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-rw-r--r--dev/Modules/FB/WS.h24
1 files changed, 16 insertions, 8 deletions
diff --git a/dev/Modules/FB/WS.h b/dev/Modules/FB/WS.h
index d8c5c991..60c7a78c 100644
--- a/dev/Modules/FB/WS.h
+++ b/dev/Modules/FB/WS.h
@@ -7,18 +7,21 @@
#pragma once
#include <ArchKit/ArchKit.h>
-#include <Modules/FB/FB.h>
-#include <Modules/FB/Text.h>
#include <NewKit/Utils.h>
/// @file WS.h
-/// @brief WindowServer's endpoint implementation. (within the zka-dev subsystem)
+/// @brief WindowServer's window ownership implementation.
+/// It is used to draw within a window.
+
+#define rtl_allocate_backbuffer(width, height) new WS::WSBackBufferKind[width * height]
+#define rtl_compute_fb_geometry(width, height) (width * height)
namespace WS
{
using namespace Kernel;
- struct WSWindowContainer;
+ class WSWindowTexture;
+ class WSWindowContainer;
typedef UInt32* WSBackBufferKind;
@@ -31,7 +34,7 @@ namespace WS
ZKA_COPY_DEFAULT(WSWindowContainer);
/// @note the trick is, it could be GPU processed data, that's the cool thing.
- BOOL PopulateWindow(WSBackBufferKind contents_buf, SizeT contents_len)
+ BOOL Fill(WSBackBufferKind contents_buf, SizeT contents_len)
{
if (contents_len > BackBufferLength)
return NO;
@@ -47,11 +50,16 @@ namespace WS
return YES;
}
+ BOOL Fill(WSWindowContainer* container)
+ {
+ if (!container)
+ return NO;
+
+ return this->Fill(container->BackBuffer, container->BackBufferLength);
+ }
+
public:
WSBackBufferKind BackBuffer{nullptr};
SizeT BackBufferLength{0UL};
};
} // namespace WS
-
-#define rtl_allocate_backbuffer(width, height) new WS::WSBackBufferKind[width * height]
-#define rtl_compute_fb_geometry(width, height) (width * height)