This is needed to eventually share a header list between a Request or
Response object's internal infra request/response and the object's
exposed Header object.
This makes it possible to propagate exceptions from a function that
returns JS::ThrowCompletionOr via TRY() in another function that returns
WebIDL::ExceptionOr.
IDL dictionary members are nullable by default (unless marked as
`required`) and should not get any value assigned unless one was
provided by the userland code that isn't undefined, or if the member has
a default value.
This is so that we can use Optional<T> in the internal representation
and check for "is present" via Optional::has_value().
The SourceGenerator's @else@ mapping is only set in the second iteration
of the loop, causing the generated return for unrecognized values to not
be guarded by an else statement.
We can simply use a hardcoded 'else' here, @else@ is only to create the
first comparison as a plain 'if' and subsequent ones as 'else if'.
A Request/Response instance should always be heap-allocated and have
clear ownership, so let's also wrap it in a NonnullOwnPtr instead of
putting them on the stack.
This still needs a project-wide cleanup to remove handles captured in
lambdas, which is now longer required.
For now, this will be used in the next commit implementing promise AOs
from Web IDL, which make heavy use of deferred callbacks.
The main advantage of this change is that heavy-weight filters do not
lock up the GUI anymore.
This first cut has several flaws:
- We do not account for modification of the referenced images while the
filter is running. Depending on the exact filter behavior this might
have all sorts of weird effects. A simple fix would be to show a
progress dialog to the user, preventing them from performing other
modifications in the meantime.
- We do not use the image processor for previews. Preview behavior has a
couple of other considerations that are intentionally not addressed in
this commit or pull request.
The ImageProcessor singleton is intended to be used by all sorts of
image processing which might take some time to complete; or other
background actions. We're not using BackgroundTask here because this
system is specifically designed to work with task queues and PixelPaint
interaction; e.g. it provides common image processing tasks such as
filter application.
There's a big comment explaining it because it's somewhat confusing, but
the behavior I'm copying from other editors is, when you repeatedly
press the `Home` key:
1. Go to the start of the visual line, where it wraps.
2. Go to the first non-whitespace character on the logical line, which
is what happens in non-wrapped lines.
3. Go to column 0.
4. GOTO 2
We no longer require to lock the m_inode_lock in the SharedInodeVMObject
code as the methods write_bytes and read_bytes of the Inode class do
this for us now.
According to Dr. POSIX, we should allow to call mmap on inodes even on
ranges that currently don't map to any actual data. Trying to read or
write to those ranges should result in SIGBUS being sent to the thread
that did violating memory access.
To implement this restriction, we simply check if the result of
read_bytes on an Inode returns 0, which means we have nothing valid to
map to the program, hence it should receive a SIGBUS in that case.
Without this, the generated DOMExceptionConstructor does not refer to
the WebIDL::DOMException with its fully qualified name. This caused an
ambiguity error on my machine.
Given all of the other descriptions for each setting don't include a
period at the end, it won't hurt to have the TerminalSettings
description do the same for consistency.
This fixes an edge case, where the destination rect falls partly
outside the painter, so is clipped to a smaller size in
`get_region_bitmap()` (which needs to be accounted for with an extra
offset).
This now copies the area under the destination to a new bitmap, that
is then scaled to the size of the source. The element is then painted
into that bitmap, which is then scaled and painted back to
the destination. This is done as many effects such as shadows, border
radii, filters, etc require being able to read pixels from the painter.
This does work (and is not that noticeable in many cases), but it does
mean there may be a few scaling artifacts in the background
around transformed elements. Though that was already the case before
anyway for the elements (since it is just a bitmap scale).
What we really want is to (where possible) just scale the paintable
and its descendants, then paint things normally, which would give
much nicer results (but is much more tricky to achieve).
This also now makes it so only a bitmap of the size of the paintable is
copied/created, rather than the whole page.
This method returns the total area this element will paint to.
Currently, this just means accounting for box-shadows, though
there are likely more effects that need to be accounted for here.