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@@ -225,7 +225,7 @@ CommandResult PushStackingContext::execute(CommandExecutionState& state) const
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Gfx::Painter stacking_context_painter(bitmap);
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- stacking_context_painter.translate(painter_location.to_type<int>() + destination_clipped_fixup.to_type<int>());
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+ stacking_context_painter.translate(painter_location + destination_clipped_fixup.to_type<int>());
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state.stacking_contexts.append(CommandExecutionState::StackingContext {
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.painter = stacking_context_painter,
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@@ -260,14 +260,14 @@ CommandResult PopStackingContext::execute(CommandExecutionState& state) const
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CommandResult PushStackingContextWithMask::execute(CommandExecutionState& state) const
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{
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- auto bitmap_or_error = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, paint_rect.size().to_type<int>());
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+ auto bitmap_or_error = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, paint_rect.size());
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if (bitmap_or_error.is_error())
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return CommandResult::Continue;
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auto bitmap = bitmap_or_error.release_value();
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Gfx::Painter stacking_context_painter(bitmap);
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- stacking_context_painter.translate(-paint_rect.location().to_type<int>());
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+ stacking_context_painter.translate(-paint_rect.location());
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state.stacking_contexts.append(CommandExecutionState::StackingContext {
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.painter = stacking_context_painter,
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@@ -284,7 +284,7 @@ CommandResult PopStackingContextWithMask::execute(CommandExecutionState& state)
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auto bitmap = stacking_context.painter.target();
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if (mask_bitmap)
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bitmap->apply_mask(*mask_bitmap, mask_kind);
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- state.painter().blit(paint_rect.location().to_type<int>(), *bitmap, bitmap->rect(), opacity);
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+ state.painter().blit(paint_rect.location(), *bitmap, bitmap->rect(), opacity);
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return CommandResult::Continue;
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}
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@@ -336,11 +336,11 @@ CommandResult PaintInnerBoxShadow::execute(CommandExecutionState& state) const
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CommandResult PaintTextShadow::execute(CommandExecutionState& state) const
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{
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- if (state.would_be_fully_clipped_by_painter(text_rect.to_type<int>()))
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+ if (state.would_be_fully_clipped_by_painter(text_rect))
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return CommandResult::Continue;
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// FIXME: Figure out the maximum bitmap size for all shadows and then allocate it once and reuse it?
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- auto maybe_shadow_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size().to_type<int>());
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+ auto maybe_shadow_bitmap = Gfx::Bitmap::create(Gfx::BitmapFormat::BGRA8888, bounding_rect.size());
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if (maybe_shadow_bitmap.is_error()) {
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dbgln("Unable to allocate temporary bitmap {} for text-shadow rendering: {}", bounding_rect.size(), maybe_shadow_bitmap.error());
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return CommandResult::Continue;
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@@ -349,15 +349,15 @@ CommandResult PaintTextShadow::execute(CommandExecutionState& state) const
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Gfx::Painter shadow_painter { *shadow_bitmap };
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// FIXME: "Spread" the shadow somehow.
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- DevicePixelPoint baseline_start(text_rect.x(), text_rect.y() + fragment_baseline);
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- shadow_painter.draw_text_run(baseline_start.to_type<int>(), Utf8View(text), font, color);
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+ Gfx::IntPoint baseline_start(text_rect.x(), text_rect.y() + fragment_baseline);
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+ shadow_painter.draw_text_run(baseline_start, Utf8View(text), font, color);
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// Blur
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Gfx::StackBlurFilter filter(*shadow_bitmap);
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- filter.process_rgba(blur_radius.value(), color);
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+ filter.process_rgba(blur_radius, color);
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auto& painter = state.painter();
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- painter.blit(draw_location.to_type<int>(), *shadow_bitmap, bounding_rect.to_type<int>());
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+ painter.blit(draw_location, *shadow_bitmap, bounding_rect);
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return CommandResult::Continue;
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}
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@@ -588,13 +588,13 @@ void RecordingPainter::fill_rect_with_conic_gradient(Gfx::IntRect const& rect, C
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.position = position });
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}
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-void RecordingPainter::fill_rect_with_radial_gradient(Gfx::IntRect const& rect, RadialGradientData const& data, DevicePixelPoint center, DevicePixelSize size)
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+void RecordingPainter::fill_rect_with_radial_gradient(Gfx::IntRect const& rect, RadialGradientData const& data, Gfx::IntPoint center, Gfx::IntSize size)
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{
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push_command(PaintRadialGradient {
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.rect = rect,
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.radial_gradient_data = data,
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- .center = center.to_type<int>(),
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- .size = size.to_type<int>() });
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+ .center = center,
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+ .size = size });
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}
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void RecordingPainter::draw_rect(Gfx::IntRect const& rect, Color color, bool rough)
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@@ -753,10 +753,10 @@ void RecordingPainter::paint_frame(Gfx::IntRect rect, Palette palette, Gfx::Fram
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push_command(PaintFrame { rect, palette, style });
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}
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-void RecordingPainter::apply_backdrop_filter(DevicePixelRect const& backdrop_region, BorderRadiiData const& border_radii_data, CSS::ResolvedBackdropFilter const& backdrop_filter)
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+void RecordingPainter::apply_backdrop_filter(Gfx::IntRect const& backdrop_region, BorderRadiiData const& border_radii_data, CSS::ResolvedBackdropFilter const& backdrop_filter)
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{
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push_command(ApplyBackdropFilter {
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- .backdrop_region = backdrop_region.to_type<int>(),
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+ .backdrop_region = backdrop_region,
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.border_radii_data = border_radii_data,
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.backdrop_filter = backdrop_filter,
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});
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@@ -776,7 +776,7 @@ void RecordingPainter::paint_inner_box_shadow_params(PaintOuterBoxShadowParams p
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});
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}
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-void RecordingPainter::paint_text_shadow(DevicePixels blur_radius, DevicePixelRect bounding_rect, DevicePixelRect text_rect, Utf8View text, Gfx::Font const& font, Color color, DevicePixels fragment_baseline, DevicePixelPoint draw_location)
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+void RecordingPainter::paint_text_shadow(int blur_radius, Gfx::IntRect bounding_rect, Gfx::IntRect text_rect, Utf8View text, Gfx::Font const& font, Color color, int fragment_baseline, Gfx::IntPoint draw_location)
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{
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push_command(PaintTextShadow {
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.blur_radius = blur_radius,
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@@ -815,12 +815,12 @@ void RecordingPainter::fill_rect_with_rounded_corners(Gfx::IntRect const& a_rect
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{ bottom_left_radius, bottom_left_radius });
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}
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-void RecordingPainter::push_stacking_context_with_mask(DevicePixelRect paint_rect)
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+void RecordingPainter::push_stacking_context_with_mask(Gfx::IntRect paint_rect)
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{
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push_command(PushStackingContextWithMask { .paint_rect = paint_rect });
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}
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-void RecordingPainter::pop_stacking_context_with_mask(RefPtr<Gfx::Bitmap> mask_bitmap, Gfx::Bitmap::MaskKind mask_kind, DevicePixelRect paint_rect, float opacity)
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+void RecordingPainter::pop_stacking_context_with_mask(RefPtr<Gfx::Bitmap> mask_bitmap, Gfx::Bitmap::MaskKind mask_kind, Gfx::IntRect paint_rect, float opacity)
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{
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push_command(PopStackingContextWithMask {
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.paint_rect = paint_rect,
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