Different thread highlights between widgets lead to different
visual weights between splitters, even when they have the same
width or height. This means some splitters look best at odd
sizes while others even. This sets the default spacing to the
most commonly used, depending on orientation, and adjusts
spacing for a few apps based on the new paint rect.
The most consistent look across apps requires some manual
tweaking occassionally. Knurlheads, use your discretion!
Splitters could be resized in such an order that all their remaining
children were fixed size, leading to unfillable gaps on resize events.
HackStudio and TextEditor already had logic to handle this edge case,
so this patch factors it into a general solution for all Splitters.
At least one widget is now guaranteed to be resizeable after a child
is removed.
Katica10's numbers 0-9 were originally monospaced but became
proportional at some point. Tabular numbers greatly reduce the
jitteriness of widgets that update often like status bars and the
geometry overlay and of course line up properly in apps like
Spreadsheet.
This will verify that the signature of the ephemeral key used in the
DHE and ECDHE key exchanges is actually generated by the server.
This verification is done using the first certificate provided by the
server, however the validity of this certificate is not checked here.
Instead this code expects the validity to be checked earlier by
`TLSv12::handle_certificate`.
This add an implementation for the EMSA-PKCS1-V1_5-ENCODE function from
RFC8017 section 9.2. The verification of this encoding is implemented by
simply encoding the message to be verified, and then comparing the two
encoded string.
The digest info for the different hash function is from RFC8017 section
9.2 notes 1. These byte sequences are actually ASN.1 encoded data,
however these are always constant for a specific hash function and can
be treated as opaque byte sequences.
Previously, the names of declarations where stored as a simple
StringView.
Because of that, we couldn't parse out-of-line function definitions,
which have qualified names.
For example, we couldn't parse the following snippet:
```
void MyClass::foo(){}
```
To fix this, we now store the name of a declaration with a
ASTNode::Name node, which represents a qualified named.
Our API still specifies it as a double, but internally we communicate a
float to the rasterizer. Additionally, clamp the value to 0..1 as
described in the spec.
Our implementation keeps the top-most item on the matrix stacks in a
member variable, so we can always use that instead of considering the
actual stack.
Additionally, the current matrix mode should not influence retrieving
the projection or model view matrix.
This fixes the issue where e.g. `299.97` would be cast to an integer
value of `299`, whereas the pixel's center would lie at `299.5` and
would then erroneously be excluded.
Currently, LibSoftGPU is still OpenGL-minded in that it uses a
coordinate system with the origin of `(0, 0)` at the lower-left of
textures, buffers and window coordinates. Because we are blitting to a
`Gfx::Bitmap` that has the origin at the top-left, we need to flip the
Y-coordinates somewhere in the rasterization logic.
We used to do this during conversion of NDC-coordinates to window
coordinates. This resulted in some incorrect behavior when
rasterization did not pass through the vertex transformation logic,
e.g. when calling `glDrawPixels`.
This changes the coordinate system to OpenGL's throughout, only to blit
the final color buffer upside down to the target bitmap. This fixes
drawing to the depth buffer directly resulting in upside down images.
Between the OpenGL client and server, a lot of data type and color
conversion needs to happen. We are performing these conversions both in
`LibSoftGPU` and `LibGL`, which is not ideal. Additionally, some
concepts like the color, depth and stencil buffers should share their
logic but have separate implementations.
This is the first step towards generalizing our `LibSoftGPU` frame
buffer: a generalized `Typed3DBuffer` is introduced for arbitrary 3D
value storage and retrieval, and `Typed2DBuffer` wraps around it to
provide in an easy-to-use 2D pixel buffer. The color, depth and stencil
buffers are replaced by `Typed2DBuffer` and are now managed by the new
`FrameBuffer` class.
The `Image` class now uses multiple `Typed3DBuffer`s for layers and
mipmap levels. Additionally, the textures are now always stored as
BGRA8888, only converting between formats when reading or writing
pixels.
Ideally this refactor should have no functional changes, but some
graphical glitches in Grim Fandango seem to be fixed and most OpenGL
ports get an FPS boost on my machine. :^)
This function was added as a FIXME but was then arbitrarily invoked in
the rest of `Device`. We are better off removing this FIXME for now and
reevaluate introducing multithreading later on, so the code is not
littered with useless empty function calls.
We check for primitive support in `glEnd()`, so we do not need to
preemptively reject the mode in `glBegin()`. This allows `glBegin()` to
be invoked with `GL_POINTS`, for example.
This depends on both the `libmpeg2` and `libmad` ports. Since `monkey4`
is currently an experimental engine in ScummVM, we need to explicitly
enable it during configuration.
Previously would show the list of history items starting from
an index of 0.
This is a bit misleading though. Running `!0` would actually cause
the parser to error out and prevent you from running the command.