terminal/src/renderer/base/renderer.cpp
Josh Soref 9c452cd985
Upgrade to check-spelling v0.0.25 (#18940)
- Various spelling fixes
- Refresh metadata (including dictionaries)
- Upgrade to v0.0.25

## Validation Steps Performed

- check-spelling has been automatically testing this repository for a
while now on a daily basis to ensure that it works fairly reliably:
https://github.com/check-spelling-sandbox/autotest-check-spelling/actions/workflows/microsoft-terminal-spelling2.yml

Specific in-code fixes:
- winget
- whereas
- tl;dr
- set up
- otherwise,
- more,
- macbook
- its
- invalid
- in order to
- if
- if the
- for this tab,...
- fall back
- course,
- cch
- aspect
- archaeologists
- an
- all at once
- a
- `...`
- ; otherwise,

Signed-off-by: Josh Soref <2119212+jsoref@users.noreply.github.com>
2025-06-24 15:54:04 -05:00

1487 lines
56 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "precomp.h"
#include "renderer.hpp"
using namespace Microsoft::Console::Render;
using namespace Microsoft::Console::Types;
using PointTree = interval_tree::IntervalTree<til::point, size_t>;
static constexpr auto maxRetriesForRenderEngine = 3;
// The renderer will wait this number of milliseconds * how many tries have elapsed before trying again.
static constexpr auto renderBackoffBaseTimeMilliseconds{ 150 };
#define FOREACH_ENGINE(var) \
for (auto var : _engines) \
if (!var) \
break; \
else
// Routine Description:
// - Creates a new renderer controller for a console.
// Arguments:
// - pData - The interface to console data structures required for rendering
// Return Value:
// - An instance of a Renderer.
Renderer::Renderer(RenderSettings& renderSettings, IRenderData* pData) :
_renderSettings(renderSettings),
_pData(pData)
{
}
IRenderData* Renderer::GetRenderData() const noexcept
{
return _pData;
}
// Routine Description:
// - Walks through the console data structures to compose a new frame based on the data that has changed since last call and outputs it to the connected rendering engine.
// Arguments:
// - <none>
// Return Value:
// - HRESULT S_OK, GDI error, Safe Math error, or state/argument errors.
[[nodiscard]] HRESULT Renderer::PaintFrame()
{
auto tries = maxRetriesForRenderEngine;
while (tries > 0)
{
// BODGY: Optimally we would want to retry per engine, but that causes different
// problems (intermittent inconsistent states between text renderer and UIA output,
// not being able to lock the cursor location, etc.).
const auto hr = _PaintFrame();
if (SUCCEEDED(hr))
{
break;
}
LOG_HR_IF(hr, hr != E_PENDING);
if (--tries == 0)
{
// Stop trying.
_thread.DisablePainting();
if (_pfnRendererEnteredErrorState)
{
_pfnRendererEnteredErrorState();
}
// If there's no callback, we still don't want to FAIL_FAST: the renderer going black
// isn't near as bad as the entire application aborting. We're a component. We shouldn't
// abort applications that host us.
return S_FALSE;
}
// Add a bit of backoff.
// Sleep 150ms, 300ms, 450ms before failing out and disabling the renderer.
Sleep(renderBackoffBaseTimeMilliseconds * (maxRetriesForRenderEngine - tries));
}
return S_OK;
}
[[nodiscard]] HRESULT Renderer::_PaintFrame() noexcept
{
{
_pData->LockConsole();
auto unlock = wil::scope_exit([&]() {
_pData->UnlockConsole();
});
if (_isSynchronizingOutput)
{
_synchronizeWithOutput();
}
// Last chance check if anything scrolled without an explicit invalidate notification since the last frame.
_CheckViewportAndScroll();
_invalidateCurrentCursor(); // Invalidate the previous cursor position.
_invalidateOldComposition();
_updateCursorInfo();
_compositionCache.reset();
_invalidateCurrentCursor(); // Invalidate the new cursor position.
_prepareNewComposition();
FOREACH_ENGINE(pEngine)
{
RETURN_IF_FAILED(_PaintFrameForEngine(pEngine));
}
}
FOREACH_ENGINE(pEngine)
{
RETURN_IF_FAILED(pEngine->Present());
}
return S_OK;
}
[[nodiscard]] HRESULT Renderer::_PaintFrameForEngine(_In_ IRenderEngine* const pEngine) noexcept
try
{
FAIL_FAST_IF_NULL(pEngine); // This is a programming error. Fail fast.
// Try to start painting a frame
const auto hr = pEngine->StartPaint();
RETURN_IF_FAILED(hr);
// Return early if there's nothing to paint.
// The renderer itself tracks if there's something to do with the title, the
// engine won't know that.
if (S_FALSE == hr)
{
return S_OK;
}
auto endPaint = wil::scope_exit([&]() {
LOG_IF_FAILED(pEngine->EndPaint());
// If the engine tells us it really wants to redraw immediately,
// tell the thread so it doesn't go to sleep and ticks again
// at the next opportunity.
if (pEngine->RequiresContinuousRedraw())
{
NotifyPaintFrame();
}
});
// A. Prep Colors
RETURN_IF_FAILED(_UpdateDrawingBrushes(pEngine, {}, false, true));
// B. Perform Scroll Operations
RETURN_IF_FAILED(_PerformScrolling(pEngine));
// C. Prepare the engine with additional information before we start drawing.
RETURN_IF_FAILED(_PrepareRenderInfo(pEngine));
// 1. Paint Background
RETURN_IF_FAILED(_PaintBackground(pEngine));
// 2. Paint Rows of Text
_PaintBufferOutput(pEngine);
// 4. Paint Selection
_PaintSelection(pEngine);
// 5. Paint Cursor
_PaintCursor(pEngine);
// 6. Paint window title
RETURN_IF_FAILED(_PaintTitle(pEngine));
// Force scope exit end paint to finish up collecting information and possibly painting
endPaint.reset();
// As we leave the scope, EndPaint will be called (declared above)
return S_OK;
}
CATCH_RETURN()
void Renderer::NotifyPaintFrame() noexcept
{
// The thread will provide throttling for us.
