mirror of
https://github.com/Stone-Red-Code/RemSox.git
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Add XML docs
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@@ -6,56 +6,26 @@ namespace MyKernel.Plugs;
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[Plug("System.Security.Cryptography.RandomNumberGeneratorImplementation")]
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public static unsafe class RandomNumberGeneratorImplementationImpl
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{
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// =========================================================
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// SECURITY NOTE
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// =========================================================
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// This implementation uses ChaCha20 as its core stream cipher,
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// which is cryptographically sound. However, the initial seed
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// quality at boot is LIMITED without hardware entropy sources
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// (RDTSC / RDRAND). Security improves substantially once
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// AddMouseEntropy / AddKeyboardEntropy have been called with
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// real hardware event timing. Do not use this for high-value
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// key generation before sufficient entropy has been collected.
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//
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// To reach true CSPRNG quality, add assembly plugs for:
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// - RDTSC (real CPU cycle counter)
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// - RDRAND (hardware RNG, Intel/AMD, post-2012)
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// and call them from ReadTSC() and EnsureInitialized().
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// =========================================================
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// =========================================================
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// ChaCha20 state
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// =========================================================
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// Cryptographic stream generator based on ChaCha20.
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// Initial entropy is limited at boot; depends on hardware events.
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private static uint[] key = new uint[8];
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private static uint[] counter = new uint[4];
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private static uint[] state = new uint[16];
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// =========================================================
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// entropy pool
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// =========================================================
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private static ulong e0, e1, e2, e3;
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private static int entropyCounter;
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private static bool initialized = false;
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// =========================================================
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// ChaCha constants ("expand 32-byte k")
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// =========================================================
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private static readonly uint[] constants =
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{
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0x61707865, 0x3320646E, 0x79622D32, 0x6B206574
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};
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// =========================================================
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// rotate left
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// =========================================================
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private static uint RotL(uint x, int n)
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{
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return (x << n) | (x >> (32 - n));
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}
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// =========================================================
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// ChaCha quarter round
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// =========================================================
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private static void QR(ref uint a, ref uint b, ref uint c, ref uint d)
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{
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a += b; d ^= a; d = RotL(d, 16);
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@@ -64,9 +34,6 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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c += d; b ^= c; b = RotL(b, 7);
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}
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// =========================================================
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// ChaCha20 block
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// =========================================================
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private static void ChaChaBlock(uint[] output)
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{
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uint[] x = new uint[16];
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@@ -104,16 +71,10 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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}
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}
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// =========================================================
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// FIX: stronger Mix() using a multiplier with good avalanche.
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// The previous shift-only chain was reversible with linear
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// algebra. Multiplying by a prime scrambles bits non-linearly.
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// Using the 64-bit Fibonacci hashing constant (knuth / splitmix64).
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// =========================================================
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private static void Mix(ulong v)
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{
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e0 ^= v;
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e0 *= 0x9E3779B97F4A7C15UL; // Fibonacci hash, full avalanche
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e0 *= 0x9E3779B97F4A7C15UL;
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e1 ^= e0 ^ (e0 >> 30);
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e1 *= 0xBF58476D1CE4E5B9UL;
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e2 ^= e1 ^ (e1 >> 27);
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@@ -133,10 +94,8 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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counter[2] ^= (uint)(e2 >> 16);
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counter[3] ^= (uint)(e3 >> 16);
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// wipe pool after folding
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e0 = 0; e1 = 0; e2 = 0; e3 = 0;
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// invalidate output buffer so new key takes effect immediately
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bufferIndex = 16;
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}
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@@ -146,45 +105,18 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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Reseed();
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}
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// =========================================================
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// ReadTSC() — HONEST fallback
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//
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// Without an assembly plug for RDTSC this cannot provide real
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// sub-millisecond jitter. The previous spin-loop was removed
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// because it was deterministic and added no real entropy.
