ladybird/Libraries/LibGUI/GApplication.cpp
Andreas Kling 272d65e3e2 WindowServer: Port to the new IPC system
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 :^)
2019-12-02 11:11:05 +01:00

131 lines
3.4 KiB
C++

#include <LibGUI/GAction.h>
#include <LibGUI/GApplication.h>
#include <LibGUI/GLabel.h>
#include <LibGUI/GMenuBar.h>
#include <LibGUI/GPainter.h>
#include <LibGUI/GWindow.h>
#include <LibGUI/GWindowServerConnection.h>
static GApplication* s_the;
GApplication& GApplication::the()
{
ASSERT(s_the);
return *s_the;
}
GApplication::GApplication(int argc, char** argv)
{
(void)argc;
(void)argv;
ASSERT(!s_the);
s_the = this;
m_event_loop = make<CEventLoop>();
GWindowServerConnection::the();
if (argc > 0)
m_invoked_as = argv[0];
for (int i = 1; i < argc; i++)
m_args.append(argv[i]);
}
GApplication::~GApplication()
{
s_the = nullptr;
}
int GApplication::exec()
{
int exit_code = m_event_loop->exec();
// NOTE: Maybe it would be cool to return instead of exit()?
// This would require cleaning up all the CObjects on the heap.
exit(exit_code);
return exit_code;
}
void GApplication::quit(int exit_code)
{
m_event_loop->quit(exit_code);
}
void GApplication::set_menubar(OwnPtr<GMenuBar>&& menubar)
{
if (m_menubar)
m_menubar->notify_removed_from_application({});
m_menubar = move(menubar);
if (m_menubar)
m_menubar->notify_added_to_application({});
}
void GApplication::register_global_shortcut_action(Badge<GAction>, GAction& action)
{
m_global_shortcut_actions.set(action.shortcut(), &action);
}
void GApplication::unregister_global_shortcut_action(Badge<GAction>, GAction& action)
{
m_global_shortcut_actions.remove(action.shortcut());
}
GAction* GApplication::action_for_key_event(const GKeyEvent& event)
{
auto it = m_global_shortcut_actions.find(GShortcut(event.modifiers(), (KeyCode)event.key()));
if (it == m_global_shortcut_actions.end())
return nullptr;
return (*it).value;
}
class GApplication::TooltipWindow final : public GWindow {
public:
TooltipWindow()
{
set_window_type(GWindowType::Tooltip);
m_label = GLabel::construct();
m_label->set_background_color(Color::from_rgb(0xdac7b5));
m_label->set_fill_with_background_color(true);
m_label->set_frame_thickness(1);
m_label->set_frame_shape(FrameShape::Container);
m_label->set_frame_shadow(FrameShadow::Plain);
set_main_widget(m_label);
}
void set_tooltip(const StringView& tooltip)
{
// FIXME: Add some kind of GLabel auto-sizing feature.
int text_width = m_label->font().width(tooltip);
set_rect(100, 100, text_width + 10, m_label->font().glyph_height() + 8);
m_label->set_text(tooltip);
}
RefPtr<GLabel> m_label;
};
void GApplication::show_tooltip(const StringView& tooltip, const Point& screen_location)
{
if (!m_tooltip_window) {
m_tooltip_window = new TooltipWindow;
m_tooltip_window->set_double_buffering_enabled(false);
}
m_tooltip_window->set_tooltip(tooltip);
m_tooltip_window->move_to(screen_location);
m_tooltip_window->show();
}
void GApplication::hide_tooltip()
{
if (m_tooltip_window) {
m_tooltip_window->hide();
m_tooltip_window = nullptr;
}
}
void GApplication::did_create_window(Badge<GWindow>)
{
if (m_event_loop->was_exit_requested())
m_event_loop->unquit();
}
void GApplication::did_delete_last_window(Badge<GWindow>)
{
if (m_quit_when_last_window_deleted)
m_event_loop->quit(0);
}