_thread.NotifyPaint();
}
// NOTE: You must be holding the console lock when calling this function.
void Renderer::SynchronizedOutputChanged() noexcept
{
const auto so = _renderSettings.GetRenderMode(RenderSettings::Mode::SynchronizedOutput);
if (_isSynchronizingOutput == so)
{
return;
}
// If `_isSynchronizingOutput` is true, it'll kick the
// render thread into calling `_synchronizeWithOutput()`...
_isSynchronizingOutput = so;
if (!_isSynchronizingOutput)
{
// ...otherwise, unblock `_synchronizeWithOutput()` from the `WaitOnAddress` call.
WakeByAddressSingle(&_isSynchronizingOutput);
// It's crucial to give the render thread at least a chance to gain the lock.
// Otherwise, a VT application could continuously spam DECSET 2026 (Synchronized Output) and
// essentially drop our renderer to 10 FPS, because `_isSynchronizingOutput` is always true.
//
// Obviously calling LockConsole/UnlockConsole here is an awful, ugly hack,
// since there's no guarantee that this is the same lock as the one the VT parser uses.
// But the alternative is Denial-Of-Service of the render thread.
//
// Note that this causes raw throughput of DECSET 2026 to be comparatively low, but that's fine.
// Apps that use DECSET 2026 don't produce that sequence continuously, but rather at a fixed rate.
_pData->UnlockConsole();
_pData->LockConsole();
}
}
void Renderer::_synchronizeWithOutput() noexcept
{
constexpr DWORD timeout = 100;
UINT64 start = 0;
DWORD elapsed = 0;
bool wrong = false;
QueryUnbiasedInterruptTime(&start);
// Wait for `_isSynchronizingOutput` to be set to false or for a timeout to occur.
while (true)
{
// We can't call a blocking function while holding the console lock, so release it temporarily.
_pData->UnlockConsole();
const auto ok = WaitOnAddress(&_isSynchronizingOutput, &wrong, sizeof(_isSynchronizingOutput), timeout - elapsed);
_pData->LockConsole();
if (!ok || !_isSynchronizingOutput)
{
break;
}
UINT64 now;
QueryUnbiasedInterruptTime(&now);
elapsed = static_cast<DWORD>((now - start) / 10000);
if (elapsed >= timeout)
{
break;
}
}
// If a timeout occurred, `_isSynchronizingOutput` may still be true.
// Set it to false now to skip calling `_synchronizeWithOutput()` on the next frame.
_isSynchronizingOutput = false;
_renderSettings.SetRenderMode(RenderSettings::Mode::SynchronizedOutput, false);
}
// Routine Description:
// - Called when the system has requested we redraw a portion of the console.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::TriggerSystemRedraw(const til::rect* const prcDirtyClient)
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateSystem(prcDirtyClient));
}
NotifyPaintFrame();
}
// Routine Description:
// - Called when a particular region within the console buffer has changed.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::TriggerRedraw(const Viewport& region)
{
auto view = _pData->GetViewport();
auto srUpdateRegion = region.ToExclusive();
// If the dirty region has double width lines, we need to double the size of
// the right margin to make sure all the affected cells are invalidated.
const auto& buffer = _pData->GetTextBuffer();
for (auto row = srUpdateRegion.top; row < srUpdateRegion.bottom; row++)
{
if (buffer.IsDoubleWidthLine(row))
{
srUpdateRegion.right *= 2;
break;
}
}
if (view.TrimToViewport(&srUpdateRegion))
{
view.ConvertToOrigin(&srUpdateRegion);
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->Invalidate(&srUpdateRegion));
}
NotifyPaintFrame();
}
}
// Routine Description:
// - Called when a particular coordinate within the console buffer has changed.
// Arguments:
// - pcoord: The buffer-space coordinate that has changed.
// Return Value:
// - <none>
void Renderer::TriggerRedraw(const til::point* const pcoord)
{
TriggerRedraw(Viewport::FromDimensions(*pcoord, { 1, 1 })); // this will notify to paint if we need it.
}
// Routine Description:
// - Called when something that changes the output state has occurred and the entire frame is now potentially invalid.
// - NOTE: Use sparingly. Try to reduce the refresh region where possible. Only use when a global state change has occurred.
// Arguments:
// - backgroundChanged - Set to true if the background color has changed.
// - frameChanged - Set to true if the frame colors have changed.
// Return Value:
// - <none>
void Renderer::TriggerRedrawAll(const bool backgroundChanged, const bool frameChanged)
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateAll());
}
NotifyPaintFrame();
if (backgroundChanged && _pfnBackgroundColorChanged)
{
_pfnBackgroundColorChanged();
}
if (frameChanged && _pfnFrameColorChanged)
{
_pfnFrameColorChanged();
}
}
// Method Description:
// - Called when the host is about to die, to give the renderer one last chance
// to paint before the host exits.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::TriggerTeardown() noexcept
{
// We need to shut down the paint thread on teardown.
_thread.TriggerTeardown();
}
// Routine Description:
// - Called when the selected area in the console has changed.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::TriggerSelection()
try
{
const auto spans = _pData->GetSelectionSpans();
if (spans.size() != _lastSelectionPaintSize || (!spans.empty() && _lastSelectionPaintSpan != til::point_span{ spans.front().start, spans.back().end }))
{
std::vector<til::rect> newSelectionViewportRects;
_lastSelectionPaintSize = spans.size();
if (_lastSelectionPaintSize)
{
_lastSelectionPaintSpan = til::point_span{ spans.front().start, spans.back().end };
const auto& buffer = _pData->GetTextBuffer();
const auto bufferWidth = buffer.GetSize().Width();
const til::rect vp{ _viewport.ToExclusive() };
for (auto&& sp : spans)
{
sp.iterate_rows_exclusive(bufferWidth, [&](til::CoordType row, til::CoordType min, til::CoordType max) {
const auto shift = buffer.GetLineRendition(row) != LineRendition::SingleWidth ? 1 : 0;
min <<= shift;
max <<= shift;
til::rect r{ min, row, max, row + 1 };
newSelectionViewportRects.emplace_back(r.to_origin(vp));
});
}
}
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateSelection(_lastSelectionRectsByViewport));
LOG_IF_FAILED(pEngine->InvalidateSelection(newSelectionViewportRects));
}
std::exchange(_lastSelectionRectsByViewport, newSelectionViewportRects);
NotifyPaintFrame();
}
}
CATCH_LOG()
// Routine Description:
// - Called when the search highlight areas in the console have changed.
void Renderer::TriggerSearchHighlight(const std::vector<til::point_span>& oldHighlights)
try
{
// no need to invalidate focused search highlight separately as they are
// included in (all) search highlights.
const auto newHighlights = _pData->GetSearchHighlights();
if (oldHighlights.empty() && newHighlights.empty())
{
return;
}
const auto& buffer = _pData->GetTextBuffer();
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateHighlight(oldHighlights, buffer));
LOG_IF_FAILED(pEngine->InvalidateHighlight(newHighlights, buffer));
}
NotifyPaintFrame();
}
CATCH_LOG()
// Routine Description:
// - Called when we want to check if the viewport has moved and scroll accordingly if so.
