- Eliminate double set_geometry() call: removed _apply_window_title_bars()
which post-processed geometry causing expensive SIGWINCH to children
- Move title bar screen ownership to Window objects instead of central
manager, with show_title_bar flag set during layout before do_layout()
- Window.set_geometry() now handles title bar geometry internally:
self.geometry stays at layout-computed value (borders/padding correct),
only C-side render data diverges via adjusted top/bottom
- Hide title bar for 1-row windows (ynum <= 1)
- Hide title bar when template evaluates to empty/whitespace
- Optimize C render loop: merge title bar GPU prep and draw into existing
per-window loops, use trd pointer and is_visible=false, use
num_visible_windows > 1 guard. Eliminates separate iteration passes.
- Simplify WindowTitleBarManager to thin coordinator
Note on C-side GPU prep placement: the suggested patch placed
send_cell_data_to_gpu for title bars inside the is_active_window branch
only. This caused a segfault (NULL deref in gleRunVertexSubmitImmediate)
because inactive windows' title bars had valid screen/geometry but no
GPU data uploaded, yet draw_cells was called for all visible title bars.
Moved to the per-window visibility block alongside the main window's
send_cell_data_to_gpu call so all visible title bars get GPU data
prepared. The draw loop matches the suggested patch exactly.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The texture used as the intermediate rendering target is now shared between
all OS Windows instead of each OS Window having its own.
Fixes#9600Fixes#9599
The for loops iterating over edge_border() results in layout_pair() used
top, bottom, left, right as loop variable names, which shadowed the
function's local variables tracking current layout position. This caused
sibling panes to be positioned at incorrect offsets when splitting a pane
that was itself a nested Pair (e.g. splitting the left pane horizontally
would cause the right pane to shift down half the screen).
Rename loop variables to etop, ebottom, eleft, eright to avoid shadowing.