The Launcher's functionality has been replaced by the app shortcuts in
the system menu.
There were various window management hacks to ensure that the launcher
stayed below all other windows while also being movable, etc.
This patch moves a whole lot of the menu logic from WSWindowManager to
its proper home in WSMenuManager.
We also get rid of the "close_current_menu()" concept which was easily
confused in the presence of submenus. All operations should now be
aware of the menu stack instead. (The concept of a single, current menu
made a lot more sense when there were no nested menus.)
Okay, I've spent a whole day on this now, and it finally kinda works!
With this patch, CObject and all of its derived classes are reference
counted instead of tree-owned.
The previous, Qt-like model was nice and familiar, but ultimately also
outdated and difficult to reason about.
CObject-derived types should now be stored in RefPtr/NonnullRefPtr and
each class can be constructed using the forwarding construct() helper:
auto widget = GWidget::construct(parent_widget);
Note that construct() simply forwards all arguments to an existing
constructor. It is inserted into each class by the C_OBJECT macro,
see CObject.h to understand how that works.
CObject::delete_later() disappears in this patch, as there is no longer
a single logical owner of a CObject.
You can now call GWindow::set_fullscreen(bool) and it will go in or out
of fullscreen mode.
WindowServer will also remember the previous window rect when switching
to fullscreen, and restore it when switching back. :^)
An interactive application to modify the current display settings, such as
the current wallpaper as well as the screen resolution. Currently we're
adding the resolutions ourselves, because there's currently no way to
detect was resolutions the current display adapter supports (or at least
I can't see one... Maybe VBE does and I'm stupid). It even comes with
a very nice template'd `ItemList` that can support a vector of any type,
which makes life much simpler.
It's now possible to add a GMenu as a submenu of another GMenu.
Simply use the GMenu::add_submenu(NonnullOwnPtr<GMenu>) API :^)
The WindowServer now keeps track of a stack of open menus rather than
just one "current menu". This code needs a bit more work, but the basic
functionality is now here!
Any GAction that has an icon assigned will now show up with that icon
when added to a menu as well.
I made the menu items 2px taller to accomodate the icons. I think this
turned out quite nice as well :^)
A lot of things happen in response to window destruction, and some of
them may call into the window's WSClientConnection and ask it to look
through its window list.
If we're right in the middle of tearing down the window list, it's not
a great idea to start iterating over it.
Fixes#386.
Now that we can set icons directly "by bitmap", there's no need for passing
around the icon paths anymore, so get rid of all the IPC and API related
to that. :^)
Now that we support more than 2 clients per shared buffer, we can use them
for window icons. I didn't do that previously since it would have made the
Taskbar process unable to access the icons.
This opens up some nice possibilities for programmatically generated icons.
Use CLocalServer to listen for connections in WindowServer and AudioServer.
This allows us to accept incoming CLocalSocket objects from the CLocalServer
and construct client connections based on those.
Removed COpenedSocket since it's replaced by CLocalSocket.
This allows us to seal a buffer *before* anyone else has access to it
(well, ok, the creating process still does, but you can't win them all).
It also means that a SharedBuffer can be shared with multiple clients:
all you need is to have access to it to share it on again.
Sticking these in a namespace allows us to use a more generic
("Connection") term without clashing, which is way easier to understand
than to try to come up with unique names for both.
Taskbar now simply asks the WindowServer to popup a window menu when right
clicking on a taskbar button.
This patch also implements the "close" menu item, and furthermore makes the
window menu show up when you left-click a window's titlebar icon. :^)
GWindow::move_to_front() can now be used to move a window to the top of
the window stack.
We use this in Terminal to bring the settings window to the front if it
already exists when it's requested, in case it's hiding behind something.
* EPIPE now correctly deletes the client connection
* EAGAIN (which is now returned by the kernel if the write buffer fills)
terminates the connection also
Fullscreen windows are rendered alone and above everything else when they
are active, and as part of the regular window stack order when something
else is active.
Currently windows cannot be made fullscreen after-the-fact, but must have
the fullscreen flag included in their CreateWindow message.
It should not possible to interact with the menu, taskbar or window frame
while the active window is fullscreened. :^)
There's no point in painting if it can't be seen anyway. We also make sure
to request a repaint when un-minimizing, so the window gets a chance to
repaint itself then.
Use this in Terminal to tell the window server to not bother with the alpha
channel in the backing store if we're running without transparency.
Semi-transparent terminals look neat but they slow everything down, so this
keeps things fast while making it easy to switch to the flashy mode. :^)
This widget is automatically included in GStatusBar, but can be added in
any other place, too. When clicked (with the left button), it initiates a
window resize (using a WM request.)
In this patch I also fixed up some issues with override cursors being
cleared after the WindowServer finishes a drag or resize.
The threading API's are not very mature, so this code looks a bit crufty
but it does take the load off the WindowServer main thread when changing
wallpapers. :^)
They show up as checkable GButtons in GToolBar, and with (or without) check
marks in menus.
There are a bunch of places to make use of this. This patch only takes
advantage of it in the FileManager for the view type actions.
To get truly atomic updates, add a mechanism for passing arbitrary amounts
of extra data along with WindowServer messages. This allows us to pass all
the rects in a single message.
Don't send unnecessarily large paint requests to clients. This avoids some
unnecessary work and fixes choppiness when dragging widgets outside the
visible part of a VisualBuilder form.
This patch moves to sending up to 32 rects at a time when coordinating the
painting between WindowServer and its clients. Rects are also merged into
a minimal DisjointRectSet on the server side before painting.
Interactive resize looks a lot better after this change, since we can
usually do all the repainting needed in one go.
This was pretty straightforward thanks to the work I did separating out
LibCore from LibGUI already. :^)
- WSMessageLoop now inherits from CEventLoop.
- WSMessage now inherits from CEvent.
- WSMessageReceiver goes away.
Now there is only one event loop in Serenity. Very nice!