// Arguments:
// - <none>
// Return Value:
// - True if something changed and we scrolled. False otherwise.
bool Renderer::_CheckViewportAndScroll()
{
const auto srOldViewport = _viewport.ToInclusive();
const auto srNewViewport = _pData->GetViewport().ToInclusive();
if (!_forceUpdateViewport && srOldViewport == srNewViewport)
{
return false;
}
_viewport = Viewport::FromInclusive(srNewViewport);
_forceUpdateViewport = false;
til::point coordDelta;
coordDelta.x = srOldViewport.left - srNewViewport.left;
coordDelta.y = srOldViewport.top - srNewViewport.top;
FOREACH_ENGINE(engine)
{
LOG_IF_FAILED(engine->UpdateViewport(srNewViewport));
LOG_IF_FAILED(engine->InvalidateScroll(&coordDelta));
}
_ScrollPreviousSelection(coordDelta);
// The cursor may have moved out of or into the viewport. Update the .inViewport property.
{
const auto view = ScreenToBufferLine(srNewViewport, _currentCursorOptions.lineRendition);
auto coordCursor = _currentCursorOptions.coordCursor;
// `coordCursor` was stored in viewport-relative while `view` is in absolute coordinates.
// --> Turn it back into the absolute coordinates with the help of the viewport.
// We have to use the new viewport, because _ScrollPreviousSelection adjusts the cursor position to match the new one.
coordCursor.y += srNewViewport.top;
// Note that we allow the X coordinate to be outside the left border by 1 position,
// because the cursor could still be visible if the focused character is double width.
const auto xInRange = coordCursor.x >= view.left - 1 && coordCursor.x <= view.right;
const auto yInRange = coordCursor.y >= view.top && coordCursor.y <= view.bottom;
_currentCursorOptions.inViewport = xInRange && yInRange;
}
return true;
}
// Routine Description:
// - Called when a scroll operation has occurred by manipulating the viewport.
// - This is a special case as calling out scrolls explicitly drastically improves performance.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::TriggerScroll()
{
if (_CheckViewportAndScroll())
{
NotifyPaintFrame();
}
}
// Routine Description:
// - Called when a scroll operation wishes to explicitly adjust the frame by the given coordinate distance.
// - This is a special case as calling out scrolls explicitly drastically improves performance.
// - This should only be used when the viewport is not modified. It lets us know we can "scroll anyway" to save perf,
// because the backing circular buffer rotated out from behind the viewport.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::TriggerScroll(const til::point* const pcoordDelta)
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateScroll(pcoordDelta));
}
_ScrollPreviousSelection(*pcoordDelta);
NotifyPaintFrame();
}
// Routine Description:
// - Called when the title of the console window has changed. Indicates that we
// should update the title on the next frame.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::TriggerTitleChange()
{
const auto newTitle = _pData->GetConsoleTitle();
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateTitle(newTitle));
}
NotifyPaintFrame();
}
void Renderer::TriggerNewTextNotification(const std::wstring_view newText)
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->NotifyNewText(newText));
}
}
// Routine Description:
// - Update the title for a particular engine.
// Arguments:
// - pEngine: the engine to update the title for.
// Return Value:
// - the HRESULT of the underlying engine's UpdateTitle call.
HRESULT Renderer::_PaintTitle(IRenderEngine* const pEngine)
{
const auto newTitle = _pData->GetConsoleTitle();
return pEngine->UpdateTitle(newTitle);
}
// Routine Description:
// - Called when a change in font or DPI has been detected.
// Arguments:
// - iDpi - New DPI value
// - FontInfoDesired - A description of the font we would like to have.
// - FontInfo - Data that will be fixed up/filled on return with the chosen font data.
// Return Value:
// - <none>
void Renderer::TriggerFontChange(const int iDpi, const FontInfoDesired& FontInfoDesired, _Out_ FontInfo& FontInfo)
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->UpdateDpi(iDpi));
LOG_IF_FAILED(pEngine->UpdateFont(FontInfoDesired, FontInfo));
}
NotifyPaintFrame();
}
// Routine Description:
// - Called when the active soft font has been updated.
// Arguments:
// - bitPattern - An array of scanlines representing all the glyphs in the font.
// - cellSize - The cell size for an individual glyph.
// - centeringHint - The horizontal extent that glyphs are offset from center.
// Return Value:
// - <none>
void Renderer::UpdateSoftFont(const std::span<const uint16_t> bitPattern, const til::size cellSize, const size_t centeringHint)
{
// We reserve PUA code points U+EF20 to U+EF7F for soft fonts, but the range
// that we test for in _IsSoftFontChar will depend on the size of the active
// bitPattern. If it's empty (i.e. no soft font is set), then nothing will
// match, and those code points will be treated the same as everything else.
const auto softFontCharCount = cellSize.height ? bitPattern.size() / cellSize.height : 0;
_lastSoftFontChar = _firstSoftFontChar + softFontCharCount - 1;
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->UpdateSoftFont(bitPattern, cellSize, centeringHint));
}
TriggerRedrawAll();
}
// We initially tried to have a "_isSoftFontChar" member function, but MSVC
// failed to inline it at _all_ call sites (check invocations inside loops).
// This issue strangely doesn't occur with static functions.
bool Renderer::s_IsSoftFontChar(const std::wstring_view& v, const size_t firstSoftFontChar, const size_t lastSoftFontChar)
{
return v.size() == 1 && v[0] >= firstSoftFontChar && v[0] <= lastSoftFontChar;
}
// Routine Description:
// - Get the information on what font we would be using if we decided to create a font with the given parameters
// - This is for use with speculative calculations.
