Previously, the active window being centered, and then the inactive one
being higher, meant having an awkward gap at the bottom. This is a
simple fix, and not perfect, but it helps. :^)
The GUI for this is a bit odd, especially since we only have one flag,
but otherwise adding new flags would require modifying ThemeEditor. At
least it is consistent with the other theme properties.
This fix allows us to move the knob wherever we click inside the slider.
The 'jump_to_cursor()' mechanism wasn't working properly because the
player was overwriting the value we had just clicked.
Even though they are called content_margins,
they are actually only ever used to determine where
a Widget is supposed to be grabbable.
So all methods and members are renamed accordingly.
Derivatives of Core::Object should be constructed through
ClassName::construct(), to avoid handling ref-counted objects with
refcount zero. Fixing the visibility means that misuses like this are
more difficult.
This commit is separate from the other Applications/Libraries changes
because it required additional adaption of the code. Note that the old
code did precisely what these changes try to prevent: Create and handle
a ref-counted object with a refcount of zero.
Derivatives of Core::Object should be constructed through
ClassName::construct(), to avoid handling ref-counted objects with
refcount zero. Fixing the visibility means that misuses like this are
more difficult.
For better visibility of wether the editing focus is on the hex or the
ascii view, render a blinking caret instead of a solid cell background.
For that to work, it's also necessary to change the way selection works.
The selection shouldn't extend to the current position but up to the
byte before it.
The old behavior of restarting the timer after every second click could
result in double-click-chains (or triple+ clicks), which does not feel
like the right behavior.
By resetting the double-clicking timer, you need to perform a new full
double-click to make the arrows change color again.
The shuffling algorithm uses a naïve bloom filter to provide random
uniformity, avoiding items that were recently played. With 32 bits,
double hashing, and an error rate of ~10%, this bloom filter should
be able to hold around ~16 keys, which should be sufficient to give the
illusion of fairness to the shuffling algorithm.
This avoids having to shuffle the playlist itself (user might have
spent quite a bit of time to sort them, so it's not a good idea to mess
with it), or having to create a proxy model that shuffles (that could
potentially use quite a bit of memory).
This is a first pass at refactoring SoundPlayer so that the View widget
is decoupled from the player itself.
In doing so, this fixed a couple of issues, including possibly
inconsistent states (e.g. player could be paused and stopped at the
same time).
With the change, Player actually controls the show, and calls methods
overriden by its subclasses to perform actions, such as update the Seek
bar; the hard work of massaging the raw data is done by the Player
class, so subclasses don't need to reimplement any of these things.
This also removes some copies of playlist management code that happened
to be copied+pasted inside callbacks of buttons -- it now lives inside
a neatly packaged Playlist class, and the Player only asks for the next
song to play.
In addition, the menu bar has been slightly rearranged.
Add option to reverse primary and secondary buttons in Mouse Settings.
- WindowServer.ini: add default entry
- switch-mouse-buttons.png: new icon for settings entry
- Mouse.gml/MouseWidget.*: new settings dialog
- ClientConnection/WindowManager/Server: window message for settings
- EventLoop.cpp: swap buttons 1 and 2 if settings are on