Divide the window into 3x3 hot areas and resize in the direction of the
corner where the resize starts. The middle is a no-op area.
This needs some polish but the basic mechanism is good.
Use this to implement incremental resizing for Terminal so that we only
ever resize to fit a perfect number of rows and columns.
This is very nice. :^)
Wait for them to finish a paint, then send them a new resize event.
The exception is when releasing the mouse button to end the resize.
Then we send a new resize event right away.
Windows now learn when the mouse cursor leaves or enters them.
Use this to implement GWidget::{enter,leave}_event() and use that
to implement the CoolBar button effect. :^)
The algorithm I came up with is O(n^2) but given the small numbers of rects
we're typically working with, it doesn't really matter. May need to revisit
this in the future if we find ourselves with a huge number of rects.
This patch also adds a Format concept to GraphicsBitmap. For now there are
only two formats: RGB32 and RGBA32. Windows with alpha channel have their
backing stores created in the RGBA32 format.
Use this to make Terminal windows semi-transparent for that comfy rice look.
There is one problem here, in that window compositing overdraw incurs
multiple passes of blending of the same pixels. This leads to a mismatch in
opacity which is obviously not good. I will work on this in a later patch.
The alpha blending is currently straight C++. It should be relatively easy
to optimize this using SSE instructions.
For now I'm just happy with the cute effect. :^)
This is obviously not always the right thing to do, but it removes some
confusion while using other resolutions. Eventually we're gonna need some
kind of compressed image decoder.
I had to change PhysicalPage around a bit for this. Physical pages can now
be instantiated for any arbitrary physical address without worrying that
such pages end up in the kernel page allocator when released.
Most of the pieces were already in place, I just glued everything together.
This is a monster patch that required changing a whole bunch of things.
There are performance and stability issues all over the place, but it works.
Pretty cool, I have to admit :^)
In order to move the WindowServer to userspace, I have to eliminate its
dependence on system call facilities. The communication channel with each
client needs to be message-based in both directions.
WSWindowManager::invalidate() had a bug where it would mark the entire screen
rect as dirty, but it wouldn't scheduled a deferred recompose.
This would cause any subsequent calls to invalidate(Rect) to be coalesced
with the pending compose, but the pending compose never happened.