// Arguments:
// - iDpi - The DPI of the target display
// - pFontInfoDesired - A description of the font we would like to have.
// - pFontInfo - Data that will be fixed up/filled on return with the chosen font data.
// Return Value:
// - S_OK if set successfully or relevant GDI error via HRESULT.
[[nodiscard]] HRESULT Renderer::GetProposedFont(const int iDpi, const FontInfoDesired& FontInfoDesired, _Out_ FontInfo& FontInfo)
{
// There will only every really be two engines - the real head and the VT
// renderer. We won't know which is which, so iterate over them.
// Only return the result of the successful one if it's not S_FALSE (which is the VT renderer)
// TODO: 14560740 - The Window might be able to get at this info in a more sane manner
FOREACH_ENGINE(pEngine)
{
const auto hr = LOG_IF_FAILED(pEngine->GetProposedFont(FontInfoDesired, FontInfo, iDpi));
// We're looking for specifically S_OK, S_FALSE is not good enough.
if (hr == S_OK)
{
return hr;
}
}
return E_FAIL;
}
// Routine Description:
// - Tests against the current rendering engine to see if this particular character would be considered
// full-width (inscribed in a square, twice as wide as a standard Western character, typically used for CJK
// languages) or half-width.
// - Typically used to determine how many positions in the backing buffer a particular character should fill.
// NOTE: This only handles 1 or 2 wide (in monospace terms) characters.
// Arguments:
// - glyph - the utf16 encoded codepoint to test
// Return Value:
// - True if the codepoint is full-width (two wide), false if it is half-width (one wide).
bool Renderer::IsGlyphWideByFont(const std::wstring_view glyph)
{
auto fIsFullWidth = false;
// There will only every really be two engines - the real head and the VT
// renderer. We won't know which is which, so iterate over them.
// Only return the result of the successful one if it's not S_FALSE (which is the VT renderer)
// TODO: 14560740 - The Window might be able to get at this info in a more sane manner
FOREACH_ENGINE(pEngine)
{
const auto hr = LOG_IF_FAILED(pEngine->IsGlyphWideByFont(glyph, &fIsFullWidth));
// We're looking for specifically S_OK, S_FALSE is not good enough.
if (hr == S_OK)
{
break;
}
}
return fIsFullWidth;
}
// Routine Description:
// - Sets an event in the render thread that allows it to proceed, thus enabling painting.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::EnablePainting()
{
// When the renderer is constructed, the initial viewport won't be available yet,
// but once EnablePainting is called it should be safe to retrieve.
_viewport = _pData->GetViewport();
_thread.EnablePainting();
}
// Routine Description:
// - Paint helper to fill in the background color of the invalid area within the frame.
// Arguments:
// - <none>
// Return Value:
// - <none>
[[nodiscard]] HRESULT Renderer::_PaintBackground(_In_ IRenderEngine* const pEngine)
{
return pEngine->PaintBackground();
}
// Routine Description:
// - Paint helper to copy the primary console buffer text onto the screen.
// - This portion primarily handles figuring the current viewport, comparing it/trimming it versus the invalid portion of the frame, and queuing up, row by row, which pieces of text need to be further processed.
// - See also: Helper functions that separate out each complexity of text rendering.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::_PaintBufferOutput(_In_ IRenderEngine* const pEngine)
{
// This is the subsection of the entire screen buffer that is currently being presented.
// It can move left/right or top/bottom depending on how the viewport is scrolled
// relative to the entire buffer.
const auto view = _pData->GetViewport();
const auto compositionRow = _compositionCache ? _compositionCache->absoluteOrigin.y : -1;
const auto& activeComposition = _pData->GetActiveComposition();
// This is effectively the number of cells on the visible screen that need to be redrawn.
// The origin is always 0, 0 because it represents the screen itself, not the underlying buffer.
std::span<const til::rect> dirtyAreas;
LOG_IF_FAILED(pEngine->GetDirtyArea(dirtyAreas));
// This is to make sure any transforms are reset when this paint is finished.
auto resetLineTransform = wil::scope_exit([&]() {
LOG_IF_FAILED(pEngine->ResetLineTransform());
});
for (const auto& dirtyRect : dirtyAreas)
{
if (!dirtyRect)
{
continue;
}
auto dirty = Viewport::FromExclusive(dirtyRect);
// Shift the origin of the dirty region to match the underlying buffer so we can
// compare the two regions directly for intersection.
dirty = Viewport::Offset(dirty, view.Origin());
// The intersection between what is dirty on the screen (in need of repaint)
// and what is supposed to be visible on the screen (the viewport) is what
// we need to walk through line-by-line and repaint onto the screen.
const auto redraw = Viewport::Intersect(dirty, view);
// Retrieve the text buffer so we can read information out of it.
auto& buffer = _pData->GetTextBuffer();
// Now walk through each row of text that we need to redraw.
for (auto row = redraw.Top(); row < redraw.BottomExclusive(); row++)
{
// Calculate the boundaries of a single line. This is from the left to right edge of the dirty
// area in width and exactly 1 tall.
const auto screenLine = til::inclusive_rect{ redraw.Left(), row, redraw.RightInclusive(), row };
const auto& r = buffer.GetRowByOffset(row);
// Draw the active composition.
// We have to use some tricks here with const_cast, because the code after it relies on TextBufferCellIterator,
// which isn't compatible with the scratchpad row. This forces us to back up and modify the actual row `r`.
