For some reason 'os/config.h' is imported through 'launchpad.h', when linking an
undefined symbol ('Genode::config') is produced, which actually should not
happen.
The original version of the icon painter would reach beyong the
texture boundaries for textures of even width and height, and when
painting an icon with the width or height of the texture.
In this case, p3 would be set to the same value as p2. However, the code
expects p3 to lie within the middle rectangle. However, in this corner
case, the middle rectangle is actually empty. So no pixel can lie within
it. Hence, p3 is positioned by one pixel to the left outside the middle
rectangle, which violates the assumptions when calculating the clipping
and texture offsets. The patch fixes the problem by reducing the size of
the right column by one pixel. This ensures that exists always a
non-zero middle rectangle.
The headers 'texture_rgb565.h' and 'texture_rgb888' contain
template specializations needed for using the 'Texture::rgba' function
for the respective pixel formats. The specializations were formerly
contained in application-local code.
This patch changes nitpicker's session interface to use session-local
view handles instead of view capabilities. This enables the batching
of multiple view operations into one atomic update.
This patch changes both the Input::Session interface and the skeleton
for the server-side implementation of this interface
('input/component.h').
The Input::Session interface offers a new 'sigh' function, which can be
called be the client to register a signal handler. The signal handler
gets notified on the arrival of new input. This alleviates the need to
poll for input events at the client side.
The server-side skeleton for implementing input services underwent a
redesign to make it more modular and robust. I.e., there are no
global functions needed at the server side and the event-queue
enable/disable mechanism is implemented at a central place (in the root
component) rather than inside each driver.
Fixes#46
This patch changes the top-level directory layout as a preparatory
step for improving the tools for managing 3rd-party source codes.
The rationale is described in the issue referenced below.
Issue #1082