This fixes a bug with menu keyboard navigation. If you pressed the right
arrow to enter a submenu, then the left arrow to exit the submenu, then
right and left again it would leave no menu item selected.
Because descending into the submenu wasn't making it the current menu,
when you press the left arrow it couldn't find the "current menu" in the
stack, so didn't know what menu to pop back to.
It was an accident that it worked the first time you navigated into the
menu. Selecting the parent item also opened the submenu, and opening
an already open menu sets it as the current menu. After closing the
submenu with the left arrow, it is no longer already open, so it wasn't
getting set as the current menu.
ec6debb changed item_index_at to return -1 when hovering over a
separator. The intent was to not send the separator to clients for
MenuItemEntered.
However, this had the unintented consequence of not closing the submenu
when you hover over a separator. Submenus ignore when the item index is
-1 in order to leave the menu open when you move the mouse outside. This
ends up leaving the submenu open without the highlight to show what menu
item the submenu belongs to.
A slightly less severe consequence is that pressing the up or down arrow
key in such a situation would now go the top or bottom of the menu
rather than the item above or below the separator.
We now push the special casing of separators into set_hovered_index so
that the rest of the code behaves as it did before ec6debb.
The menus always thought they were being outside of the main screen,
which caused them to be left and/or top aligned. This also fixes the
calculation of the available space by using the screen rectangle where
it will be displayed.
This allows WindowServer to use multiple framebuffer devices and
compose the desktop with any arbitrary layout. Currently, it is assumed
that it is configured contiguous and non-overlapping, but this should
eventually be enforced.
To make rendering efficient, each window now also tracks on which
screens it needs to be rendered. This way we don't have to iterate all
the windows for each screen but instead use the same rendering loop and
then only render to the screen (or screens) that the window actually
uses.
This replaces ctype.h with CharacterType.h everywhere I could find
issues with narrowing conversions. While using it will probably make
sense almost everywhere in the future, the most critical places should
have been addressed.
Problem:
- `static` variables consume memory and sometimes are less
optimizable.
- `static const` variables can be `constexpr`, usually.
- `static` function-local variables require an initialization check
every time the function is run.
Solution:
- If a global `static` variable is only used in a single function then
move it into the function and make it non-`static` and `constexpr`.
- Make all global `static` variables `constexpr` instead of `const`.
- Change function-local `static const[expr]` variables to be just
`constexpr`.
This commit unifies methods and method/param names between the above
classes, as well as adds [[nodiscard]] and ALWAYS_INLINE where
appropriate. It also renamed the various move_by methods to
translate_by, as that more closely matches the transformation
terminology.
SPDX License Identifiers are a more compact / standardized
way of representing file license information.
See: https://spdx.dev/resources/use/#identifiers
This was done with the `ambr` search and replace tool.
ambr --no-parent-ignore --key-from-file --rep-from-file key.txt rep.txt *
Since menu separator items don't have an associated identifier,
make sure we don't falsely report that we've enter item 0.
This fixes an issue where hovering over a separator would behave
as if we'd hovered over the first item in the menu wrt sending
MenuItemEntered.
We now send out MenuItemEntered and MenuItemLeft messages to the client
when the user hovers/unhovers menu items.
On the client side, these become GUI::ActionEvent, with one of two
types: ActionEnter or ActionLeave. They are sent to the Application.
This will allow GUI applications to react to these events.
We were writing to the currently hovered menu item index in a bunch
of places, which made it very confusing to follow how it changes.
Rename Menu::set_hovered_item() to set_hovered_index() and use it
in more places instead of manipulating m_hovered_item_index.
Menu items can now also have Alt shortcut, and they work the same way
top-level menu Alt shortcuts do. This replaces the previous "type to
search" mechanism we had in menus.
This patch adds support for opening menus via keyboard shortcuts.
Use an ampersand in a menu name to automatically create a keyboard
shortcut (Alt + the character following the ampersand.)
Menus with an Alt shortcut have a small underline under the shortcut
character for discoverability.
We kept a backpointer from the Menu to its containing MenuBar, but it
was not used for anything so let's remove it.
Since all menus have the same font now, there's no need to track a
separate "title font".
This patch begins the transition away from the global menu towards
per-window menus instead.
The global menu looks neat, but has always felt clunky, and there
are a number of usability problems with it, especially in programs
with multiple windows.
You can now call GUI::Window::set_menubar() to add a menubar to
your window. It will be specific to that one window only.
(...and ASSERT_NOT_REACHED => VERIFY_NOT_REACHED)
Since all of these checks are done in release builds as well,
let's rename them to VERIFY to prevent confusion, as everyone is
used to assertions being compiled out in release.
We can introduce a new ASSERT macro that is specifically for debug
checks, but I'm doing this wholesale conversion first since we've
accumulated thousands of these already, and it's not immediately
obvious which ones are suitable for ASSERT.
Also, only mark the menu bar item as opened if a menu was actually
opened through the menu bar.
These changes allow a menu to be used both in the menu bar as well
as a context menu.
Fixes#5469