Both of these are supposed to be set when the CSSRule is created. The
spec is silent on setting it when a CSSRule is added to a parent. So,
this is a bit ad-hoc.
The parent rule gets set whenever a rule is added to a new parent. The
parent stylesheet gets set whenever the rule or one of its ancestors is
added to a different stylesheet. There may be some nuance there that
I'm missing, but I'm sure we'll find out quickly once we have WPT
running!
The spec is a little bizarre here. One caller of this
(`CSSStyleSheet::insert_rule()`) wants to give it a parsed CSSRule, but
the spec itself wants it to take a string. (As will be used by
`CSSGroupingRule::insert_rule()`) Using a Variant isn't pretty but it's
the best solution I've come to - having two overloads was worse, whether
one called the other or they just duplicated the logic. This seems the
least bad.
This implements the depth offset factor that you can set through e.g.
OpenGL's `glPolygonOffset`. Without it, triangles might start to Z-
fight amongst each other.
This fixes the floor decals in Quake 3.
If an icon exists and the horizontal scroll value is larger than 0,
translate the TextEditor painter by the icon size and padding.
The text would scroll over the icon when the text was long enough to
trigger a horizontal scroll.
Fixes#13669.
Implement (anti)aliased point drawing and anti-aliased line drawing.
Supported through LibGL's `GL_POINTS`, `GL_LINES`, `GL_LINE_LOOP` and
`GL_LINE_STRIP`.
In order to support this, `LibSoftGPU`s rasterization logic was
reworked. Now, any primitive can be drawn by invoking `rasterize()`
which takes care of the quad loop and fragment testing logic. Three
callbacks need to be passed:
* `set_coverage_mask`: the primitive needs to provide initial coverage
mask information so fragments can be discarded early.
* `set_quad_depth`: fragments survived stencil testing, so depth values
need to be set so depth testing can take place.
* `set_quad_attributes`: fragments survived depth testing, so fragment
shading is going to take place. All attributes like color, tex coords
and fog depth need to be set so alpha testing and eventually,
fragment rasterization can take place.
As of this commit, there are four instantiations of this function:
* Triangle rasterization
* Points - aliased
* Points - anti-aliased
* Lines - anti-aliased
In order to standardize vertex processing for all primitive types,
things like vertex transformation, lighting and tex coord generation
are now taking place before clipping.
This patch fixes a value glitch when changing the slider value via
dragging the knob with the mouse and having a min value smaller than 0.
Before this patch it was not possible to drag the value below 0 and it
just snapped to the configured min value if the mouse was at the most
left position. Now the value is calculated from the value range and
mouse position within the widget.
This patch adds an eye-like button to the PasswordBox
which allows the user to reveal the typed password.
Whether or not the button is shown is controllable via
an additional property within the PasswordBox.
When parsing <ndash-dimension> <signless-integer>, we tried to parse
a new token from the stream instead of using the value we had already
extracted. This caused pages that used the syntax to crash.