ladybird/Userland/Libraries/LibGUI/Menu.cpp
Andreas Kling baab0a5bef WindowServer+LibGUI: Make menu allocation asynchronous
This was only synchronous since WindowServer managed the ID allocation.
Doing this on the client side instead allows us to make create_menu()
an asynchronous IPC call, removing a bunch of IPC stalls during
application startup.
2021-05-17 13:33:41 +02:00

158 lines
4.3 KiB
C++

/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Debug.h>
#include <AK/HashMap.h>
#include <AK/IDAllocator.h>
#include <LibGUI/Action.h>
#include <LibGUI/ActionGroup.h>
#include <LibGUI/Menu.h>
#include <LibGUI/MenuItem.h>
#include <LibGUI/WindowServerConnection.h>
#include <LibGfx/Bitmap.h>
namespace GUI {
static IDAllocator s_menu_id_allocator;
static HashMap<int, Menu*>& all_menus()
{
static HashMap<int, Menu*>* map;
if (!map)
map = new HashMap<int, Menu*>();
return *map;
}
Menu* Menu::from_menu_id(int menu_id)
{
auto it = all_menus().find(menu_id);
if (it == all_menus().end())
return nullptr;
return (*it).value;
}
Menu::Menu(String name)
: m_name(move(name))
{
}
Menu::~Menu()
{
unrealize_menu();
}
void Menu::set_icon(const Gfx::Bitmap* icon)
{
m_icon = icon;
}
void Menu::add_action(NonnullRefPtr<Action> action)
{
m_items.append(make<MenuItem>(m_menu_id, move(action)));
}
Menu& Menu::add_submenu(const String& name)
{
auto submenu = Menu::construct(name);
m_items.append(make<MenuItem>(m_menu_id, submenu));
return submenu;
}
void Menu::add_separator()
{
m_items.append(make<MenuItem>(m_menu_id, MenuItem::Type::Separator));
}
void Menu::realize_if_needed(const RefPtr<Action>& default_action)
{
if (m_menu_id == -1 || m_last_default_action.ptr() != default_action)
realize_menu(default_action);
}
void Menu::popup(const Gfx::IntPoint& screen_position, const RefPtr<Action>& default_action)
{
realize_if_needed(default_action);
WindowServerConnection::the().async_popup_menu(m_menu_id, screen_position);
}
void Menu::dismiss()
{
if (m_menu_id == -1)
return;
WindowServerConnection::the().async_dismiss_menu(m_menu_id);
}
int Menu::realize_menu(RefPtr<Action> default_action)
{
unrealize_menu();
m_menu_id = s_menu_id_allocator.allocate();
WindowServerConnection::the().async_create_menu(m_menu_id, m_name);
dbgln_if(MENU_DEBUG, "GUI::Menu::realize_menu(): New menu ID: {}", m_menu_id);
VERIFY(m_menu_id > 0);
for (size_t i = 0; i < m_items.size(); ++i) {
auto& item = m_items[i];
item.set_menu_id({}, m_menu_id);
item.set_identifier({}, i);
if (item.type() == MenuItem::Type::Separator) {
WindowServerConnection::the().async_add_menu_separator(m_menu_id);
continue;
}
if (item.type() == MenuItem::Type::Submenu) {
auto& submenu = *item.submenu();
submenu.realize_if_needed(default_action);
auto icon = submenu.icon() ? submenu.icon()->to_shareable_bitmap() : Gfx::ShareableBitmap();
WindowServerConnection::the().async_add_menu_item(m_menu_id, i, submenu.menu_id(), submenu.name(), true, false, false, false, "", icon, false);
continue;
}
if (item.type() == MenuItem::Type::Action) {
auto& action = *item.action();
auto shortcut_text = action.shortcut().is_valid() ? action.shortcut().to_string() : String();
bool exclusive = action.group() && action.group()->is_exclusive() && action.is_checkable();
bool is_default = (default_action.ptr() == &action);
auto icon = action.icon() ? action.icon()->to_shareable_bitmap() : Gfx::ShareableBitmap();
WindowServerConnection::the().async_add_menu_item(m_menu_id, i, -1, action.text(), action.is_enabled(), action.is_checkable(), action.is_checkable() ? action.is_checked() : false, is_default, shortcut_text, icon, exclusive);
}
}
all_menus().set(m_menu_id, this);
m_last_default_action = default_action;
return m_menu_id;
}
void Menu::unrealize_menu()
{
if (m_menu_id == -1)
return;
all_menus().remove(m_menu_id);
WindowServerConnection::the().async_destroy_menu(m_menu_id);
m_menu_id = -1;
}
void Menu::realize_menu_if_needed()
{
if (menu_id() == -1)
realize_menu();
}
Action* Menu::action_at(size_t index)
{
if (index >= m_items.size())
return nullptr;
return m_items[index].action();
}
void Menu::visibility_did_change(Badge<WindowServerConnection>, bool visible)
{
if (m_visible == visible)
return;
m_visible = visible;
if (on_visibility_change)
on_visibility_change(visible);
}
}