Since we are likely going to see theme names like
Adwaita and HighContrast, make fallback work as follows:
Adwaita -> Default
Adwaita:dark -> Default:dark
HighContrast -> Default:hc
HighContrast:dark -> Default:hc-dark
HighContrastInverse -> Default:hc-dark
Other themes will fall back to Default, as before.
We lost the visual feedback for activating a button
via Space or Enter when the :active pseudo-state became
managed. Bring it back with a style class.
Fixes: #3813
This was breaking muscle memory of people with
the us intl keyboard layout, for important keys
such as '. The unfortunate side-effect is that
our handling of <dead_acute> is a bit hampered
by sequences that don't fit the pattern. But
such is life.
Fixes: #3807
Rename the included theme to Default, with 4 variants:
light, dark, hc, hc-dark. This replaces Adwaita,
Adwaita:dark, HighContrast and HighContrastInverse.
We still make the themes available under these names,
and we still set up Adwaita-dark and HighContrastInverse
as the dark variants of Adwaita and HighContrast.
The unification of the theme variants under Default
is not quite perfect; it would be nice to merge
the assets/ and assets-hc/ subdirectories and render
all assets from a single svg file.
If we scroll down in a list that's still being filled, we hit the edge and
initiate overshoot, and then the adjustment's upper value increases. This
leads to an unwanted bounce back.
Additionally, if in a similar situation the upper value decreases, the
overscroll glow gets stuck.
Update kinetic scrolling upper and lower value on changes, and immediately
cancel it if dimensions on that side change.
Fixes https://gitlab.gnome.org/GNOME/gtk/-/issues/3752
Instead of getting current display before calling settings signal removal,
do it inside remove function and only if there is a signal connection to remove.
Compare clipped repeat nodes. Must skip cairo here
since it blurred the child by scaling after rendering.
Also skip the gl renderer, since it hasn't been fixed
for this yet. ngl passes this test.
There was confusion here about the handling of the
modelview transform. The modelview transform we are
getting is already set up for rendering the node
we are given, so keep it - except for possible adding
an extra scale on top when the texture would otherwise
be too big.
It seems to make assumptions about text positioning that
are not holding with subpixel positioning. I'm not 100%
sure how that leads to exactly the artifacts that are seen
here, but I am just disabling the test until that is fully
understood.
It makes assumptions about text positioning that are
not holding with subpixel positioning. There is no
guarantee that the next word in a multi-word text
starts on an even pixel boundary, as it does when
you break the text into multiple, separately rendered
blocks.