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authorAndreas Kling <awesomekling@gmail.com>2019-01-09 02:06:04 +0100
committerAndreas Kling <awesomekling@gmail.com>2019-01-09 02:06:04 +0100
commit9963da900583dc54f46c649978aa8a574a0bd508 (patch)
treef1cf7e9bd17f37cb6bc02d98cd255652c6ab4c64 /Widgets/Button.h
parent2735b7e50da8c979e413042a1dc8023a5dba28c4 (diff)
downloadserenity-9963da900583dc54f46c649978aa8a574a0bd508.zip
Start refactoring graphics system to have per-window backing stores.
It was fun for everyone to share a single framebuffer but it was also kinda really awful. Let's move towards having a "GraphicsBitmap" as the backing store for each Window. This is going to need a lot of refactoring so let's get started.
Diffstat (limited to 'Widgets/Button.h')
-rw-r--r--Widgets/Button.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/Widgets/Button.h b/Widgets/Button.h
index 033fb86da1..cdbc522ecf 100644
--- a/Widgets/Button.h
+++ b/Widgets/Button.h
@@ -2,6 +2,7 @@
#include "Widget.h"
#include <AK/AKString.h>
+#include <AK/Function.h>
class Button final : public Widget {
public:
@@ -11,7 +12,7 @@ public:
String caption() const { return m_caption; }
void setCaption(String&&);
- std::function<void(Button&)> onClick;
+ Function<void(Button&)> onClick;
private:
virtual void paintEvent(PaintEvent&) override;