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LibGUI, WindowServer: Greatly simplify menubar logic
Currently, any number of menubars can be plugged in and out of a window. This is unnecessary complexity, since we only need one menubar on a window. This commit removes most of the logic for dynamically attaching and detaching menubars and makes one menubar always available. The menubar is only considered existent if it has at least a single menu in it (in other words, an empty menubar will not be shown). This commit additionally fixes a bug wherein menus added after a menubar has been attached would not have their rects properly setup, and would therefore appear glitched out on the top left corner of the menubar.
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parent
95ab61e3db
commit
611370e7dc
19 changed files with 150 additions and 255 deletions
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@ -1,15 +1,18 @@
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/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2021, sin-ack <sin-ack@protonmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Forward.h>
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#include <AK/Badge.h>
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#include <AK/IterationDecision.h>
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#include <AK/NonnullRefPtrVector.h>
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#include <LibCore/Object.h>
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#include <LibGUI/Forward.h>
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#include <LibGUI/Menu.h>
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namespace GUI {
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@ -17,22 +20,27 @@ class Menubar : public Core::Object {
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C_OBJECT(Menubar);
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public:
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~Menubar();
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~Menubar() { }
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Menu& add_menu(String name);
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Menu& add_menu(Badge<Window>, String name)
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{
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auto& menu = add<Menu>(move(name));
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m_menus.append(menu);
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return menu;
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}
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void notify_added_to_window(Badge<Window>);
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void notify_removed_from_window(Badge<Window>);
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int menubar_id() const { return m_menubar_id; }
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void for_each_menu(Function<IterationDecision(Menu&)> callback)
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{
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for (auto& menu : m_menus) {
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if (callback(menu) == IterationDecision::Break) {
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return;
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}
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}
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}
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private:
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Menubar();
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Menubar() { }
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int realize_menubar();
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void unrealize_menubar();
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int m_menubar_id { -1 };
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NonnullRefPtrVector<Menu> m_menus;
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};
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