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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.
294 lines
9 KiB
C++
294 lines
9 KiB
C++
/*
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* Copyright (c) 2022, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2022, networkException <networkexception@serenityos.org>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/FuzzyMatch.h>
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#include <AK/QuickSort.h>
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#include <LibGUI/Action.h>
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#include <LibGUI/ActionGroup.h>
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#include <LibGUI/Application.h>
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#include <LibGUI/BoxLayout.h>
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#include <LibGUI/CommandPalette.h>
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#include <LibGUI/FilteringProxyModel.h>
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#include <LibGUI/Menu.h>
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#include <LibGUI/MenuItem.h>
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#include <LibGUI/Menubar.h>
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#include <LibGUI/Model.h>
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#include <LibGUI/Painter.h>
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#include <LibGUI/TableView.h>
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#include <LibGUI/TextBox.h>
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#include <LibGUI/Widget.h>
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#include <LibGfx/Painter.h>
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namespace GUI {
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enum class IconFlags : unsigned {
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Checkable = 0,
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Exclusive = 1,
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Checked = 2,
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};
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AK_ENUM_BITWISE_OPERATORS(IconFlags);
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class ActionIconDelegate final : public GUI::TableCellPaintingDelegate {
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public:
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virtual ~ActionIconDelegate() override = default;
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bool should_paint(ModelIndex const& index) override
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{
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return index.data().is_u32();
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}
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virtual void paint(GUI::Painter& painter, Gfx::IntRect const& cell_rect, Gfx::Palette const& palette, ModelIndex const& index) override
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{
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auto flags = static_cast<IconFlags>(index.data().as_u32());
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VERIFY(has_flag(flags, IconFlags::Checkable));
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auto exclusive = has_flag(flags, IconFlags::Exclusive);
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auto checked = has_flag(flags, IconFlags::Checked);
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if (exclusive) {
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Gfx::IntRect radio_rect { 0, 0, 12, 12 };
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radio_rect.center_within(cell_rect);
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Gfx::StylePainter::paint_radio_button(painter, radio_rect, palette, checked, false);
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} else {
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Gfx::IntRect radio_rect { 0, 0, 13, 13 };
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radio_rect.center_within(cell_rect);
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Gfx::StylePainter::paint_check_box(painter, radio_rect, palette, true, checked, false);
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}
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}
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};
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class ActionModel final : public GUI::Model {
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public:
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enum Column {
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Icon,
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Text,
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Menu,
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Shortcut,
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__Count,
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};
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ActionModel(Vector<NonnullRefPtr<GUI::Action>>& actions)
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: m_actions(actions)
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{
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}
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virtual ~ActionModel() override = default;
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virtual int row_count(ModelIndex const& parent_index) const override
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{
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if (!parent_index.is_valid())
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return m_actions.size();
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return 0;
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}
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virtual int column_count(ModelIndex const& = ModelIndex()) const override
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{
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return Column::__Count;
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}
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virtual String column_name(int) const override { return {}; }
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virtual ModelIndex index(int row, int column = 0, ModelIndex const& = ModelIndex()) const override
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{
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return create_index(row, column, m_actions.at(row).ptr());
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}
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virtual Variant data(ModelIndex const& index, ModelRole role = ModelRole::Display) const override
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{
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if (role != ModelRole::Display)
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return {};
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auto& action = *static_cast<GUI::Action*>(index.internal_data());
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switch (index.column()) {
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case Column::Icon:
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if (action.icon())
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return *action.icon();
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if (action.is_checkable()) {
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auto flags = IconFlags::Checkable;
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if (action.is_checked())
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flags |= IconFlags::Checked;
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if (action.group() && action.group()->is_exclusive())
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flags |= IconFlags::Exclusive;
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return (u32)flags;
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}
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return "";
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case Column::Text:
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return action_text(index);
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case Column::Menu:
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return menu_name(index);
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case Column::Shortcut:
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if (!action.shortcut().is_valid())
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return "";
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return action.shortcut().to_string();
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}
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VERIFY_NOT_REACHED();
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}
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virtual TriState data_matches(GUI::ModelIndex const& index, GUI::Variant const& term) const override
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{
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auto needle = term.as_string();
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if (needle.is_empty())
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return TriState::True;
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auto haystack = String::formatted("{} {}", menu_name(index), action_text(index));
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if (fuzzy_match(needle, haystack).score > 0)
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return TriState::True;
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return TriState::False;
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}
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static String action_text(ModelIndex const& index)
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{
