* Only check MainWindow visiblity in DoShutdown cancellation, when ShutdownMode == ShutdownMode.OnMainWindowClose
* Raise WindowClosedEvent event AFTER IsVisible/_shown properties were updated
* Add OnMainWindowClose cancellation tests
* Assert that Closing event was actually raised.
* Re-do fix by forcing window closing
* Forced .Shutdown() should also raise Window.Closed events, and not ignore them
* removed duplicated code between Window.Show and Window.ShowDialog
* Handling different cases of window initial position and size + unit test
* positioning cursor on resize grip in WindowOrder_Modal_Dialog_Stays_InFront_Of_Parent_When_Clicking_Resize_Grip test
* Fix for flaky test
* displaying decimal digits of slider value to avoid some issues with rounding
---------
Co-authored-by: Herman Kirshin <herman.kirshin@jetbrains.com>
* Don't call dispatcher shutdown, when app shutdown was cancelled
* Assert Dispatcher.UIThread.ShutdownStarted in TryShutdown_Cancellable_By_Preventing_Window_Close
* Add StartWithClassicDesktopLifetime overload with a lifetime builder
* Disallow changing Application.ApplicationLifetime after setup was completed
* Avoid static dependency on a singleton lifetime
* Introduce SetupWithClassicDesktopLifetime method
* Move more logic from Start method to Setup
* Add docs
* Avoid public API changes
* Fix tests
* Repalce locator usage with `.UseLifetimeOverride`
---------
Co-authored-by: Benedikt Stebner <Gillibald@users.noreply.github.com>
- animation/layout/render cycle is now managed from a central location
- animations are now throttled if animation/layout/render pass takes longer than a frame which previously caused a soft-freeze with input not being processed
- the public API is trimmed to make sure that we can make other planned changes during the 11.x support cycle
"Changelog":
- IClock is hidden and is planned to be replaced later
- Animator classes are hidden and are planned to be refactored later
- IAnimation members are hidden, it's supposed to be a marker interface for Style.Animations collection now, to start animations manually use Animation.RunAsync
- Sealed several classes in Avalonia.Animation namespace
- Spring class is removed from the public API (it wasn't possible to use it directly in a meaningful way anyway)
- Sealed brushes, transforms, effects and drawings
- Removed separate dispatcher priorities for Layout and Composition, everything now happens from a central place with Render priority (same as WPF)
- - some private "hook" priorities are added for now, those will be removed later
- IRenderLoop is hidden and removed from locator
- IRenderer is hidden (the plan is to remove that concept later)
- - Renderer.Start/Stop exposed as StartRendering/StopRendering on the toplevel (will be on a CompositionTarget/PresentationSource-like type later)
- - Renderer.Diagnistics exposed as RendererDiagnostics (same)
- - Renderer is no longer created by the platform code and is created by TopLevel itself
- - From the user-code hit-testing should be done by VisualExtensions.GetVisual(s)At, which has the same features
- - For unit tests a separate IHitTester interface is added which can be changed for a particular toplevel
- ILayoutManager is hidden
- - LayoutManager.ExecuteLayoutPass() exposed as TopLevel.UpdateLayout()
- Custom animators now have a separate base class that only deals with interpolation
Minor improvements:
- Compositor has a mode that doesn't use DispatcherTimers, useful for unit tests
- Introduced ScopedTestBase that auto-resets the locator when test is finished