Adds an *almost fully featured BMP loader to process .bmp files.
Features:
- All header formats are supported
- Full RLE4/8/24 support
- Color scaling (e.g. distributing a 5-bit color throughout the 8-bit
color spectrum, so 5-bit white is still 0xffffff)
- Full BITMASK/ALPHABITMASK support
*Not included:
- 1D Huffman compression. Good luck actually finding a bmp in the wild
that uses this
- Use of any field in the V4/V5 header. Color spaces? Endpoints? No
thanks :)
This loader was tested with the images at
https://entropymine.com/jason/bmpsuite/bmpsuite/html/bmpsuite.html. This
loader correctly displays 81 out of the 90 total images (for reference,
firefox displays 64 correctly). Note that not rendering the images at
the bottom is counted as displaying correctly.
This adds support for decoding the Adam7 interlacing used in some PNGs.
Notably this includes many of the images (such as the eyes) used in the acid2 test :^)
Note that the HTML engine still doesn't understand the <object> tag well enough to show the eyes on the test.
If we can't decode the input data, just have a null decoder. In this
state we simply return a null bitmap and whatever empty values make
sense for each API.
This way, we don't try to decode the same thing over and over since
it's not gonna work anyway. :^)
Get rid of the weird old signature:
- int StringType::to_int(bool& ok) const
And replace it with sensible new signature:
- Optional<int> StringType::to_int() const
Return StylePainter::paint_button() before color initializations
when possible and replace an overdrawn rect in paint_button_new()
with more explicit shadow lines. Also standardize some comments.
This adds a "shine" effect to the bottom-right edges of pressed
and checked buttons, complementing the sunken shadow already
present at top-left and creating greater illusion of depth.
It is similar to the effect used in classic Windows and is
theme agnostic in Serenity, but produces the best result when
ThreedHighlight is a radiant color of Button.
It was really confusing that add_clip_rect() didn't apply transforms
to the new clip rect, but instead interpreted it as an absolute rect.
This makes web pages with <iframe> render correctly when scrolled.
Something might break from this, but we'll find it soon enough. :^)
.. and make travis run it.
I renamed check-license-headers.sh to check-style.sh and expanded it so
that it now also checks for the presence of "#pragma once" in .h files.
It also checks the presence of a (single) blank line above and below the
"#pragma once" line.
I also added "#pragma once" to all the files that need it: even the ones
we are not check.
I also added/removed blank lines in order to make the script not fail.
I also ran clang-format on the files I modified.
And move canonicalized_path() to a static method on LexicalPath.
This is to make it clear that FileSystemPath/canonicalized_path() only
perform *lexical* canonicalization.
Now most classes dictate how they are serialized and deserialized when
transmitted across LibIPC sockets. This also makes the IPC compiler
a bit simpler. :^)
If we just skip every second pixel, we still get a solid line if each
"pixel" is wider than 1!
Now we skip the same amount of pixels as the line is thick.
Various optimisations to speed up LZWDecoder
- Take advantage of the fact that we add new codes in the order they are
discovered so no need to store the code as part of a separate
CodeTableEntry structure. Instead we store directly store vectors of
colors and the code is the index into the vector.
- Cache current table capacity to avoid calling pow2 every time.
- Prevent some unnecessary vector copies by returning by reference from
get_output.
Adds methods to determine whether an image is animated, how many times
the animation loops, the number of frames, and to get individual frames.
Implements stubs of these methods for PNGImageDecoderPlugin and
GIFImageDecoderPlugin.
The existing scanline method works just fine, and only needs the points
to be available as floats.
This commit reverts the complex polygon mitigation, and instead fixes
the rasterization process to avoid generating complex polygons because
of precision issues.