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serenity/LibC/gui.cpp
Andreas Kling 86eae0f8df 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.
2019-01-24 23:44:19 +01:00

52 lines
1.5 KiB
C++

#include "gui.h"
#include <Kernel/GUITypes.h>
#include <Kernel/Syscall.h>
#include <errno.h>
int gui_create_window(const GUI_WindowParameters* params)
{
int rc = syscall(SC_gui_create_window, params);
__RETURN_WITH_ERRNO(rc, rc, -1);
}
int gui_invalidate_window(int window_id, const GUI_Rect* rect)
{
int rc = syscall(SC_gui_invalidate_window, window_id, rect);
__RETURN_WITH_ERRNO(rc, rc, -1);
}
int gui_get_window_backing_store(int window_id, GUI_WindowBackingStoreInfo* info)
{
int rc = syscall(SC_gui_get_window_backing_store, window_id, info);
__RETURN_WITH_ERRNO(rc, rc, -1);
}
int gui_release_window_backing_store(void* backing_store_id)
{
int rc = syscall(SC_gui_release_window_backing_store, backing_store_id);
__RETURN_WITH_ERRNO(rc, rc, -1);
}
int gui_get_window_title(int window_id, char* buffer, size_t size)
{
int rc = syscall(SC_gui_get_window_title, window_id, buffer, size);
__RETURN_WITH_ERRNO(rc, rc, -1);
}
int gui_set_window_title(int window_id, const char* title, size_t length)
{
int rc = syscall(SC_gui_set_window_title, window_id, title, length);
__RETURN_WITH_ERRNO(rc, rc, -1);
}
int gui_get_window_rect(int window_id, GUI_Rect* rect)
{
int rc = syscall(SC_gui_get_window_rect, window_id, rect);
__RETURN_WITH_ERRNO(rc, rc, -1);
}
int gui_set_window_rect(int window_id, const GUI_Rect* rect)
{
int rc = syscall(SC_gui_set_window_rect, window_id, rect);
__RETURN_WITH_ERRNO(rc, rc, -1);
}