return ret;
}
+void WM_DestroyWindow(tWindow *Window)
+{
+ // TODO: Lock window and flag as invalid
+
+ // - Remove from render tree
+ {
+ // TODO: Lock render tree?
+ tWindow *prev = Window->PrevSibling;
+ tWindow *next = Window->NextSibling;
+ if(prev)
+ prev->NextSibling = next;
+ else
+ Window->Parent->FirstChild = next;
+ if(next)
+ next->PrevSibling = prev;
+ else
+ Window->Parent->LastChild = prev;
+ }
+ WM_Invalidate(Window->Parent);
+
+ // - Remove from inheritance tree?
+
+ // - Clean up render children
+ {
+ // Lock should not be needed
+ tWindow *win, *next;
+ for( win = Window->FirstChild; win; win = next )
+ {
+ next = win->NextSibling;
+ ASSERT(Window->FirstChild->Parent == Window);
+ WM_DestroyWindow(win);
+ }
+ }
+
+ // - Clean up inheriting children?
+
+ // - Tell renderer to clean up
+ if( Window->Renderer->DestroyWindow )
+ Window->Renderer->DestroyWindow(Window);
+ else
+ _SysDebug("WARN: Renderer %s does not have a destroy function", Window->Renderer->Name);
+
+ // - Tell client to clean up
+ WM_SendMessage(NULL, Window, WNDMSG_DESTROY, 0, NULL);
+
+ // - Clean up render cache and window structure
+ free(Window->Title);
+ free(Window->RenderBuffer);
+ free(Window);
+}
+
tWindow *WM_GetWindowByID(tWindow *Requester, uint32_t ID)
{
return IPC_int_GetWindow(Requester->Client, ID);
{
struct sWndMsg_Bool _msg;
+ _SysDebug("WM_FocusWindow(%p)", Destination);
+
if( gpWM_FocusedWindow == Destination )
return ;
if( Destination && !(Destination->Flags & WINFLAG_SHOW) )
_SysDebug("WM_MoveWindow: (%i,%i)", X, Y);
Window->X = X; Window->Y = Y;
- // TODO: Why invalidate buffer?
- WM_Invalidate(Window);
+ // Mark up the tree that a child window has changed
+ while( (Window = Window->Parent) )
+ Window->Flags &= ~WINFLAG_CHILDCLEAN;
return 0;
}
if( Window->W == W && Window->H == H )
return 0;
- _SysDebug("WM_Resizeindow: %ix%i", W, H);
+ _SysDebug("WM_ResizeWindow: %ix%i", W, H);
Window->W = W; Window->H = H;
if(Window->RenderBuffer) {
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) )
{
Window->RealW = Window->W;
Window->RealH = Window->H;
}
-
- 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;
- }
Window->Renderer->Redraw(Window);
Window->Flags |= WINFLAG_CLEAN;
// 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);