/* * Copyright (c) 2018-2020, Andreas Kling * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include #include #include #include #include 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()); auto padded_rect = this->padded_rect(); 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_node()).is_focused()) { context.painter().draw_rect(enclosing_int_rect(absolute_rect()), context.palette().focus_outline()); } } void Box::paint_border(PaintContext& context) { auto bordered_rect = this->bordered_rect(); auto border_rect = enclosing_int_rect(bordered_rect); 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; // 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::IntPoint& from, Gfx::IntPoint& to, Gfx::Color color, int thickness) { Gfx::IntPoint center = { 0, 0 }; Gfx::IntPoint offset = { 0, 0 }; Gfx::IntPoint circle_position = { 0, 0 }; auto radius = abs(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 { // How did you get here? VERIFY_NOT_REACHED(); } Gfx::IntRect circle_rect = { border_rect.x() + circle_position.x(), border_rect.y() + circle_position.y(), radius, radius }; context.painter().draw_circle_arc_intersecting( circle_rect, center + offset, radius, color, thickness); }; // FIXME: Which color to use? if (top_left_radius) { Gfx::IntPoint arc_start = { 0, (int)top_left_radius }; Gfx::IntPoint arc_end = { (int)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) { Gfx::IntPoint arc_start = { (int)top_left_radius + (int)top_border_rect.width(), 0 }; Gfx::IntPoint arc_end = { (int)bordered_rect.width(), (int)top_right_radius }; draw_quarter_circle(arc_start, arc_end, computed_values().border_top().color, computed_values().border_top().width); } if (bottom_right_radius) { Gfx::IntPoint arc_start = { (int)bordered_rect.width(), (int)top_right_radius + (int)right_border_rect.height() }; Gfx::IntPoint arc_end = { (int)bottom_border_rect.width() + (int)bottom_left_radius, (int)bordered_rect.height() }; draw_quarter_circle(arc_start, arc_end, computed_values().border_bottom().color, computed_values().border_bottom().width); } if (bottom_left_radius) { Gfx::IntPoint arc_start = { (int)bottom_left_radius, (int)bordered_rect.height() }; Gfx::IntPoint arc_end = { 0, (int)bordered_rect.height() - (int)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 element’s 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 enclosed_int_rect = enclosing_int_rect(bordered_rect()); auto offset_x_px = (int)box_shadow_data->offset_x.resolved_or_zero(*this, width()).to_px(*this); auto offset_y_px = (int)box_shadow_data->offset_y.resolved_or_zero(*this, width()).to_px(*this); auto blur_radius = (int)box_shadow_data->blur_radius.resolved_or_zero(*this, width()).to_px(*this); Gfx::IntRect bitmap_rect = { 0, 0, enclosed_int_rect.width() + 4 * blur_radius, enclosed_int_rect.height() + 4 * blur_radius }; Gfx::IntPoint blur_rect_position = { enclosed_int_rect.x() - 2 * blur_radius + offset_x_px, enclosed_int_rect.y() - 2 * blur_radius + offset_y_px }; auto new_bitmap = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, bitmap_rect.size()); Gfx::Painter painter(*new_bitmap); painter.fill_rect({ { 2 * blur_radius, 2 * blur_radius }, enclosed_int_rect.size() }, box_shadow_data->color); Gfx::FastBoxBlurFilter filter(*new_bitmap); filter.apply_three_passes(blur_radius); Gfx::DisjointRectSet rect_set; rect_set.add(bitmap_rect); auto shattered = rect_set.shatter({ enclosed_int_rect.location() - blur_rect_position, enclosed_int_rect.size() }); for (auto& rect : shattered.rects()) context.painter().blit(rect.location() + blur_rect_position, *new_bitmap, rect); } Box::BorderRadiusData Box::normalized_border_radius_data() { // FIXME: some values should be relative to the height() if specified, but which? For now, all relative values are relative to the width. auto bottom_left_radius = computed_values().border_bottom_left_radius().resolved_or_zero(*this, width()).to_px(*this); auto bottom_right_radius = computed_values().border_bottom_right_radius().resolved_or_zero(*this, width()).to_px(*this); auto top_left_radius = computed_values().border_top_left_radius().resolved_or_zero(*this, width()).to_px(*this); auto top_right_radius = computed_values().border_top_right_radius().resolved_or_zero(*this, width()).to_px(*this); // Scale overlapping curves according to https://www.w3.org/TR/css-backgrounds-3/#corner-overlap auto f = 1.0f; f = min(f, bordered_rect().width() / (float)(top_left_radius + top_right_radius)); f = min(f, bordered_rect().height() / (float)(top_right_radius + bottom_right_radius)); f = min(f, bordered_rect().width() / (float)(bottom_left_radius + bottom_right_radius)); f = min(f, bordered_rect().height() / (float)(top_left_radius + bottom_left_radius)); top_left_radius = (int)(top_left_radius * f); top_right_radius = (int)(top_right_radius * f); bottom_right_radius = (int)(bottom_right_radius * f); bottom_left_radius = (int)(bottom_left_radius * f); return { (int)top_left_radius, (int)top_right_radius, (int)bottom_right_radius, (int)bottom_left_radius }; } 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(ancestor)) continue; auto& ancestor_box = verify_cast(*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(); } }