Steps to reproduce:
1. Start TextEditor and make some changes to the document.
2. Try to open an existing file.
3. When prompted choose to save the changes to the existing document.
4. Close the file picker by clicking 'Cancel'.
5. Note how the file was opened anyway and your changes were lost.
Same applies to the 'New File' action.
This replaces the naive copy algorithm that only supported rectangular
and 100% opaque selections with a more general approach that supports
any shape and alpha value.
Note that we now make a brand new bitmap with a hardcoded format instead
of just cropping the layer's existing bitmap. This is done to ensure
that the final clipboard image will have an alpha channel.
A "feather" value sets by how much the borders of the selection will be
smoothed, and a "mode" value sets how the newly selected region will
interact with an existing image selection (if any).
The Mask class represents an opacity mask over a rectangular section
of an image, linking every pixel to an alpha value ranging from 0 (not
selected) to 255 (fully selected). "Partially selected" pixels can be
used to simulate anti-aliased curves.
This class will be used as the basis for the new non-rectangular
selection feature.
Color palettes can now be stored in and read from files. The default
palette will be read from `/res/color-palettes/default.palette`
instead of being hard-coded in PaletteWidget.
The file format is one color per line, in any format that can be
understood by `Gfx::Color::from_string`.
This commit addresses two issues:
1. If you play a 96 KHz Wave file, the slider position is incorrect,
because it is assumed all files are 44.1 KHz.
2. For high-bitrate files, there are audio dropouts due to not
buffering enough audio data.
Issue 1 is addressed by scaling the number of played samples by the
ratio between the source and destination sample rates.
Issue 2 is addressed by buffering a certain number of milliseconds
worth of audio data (instead of a fixed number of bytes).
This makes the the buffer size independent of the source sample rate.
Some of the code is redesigned to be simpler. The code that did the
book-keeping of which buffers need to be loaded and which have been
already played has been removed. Instead, we enqueue a new buffer based
on a low watermark of samples remaining in the audio server queue.
Other small fixes include:
1. Disable the stop button when playback is finished.
2. Remove hard-coded instances of 44100.
3. Update the GUI every 50 ms (was 100), which improves visualizations.
This sets the stage so that DisplaySettings can configure the screen
layout and set various screen resolutions in one go. It also allows
for an easy "atomic" revert of the previous settings.
This allows WindowServer to use multiple framebuffer devices and
compose the desktop with any arbitrary layout. Currently, it is assumed
that it is configured contiguous and non-overlapping, but this should
eventually be enforced.
To make rendering efficient, each window now also tracks on which
screens it needs to be rendered. This way we don't have to iterate all
the windows for each screen but instead use the same rendering loop and
then only render to the screen (or screens) that the window actually
uses.
If you press "spacebar" while moving a selection, it will now move the
origin point of the selection; and if you press "control" it will move
it relatively to the center.
This now matches the spec's OrdinaryObjectCreate() across the board:
instead of implicitly setting the created object's prototype to
%Object.prototype% and then in many cases setting it to a nullptr right
away, it now has an 'Object* prototype' parameter with _no default
value_. This makes the code easier to compare with the spec, very clear
in terms of what prototype is being used as well as avoiding unnecessary
shape transitions.
Also fixes a couple of cases were we weren't setting the correct
prototype.
There's no reason to assume that the object would not be empty (as in
having own properties), so let's follow our existing pattern of
Type::create(...) and simply call it 'create'.
Previously `open_page` was called multiple times when opening the
application, once for the actual page, but also in
`tree_view.on_selection_change`. At startup there is no valid selection
yet, which caused an empty page to be loaded. Prevent this by early
returning if the `path` is null.
This patch adds a GUI::TabWidget to the main UI and allows having
multiple images open at the same time.
Some of the changes here are a bit hackish and mechanical and there's
still code around that needs more work to fit better in the new world.
One nice side-effect of this change is that ImageEditor now always
has one Image associated with it, and it never changes.
When opening a PP file, we were creating a layer first with an empty
bitmap, and then replacing it with the loaded bitmap from the file.
This patch reorders things so we never create the empty bitmap in
between, saving time and avoiding a memory spike.