Previously, we were generating the display update one character at a
time, and writing them one at a time to stderr, which is not buffered,
doing so caused one syscall per character printed which is s l o w (TM)
This commit makes LibLine write the update contents into a buffer, and
flush it after all the update is generated :^)
While under insert mode, Ctrl-U deletes all characters between the first
non-blank character of the line and the cursor.
Implement delete_from_line_start_to_cursor() in TextEditor. Then, call
the method in VimEditingEngine via its pointer to an instance of
TextEditor.
In Vim, Ctrl-H is effectively equivalent to backspace in insert mode, as
it deletes the previous character.
This commit implements method delete_previous_char() to TextEditor.
delete_char() already exists in EditingEngine, but it deletes the
next character rather than the previous. delete_previous_char() is then
called from within VimEditingEngine.
In Vim's insert mode, Ctrl-W deletes the word before the cursor, like
Ctrl-Backspace. Unlike Ctrl-Backspace, if only whitespace exists between
the end of the word and the cursor, the word will be deleted with the
whitespace.
To do so, this commit introduces two methods: delete_previous_word() for
TextEditor and first_word_before() for TextDocument, where the former
depends on the latter. delete_previous_word() is then called in
VimEditingEngine.
Before this patch, some glyphs had a weird off-by-1 vertical position
which looked really jarring at small font sizes.
This was caused by glyph bitmaps having different heights from each
other. (Each glyph bitmap was minimally sized to fit only the glyph
itself, and then vertically positioned during the paint phase.
Since this vertical positioning was integer based, subpixel precision
was lost and things ended up looking wonky.)
Fix this by making all glyph bitmaps be the same height so we can blit
them at the same integer y position. We use the typographic ascent from
the OS/2 table to transform the glyph coordinates.
The end result is a huge improvement visually. :^)
This feels a bit awkward right now, and needs code duplication - I think
adding a mechanism to the AppFile class to run the executable would be
neat, especially if we add an arguments field to app files - but this
will do for now.
This is common enough to warrant its own setting by now - but it's also
partially a workaround. Since app files currently only support a single
executable path with no arguments, we resort to generating wrapper
scripts for port launchers with arguments - and then the executable is
that shell script. We also moved from manually specifying icon files to
embedding them in executables. As shell scripts can't have icons
embedded in them, a different solution is needed - this one solves the
common case of running a CLI program in a terminal, and still allows
embedding of icons in the executable itself as no shell script is
needed, meaning it will be shown in the taskbar and system menu.
The second use case of actually passing arguments to the executable
itself (and not just "Terminal -e ...") is not covered by this and still
requires an external script (meaning no icon for now), but I think that
can easily be solved by adding something like an "Arguments" field to
app files. :^)
The game doesn't handle resize events.
It's a pretty lazy fix. The proper way would be to actually allow
the game to be resized, with some scaling trickery, but most games
here don't do that anyway, so I guess that's good enough.
This reverts commit cfef3040fb.
It looks like although this does improve things, it also degrades the
experience and messes with the usability, especially for large amounts
of processes.
Need to come back to this with a more holistic fix.
Adds a new on_rename_error handler and renames the old on_error handler
to on_directory_change_error in FileSystemModel. The on_rename_error
handler creates a MessageDialog with the error message.
AK's version should see better inlining behaviors, than the LibM one.
We avoid mixed usage for now though.
Also clean up some stale math includes and improper floatingpoint usage.
This is to implement constexpr template based implementations for
mathematical functions
This also changes math.cpp to use these implementations.
Also adds a fastpath for floating point trucation for values smaller
than the signed 64 bit limit.
If a test run has a lot of tests in it, and they fill up the terminal
buffer, it can be difficult to find out exactly which tests have failed
from your large test run. Make TestRunner print out an optional Vector
of failed test names at the end of the run, and have run-tests add each
failed or crashed test to a Vector it uses for this purpose.
The table is sorted alphabetically and supposed to be iterated in that
oder. Also move this to a templated lambda for later re-use with
different target structs and value types.
We only need to re-draw the item being selected and the item being
deselected. We also don't care anymore if applets were added or
removed as we no longer have a global menu bar.
This switches tracking CPU usage to more accurately measure time in
user and kernel land using either the TSC or another time source.
This will also come in handy when implementing a tickless kernel mode.