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//
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// Replace the body of this method with an RDTSC assembly plug
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// and this becomes a real entropy source:
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//
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// [PlugMethod(assemblyName: "...", methodLabel: "rdtsc")]
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// public static extern ulong NativeRdtsc();
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//
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// Until then, TickCount is used honestly at its actual resolution.
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// =========================================================
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private static ulong ReadTSC()
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{
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return (ulong)Environment.TickCount;
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}
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// =========================================================
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// Initial seed
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//
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// Mixes the best available non-hardware sources. This is weak
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// at boot but not zero. Security depends heavily on the first
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// real entropy events (mouse/keyboard) arriving quickly.
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// =========================================================
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private static void EnsureInitialized()
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{
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if (initialized) return;
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initialized = true;
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// Compile-time build nonce — gives a different stream per
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// build even if all runtime sources are identical.
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// IMPORTANT: regenerate this value for each release build.
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const ulong BUILD_NONCE = 0xDEADBEEFCAFEBABEUL;
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// Heap pointer: weak in Cosmos (sequential allocator) but
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// still varies across hardware configs and VM setups.
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ulong heapBits;
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fixed (byte* p = new byte[1])
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heapBits = (ulong)p;
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@@ -192,19 +124,13 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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Mix(BUILD_NONCE);
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Mix(ReadTSC());
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Mix(heapBits);
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Mix(ReadTSC() ^ (heapBits << 17)); // second sample
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Mix(ReadTSC() ^ (heapBits << 17));
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Reseed();
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}
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// =========================================================
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// Thread safety
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// =========================================================
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private static readonly Lock _lock = new();
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// =========================================================
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// ChaCha output buffer
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// =========================================================
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private static uint[] buffer = new uint[16];
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private static int bufferIndex = 16;
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@@ -217,16 +143,6 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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ChaChaBlock(buffer);
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bufferIndex = 0;
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// Backtracking resistance: ratchet the key forward by XORing
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// it with the first 8 words of the fresh keystream.
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//
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// XOR rather than replace: assignment would discard all entropy
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// accumulated via AddMouseEntropy / AddKeyboardEntropy, since
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// those fold into key[] via Reseed(). XOR preserves that entropy
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// while still making the new key unpredictable from the old one.
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//
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// We then regenerate the block so the 8 words used for ratcheting
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// are never returned to the caller as output.
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key[0] ^= buffer[0];
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key[1] ^= buffer[1];
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key[2] ^= buffer[2];
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@@ -242,7 +158,6 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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return buffer[bufferIndex++];
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}
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// Use all 4 bytes of each uint
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private static int byteShift = 0;
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private static uint byteWord = 0;
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@@ -258,10 +173,6 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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return (byte)(byteWord >> byteShift);
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}
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// =========================================================
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// ENTROPY INPUTS
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// =========================================================
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public static void AddMouseEntropy(int dx, int dy, int dz, int x, int y)
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{
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ulong tsc = ReadTSC();
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@@ -291,10 +202,6 @@ public static unsafe class RandomNumberGeneratorImplementationImpl
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}
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}
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// =========================================================
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// PUBLIC API
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// =========================================================
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[PlugMember]
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public static void FillSpan(Span<byte> data)
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{
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@@ -2,11 +2,25 @@ namespace RemSox.UI.GUI.CLI;
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using System;
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/// <summary>
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/// Defines a command executable via the CLI or GUI terminal.
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/// </summary>
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public interface ICommand
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{
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/// <summary>
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/// Gets the name of the command used to invoke it.
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/// </summary>
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string Name { get; }
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/// <summary>
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/// Gets a brief description of the command's functionality.
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/// </summary>
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string Description { get; }
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/// <summary>
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/// Executes the command.
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/// </summary>
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/// <param name="arguments">The arguments provided to the command.</param>
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/// <param name="printLine">A delegate to stream output lines to the current console or terminal.</param>
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void Execute(string? arguments, Action<string> printLine);
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}
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@@ -6,25 +6,36 @@ using RemSox.UI.GUI.UIEelements;
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namespace RemSox.UI.GUI.Windows;
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/// <summary>
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/// Represents a window within the GUI system, managing its state, UI elements, and interactions.
