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	 611370e7dc
			
		
	
	
		611370e7dc
		
	
	
	
	
		
			
			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.
		
			
				
	
	
		
			47 lines
		
	
	
	
		
			924 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			47 lines
		
	
	
	
		
			924 B
		
	
	
	
		
			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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| 
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| #pragma once
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| 
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| #include <AK/Badge.h>
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| #include <AK/IterationDecision.h>
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| #include <AK/NonnullRefPtrVector.h>
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| #include <LibCore/Object.h>
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| #include <LibGUI/Forward.h>
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| #include <LibGUI/Menu.h>
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| 
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| namespace GUI {
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| 
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| class Menubar : public Core::Object {
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|     C_OBJECT(Menubar);
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| 
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| public:
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|     ~Menubar() { }
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| 
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|     Menu& add_menu(Badge<Window>, String name)
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|     {
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|         auto& menu = add<Menu>(move(name));
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|         m_menus.append(menu);
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|         return menu;
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|     }
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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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|     }
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| 
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| private:
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|     Menubar() { }
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| 
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|     NonnullRefPtrVector<Menu> m_menus;
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| };
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| 
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| }
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