Previously, if the parent directory didn't exist when making a project,
it would say that the creation directory was 'invalid' which isn't
necessarily true.
This patch prompts the user to ask if they would like to create the
parent directory when creating a project, instead of treating it as an
'invalid' directory.
This means we can get rid of the hacks where we were peeking a code
point instead of getting the next one so that we could peek_twin()
later. Now, we follow the spec more closely. :^)
This fixes the crash that Luke found using Domato:
```css
. foo {
mso-border-alt: solid .-1pt;
}
```
The spec distinguishes between "If the next 3 code points would
start..." and "If the input stream starts with..." but we were treating
them the same way, skipping the first code point in the process.
These correspond to "If the input stream starts with..." in the spec,
which up until now we were not handling correctly, which led to some fun
bugs.
As noted, reconsuming the input code point in order to read its value is
hacky, but works. Keeping track of the current code point in Tokenizer
would be nicer, when I'm feeling brave enough to mess with it!
These are all pretty simple so I thought I would add them all in one go:
- socket()
- bind()
- listen()
- accept()
- accept4()
- connect()
- shutdown()
- send()
- sendmsg()
- sendto()
- recv()
- recvmsg()
- recvfrom()
- getsockopt()
- setsockopt()
- getsockname()
- getpeername()
- socketpair()
This implements:
- console.group()
- console.groupCollapsed()
- console.groupEnd()
In the Browser, we use `<details>` for the groups, which is not actually
implemented yet, so groups are always open.
In the REPL, groups are non-interactive, but still indent any output.
This looks weird since the console prompt and return values remain on
the far left, but this matches what Node does so it's probably fine. :^)
I expect `console.group()` is not used much outside of browsers.
The spec very kindly defines `Printer` as accepting
"Implementation-specific representations of printable things such as a
stack trace or group." for the `args`. We make use of that here by
passing the `Trace` itself to `Printer`, instead of having to produce a
representation of the stack trace in advance and then pass that to
`Printer`. That both avoids the hassle of tracking whether the data has
been html-encoded or not, and means clients don't have to implement the
whole `trace()` algorithm, but only the code needed to output the trace.
The `CountReset` log level is displayed as a warning, since the message
is always to warn that the counter doesn't exist. This is also in line
with the table at https://console.spec.whatwg.org/#loglevel-severity
This implements the Logger and Printer abstract operations defined in
the console spec, and stubs out the Formatter AO. These are then used
for the "output a categorized log message" functions.
This will allow us to easily add copies of the relevant canvas drawing
state to a stack, and likewise replace the current drawing state with
an entry from that stack.
I don't know if the original author simply missed this or thought the
default color of Gfx::Color is black, but this meant that drawing on a
canvas without explicitly setting a fillStyle or strokeStyle first would
be drawn in transparent color and therefore be invisible.
In the spec this is indicated by a small comment in the IDL definition:
attribute ... strokeStyle; // (default black)
attribute ... fillStyle; // (default black)
I'm starting to question whether Gfx::Color actually *should* have a
default constructor.
Given a command line with an ambiguous man page title, such as `$ Help
uname`, Help would find and try to open all matching pages, leading to
bad behavior such as a memory leak, flickering scrollbars, and
eventually a crash due to OOM. This commit fixes the issue by making
Help only open one page on startup.
The patches take care of a port from SDL1 to SDL2 and replace the
keyboard mapping logic, which will otherwise take a whopping 16 GiB of
memory to run.
According to the Khronos FAQ on texture edge sampling, the `GL_CLAMP`
option was never implemented in hardware and as such, it was
deprecated. A lot of applications and games depend on `GL_CLAMP` not
really meaning `GL_CLAMP` but `GL_CLAMP_TO_EDGE`, so we introduce an
option to toggle this behavior at compile-time.
These stubs are largely implemented the same: their API is exposed, but
they print to the debug console and sometimes `TODO()`. These changes
allow GLU and Tux Racer to build.
Methods stubbed:
* `glTexImage1D`
* `glTexImage3D`
* `glTexCoord2d(v)`
* `glNormalPointer`
* `glTexGen(d|f|i)`
* `glTexGenfv`
According to the documentation, we should switch around vertices every
other triangle to prevent front-face culling from removing them.
This allows Tux in Tux Racer to render correctly.
Previously, if the client supplied `GL_STENCIL_BUFFER_BIT`, `glClear`
would return an error. Since it is a valid parameter, we now continue
and report that this parameter is unimplemented instead.
In 43c27e8, I mistakenly deleted the patch that removed calls to the
statfs() function, which we do not have. This made building the port
with a clean source tree fail.
This commit changes `libuv` to use our statvfs() function instead.