Previously we would wait for a separate message confirming that a
wallpaper got set instead of just calling a synchronous api.
I'm guessing that this was a limitation of the IPC system when
WindowServer got ported to using it.
This patch removes the SetWallpaperFinished message and updates the
set_wallpaper api to synchronously return a success boolean.
Previously, windows without a defined minimum size (or one produced from
the minimum sizes of their contents) would be shrunk down to 0 x 0,
which makes the title buttons stick out the side and become impossible
to interact with.
This patch uses the theme metrics to calculate a minimum size that is as
small as possible while still keeping the title buttons and app icon
usable. This is combined with the minimum size requested by the app
itself.
Switching themes automatically updates the calculated minimum sizes for
all existing windows. As noted, if the new theme has narrower title
buttons then the old minimum is kept, but this shouldn't be noticeable
unless you're looking for it.
Now that the infrastructure of the Graphics subsystem is quite stable,
it is time to try to fix a long-standing problem, which is the lack of
locking on display connector devices. Reading and writing from multiple
processes to a framebuffer controlled by the display connector is not a
huge problem - it could be solved with POSIX locking.
The real problem is some program that will try to do ioctl operations on
a display connector without the WindowServer being aware of that which
can lead to very bad situations, for example - assuming a framebuffer is
encoded at a known resolution and certain display timings, but another
process changed the ModeSetting of the display connector, leading to
inconsistency on the properties of the current ModeSetting.
To solve this, there's a new "master" ioctl to take "ownership" and
another one to release that ownership of a display connector device. To
ensure we will not hold a Process object forever just because it has an
ownership over a display connector, we hold it with a weak reference,
and if the process is gone, someone else can take an ownership.
This header file represents the entire interface between the kernel and
userland, and as such, no longer should be called FB.h but something
that represents the whole graphics subsystem.
Each of these strings would previously rely on StringView's char const*
constructor overload, which would call __builtin_strlen on the string.
Since we now have operator ""sv, we can replace these with much simpler
versions. This opens the door to being able to remove
StringView(char const*).
No functional changes.
Error::from_string_literal now takes direct char const*s, while
Error::from_string_view does what Error::from_string_literal used to do:
taking StringViews. This change will remove the need to insert `sv`
after error strings when returning string literal errors once
StringView(char const*) is removed.
No functional changes.
This commit has no behavior changes.
In particular, this does not fix any of the wrong uses of the previous
default parameter (which used to be 'false', meaning "only replace the
first occurence in the string"). It simply replaces the default uses by
String::replace(..., ReplaceMode::FirstOnly), leaving them incorrect.
This allows us to make sure that those operations are performed
in the right order. Affected functions are:
- add_window_stealing_for_client
- set_window_parent_from_client
- remove_window_stealing_for_client
- remove_window_stealing
Adds some logic to reposition menus that would appear off the right or
bottom edge of the screen so they appear completely on screen.
Co-authored-by: Sam Atkins <atkinssj@gmail.com>
Rather than enabling/disabling cursor highlighting by going into mouse
settings, you can now instead toggle it any time with Super+H. Mouse
settings now is only for customising the look of the highlighting.
Simply setting m_current_cursor in current_cursor_was_reloaded() does
not setup the cursor animation, that has to be done in change_cursor().
This also fixes the cursor disappearing after switching from an animated
cursor back to a normal one (which was due to it trying to draw a cursor
frame that did not exist).
All DisplayConnectors should support the mmap interface and it should
provide better performance now, so let's just use it and drop support
for the DisplayConnector's write interface from the WindowServer side.
Previously when setting an action's icon we would only change the bitmap
stored by the action. This patch adds logic to propagate that change to
toolbar buttons as well as window menus.
This fixes an issue in SoundPlayer that would cause the play button not
to reflect the play state.
When the user executes chres to change to a new resolution, the
WindowManager removes for each window its intersections with the
screens (window.screens()) and recalculates its rect. Finally, a
Window::set_rect call sets the window's new rectangle. The set_rect
call also triggers a call to Compositor::invalidate_occlusions which
fills for each window the intersections with the screens again in
window.screens().
In case chres switches to an already present resolution the set_rect
call exits prematurely as it checks if the window's rect really
changed. This means that nobody calls invalidate_occlusions
resulting in a rendering issue for each window.
Moving the call to Compositor::screen_resolution_changed after the
clearing of window.screens() and recalc of the window rect for each
window resolves the rendering issue as screen_resolution_changed
calls invalidate_occlusions.
This became apparent when using the VirtIO graphics device, because the
HardwareScreenBackend object needs to allow flushing of the framebuffer
constantly, and due to incorrect if-else flow, even a non-error response
from the ioctl was leading to a debug spam.
