wrap() is now basically a no-op so we should stop using it everywhere
and eventually remove it. This patch removes uses of wrap() in
non-generated code.
This is a monster patch that turns all EventTargets into GC-allocated
PlatformObjects. Their C++ wrapper classes are removed, and the LibJS
garbage collector is now responsible for their lifetimes.
There's a fair amount of hacks and band-aids in this patch, and we'll
have a lot of cleanup to do after this.
Currently, LibUnicodeData contains the generated UCD and CLDR data. Move
the UCD data to the main LibUnicode library, and rename LibUnicodeData
to LibLocaleData. This is another prepatory change to migrate to
LibLocale.
... instead of in the center of the cursor bitmap.
It doesn't make much of a difference, as the default cursor hotspot is
center. But since now we switch between a normal Drag cursor and
DragCopy one that has set hotspot, this caused the overlay to shake.
Previously, the cursor would use a default cursor on window frames such
as the title bar and menu bar, which was not quite correct as drop
events were still handled there.
This was too restrictive and there are already UI elements that rely
on this behavior. Now Blocking modals will preempt interaction with
all windows in their modal chain except those descending from them.
Fixes crashing in FilePicker when permission is denied.
Just like tiling behavior during ongoing moves, now resizing
does not finish until a MouseUp event, letting you drag out of
undesired tile states. Resize tiling only works with vertical
and horizontal cursors now to cut down on unintentional tiling
from the corners.
so Dialogs can join the modal chain of the window parenting them.
Fixes apps that use FileSystemAccess to sandbox FilePicker not
respecting its blocking effect.
Refactors restore helper into move_to_front_and_make_active().
Fixes not bringing all modal children to the front when any modal
child or its modeless parent is clicked.
This was intentionally enabled with WindowModes as a new Taskbar
convenience, but on second thought, it doesn't add up visually.
Taskbar buttons show blockers' context menus when available,
which is a bit confusing when the window isn't visible. The
modeless window's disabled context menu options and inactive title
bar also contradict the button. So, this patch reenables the
restriction for now. Blocking modals you don't want to answer to
immediately can still be tucked away on another workspace.
This exception is necessary for ComboBoxes used in some blocking
Dialogs. CaptureInput is now the only mode which can spawn from
a blocking modal and it won't accept any children of its own.
This was a cludge for ComboBox ListView windows when they were first
implemented. The behavior is no longer needed and not very ergonomic
when moving Normal windows around.
But do allow them to remain minimizable by a parent. This is a nice
ergonomics fix to allow a parent window to quickly minimize and
restore all its modal children.
And apply modal effects on move_to_front_and_make_active()
Instead of building a vector of windows every time we want to
loop over a group of related modals, simply recurse through
their ancestory. This lineage is now called a modal chain. Modal
chains begin at the first modeless parent, and a new chain
starts at every modeless child. This lets apps spawn child windows
independent of the main window's modal effects, restore state,
and workspace, yet still remain descendants.
Looping through a modal chain is recursive and includes the
modeless window which begins it.
with the CaptureInput WindowMode. This mode will serve the same
function as accessories: redirecting input while allowing parent
windows to remain active.
with the RenderAbove WindowMode. This mode will ensure child
windows always draw above their parents, even when focus is lost.
RenderAbove modals are automatically themed the same as the old
ToolWindows. Fixes ToolWindows rendering above ALL normal windows,
regardless of parent. We can't rely on WindowType to create these
sort of effects because of WindowManager's strict display hierarchy.
Previously, Windows only understood blocking modality: Windows were
either modal, i.e., in a blocking state, or not. Windows could also
be set as Accessories or ToolWindows, attributes which technically
applied modes to their parents but were implemented ad hoc. This patch
redefines these modal effects as WindowModes and sets up some helpers.
This will let us simplify a lot of modal logic in the upcoming patches
and make it easier to build new modal effects in the future.
Windows can now set 1 of 5 modes before reification:
-Modeless: No modal effect; begins a new modal chain
-Passive: Window joins its modal chain but has no effect
-RenderAbove: Window renders above its parent
-CaptureInput: Window captures the active input role from its parent
-Blocking: Window blocks all interaction with its modal chain
States like fullscreen and tiling are dynamic and don't alter behavior
in modal chains, so they aren't included.
Superceded by to_floating_cursor_position() as a more accurate way
to reposition windows on untile. Effectively made set_size_around()
dead code, so the remnants can be removed.
Positioning windows outside visible coordinates is valid if sometimes
curious behavior, but it shouldn't be considered misbehavior by default.
There are multiple ways to recover windows with obscured title bars,
and this function papers over actual resize bugs and is no longer
needed to normalize window size, so let's remove it for now.
And remove unnecessary workarounds to the old limit of {50, 50} and
the cautious but arbitrary limit of {1, 1} for other WindowTypes.
Null rects are already the default when calculating minimum window
size and are the least restrictive but valid value.
Also returns early during minimum size calculations for frameless
windows, and verifies against negative minimum sizes and failure to
disable widget min size before setting a minimum window size. Layout
automatically overrides this setting each relayout otherwise.
The basic idea is that a global object cannot just come out of nowhere,
it must be associated to a realm - so get it from there, if needed.
This is to enforce the changes from all the previous commits by not
handing out global objects unless you actually have an initialized
realm (either stored somewhere, or the VM's current realm).
- Prefer VM::current_realm() over GlobalObject::associated_realm()
- Prefer VM::heap() over GlobalObject::heap()
- Prefer Cell::vm() over Cell::global_object()
- Prefer Wrapper::vm() over Wrapper::global_object()
- Inline Realm::global_object() calls used to access intrinsics as they
will later perform a direct lookup without going through the global
object
This is needed so that the allocated NativeFunction receives the correct
realm, usually forwarded from the Object's initialize() function, rather
than using the current realm.
Global object initialization is tightly coupled to realm creation, so
simply pass it to the function instead of relying on the non-standard
'associated realm' concept, which I'd like to remove later.
This works essentially the same way as regular Object::initialize() now.
Additionally this allows us to forward the realm to GlobalObject's
add_constructor() / initialize_constructor() helpers, so they set the
correct realm on the allocated constructor function object.
Similar to create() in LibJS, wrap() et al. are on a low enough level to
warrant passing a Realm directly instead of relying on the current realm
from the VM, as a wrapper may need to be allocated while no JS is being
executed.
This is a continuation of the previous six commits.
The global object is only needed to return it if the execution context
stack is empty, but that doesn't seem like a useful thing to allow in
the first place - if you're not currently executing JS, and the
execution context stack is empty, there is no this value to retrieve.
This is a continuation of the previous five commits.
A first big step into the direction of no longer having to pass a realm
(or currently, a global object) trough layers upon layers of AOs!
Unlike the create() APIs we can safely assume that this is only ever
called when a running execution context and therefore current realm
exists. If not, you can always manually allocate the Error and put it in
a Completion :^)
In the spec, throw exceptions implicitly use the current realm's
intrinsics as well: https://tc39.es/ecma262/#sec-throw-an-exception
This is a continuation of the previous three commits.
Now that create() receives the allocating realm, we can simply forward
that to allocate(), which accounts for the majority of these changes.
Additionally, we can get rid of the realm_from_global_object() in one
place, with one more remaining in VM::throw_completion().