+ struct sWndMsg_Bool _msg;
+
+ _SysDebug("WM_FocusWindow(%p)", Destination);
+
+ if( gpWM_FocusedWindow == Destination )
+ return ;
+ if( Destination && !(Destination->Flags & WINFLAG_SHOW) )
+ return ;
+
+ if( gpWM_FocusedWindow )
+ {
+ _msg.Val = 0;
+ WM_SendMessage(NULL, gpWM_FocusedWindow, WNDMSG_FOCUS, sizeof(_msg), &_msg);
+ }
+ if( Destination )
+ {
+ _msg.Val = 1;
+ WM_SendMessage(NULL, Destination, WNDMSG_FOCUS, sizeof(_msg), &_msg);
+ }
+
+ // TODO: Leave it up to the renderer to decide to invalidate
+ WM_Invalidate(gpWM_FocusedWindow, 1);
+ WM_Invalidate(Destination, 1);
+
+ gpWM_FocusedWindow = Destination;
+}
+
+
+void WM_ShowWindow(tWindow *Window, int bShow)
+{
+ struct sWndMsg_Bool _msg;
+
+ if( !!(Window->Flags & WINFLAG_SHOW) == bShow )
+ return ;
+
+ // Window is being hidden, invalidate parents
+ if( !bShow )
+ WM_Invalidate(Window, 0);
+
+ // Message window
+ _msg.Val = !!bShow;
+ WM_SendMessage(NULL, Window, WNDMSG_SHOW, sizeof(_msg), &_msg);
+
+ // Update the flag
+ if(bShow) {
+ Window->Flags |= WINFLAG_SHOW;
+ _SysDebug("Window %p shown", Window);
+ }
+ else
+ {
+ Window->Flags &= ~WINFLAG_SHOW;
+
+ if( Window == gpWM_FocusedWindow )
+ WM_FocusWindow(Window->Parent);
+
+ // Just a little memory saving for large hidden windows
+ if(Window->RenderBuffer) {
+ free(Window->RenderBuffer);
+ Window->RenderBuffer = NULL;
+ }
+ _SysDebug("Window %p hidden", Window);
+ }
+
+ // Window has been shown, invalidate everything
+ if( bShow )
+ WM_Invalidate(Window, 1);
+}
+
+void WM_DecorateWindow(tWindow *Window, int bDecorate)
+{
+ if( !(Window->Flags & WINFLAG_NODECORATE) == !!bDecorate )
+ return ;
+
+ if(bDecorate)
+ Window->Flags &= ~WINFLAG_NODECORATE;
+ else
+ Window->Flags |= WINFLAG_NODECORATE;
+
+ // Needed because the window size changes
+ if(Window->RenderBuffer) {
+ free(Window->RenderBuffer);
+ Window->RenderBuffer = NULL;
+ }
+
+ WM_Invalidate(Window, 1);
+}
+
+void WM_SetRelative(tWindow *Window, int bRelativeToParent)
+{
+// _SysDebug("WM_SetRelative: (%p{Parent=%p},%i)", Window, Window->Parent, bRelativeToParent);
+ // No meaning if no parent
+ if( !Window->Parent )
+ return ;
+
+ // Check that the flag is changing
+ if( !!bRelativeToParent == !!(Window->Flags & WINFLAG_RELATIVE) )
+ return ;
+
+ if( bRelativeToParent ) {
+ // Set
+ Window->Flags |= WINFLAG_RELATIVE;
+ WM_MoveWindow(Window, Window->X, Window->Y);
+ }
+ else {
+ // Clear
+ Window->Flags &= ~WINFLAG_RELATIVE;
+ WM_MoveWindow(Window, Window->X - Window->Parent->X, Window->Y - Window->Parent->Y);
+ }
+}
+
+int WM_MoveWindow(tWindow *Window, int X, int Y)
+{
+// _SysDebug("Move %p to (%i,%i)", Window, X, Y);
+ // Clip coordinates
+ if(X + Window->W < 0) X = -Window->W + 1;
+ if(Y + Window->H < 0) Y = -Window->H + 1;
+ if(X >= giScreenWidth) X = giScreenWidth - 1;
+ if(Y >= giScreenHeight) Y = giScreenHeight - 1;
+
+ // If relative to the parent, extra checks
+ if( (Window->Flags & WINFLAG_RELATIVE) && Window->Parent )
+ {
+ if( X > Window->Parent->W ) return 1;
+ if( Y > Window->Parent->H ) return 1;
+ }
+ // TODO: Re-sanitise
+
+ if( Window->X == X && Window->Y == Y ) {
+ _SysDebug("WM_MoveWindow: Equal (%i,%i)", X, Y);
