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Userland: Rename IPC ClientConnection => ConnectionFromClient
This was done with CLion's automatic rename feature and with: find . -name ClientConnection.h | rename 's/ClientConnection\.h/ConnectionFromClient.h/' find . -name ClientConnection.cpp | rename 's/ClientConnection\.cpp/ConnectionFromClient.cpp/'
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137 changed files with 896 additions and 896 deletions
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@ -17,7 +17,7 @@
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namespace WindowServer {
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class Animation;
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class ClientConnection;
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class ConnectionFromClient;
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class Compositor;
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class Cursor;
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class MultiScaleBitmaps;
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@ -113,11 +113,11 @@ public:
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const Cursor* current_cursor() const { return m_current_cursor; }
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void current_cursor_was_reloaded(const Cursor* new_cursor) { m_current_cursor = new_cursor; }
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void increment_display_link_count(Badge<ClientConnection>);
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void decrement_display_link_count(Badge<ClientConnection>);
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void increment_display_link_count(Badge<ConnectionFromClient>);
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void decrement_display_link_count(Badge<ConnectionFromClient>);
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void increment_show_screen_number(Badge<ClientConnection>);
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void decrement_show_screen_number(Badge<ClientConnection>);
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void increment_show_screen_number(Badge<ConnectionFromClient>);
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void decrement_show_screen_number(Badge<ConnectionFromClient>);
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bool showing_screen_numbers() const { return m_show_screen_number_count > 0; }
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void invalidate_after_theme_or_font_change()
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@ -174,9 +174,9 @@ public:
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void did_construct_window_manager(Badge<WindowManager>);
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const Gfx::Bitmap* cursor_bitmap_for_screenshot(Badge<ClientConnection>, Screen&) const;
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const Gfx::Bitmap& front_bitmap_for_screenshot(Badge<ClientConnection>, Screen&) const;
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Gfx::Color color_at_position(Badge<ClientConnection>, Screen&, Gfx::IntPoint const&) const;
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const Gfx::Bitmap* cursor_bitmap_for_screenshot(Badge<ConnectionFromClient>, Screen&) const;
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const Gfx::Bitmap& front_bitmap_for_screenshot(Badge<ConnectionFromClient>, Screen&) const;
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Gfx::Color color_at_position(Badge<ConnectionFromClient>, Screen&, Gfx::IntPoint const&) const;
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void register_animation(Badge<Animation>, Animation&);
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void unregister_animation(Badge<Animation>, Animation&);
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