* Make Window.WindowState a direct property with (on some platforms) reliable values
* Use reported window state from the callback
* compile
* Actually use the cached value in WindowState getter
* api diff
* Apply suggestion from @Copilot
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Tests for our erratic WindowState behavior.
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Don't tick with render loop when app is idle
* Update src/Avalonia.Base/Rendering/Composition/Transport/BatchStreamArrayPool.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* wip
* wip
* api diff
* fixes
* Address review: clear wakeupPending at tick start, guard CarbonEmissionsHack subscriptions
- Clear _wakeupPending at start of TimerTick so wakeups already processed
by the current tick don't force an unnecessary extra tick
- Guard CarbonEmissionsHack against duplicate subscriptions using a private
attached property
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* Fix lock-order inversion in Add/Remove vs TimerTick
Move Wakeup() and Stop() calls outside the _items lock in Add/Remove
to prevent deadlock with TimerTick which acquires _timerLock then _items.
Add/Remove are UI-thread-only so the extracted logic remains safe.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* Address review: remove unused usings, guard double Stop(), fix SleepLoop extra frame
- Remove unused using directives from IRenderLoopTask.cs
- Guard TimerTick Stop() with _running check to prevent double Stop()
when Remove() already stopped the timer
- SleepLoopRenderTimer: use WaitOne(timeout) instead of Thread.Sleep
so Stop() can interrupt the sleep, and recheck _stopped before Tick
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* Fix DisplayLinkTimer foreground handler bypassing render loop state
Only resume the display link on WillEnterForeground if the timer was
calling Start() to avoid setting _stopped=false when the render loop
had the timer stopped.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* Fix DisplayLinkTimer thread safety, revert global NU5104 suppression
- Stop() now only sets _stopped flag; OnLinkTick() self-pauses the
CADisplayLink from the timer thread to avoid thread-affinity issues
- Revert NU5104 global suppression in SharedVersion.props
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* Cap _ticksSinceLastCommit to prevent int overflow
Stop incrementing once it reaches CommitGraceTicks to prevent
wrapping negative and keeping the render loop awake indefinitely.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* refactor: remove Start/Stop from IRenderTimer, merge into Tick setter
Timer start/stop is now controlled entirely by setting the Tick
property: non-null starts, null stops. This eliminates the explicit
Start()/Stop() methods from IRenderTimer, making the API simpler.
DefaultRenderLoop controls the timer purely through Tick assignment
under its _timerLock. A new _hasItems flag tracks subscriber presence
since Tick is now transient (null when idle).
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* fix: address review comments on timer thread safety and guards
- ChoreographerTimer: add _frameCallbackActive guard to prevent double
PostFrameCallback from both Tick setter and SubscribeView
- ServerCompositor: cap _ticksSinceLastCommit at int.MaxValue
- SleepLoopRenderTimer: make _tick volatile, remove _stopped recheck
(guard moved to DefaultRenderLoop)
- DefaultRenderLoop: add _running check at tick start to drop late ticks
- ThreadProxyRenderTimer: add lock for internal state manipulation
- DisplayLinkTimer: add lock for all internal state manipulation
- Re-add NU5104 suppression to SharedVersion.props
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* fix: make _hasItems volatile for cross-thread visibility
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* fix: guard against redundant starts in DefaultRenderTimer, make _tick volatile across all timers
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* Remove CarbonEmissionsHack, revert iOS/Android timers to always-ticking
- Delete CarbonEmissionsHack class and its XAML reference
- Revert DisplayLinkTimer (iOS) to original always-ticking implementation
- Revert ChoreographerTimer (Android) to original always-ticking implementation
- Add TODO comments for future start/stop on RenderLoop request
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* Fix DirectCompositionConnection WaitOne not respecting process exit cancellation
Use WaitHandle.WaitAny with both _wakeEvent and cts.Token.WaitHandle so
the loop can exit when ProcessExit fires while the timer is stopped.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* timers
* XML docs
* Cache delegate
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
* Implemented new drawn window decorations API
TODO: check if it works on Win32, bring back titlebar automation peer
* Adjusting naming a bit
* Naming / configuration changes
* Various fixes
* popover fix?
* wip
* Address review
* Extra window roles
* WIP
* Fixed drawn titlebar automation
* Purge ExtendClientAreaChromeHints.
* Fixed dynamically enabling drawn decorations
* api diff
* Add automation IDs for drawn decorations buttons
* Resolved the issues
* build
* Retry a few times when Pager isn't available after test is finished
* Only do faulty test detection if asked
* duplicate package reference
* Try disabling faulty tests on appium1
* Fix ExtendClientAreaWindowTests
* Apply initial button states
* Enable CSD shadow for X11
* net8?