+ return 0;
+ }
+
+ if( Window->Parent )
+ Window->Parent->Flags |= WINFLAG_NEEDREBLIT;
+
+ _SysDebug("WM_MoveWindow: (%i,%i)", X, Y);
+ Window->X = X; Window->Y = Y;
+
+ // Mark up the tree that a child window has changed
+ WM_Invalidate(Window, 0);
+
+ return 0;
+}
+
+int WM_ResizeWindow(tWindow *Window, int W, int H)
+{
+ if(W <= 0 || H <= 0 ) return 1;
+ if(Window->X + W < 0) Window->X = -W + 1;
+ if(Window->Y + H < 0) Window->Y = -H + 1;
+
+ if( Window->W == W && Window->H == H )
+ return 0;
+
+ // If the window size has decreased, force the parent to reblit
+ if( Window->Parent && (Window->W > W || Window->H > H) )
+ Window->Parent->Flags |= WINFLAG_NEEDREBLIT;
+
+ _SysDebug("WM_ResizeWindow: %p:%i %ix%i", Window->Client, Window->ID, W, H);
+ Window->W = W; Window->H = H;
+
+ if(Window->RenderBuffer) {
+ free(Window->RenderBuffer);
+ Window->RenderBuffer = NULL;
+ }
+ WM_Invalidate(Window, 1);
+
+ {
+ struct sWndMsg_Resize msg;
+ msg.W = W;
+ msg.H = H;
+ WM_SendMessage(NULL, Window, WNDMSG_RESIZE, sizeof(msg), &msg);
+ }
+
+ return 0;
+}
+
+int WM_SendMessage(tWindow *Source, tWindow *Dest, int Message, int Length, const void *Data)
+{
+// _SysDebug("WM_SendMessage: (%p, %p, %i, %i, %p)", Source, Dest, Message, Length, Data);
+ if(Dest == NULL) {
+ _SysDebug("WM_SendMessage: NULL destination from %p", __builtin_return_address(0));
+ return -2;
+ }
+ if(Length > 0 && Data == NULL) {
+ _SysDebug("WM_SendMessage: non-zero length and NULL data");
+ return -1;
+ }
+
+ if( Decorator_HandleMessage(Dest, Message, Length, Data) != 1 )
+ {
+ // TODO: Catch errors from ->HandleMessage
+// _SysDebug("WM_SendMessage: Decorator grabbed message?");
+ return 0;
+ }
+
+ // ->HandleMessage returns 1 when the message was not handled
+ if( Dest->Renderer->HandleMessage(Dest, Message, Length, Data) != 1 )
+ {
+ // TODO: Catch errors from ->HandleMessage
+// _SysDebug("WM_SendMessage: Renderer grabbed message?");
+ return 0;
+ }
+
+ // TODO: Implement message masking
+
+ // Dispatch to client
+ if(Dest->Client)
+ {
+ uint32_t src_id;
+ if(!Source)
+ src_id = -1;
+ else if(Source->Client != Dest->Client) {
+ // TODO: Support different client source windows
+ _SysDebug("WM_SendMessage: TODO - Support inter-client messages");
+ return -1;
+ }
+ else {
+ src_id = Source->ID;
+ }
+
+// _SysDebug("WM_SendMessage: IPC Dispatch");
+ IPC_SendWMMessage(Dest->Client, src_id, Dest->ID, Message, Length, Data);
+ }
+
+ return 1;
+}
+
+int WM_SendIPCReply(tWindow *Window, int Message, size_t Length, const void *Data)
+{
+ IPC_SendReply(Window->Client, Window->ID, Message, Length, Data);
+ return 0;
+}
+
+void WM_Invalidate(tWindow *Window, int bClearClean)
+{
+ if(!Window) return ;
+
+ // Don't bother invalidating if the window isn't shown
+ if( !(Window->Flags & WINFLAG_SHOW) )
+ return ;
+
+ // Mark for re-render
+ if( bClearClean )
+ Window->Flags &= ~WINFLAG_CLEAN;
+
+ // Mark up the tree that a child window has changed
+ while( (Window = Window->Parent) && (Window->Flags & WINFLAG_SHOW) )
+ Window->Flags &= ~WINFLAG_CHILDCLEAN;
+}
+
+// --- Rendering / Update
+void WM_int_UpdateWindow(tWindow *Window)
+{
