Some more work on the desktop side of things regarding my user interface. The
orange ones are the standard user desktops. On the red desktop one can see all
the user desktops next to each other, if needed. The white one won't be seen
in general, it just serves to set up some the coordinate frames, overall clip
regions etc..
Well, next to OS-independency I'm also now going for device-independency.
I will spend each UI element a proper model-to-view (a proper 2d viewing-)
transformation. Each UI element will have it's own coordinate space, window,
normalized viewport and sub-viewport, which will finally be transformed to
some given device-dependent render target and rastered according to the given
target. This requires a lot more work, but will come in handy in so many ways.
Don't bother about the mouse pointer in the image, it's off because I already
implemented some of said transformations etc. and the mouse pointer now needs
to be back transformed properly to match scales.