In the common case of text rendering rather than getting the emoji
bitmap for a fixed number of code points, we don't know how many code
points make one emoji. As far as I can tell, the longest ones are up to
ten code points, so we try to consume all of them and do a lookup during
each iteration, and return the emoji for the longest chain of code
points. Quite basic and definitely room for improvement, but it works!
Not all emojis are just one code point, so the existing API is not
sufficient: Emoji::emoji_for_code_point(u32).
The file name for such emojis is simply each U+XXXX separated by an
underscore.
Some grayscale JPG images might have the horizontal and vertical sample
factor set to 2. However, the macroblocks in these images are not
interleaved as they would be in color images.
I've attempted to handle the errors gracefully where it was clear how to
do so, and simple, but a lot of this was just adding
`release_value_but_fixme_should_propagate_errors()` in places.
For PNG color type 2 (TrueColor), if there's a tRNS chunk, it specifies
an R/G/B triplet in the image bit depth. This triplet acts as the
transparency value, and should yield transparent pixels wherever that
specific color value is present.
We now support this. :^)
The tRNS metadata is valid for color types 0, 2 and 3, so let's collect
it in each of those cases.
This ensures that we produce a bitmap with an alpha channel if needed.
This method is commonly used by bitmap text rendering. Adding support
for color blending enables support in the browser for text opacity using
their color property.
Gamma.h includes xmmintrin.h, which is X86-only. The file contains
code in other places that is compiled conditionally on __SSE__, so the
same macro is used to determine inclusion of the header.
This returns a more comprehensible name than raw weight and slope
metrics and is intended for use in UIs. Now displays human readable
font names in FontSettings, TerminalSettings and CharacterMap.
In order to avoid having multiple instances, we were keeping a pointer
to these singleton objects and only allocating them when it was null.
We have `__cxa_guard_{acquire,release}` in the userland, so there's no
need to do this dance, as the compiler will ensure that the constructors
are only called once.
Apologies for the enormous commit, but I don't see a way to split this
up nicely. In the vast majority of cases it's a simple change. A few
extra places can use TRY instead of manual error checking though. :^)
This patch adds support for drawing triangular waves.
For now those can only be horizontal, but as they are intended for
underlining text, it's an okay way to handle this.
The two Adler32 checksums are u16 and these two getters were mistakenly
left as u32 when PNGChunk::add_as_big_endian() was templated leading
to corrupted IDAT fields in our PNGs.
Allow `Matrix::inverse()` to return an error and deal with those in
LibGL. Also use this opportunity to more efficiently calculate the
transpose of the model view matrix for the normal transformation.
With this BitmapMixer one can draw one Bitmap onto another with
different modes.
For now the only supported mixing methods implemented are Add and
Lightest (which is very naive).
1268b39ba introduced template specialization when reading/writing
to/from the bitmap that increased the speed of the filter.
To keep that while supporting more than one BitmapFormat, the
appropriate {get,set}_pixel<>() functions are detemined and stored in
Function<>s.
Enable the warning project-wide. It catches when a non-virtual method
creates an overload set with a virtual method. This might cause
surprising overload resolution depending on how the method is invoked.
This commit adds support the following properties to theming:
Flags:
- IsTitleCenter: true if the title should be centered.
Metrics:
- BorderThickness: The border width.
- BorderRadius: The border corner radius.
This defines `Matrix3x3`, `FloatMatrix3x3` and `DoubleMatrix3x3`
mirroring `Matrix4x4`. Since we will need matrix multiplication with a
`Vector3` for LibGL's normalization, we also add that `*` operator.
Implement a mechanism that allows us to alter colors so that they
mimic those a colorblind person would see. From the color we can then
alter the colors for the whole preview so we can simulate everything
in the theme including icons/decorations.
This filter is also available as a Filter in LibGfx so it can be
reused in multiple other places.
The color simulation algorithm is based on this one
https://github.com/MaPePeR/jsColorblindSimulator publicly available.
I accidentally skipped this part of the spec in the QOI decoder:
> The alpha value remains unchanged from the previous pixel.
This led to incorrect rendering of some images with transparency,
visible in form of a horizontal line of non-transparent pixels (that
shouldn't exist), e.g. for the following chunk sequence:
- QOI_OP_RGBA with alpha = 0
- QOI_OP_RGB
- QOI_OP_RUN
The QOI_OP_RGB should 'inherit' the alpha value of the previous
QOI_OP_RGBA chunk, instead of always setting it to 255.
I'm unsure why the encoder added the QOI_OP_RGB chunk to the specific
image where the bug was noticed in the first place - they effectively
both had fully transparent color values.
In order to reduce our reliance on __builtin_{ffs, clz, ctz, popcount},
this commit removes all calls to these functions and replaces them with
the equivalent functions in AK/BuiltinWrappers.h.