For SVG icons, prefer Icon.paintIcon over Graphics.drawImage - #8309

Merged
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale
Mar 12, 2025
Merged

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage#8309
eirikbakke merged 1 commit into
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eirikbakke:pr-gutterscale

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@eirikbakkeeirikbakke commented Mar 11, 2025

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Here are a few more changes to ensure that SVG icons render at full resolution on HiDPI screens.

This PR handles the transformation from
Graphics.drawImage(ImageIcon, x, y, null)
to
Icon.paintIcon(null, Graphics, x, y)
at various places in the codebase.

This fixes e.g. poor-resolution lightbulb icons in the editor gutter on Windows at fractional HiDPI scale factors. See the before/after screenshot below, which was taken on Windows 11 with the 150% HiDPI scaling level.

image

All simple such cases were found by grepping for "drawImage" and reviewing each case. Test classes and NBI related classes were skipped.

This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present. The latter is still a good fallback for cases that may not yet be covered otherwise.

@eirikbakkeeirikbakke added Platform [ci] enable platform tests (platform/*) UI User Interface labels Mar 11, 2025
@eirikbakke
eirikbakkeforce-pushed the pr-gutterscale branch 2 times, most recently from 691107c to 2f150eeCompareMarch 11, 2025 13:42
…resolution.
Various SVG icons were previously shown in a lower resolution due to being painted with Graphics.drawImage(ImageIcon, x, y, null) instead of Icon.paintIcon(null, Graphics, x, y). This PR changes the former to the latter in all the simple cases that were found throughout the codebase (by grepping for 'drawImage' and manually reviewing each case).
For example, the lightbulb icons in the editor gutter, and the actions in the menu that shows up when you click them, were shown in low resolution on Windows 11 with 150% HiDPI scaling enabled.
This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present.
@mbienmbien added this to the NB26 milestone Mar 11, 2025

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code looks good to me

@eirikbakke

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Thanks for the quick review! Will merge.

@eirikbakke
eirikbakke merged commit 6fcd2c0 into apache:masterMar 12, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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For SVG icons, prefer Icon.paintIcon over Graphics.drawImage - #8309

Merged
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale
Mar 12, 2025
Merged

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage#8309
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale

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@eirikbakke

@eirikbakkeeirikbakke commented Mar 11, 2025

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Here are a few more changes to ensure that SVG icons render at full resolution on HiDPI screens.

This PR handles the transformation from
Graphics.drawImage(ImageIcon, x, y, null)
to
Icon.paintIcon(null, Graphics, x, y)
at various places in the codebase.

This fixes e.g. poor-resolution lightbulb icons in the editor gutter on Windows at fractional HiDPI scale factors. See the before/after screenshot below, which was taken on Windows 11 with the 150% HiDPI scaling level.

image

All simple such cases were found by grepping for "drawImage" and reviewing each case. Test classes and NBI related classes were skipped.

This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present. The latter is still a good fallback for cases that may not yet be covered otherwise.

@eirikbakkeeirikbakke added Platform [ci] enable platform tests (platform/*) UI User Interface labels Mar 11, 2025
@eirikbakke
eirikbakkeforce-pushed the pr-gutterscale branch 2 times, most recently from 691107c to 2f150eeCompareMarch 11, 2025 13:42
…resolution.
Various SVG icons were previously shown in a lower resolution due to being painted with Graphics.drawImage(ImageIcon, x, y, null) instead of Icon.paintIcon(null, Graphics, x, y). This PR changes the former to the latter in all the simple cases that were found throughout the codebase (by grepping for 'drawImage' and manually reviewing each case).
For example, the lightbulb icons in the editor gutter, and the actions in the menu that shows up when you click them, were shown in low resolution on Windows 11 with 150% HiDPI scaling enabled.
This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present.
@mbienmbien added this to the NB26 milestone Mar 11, 2025

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code looks good to me

@eirikbakke

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Thanks for the quick review! Will merge.

@eirikbakke
eirikbakke merged commit 6fcd2c0 into apache:masterMar 12, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage - #8309

Merged
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale
Mar 12, 2025
Merged

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage#8309
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale

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@eirikbakke

@eirikbakkeeirikbakke commented Mar 11, 2025

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Here are a few more changes to ensure that SVG icons render at full resolution on HiDPI screens.

