Files
ladybird/Userland/Services/WindowServer/WindowStack.h
Tom 7984c2836d WindowServer: Add API to change virtual desktop settings
This also adds the ability to query how many virtual desktops are
set up, and for the Taskbar to be notified when the active virtual
desktop has changed.
2021-07-03 12:27:23 +02:00

191 lines
6.6 KiB
C++

/*
* Copyright (c) 2018-2021, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "Window.h"
namespace WindowServer {
class Compositor;
class WindowStack {
public:
WindowStack(unsigned row, unsigned column);
~WindowStack();
bool is_empty() const { return m_windows.is_empty(); }
void add(Window&);
void add_to_back(Window&);
void remove(Window&);
void move_to_front(Window&);
enum class MoveAllWindowsTo {
Front,
Back
};
void move_all_windows(WindowStack&, Vector<Window*, 32>&, MoveAllWindowsTo);
enum class IncludeWindowFrame {
Yes,
No,
};
Window* window_at(Gfx::IntPoint const&, IncludeWindowFrame = IncludeWindowFrame::Yes) const;
Window* highlight_window() const;
template<typename Callback>
IterationDecision for_each_visible_window_of_type_from_front_to_back(WindowType, Callback, bool ignore_highlight = false);
template<typename Callback>
IterationDecision for_each_visible_window_of_type_from_back_to_front(WindowType, Callback, bool ignore_highlight = false);
template<typename Callback>
IterationDecision for_each_window_of_type_from_front_to_back(WindowType, Callback, bool ignore_highlight = false);
template<typename Callback>
void for_each_window(Callback);
template<typename Callback>
IterationDecision for_each_window_from_back_to_front(Callback);
Window::List& windows() { return m_windows; }
Window* active_window() { return m_active_window; }
Window const* active_window() const { return m_active_window; }
void set_active_window(Window*);
Window* active_input_window() { return m_active_input_window; }
Window const* active_input_window() const { return m_active_input_window; }
void set_active_input_window(Window* window) { m_active_input_window = window; }
Window* active_input_tracking_window() { return m_active_input_tracking_window; }
Window const* active_input_tracking_window() const { return m_active_input_tracking_window; }
void set_active_input_tracking_window(Window* window) { m_active_input_tracking_window = window; }
Optional<HitTestResult> hit_test(Gfx::IntPoint const&) const;
unsigned row() const { return m_row; }
unsigned column() const { return m_column; }
void set_transition_offset(Badge<Compositor>, Gfx::IntPoint const& transition_offset) { m_transition_offset = transition_offset; }
Gfx::IntPoint const& transition_offset() const { return m_transition_offset; }
void set_stationary_window_stack(WindowStack& window_stack) { m_stationary_window_stack = &window_stack; }
WindowStack& stationary_window_stack()
{
VERIFY(m_stationary_window_stack);
return *m_stationary_window_stack;
}
void set_all_occluded(bool);
private:
WeakPtr<Window> m_active_window;
WeakPtr<Window> m_active_input_window;
WeakPtr<Window> m_active_input_tracking_window;
Window::List m_windows;
unsigned m_row { 0 };
unsigned m_column { 0 };
Gfx::IntPoint m_transition_offset;
WindowStack* m_stationary_window_stack { nullptr };
};
template<typename Callback>
inline IterationDecision WindowStack::for_each_visible_window_of_type_from_back_to_front(WindowType type, Callback callback, bool ignore_highlight)
{
auto* highlight_window = this->highlight_window();
bool do_highlight_window_at_end = false;
for (auto& window : m_windows) {
if (!window.is_visible())
continue;
if (window.is_minimized())
continue;
if (window.type() != type)
continue;
if (!ignore_highlight && highlight_window == &window) {
do_highlight_window_at_end = true;
continue;
}
if (callback(window) == IterationDecision::Break)
return IterationDecision::Break;
}
if (do_highlight_window_at_end) {
if (callback(*highlight_window) == IterationDecision::Break)
return IterationDecision::Break;
}
return IterationDecision::Continue;
}
template<typename Callback>
inline IterationDecision WindowStack::for_each_visible_window_of_type_from_front_to_back(WindowType type, Callback callback, bool ignore_highlight)
{
auto* highlight_window = this->highlight_window();
if (!ignore_highlight && highlight_window && highlight_window->type() == type && highlight_window->is_visible()) {
if (callback(*highlight_window) == IterationDecision::Break)
return IterationDecision::Break;
}
auto reverse_iterator = m_windows.rbegin();
for (; reverse_iterator != m_windows.rend(); ++reverse_iterator) {
auto& window = *reverse_iterator;
if (!window.is_visible())
continue;
if (window.is_minimized())
continue;
if (window.type() != type)
continue;
if (!ignore_highlight && &window == highlight_window)
continue;
if (callback(window) == IterationDecision::Break)
return IterationDecision::Break;
}
return IterationDecision::Continue;
}
template<typename Callback>
inline void WindowStack::for_each_window(Callback callback)
{
auto reverse_iterator = m_windows.rbegin();
for (; reverse_iterator != m_windows.rend(); ++reverse_iterator) {
auto& window = *reverse_iterator;
if (callback(window) == IterationDecision::Break)
return;
}
}
template<typename Callback>
inline IterationDecision WindowStack::for_each_window_from_back_to_front(Callback callback)
{
for (auto& window : m_windows) {
IterationDecision decision = callback(window);
if (decision != IterationDecision::Break)
return decision;
}
return IterationDecision::Continue;
}
template<typename Callback>
inline IterationDecision WindowStack::for_each_window_of_type_from_front_to_back(WindowType type, Callback callback, bool ignore_highlight)
{
auto* highlight_window = this->highlight_window();
if (!ignore_highlight && highlight_window && highlight_window->type() == type && highlight_window->is_visible()) {
if (callback(*highlight_window) == IterationDecision::Break)
return IterationDecision::Break;
}
auto reverse_iterator = m_windows.rbegin();
for (; reverse_iterator != m_windows.rend(); ++reverse_iterator) {
auto& window = *reverse_iterator;
if (window.type() != type)
continue;
if (!ignore_highlight && &window == highlight_window)
continue;
if (callback(window) == IterationDecision::Break)
return IterationDecision::Break;
}
return IterationDecision::Continue;
}
}