ladybird/Userland/Libraries/LibWeb/Layout/Box.cpp
Sam Atkins b047c1bc97 LibWeb: Move box-shadow painting out of Box to its own file
This makes the code accessible to things that aren't a Box, such as
InlineNode.
2021-09-19 22:53:35 +02:00

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/*
* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
* Copyright (c) 2021, Sam Atkins <atkinssj@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGfx/Painter.h>
#include <LibWeb/DOM/Document.h>
#include <LibWeb/HTML/HTMLBodyElement.h>
#include <LibWeb/HTML/HTMLHtmlElement.h>
#include <LibWeb/Layout/BlockBox.h>
#include <LibWeb/Layout/Box.h>
#include <LibWeb/Layout/FormattingContext.h>
#include <LibWeb/Page/BrowsingContext.h>
#include <LibWeb/Painting/BorderPainting.h>
#include <LibWeb/Painting/ShadowPainting.h>
namespace Web::Layout {
void Box::paint(PaintContext& context, PaintPhase phase)
{
if (!is_visible())
return;
Gfx::PainterStateSaver saver(context.painter());
if (is_fixed_position())
context.painter().translate(context.scroll_offset());
if (phase == PaintPhase::Background) {
paint_background(context);
paint_box_shadow(context);
}
if (phase == PaintPhase::Border) {
paint_border(context);
}
if (phase == PaintPhase::Overlay && dom_node() && document().inspected_node() == dom_node()) {
auto content_rect = absolute_rect();
auto margin_box = box_model().margin_box();
Gfx::FloatRect margin_rect;
margin_rect.set_x(absolute_x() - margin_box.left);
margin_rect.set_width(width() + margin_box.left + margin_box.right);
margin_rect.set_y(absolute_y() - margin_box.top);
margin_rect.set_height(height() + margin_box.top + margin_box.bottom);
context.painter().draw_rect(enclosing_int_rect(margin_rect), Color::Yellow);
context.painter().draw_rect(enclosing_int_rect(padded_rect()), Color::Cyan);
context.painter().draw_rect(enclosing_int_rect(content_rect), Color::Magenta);
}
if (phase == PaintPhase::FocusOutline && dom_node() && dom_node()->is_element() && verify_cast<DOM::Element>(*dom_node()).is_focused()) {
context.painter().draw_rect(enclosing_int_rect(absolute_rect()), context.palette().focus_outline());
}
}
void Box::paint_border(PaintContext& context)
{
auto const bordered_rect = this->bordered_rect();
auto const border_rect = bordered_rect;
auto const border_radius_data = normalized_border_radius_data();
auto const top_left_radius = border_radius_data.top_left;
auto const top_right_radius = border_radius_data.top_right;
auto const bottom_right_radius = border_radius_data.bottom_right;
auto const bottom_left_radius = border_radius_data.bottom_left;
// FIXME: Support elliptical border radii.
Gfx::FloatRect top_border_rect = {
border_rect.x() + top_left_radius,
border_rect.y(),
border_rect.width() - top_left_radius - top_right_radius,
border_rect.height()
};
Gfx::FloatRect right_border_rect = {
border_rect.x(),
border_rect.y() + top_right_radius,
border_rect.width(),
border_rect.height() - top_right_radius - bottom_right_radius
};
Gfx::FloatRect bottom_border_rect = {
border_rect.x() + bottom_left_radius,
border_rect.y(),
border_rect.width() - bottom_left_radius - bottom_right_radius,
border_rect.height()
};
Gfx::FloatRect left_border_rect = {
border_rect.x(),
border_rect.y() + top_left_radius,
border_rect.width(),
border_rect.height() - top_left_radius - bottom_left_radius
};
Painting::paint_border(context, Painting::BorderEdge::Top, top_border_rect, computed_values());
Painting::paint_border(context, Painting::BorderEdge::Right, right_border_rect, computed_values());
Painting::paint_border(context, Painting::BorderEdge::Bottom, bottom_border_rect, computed_values());
Painting::paint_border(context, Painting::BorderEdge::Left, left_border_rect, computed_values());
// Draws a quarter cirle clockwise
auto draw_quarter_circle = [&](Gfx::FloatPoint const& from, Gfx::FloatPoint const& to, Gfx::Color color, int thickness) {
Gfx::FloatPoint center = { 0, 0 };
Gfx::FloatPoint offset = { 0, 0 };
Gfx::FloatPoint circle_position = { 0, 0 };
auto radius = fabsf(from.x() - to.x());
if (from.x() < to.x() && from.y() > to.y()) {
// top-left
center.set_x(radius);
center.set_y(radius);
offset.set_y(1);
} else if (from.x() < to.x() && from.y() < to.y()) {
// top-right
circle_position.set_x(from.x());
center.set_y(radius);
offset.set_x(-1);
offset.set_y(1);
} else if (from.x() > to.x() && from.y() < to.y()) {
// bottom-right
circle_position.set_x(to.x());
circle_position.set_y(from.y());
offset.set_x(-1);
} else if (from.x() > to.x() && from.y() > to.y()) {
// bottom-left
circle_position.set_y(to.y());
center.set_x(radius);
} else {
// You are lying about your intentions of drawing a quarter circle, your coordinates are (partly) the same!
