blob: d8c5c991fc69710d3703842b48a5dc7beebe6826 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
|
/* -------------------------------------------
Copyright (C) 2024, EL Mahrouss Logic, all rights reserved.
------------------------------------------- */
#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)
namespace WS
{
using namespace Kernel;
struct 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 PopulateWindow(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;
}
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)
|