Add event handling for key presses for navigating a menu. The currently
hovered menu item is tracked through an index which is either
incremented or decremented on up or down arrow key presses, changing the
hovered item.
Whenever there is a mouse move event, we ensure that the current index
matches the currently hovered item so that the mouse and keyboard do not
get out of sync.
If the right key is pressed, and we are on a submenu menu item, we
'enter' that submenu. While we are currently in a submenu, we forward
all keypress events to that submenu for handling. This allows us to
traverse the heirachy of a menu. While in a submenu, if the left key is
pressed, we leave that submenu and start handling the keypresses
ourselves again.
There is currently a small issue where the mouse hover and key hover can
get out of sync. The mouse can be traversing a submenu, but the parent
menu has no idea that the mouse has 'entered' a submenu, so will handle
the key presses itself, instead of forwarding them to the submenu. One
potential fix for this is for a menu to tell its menu parent that the
submenu is being traversed.
Menus are now owned by menu manager instead of being split between the
window manager and menu manager. If the window server wants to change
a menu, or call menu related functionality, this will need to be done
through the menu manager.
Further refactoring is likely needed, but this seems like a good start
for seperating menu logic from window logic.
Palette is now a value wrapper around a NonnullRefPtr<PaletteImpl>.
A new function, set_color(ColorRole, Color) implements a simple
copy-on-write mechanism so that we're sharing the PaletteImpl in the
common case, but allowing you to create custom palettes if you like,
by getting a GWidget's palette, modifying it, and then assigning the
modified palette to the widget via GWidget::set_palette().
Use this to make PaintBrush show its palette colors once again.
Fixes#943.
WindowServer now tracks whether windows are occluded (meaning that
they are completely covered by one or more opaque windows sitting above
them.) This state is communicated to the windows via WindowStateChanged
messages, which then allow GWindow to mark its backing store volatile.
This reduces the effective memory impact of windows that are not at all
visible to the user. Very cool. :^)
GApplication now has a palette. This palette contains all the system
theme colors by default, and is inherited by a new top-level GWidget.
New child widgets inherit their parents palette.
It is possible to override the GApplication palette, and the palette
of any GWidget.
The Palette object contains a bunch of colors, each corresponding to
a ColorRole. Each role has a convenience getter as well.
Each GWidget now has a background_role() and foreground_role(), which
are then looked up in their current palette when painting. This means
that you no longer alter the background color of a widget by setting
it directly, rather you alter either its background role, or the
widget's palette.
Color themes are loaded from .ini files in /res/themes/
The theme can be switched from the "Themes" section in the system menu.
The basic mechanism is that WindowServer broadcasts a SharedBuffer with
all of the color values of the current theme. Clients receive this with
the response to their initial WindowServer::Greet handshake.
When the theme is changed, WindowServer tells everyone by sending out
an UpdateSystemTheme message with a new SharedBuffer to use.
This does feel somewhat bloated somehow, but I'm sure we can iterate on
it over time and improve things.
To get one of the theme colors, use the Color(SystemColor) constructor:
painter.fill_rect(rect, SystemColor::HoverHighlight);
Some things don't work 100% right without a reboot. Specifically, when
constructing a GWidget, it will set its own background and foreground
colors based on the current SystemColor::Window and SystemColor::Text.
The widget is then stuck with these values, and they don't update on
system theme change, only on app restart.
All in all though, this is pretty cool. Merry Christmas! :^)
These fields are intended to carry the real meat of a drag operation,
and the "text" is just for what we show on screen (alongside the cursor
during the actual drag.)
The data field is just a String for now, but in the future we should
make it something more flexible.
This patch introduces the second MenuApplet: Audio. To make this work,
menu applet windows now also receive mouse events.
There's still some problem with mute/unmute via clicking not actually
working, but the call goes from the applet program over IPC to the
AudioServer, where something goes wrong with the state change message.
Need to look at that separately.
Anyways, it's pretty cool to have more applets running in their own
separate processes. :^)
Windows that are being moved around by the user are now called "moving"
windows instead of "dragging" windows, to avoid confusion with the
drag and drop stuff.
This patch enables basic drag&drop between applications.
You initiate a drag by creating a GDragOperation object and calling
exec() on it. This creates a nested event loop in the calling program
that only returns once the drag operation has ended.
On the receiving side, you get a call to GWidget::drop_event() with
a GDropEvent containing information about the dropped data.
The only data passed right now is a piece of text that's also used
to visually indicate that a drag is happening (by showing the text in
a little box that follows the mouse cursor around.)
There are things to fix here, but we're off to a nice start. :^)
This patch introduces code generation for the WindowServer IPC with
its clients. The client/server endpoints are defined by the two .ipc
files in Servers/WindowServer/: WindowServer.ipc and WindowClient.ipc
It now becomes significantly easier to add features and capabilities
to WindowServer since you don't have to know nearly as much about all
the intricate paths that IPC messages take between LibGUI and WSWindow.
The new system also uses significantly less IPC bandwidth since we're
now doing packed serialization instead of passing fixed-sized structs
of ~600 bytes for each message.
Some repaint coalescing optimizations are lost in this conversion and
we'll need to look at how to implement those in the new world.
The old CoreIPC::Client::Connection and CoreIPC::Server::Connection
classes are removed by this patch and replaced by use of ConnectionNG,
which will be renamed eventually.
Goodbye, old WindowServer IPC. You served us well :^)
When a window is being resized, its size may differ from the size of its backing
store. In this case, peek at the direction the window is being resized in, and
render the backing store at the same place as it was previously.
https://github.com/SerenityOS/serenity/issues/52
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.)
If the .af file for an app contains the App/Category key, we'll now put
it in a submenu of the system menu, together with all the other apps in
that same category. This is pretty neat! :^)
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.
We now require that the two clicks that make up a double-click be no
more than 4px apart.
This fixes the annoying behavior where you'd often get incorrect
double-click events on GUI widgets.
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!
This macro goes at the top of every CObject-derived class like so:
class SomeClass : public CObject {
C_OBJECT(SomeClass)
public:
...
At the moment, all it does is create an override for the class_name() getter
but in the future this will be used to automatically insert member functions
into these classes.
Instead of LibGUI and WindowServer building their own copies of the drawing
and graphics code, let's it in a separate LibDraw library.
This avoids building the code twice, and will encourage better separation
of concerns. :^)
This is effectively a mouse grab except that we don't require any client
coordination to request it (which is probably OK, and certainly a lot
simpler to implement).
This prevents e.g. dragging the mouse cursor out of paint and over the
terminal from selecting text unexpectedly.
Previously we were rendering the whole menubar on every compose(),
even if nothing changed about it. Now it's in its own window and can
be invalidated and painted separately.
Also run it across the whole tree to get everything using the One True Style.
We don't yet run this in an automated fashion as it's a little slow, but
there is a snippet to do so in makeall.sh.
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. :^)