.last_state = self
.windows
state.last_state = render_elements
.iter()
.map(|w| w as &SpaceElem<R>)
.chain(window_popups.iter().map(|p| p as &SpaceElem<R>))
.chain(layer_map.layers().map(|l| l as &SpaceElem<R>))
.chain(layer_popups.iter().map(|p| p as &SpaceElem<R>))
.chain(custom_elements.iter().map(|c| c as &SpaceElem<R>))
.map(|elem| {
let geo = elem.geometry(self.id);
(ToplevelId::from(elem), geo)
(ToplevelId::from(*elem), geo)
})
.collect();
state.old_damage.push_front(new_damage.clone());