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/// </summary>
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public sealed class Window(string title, int processId, int id, IRenderSource renderSource)
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{
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/// <summary> Gets the unique identifier for this window. </summary>
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public int Id { get; } = id;
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/// <summary> Gets the ID of the process that owns this window. </summary>
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public int ProcessId { get; } = processId;
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/// <summary> Gets or sets the title of the window. </summary>
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public string Title { get; set; } = title;
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/// <summary> Gets or sets the Z-order index of the window (higher means more foreground). </summary>
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public int ZIndex { get; set; }
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/// <summary> Gets or sets a value indicating whether changes should automatically trigger a redraw. </summary>
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public bool AutoFlush { get; set; } = false;
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/// <summary> Event raised when a keyboard event is handled by this window. </summary>
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public event Action<Cosmos.Kernel.System.Keyboard.KeyEvent>? OnKeyEvent;
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/// <summary> Dispatches a key event to the window's registered event handlers. </summary>
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public void HandleKeyEvent(Cosmos.Kernel.System.Keyboard.KeyEvent keyEvent)
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{
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OnKeyEvent?.Invoke(keyEvent);
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}
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/// <summary> Gets or sets whether this window is currently focused. </summary>
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public bool IsFocused
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{
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get => WindowManager.IsWindowFocused(this);
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@@ -34,16 +45,22 @@ public sealed class Window(string title, int processId, int id, IRenderSource re
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}
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}
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/// <summary> Gets or sets whether the window is visible. </summary>
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public bool IsVisible { get; set; } = true;
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/// <summary> Gets or sets whether the window is resizable by the user. </summary>
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public bool IsResizable { get; set; } = true;
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/// <summary> Gets or sets whether the window can be dragged by the user. </summary>
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public bool IsDraggable { get; set; } = true;
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/// <summary> Gets or sets the position of the window. </summary>
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public Point Position { get; set; }
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/// <summary> Gets or sets the size of the window. </summary>
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public Size Size { get; set; }
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/// <summary> Gets whether the window is currently being dragged. </summary>
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public bool IsDragging => currentInteraction == InteractionMode.Drag;
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private readonly object uiElementsLock = new object();
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@@ -64,6 +81,9 @@ public sealed class Window(string title, int processId, int id, IRenderSource re
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private int lastRenderedZIndex = -1;
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private bool isFirstRender = true;
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/// <summary>
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/// Creates and registers a new UI element within this window.
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/// </summary>
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public T CreateUIElement<T>(Action<T>? options = null) where T : UIElement, new()
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{
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int uiElementId = GetNextUIElementId();
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@@ -96,12 +116,18 @@ public sealed class Window(string title, int processId, int id, IRenderSource re
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return uiElement;
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}
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/// <summary>
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/// Invalidates the window state, forcing a full redraw on the next flush.
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/// </summary>
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public void Invalidate()
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{
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isFirstRender = true;
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Flush();
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}
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/// <summary>
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/// Sends current window and element state to the renderer.
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/// </summary>
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public void Flush()
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{
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if (!IsVisible)
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@@ -185,6 +211,9 @@ public sealed class Window(string title, int processId, int id, IRenderSource re
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}
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}
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/// <summary>
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/// Checks if a pointer position starts an interaction (drag/resize) and handles focus.
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/// </summary>
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public bool TryBeginInteract(Point pointerPosition)
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{
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if (!IsVisible)
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@@ -237,6 +266,9 @@ public sealed class Window(string title, int processId, int id, IRenderSource re
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return false;
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}
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/// <summary>
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/// Updates the drag or resize interaction based on the current pointer position.
