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LibCore: Put all classes in the Core namespace and remove the leading C

I've been wanting to do this for a long time. It's time we start being
consistent about how this stuff works.

The new convention is:

- "LibFoo" is a userspace library that provides the "Foo" namespace.

That's it :^) This was pretty tedious to convert and I didn't even
start on LibGUI yet. But it's coming up next.
This commit is contained in:
Andreas Kling 2020-02-02 12:34:39 +01:00
parent b7e3810b5c
commit 2d39da5405
265 changed files with 1380 additions and 1167 deletions

View file

@ -70,7 +70,7 @@ MainWidget::~MainWidget()
// FIXME: There are some unnecessary calls to update() throughout this program,
// which are an easy target for optimization.
void MainWidget::custom_event(CCustomEvent&)
void MainWidget::custom_event(Core::CustomEvent&)
{
m_wave_widget->update();

View file

@ -27,8 +27,8 @@
#pragma once
#include "Music.h"
#include <LibGUI/GWidget.h>
#include <Music.h>
class AudioEngine;
class WaveWidget;
@ -48,7 +48,7 @@ private:
virtual void keydown_event(GKeyEvent&) override;
virtual void keyup_event(GKeyEvent&) override;
virtual void custom_event(CCustomEvent&) override;
virtual void custom_event(Core::CustomEvent&) override;
void note_key_action(int key_code, Switch);
void special_key_action(int key_code);

View file

@ -55,8 +55,8 @@ int main(int argc, char** argv)
window->show();
LibThread::Thread audio_thread([&] {
auto audio = CFile::construct("/dev/audio");
if (!audio->open(CIODevice::WriteOnly)) {
auto audio = Core::File::construct("/dev/audio");
if (!audio->open(Core::IODevice::WriteOnly)) {
dbgprintf("Can't open audio device: %s", audio->error_string());
return 1;
}
@ -65,8 +65,8 @@ int main(int argc, char** argv)
for (;;) {
audio_engine.fill_buffer(buffer);
audio->write(reinterpret_cast<u8*>(buffer.data()), buffer_size);
CEventLoop::current().post_event(*main_widget, make<CCustomEvent>(0));
CEventLoop::wake();
Core::EventLoop::current().post_event(*main_widget, make<Core::CustomEvent>(0));
Core::EventLoop::wake();
}
});
audio_thread.start();