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serenity/LibGUI/GWindow.h
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

50 lines
1.1 KiB
C++

#pragma once
#include "GObject.h"
#include <SharedGraphics/Rect.h>
#include <SharedGraphics/GraphicsBitmap.h>
#include <AK/AKString.h>
class GWidget;
class GWindow final : public GObject {
public:
GWindow(GObject* parent = nullptr);
virtual ~GWindow() override;
static GWindow* from_window_id(int);
int window_id() const { return m_window_id; }
void set_title(String&&);
int x() const { return rect().x(); }
int y() const { return rect().y(); }
int width() const { return rect().width(); }
int height() const { return rect().height(); }
Rect rect() const;
void set_rect(const Rect&);
Point position() const { return rect().location(); }
virtual void event(GEvent&) override;
bool is_visible() const;
void close();
GWidget* main_widget() { return m_main_widget; }
const GWidget* main_widget() const { return m_main_widget; }
void set_main_widget(GWidget*);
void show();
void update();
private:
RetainPtr<GraphicsBitmap> m_backing;
int m_window_id { -1 };
GWidget* m_main_widget { nullptr };
};