ladybird/Userland/Services/WindowServer/WindowStack.cpp
thankyouverycool 24d299c9c8 LibGUI+WindowServer+Applets+Taskbar: Remove active input concepts
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.
2022-11-19 16:04:42 +01:00

148 lines
3.9 KiB
C++

/*
* Copyright (c) 2021, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "WindowStack.h"
#include "WindowManager.h"
namespace WindowServer {
WindowStack::WindowStack(unsigned row, unsigned column)
: m_row(row)
, m_column(column)
{
}
void WindowStack::add(Window& window)
{
VERIFY(!window.is_on_any_window_stack({}));
m_windows.append(window);
window.set_window_stack({}, this);
move_always_on_top_windows_to_front();
}
void WindowStack::add_to_back(Window& window)
{
VERIFY(!window.is_on_any_window_stack({}));
m_windows.prepend(window);
window.set_window_stack({}, this);
}
void WindowStack::remove(Window& window)
{
VERIFY(&window.window_stack() == this);
m_windows.remove(window);
window.set_window_stack({}, nullptr);
if (m_active_window == &window)
m_active_window = nullptr;
}
void WindowStack::move_to_front(Window& window)
{
if (m_windows.last() != &window)
window.invalidate();
m_windows.remove(window);
m_windows.append(window);
move_always_on_top_windows_to_front();
if (window.is_always_on_top()) {
m_windows.remove(window);
m_windows.append(window);
window.invalidate();
}
}
void WindowStack::move_always_on_top_windows_to_front()
{
Window::List always_on_top_list;
for (auto iterator = m_windows.begin(); iterator != m_windows.end(); ++iterator) {
auto& window = *iterator;
if (window.is_always_on_top()) {
m_windows.remove(window);
always_on_top_list.append(window);
iterator = m_windows.begin();
}
}
while (!always_on_top_list.is_empty()) {
auto& window = *always_on_top_list.begin();
always_on_top_list.remove(window);
m_windows.append(window);
window.invalidate();
}
}
void WindowStack::move_all_windows(WindowStack& new_window_stack, Vector<Window*, 32>& windows_moved, MoveAllWindowsTo move_to)
{
VERIFY(this != &new_window_stack);
move_always_on_top_windows_to_front();
if (move_to == MoveAllWindowsTo::Front) {
while (auto* window = m_windows.take_first()) {
window->set_window_stack({}, nullptr);
new_window_stack.add(*window);
windows_moved.append(window);
}
} else {
while (auto* window = m_windows.take_last()) {
window->set_window_stack({}, nullptr);
new_window_stack.add_to_back(*window);
windows_moved.append(window);
}
}
m_active_window = nullptr;
}
Window* WindowStack::window_at(Gfx::IntPoint const& position, IncludeWindowFrame include_window_frame) const
{
auto result = hit_test(position);
if (!result.has_value())
return nullptr;
if (include_window_frame == IncludeWindowFrame::No && result->is_frame_hit)
return nullptr;
return result->window;
}
Window* WindowStack::highlight_window() const
{
if (auto* window = WindowManager::the().highlight_window(); window && &window->window_stack() == this)
return window;
return nullptr;
}
void WindowStack::set_active_window(Window* window)
{
if (!window)
m_active_window = nullptr;
else
m_active_window = window->make_weak_ptr<Window>();
}
void WindowStack::set_all_occluded(bool occluded)
{
for (auto& window : m_windows) {
if (!WindowManager::is_stationary_window_type(window.type()))
window.set_occluded(occluded);
}
}
Optional<HitTestResult> WindowStack::hit_test(Gfx::IntPoint const& position) const
{
Optional<HitTestResult> result;
WindowManager::the().for_each_visible_window_from_front_to_back([&](Window& window) {
result = window.hit_test(position);
if (result.has_value())
return IterationDecision::Break;
return IterationDecision::Continue;
},
const_cast<WindowStack*>(this));
return result;
}
}