More similar in style to U+203C:
⁉️ - U+2049 EXCLAMATION QUESTION MARK
Add transparency:
📧 - U+1F4E7 E-MAIL
📨 - U+1F4E8 INCOMING ENVELOPE
📩 - U+1F4E9 ENVELOPE WITH ARROW
No joy in a joystick without an action-button!
🕹️ - U+1F579 JOYSTICK
Wand Selection tool uses similar logic to the Bucket Tool. Flood filling
and threshold calculations to determine the affected area just in this
case we do not set the pixels of the selected area, instead we use
those pixels to alter the selection mask.
In the future we can probably abstract out the shared flood logic so
both tools can share the code.
Before of this patch, we supported two methods to address a boot device:
1. Specifying root=/dev/hdXY, where X is a-z letter which corresponds to
a boot device, and Y as number from 1 to 16, to indicate the partition
number, which can be omitted to instruct the kernel to use a raw device
rather than a partition on a raw device.
2. Specifying root=PARTUUID: with a GUID string of a GUID partition. In
case of existing storage device with GPT partitions, this is most likely
the safest option to ensure booting from persistent storage.
While option 2 is more advanced and reliable, the first option has 2
caveats:
1. The string prefix "/dev/hd" doesn't mean anything beside a convention
on Linux installations, that was taken into use in Serenity. In Serenity
we don't mount DevTmpFS before we mount the boot device on /, so the
kernel doesn't really access /dev anyway, so this convention is only a
big misleading relic that can easily make the user to assume we access
/dev early on boot.
2. This convention although resemble the simple linux convention, is
quite limited in specifying a correct boot device across hardware setup
changes, so option 2 was recommended to ensure the system is always
bootable.
With these caveats in mind, this commit tries to fix the problem with
adding more addressing options as well as to remove the first option
being mentioned above of addressing.
To sum it up, there are 4 addressing options:
1. Hardware relative address - Each instance of StorageController is
assigned with a index number relative to the type of hardware it handles
which makes it possible to address storage devices with a prefix of the
commandset ("ata" for ATA, "nvme" for NVMe, "ramdisk" for Plain memory),
and then the number for the parent controller relative hardware index,
another number LUN target_id, and a third number for LUN disk_id.
2. LUN address - Similar to the previous option, but instead we rely on
the parent controller absolute index for the first number.
3. Block device major and minor numbers - by specifying the major and
minor numbers, the kernel can simply try to get the corresponding block
device and use it as the boot device.
4. GUID string, in the same fashion like before, so the user use the
"PARTUUID:" string prefix and add the GUID of the GPT partition.
For the new address modes 1 and 2, the user can choose to also specify a
partition out of the selected boot device. To do that, the user needs to
append the semicolon character and then add the string "partX" where X
is to be changed for the partition number. We start counting from 0, and
therefore the first partition number is 0 and not 1 in the kernel boot
argument.
Also added a local test for ensuring this behavior since it is unique to
browsers. Since we don't actually use WindowProxy anywhere yet we just
test on location for now.
This adds menu item icons for Add Mask, Flatten Image, Fit Image To
View, and Generic 5x5 Convolution.
This modifies the menu item icon for Swap Colors to make the action more
obvious and improve accessibility.
This currently has exactly one setting: The background colour for card
games. My thinking is, it's better to not have a Settings application
for each individual game we include in the system, since most will only
have a small number of settings, all Settings windows have tabs anyway,
and I don't want to flood the Settings app list unnecessarily.
As for having a single setting for all the card games: it's nice when
things match. :^)
Instead of manually updating emoji.txt whenever new emoji are added,
we use Unicode's emoji-test.txt to generate emoji.txt on each build,
including only the emojis that Serenity supports at that time.
By using emoji-test.txt, we can also include all forms of each emoji
(fully-qualified, minimally-qualified, and unqualified) which can be
helpful when double-checking how certain forms are handled.