ntk 6.5.0 → 6.6.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/app.js +20 -0
- package/lib/renderingcontext_2d.js +22 -5
- package/lib/window.js +5 -7
- package/package.json +1 -1
package/lib/app.js
CHANGED
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@@ -146,6 +146,26 @@ export default class App {
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146
146
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return chooseGLXConfig(this, spec);
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147
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}
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148
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149
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+
/**
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150
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* Find a 32-bit TrueColor visual with an alpha channel, for per-pixel
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151
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* transparent windows (ARGB). Returns `{ visual, depth: 32 }` — pass
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152
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* these to `createWindow()` together with `backgroundPixel: 0`. Returns
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153
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* `null` when the server has no such visual (XQuartz, for example).
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154
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*
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155
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* The compositor blends the window's alpha channel automatically; no
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156
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* Composite extension calls or EWMH properties are needed from the client.
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157
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* Without a running compositor, transparent regions render black.
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158
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*/
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159
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+
findArgbVisual(screen = 0) {
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160
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const depths = this.display.screen[screen].depths;
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161
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const visuals = depths?.[32];
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162
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if (!visuals) return null;
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163
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for (const [id, visual] of Object.entries(visuals)) {
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164
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if (visual.class === 4) return { visual: Number(id), depth: 32 };
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165
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}
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166
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return null;
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167
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}
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168
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+
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149
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rootWindow(screen = 0) {
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return new Window(this, { id: this.display.screen[screen].root });
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}
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@@ -284,6 +284,9 @@ class RenderingContext2d {
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: depth === 8
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? this.Render.a8
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: this.Render.rgb24;
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287
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+
// Does the target have a real alpha channel? Only then is "transparent"
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288
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// a colour it can hold, which is what clearRect turns on.
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289
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this._hasAlpha = depth === 32;
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this.picture = new Picture(this.window.app, {
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drawable: target,
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format,
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@@ -1363,12 +1366,19 @@ class RenderingContext2d {
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// ------------------------------------------------------------------
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// drawing
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1365
1368
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1369
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// Clearing means "back to nothing", and what nothing looks like depends on
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1370
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// whether the target can hold transparency. A depth-32 ARGB window gets
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1371
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// transparent black, the canvas spec's answer, and the compositor shows
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1372
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// whatever is behind it. Anything else has no alpha channel to write, so
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1373
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// clearing stays opaque white — the paper an opaque window starts from,
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1374
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// and what every caller predating ARGB windows expects.
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clearRect(x, y, w, h) {
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1376
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const alpha = this._hasAlpha;
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1367
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if (matIsIdentity(this._m) && !this._clips.length) {
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1368
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this.Render.FillRectangles(
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this.Render.PictOp.Src,
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this.picture.id,
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1371
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-
[1, 1, 1, 1],
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1381
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alpha ? [0, 0, 0, 0] : [1, 1, 1, 1],
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[x, y, w, h],
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);
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this._markDirty();
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@@ -1376,11 +1386,18 @@ class RenderingContext2d {
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}
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const tmp = new Path2D();
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1378
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tmp.rect(x, y, w, h);
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1379
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-
//
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1380
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-
//
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1389
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// Transformed or clipped, so the rect is a polygon and the erase has to
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1390
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// run through the coverage mask. OutReverse is `dst OUT src`: against an
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1391
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// opaque source it scales the destination by 1 - coverage, erasing to
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1392
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// transparent with an antialiased edge. PictOpSrc would take the whole
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1393
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// bounding box with it, coverage or not. Opaque targets keep the old
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1394
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// behaviour: paint white over the shape, ignoring alpha and the
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1395
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// composite op but honoring the clip, matching the fast path above.
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this._fillPolys(flattenPath(tmp._cmds, this._m), "nonzero", {
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1382
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-
src:
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1383
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-
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1397
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src: alpha
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1398
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? this.createSolidPicture(0, 0, 0, 1)
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1399
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: this.createSolidPicture(1, 1, 1, 1),
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1400
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op: alpha ? this.Render.PictOp.OutReverse : this.Render.PictOp.Over,
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alpha: 1,
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});
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}
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package/lib/window.js
CHANGED
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@@ -697,27 +697,25 @@ export default class Window extends Drawable {
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697
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}
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698
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699
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// grow-only backing pixmap (re)allocation, with headroom (see
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700
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-
// BACKING_GRANULARITY); new area is cleared to
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700
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// BACKING_GRANULARITY); new area is cleared to the window's background
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701
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// (white for opaque windows, fully transparent for depth-32 ARGB ones)
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701
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_allocBacking(w, h) {
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const cur = this._backing;
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if (cur && cur.width >= w && cur.height >= h) return;
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const roundUp = (v) => Math.ceil(v / BACKING_GRANULARITY) * BACKING_GRANULARITY;
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const newW = roundUp(Math.max(w, cur ? cur.width : 0));
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const newH = roundUp(Math.max(h, cur ? cur.height : 0));
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708
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const depth = this.depth || this.display.screen[0].root_depth;
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707
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const pixmap = new Pixmap(this.app, {
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parent: this,
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width: newW,
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height: newH,
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711
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-
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712
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-
// different depths is a BadMatch
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713
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-
depth: this.depth || this.display.screen[0].root_depth
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713
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+
depth
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714
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});
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715
715
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if (!this._clearGc) {
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716
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-
// reusable across reallocs: a GC is valid for any drawable of the
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717
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// same screen and depth, so one outlives every backing pixmap
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718
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this._clearGc = this.X.AllocID();
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719
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this.X.CreateGC(this._clearGc, pixmap.id, {
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720
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-
foreground: this.display.screen[0].white_pixel,
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718
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foreground: depth === 32 ? 0 : this.display.screen[0].white_pixel,
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721
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graphicsExposures: 0
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});
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}
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