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WindowServer: Rename Window::outer_stack -> Window::window_stack
Also, make it return a reference as aside from only three special situations (creating, destroying, and moving a window between stacks) a window should always be on a window stack. Any access during those brief situations would be a bug, so we should VERIFY this.
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6 changed files with 46 additions and 42 deletions
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@ -319,9 +319,18 @@ public:
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const Menubar* menubar() const { return m_menubar; }
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void set_menubar(Menubar*);
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WindowStack* outer_stack() { return m_outer_stack; }
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WindowStack const* outer_stack() const { return m_outer_stack; }
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void set_outer_stack(Badge<WindowStack>, WindowStack* stack) { m_outer_stack = stack; }
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WindowStack& window_stack()
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{
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VERIFY(m_window_stack);
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return *m_window_stack;
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}
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WindowStack const& window_stack() const
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{
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VERIFY(m_window_stack);
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return *m_window_stack;
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}
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bool is_on_any_window_stack(Badge<WindowStack>) const { return m_window_stack != nullptr; }
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void set_window_stack(Badge<WindowStack>, WindowStack* stack) { m_window_stack = stack; }
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const Vector<Screen*, default_screen_count>& screens() const { return m_screens; }
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Vector<Screen*, default_screen_count>& screens() { return m_screens; }
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@ -416,7 +425,7 @@ private:
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MenuItem* m_window_menu_menubar_visibility_item { nullptr };
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Optional<int> m_progress;
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bool m_should_show_menubar { true };
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WindowStack* m_outer_stack { nullptr };
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WindowStack* m_window_stack { nullptr };
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RefPtr<Animation> m_animation;
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public:
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