* Address review
* more review comments
* Moar review comments
* Extra hit-test checks
* Moar review
* Prefix integration test app exitfullscreen to avoid clashes
* Disable drawn decorations if parts = None
* Respect SystemDecorations value on mac in extend-client-area mode
* Tidy up logic a bit
* Adjust win32 tests to titlebar not being in the tree when CSD are not enabled
---------
Co-authored-by: Julien Lebosquain <julien@lebosquain.net>
* Replace node.js npm with bun
* Run bun test target, instead of direct npm, remove `SkipPreviewer` prop
* Add "--yes" argument to dnx command
* Remove unused scripts
* Add new SaveFilePickerWithResultAsync API to the base
* Add SaveFilePickerWithResultAsync stub impl
* Control Catalog SaveFilePickerWithResultAsync sample with XML and JSON types
* Make SaveFilePickerResult a struct
* Add managed picker implementation
* Make SaveFilePickerResult a readonly struct
* Windows implementation of SaveFilePickerWithResultAsync
* Test impl for dbus
* Reuse the file type object (FTO) so StorageFile consumer can match exactly the right FTO when receiving the SaveFilePicker's result.
* Add Gtk impl
* Avalonia.Native: surface selected save dialog filters
* macOS: report selected NSSavePanel filter
* Modify the conditional in case there's duplicate descriptions of FTO's in DBusSystemDialog.cs
* Instantiate FPFT as fallback
* Pass the mime/pattern to instantiated FPFT
* Update API diff
* Fix review comments
---------
Co-authored-by: Max Katz <maxkatz6@outlook.com>
* Add CanMinimize and CanMaximize to Window
* Win32 impl for CanMinimize/CanMaximize
* Add CanResize/CanMinimize/CanMaximize samples to control catalog
* X11 impl for CanMinimize/CanMaximize
* macOS impl for CanMinimize/CanMaximize
* Win32: don't allow restore when the window isn't resizable
* Additional documentation for CanMinimize/CanMaximize
* Add CanMinimize/CanMaximize logic to CaptionButtons
* Use START_COM_ARP_CALL
* Added CanMinimize/CanMaximize integration tests
* Fixed CanMaximize tests on macOS
* Implemented IClipboard.TryGetInProcessDataObjectAsync for X11
* [Win32] Implemented TryGetInProcessDataObjectAsync
* Rest of the platforms
* Run `nuke ValidateApiDiff`
---------
Co-authored-by: Max Katz <maxkatz6@outlook.com>
* Show Avalonia context menu and toolip...
In native text box in integration test app. Only implemented for win32 right now.
This is to test the two popup behaviors required for native controls:
- The context menu needs focus to be transferred to Avalonia
- The ToolTip must not transfer focus to Avalonia
* Added Popup.TakesFocusFromNativeControl.
By default, if a popup is shown when a native control is focused, focus is transferred back to Avalonia in order for the popup to receive input. If this property is set to false, then the shown popup will not receive input until it receives an interaction which explicitly focuses the popup, such as a mouse click.
The effect of this property can be seen in the Embedding tag of the IntegrationTestApp: hovering over the native text box shows an Avalonia `ToolTip` which does not steal focus from the native text box. Right-clicking to open an Avalonia `ContextMenu` does steal focus so the menu items can be selected using the arrow keys.
Currently only implemented on a win32.
* Show tooltip and context menu on macOS.
* Implement TakeFocus on macOS.
* Add integration tests.
Only tested on win32 so far.
* Integration tests won't work on macOS.
As can be expected at this point, really.
* Update API diff.
* Draft new API
* Push reusable ScreensBaseImpl implementation
* Fix tests and stubs
* Update ScreensPage sample to work on mobile + show new APIs
* Reimplement Windows ScreensImpl, reuse existing screens in other places of backend, use Microsoft.Windows.CsWin32 for interop
* Make X11 project buildable, don't utilize new APIs yet
* Reimplement macOS Screens API, differenciate screens by CGDirectDisplayID
* Fix build
* Adjust breaking changes file (none affect users)
* Fix missing macOS Screen.DisplayName
* Add more tests + fix screen removal
* Add screens integration tests
* Use hash set with comparer when removing screens
* Make screenimpl safer on macOS as per review
* Replace UnmanagedCallersOnly usage with source generated EnumDisplayMonitors
* Remove unused dllimport
* Only implement GetHashCode and Equals on PlatformScreen subclass, without changing base Screen
* feat: Add API for fetching window Z-order
* Addressed PR comments
* Improve X11Window::ZOrder implementation to avoid traversing windows that are not required to compute z-order
* Move zOrder API from Window to IWindowingPlatform
* Revert "Addressed PR comments"
This reverts commit 691541adf6.
* Rename
* Missing methods
* Move GetWindowsZOrder from IWindowingPlatform to IWindowImpl
* Cleanup
* Move SortWindowsByZOrder to Window class as a static method
* Implement zOrder for HeadlessWindowImpl
---------
Co-authored-by: Max Katz <maxkatz6@outlook.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
Which exposes the resize reason and new client size. Required renaming `PlatformResizeReason` to `WindowResizeReason`. Made `TopLevel.HandleResized` method internal.