I don't remember why we did things this way, but it's clearly not right
to stretch fragments vertically. Instead, we should just align their
bottom to the appropriate line (as we already do.)
When using bitmap fonts, the computed *font* that we're using may be
smaller than the font-size property asked for. We can still honor the
font-size value in layout calculations.
This accounts for cases like:
```css
.foo {
color: blue ! important ;
}
```
That's rare now that minifying is so popular, but does appear on some
websites.
I've added spec comments to `consume_a_declaration()` while I was at it.
Noticed this while checking some MediaWiki-based sites. It's not
obvious, but the spec does allow this, by not mentioning it in this list
of places whitespace is forbidden:
https://www.w3.org/TR/selectors-4/#white-space
Rather than following the spec exactly and creating lowercase strings,
we can simply do a case-insensitive string comparison. The caveat is
that creating attributes must follow the spec by creating the attribute
name with a lowercase string.
When valid, this attribute needs to result in an IdentifierStyleValue.
Before this change we were turning it into a StringStyleValue, which
then defaulted to left alignment for all values.
For "center" and "middle", we turn it into -libweb-center. All other
values are passed verbatim to the CSS parser.
We were accidentally casting the pointer to m_ttl from an u8* to an int*
which resulted in copying of 3 extra unrelated bytes (which turned out
to be padding in this case).
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 ScummVM modern remastered theme contains SVG images that are
rendered through NanoSVG. Somehow, the ScummVM logo gets all messed up,
but all other SVGs render nicely.
It takes a lot of time to debug NanoSVG, so disable loading SVGs in
themes for now so BMPs are used instead.
Both LibGUI and ScummVM have a GUI::Widget class. This interferes with
normal operation of LibGUI, since the wrong GUI::Widget::~Widget() is
invoked when SerenitySDLWidget (from the SDL2 port) is destructed.
By adding `-fvisibility=hidden` to the compiler flags, we set the
symbol visibility to hidden by default and the correct destructor is
invoked again.
On my machine, this script took about 3.4 seconds, and was responsible
for essentially all of the time taken by the precommit hook.
The script is a faithful 1:1 reimplementation, even the regexes are
identical. And yet, it takes about 0.02 seconds, making the pre-commit
hook lightning fast again. Apparently python is just faster in this
case.
Fun fact:
- Just reading all ~4000 files took bash about 1.2 seconds
- Checking the license took another 1.8 seconds in total
- Checking for math.h took another 0.4 seconds in total
- Checking for '#pragma once' took another 0.4 seconds in total
The timing is highly load-dependent, so they don't exactly add up to 3.4
seconds. However, it's good enough to determine that bash is no longer
fit for the purpose of this script.
This was a hack to percentages within tables relative to the nearest
table-row ancestor instead of the nearest table container.
That didn't actually make sense, so this patch simply removes the hack
in favor of containing_block()->width().
We create a base class called GenericFramebufferDevice, which defines
all the virtual functions that must be implemented by a
FramebufferDevice. Then, we make the VirtIO FramebufferDevice and other
FramebufferDevice implementations inherit from it.
The most important consequence of rearranging the classes is that we now
have one IOCTL method, so all drivers should be committed to not
override the IOCTL method or make their own IOCTLs of FramebufferDevice.
All graphical IOCTLs are known to all FramebufferDevices, and it's up to
the specific implementation whether to support them or discard them (so
we require extensive usage of KResult and KResultOr, together with
virtual characteristic functions).
As a result, the interface is much cleaner and understandable to read.
As suggested by @ccapitalK, it makes the interface more neat and clean.
The proper order is to get ScanoutID first, then ResourceID and after it
everything else that is needed to complete the operation successfully.
A VirtIO graphics adapter is really the VirtIO GPU, so the virtualized
hardware has no distinction between both components so there's no
need to put such distinction in software.
We might need to split things in the future, but when we do so, we must
take proper care to ensure that the interface between the components
is correct and use the usual codebase patterns.
We never used that type method except in initialization in
GraphicsManagement, and we used it there to query whether the device is
VGA compatible or not.