Text in the top panel is escaped while it's not needed
Bug #1280077 reported by
Marco Trevisan (Treviño)
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Unity |
Fix Released
|
High
|
Marco Trevisan (Treviño) | ||
unity (Ubuntu) |
Fix Released
|
Undecided
|
Unassigned |
Bug Description
Since we've moved to new decorations and using Decoration::Style to draw the panel title, the panel title is wrong when escaped.
See attached screenshot.
Related branches
lp:~3v1n0/unity/text-escaping-fix
- PS Jenkins bot (community): Approve (continuous-integration)
- Christopher Townsend (community): Approve
-
Diff: 160 lines (+17/-37)7 files modifiedlauncher/LauncherIcon.cpp (+0/-18)
launcher/LauncherIcon.h (+0/-2)
launcher/SwitcherView.cpp (+3/-3)
launcher/Tooltip.cpp (+2/-2)
panel/PanelMenuView.cpp (+1/-5)
tests/test_launcher_tooltip.cpp (+6/-0)
tests/test_panel_menu_view.cpp (+5/-7)
Changed in unity: | |
status: | In Progress → Fix Committed |
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This bug was fixed in the package unity - 7.1.2+14. 04.20140214. 1-0ubuntu1
--------------- 14.04.20140214. 1-0ubuntu1) trusty; urgency=low
unity (7.1.2+
[ Sebastien Bacher ] center by default. center. (LP: #1271710)
* use unity-control-
* lists keybinding in unity-control-
[ Brandon Schaefer ] /code.launchpad .net/~brandonts chaefer/ nux/xim- preedit- ls(int pixel); This will calculate the correct pixel size
* Bump to new libnux from this branch:
https:/
support.
* Adds Super+L to lock the screen, while keeping the older shortcut
around in g-s-d (Ctrl+Alt+L). (LP: #830709)
* Do not open the dash/hud on a monitor with a top most window that is
fullscreen. (LP: #1267210)
* Implement an EMConveter. This way with default settings such that
DPI = 96.0f, and font_size = system font size. We can get the
correct EM value for any pixel size. Once we have the correct EM
value for any pixel size, the DPI value can be adjusted to the
current logical one. From here, you can now get the correct pixel
size based from of the EM value for the logical DPI of the screen.
* Refactor EMConverter API. Now all thats needed is int
ConvertPixe
based on the DPI and font size.
* Testing that the ibus anthy tests could possibly be causing strange
issues on the nvidia machine. So skipping them to test if tihs is
the source of the error.
* Add Pt to Px function to em converter.
* Move EMConverter over to unity settings.
* Add multi monitor support for EMConverter in unity settings. Now you
can grab a specific converter per monitor.
* Simple RawPixel class. It adds 2 define literals, ex: 10_em,
10.0_em. From there it turns them into raw pixels. RawPixels have CP
(CovertPixel) function which takes in an EMConverter that allows you
to use a converter specific to a monitor to convert the raw pixel to
the correct value.
[ Marco Trevisan (Treviño) ]
* Don't re-present all of our windows on every frame. Only do that if
damage intersects it. Use the new APIs exposed by compiz and nux to
intelligently determine which windows need to be presented per-frame
and only register damage for those windows. This fixes two things:
1. BaseWindows being redrawn from scratch every time damage was
registered over them. That was incorrect and should only be done in
the case of background blurs. 2. BaseWindows being drawn to the
screen on every frame, regardless of whether or not they needed to
be. Now they will only be drawn if some damage intersects beneath
them. Note that unity will expand the damage region to accomadate
the base window since nux does not support geometry clipping. So if
there is a partial intersection of the launcher for example, the
area of the screen which contains the launcher will be re-painted
(but the launcher itself won't be redrawn, just its texture) (LP:
#1080947). (LP: #1080947)
* Convert compiz regions / rects to nux::Geometry's and back easily.
* UnityScreen: remove the useless and expensive gl{Push,Pop}Attrib
calls For some reasons this code was copied by the opengl plugin as
a workaround to fix the s...