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https://github.com/RGBCube/serenity
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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.
49 lines
1.1 KiB
C++
49 lines
1.1 KiB
C++
/*
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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 "Menu.h"
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#include <AK/Function.h>
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#include <AK/IterationDecision.h>
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#include <AK/Vector.h>
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namespace WindowServer {
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class Menubar {
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public:
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void add_menu(Menu& menu, Gfx::IntRect window_rect)
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{
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// FIXME: Check against duplicate menu additions.
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m_menus.append(menu);
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layout_menu(menu, window_rect);
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}
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bool has_menus()
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{
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return !m_menus.is_empty();
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}
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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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private:
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void layout_menu(Menu&, Gfx::IntRect window_rect);
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Vector<Menu&> m_menus;
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// FIXME: This doesn't support removing menus from a menubar or inserting a
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// menu in the middle.
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Gfx::IntPoint m_next_menu_location { 0, 0 };
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};
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}
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