Instead of everyone overriding save_to() and set_property() and doing
a pretty asymmetric job of implementing the various properties, let's
add a bit of structure here.
Object properties are now represented by a Core::Property. Properties
are registered with a getter and setter (optional) in constructors.
I've added some convenience macros for creating and registering
properties, but this does still feel a bit bulky. We'll have to
iterate on this and see where it goes.
Piggyback on the existing mechanism to set individual properties.
This doesn't cover layouts or child widgets, but the per-widget own
properties can be set this way.
Any property can now be set in JSON GUI, all you need to do is handle
it in the relevant Core::Object::set_property() override. :^)
My original idea for GUI building tools was to have the "VisualBuilder"
app generate C++ code which in turn programmatically instantiated UI.
That never really materialized in any useful way beyond static UIs.
This is a fresh, new approach: using JSON to declare the UI and parsing
and constructing this UI at runtime. This will allow for way more
dynamic and flexible approaches to GUI development (I think.)
The basic idea is that you pass a JSON string to Widget::load_from_json
and it takes care of the rest.
This first version supports basic box layouts and instantiation of
arbitrary widgets, as long as those widgets have been registered.
This code has some pretty rough edges right now as it's evolving and
we need to figure out a lot of things about how it should work.
Nevertheless, it feels pretty cool. :^)
We got ourselves into a mess by making widgets override the window
cursor whenever they wanted a custom cursor. This patch introduces a
better solution to that issue: per-widget override cursors.
Each widget now has an override cursor that overrides the window
cursor when that widget is hovered.
This patch adds Widget::children_clip_rect() which can be overridden
to tighten clipping of a widget's children. The default implementation
simply returns Widget::rect().
A Widget can now have a focus proxy widget. Questions about focus are
redirected to the proxy if present. This is useful if a widget could
logically get focus, but wants one of its child widgets to actually
handle it.
Application::show_tooltip() now keeps track of the application's active
tooltip source widget so it can be updated while being shown when the
same widget updates its tooltip label.
Application::hide_tooltip() will unset the tooltip source widget,
respectively.
This is pretty useful for the ResourceGraph applet's tooltips!
Also re-use the Application::TooltipWindow's rect position in its
set_tooltip() method to avoid flickering from the window temporarily
being moved to 100, 100 and the position adjusted moments later.
This patch adds GUI::FocusEvent which has a GUI::FocusSource.
The focus source is one of three things:
- Programmatic
- Mouse
- Keyboard
This allows receivers of focus events to implement different behaviors
depending on how they receive/lose focus.
This was using window()->position(), which is unset for windows with
WindowType::MenuApplet. Now it checks the window type and then uses
rect_in_menubar() for MenuApplet windows and rect() for everything else.
This makes tooltips show up for MenuApplet windows, previously they were
positioned off-screen :^)
Accessory windows are windows that, when activated, will activate
their parent and bring all other accessory windows of that parent
to the front of the window stack. Accessory windows can only be
active input windows. The accessory window's parent is always the
active window regardless of whether it is also the active input
window.
In order to route input correctly, input is now sent to the active
input window, which can be any accessory window or their parent,
or any regular window.
During app teardown, the Application object may be destroyed before
something else, and so having Application::the() return a reference was
obscuring the truth about its lifetime.
This patch makes the API more honest by returning a pointer. While
this makes call sites look a bit more sketchy, do note that the global
Application pointer only becomes null during app teardown.
A GUI::Widget can now set an optional content margin (4x0 by default.)
Pixels in the content margin will be ignored for hit testing purposes.
Use this to allow frame-like widgets (like GUI::Frame!) to ignore any
mouse events in the frame area, and instead let those go to parent.
This allows GUI::Splitter to react "sooner" to mouse events that were
previously swallowed by the child widgets instead of ending up in the
splitter. The net effect is that 2 more pixels on each side of a
splitter handle are now interactive and usable for splitting! :^)
Previously the focused widget would only get cleared on replacement or
on destruction (being a WeakPtr and all.) This could lead to window
dispatching events to a focused widget after it had been removed from
the window's widget tree.
The same issue existed for the hovered widget, etc. So this patch
makes sure that we eagerly clear the various widget pointers in Window
immediately when they are removed from the window's widget tree.
This patch adds a magenta rectangle around the currently inspected
widget. This allows you to browse an app's widget tree somewhat
visually using the Inspector. :^)
This allows windows/widgets to learn when something is being dragged
over them. They can then repaint themselves somehow to indicate that
they are willing to accept a drop.
Currently this is piggybacking somewhat on the mouse event mechanism
in WindowServer. I'm not sure that's the best design but it seemed
easier to do it this way right now.