ROW* rowBackup = nullptr;
if (row == compositionRow)
{
auto& scratch = buffer.GetScratchpadRow();
scratch.CopyFrom(r);
rowBackup = &scratch;
std::wstring_view text{ activeComposition.text };
RowWriteState state{
.columnLimit = r.GetReadableColumnCount(),
.columnEnd = _compositionCache->absoluteOrigin.x,
};
size_t off = 0;
for (const auto& range : activeComposition.attributes)
{
const auto len = range.len;
auto attr = range.attr;
// Use the color at the cursor if TSF didn't specify any explicit color.
if (attr.GetBackground().IsDefault())
{
attr.SetBackground(_compositionCache->baseAttribute.GetBackground());
}
if (attr.GetForeground().IsDefault())
{
attr.SetForeground(_compositionCache->baseAttribute.GetForeground());
}
state.text = text.substr(off, len);
state.columnBegin = state.columnEnd;
const_cast<ROW&>(r).ReplaceText(state);
const_cast<ROW&>(r).ReplaceAttributes(state.columnBegin, state.columnEnd, attr);
off += len;
}
}
const auto restore = wil::scope_exit([&] {
if (rowBackup)
{
const_cast<ROW&>(r).CopyFrom(*rowBackup);
}
});
// Convert the screen coordinates of the line to an equivalent
// range of buffer cells, taking line rendition into account.
const auto lineRendition = buffer.GetLineRendition(row);
const auto bufferLine = Viewport::FromInclusive(ScreenToBufferLine(screenLine, lineRendition));
// Find where on the screen we should place this line information. This requires us to re-map
// the buffer-based origin of the line back onto the screen-based origin of the line.
// For example, the screen might say we need to paint line 1 because it is dirty but the viewport
// is actually looking at line 26 relative to the buffer. This means that we need line 27 out
// of the backing buffer to fill in line 1 of the screen.
const auto screenPosition = bufferLine.Origin() - til::point{ 0, view.Top() };
// Retrieve the cell information iterator limited to just this line we want to redraw.
auto it = buffer.GetCellDataAt(bufferLine.Origin(), bufferLine);
// Calculate if two things are true:
// 1. this row wrapped
// 2. We're painting the last col of the row.
// In that case, set lineWrapped=true for the _PaintBufferOutputHelper call.
const auto lineWrapped = (buffer.GetRowByOffset(bufferLine.Origin().y).WasWrapForced()) &&
(bufferLine.RightExclusive() == buffer.GetSize().Width());
// Prepare the appropriate line transform for the current row and viewport offset.
LOG_IF_FAILED(pEngine->PrepareLineTransform(lineRendition, screenPosition.y, view.Left()));
// Ask the helper to paint through this specific line.
_PaintBufferOutputHelper(pEngine, it, screenPosition, lineWrapped);
// Paint any image content on top of the text.
const auto imageSlice = buffer.GetRowByOffset(row).GetImageSlice();
if (imageSlice) [[unlikely]]
{
LOG_IF_FAILED(pEngine->PaintImageSlice(*imageSlice, screenPosition.y, view.Left()));
}
}
}
}
static bool _IsAllSpaces(const std::wstring_view v)
{
// first non-space char is not found (is npos)
return v.find_first_not_of(L' ') == decltype(v)::npos;
}
void Renderer::_PaintBufferOutputHelper(_In_ IRenderEngine* const pEngine,
TextBufferCellIterator it,
const til::point target,
const bool lineWrapped)
{
auto globalInvert{ _renderSettings.GetRenderMode(RenderSettings::Mode::ScreenReversed) };
// If we have valid data, let's figure out how to draw it.
if (it)
{
// TODO: MSFT: 20961091 - This is a perf issue. Instead of rebuilding this and allocing memory to hold the reinterpretation,
// we should have an iterator/view adapter for the rendering.
// That would probably also eliminate the RenderData needing to give us the entire TextBuffer as well...
// Retrieve the iterator for one line of information.
til::CoordType cols = 0;
// Retrieve the first color.
auto color = it->TextAttr();
// Retrieve the first pattern id
auto patternIds = _pData->GetPatternId(target);
// Determine whether we're using a soft font.
auto usingSoftFont = s_IsSoftFontChar(it->Chars(), _firstSoftFontChar, _lastSoftFontChar);
// And hold the point where we should start drawing.
auto screenPoint = target;
// This outer loop will continue until we reach the end of the text we are trying to draw.
while (it)
{
// Hold onto the current run color right here for the length of the outer loop.
// We'll be changing the persistent one as we run through the inner loops to detect
// when a run changes, but we will still need to know this color at the bottom
// when we go to draw gridlines for the length of the run.
const auto currentRunColor = color;
// Hold onto the current pattern id as well
const auto currentPatternId = patternIds;
// Update the drawing brushes with our color and font usage.
THROW_IF_FAILED(_UpdateDrawingBrushes(pEngine, currentRunColor, usingSoftFont, false));
// Advance the point by however many columns we've just outputted and reset the accumulator.
screenPoint.x += cols;
cols = 0;
// Hold onto the start of this run iterator and the target location where we started
// in case we need to do some special work to paint the line drawing characters.
const auto currentRunItStart = it;
const auto currentRunTargetStart = screenPoint;
// Ensure that our cluster vector is clear.
_clusterBuffer.clear();
// Reset our flag to know when we're in the special circumstance
// of attempting to draw only the right-half of a two-column character
// as the first item in our run.
auto trimLeft = false;
// Run contains wide character (>1 columns)
auto containsWideCharacter = false;
// This inner loop will accumulate clusters until the color changes.
// When the color changes, it will save the new color off and break.
// We also accumulate clusters according to regex patterns
do
{
til::point thisPoint{ screenPoint.x + cols, screenPoint.y };
const auto thisPointPatterns = _pData->GetPatternId(thisPoint);
const auto thisUsingSoftFont = s_IsSoftFontChar(it->Chars(), _firstSoftFontChar, _lastSoftFontChar);
const auto changedPatternOrFont = patternIds != thisPointPatterns || usingSoftFont != thisUsingSoftFont;
if (color != it->TextAttr() || changedPatternOrFont)
{
auto newAttr{ it->TextAttr() };
// foreground doesn't matter for runs of spaces (!)
// if we trick it . . . we call Paint far fewer times for cmatrix
if (!_IsAllSpaces(it->Chars()) || !newAttr.HasIdenticalVisualRepresentationForBlankSpace(color, globalInvert) || changedPatternOrFont)
{
color = newAttr;
patternIds = thisPointPatterns;
usingSoftFont = thisUsingSoftFont;
break; // vend this run
}
}
// Walk through the text data and turn it into rendering clusters.
// Keep the columnCount as we go to improve performance over digging it out of the vector at the end.
auto columnCount = it->Columns();
// If we're on the first cluster to be added and it's marked as "trailing"
// (a.k.a. the right half of a two column character), then we need some special handling.
if (_clusterBuffer.empty() && it->DbcsAttr() == DbcsAttribute::Trailing)
{
// Move left to the one so the whole character can be struck correctly.
