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Start refactoring the windowing system to use an event loop.

Userspace programs can now open /dev/gui_events and read a stream of GUI_Event
structs one at a time.

I was stuck on a stupid problem where we'd reenter Scheduler::yield() due to
having one of the has_data_available_for_reading() implementations using locks.
This commit is contained in:
Andreas Kling 2019-01-14 14:21:51 +01:00
parent b4da4e8fbd
commit b0e3f73375
46 changed files with 283 additions and 292 deletions

View file

@ -3,31 +3,20 @@
#include "Event.h"
#include "EventLoop.h"
#include "Widget.h"
#include "Process.h"
Window::Window(Object* parent)
: Object(parent)
Window::Window(Process& process, int window_id)
: m_process(process)
, m_window_id(window_id)
{
WindowManager::the().addWindow(*this);
}
Window::~Window()
{
delete m_mainWidget;
m_mainWidget = nullptr;
if (parent())
parent()->removeChild(*this);
WindowManager::the().removeWindow(*this);
}
void Window::setMainWidget(Widget* widget)
{
if (m_mainWidget == widget)
return;
m_mainWidget = widget;
widget->setWindow(this);
}
void Window::setTitle(String&& title)
{
if (m_title == title)
@ -58,51 +47,50 @@ void Window::update(const Rect& rect)
EventLoop::main().postEvent(this, make<PaintEvent>(rect));
}
// FIXME: Just use the same types.
static GUI_MouseButton to_api(MouseButton button)
{
switch (button) {
case MouseButton::None: return GUI_MouseButton::NoButton;
case MouseButton::Left: return GUI_MouseButton::Left;
case MouseButton::Right: return GUI_MouseButton::Right;
case MouseButton::Middle: return GUI_MouseButton::Middle;
}
}
void Window::event(Event& event)
{
if (event.isMouseEvent()) {
auto& me = static_cast<MouseEvent&>(event);
//printf("Window{%p}: %s %d,%d\n", this, me.name(), me.x(), me.y());
if (m_mainWidget) {
auto result = m_mainWidget->hitTest(me.x(), me.y());
//printf("hit test for %d,%d found: %s{%p} %d,%d\n", me.x(), me.y(), result.widget->class_name(), result.widget, result.localX, result.localY);
// FIXME: Re-use the existing event instead of crafting a new one?
auto localEvent = make<MouseEvent>(event.type(), result.localX, result.localY, me.button());
return result.widget->event(*localEvent);
}
return Object::event(event);
GUI_Event gui_event;
gui_event.window_id = window_id();
switch (event.type()) {
case Event::Paint:
gui_event.type = GUI_Event::Type::Paint;
gui_event.paint.rect = static_cast<PaintEvent&>(event).rect();
break;
case Event::MouseMove:
gui_event.type = GUI_Event::Type::MouseMove;
gui_event.mouse.position = static_cast<MouseEvent&>(event).position();
break;
case Event::MouseDown:
gui_event.type = GUI_Event::Type::MouseDown;
gui_event.mouse.position = static_cast<MouseEvent&>(event).position();
gui_event.mouse.button = to_api(static_cast<MouseEvent&>(event).button());
break;
case Event::MouseUp:
gui_event.type = GUI_Event::Type::MouseUp;
gui_event.mouse.position = static_cast<MouseEvent&>(event).position();
gui_event.mouse.button = to_api(static_cast<MouseEvent&>(event).button());
break;
}
if (event.isPaintEvent()) {
auto& pe = static_cast<PaintEvent&>(event);
printf("Window[\"%s\"]: paintEvent %d,%d %dx%d\n", title().characters(),
pe.rect().x(),
pe.rect().y(),
pe.rect().width(),
pe.rect().height());
if (gui_event.type == GUI_Event::Type::Invalid)
return;
if (isBeingDragged()) {
// Ignore paint events during window drag.
return;
}
if (m_mainWidget) {
if (pe.rect().is_empty())
m_mainWidget->event(*make<PaintEvent>(m_mainWidget->rect()));
else
m_mainWidget->event(event);
WindowManager::the().did_paint(*this);
return;
}
return Object::event(event);
{
LOCKER(m_process.gui_events_lock());
m_process.gui_events().append(move(gui_event));
}
if (event.isKeyEvent()) {
if (m_focusedWidget)
return m_focusedWidget->event(event);
return Object::event(event);
}
return Object::event(event);
}
void Window::did_paint()
@ -120,24 +108,6 @@ bool Window::isVisible() const
return WindowManager::the().isVisible(const_cast<Window&>(*this));
}
void Window::setFocusedWidget(Widget* widget)
{
if (m_focusedWidget.ptr() == widget)
return;
auto* previously_focused_widget = m_focusedWidget.ptr();
if (!widget)
m_focusedWidget = nullptr;
else {
m_focusedWidget = widget->makeWeakPtr();
m_focusedWidget->update();
EventLoop::main().postEvent(m_focusedWidget.ptr(), make<Event>(Event::FocusIn));
}
if (previously_focused_widget) {
previously_focused_widget->update();
EventLoop::main().postEvent(previously_focused_widget, make<Event>(Event::FocusOut));
}
}
void Window::close()
{
WindowManager::the().removeWindow(*this);