Makes it more convenient to create auto GridTrackSizes. I think having
an auto GridTrackSize be defined by an auto Length value kind of
confusing, and this at least helps when creating one.
To follow spec more closely, only set the has_span value if there is a
number immediately following, like "span 2". Otherwise the span value
should be ignored.
Use float instead of int for the GridTrackSize length value as
FlexibleLengths can be "1fr" as well as ".49fr" in grid-track-row
and grid-track-column values.
With 6 bits of precision, the maximum triangle coordinate we can
handle is sqrt(2^31 / (1 << 6)^2) = ~724. Rendering to a target of
800x600 or higher quickly becomes a mess because of integer overflow.
By reducing the subpixel precision to 4 bits, we support coordinates up
to ~2896, which means that we can (try to) render to target sizes like
2560x1440.
This fixes the main menu backdrop for the Half-Life port. It also
introduces more white pixel artifacts in Quake's water / lava
rendering, but this is a level geometry visualization bug (see
`r_novis`).
Before this change, we'd always insert one line box fragment, even when
a float was taking up too much space on the line, and the fragment
didn't actually fit.
We now perform line breaks until we have enough space between floats.
This fixes many page layouts where we'd previously see small fragments
of inline content outside the right edge of the containing block.
Not visiting the field holding SubtleCrypto in Crypto caused subtle
crashes all over the Value functions, due to accessing SubtleCrypto
after it was garbage collected (and potentially replaced by a new cell).
This meant that the crashes were only appearing in Value::to_boolean,
Value::typeof, etc. Which then held pointer to things that looked like
Shapes, Environments and other non-Object Cells.
To find the actual cause, all pointer used to construct Values were
checked and if a pointer was none of the allowed types, the backtrace
is logged.
Co-authored-by: Luke Wilde <lukew@serenityos.org>
Up until now, we have only dealt with games that pass Q = 1 for their
texture coordinates. PrBoom+, however, relies on proper homogenous
texture coordinates for its relatively complex sky rendering, which
means that we should perform this per-fragment division.
When using vertex attribute pointers, we default the Q coordinate for
textures to 0 causing issues if the 4th coordinate is not passed in the
vertex data.
Clean up these defaults and make sure that Q is always set to `1.f`.
Each texture unit now has its own texture transformation matrix stack.
Introduce a new texture unit configuration that is synced when changed.
Because we're no longer passing a silly `Vector` when drawing each
primitive, this results in a slightly improved frames per second :^)
Looking at how Khronos defines layers:
https://www.khronos.org/opengl/wiki/Array_Texture
We both have 3D textures and layers of 2D textures, which can both be
encoded in our existing `Typed3DBuffer` as depth. Since we support
depth already in the GPU API, remove layer everywhere.
Also pass in `Texture2D::LOG2_MAX_TEXTURE_SIZE` as the maximum number
of mipmap levels, so we do not allocate 999 levels on each Image
instantiation.
This makes it consistent with our other `blit_from_color_buffer` and
paves the way for a third method that will be introduced in one of the
next commits.
`GL_COMBINE` is basically a fixed function calculator to perform simple
arithmetics on configurable fragment sources. This patch implements a
number of texture env parameters with support for the RGBA internal
format.
This patch implements rubber band selection in table view while clamping
the rubber band rect to the widget inner rect, matching the behavior of
IconView and ColumnsView.
Previously when selecting a column that was partially scrolled out of
view the rubber band rect would extend outside the widget inner rect.
This patch rewrites the implementation to be more readable and clamps
the rubber band rect to the widget inner rect to match the behavior of
IconView.
Previously the rubber band rect of IconView was not properly constrained
to the widget inner rect, leaving a one pixel gap on the bottom and
right side. This patch removes the gap by inflating the constraint rect
by one pixel on each axis.
Currently, LibGUI modifies the Ctrl+Alt+Space key event to instead
represent the emoji that was selected through EmojiInputDialog. This is
limited to a single code point.
For multiple code point emoji support, individual widgets now set a hook
to be notified of the emoji selection with a UTF-8 encoded string. This
replaces the previous set_accepts_emoji_input() method.
Most of the emoji are 7x10px (or close to that). But some are larger, on
the order of 128x128px. The icon used for the SerenityOS category is one
such large emoji, and must be scaled down to an appropriate size for
rendering.
Currently, we use code point values as a tie break when sorting emoji by
display order. When multiple code point emoji are supported, this will
become a bit awkward. Rather than dealing with varying code point length
while sorting, just set a maximum display order to ensure these are
placed at the end.