This PR handles the transformation from
Graphics.drawImage(ImageIcon, x, y, null)
to
Icon.paintIcon(null, Graphics, x, y)
at various places in the codebase.

This fixes e.g. poor-resolution lightbulb icons in the editor gutter on Windows at fractional HiDPI scale factors. See the before/after screenshot below, which was taken on Windows 11 with the 150% HiDPI scaling level.

image

All simple such cases were found by grepping for "drawImage" and reviewing each case. Test classes and NBI related classes were skipped.

This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present. The latter is still a good fallback for cases that may not yet be covered otherwise.

@eirikbakkeeirikbakke added Platform [ci] enable platform tests (platform/*) UI User Interface labels Mar 11, 2025
@eirikbakke
eirikbakkeforce-pushed the pr-gutterscale branch 2 times, most recently from 691107c to 2f150eeCompareMarch 11, 2025 13:42
…resolution.
Various SVG icons were previously shown in a lower resolution due to being painted with Graphics.drawImage(ImageIcon, x, y, null) instead of Icon.paintIcon(null, Graphics, x, y). This PR changes the former to the latter in all the simple cases that were found throughout the codebase (by grepping for 'drawImage' and manually reviewing each case).
For example, the lightbulb icons in the editor gutter, and the actions in the menu that shows up when you click them, were shown in low resolution on Windows 11 with 150% HiDPI scaling enabled.
This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present.
@mbienmbien added this to the NB26 milestone Mar 11, 2025

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code looks good to me

@eirikbakke

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Thanks for the quick review! Will merge.

@eirikbakke
eirikbakke merged commit 6fcd2c0 into apache:masterMar 12, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage - #8309

Merged
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale
Mar 12, 2025
Merged

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage#8309
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale

Conversation

@eirikbakke

@eirikbakkeeirikbakke commented Mar 11, 2025

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Here are a few more changes to ensure that SVG icons render at full resolution on HiDPI screens.

This PR handles the transformation from
Graphics.drawImage(ImageIcon, x, y, null)
to
Icon.paintIcon(null, Graphics, x, y)
at various places in the codebase.

This fixes e.g. poor-resolution lightbulb icons in the editor gutter on Windows at fractional HiDPI scale factors. See the before/after screenshot below, which was taken on Windows 11 with the 150% HiDPI scaling level.

image

All simple such cases were found by grepping for "drawImage" and reviewing each case. Test classes and NBI related classes were skipped.

This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present. The latter is still a good fallback for cases that may not yet be covered otherwise.

@eirikbakkeeirikbakke added Platform [ci] enable platform tests (platform/*) UI User Interface labels Mar 11, 2025
@eirikbakke
eirikbakkeforce-pushed the pr-gutterscale branch 2 times, most recently from 691107c to 2f150eeCompareMarch 11, 2025 13:42
…resolution.
Various SVG icons were previously shown in a lower resolution due to being painted with Graphics.drawImage(ImageIcon, x, y, null) instead of Icon.paintIcon(null, Graphics, x, y). This PR changes the former to the latter in all the simple cases that were found throughout the codebase (by grepping for 'drawImage' and manually reviewing each case).
For example, the lightbulb icons in the editor gutter, and the actions in the menu that shows up when you click them, were shown in low resolution on Windows 11 with 150% HiDPI scaling enabled.
This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present.
@mbienmbien added this to the NB26 milestone Mar 11, 2025

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code looks good to me

@eirikbakke

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Thanks for the quick review! Will merge.

@eirikbakke
eirikbakke merged commit 6fcd2c0 into apache:masterMar 12, 2025
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2 participants

@eirikbakke@mbien
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage - #8309

Merged
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale
Mar 12, 2025
Merged

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage#8309
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale

Conversation

@eirikbakke

@eirikbakkeeirikbakke commented Mar 11, 2025

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Here are a few more changes to ensure that SVG icons render at full resolution on HiDPI screens.

