The EmojiInputDialog, for example, will want its toolbar buttons to have
a tooltip which differs from its text. If no tooltip override has been
provided, we fall back to the button text still.
This patch adds a visibility state to GUI::Action. All actions default
to being visible. When invisible, they do not show up in toolbars on
menus (and importantly, they don't occupy any space).
This can be used to hide/show context-sensitive actions dynamically
without rebuilding menus and toolbars.
Thanks to Tim Slater for assuming that action visibility was a thing,
which gave me a reason to implement it! :^)
We have a new, improved string type coming up in AK (OOM aware, no null
state), and while it's going to use UTF-8, the name UTF8String is a
mouthful - so let's free up the String name by renaming the existing
class.
Making the old one have an annoying name will hopefully also help with
quick adoption :^)
Briefly flash the menubar menu containing the keyboard shortcut action
to give the user immediate visual feedback on their interaction with the
system.
The rotate clockwise/rotate counterclockwise actions can be added to
CommonActions since they are repeated in FontEditor, ImageViewer and
PixelPaint. This keeps the shortcuts and icons consistent across
applications.
This patch adds the alternate_shortcut member to LibGUI::Action, which
enables one Action to have two keyboard shortcuts.
Note that the string used in menus and tooltips only shows the main
shortcut, which is the same behaviour as in Firefox and Chrome.
SPDX License Identifiers are a more compact / standardized
way of representing file license information.
See: https://spdx.dev/resources/use/#identifiers
This was done with the `ambr` search and replace tool.
ambr --no-parent-ignore --key-from-file --rep-from-file key.txt rep.txt *
Actions can now have a longer text description, in addition to its
regular UI string. The longer text will soon be used to display
a more detailed description of hovered actions in statusbars.
(...and ASSERT_NOT_REACHED => VERIFY_NOT_REACHED)
Since all of these checks are done in release builds as well,
let's rename them to VERIFY to prevent confusion, as everyone is
used to assertions being compiled out in release.
We can introduce a new ASSERT macro that is specifically for debug
checks, but I'm doing this wholesale conversion first since we've
accumulated thousands of these already, and it's not immediately
obvious which ones are suitable for ASSERT.