Rather than try to lay out masks normally, this updates the TreeBuilder
to create layout nodes for masks as a child of their user (i.e. the
masked element). This allows each use of a mask to be laid out
differently, which makes supporting `maskContentUnits=objectBoundingBox`
fairly easy.
The `SVGFormattingContext` is then updated to lay out masks last (as
their sizing may depend on their parent), and treats them like
viewports.
This is pretty ad-hoc, but the SVG specification does not give any
guidance on how to actually implement this.
Previously, we were handling viewBoxes/viewports in a slightly hacky
way, asking graphics elements to figure out what viewBox to use during
layout. This does not work in all cases, and can't allow for more
complex SVGs where it is possible to have nested viewports.
This commit makes the SVGFormattingContext keep track of the
viewport/boxes, and it now lays out each viewport recursively, where
each nested `<svg>` or `<symbol>` can establish a new viewport.
This fixes some previous edge cases, and starts to allow nested
viewports (there's still some issues to resolve there).
Fixes#22931
This is a part of refactoring towards making the paintable tree
independent of the layout tree. Now, instead of transferring text
fragments from the layout tree to the paintable tree during the layout
commit phase, we allocate separate PaintableFragments that contain only
the information necessary for painting. Doing this also allows us to
get rid LineBoxes, as they are used only during layout.
The elements this hack was being used for were grouping elements, and
can be properly sized: https://svgwg.org/svg2-draft/struct.html#Groups.
Note: Other than one test change the elements here are already covered
by layout tests.
This makes use of the new Gfx::Path::text() to handle SVG text elements,
with this text is just a regular path, and can be manipulated like any
other graphics element.
This removes the SVGTextPaintable and makes both <text> and geometry
elements use a new (shared) SVGPathPaintable. This is identical to the
old SVGGeometryPaintable. This simplifies painting as once something is
resolved to a Gfx::Path, the painting logic is the same.
For now, part of this is commented-out. Our current implementations of
`<mask>` and `<symbol>` rely on creating layout nodes, so they can't be
`display: none`.
I'm about to make StackingContext traverse the paintable tree instead of
actually traversing the layout tree, and it turns out we were not
creating paintables for these SVG elements.
Also switch them to Layout::Box instead of the default InlineNode to
make the trees look a bit less weird. Ultimately, we should do something
specialized for these subtrees, but for now this'll do.
This patch just adds the new root paintable and updates the tests
expectations. The next patch will move painting logic from the layout
viewport to the paint viewport.