+ int bDecoratorRedraw = 0;
+
+ // Ignore hidden windows
+ if( !(Window->Flags & WINFLAG_SHOW) )
+ return ;
+
+ if( (Window->Flags & WINFLAG_RELATIVE) && Window->Parent )
+ {
+ Window->RealX = Window->Parent->RealX + Window->Parent->BorderL + Window->X;
+ Window->RealY = Window->Parent->RealY + Window->Parent->BorderT + Window->Y;
+ }
+ else
+ {
+ Window->RealX = Window->X;
+ Window->RealY = Window->Y;
+ }
+
+ // Render
+ if( !(Window->Flags & WINFLAG_CLEAN) )
+ {
+ // Calculate RealW/RealH
+ if( !(Window->Flags & WINFLAG_NODECORATE) )
+ {
+ //_SysDebug("Applying decorations to %p", Window);
+ Decorator_UpdateBorderSize(Window);
+ Window->RealW = Window->BorderL + Window->W + Window->BorderR;
+ Window->RealH = Window->BorderT + Window->H + Window->BorderB;
+ bDecoratorRedraw = 1;
+ }
+ else
+ {
+ Window->BorderL = 0;
+ Window->BorderR = 0;
+ Window->BorderT = 0;
+ Window->BorderB = 0;
+ Window->RealW = Window->W;
+ Window->RealH = Window->H;
+ }
+
+ Window->Renderer->Redraw(Window);
+ Window->Flags |= WINFLAG_CLEAN|WINFLAG_NEEDREBLIT;
+ }
+
+ // Process children
+ if( !(Window->Flags & WINFLAG_CHILDCLEAN) )
+ {
+ tWindow *child;
+ for( child = Window->FirstChild; child; child = child->NextSibling )
+ {
+ WM_int_UpdateWindow(child);
+ }
+ Window->Flags |= WINFLAG_CHILDCLEAN;
+ }
+
+ if( bDecoratorRedraw )
+ Decorator_Redraw(Window);
+}
+
+void WM_int_BlitWindow(tWindow *Window, int bForceReblit)
+{
+ tWindow *child;
+
+ // Ignore hidden windows
+ if( !(Window->Flags & WINFLAG_SHOW) )
+ return ;
+
+ // Duplicated position update to handle window moving
+ if( (Window->Flags & WINFLAG_RELATIVE) && Window->Parent )
+ {
+ Window->RealX = Window->Parent->RealX + Window->Parent->BorderL + Window->X;
+ Window->RealY = Window->Parent->RealY + Window->Parent->BorderT + Window->Y;
+ }
+ else
+ {
+ Window->RealX = Window->X;
+ Window->RealY = Window->Y;
+ }
+
+// _SysDebug("Blit %p (%p) to (%i,%i) %ix%i", Window, Window->RenderBuffer,
+// Window->RealX, Window->RealY, Window->RealW, Window->RealH);
+ // TODO Don't blit unless:
+ // a) A parent has been reblitted (thus clobbering the existing content)
+ // b) A child has moved (exposing a previously hidden area)
+ if( bForceReblit || (Window->Flags & WINFLAG_NEEDREBLIT) )
+ {
+ Video_Blit(Window->RenderBuffer, Window->RealX, Window->RealY, Window->RealW, Window->RealH);
+ Window->Flags &= ~WINFLAG_NEEDREBLIT;
+ bForceReblit = 1;
+ }
+
+ // Draw cursor
+ if( Window == gpWM_FocusedWindow && Window->CursorW )
+ {
+ Video_FillRect(
+ Window->RealX + Window->BorderL + Window->CursorX,
+ Window->RealY + Window->BorderT + Window->CursorY,
+ Window->CursorW, Window->CursorH,
+ 0x000000
+ );
+ }
+
+ for( child = Window->FirstChild; child; child = child->NextSibling )
+ {
+ WM_int_BlitWindow(child, bForceReblit);
+ }
+}
+
+void WM_Update(void)
+{
+ // Don't redraw if nothing has changed
+ if( (gpWM_RootWindow->Flags & WINFLAG_CHILDCLEAN) )
+ return ;
+
+ // - Iterate through visible windows, updating them as needed
+ WM_int_UpdateWindow(gpWM_RootWindow);
+
+ // - Draw windows from back to front to the render buffer
+ WM_int_BlitWindow(gpWM_RootWindow, 0);
+
+ Video_Update();