Age | Commit message (Collapse) | Author |
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It's now possible to add a GMenu as a submenu of another GMenu.
Simply use the GMenu::add_submenu(NonnullOwnPtr<GMenu>) API :^)
The WindowServer now keeps track of a stack of open menus rather than
just one "current menu". This code needs a bit more work, but the basic
functionality is now here!
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This removes the unecessary empty scanline at the bottom of menus and
makes it look nice and tidy when the bottom item is highlighted. :^)
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Let's try putting the warm gray under the icons/checkboxes. This makes
the checkboxes look more natural.
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It's a little ladybug. Maybe someday we'll have a fancy icon, but until
then, this ladybug character is a cute placeholder. :^)
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These were off by one vertically, oops!
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Take some inspiration from the first release of Visual Studio .NET and
add a left-hand stripe to contain the icons. And various other tweaks.
This isn't quite perfect, but it's pretty neat! :^)
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Any GAction that has an icon assigned will now show up with that icon
when added to a menu as well.
I made the menu items 2px taller to accomodate the icons. I think this
turned out quite nice as well :^)
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Paint a little checkbox frame for checkable items to make it obvious
that they are indeed checkable. This looks quite nice :^)
We also now shift all menu items to the right if we have any checkable
items in the menu.
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And adapt all the code that uses it.
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We shouldn't assume that the pitch of some arbitrary bitmap memory that
we're wrapping is going to be 16-byte aligned. Instead, just take the
pitch as a parameter.
Also update WindowServer to pass the pitch to the framebuffer bitmaps.
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Now that the window used by a WSMenu is its child CObject, the menu also
receives CChildEvent's about the window, including CEvent::ChildAdded when
the window gets created. At this point, menu_window() still returns nullptr,
so stop unconditionally assuming that it doesn't. We should not care whether
or not we have a window for unrelated events anyway.
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It was wrongly inheriting from RefCounted<AudioServer> without using
reference counting. Let's just make it a CObject instead.
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Instead of using a weird "internal owner" pointer, just set the owning
object as the CObject::parent of WSWindow.
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The main changes are twofold:
* Buffer flipping is now controlled by the m_screen_can_set_buffer flag
in WSCompositor. This flag, in turn, is impacted by m_can_set_buffer
flag, in WSScreen. m_can_set_buffer is set in the WSScreen constructor
by checking the return value of fb_set_buffer. If the framebuffer
supports this operation, it will succeed, and we record this fact. This
information is then used by WSCompositor to set its own
m_screen_can_set_buffer flag.
* WSScreen now only requests a resolution change of the framebuffer. The
driver itself is ultimately responsible for what resolution or mode is
actually set, so WSScreen has to read the response from that request,
and has no choice but to accept the answer. This allows the driver to
choose a "close enough" value to what was requested, or simply ignore
it.
The result of this is that there is no special configuration necessary
for WindowServer to work with reduced-capability framebuffer devices.
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tty0 receives input while WindowServer is up, which meant that having
a shell on tty0 would cause commands typed into Terminal to run twice,
once in Terminal's shell, and once on the tty0 shell.
Long term we shouldn't send input to any VirtualConsole while the
WindowServer is up, so this just fixes the immediate weirdness. :^)
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Instead of having a special mode that we only use in QEMU, let's bring
ourselves closer to real hardware by not relying on the QEMU VGA card.
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We can't rely on all hardware to give us a way to flip between the back
and front buffer.
This mode should actually perform slightly better but may show some tearing
as we don't have a way to know when we're in vertical retrace.
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This fixes an issue where we'd send a "cursor has left the window"
message incorrectly to the client after a button was clicked and the
user moved the cursor a little without releasing the button.
The issue was that we didn't update the 'hovered_window' out param
in mouse event processing in the case where we had an active input
window set.
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This should probably call out to a login program at some point. Right now
it just puts a root terminal on tty{1,2,3}.
Remember not to leave your Serenity workstation unattended!
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This is to prepare for other framebuffer implementations, for which it
would be inappropriate to use the /dev/bxvga device name.
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Fork the IPC Connection classes into Server:: and Client::ConnectionNG.
The new IPC messages are serialized very snugly instead of using the
same generic data structure for all messages.
Remove ASAPI.h since we now generate all of it from AudioServer.ipc :^)
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We're not using any of the functionality yet, but soon...
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This was already in the current version of the code, I'm just updating
the soon-to-be-current IPC protocol version of it. :^)
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Instead of doing everything manually in C++, let's do some codegen.
This patch adds a crude but effective IPC definition parser, along
with two initial definition files for the AudioServer's client and
server endpoints.
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This code should probably be structured differently to handle things
like children dying, etc. But not right now.
Found by PVS-Studio.
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The create_thread() syscall returns the thread ID now, not 0.
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A lot of things happen in response to window destruction, and some of
them may call into the window's WSClientConnection and ask it to look
through its window list.
If we're right in the middle of tearing down the window list, it's not
a great idea to start iterating over it.
Fixes #386.
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The goal here is to generate most of this code from IPC protocol
descriptions, but for now I've spelled them all out to get started.
Each message gets a wrapper class in the ASAPI_Client or ASAPI_Server
namespace. They are convertible to and from the old message structs.
The real hotness happens when you want to make a synchronous request
to the other side:
auto response = send_sync<ASAPI_Client::GetMainMixVolume>();
Each request class knows his corresponding response class, so in the
above example, "response" will be an ASAPI_Server::DidGetMainMixVolume
object, and we can get the volume like so:
int volume = response.volume();
For posting messages that don't expect a response, you can still use
post_message() since the message classes are convertible:
post_message(ASAPI_Server::DidGetMainMixVolume(volume));
It's not perfect yet, but I already really like it. :^)
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Give the mixer a main volume value (percent) that we scale all the
outgoing samples by (before clipping.)
Also add a simple "avol" program for querying and setting the volume:
- "avol" prints the current volume.
- "avol 200" sets the main mix volume to 200%
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Each client connection now sets up an ASBufferQueue, which is basically a
queue of ABuffers. This allows us to immediately start streaming the next
pending buffer whenever our current buffer runs out of samples.
This makes the majority of the skippiness go away for me. :^)
Also get rid of the old PlayBuffer API, since we don't need it anymore.
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The idea here is to keep a small number of sample buffers queued in the
AudioServer so we don't get caught without something to play.
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Now that we can set icons directly "by bitmap", there's no need for passing
around the icon paths anymore, so get rid of all the IPC and API related
to that. :^)
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Now that we support more than 2 clients per shared buffer, we can use them
for window icons. I didn't do that previously since it would have made the
Taskbar process unable to access the icons.
This opens up some nice possibilities for programmatically generated icons.
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Instead of posting a message directly from ASMixer, notify the client via
ASClientConnection::did_finish_playing_buffer().
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This allows us to carry the same buffer all the way from the WAV loader
to the AudioServer mixer.
This alleviates some of the stutter, but there's still a noticeable
skip when switching buffers. We're gonna need to do better. :^)
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