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auto& action = *static_cast<GUI::Action*>(index.internal_data());
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return Gfx::parse_ampersand_string(action.text());
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}
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static String menu_name(ModelIndex const& index)
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{
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auto& action = *static_cast<GUI::Action*>(index.internal_data());
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if (action.menu_items().is_empty())
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return {};
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auto* menu_item = *action.menu_items().begin();
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auto* menu = Menu::from_menu_id(menu_item->menu_id());
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if (!menu)
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return {};
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return Gfx::parse_ampersand_string(menu->name());
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}
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private:
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Vector<NonnullRefPtr<GUI::Action>> const& m_actions;
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};
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CommandPalette::CommandPalette(GUI::Window& parent_window, ScreenPosition screen_position)
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: GUI::Dialog(&parent_window, screen_position)
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{
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set_frameless(true);
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set_blocks_emoji_input(true);
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resize(450, 300);
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collect_actions(parent_window);
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auto& main_widget = set_main_widget<GUI::Frame>();
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main_widget.set_frame_shape(Gfx::FrameShape::Window);
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main_widget.set_fill_with_background_color(true);
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auto& layout = main_widget.set_layout<GUI::VerticalBoxLayout>();
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layout.set_margins(4);
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m_text_box = main_widget.add<GUI::TextBox>();
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m_table_view = main_widget.add<GUI::TableView>();
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m_model = adopt_ref(*new ActionModel(m_actions));
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m_table_view->set_column_headers_visible(false);
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m_filter_model = MUST(GUI::FilteringProxyModel::create(*m_model));
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m_filter_model->set_filter_term(""sv);
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m_table_view->set_column_painting_delegate(0, make<ActionIconDelegate>());
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m_table_view->set_model(*m_filter_model);
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m_text_box->on_change = [this] {
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m_filter_model->set_filter_term(m_text_box->text());
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if (m_filter_model->row_count() != 0)
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m_table_view->set_cursor(m_filter_model->index(0, 0), GUI::AbstractView::SelectionUpdate::Set);
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};
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m_text_box->on_down_pressed = [this] {
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m_table_view->move_cursor(GUI::AbstractView::CursorMovement::Down, GUI::AbstractView::SelectionUpdate::Set);
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};
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m_text_box->on_up_pressed = [this] {
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m_table_view->move_cursor(GUI::AbstractView::CursorMovement::Up, GUI::AbstractView::SelectionUpdate::Set);
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};
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m_text_box->on_return_pressed = [this] {
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if (!m_table_view->selection().is_empty())
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finish_with_index(m_table_view->selection().first());
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};
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m_table_view->on_activation = [this](GUI::ModelIndex const& filter_index) {
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finish_with_index(filter_index);
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};
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m_text_box->set_focus(true);
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}
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void CommandPalette::collect_actions(GUI::Window& parent_window)
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{
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OrderedHashTable<NonnullRefPtr<GUI::Action>> actions;
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auto collect_action_children = [&](Core::Object& action_parent) {
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action_parent.for_each_child_of_type<GUI::Action>([&](GUI::Action& action) {
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if (action.is_enabled())
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actions.set(action);
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return IterationDecision::Continue;
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});
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};
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Function<bool(GUI::Action*)> should_show_action = [&](GUI::Action* action) {
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return action && action->is_enabled() && action->shortcut() != Shortcut(Mod_Ctrl | Mod_Shift, Key_A);
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};
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Function<void(Menu&)> collect_actions_from_menu = [&](Menu& menu) {
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for (auto menu_item : menu.items()) {
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if (menu_item.submenu())
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collect_actions_from_menu(*menu_item.submenu());
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auto* action = menu_item.action();
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if (should_show_action(action))
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actions.set(*action);
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}
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};
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for (auto* widget = parent_window.focused_widget(); widget; widget = widget->parent_widget())
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collect_action_children(*widget);
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collect_action_children(parent_window);
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parent_window.menubar().for_each_menu([&](Menu& menu) {
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collect_actions_from_menu(menu);
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return IterationDecision::Continue;
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});
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if (!parent_window.is_modal()) {
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for (auto const& it : GUI::Application::the()->global_shortcut_actions({})) {
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if (should_show_action(it.value))
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actions.set(*it.value);
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}
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}
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m_actions.clear();
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for (auto& action : actions)
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m_actions.append(action);
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quick_sort(m_actions, [&](auto& a, auto& b) {
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// FIXME: This is so awkward. Don't be so awkward.
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return Gfx::parse_ampersand_string(a->text()) < Gfx::parse_ampersand_string(b->text());
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});
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}
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void CommandPalette::finish_with_index(GUI::ModelIndex const& filter_index)
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{
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if (!filter_index.is_valid())
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return;
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auto action_index = m_filter_model->map(filter_index);
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auto* action = static_cast<GUI::Action*>(action_index.internal_data());
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VERIFY(action);
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m_selected_action = action;
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done(ExecResult::OK);
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}
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}
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