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Allow running shell scripts from the FileManager/Favorites (#5804)
* Allow running Shell/Python scripts from the FM * Show an InfoMessage before/after running the script Since we're blocking the UI ;). * Allow running scripts from the favorites menu, too.
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@@ -491,15 +491,15 @@ the second parameter (refreshtype) can either specify a refreshtype
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or a function that returns refreshtype AND refreshregion and is called
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after painting the widget.
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Here's a quick rundown of what each refreshtype should be used for:
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full: high-fidelity flashing refresh (f.g., large images).
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full: high-fidelity flashing refresh (e.g., large images).
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Highest quality, but highest latency.
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Don't abuse if you only want a flash (in this case, prefer flashpartial or flashui).
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partial: medium fidelity refresh (f.g., text on a white background).
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partial: medium fidelity refresh (e.g., text on a white background).
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Can be promoted to flashing after FULL_REFRESH_COUNT refreshes.
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Don't abuse to avoid spurious flashes.
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ui: medium fidelity refresh (f.g., mixed content).
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ui: medium fidelity refresh (e.g., mixed content).
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Should apply to most UI elements.
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fast: low fidelity refresh (f.g., monochrome content).
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fast: low fidelity refresh (e.g., monochrome content).
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Should apply to most highlighting effects achieved through inversion.
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Note that if your highlighted element contains text,
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you might want to keep the unhighlight refresh as "ui" instead, for crisper text.
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@@ -877,9 +877,9 @@ function UIManager:_refresh(mode, region, dither)
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-- NOTE: While, ideally, we shouldn't merge refreshes w/ different waveform modes,
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-- this allows us to optimize away a number of quirks of our rendering stack
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-- (f.g., multiple setDirty calls queued when showing/closing a widget because of update mechanisms),
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-- (e.g., multiple setDirty calls queued when showing/closing a widget because of update mechanisms),
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-- as well as a few actually effective merges
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-- (f.g., the disappearance of a selection HL with the following menu update).
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-- (e.g., the disappearance of a selection HL with the following menu update).
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for i = 1, #self._refresh_stack do
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-- check for collision with refreshes that are already enqueued
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if region:intersectWith(self._refresh_stack[i].region) then
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