
Rather than try to lay out masks normally, this updates the TreeBuilder to create layout nodes for masks as a child of their user (i.e. the masked element). This allows each use of a mask to be laid out differently, which makes supporting `maskContentUnits=objectBoundingBox` fairly easy. The `SVGFormattingContext` is then updated to lay out masks last (as their sizing may depend on their parent), and treats them like viewports. This is pretty ad-hoc, but the SVG specification does not give any guidance on how to actually implement this.
56 lines
1.7 KiB
C++
56 lines
1.7 KiB
C++
/*
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* Copyright (c) 2023, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibWeb/SVG/AttributeParser.h>
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#include <LibWeb/SVG/SVGGraphicsElement.h>
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#include <LibWeb/SVG/SVGViewport.h>
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namespace Web::SVG {
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class SVGMaskElement final : public SVGGraphicsElement
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, public SVGViewport {
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WEB_PLATFORM_OBJECT(SVGMaskElement, SVGGraphicsElement);
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JS_DECLARE_ALLOCATOR(SVGMaskElement);
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public:
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virtual ~SVGMaskElement() override;
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virtual Optional<ViewBox> view_box() const override
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{
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// maskContentUnits = objectBoundingBox acts like the mask is sized to the bounding box
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// of the target element, with a viewBox of "0 0 1 1".
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if (mask_content_units() == MaskContentUnits::ObjectBoundingBox)
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return ViewBox { 0, 0, 1, 1 };
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return {};
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}
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virtual Optional<PreserveAspectRatio> preserve_aspect_ratio() const override
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{
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// preserveAspectRatio = none (allow mask to be scaled in both x and y to match target size)
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return PreserveAspectRatio { PreserveAspectRatio::Align::None, {} };
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}
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virtual void attribute_changed(FlyString const& name, Optional<String> const& value) override;
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virtual JS::GCPtr<Layout::Node> create_layout_node(NonnullRefPtr<CSS::StyleProperties>) override;
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CSSPixelRect resolve_masking_area(CSSPixelRect const& mask_target) const;
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MaskContentUnits mask_content_units() const;
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MaskUnits mask_units() const;
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private:
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SVGMaskElement(DOM::Document&, DOM::QualifiedName);
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virtual void initialize(JS::Realm&) override;
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Optional<MaskContentUnits> m_mask_content_units = {};
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Optional<MaskUnits> m_mask_units = {};
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};
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}
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