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/// </summary>
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public void UpdateInteraction(Point pointerPosition)
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{
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if (currentInteraction == InteractionMode.Drag)
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@@ -294,6 +326,9 @@ public sealed class Window(string title, int processId, int id, IRenderSource re
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}
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}
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/// <summary>
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/// Ends the current drag or resize interaction.
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/// </summary>
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public void EndInteraction()
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{
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currentInteraction = InteractionMode.None;
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@@ -11,6 +11,9 @@ using RemSox.UI.GUI.Rendering;
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namespace RemSox.UI.GUI.Windows;
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/// <summary>
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/// Manages window creation, focus, interaction, and rendering orchestration for the GUI system.
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/// </summary>
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public static class WindowManager
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{
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private static readonly object windowsLock = new object();
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@@ -29,6 +32,9 @@ public static class WindowManager
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private static readonly MuliRenderSource renderSource = new([]);
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/// <summary>
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/// Processes input, updates interaction state, and triggers rendering of all windows.
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/// </summary>
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public static void Update()
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{
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mousePollCounter++;
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@@ -64,10 +70,19 @@ public static class WindowManager
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lastPointerPosition = pointerPosition;
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}
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/// <summary>
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/// Adds a new rendering source to the compositor.
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/// </summary>
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public static void AddRenderSource(IRenderSource source) => renderSource.AddSource(source);
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/// <summary>
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/// Removes an existing rendering source from the compositor.
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/// </summary>
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public static void RemoveRenderSource(IRenderSource source) => renderSource.RemoveSource(source);
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/// <summary>
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/// Creates and registers a new window for the specified process.
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/// </summary>
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public static Window CreateWindow(Process process, string title, Point position, Size size)
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{
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Window window = new(title, process.Id, GetNextWindowId(), renderSource)
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@@ -90,6 +105,9 @@ public static class WindowManager
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return window;
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}
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/// <summary>
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/// Closes a specific window and notifies the renderer.
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/// </summary>
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public static void CloseWindow(Window window)
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{
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lock (windowsLock)
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@@ -103,6 +121,9 @@ public static class WindowManager
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renderSource.Render(new[] { new RenderCommand { WindowId = window.Id, ElementId = window.Id, ElementType = "WindowClose", Position = window.Position, Properties = new Dictionary<string, object?>() } });
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}
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/// <summary>
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/// Returns a list of all windows belonging to the given process.
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/// </summary>
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public static List<Window> GetWindowsForProcess(Process process)
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{
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lock (windowsLock)
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@@ -116,11 +137,17 @@ public static class WindowManager
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}
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}
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/// <summary>
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/// Closes all windows belonging to the given process.
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/// </summary>
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public static void CloseWindowsForProcess(Process process)
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{
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CloseWindowsForProcess(process.Id);
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}
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/// <summary>
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/// Closes all windows belonging to the given process ID.
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/// </summary>
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public static void CloseWindowsForProcess(int processId)
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{
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List<Window> windowsToClose = new();
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@@ -144,6 +171,9 @@ public static class WindowManager
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}
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}
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/// <summary>
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/// Sets the focus to the specified window, bringing it to the foreground.
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/// </summary>
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public static void FocusWindow(Window? window)
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{
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if (focusedWindow == window)
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@@ -163,11 +193,17 @@ public static class WindowManager
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focusedWindow?.Flush();
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}
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/// <summary>
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/// Checks if the specified window is currently focused.
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/// </summary>
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public static bool IsWindowFocused(Window window)
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{
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return focusedWindow == window;
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}
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/// <summary>
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/// Attempts to begin interaction (drag/resize) with a window at the specified pointer position.
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/// </summary>
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public static Window? TryBeginInteract(Point pointerPosition)
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{
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List<Window> allWindows;
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@@ -186,6 +222,9 @@ public static class WindowManager
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return null;
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}
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/// <summary>
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/// Forces a full redraw of all windows in the system.
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/// </summary>
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public static void InvalidateAll()
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{
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List<Window> allWindows;
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