--screenPoint.x;
// And tell the next function to trim off the left half of it.
trimLeft = true;
// And add one to the number of columns we expect it to take as we insert it.
++columnCount;
}
if (columnCount > 1)
{
containsWideCharacter = true;
}
// Advance the cluster and column counts.
_clusterBuffer.emplace_back(it->Chars(), columnCount);
it += std::max(it->Columns(), 1); // prevent infinite loop for no visible columns
cols += columnCount;
} while (it);
// Do the painting.
THROW_IF_FAILED(pEngine->PaintBufferLine({ _clusterBuffer.data(), _clusterBuffer.size() }, screenPoint, trimLeft, lineWrapped));
// If we're allowed to do grid drawing, draw that now too (since it will be coupled with the color data)
// We're only allowed to draw the grid lines under certain circumstances.
if (_pData->IsGridLineDrawingAllowed())
{
// See GH: 803
// If we found a wide character while we looped above, it's possible we skipped over the right half
// attribute that could have contained different line information than the left half.
if (containsWideCharacter)
{
// Start from the original position in this run.
auto lineIt = currentRunItStart;
// Start from the original target in this run.
auto lineTarget = currentRunTargetStart;
// We need to go through the iterators again to ensure we get the lines associated with each
// exact column. The code above will condense two-column characters into one, but it is possible
// (like with the IME) that the line drawing characters will vary from the left to right half
// of a wider character.
// We could theoretically pre-pass for this in the loop above to be more efficient about walking
// the iterator, but I fear it would make the code even more confusing than it already is.
// Do that in the future if some WPR trace points you to this spot as super bad.
for (til::CoordType colsPainted = 0; colsPainted < cols; ++colsPainted, ++lineIt, ++lineTarget.x)
{
auto lines = lineIt->TextAttr();
_PaintBufferOutputGridLineHelper(pEngine, lines, 1, lineTarget);
}
}
else
{
// If nothing exciting is going on, draw the lines in bulk.
_PaintBufferOutputGridLineHelper(pEngine, currentRunColor, cols, screenPoint);
}
}
}
}
}
// Method Description:
// - Generates a GridLines structure from the values in the
// provided textAttribute
// Arguments:
// - textAttribute: the TextAttribute to generate GridLines from.
// Return Value:
// - a GridLineSet containing all the gridline info from the TextAttribute
GridLineSet Renderer::s_GetGridlines(const TextAttribute& textAttribute) noexcept
{
// Convert console grid line representations into rendering engine enum representations.
GridLineSet lines;
if (textAttribute.IsTopHorizontalDisplayed())
{
lines.set(GridLines::Top);
}
if (textAttribute.IsBottomHorizontalDisplayed())
{
lines.set(GridLines::Bottom);
}
if (textAttribute.IsLeftVerticalDisplayed())
{
lines.set(GridLines::Left);
}
if (textAttribute.IsRightVerticalDisplayed())
{
lines.set(GridLines::Right);
}
if (textAttribute.IsCrossedOut())
{
lines.set(GridLines::Strikethrough);
}
const auto underlineStyle = textAttribute.GetUnderlineStyle();
switch (underlineStyle)
{
case UnderlineStyle::NoUnderline:
break;
case UnderlineStyle::SinglyUnderlined:
lines.set(GridLines::Underline);
break;
case UnderlineStyle::DoublyUnderlined:
lines.set(GridLines::DoubleUnderline);
break;
case UnderlineStyle::CurlyUnderlined:
lines.set(GridLines::CurlyUnderline);
break;
case UnderlineStyle::DottedUnderlined:
lines.set(GridLines::DottedUnderline);
break;
case UnderlineStyle::DashedUnderlined:
lines.set(GridLines::DashedUnderline);
break;
default:
lines.set(GridLines::Underline);
break;
}
if (textAttribute.IsHyperlink())
{
lines.set(GridLines::HyperlinkUnderline);
}
return lines;
}
// Routine Description:
// - Paint helper for primary buffer output function.
// - This particular helper sets up the various box drawing lines that can be inscribed around any character in the buffer (left, right, top, underline).
// - See also: All related helpers and buffer output functions.
// Arguments:
// - textAttribute - The line/box drawing attributes to use for this particular run.
// - cchLine - The length of both pwsLine and pbKAttrsLine.
// - coordTarget - The X/Y coordinate position in the buffer which we're attempting to start rendering from.
// Return Value:
// - <none>
void Renderer::_PaintBufferOutputGridLineHelper(_In_ IRenderEngine* const pEngine,
const TextAttribute textAttribute,
const size_t cchLine,
const til::point coordTarget)
{
// Convert console grid line representations into rendering engine enum representations.
auto lines = Renderer::s_GetGridlines(textAttribute);
// For now, we dash underline patterns and switch to regular underline on hover
if (_isHoveredHyperlink(textAttribute) || _isInHoveredInterval(coordTarget))
{
lines.reset(GridLines::HyperlinkUnderline);
lines.set(GridLines::Underline);
}
// Return early if there are no lines to paint.
if (lines.any())
{
// Get the current foreground and underline colors to render the lines.
const auto fg = _renderSettings.GetAttributeColors(textAttribute).first;
const auto underlineColor = _renderSettings.GetAttributeUnderlineColor(textAttribute);
// Draw the lines
LOG_IF_FAILED(pEngine->PaintBufferGridLines(lines, fg, underlineColor, cchLine, coordTarget));
}
}
bool Renderer::_isHoveredHyperlink(const TextAttribute& textAttribute) const noexcept
{
return _hyperlinkHoveredId && _hyperlinkHoveredId == textAttribute.GetHyperlinkId();
}
bool Renderer::_isInHoveredInterval(const til::point coordTarget) const noexcept
{
return _hoveredInterval &&
_hoveredInterval->start <= coordTarget && coordTarget <= _hoveredInterval->stop &&
_pData->GetPatternId(coordTarget).size() > 0;
}
// Routine Description:
// - Retrieve information about the cursor, and pack it into a CursorOptions
// which the render engine can use for painting the cursor.
