Load the wallpaper in a background action instead of on the main thread.
This reduces the time to first paint, and makes the UI feel more
responsive when clicking on wallpaper thumbnails.
The behavior of the method is changed slightly to return true if it
succesfully "loads" the empty path. This makes the API a little more
consistent, where "true" means "I made changes" and "false" means "I did
not make changes". No call sites currently use the return value, so no
changes are needed to those.
This allows for typing [8] instead of [8, 8, 8, 8] to specify the same
margin on all edges, for example. The constructors follow CSS' style of
specifying margins. The added constructors are:
- Margins(int all): Sets the same margin on all edges.
- Margins(int vertical, int horizontal): Sets the first argument to top
and bottom margins, and the second argument to left and right margins.
- Margins(int top, int vertical, int bottom): Sets the first argument to
the top margin, the second argument to the left and right margins,
and the third argument to the bottom margin.
Previously the argument order for Margins was (left, top, right,
bottom). To make it more familiar and closer to how CSS does it, the
argument order is now (top, right, bottom, left).
This enables changing monitor settings for each monitor individually.
In the event that changing a resolution causes screens to overlap we
now try to disperse the screens, although the algorithm currently
implemented may result in some rather unexpected layouts in certain
cases. We can still improve this logic, and eventually we're going to
have a widget where the screens can be arranged as desired.
The FontSettings widget now uses background_role instead of
background_color to ensure that it displays properly independently of
the active system theme.
This sets the stage so that DisplaySettings can configure the screen
layout and set various screen resolutions in one go. It also allows
for an easy "atomic" revert of the previous settings.
This allows WindowServer to use multiple framebuffer devices and
compose the desktop with any arbitrary layout. Currently, it is assumed
that it is configured contiguous and non-overlapping, but this should
eventually be enforced.
To make rendering efficient, each window now also tracks on which
screens it needs to be rendered. This way we don't have to iterate all
the windows for each screen but instead use the same rendering loop and
then only render to the screen (or screens) that the window actually
uses.
Previously, AK::Function would accept _any_ callable type, and try to
call it when called, first with the given set of arguments, then with
zero arguments, and if all of those failed, it would simply not call the
function and **return a value-constructed Out type**.
This lead to many, many, many hard to debug situations when someone
forgot a `const` in their lambda argument types, and many cases of
people taking zero arguments in their lambdas to ignore them.
This commit reworks the Function interface to not include any such
surprising behaviour, if your function instance is not callable with
the declared argument set of the Function, it can simply not be
assigned to that Function instance, end of story.
Pull out the Label updating code into its own function.
Ideally, we should probably transform this code to use its own widget
rather than doing this all in-line.
I.e., having a `FontSettingWidget` that that ties the FontPicker, Label
and Button into its own little widget, so that we can stay extendible in
the main widget and reduce duplication some more!
Previously, the font was applied to the Labels but the name wasn't
updated on initial startup.
This meant that the Label's content was only correct in the default
state but not if the user changed the defaults.
Previously, this code would create a bitmap with the size of the screen
resolution, draw the new wallpaper into it, and then scale it down for
display inside the MonitorWidget.
This was done on every paint event, which made the code quite slow and
allocation-happy.
Instead of this, we now scale down the new wallpaper to a miniature
of the same scale as the little MonitorWidget screen. The miniature is
then used for tiling, etc. The miniature is cached and reused across
paint events if nothing else changes.
Since applications using Core::EventLoop no longer need to create a
socket in /tmp/rpc/, and also don't need to listen for incoming
connections on this socket, we can remove a whole bunch of pledges!
Not sure why some menus did have one and others didn't, even in the
same application - now they all do. :^)
I added character shortcuts to some menu actions as well.
SPDX License Identifiers are a more compact / standardized
way of representing file license information.
See: https://spdx.dev/resources/use/#identifiers
This was done with the `ambr` search and replace tool.
ambr --no-parent-ignore --key-from-file --rep-from-file key.txt rep.txt *
I hereby declare these to be full nouns that we don't split,
neither by space, nor by underscore:
- Breadcrumbbar
- Coolbar
- Menubar
- Progressbar
- Scrollbar
- Statusbar
- Taskbar
- Toolbar
This patch makes everything consistent by replacing every other variant
of these with the proper one. :^)
The previous names (RGBA32 and RGB32) were misleading since that's not
the actual byte order in memory. The new names reflect exactly how the
color values get laid out in bitmap data.
This is basically just for consistency, it's quite strange to see
multiple AK container types next to each other, some with and some
without the namespace prefix - we're 'using AK::Foo;' a lot and should
leverage that. :^)
(...and ASSERT_NOT_REACHED => VERIFY_NOT_REACHED)
Since all of these checks are done in release builds as well,
let's rename them to VERIFY to prevent confusion, as everyone is
used to assertions being compiled out in release.
We can introduce a new ASSERT macro that is specifically for debug
checks, but I'm doing this wholesale conversion first since we've
accumulated thousands of these already, and it's not immediately
obvious which ones are suitable for ASSERT.
It's less code, and blit() already handles scaled painters.
Fixes the window server asserting in highdpi mode with a centered
background image. Part of #5017.
These are 2x the smallest 4 resolutions. When picking one of these
in 1x and then half the size in 2x, the window server adjust the
ui scale factor, but the actual framebuffer size doesn't change.
2560x1440 also happens to be 5k resolution and monitors with that
resolution do exist -- so that seems like a good upper limit :)
For now, only support 1x and 2x scale.
I tried doing something "smarter" first where the UI would try
to keep the physical resolution constant when toggling between
1x and 2x, but many of the smaller 1x resolutions map to 2x
logical resolutions that Compositor rejects (e.g. 1024x768 becomes
512x384, which is less than the minimum 640x480 that Compositor
wants) and it felt complicated and overly magical.
So this instead just gives you a 1x/2x toggle and a dropdown
with logical (!) resolutions. That is, 800x600 @ 2x gives you
a physical resolution of 1600x1200.
If we don't like this after trying it for a while, we can change
the UI then.
Now that WindowServer broadcasts the system theme using an anonymous
file, we need clients to pledge "recvfd" so they can receive it.
Some programs keep the "shared_buffer" pledge since it's still used for
a handful of things.
Now, `chres 640 480 2` can set the UI to HighDPI 640x480 at runtime. A
real GUI for changing the display factor will come later.
(`chres 640 480 2` followed by `chres 1280 960` is very fast since
we don't have to re-allocate the framebuffer since both modes use
the exact same number of physical pixels.)