OS X doesn't have the same concept of maximized windows as Windows does.
There's no mode that prevents a normally-resizable window from being resized.
If a window is "zoomed", it mostly fills the screen but the user can still
move or resize it, at which point it ceases to be in the zoomed state. So,
users are confused and frustrated when they can't resize a window that's
maximized.
To get similar behavior while still respecting Win32 semantics, we now let the
user try to resize maximized windows. (The resize cursors are shown at the
edges of the window frame.) When they start, a request is submitted to the app
to restore the window. Unless and until the window is restored, we don't
actually allow the window to change its size.
The user expects to resize the window from its current (maximized) position.
It should not jump to its normal position upon being restored. So, we set the
window's normal position to its current position before restoring it.
The user is prevented from moving or resizing a maximized window. The zoom
button is still present and enabled for a maximized window but requests that
it be restored rather than simply resizing it, which is what it does for
normal windows.
If a window is not resizable (lacks WS_THICKFRAME) but has a maximize box
(WS_MAXIMIZEBOX), then the zoom button requests that it be maximized rather
than resizing it.
This simulates some of what would happen if user32 were managing the drag. The
click in the caption would cause WM_SYSCOMMAND/SC_MOVE. The processing of that
message is synchronous and doesn't return until the move is complete.
Some games require that "blocking" in the internal event loop to prevent them
from misbehaving during the drag.
Queries can be run out of order because the main thread is waiting on the
response. The main thread didn't really need a response from QUERY_RESIZE_END.
It was only a query for symmetry with QUERY_RESIZE_START.