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https://github.com/RGBCube/serenity
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LibWeb: Support inline-level padding and border properly
Here's roughly how this works: - InlineLevelIterator keeps a nesting stack of inline-level nodes with box model metrics. - When entering a node with box model metrics, we add them to the current "leading metrics". - When exiting a node with box model metrics, we add them to the current "trailing metrics". - Pending leading metrics are consumed by the first fragment added to the line. - Pending trailing metrics are consumed by the last fragment added to the line. Like before, the position of a line box fragment is the top left of its content box. However, fragments are placed horizontally along the line with space inserted for padding and border. InlineNode::paint() now expands the content rect as appropriate when painting background and borders. Note that margins and margin collapsing is not yet implemented. This makes the eyes on ACID2 horizontally centered. :^)
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8 changed files with 191 additions and 36 deletions
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@ -38,8 +38,20 @@ void InlineNode::paint(PaintContext& context, PaintPhase phase)
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auto bottom_left_border_radius = computed_values().border_bottom_left_radius();
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auto containing_block_position_in_absolute_coordinates = containing_block()->absolute_position();
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for_each_fragment([&](auto const& fragment) {
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for_each_fragment([&](auto const& fragment, bool is_first_fragment, bool is_last_fragment) {
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Gfx::FloatRect absolute_fragment_rect { containing_block_position_in_absolute_coordinates.translated(fragment.offset()), fragment.size() };
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if (is_first_fragment) {
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float extra_start_width = box_model().padding.left;
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absolute_fragment_rect.translate_by(-extra_start_width, 0);
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absolute_fragment_rect.set_width(absolute_fragment_rect.width() + extra_start_width);
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}
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if (is_last_fragment) {
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float extra_end_width = box_model().padding.right;
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absolute_fragment_rect.set_width(absolute_fragment_rect.width() + extra_end_width);
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}
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auto border_radius_data = Painting::normalized_border_radius_data(*this, absolute_fragment_rect, top_left_border_radius, top_right_border_radius, bottom_right_border_radius, bottom_left_border_radius);
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Painting::paint_background(context, *this, enclosing_int_rect(absolute_fragment_rect), computed_values().background_color(), &computed_values().background_layers(), border_radius_data);
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@ -77,8 +89,20 @@ void InlineNode::paint(PaintContext& context, PaintPhase phase)
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auto containing_block_position_in_absolute_coordinates = containing_block()->absolute_position();
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for_each_fragment([&](auto& fragment) {
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for_each_fragment([&](auto const& fragment, bool is_first_fragment, bool is_last_fragment) {
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Gfx::FloatRect absolute_fragment_rect { containing_block_position_in_absolute_coordinates.translated(fragment.offset()), fragment.size() };
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if (is_first_fragment) {
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float extra_start_width = box_model().padding.left;
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absolute_fragment_rect.translate_by(-extra_start_width, 0);
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absolute_fragment_rect.set_width(absolute_fragment_rect.width() + extra_start_width);
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}
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if (is_last_fragment) {
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float extra_end_width = box_model().padding.right;
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absolute_fragment_rect.set_width(absolute_fragment_rect.width() + extra_end_width);
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}
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auto bordered_rect = absolute_fragment_rect.inflated(borders_data.top.width, borders_data.right.width, borders_data.bottom.width, borders_data.left.width);
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auto border_radius_data = Painting::normalized_border_radius_data(*this, bordered_rect, top_left_border_radius, top_right_border_radius, bottom_right_border_radius, bottom_left_border_radius);
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@ -92,7 +116,7 @@ void InlineNode::paint(PaintContext& context, PaintPhase phase)
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// FIXME: This paints a double-thick border between adjacent fragments, where ideally there
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// would be none. Once we implement non-rectangular outlines for the `outline` CSS
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// property, we can use that here instead.
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for_each_fragment([&](auto& fragment) {
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for_each_fragment([&](auto& fragment, bool, bool) {
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painter.draw_rect(enclosing_int_rect(fragment.absolute_rect()), Color::Magenta);
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return IterationDecision::Continue;
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});
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@ -103,11 +127,16 @@ template<typename Callback>
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void InlineNode::for_each_fragment(Callback callback)
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{
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// FIXME: This will be slow if the containing block has a lot of fragments!
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Vector<LineBoxFragment const&> fragments;
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containing_block()->for_each_fragment([&](auto& fragment) {
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if (!is_inclusive_ancestor_of(fragment.layout_node()))
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return IterationDecision::Continue;
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return callback(fragment);
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if (is_inclusive_ancestor_of(fragment.layout_node()))
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fragments.append(fragment);
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return IterationDecision::Continue;
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});
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for (size_t i = 0; i < fragments.size(); ++i) {
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auto const& fragment = fragments[i];
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callback(fragment, i == 0, i == fragments.size() - 1);
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}
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}
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}
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