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LibWeb: Store computed SVG path data/transforms in LayoutState
This removes the awkward hack to recompute the layout transform at paint time, and makes it possible for path sizes to be computed during layout. For example, it's possible to use relative units in SVG shapes (e.g. <rect>), which can be resolved during layout, but would be hard to resolve again during painting.
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12 changed files with 76 additions and 69 deletions
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@ -30,15 +30,11 @@ Layout::SVGGeometryBox const& SVGGeometryPaintable::layout_box() const
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Optional<HitTestResult> SVGGeometryPaintable::hit_test(CSSPixelPoint position, HitTestType type) const
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{
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auto result = SVGGraphicsPaintable::hit_test(position, type);
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if (!result.has_value())
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if (!result.has_value() || !path_data().has_value())
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return {};
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auto transformed_bounding_box = path_data()->svg_to_css_pixels_transform().map_to_quad(path_data()->computed_path().bounding_box());
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if (!transformed_bounding_box.contains(position.to_type<float>()))
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return {};
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auto& geometry_element = layout_box().dom_node();
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if (auto transform = layout_box().layout_transform({}); transform.has_value()) {
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auto transformed_bounding_box = transform->map_to_quad(
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const_cast<SVG::SVGGeometryElement&>(geometry_element).get_path().bounding_box());
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if (!transformed_bounding_box.contains(position.to_type<float>()))
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return {};
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}
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return result;
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}
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@ -56,7 +52,7 @@ static Gfx::Painter::WindingRule to_gfx_winding_rule(SVG::FillRule fill_rule)
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void SVGGeometryPaintable::paint(PaintContext& context, PaintPhase phase) const
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{
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if (!is_visible())
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if (!is_visible() || !path_data().has_value())
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return;
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SVGGraphicsPaintable::paint(context, phase);
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@ -73,17 +69,10 @@ void SVGGeometryPaintable::paint(PaintContext& context, PaintPhase phase) const
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RecordingPainterStateSaver save_painter { context.painter() };
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auto offset = context.floored_device_point(svg_element_rect.location()).to_type<int>().to_type<float>();
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auto maybe_view_box = geometry_element.view_box();
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auto transform = layout_box().layout_transform(context.svg_transform());
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if (!transform.has_value())
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return;
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auto css_scale = context.device_pixels_per_css_pixel();
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auto paint_transform = Gfx::AffineTransform {}.scale(css_scale, css_scale).multiply(*transform);
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auto const& original_path = const_cast<SVG::SVGGeometryElement&>(geometry_element).get_path();
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Gfx::Path path = original_path.copy_transformed(paint_transform);
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auto paint_transform = path_data()->svg_to_device_pixels_transform(context, context.svg_transform());
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Gfx::Path path = path_data()->computed_path().copy_transformed(paint_transform);
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// Fills are computed as though all subpaths are closed (https://svgwg.org/svg2-draft/painting.html#FillProperties)
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auto closed_path = [&] {
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@ -106,7 +95,7 @@ void SVGGeometryPaintable::paint(PaintContext& context, PaintPhase phase) const
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SVG::SVGPaintContext paint_context {
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.viewport = svg_viewport,
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.path_bounding_box = original_path.bounding_box(),
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.path_bounding_box = path_data()->computed_path().bounding_box(),
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.transform = paint_transform
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};
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