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LibWeb: Do paint-order traversal in Document::elements_from_point()
Elements are now collected according to paint order as spec says, replacing the depth-first traversal of the paint tree with hit-testing on each box. This change resolves a FIXME in an existing test and adds a new previously non-working test.
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sideshowbarker
2024-07-17 03:00:02 +09:00
Author: https://github.com/kalenikaliaksandr Commit: https://github.com/SerenityOS/serenity/commit/9d2809146f Pull-request: https://github.com/SerenityOS/serenity/pull/23189 Reviewed-by: https://github.com/ADKaster ✅
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Tests/LibWeb/Text/expected/DOM/Elements-from-point-2.txt
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Tests/LibWeb/Text/expected/DOM/Elements-from-point-2.txt
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hello <DIV id="c" >
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<DIV id="b" >
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<DIV id="a" >
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<HTML >
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Tests/LibWeb/Text/expected/DOM/Elements-from-point-3.txt
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Tests/LibWeb/Text/expected/DOM/Elements-from-point-3.txt
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@ -0,0 +1 @@
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Some text Elements at point 30, 20: p < div < body < html
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@ -3,11 +3,9 @@ Coordinates outside the viewport return empty array: true
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== Elements at (500, 10) ==
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<DIV id="large-box" >
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<HTML >
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== FIXME: Elements at (550, 60) ==
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== Elements at (550, 60) ==
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<DIV id="small-box" >
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<PRE id="out" >
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<PRE id="out" >
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<DIV id="large-box" >
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<DIV id="small-box" >
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<PRE id="out" >
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<BODY >
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<HTML >
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Tests/LibWeb/Text/input/DOM/Elements-from-point-2.html
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Tests/LibWeb/Text/input/DOM/Elements-from-point-2.html
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<!DOCTYPE html>
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<style>
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.box {
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width: 100px;
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height: 100px;
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position: absolute;
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}
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#a {
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background-color: magenta;
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z-index: 1;
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transform: translate(110px, 10px);
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}
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#b {
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background-color: mediumaquamarine;
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z-index: 2;
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transform: translate(120px, 20px);
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}
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#c {
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background-color: greenyellow;
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z-index: 3;
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transform: translate(130px, 30px);
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}
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</style>
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<div id="a" class="box"></div>
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<div id="b" class="box"></div>
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<div id="c" class="box">hello</div>
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<script src="../include.js"></script>
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<script>
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test(() => {
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for (const element of document.elementsFromPoint(150, 50)) {
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printElement(element)
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}
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});
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</script>
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Tests/LibWeb/Text/input/DOM/Elements-from-point-3.html
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Tests/LibWeb/Text/input/DOM/Elements-from-point-3.html
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@ -0,0 +1,18 @@
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<div>
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<p>Some text</p>
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</div>
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<p>Elements at point 30, 20:</p>
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<div id="output"></div>
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<script src="../include.js"></script>
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<script>
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test(() => {
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let output = document.getElementById("output");
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let elements = document.elementsFromPoint(30, 20);
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elements.forEach((elt, i) => {
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output.textContent += elt.localName;
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if (i < elements.length - 1) {
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output.textContent += " < ";
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}
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});
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});
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</script>
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@ -32,15 +32,9 @@
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for (let elem of document.elementsFromPoint(500, 10)) {
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printElement(elem);
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}
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println("== FIXME: Elements at (550, 60) ==")
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println("== Elements at (550, 60) ==")
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for (let elem of document.elementsFromPoint(550, 60)) {
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printElement(elem);
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}
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// FIXME: 550, 60 is supposed to print the following, but the algorithm is wrong.
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// <DIV id="small-box" >
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// <DIV id="large-box" >
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// <PRE id="out" >
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// <BODY >
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// <HTML >
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});
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</script>
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@ -3829,16 +3829,12 @@ Vector<JS::NonnullGCPtr<Element>> Document::elements_from_point(double x, double
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// 3. For each box in the viewport, in paint order, starting with the topmost box, that would be a target for
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// hit testing at coordinates x,y even if nothing would be overlapping it, when applying the transforms that
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// apply to the descendants of the viewport, append the associated element to sequence.
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// FIXME: Paintable box tree order is not the same as paint order. We need a helper to traverse the paint tree in
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// paint order with a custom callback.
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if (auto const* paintable_box = this->paintable_box(); paintable_box) {
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paintable_box->for_each_in_inclusive_subtree_of_type<Painting::PaintableBox>([&](auto& paintable_box) {
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if (auto result = paintable_box.hit_test(position, Painting::HitTestType::Exact); result.has_value()) {
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if (auto* dom_node = result->dom_node(); dom_node && dom_node->is_element())
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sequence.append(*static_cast<Element*>(dom_node));
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return Painting::TraversalDecision::Continue;
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}
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return Painting::TraversalDecision::SkipChildrenAndContinue;
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(void)paintable_box->hit_test(position, Painting::HitTestType::Exact, [&](Painting::HitTestResult result) {
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auto* dom_node = result.dom_node();
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if (dom_node && dom_node->is_element())
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sequence.append(*static_cast<Element*>(dom_node));
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return Painting::TraversalDecision::Continue;
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});
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}
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