Previously, calling `.right()` on a `Gfx::Rect` would return the last
column's coordinate still inside the rectangle, or `left + width - 1`.
This is called 'endpoint inclusive' and does not make a lot of sense for
`Gfx::Rect<float>` where a rectangle of width 5 at position (0, 0) would
return 4 as its right side. This same problem exists for `.bottom()`.
This changes `Gfx::Rect` to be endpoint exclusive, which gives us the
nice property that `width = right - left` and `height = bottom - top`.
It enables us to treat `Gfx::Rect<int>` and `Gfx::Rect<float>` exactly
the same.
All users of `Gfx::Rect` have been updated accordingly.
We have a new, improved string type coming up in AK (OOM aware, no null
state), and while it's going to use UTF-8, the name UTF8String is a
mouthful - so let's free up the String name by renaming the existing
class.
Making the old one have an annoying name will hopefully also help with
quick adoption :^)
The main menu in GUI (the one in the lower left side of screen by
default) was called start_menu in some parts of the code and system_menu
in others. In the documentation, it was referred to as "system menu".
So, in order to be consistent, these variables are all renamed to
system_menu
and the CaptureInput mode. They are a source of unneeded complexity
in WindowServer and have proven prone to regressions, so this patch
replaces them with a simple input preemption scheme using Popups.
Popup windows now have ergonomics similar to menus: When open,
a popup preempts all mouse and key events for the entire window
stack; however, they are fragile and will close after WindowServer
swallows the first event outside them. This is similar to how combo
box windows and popups work in the classic Windows DE and has the
added benefit of letting the user click anywhere to dismiss a popup
without having to worry about unwanted interactions with other
widgets.
Putting the implementations in the .cpp file meant that they only
existed for `IntRect` and `FloatRect`, since those were instantiated at
the bottom of the file. Now they work for other types. :^)
A couple of places in WindowServer had to be modified to disambiguate
between the two `Rect::intersected()` overloads.
Co-authored-by: davidot <davidot@serenityos.org>
The hot-spots for resizing a window by dragging its corner are now
limited to a small area around the actual corner instead of an area with
1/3rd the length or width of the window.
The hot-spots to resize a window while holding a modifier key and the
right mouse button are unchanged.
But do allow them to remain minimizable by a parent. This is a nice
ergonomics fix to allow a parent window to quickly minimize and
restore all its modal children.
with the CaptureInput WindowMode. This mode will serve the same
function as accessories: redirecting input while allowing parent
windows to remain active.
with the RenderAbove WindowMode. This mode will ensure child
windows always draw above their parents, even when focus is lost.
RenderAbove modals are automatically themed the same as the old
ToolWindows. Fixes ToolWindows rendering above ALL normal windows,
regardless of parent. We can't rely on WindowType to create these
sort of effects because of WindowManager's strict display hierarchy.
Menu and Window animations can now be disabled and the geometry
overlay made conditional. Shadow options are dependent on the
current theme actually supplying bitmaps, but they provide a fast
way to toggle those that do without having to edit theme files.
Each of these strings would previously rely on StringView's char const*
constructor overload, which would call __builtin_strlen on the string.
Since we now have operator ""sv, we can replace these with much simpler
versions. This opens the door to being able to remove
StringView(char const*).
No functional changes.
Adds some logic to reposition menus that would appear off the right or
bottom edge of the screen so they appear completely on screen.
Co-authored-by: Sam Atkins <atkinssj@gmail.com>
Now, when windows flash, the "active" color of the window title frame's
flash is the highlight color instead of the standard window color. The
"inactive" color of the flash is still the disabled color as before.
Reasoning behind this change in aesthetics: There are four [1] window
title frame colors with specific UI purposes:
1. "Active" for the normal active window, obvious purpose.
2. "Moving" for the window that is being dragged or resized by the user.
Responsible for acting as a visual click feedback as a kind of
subdued button.
3. "Inactive" for any inactive windows, obvious purpose.
4. "Highlight".
The purpose of "Highlight" is in the name, though it's non-obvious what
that exactly entails. Before, only alt-tab selecting windows would use
the highlight color for showing the current target window. In my opinion
this points to the purpose of "highlight" being to move the user's focus
to another window when the simple active state is not enough. Then it
makes sense to have the window flashing use the highlight color. The
entire purpose of window flashing is to shift the user's focus to a
dialog window that might not be close to the window they just clicked.
Using the highlight color enables an even stronger emphasis than before.
It enables a cleaner separation between the purpose of the two frame
colors, as well as making the "Highlight" frame more common.
[1] Technically there are eight, as the title frame has a gradient by
default. We can count the gradient as one color for this purpose.
This allows adding "-hover.png" variants of the title button icons.
This can be useful for themes which use the TitleButtonsIconOnly
flag, which otherwise don't have a way of showing the hover state.
With this flag set to true only the icon of the title button is painted.
This is useful for themes with a more non-serenity look such as
Coffee and Cupertino (that currently try to hide the button).
We need to set Window::m_invalidated_frame to true when invalidating
the title, otherwise we may miss re-rendering the frame if nothing
else triggers it.
Calculating tiled and miximized window frame have a lot in common. In
fact, we can look at maximized window state as a special case of the
tile type. It simplifies the code since there is a lot of cases when
we take an action only if the window is maximized or tiled.
VerticallyMaximized tiling replaces set_vertically_maximized() to
take advantage of tiling ergonomics.
Middle-clicking a window's maximize button now tiles vertically;
secondary-clicking tiles horizontally.
Adds Super+Alt+Arrow shortcuts for both. Super+Left/Right tiling
shortcuts now let windows shift between tile types directly.
Briefly flash the menubar menu containing the keyboard shortcut action
to give the user immediate visual feedback on their interaction with the
system.
Render the window switcher with the same background and shadow as other
WindowServer overlays.
Note that we don't actually render it as a WindowServer::Overlay, as the
window switcher uses mouse and keyboard events, and there's currently
no way for an overlay to receive events.
Currently, if there are not titlebar buttons, we fail to paint the title
because we treat the leftmost titlebar button as the empty rect. We will
now use the rightmost edge of the titlebar when there are no buttons.
Currently, any number of menubars can be plugged in and out of a window.
This is unnecessary complexity, since we only need one menubar on a
window. This commit removes most of the logic for dynamically attaching
and detaching menubars and makes one menubar always available. The
menubar is only considered existent if it has at least a single menu in
it (in other words, an empty menubar will not be shown).
This commit additionally fixes a bug wherein menus added after a menubar
has been attached would not have their rects properly setup, and would
therefore appear glitched out on the top left corner of the menubar.
Before this change, invalidating any rect in a WindowFrame would cause
the entire window (including frame & drop shadow) to get invalidated,
leading to copious amounts of overdraw when mousing over menubars,
titlebars, and window buttons.
We now simply allow the partial frame invalidations through to the
window's dirty rects collection and the compositor takes care of it.
Because window states and various flags can affect the windows'
rendered areas it's safer to use the last computed occlusion rectangles
to invalidate areas on the screen that may have to be re-rendered due
to e.g. a window size change.
Fixes#6723