// - If the cursor is "off", or the cursor is out of bounds of the viewport,
// this will return nullopt (indicating the cursor shouldn't be painted this
// frame)
// Arguments:
// - <none>
// Return Value:
// - nullopt if the cursor is off or out-of-frame; otherwise, a CursorOptions
void Renderer::_updateCursorInfo()
{
// Get cursor position in buffer
auto coordCursor = _pData->GetCursorPosition();
// GH#3166: Only draw the cursor if it's actually in the viewport. It
// might be on the line that's in that partially visible row at the
// bottom of the viewport, the space that's not quite a full line in
// height. Since we don't draw that text, we shouldn't draw the cursor
// there either.
// The cursor is never rendered as double height, so we don't care about
// the exact line rendition - only whether it's double width or not.
const auto doubleWidth = _pData->GetTextBuffer().IsDoubleWidthLine(coordCursor.y);
const auto lineRendition = doubleWidth ? LineRendition::DoubleWidth : LineRendition::SingleWidth;
// We need to convert the screen coordinates of the viewport to an
// equivalent range of buffer cells, taking line rendition into account.
const auto viewport = _pData->GetViewport().ToInclusive();
const auto view = ScreenToBufferLine(viewport, lineRendition);
// Note that we allow the X coordinate to be outside the left border by 1 position,
// because the cursor could still be visible if the focused character is double width.
const auto xInRange = coordCursor.x >= view.left - 1 && coordCursor.x <= view.right;
const auto yInRange = coordCursor.y >= view.top && coordCursor.y <= view.bottom;
// Adjust cursor Y offset to viewport.
// The viewport X offset is saved in the options and handled with a transform.
coordCursor.y -= view.top;
const auto cursorColor = _renderSettings.GetColorTableEntry(TextColor::CURSOR_COLOR);
const auto useColor = cursorColor != INVALID_COLOR;
_currentCursorOptions.coordCursor = coordCursor;
_currentCursorOptions.viewportLeft = viewport.left;
_currentCursorOptions.lineRendition = lineRendition;
_currentCursorOptions.ulCursorHeightPercent = _pData->GetCursorHeight();
_currentCursorOptions.cursorPixelWidth = _pData->GetCursorPixelWidth();
_currentCursorOptions.fIsDoubleWidth = _pData->IsCursorDoubleWidth();
_currentCursorOptions.cursorType = _pData->GetCursorStyle();
_currentCursorOptions.fUseColor = useColor;
_currentCursorOptions.cursorColor = cursorColor;
_currentCursorOptions.isVisible = _pData->IsCursorVisible();
_currentCursorOptions.isOn = _currentCursorOptions.isVisible && _pData->IsCursorOn();
_currentCursorOptions.inViewport = xInRange && yInRange;
}
void Renderer::_invalidateCurrentCursor() const
{
if (!_currentCursorOptions.inViewport || !_currentCursorOptions.isOn)
{
return;
}
const auto& buffer = _pData->GetTextBuffer();
const auto view = buffer.GetSize();
const auto coord = _currentCursorOptions.coordCursor;
const auto lineRendition = _currentCursorOptions.lineRendition;
const auto cursorWidth = _currentCursorOptions.fIsDoubleWidth ? 2 : 1;
const auto x = coord.x - _viewport.Left();
til::rect rect{ x, coord.y, x + cursorWidth, coord.y + 1 };
rect = BufferToScreenLine(rect, lineRendition);
if (view.TrimToViewport(&rect))
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->InvalidateCursor(&rect));
}
}
}
// If we had previously drawn a composition at the previous cursor position
// we need to invalidate the entire line because who knows what changed.
// (It's possible to figure that out, but not worth the effort right now.)
void Renderer::_invalidateOldComposition() const
{
if (!_compositionCache || !_currentCursorOptions.inViewport)
{
return;
}
const auto& buffer = _pData->GetTextBuffer();
const auto view = buffer.GetSize();
const auto coord = _currentCursorOptions.coordCursor;
til::rect rect{ 0, coord.y, til::CoordTypeMax, coord.y + 1 };
if (view.TrimToViewport(&rect))
{
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->Invalidate(&rect));
}
}
}
// Invalidate the line that the active TSF composition is on,
// so that _PaintBufferOutput() actually gets a chance to draw it.
void Renderer::_prepareNewComposition()
{
if (_pData->GetActiveComposition().text.empty())
{
return;
}
const auto viewport = _pData->GetViewport();
const auto coordCursor = _pData->GetCursorPosition();
til::rect line{ 0, coordCursor.y, til::CoordTypeMax, coordCursor.y + 1 };
if (viewport.TrimToViewport(&line))
{
viewport.ConvertToOrigin(&line);
FOREACH_ENGINE(pEngine)
{
LOG_IF_FAILED(pEngine->Invalidate(&line));
}
auto& buffer = _pData->GetTextBuffer();
auto& scratch = buffer.GetScratchpadRow();
const auto& activeComposition = _pData->GetActiveComposition();
std::wstring_view text{ activeComposition.text };
RowWriteState state{
.columnLimit = buffer.GetRowByOffset(line.top).GetReadableColumnCount(),
};
state.text = text.substr(0, activeComposition.cursorPos);
scratch.ReplaceText(state);
const auto cursorOffset = state.columnEnd;
state.text = text.substr(activeComposition.cursorPos);
state.columnBegin = state.columnEnd;
scratch.ReplaceText(state);
// Ideally the text is inserted at the position of the cursor (`coordCursor`),
// but if we got more text than fits into the remaining space until the end of the line,
// then we'll insert the text aligned to the end of the line.
const auto remaining = state.columnLimit - state.columnEnd;
const auto beg = std::clamp(coordCursor.x, 0, remaining);
const auto baseAttribute = buffer.GetRowByOffset(coordCursor.y).GetAttrByColumn(coordCursor.x);
_compositionCache.emplace(til::point{ beg, coordCursor.y }, baseAttribute);
// Fake-move the cursor to where it needs to be in the active composition.
_currentCursorOptions.coordCursor.x = std::min(beg + cursorOffset, line.right - 1);
}
}
// Routine Description:
// - Paint helper to draw the cursor within the buffer.
// Arguments:
// - engine - The render engine that we're targeting.
// Return Value:
// - <none>
void Renderer::_PaintCursor(_In_ IRenderEngine* const pEngine)
{
if (_currentCursorOptions.inViewport && _currentCursorOptions.isVisible)
{
LOG_IF_FAILED(pEngine->PaintCursor(_currentCursorOptions));
}
}
// Routine Description:
// - Retrieves info from the render data to prepare the engine with, before the
// frame is drawn. Some renderers might want to use this information to affect
// later drawing decisions.
