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https://github.com/RGBCube/serenity
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Let userland retain the window backing store while drawing into it.
To start painting, call: gui$get_window_backing_store() Then finish up with: gui$release_window_backing_store() Process will retain the underlying GraphicsBitmap behind the scenes. This fixes racing between the WindowServer and GUI clients. This patch also adds a WSWindowLocker that is exactly what it sounds like.
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parent
ccf3fc4618
commit
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22 changed files with 244 additions and 102 deletions
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@ -20,6 +20,7 @@ class Region;
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class VMObject;
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class Zone;
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class WSWindow;
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class GraphicsBitmap;
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#define COOL_GLOBALS
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#ifdef COOL_GLOBALS
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@ -197,9 +198,12 @@ public:
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int gui$create_window(const GUI_WindowParameters*);
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int gui$destroy_window(int window_id);
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int gui$get_window_backing_store(int window_id, GUI_WindowBackingStoreInfo*);
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int gui$release_window_backing_store(void* backing_store_id);
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int gui$invalidate_window(int window_id, const GUI_Rect*);
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int gui$get_window_parameters(int window_id, GUI_WindowParameters*);
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int gui$set_window_parameters(int window_id, const GUI_WindowParameters*);
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int gui$get_window_title(int window_id, char* buffer, size_t size);
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int gui$set_window_title(int window_id, const char* title, size_t size);
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int gui$get_window_rect(int window_id, GUI_Rect*);
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int gui$set_window_rect(int window_id, const GUI_Rect*);
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DisplayInfo get_display_info();
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@ -360,6 +364,7 @@ private:
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RetainPtr<Region> m_display_framebuffer_region;
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HashMap<int, OwnPtr<WSWindow>> m_windows;
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Vector<RetainPtr<GraphicsBitmap>> m_retained_backing_stores;
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Vector<GUI_Event> m_gui_events;
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Lock m_gui_events_lock;
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