LibGUI: Add a simple emoji input dialog activated by Ctrl+Alt+Space :^)

Widgets can now opt in to emoji input via set_accepts_emoji_input().
If the focused widget accepts emoji input, we'll pop up a simple dialog
with all the available emojis as clickable buttons.

You can press escape if you change your mind and don't want an emoji.

This UI layout definitely will not scale as we add more emojis, but it
works for the moment, and we can adapt it as we go. Pretty cool! :^)
This commit is contained in:
Andreas Kling 2020-05-17 21:49:54 +02:00
commit 4173905198
Notes: sideshowbarker 2024-07-19 06:33:04 +09:00
5 changed files with 173 additions and 0 deletions

View file

@ -33,6 +33,7 @@
#include <LibGUI/Desktop.h>
#include <LibGUI/DisplayLink.h>
#include <LibGUI/DragOperation.h>
#include <LibGUI/EmojiInputDialog.h>
#include <LibGUI/Event.h>
#include <LibGUI/Menu.h>
#include <LibGUI/Widget.h>
@ -167,6 +168,17 @@ void WindowServerConnection::handle(const Messages::WindowClient::KeyDown& messa
action->activate();
return;
}
bool focused_widget_accepts_emoji_input = window->focused_widget() && window->focused_widget()->accepts_emoji_input();
if (focused_widget_accepts_emoji_input && (message.modifiers() == (Mod_Ctrl | Mod_Alt)) && message.key() == Key_Space) {
auto emoji_input_dialog = EmojiInputDialog::construct(window);
if (emoji_input_dialog->exec() != EmojiInputDialog::ExecOK)
return;
key_event->m_key = Key_Invalid;
key_event->m_modifiers = 0;
key_event->m_text = emoji_input_dialog->selected_emoji_text();
}
Core::EventLoop::current().post_event(*window, move(key_event));
}