// * Namely, the DX renderer uses this to know the cursor position and state
// before PaintCursor is called, so it can draw the cursor underneath the
// text.
// Arguments:
// - engine - The render engine that we're targeting.
// Return Value:
// - S_OK if the engine prepared successfully, or a relevant error via HRESULT.
[[nodiscard]] HRESULT Renderer::_PrepareRenderInfo(_In_ IRenderEngine* const pEngine)
{
RenderFrameInfo info;
info.searchHighlights = _pData->GetSearchHighlights();
info.searchHighlightFocused = _pData->GetSearchHighlightFocused();
info.selectionSpans = _pData->GetSelectionSpans();
info.selectionBackground = _renderSettings.GetColorTableEntry(TextColor::SELECTION_BACKGROUND);
return pEngine->PrepareRenderInfo(std::move(info));
}
// Routine Description:
// - Paint helper to draw the selected area of the window.
// Arguments:
// - <none>
// Return Value:
// - <none>
void Renderer::_PaintSelection(_In_ IRenderEngine* const pEngine)
{
try
{
std::span<const til::rect> dirtyAreas;
LOG_IF_FAILED(pEngine->GetDirtyArea(dirtyAreas));
for (auto&& dirtyRect : dirtyAreas)
{
for (const auto& rect : _lastSelectionRectsByViewport)
{
if (const auto rectCopy{ rect & dirtyRect })
{
LOG_IF_FAILED(pEngine->PaintSelection(rectCopy));
}
}
}
}
CATCH_LOG();
}
// Routine Description:
// - Helper to convert the text attributes to actual RGB colors and update the rendering pen/brush within the rendering engine before the next draw operation.
// Arguments:
// - pEngine - Which engine is being updated
// - textAttributes - The 16 color foreground/background combination to set
// - usingSoftFont - Whether we're rendering characters from a soft font
// - isSettingDefaultBrushes - Alerts that the default brushes are being set which will
// impact whether or not to include the hung window/erase window brushes in this operation
// and can affect other draw state that wants to know the default color scheme.
// (Usually only happens when the default is changed, not when each individual color is swapped in a multi-color run.)
// Return Value:
// - <none>
[[nodiscard]] HRESULT Renderer::_UpdateDrawingBrushes(_In_ IRenderEngine* const pEngine,
const TextAttribute textAttributes,
const bool usingSoftFont,
const bool isSettingDefaultBrushes)
{
// The last color needs to be each engine's responsibility. If it's local to this function,
// then on the next engine we might not update the color.
return pEngine->UpdateDrawingBrushes(textAttributes, _renderSettings, _pData, usingSoftFont, isSettingDefaultBrushes);
}
// Routine Description:
// - Helper called before a majority of paint operations to scroll most of the previous frame into the appropriate
// position before we paint the remaining invalid area.
// - Used to save drawing time/improve performance
// Arguments:
// - <none>
// Return Value:
// - <none>
[[nodiscard]] HRESULT Renderer::_PerformScrolling(_In_ IRenderEngine* const pEngine)
{
return pEngine->ScrollFrame();
}
// Method Description:
// - Offsets all of the selection rectangles we might be holding onto
// as the previously selected area. If the whole viewport scrolls,
// we need to scroll these areas also to ensure they're invalidated
// properly when the selection further changes.
// Arguments:
// - delta - The scroll delta
// Return Value:
// - <none> - Updates internal state instead.
void Renderer::_ScrollPreviousSelection(const til::point delta)
{
if (delta != til::point{ 0, 0 })
{
for (auto& rc : _lastSelectionRectsByViewport)
{
rc += delta;
}
_currentCursorOptions.coordCursor += delta;
}
}
// Method Description:
// - Adds another Render engine to this renderer. Future rendering calls will
// also be sent to the new renderer.
// Arguments:
// - pEngine: The new render engine to be added
// Return Value:
// - <none>
// Throws if we ran out of memory or there was some other error appending the
// engine to our collection.
void Renderer::AddRenderEngine(_In_ IRenderEngine* const pEngine)
{
THROW_HR_IF_NULL(E_INVALIDARG, pEngine);
for (auto& p : _engines)
{
if (!p)
{
p = pEngine;
_forceUpdateViewport = true;
return;
}
}
THROW_HR_MSG(E_UNEXPECTED, "engines array is full");
}
void Renderer::RemoveRenderEngine(_In_ IRenderEngine* const pEngine)
{
THROW_HR_IF_NULL(E_INVALIDARG, pEngine);
for (auto& p : _engines)
{
if (p == pEngine)
{
p = nullptr;
return;
}
}
}
// Method Description:
// - Registers a callback for when the background color is changed
// Arguments:
// - pfn: the callback
// Return Value:
// - <none>
void Renderer::SetBackgroundColorChangedCallback(std::function<void()> pfn)
{
_pfnBackgroundColorChanged = std::move(pfn);
}
// Method Description:
// - Registers a callback for when the frame colors have changed
// Arguments:
// - pfn: the callback
// Return Value:
// - <none>
void Renderer::SetFrameColorChangedCallback(std::function<void()> pfn)
{
_pfnFrameColorChanged = std::move(pfn);
}
// Method Description:
// - Registers a callback that will be called when this renderer gives up.
// An application consuming a renderer can use this to display auxiliary Retry UI
// Arguments:
// - pfn: the callback
// Return Value:
// - <none>
void Renderer::SetRendererEnteredErrorStateCallback(std::function<void()> pfn)
{
_pfnRendererEnteredErrorState = std::move(pfn);
}
void Renderer::UpdateHyperlinkHoveredId(uint16_t id) noexcept
{
_hyperlinkHoveredId = id;
FOREACH_ENGINE(pEngine)
{
pEngine->UpdateHyperlinkHoveredId(id);
}
}
void Renderer::UpdateLastHoveredInterval(const std::optional<PointTree::interval>& newInterval)
{
_hoveredInterval = newInterval;
}
// Method Description:
// - Blocks until the engines are able to render without blocking.
void Renderer::WaitUntilCanRender()
{
FOREACH_ENGINE(pEngine)
{
pEngine->WaitUntilCanRender();
}
}