This PR handles the transformation from
Graphics.drawImage(ImageIcon, x, y, null)
to
Icon.paintIcon(null, Graphics, x, y)
at various places in the codebase.

This fixes e.g. poor-resolution lightbulb icons in the editor gutter on Windows at fractional HiDPI scale factors. See the before/after screenshot below, which was taken on Windows 11 with the 150% HiDPI scaling level.

image

All simple such cases were found by grepping for "drawImage" and reviewing each case. Test classes and NBI related classes were skipped.

This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present. The latter is still a good fallback for cases that may not yet be covered otherwise.

@eirikbakkeeirikbakke added Platform [ci] enable platform tests (platform/*) UI User Interface labels Mar 11, 2025
@eirikbakke
eirikbakkeforce-pushed the pr-gutterscale branch 2 times, most recently from 691107c to 2f150eeCompareMarch 11, 2025 13:42
…resolution.
Various SVG icons were previously shown in a lower resolution due to being painted with Graphics.drawImage(ImageIcon, x, y, null) instead of Icon.paintIcon(null, Graphics, x, y). This PR changes the former to the latter in all the simple cases that were found throughout the codebase (by grepping for 'drawImage' and manually reviewing each case).
For example, the lightbulb icons in the editor gutter, and the actions in the menu that shows up when you click them, were shown in low resolution on Windows 11 with 150% HiDPI scaling enabled.
This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present.
@mbienmbien added this to the NB26 milestone Mar 11, 2025

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code looks good to me

@eirikbakke

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ContributorAuthor

Thanks for the quick review! Will merge.

@eirikbakke
eirikbakke merged commit 6fcd2c0 into apache:masterMar 12, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage - #8309

Merged
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale
Mar 12, 2025
Merged

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage#8309
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale

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@eirikbakke

@eirikbakkeeirikbakke commented Mar 11, 2025

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Here are a few more changes to ensure that SVG icons render at full resolution on HiDPI screens.

This PR handles the transformation from
Graphics.drawImage(ImageIcon, x, y, null)
to
Icon.paintIcon(null, Graphics, x, y)
at various places in the codebase.

This fixes e.g. poor-resolution lightbulb icons in the editor gutter on Windows at fractional HiDPI scale factors. See the before/after screenshot below, which was taken on Windows 11 with the 150% HiDPI scaling level.

image

All simple such cases were found by grepping for "drawImage" and reviewing each case. Test classes and NBI related classes were skipped.

This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present. The latter is still a good fallback for cases that may not yet be covered otherwise.

@eirikbakkeeirikbakke added Platform [ci] enable platform tests (platform/*) UI User Interface labels Mar 11, 2025
@eirikbakke
eirikbakkeforce-pushed the pr-gutterscale branch 2 times, most recently from 691107c to 2f150eeCompareMarch 11, 2025 13:42
…resolution.
Various SVG icons were previously shown in a lower resolution due to being painted with Graphics.drawImage(ImageIcon, x, y, null) instead of Icon.paintIcon(null, Graphics, x, y). This PR changes the former to the latter in all the simple cases that were found throughout the codebase (by grepping for 'drawImage' and manually reviewing each case).
For example, the lightbulb icons in the editor gutter, and the actions in the menu that shows up when you click them, were shown in low resolution on Windows 11 with 150% HiDPI scaling enabled.
This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present.
@mbienmbien added this to the NB26 milestone Mar 11, 2025

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code looks good to me

@eirikbakke

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ContributorAuthor

Thanks for the quick review! Will merge.

@eirikbakke
eirikbakke merged commit 6fcd2c0 into apache:masterMar 12, 2025
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@eirikbakke@mbien
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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For SVG icons, prefer Icon.paintIcon over Graphics.drawImage - #8309

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eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale
Mar 12, 2025
Merged

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage#8309
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale

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@eirikbakke

@eirikbakkeeirikbakke commented Mar 11, 2025

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Here are a few more changes to ensure that SVG icons render at full resolution on HiDPI screens.

This PR handles the transformation from
Graphics.drawImage(ImageIcon, x, y, null)
to
Icon.paintIcon(null, Graphics, x, y)
at various places in the codebase.

