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1b3223dd9e
Using recording_painter() as a name is less misleading, indicating the painter in stacking context traversal doesn't perform actual painting commands.
68 lines
2.0 KiB
C++
68 lines
2.0 KiB
C++
/*
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* Copyright (c) 2023, Tim Flynn <trflynn89@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/Array.h>
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#include <AK/NumberFormat.h>
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#include <LibGUI/Event.h>
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#include <LibGfx/AntiAliasingPainter.h>
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#include <LibWeb/DOM/Document.h>
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#include <LibWeb/HTML/AudioTrackList.h>
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#include <LibWeb/HTML/HTMLAudioElement.h>
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#include <LibWeb/HTML/HTMLMediaElement.h>
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#include <LibWeb/Layout/AudioBox.h>
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#include <LibWeb/Painting/AudioPaintable.h>
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#include <LibWeb/Painting/BorderRadiusCornerClipper.h>
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namespace Web::Painting {
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JS::NonnullGCPtr<AudioPaintable> AudioPaintable::create(Layout::AudioBox const& layout_box)
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{
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return layout_box.heap().allocate_without_realm<AudioPaintable>(layout_box);
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}
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AudioPaintable::AudioPaintable(Layout::AudioBox const& layout_box)
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: MediaPaintable(layout_box)
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{
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}
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Layout::AudioBox& AudioPaintable::layout_box()
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{
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return static_cast<Layout::AudioBox&>(layout_node());
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}
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Layout::AudioBox const& AudioPaintable::layout_box() const
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{
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return static_cast<Layout::AudioBox const&>(layout_node());
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}
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void AudioPaintable::paint(PaintContext& context, PaintPhase phase) const
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{
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if (!is_visible())
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return;
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Base::paint(context, phase);
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if (phase != PaintPhase::Foreground)
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return;
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RecordingPainterStateSaver saver { context.recording_painter() };
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auto audio_rect = context.rounded_device_rect(absolute_rect());
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context.recording_painter().add_clip_rect(audio_rect.to_type<int>());
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ScopedCornerRadiusClip corner_clip { context, audio_rect, normalized_border_radii_data(ShrinkRadiiForBorders::Yes) };
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auto const& audio_element = layout_box().dom_node();
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auto mouse_position = MediaPaintable::mouse_position(context, audio_element);
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auto paint_user_agent_controls = audio_element.has_attribute(HTML::AttributeNames::controls) || audio_element.is_scripting_disabled();
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if (paint_user_agent_controls)
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paint_media_controls(context, audio_element, audio_rect, mouse_position);
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}
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}
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