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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.
61 lines
1.4 KiB
C++
61 lines
1.4 KiB
C++
#pragma once
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#include "Color.h"
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#include "Rect.h"
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#include "Size.h"
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#include <AK/Retainable.h>
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#include <AK/RetainPtr.h>
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#ifdef KERNEL
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#include "Process.h"
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#endif
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class GraphicsBitmap : public Retainable<GraphicsBitmap> {
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public:
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#ifdef KERNEL
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static RetainPtr<GraphicsBitmap> create(Process&, const Size&);
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#endif
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static RetainPtr<GraphicsBitmap> create_wrapper(const Size&, RGBA32*);
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~GraphicsBitmap();
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RGBA32* scanline(int y);
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const RGBA32* scanline(int y) const;
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Rect rect() const { return { {}, m_size }; }
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Size size() const { return m_size; }
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int width() const { return m_size.width(); }
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int height() const { return m_size.height(); }
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size_t pitch() const { return m_pitch; }
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#ifdef KERNEL
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Region* client_region() { return m_client_region; }
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Region* server_region() { return m_server_region; }
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#endif
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private:
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#ifdef KERNEL
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GraphicsBitmap(Process&, const Size&);
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#endif
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GraphicsBitmap(const Size&, RGBA32*);
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Size m_size;
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RGBA32* m_data { nullptr };
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size_t m_pitch { 0 };
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#ifdef KERNEL
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Process* m_client_process { nullptr };
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Region* m_client_region { nullptr };
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Region* m_server_region { nullptr };
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#endif
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};
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inline RGBA32* GraphicsBitmap::scanline(int y)
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{
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return reinterpret_cast<RGBA32*>((((byte*)m_data) + (y * m_pitch)));
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}
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inline const RGBA32* GraphicsBitmap::scanline(int y) const
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{
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return reinterpret_cast<const RGBA32*>((((const byte*)m_data) + (y * m_pitch)));
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}
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