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/* -------------------------------------------
Copyright (C) 2024, ELMH Group, all rights reserved.
------------------------------------------- */
#pragma once
#include <ArchKit/ArchKit.h>
#include <NewKit/Utils.h>
/// @file WS.h
/// @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;
class WSWindowTexture;
class WSWindowContainer;
typedef UInt32* WSBackBufferKind;
class WSWindowContainer final
{
public:
WSWindowContainer() = default;
~WSWindowContainer() = default;
ZKA_COPY_DEFAULT(WSWindowContainer);
/// @note the trick is, it could be GPU processed data, that's the cool thing.
BOOL Fill(WSBackBufferKind contents_buf, SizeT contents_len)
{
if (contents_len > BackBufferLength)
return NO;
if (!contents_buf)
return NO;
if (!BackBuffer ||
!BackBufferLength)
return NO;
rt_copy_memory(contents_buf, BackBuffer, contents_len);
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
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