This fixes e.g. poor-resolution lightbulb icons in the editor gutter on Windows at fractional HiDPI scale factors. See the before/after screenshot below, which was taken on Windows 11 with the 150% HiDPI scaling level.

image

All simple such cases were found by grepping for "drawImage" and reviewing each case. Test classes and NBI related classes were skipped.

This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present. The latter is still a good fallback for cases that may not yet be covered otherwise.

@eirikbakkeeirikbakke added Platform [ci] enable platform tests (platform/*) UI User Interface labels Mar 11, 2025
@eirikbakke
eirikbakkeforce-pushed the pr-gutterscale branch 2 times, most recently from 691107c to 2f150eeCompareMarch 11, 2025 13:42
…resolution.
Various SVG icons were previously shown in a lower resolution due to being painted with Graphics.drawImage(ImageIcon, x, y, null) instead of Icon.paintIcon(null, Graphics, x, y). This PR changes the former to the latter in all the simple cases that were found throughout the codebase (by grepping for 'drawImage' and manually reviewing each case).
For example, the lightbulb icons in the editor gutter, and the actions in the menu that shows up when you click them, were shown in low resolution on Windows 11 with 150% HiDPI scaling enabled.
This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present.
@mbienmbien added this to the NB26 milestone Mar 11, 2025

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code looks good to me

@eirikbakke

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Thanks for the quick review! Will merge.

@eirikbakke
eirikbakke merged commit 6fcd2c0 into apache:masterMar 12, 2025
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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For SVG icons, prefer Icon.paintIcon over Graphics.drawImage - #8309

Merged
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale
Mar 12, 2025
Merged

For SVG icons, prefer Icon.paintIcon over Graphics.drawImage#8309
eirikbakke merged 1 commit into
apache:masterfrom
eirikbakke:pr-gutterscale

Conversation

@eirikbakke

@eirikbakkeeirikbakke commented Mar 11, 2025

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Contributor

Here are a few more changes to ensure that SVG icons render at full resolution on HiDPI screens.

This PR handles the transformation from
Graphics.drawImage(ImageIcon, x, y, null)
to
Icon.paintIcon(null, Graphics, x, y)
at various places in the codebase.

This fixes e.g. poor-resolution lightbulb icons in the editor gutter on Windows at fractional HiDPI scale factors. See the before/after screenshot below, which was taken on Windows 11 with the 150% HiDPI scaling level.

image

All simple such cases were found by grepping for "drawImage" and reviewing each case. Test classes and NBI related classes were skipped.

This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present. The latter is still a good fallback for cases that may not yet be covered otherwise.

@eirikbakkeeirikbakke added Platform [ci] enable platform tests (platform/*) UI User Interface labels Mar 11, 2025
@eirikbakke
eirikbakkeforce-pushed the pr-gutterscale branch 2 times, most recently from 691107c to 2f150eeCompareMarch 11, 2025 13:42
…resolution.
Various SVG icons were previously shown in a lower resolution due to being painted with Graphics.drawImage(ImageIcon, x, y, null) instead of Icon.paintIcon(null, Graphics, x, y). This PR changes the former to the latter in all the simple cases that were found throughout the codebase (by grepping for 'drawImage' and manually reviewing each case).
For example, the lightbulb icons in the editor gutter, and the actions in the menu that shows up when you click them, were shown in low resolution on Windows 11 with 150% HiDPI scaling enabled.
This is mostly an improvement for screens with a fractional HiDPI scaling (e.g. 150%) on Windows. On 200% scaling (including on MacOS), icons are drawn properly even with drawImage, due to ImageUtilities returning MultiResolutionImage instances nowadays with 1x and 2x resolutions present.
@mbienmbien added this to the NB26 milestone Mar 11, 2025

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code looks good to me

@eirikbakke

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Thanks for the quick review! Will merge.

@eirikbakke
eirikbakke merged commit 6fcd2c0 into apache:masterMar 12, 2025
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Labels

Platform[ci] enable platform tests (platform/*)UIUser Interface

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Development

Successfully merging this pull request may close these issues.

2 participants

@eirikbakke@mbien