Previously, using an identifier color like `currentColor` would fail to
parse, since we look at ident tokens (and reject unrecognised ones)
before trying to parse colors.
When resolving a percentage min-width or min-height size against a
containing block currently under a min-content constraint, we should act
as if the containing block has zero size in that axis.
"display: max-content" is not a thing. The test was actually not working
correctly, it just looked like it did. Now it has correct metrics for
the body element.
The idea here is to let us decide ahead of time what components to paint
depending on the size available. We currently paint each component left-
to-right, until we run out of room. This implicitly gives priority to
the left-most components.
We will soon paint volume controls on the right-side of the timeline.
Subjectively, they should have a higher priority than, say, the timeline
scrubbing bar (i.e. it's more important to be able to mute audio than to
seek). By computing these components before painting, we can more easily
allocate sections to the components in priority order, until the area
remaining has been depleted.
It can take some time to download / decode a media resource. During this
time, its duration is set to NaN. The media control box would then have
some odd rendering glitches as it tried to treat NaN as an actual time.
Once we do have a duration, we also must ensure the media control box is
updated.
When the user hits <Ctrl-Backspace> where the previous content has the
format [Punctuation|Seperator]+ before the cursor, there will be a
size_t index underflow in TextDocument::first_word_break_before,
which returns an invalid word break position with a huge column index
(18446744073709551615, -1 in size_t). The invalid text position later
used for executing RemoveTextCommand will cause a crash.
The while loop condition in TextDocument::first_word_break_before is
not right, the loop will never stop when the target.column() becomes
0 inside.
Don't try to implement this AO in bytecode. Instead, the bytecode
Interpreter class now has a run() API with the same inputs as the AST
interpreter. It sets up the necessary environments etc, including
invoking the GlobalDeclarationInstantiation AO.
Instead of trying to implement this AO in bytecode, we can just let it
be a C++ thing. Once we implement fast uncaptured locals, we won't even
be calling it super often.