return;
}
Gfx::FloatRect circle_rect = {
border_rect.x() + circle_position.x(),
border_rect.y() + circle_position.y(),
radius,
radius
};
context.painter().draw_circle_arc_intersecting(
Gfx::enclosing_int_rect(circle_rect),
(center + offset).to_rounded<int>(),
radius,
color,
thickness);
};
// FIXME: Which color to use?
if (top_left_radius != 0) {
Gfx::FloatPoint arc_start = { 0, top_left_radius };
Gfx::FloatPoint arc_end = { top_left_radius, 0 };
draw_quarter_circle(arc_start, arc_end, computed_values().border_top().color, computed_values().border_top().width);
}
if (top_right_radius != 0) {
Gfx::FloatPoint arc_start = { top_left_radius + top_border_rect.width(), 0 };
Gfx::FloatPoint arc_end = { bordered_rect.width(), top_right_radius };
draw_quarter_circle(arc_start, arc_end, computed_values().border_top().color, computed_values().border_top().width);
}
if (bottom_right_radius != 0) {
Gfx::FloatPoint arc_start = { bordered_rect.width(), top_right_radius + right_border_rect.height() };
Gfx::FloatPoint arc_end = { bottom_border_rect.width() + bottom_left_radius, bordered_rect.height() };
draw_quarter_circle(arc_start, arc_end, computed_values().border_bottom().color, computed_values().border_bottom().width);
}
if (bottom_left_radius != 0) {
Gfx::FloatPoint arc_start = { bottom_left_radius, bordered_rect.height() };
Gfx::FloatPoint arc_end = { 0, bordered_rect.height() - bottom_left_radius };
draw_quarter_circle(arc_start, arc_end, computed_values().border_bottom().color, computed_values().border_bottom().width);
}
}
void Box::paint_background(PaintContext& context)
{
auto padded_rect = this->padded_rect();
// If the body's background properties were propagated to the root element, do no re-paint the body's background.
if (is_body() && document().html_element()->should_use_body_background_properties())
return;
Gfx::IntRect background_rect;
Color background_color = computed_values().background_color();
const Gfx::Bitmap* background_image = this->background_image() ? this->background_image()->bitmap() : nullptr;
CSS::Repeat background_repeat_x = computed_values().background_repeat_x();
CSS::Repeat background_repeat_y = computed_values().background_repeat_y();
if (is_root_element()) {
// CSS 2.1 Appendix E.2: If the element is a root element, paint the background over the entire canvas.
background_rect = context.viewport_rect();
// Section 2.11.2: If the computed value of background-image on the root element is none and its background-color is transparent,
// user agents must instead propagate the computed values of the background properties from that elements first HTML BODY child element.
if (document().html_element()->should_use_body_background_properties()) {
background_color = document().background_color(context.palette());
background_image = document().background_image();
background_repeat_x = document().background_repeat_x();
background_repeat_y = document().background_repeat_y();
}
} else {
background_rect = enclosing_int_rect(padded_rect);
}
// HACK: If the Box has a border, use the bordered_rect to paint the background.
// This way if we have a border-radius there will be no gap between the filling and actual border.
if (computed_values().border_top().width || computed_values().border_right().width || computed_values().border_bottom().width || computed_values().border_left().width)
background_rect = enclosing_int_rect(bordered_rect());
// FIXME: some values should be relative to the height() if specified, but which? For now, all relative values are relative to the width.
auto border_radius_data = normalized_border_radius_data();
auto top_left_radius = border_radius_data.top_left;
auto top_right_radius = border_radius_data.top_right;
auto bottom_right_radius = border_radius_data.bottom_right;
auto bottom_left_radius = border_radius_data.bottom_left;
context.painter().fill_rect_with_rounded_corners(background_rect, move(background_color), top_left_radius, top_right_radius, bottom_right_radius, bottom_left_radius);
if (background_image)
paint_background_image(context, *background_image, background_repeat_x, background_repeat_y, move(background_rect));
}
void Box::paint_background_image(
PaintContext& context,
const Gfx::Bitmap& background_image,
CSS::Repeat background_repeat_x,
CSS::Repeat background_repeat_y,
Gfx::IntRect background_rect)
{
switch (background_repeat_x) {
case CSS::Repeat::Round:
case CSS::Repeat::Space:
// FIXME: Support 'round' and 'space'. Fall through to 'repeat' since that most closely resembles these.
case CSS::Repeat::Repeat:
// The background rect is already sized to align with 'repeat'.
