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This reduces the number of `.cpp` files that need to be recompiled when one of the below header files changes as follows: Painting/Command.h: 1030 -> 61 Painting/DisplayList.h: 1030 -> 60 Painting/DisplayListRecorder.h: 557 -> 59
107 lines
4.7 KiB
C++
107 lines
4.7 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <andreas@ladybird.org>
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* Copyright (c) 2021-2022, Sam Atkins <atkinssj@serenityos.org>
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* Copyright (c) 2022, MacDue <macdue@dueutil.tech>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Painting/BorderPainting.h>
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#include <LibWeb/Painting/BorderRadiusCornerClipper.h>
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#include <LibWeb/Painting/DisplayListRecorder.h>
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#include <LibWeb/Painting/PaintBoxShadowParams.h>
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#include <LibWeb/Painting/PaintContext.h>
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#include <LibWeb/Painting/PaintableBox.h>
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#include <LibWeb/Painting/ShadowPainting.h>
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namespace Web::Painting {
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void paint_box_shadow(PaintContext& context,
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CSSPixelRect const& bordered_content_rect,
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CSSPixelRect const& borderless_content_rect,
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BordersData const& borders_data,
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BorderRadiiData const& border_radii,
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Vector<ShadowData> const& box_shadow_layers)
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{
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// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
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for (auto& box_shadow_data : box_shadow_layers.in_reverse()) {
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auto offset_x = context.rounded_device_pixels(box_shadow_data.offset_x);
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auto offset_y = context.rounded_device_pixels(box_shadow_data.offset_y);
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auto blur_radius = context.rounded_device_pixels(box_shadow_data.blur_radius);
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auto spread_distance = context.rounded_device_pixels(box_shadow_data.spread_distance);
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DevicePixelRect device_content_rect;
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if (box_shadow_data.placement == ShadowPlacement::Inner) {
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device_content_rect = context.rounded_device_rect(borderless_content_rect);
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} else {
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device_content_rect = context.rounded_device_rect(bordered_content_rect);
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}
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auto params = PaintBoxShadowParams {
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.color = box_shadow_data.color,
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.placement = box_shadow_data.placement,
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.corner_radii = CornerRadii {
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.top_left = border_radii.top_left.as_corner(context),
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.top_right = border_radii.top_right.as_corner(context),
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.bottom_right = border_radii.bottom_right.as_corner(context),
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.bottom_left = border_radii.bottom_left.as_corner(context) },
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.offset_x = offset_x.value(),
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.offset_y = offset_y.value(),
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.blur_radius = blur_radius.value(),
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.spread_distance = spread_distance.value(),
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.device_content_rect = device_content_rect.to_type<int>(),
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};
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if (box_shadow_data.placement == ShadowPlacement::Inner) {
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auto shrinked_border_radii = border_radii;
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shrinked_border_radii.shrink(borders_data.top.width, borders_data.right.width, borders_data.bottom.width, borders_data.left.width);
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ScopedCornerRadiusClip corner_clipper { context, device_content_rect, shrinked_border_radii, CornerClip::Outside };
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context.display_list_recorder().paint_inner_box_shadow_params(params);
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} else {
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ScopedCornerRadiusClip corner_clipper { context, device_content_rect, border_radii, CornerClip::Inside };
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context.display_list_recorder().paint_outer_box_shadow_params(params);
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}
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}
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}
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void paint_text_shadow(PaintContext& context, PaintableFragment const& fragment, Vector<ShadowData> const& shadow_layers)
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{
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if (shadow_layers.is_empty())
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return;
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auto glyph_run = fragment.glyph_run();
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if (!glyph_run || glyph_run->glyphs().is_empty())
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return;
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auto fragment_width = context.enclosing_device_pixels(fragment.width()).value();
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auto fragment_height = context.enclosing_device_pixels(fragment.height()).value();
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auto fragment_baseline = context.rounded_device_pixels(fragment.baseline()).value();
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// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
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for (auto& layer : shadow_layers.in_reverse()) {
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int blur_radius = context.rounded_device_pixels(layer.blur_radius).value();
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// Space around the painted text to allow it to blur.
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// FIXME: Include spread in this once we use that.
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int margin = blur_radius * 2;
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Gfx::IntRect text_rect {
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margin, margin,
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fragment_width, fragment_height
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};
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Gfx::IntRect bounding_rect {
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0, 0,
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text_rect.width() + margin + margin,
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text_rect.height() + margin + margin
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};
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auto scale = context.device_pixels_per_css_pixel();
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auto draw_location = Gfx::FloatPoint {
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fragment.absolute_rect().x() + layer.offset_x - margin,
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fragment.absolute_rect().y() + layer.offset_y - margin,
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} * scale;
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context.display_list_recorder().paint_text_shadow(blur_radius, bounding_rect, text_rect.translated(0, fragment_baseline), *glyph_run, scale, layer.color, draw_location);
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}
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}
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}
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