This patch removes size policies and preferred sizes, and replaces them
with min-size and max-size for each widget.
Box layout now works in 3 passes:
1) Set all items (widgets/spacers) to their min-size
2) Distribute remaining space evenly, respecting max-size
3) Place widgets one after the other, adding spacing in between
I've also added convenience helpers for setting a fixed size (which is
the same as setting min-size and max-size to the same value.)
This significantly reduces the verbosity of widget layout and makes GML
a bit more pleasant to write, too. :^)
Fixed sizes are really just shorthands for setting min and max size to
the same value.
This makes it much nicer to express fixed sizes in GML:
Before:
@GUI::Widget {
horizontal_size_policy: "Fixed"
preferred_width: 20
}
After:
@GUI::Widget {
fixed_width: 20
}
This patch adds min_size and max_size properties to GUI::Widget. These
can also be accessed as min_width/min_height and max_width/max_height.
Layouts will respect these constraints and size widgets accordingly.
Such errors are raised when SyntaxError nodes are executed, and are also
used for internal control flow.
The 'break' and 'continue' commands are currently only allowed inside
for loops, and outside function bodies.
This also adds a 'loop' keyword for infinite loops.
This makes it possible to construct a read-only (or display-only)
TextEditor in GML:
@GUI::TextEditor {
mode: "ReadOnly"
text: "Well hello friends! :^)"
}
It always felt a bit jarring that tooltips would pop in right away when
you hover over a toolbar button. This patch adds a 700ms delay before
they appear, and a 50ms delay before they disappear.
Once a tooltip is up, moving the cursor between two widgets that both
have tooltips will leave the tooltip on screen without delays.
There are three possible selection modes for a GUI::AbstractView.
- NoSelection
- SingleSelection
- MultiSelection
We don't enforce these modes fully yet, this patch mostly adds them in
place of the old "multi select" flag.
Now that fonts know their own weight, we no longer need highlighters to
tell us which font to use. Instead, they can just say "this should be
bold" and we'll find the right font ourselves.
This was mentioned in #4574, and the more I think about it the more it
feels just right - let's move it there! :^)
Having to link LaunchServer against LibGUI explicitly should've been
telling enough...
This way, if you press F2 to edit the name of an item, the name will be
selected in the editor that pops up, and you can start typing a new
name for it immediately.
Move the shadow 1 more pixel away from the unhovered icon location,
making a total 2 pixel distance between the icon and the shadow.
Also tweak the shadow color to be a darkened variant of the base color
underneath the icon.
This was a goofy kernel API where you could assign an icon_id (int) to
a process which referred to a global shbuf with a 16x16 icon bitmap
inside it.
Instead of this, programs that want to display a process icon now
retrieve it from the process executable instead.
If an ELF application contains sections called "serenity_icon_s"
or "serenity_icon_m" then parse these as PNG images and use them
for the 16x16 and 32x32 executable file icons respectively.
If the application is not an ELF binary, the sections do not
exist, the sections are not valid PNGs, or the file cannot be read
then the default application icon will be used.
Problem:
- `(void)` simply casts the expression to void. This is understood to
indicate that it is ignored, but this is really a compiler trick to
get the compiler to not generate a warning.
Solution:
- Use the `[[maybe_unused]]` attribute to indicate the value is unused.
Note:
- Functions taking a `(void)` argument list have also been changed to
`()` because this is not needed and shows up in the same grep
command.