We were consuming all whitespace from the format, but not the input
lexer - that was left to the actual format parsing code. It so happened
that we did not account for whitespace with the conversion specifier
'[', causing whitespace to end up in the output variables.
Fix this by always consuming all whitespace and removing the whitespace
logic from the conversion code.
This patch makes use of helpers implemented for window.length to resolve
two FIXMEs in WindowProxy previously simply assuming no child browsing
contexts :^)
This has two advantages: First the picker no longer changes the active
window state of its parent. Visually this is an additional hint that the
dialog is "fragile" and will close on loss of focus. Second, because
it contains a search box, its own input won't be preempted by global
application shortcuts when typing (pending #15129). This is a problem
in apps like PixelPaint which use shortcuts without modifiers.
Instead of having to negate every focusable widget or textbox, let
windows override all their widgets. These two Dialogs now block
themselves and each other.
If the containing block has indefinite height, we can't resolve
percentage heights against it. Instead of treating it as 0 by accident,
let's treat it as "auto" on purpose.
This brings back the cheek borders on Acid2.
When querying the HTML element (in strict mode) or the BODY element
(in quirks mode), we return the viewport dimensions.
Layout doesn't change the size of the viewport, so we can actually
reorder the steps here and avoid performing layout in some cases.
This removes a bunch of synchronous layouts on pages with reCAPTCHA.
I was very confused why I was getting "no key named `foo`" errors, so
hopefully this will save someone that confusion in the future. :^)
(It'll probably be me again...)
This patch fixes an issue for applications that contain actions without
a modifier (e.g. PixelPaint). Previously when pressing any key bound to
an action while the CommandPalette was visible the action was forwarded
to the parent instead of the CommandPalette.
Problem: cmake cannot handle gzip files (see
https://gitlab.kitware.com/cmake/cmake/-/issues/23054 for more
details).
Instead of downloading the compressed (*.gz) USB and PCI ids,
we not download the raw uncompressed files. The sizes we "loose"
due to downloading such files are meaningless.
This are the file sizes:
```
diego@debian:~/$ ls -lh pci.ids{,.gz} usb.ids{,.gz}
-rw-r--r-- 1 diego diego 1.3M Aug 7 04:15 pci.ids
-rw-r--r-- 1 diego diego 300K Aug 7 04:15 pci.ids.gz
-rw-r--r-- 1 diego diego 700K May 20 22:34 usb.ids
-rw-r--r-- 1 diego diego 245K May 20 22:34 usb.ids.gz
```
Newer cmake's have internal functions to un-compress files. These
functions will work on pure windows - as well as linux. This
eliminates the need to search for external tools (TAR,GZIP,ZIP) - and
helps fixing #9866.
In order to finally fix#9866 we need to decide to bump the cmake
version requirements and remove the checks. If we demand a newer cmake
version, we will loose Ubuntu 20.04 as a build target - as it ships
with CMake 3.16.
For now - we keep compatibility with CMake 3.16 - and only if CMake
3.18 as been found - we use its new functionality.
Remove the Corrosion dependency, and use the now-builtin
add_jakt_executable function from the Jakt install rules to build our
example application.
By using find_package(Jakt), we now have to set ENABLE_JAKT manually on
both serenity and Lagom at the same time, so the preferred method to do
this for now is:
cmake -B Build/superbuild<arch><toolchain> \
-S Meta/CMake/Superbuild \
-DENABLE_JAKT=ON \
-DJAKT_SOURCE_DIR=/path/to/jakt
Where omitting JAKT_SOURCE_DIR will still pull from the main branch of
SerenityOS/jakt. This can be done after runing Meta/serenity.sh run.
Previously Menus set themselves as active input solely to make
sure CaptureInput modals would close, but this is a functional
half-truth. Menus don't actually use the active input role; they
preempt normal Windows during event handling instead.
Now the active input window is notified on preemption and Menus
can remain outside the active input concept. This lets us make
more granular choices about modal behavior. For now, the only
thing clients care about is menu preemption on popup.
Fixes windows which close on changes to active input closing
on their own context menus.
According to TR #51, the "best definition of the full set [of emojis] is
in the emoji-test.txt file". This defines not only the emoji themselves,
but the order in which they should be displayed, and what "group" of
emojis they belong to.
This was present in Vector already. Clang-format fixed some const
positions automatically too.
Also removed a now-ambiguous and unnecessary constructor from Shell.
Instead of overwriting the existing `-j` makeopt, we only append
options. This brings the build time for the Quake port down from 24.3s
to 4.4s on my machine.
OpenGL allows GPUs to approximate a triangle's maximum depth slope
which prevents a number computationally expensive instructions. On my
machine, this gives me +6% FPS in Quake III.
We are able to reuse `render_bounds` here since it is the containing
rect of the (X, Y) window coordinates of the triangle, thus its width
and height are the maximum delta X and delta Y, respectively.
Let's make 16px the default font size instead of 10px. This makes our
layout results match those of other engines in many more cases.
Also make the h1-h6 element styles use relative (em) font sizes, also
matching other browsers.
Also make the font discovery algorithm search subdirectories as well.
This will be used by Ladybird to discover more fonts on non-Serenity
systems. :^)