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WindowServer: Move classes into WindowServer namespace
Also remove the leading WS from names and filenames.
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36 changed files with 1238 additions and 1119 deletions
74
Servers/WindowServer/Button.h
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74
Servers/WindowServer/Button.h
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/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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*
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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* OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <AK/Function.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/Weakable.h>
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#include <LibGfx/Rect.h>
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namespace Gfx {
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class CharacterBitmap;
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class Painter;
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}
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namespace WindowServer {
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class MouseEvent;
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class WindowFrame;
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class Button : public Weakable<Button> {
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public:
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Button(WindowFrame&, NonnullRefPtr<Gfx::CharacterBitmap>&&, Function<void(Button&)>&& on_click_handler);
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~Button();
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Gfx::Rect relative_rect() const { return m_relative_rect; }
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void set_relative_rect(const Gfx::Rect& rect) { m_relative_rect = rect; }
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Gfx::Rect rect() const { return { {}, m_relative_rect.size() }; }
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Gfx::Rect screen_rect() const;
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void paint(Gfx::Painter&);
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void on_mouse_event(const MouseEvent&);
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Function<void(Button&)> on_click;
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bool is_visible() const { return m_visible; }
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void set_bitmap(const Gfx::CharacterBitmap& bitmap) { m_bitmap = bitmap; }
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private:
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WindowFrame& m_frame;
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Gfx::Rect m_relative_rect;
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NonnullRefPtr<Gfx::CharacterBitmap> m_bitmap;
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bool m_pressed { false };
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bool m_visible { true };
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bool m_hovered { false };
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};
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}
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