Files
vn/include/compositor.h
T
2026-04-15 18:27:18 +02:00

120 lines
4.0 KiB
C++

// compositor.h v0.3
#pragma once
#ifndef COMPOSITOR_H
#define COMPOSITOR_H
// This subsystem is thread-unsafe.
// Caller must serialize all calls. Calls do not need to be made from the main thread.
// Removing an element while ticking/rendering may crash.
// Modifying an element while ticking/rendering may cause visual glitches.
// Easing functions
enum easing_t {
EASE_LINEAR = 0,
EASE_IN_QUAD,
EASE_OUT_QUAD,
EASE_IN_OUT_QUAD,
EASE_IN_CUBIC,
EASE_OUT_CUBIC,
EASE_IN_OUT_CUBIC
};
// Anchor points
enum anchor_point_t {
ANCHOR_TOP_LEFT,
ANCHOR_TOP_CENTER,
ANCHOR_TOP_RIGHT,
ANCHOR_CENTER_LEFT,
ANCHOR_CENTER,
ANCHOR_CENTER_RIGHT,
ANCHOR_BOTTOM_LEFT,
ANCHOR_BOTTOM_CENTER,
ANCHOR_BOTTOM_RIGHT,
};
#ifdef __cplusplus
#include <cstdint>
extern "C" {
#else
#include <stdint.h>
#include <stdbool.h>
#endif
typedef struct compositor_t compositor_t;
typedef uint32_t element_handle_t;
// If the return type is bool, false means failure.
// Initialize compositor with given dimensions
// nullptr means failure
compositor_t* compositor_init(uint32_t width, uint32_t height);
// Destroy compositor and free resources. Everything dies with it.
void compositor_destroy(compositor_t* comp);
// Insert element, returns unique ID
// FB format is ARGB8888 and it always will be
// The compositor takes a reference, caller must keep alive until removed
// 0 means failure, valid IDs start from 1
element_handle_t compositor_insert(compositor_t* comp,
const uint32_t* fb,
uint32_t fb_width,
uint32_t fb_height,
int32_t x, int32_t y,
int32_t z_order, float scale,
anchor_point_t anchor);
// Remove element by ID
bool compositor_remove(compositor_t* comp, element_handle_t id);
// Setters, immediate effect
bool compositor_set_position(compositor_t* comp, element_handle_t id,
int32_t x, int32_t y);
bool compositor_set_zorder(compositor_t* comp, element_handle_t id,
int32_t z_order);
bool compositor_set_scale(compositor_t* comp, element_handle_t id,
float scale);
bool compositor_set_visible(compositor_t* comp, element_handle_t id,
bool visible);
bool compositor_set_alpha(compositor_t* comp, element_handle_t id,
float alpha);
// Advances all animations by a given time delta.
void compositor_tick(compositor_t* comp, float delta_time_sec);
// Sets a target state to advance over time by tick()
// Queue means the animation will start after the previous animation completed
// Not queueing will play the animation alongside any current animation
// You cannot stack the same type of animation without queueing, the second call will cancel the first call.
bool compositor_animate_move(compositor_t* comp, element_handle_t id,
int32_t to_x, int32_t to_y,
float duration_sec, easing_t easing, bool queue, bool parallel);
bool compositor_animate_fade(compositor_t* comp, element_handle_t id,
float to_alpha,
float duration_sec, easing_t easing, bool queue, bool parallel);
bool compositor_animate_scale(compositor_t* comp, element_handle_t id,
float to_scale,
float duration_sec, easing_t easing, bool queue, bool parallel);
// Immediately finish all animations on a specific object (optionally only N queued, 0 = all), or every object.
bool compositor_animation_finish_element(compositor_t* comp, element_handle_t id, int num_queued /*0=all*/);
void compositor_animation_finish_all(compositor_t* comp);
// Returns true if any element is animating or has queued animations.
bool compositor_is_animating(compositor_t* comp);
// Returns true if the specified element is animating or has queued animations.
bool compositor_is_element_animating(compositor_t* comp, element_handle_t id);
// Compose all visible elements and return framebuffer pointer
const uint32_t* compositor_compose(compositor_t* comp);
// Mark an element's content as dirty for redrawing
bool compositor_mark_content_dirty(compositor_t* comp, element_handle_t id);
void compositor_mark_all_dirty(compositor_t* comp);
#ifdef __cplusplus
}
#endif
#endif // COMPOSITOR_H