When assigning properties, we were relying on the JSON serialization
code to wrap strings in double-quotes ("). JsonValue::to_string() does
not wrap string values, so what we want here is serialized(). :^)
This was happening for async (response-less) messages, since they were
returning void and were were always just wrapping the return type in
an OwnPtr no matter what.
- Add IEndpoint::handle(IMessage), a big switch table on message type.
handle() will return a response message for synchronous messages,
and return nullptr otherwise.
- Use i32 instead of int for everything
- Make IMessage::encode() const
- Make IEndpoint::decode_message() static, this allows template code to
decode messages without an endpoint instance on hand.
Each message will now have a typedef called ResponseType as an alias
for the expected response type. This will aid in implementing the sync
messaging code.
Instead of doing everything manually in C++, let's do some codegen.
This patch adds a crude but effective IPC definition parser, along
with two initial definition files for the AudioServer's client and
server endpoints.
This behavior and API was extremely counter-intuitive since our default
behavior was for applications to never exit after you close all of their
windows.
Now that we exit the event loop by default when the very last GWindow is
deleted, we don't have to worry about this.
You now have to pass an Orientation to the GSlider constructor. It's not
possible to change the orientation after construction.
Added some vertical GSliders to the WidgetGallery demo for testing. :^)
Instead of LibGUI and WindowServer building their own copies of the drawing
and graphics code, let's it in a separate LibDraw library.
This avoids building the code twice, and will encourage better separation
of concerns. :^)
Currently the two available input types are:
- GMessageBox::InputType::OK (default)
- GMessageBox::InputType::OKCancel
Based on your choice, GMessageBox::exec() will return ExecOK or ExecCancel.
The basic idea is that you would use it like this:
MyWidget::MyWidget(GWidget* parent)
: GWidget(parent)
{
m_ui = new UI_MyWidget;
set_main_widget(m_ui->main_widget);
...
}
Implemented this by letting GAbstractViews provide a GModelEditingDelegate
for a given index, which then knows how to create and setup a custom widget
appropriate for the data type being edited.
This makes widgets-within-widgets straightforward instead of confusing.
The UI doesn't actually let you put widgets inside one another just yet,
but at least now the output format won't be a problem. :^)
Also run it across the whole tree to get everything using the One True Style.
We don't yet run this in an automated fashion as it's a little slow, but
there is a snippet to do so in makeall.sh.