This fixes rendering of commas in 0000941.pdf page 1. The commas
use the default width, and without this they show up very large,
covering the page.
Also, it's nice that the code now looks like the regular case 4 lines
further up.
This is one of the two top dict entries we need for CID-keyed fonts.
We don't send any CID-keyed font data into the CFF parser yet,
so no behavior change.
No real behavior change. We don't actually load the CFF data yet
(blocked on #23136 and some more), and we don't have drawing code
yet, and Type0Font::draw_string() doesn't do any drawing yet.
But it's a step in the right direction.
Refactor to resolve paint-only properties before painting, aiming to
stop using layout nodes during recording of painting commands.
Also adds a test, as we have not had any for outlines yet.
This allows for:
* Transformed text (e.g. rotated text)
* Stroked text
* Filling/stroking text with PaintStyles (e.g. gradients)
* Squashed/condensed text (via maxWidth parameter)
Fixes part of #22817
We previously never called event.ignore(), so the keydown event for F2
or F11 etc would be consumed by the BrickGame widget instead of
bubbling up. Now you can start a new game, or escape fullscreen mode,
even if you've paused the game. :^)
This makes it possible to use MakeIndexSequqnce in functions like:
template<typename T, size_t N>
constexpr auto foo(T (&a)[N])
This means AK/StdLibExtraDetails.h must now include AK/Types.h
for size_t, which means AK/Types.h can no longer include
AK/StdLibExtras.h (which arguably it shouldn't do anyways),
which requires rejiggering some things.
(IMHO Types.h shouldn't use AK::Details metaprogramming at all.
FlatPtr doesn't necessarily have to use Conditional<> and ssize_t could
maybe be in its own header or something. But since it's tangential to
this PR, going with the tried and true "lift things that cause the
cycle up to the top" approach.)
No behavior change, except that we now dbgln() if we see a
PrivDictOperator we don't know about. (I haven't seen this in
practice, but I found this useful while debugging things.)
Before, it was only possible to generate 27 control characters (from ^A
to ^Z, and ^\) (with only one possible key combination).
Now, the remaining 5 (^@, ^[, ^], ^^, and ^_) can also be generated with
control plus key combinations. :^)
Also added are the legacy aliases supported by most terminals:
Ctrl+{2, Space} -> ^@ (NUL)
Ctrl+3 -> ^[ (ESC)
Ctrl+4 -> ^\
Ctrl+5 -> ^]
Ctrl+6 -> ^^
Ctrl+7 -> ^_
Ctrl+8 -> ^? (DEL)
Ctrl+/ -> ^_
Note that now, one extra key combination corresponding to a character
that shares the same least significant five bits with the original
character (used in caret notation) can also generate a control
character. For example, in the US English keyboard layout both Ctrl+[
and Ctrl+{ (same as Ctrl+Shift+[) will generate the Escape control
character (^[).
With this change, clicking on an editable element, such as an `input`
or `textarea` causes the cursor position to be updated to the current
mouse position.
With this change, instead of applying only the border-radius clipping
from the closest containing block with hidden overflow, we now collect
all boxes within the containing block chain and apply the clipping from
all of them.
Previously, 'now' was set to the time `requestAnimationFrame()` was
called, and the EventLoop's 'now' was ignored. This was a little odd and
meant the time was always in the past.
This easily led to kernel deadlocks if the stopped thread held an
important global mutex (like the disk cache lock) while blocking.
Resolve this by ensuring stopped threads have a chance to return to the
userland boundary before actually stopping.
Locking a mutex while holding a spinlock is always wrong, but in the
case of the scheduler lock, it also causes an assertion failure. (Which
would be triggered by 2 separate threads trying to ptrace at the same
time).
This helps ensure no one accidentally accesses m_requests without first
locking it's spinlock. In fact this change fixed such a case, since
process_cq() implicitly assumed the caller locked the lock, which was
not the case for NVMePollQueue::submit_sqe().
Due to an incorrect lambda scope capture declaration, we would copy the
result status at the start of the function, before it actually got
updated with the final status. Capture it by reference instead to
ensure we report the updated result.
Instead of assuming data races won't occur and trying to somehow verify
it with manual un-atomic tracking, we can just use a recursive spinlock
instead of a normal one, to resolve the original deadlock.
Most of the actual logic is identical, with the only real difference
being that one wraps it with an async work item.
Merge the implementations to reduce duplications (which will also
require the fixes in the next commits to only be done once).
This commit adds Sonic Robo Blast 2, a Sonic fangame running with SDL2
to the list of SerenityOS game ports.
The game is working fine for the most part but there's some performance
issues and the mouse never resets to the center so it gets stuck in the
window's corners. It seems like the multiplayer / networking is also
not quite working but I think that this is very cool already.
The Annotations panel is the most obvious place to perform actions
related to annotations, so let's make that possible. :^)
The toolbar gets open/save/save-as actions for annotations, and one for
adding an annotation. The table itself gets a context menu for editing
or deleting the selected annotation.
This lets the user swap them around and pop them out as separate windows
as desired. We do lose the ability to individually resize them though,
until DynamicWidgetContainer supports that.
This gets rid of the last use of the offset_margin_width() magic number.
I initially tried using `character_width() * 10` and found it was not
accurate enough with between-character spacing, so instead this measures
a specific string. All offset strings should be the same width in a
fixed-width font.
Compare the x position with the start of the hex characters, which is
m_padding pixels to the right of hex_start_x. (And the same for the
text characters.) If the position is within the padding area, clamp it
so it's on the nearest character.
This was previously covered-up somewhat by using the buggy
m_address_bar_width value to calculate the start and end x positions of
these areas. Fixing that in the previous commit made this more obvious.
We repeat the same calculations a lot, and it's easy to make mistakes.
m_address_bar_width and offset_margin_width() have basically the same
purpose, but both are a little wrong. This removes the former, but
we'll get to the latter soon.