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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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@ -220,13 +220,13 @@ void WSWindowManager::remove_window(WSWindow& window)
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void WSWindowManager::notify_title_changed(WSWindow& window)
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{
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printf("[WM] WSWindow{%p} title set to '%s'\n", &window, window.title().characters());
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invalidate(outer_window_rect(window.rect()));
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}
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void WSWindowManager::notify_rect_changed(WSWindow& window, const Rect& old_rect, const Rect& new_rect)
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{
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printf("[WM] WSWindow %p rect changed (%d,%d %dx%d) -> (%d,%d %dx%d)\n", &window, old_rect.x(), old_rect.y(), old_rect.width(), old_rect.height(), new_rect.x(), new_rect.y(), new_rect.width(), new_rect.height());
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ASSERT_INTERRUPTS_ENABLED();
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LOCKER(m_lock);
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invalidate(outer_window_rect(old_rect));
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invalidate(outer_window_rect(new_rect));
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}
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@ -335,6 +335,7 @@ void WSWindowManager::compose()
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m_back_painter->fill_rect(dirty_rect, Color(0, 72, 96));
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}
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for (auto* window = m_windows_in_order.head(); window; window = window->next()) {
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WSWindowLocker locker(*window);
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if (!window->backing())
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continue;
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if (!any_dirty_rect_intersects_window(*window))
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