break;
case CSS::Repeat::NoRepeat:
background_rect.set_width(background_image.width());
break;
}
switch (background_repeat_y) {
case CSS::Repeat::Round:
case CSS::Repeat::Space:
// FIXME: Support 'round' and 'space'. Fall through to 'repeat' since that most closely resembles these.
case CSS::Repeat::Repeat:
// The background rect is already sized to align with 'repeat'.
break;
case CSS::Repeat::NoRepeat:
background_rect.set_height(background_image.height());
break;
}
context.painter().blit_tiled(background_rect, background_image, background_image.rect());
}
void Box::paint_box_shadow(PaintContext& context)
{
auto box_shadow_data = computed_values().box_shadow();
if (!box_shadow_data.has_value())
return;
auto resolved_box_shadow_data = Painting::BoxShadowData {
.offset_x = (int)box_shadow_data->offset_x.resolved_or_zero(*this, width()).to_px(*this),
.offset_y = (int)box_shadow_data->offset_y.resolved_or_zero(*this, width()).to_px(*this),
.blur_radius = (int)box_shadow_data->blur_radius.resolved_or_zero(*this, width()).to_px(*this),
.color = box_shadow_data->color
};
Painting::paint_box_shadow(context, enclosing_int_rect(bordered_rect()), resolved_box_shadow_data);
}
Painting::BorderRadiusData Box::normalized_border_radius_data()
{
return Painting::normalized_border_radius_data(*this, bordered_rect(),
computed_values().border_top_left_radius(),
computed_values().border_top_right_radius(),
computed_values().border_bottom_right_radius(),
computed_values().border_bottom_left_radius());
}
// https://www.w3.org/TR/css-display-3/#out-of-flow
bool Box::is_out_of_flow(FormattingContext const& formatting_context) const
{
// A box is out of flow if either:
// 1. It is floated (which requires that floating is not inhibited).
if (!formatting_context.inhibits_floating() && computed_values().float_() != CSS::Float::None)
return true;
// 2. It is "absolutely positioned".
switch (computed_values().position()) {
case CSS::Position::Absolute:
case CSS::Position::Fixed:
return true;
case CSS::Position::Static:
case CSS::Position::Relative:
case CSS::Position::Sticky:
break;
}
return false;
}
HitTestResult Box::hit_test(const Gfx::IntPoint& position, HitTestType type) const
{
// FIXME: It would be nice if we could confidently skip over hit testing
// parts of the layout tree, but currently we can't just check
// m_rect.contains() since inline text rects can't be trusted..
HitTestResult result { absolute_rect().contains(position.x(), position.y()) ? this : nullptr };
for_each_child_in_paint_order([&](auto& child) {
auto child_result = child.hit_test(position, type);
if (child_result.layout_node)
result = child_result;
});
return result;
}
void Box::set_needs_display()
{
if (!is_inline()) {
browsing_context().set_needs_display(enclosing_int_rect(absolute_rect()));
return;
}
Node::set_needs_display();
}
bool Box::is_body() const
{
return dom_node() && dom_node() == document().body();
}
void Box::set_offset(const Gfx::FloatPoint& offset)
{
if (m_offset == offset)
return;
m_offset = offset;
did_set_rect();
}
void Box::set_size(const Gfx::FloatSize& size)
{
if (m_size == size)
return;
m_size = size;
did_set_rect();
}
Gfx::FloatPoint Box::effective_offset() const
{
if (m_containing_line_box_fragment)
return m_containing_line_box_fragment->offset();
return m_offset;
}
const Gfx::FloatRect Box::absolute_rect() const
{
Gfx::FloatRect rect { effective_offset(), size() };
for (auto* block = containing_block(); block; block = block->containing_block()) {
rect.translate_by(block->effective_offset());
}
return rect;
}
void Box::set_containing_line_box_fragment(LineBoxFragment& fragment)
{
m_containing_line_box_fragment = fragment.make_weak_ptr();
}
StackingContext* Box::enclosing_stacking_context()
{
for (auto* ancestor = parent(); ancestor; ancestor = ancestor->parent()) {
if (!is<Box>(ancestor))
continue;
auto& ancestor_box = verify_cast<Box>(*ancestor);
if (!ancestor_box.establishes_stacking_context())
continue;
VERIFY(ancestor_box.stacking_context());
return ancestor_box.stacking_context();
}
// We should always reach the Layout::InitialContainingBlock stacking context.
VERIFY_NOT_REACHED();
}
LineBox& Box::ensure_last_line_box()
{
if (m_line_boxes.is_empty())
return add_line_box();
return m_line_boxes.last();
}
LineBox& Box::add_line_box()
{
m_line_boxes.append(LineBox());
return m_line_boxes.last();
}
float Box::width_of_logical_containing_block() const
{
auto* containing_block = this->containing_block();
VERIFY(containing_block);
return containing_block->width();
}
}