This fixes a crash where if you switched to a theme that has hover
icons for title buttons, then back to a theme that does not. Then
when you next hover over the title buttons the window server would
crash.
This was due to the hover_bitmap multi-scale bitmap pointer being
non-null, but not containing any bitmaps, so hitting an assertion
when painting.
When user code requests the current cursor theme name with
`GUI::ConnectionToWindowServer::the().get_cursor_theme()`, that reads
the name from the config file. If we don't write that out when it's
changed, then users get given an outdated cursor theme instead of the
current one.
In particular, changing the theme in MouseSettings, saving and closing
it, then reopening MouseSettings, would show the wrong theme selected.
So, that's fixed now. :^)
Now, when windows flash, the "active" color of the window title frame's
flash is the highlight color instead of the standard window color. The
"inactive" color of the flash is still the disabled color as before.
Reasoning behind this change in aesthetics: There are four [1] window
title frame colors with specific UI purposes:
1. "Active" for the normal active window, obvious purpose.
2. "Moving" for the window that is being dragged or resized by the user.
Responsible for acting as a visual click feedback as a kind of
subdued button.
3. "Inactive" for any inactive windows, obvious purpose.
4. "Highlight".
The purpose of "Highlight" is in the name, though it's non-obvious what
that exactly entails. Before, only alt-tab selecting windows would use
the highlight color for showing the current target window. In my opinion
this points to the purpose of "highlight" being to move the user's focus
to another window when the simple active state is not enough. Then it
makes sense to have the window flashing use the highlight color. The
entire purpose of window flashing is to shift the user's focus to a
dialog window that might not be close to the window they just clicked.
Using the highlight color enables an even stronger emphasis than before.
It enables a cleaner separation between the purpose of the two frame
colors, as well as making the "Highlight" frame more common.
[1] Technically there are eight, as the title frame has a gradient by
default. We can count the gradient as one color for this purpose.
Multiply the cursor position by the current scaling mode multiplier when
getting the color under the cursor. Also multiply the screen rectangle
before checking if the cursor is within bounds.
Color picker would not account for scaling when getting the color under
the cursor.
Fixes#13906.
Physical hardware doesn't care about scale factors as this is a concept
being related to WindowServer and userland applications. To ensure we
provide the correct display resolution details to HardwareScreenBackend
objects, we must keep a separate Gfx::IntRect object that reserve the
correct details.
This hack is not necessary anymore, because WindowServer will try
constantly to write the framebuffer contents to the display connector
devices. After a switch from console mode to graphical mode, the write
syscall on these devices will not be silently ignored but will actually
write to the framebuffer screen.
Unconditionally adding the item height offset to the adjusted vertical
position of a menu leads to an incorrect position if we previously
clamped the translation offset so the menu doesn't go off-screen.
Also add some comments to this coordinate math. Always add comments to
coordinate math.
This ioctl is more appropriate when the hardware supports flushing of
the entire framebuffer, so we use that instead of the previous default
FB_IOCTL_FLUSH_HEAD_BUFFERS ioctl.
Such mechanism will be used by the Intel Graphics driver, because we
lack support of changing the resolution on this driver currently, so,
when WindowServer will try to mode-set the display then it will fail,
and will use the safe mode-setting call instead to be able to show
something on screen.
This allows adding "-hover.png" variants of the title button icons.
This can be useful for themes which use the TitleButtonsIconOnly
flag, which otherwise don't have a way of showing the hover state.
This will allow using the console tty and WindowServer regardless of
your kernel command line. Also this fixes a bug where, when booting in
text mode, the console was in graphical mode, and would not accept
input.
With this flag set to true only the icon of the title button is painted.
This is useful for themes with a more non-serenity look such as
Coffee and Cupertino (that currently try to hide the button).
This screen backend is just memory-backed and doesn't connect to any
screen hardware. That way, we can boot Serenity without video hardware
but in full graphical mode :^)
To create a virtual screen, put something like this in your
WindowServer.ini. There's no way yet to do this through Display
Settings, though an existing virtual screen's settings can be changed
there.
```ini
[Screen0]
Mode=Virtual
Left=1024
Top=0
Width=1920
Height=1080
ScaleFactor=1
```
This will allow us to change between a couple of properties, for now
it's only Device and Virtual. (How about Remote :^) ) These get handled
by a different screen backend in the Screen.
The ScreenBackend is a thin wrapper around the actual screen hardware
connection. It contains all the variables specific to that hardware and
abstracts away operations that deal with controlling the hardware. The
standard ScreenBackend implementor is HardwareScreenBackend, which
contains all the existing frame buffer & ioctl handling code of Screen.
I took this opportunity to introduce ErrorOr wherever sensible.