Draw the remaining Qt chrome icons through the existing generated icon
path instead of loading TinyVG resources. Add generated folder and
chevron icons for menus, the bookmarks bar, and find-in-page controls,
and use the generated globe icon for bookmarks without favicons.
Remove the Qt TinyVG icon engine and drop the unused TVG resources from
the Qt resource file.
Generate DPR-tagged pixmap variants for generated icons (this includes
chrome icons, TVG icons, and bookmark favicons). Previously, these icons
would render very blurry on macOS.
Draw back and forward icons as filled stroked paths so the arrow tips do
not accumulate alpha where segments meet. Increase their apparent size,
shift the menu glyph down slightly, and raise the new tab icon to align
with the tab strip.
Refresh Qt chrome palettes from the current color scheme when the
application palette changes. Recompute autocomplete and location field
colors and repaint WebContent immediately so theme changes do not
require another interaction or restart.
Refine the material colors, tab integration, toolbar spacing, and
custom glyphs used by the Qt browser chrome. Keep the visual density
compact while making the controls feel clearer and less toolkit-like.
Mark the window opaque and show resize cursors for frameless chrome.
Show visible tab icons as loading while the focused location field
keeps its existing page-level loading state. Cache the favicon under the
spinner so each tab restores its page icon when loading finishes.
Reuse the Qt spinner drawing for the location field and tab strip, and
draw the AppKit spinner into the attributed tab title.
The `Bitmap` type was referring to to its internal pixel format by a
name that represents the order of the color components as they are layed
out in memory. Contrary, the `Color` type was using a naming that where
the name represents the order of the components from most to least
significant byte when viewed as a unsigned 32bit integer. This is
confusing as you have to keep remembering which mental model to use
depending on which code you work with.
To unify the two, the naming of RGBA-like colors in the `Color` type has
been adjusted to match the one from the Bitmap type. This seems to be
generally in line with how web APIs think about these types:
* `ImageData.pixelFormat` can be `rgba-8unorm` backed by a
`Uint8ClamedArray`, but there is no pixel format backed by a 32bit
unsigned type.
* WebGL can use format `RGBA` with type `UNSIGNED_BYTE`, but there is no
such format with type `UNSIGNED_INT`.
Additionally, it appears that other browsers and browser-adjacent
libraries also think similarly about these types:
* Firefox:
https://github.com/mozilla-firefox/firefox/blob/main/gfx/2d/Types.h
* WebKit:
https://github.com/WebKit/WebKit/blob/main/Source/WebCore/platform/graphics/PixelFormat.h
* Skia:
https://chromium.googlesource.com/skia/+/refs/heads/main/include/core/SkColorType.h
This has the not so nice side effect that APIs that interact with these
types through 32bit unsigned integers now have the component order
inverted due to little-endian byte order. E.g. specifying a color as hex
constant needs to be done as `0xAABBGGRR` if it is to be treated as
RGBA8888.
We could alleviate this by providing endian-independent APIs to callers.
But I suspect long-term we might want to think differently about bitmap
data anyway, e.g. to better support HDR in the future. However, such
changes would be more involved than just unifying the naming as done
here. So I considered that out of scope for now.