Previously, Frames could set both these properties along with a
thickness to confusing effect: Most shapes of the same shadowing only
differentiated at a thickness >= 2, and some not at all. This led
to a lot of creative but ultimately superfluous choices in the code.
Instead let's streamline our options, automate thickness, and get
the right look without so much guesswork.
Plain shadowing has been consolidated into a single Plain style,
and 0 thickness can be had by setting style to NoFrame.
This bit is mostly ad-hoc for now. This simply turns fill: url(#grad1)
into document().get_element_by_id('grad1') then resolves the gradient.
This seems to do the trick for most use cases, but this is not
attempting to follow the spec yet to keep things simple.
This will be needed by the layout node, which may change what is painted
when the position of the frame image is not the same as the element's
current time.
The "browsing context container" concept in the HTML spec has been
replaced with "navigable container". Renaming this is the first step of
many towards implementing the new world.
Co-authored-by: Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
When clicking on the media timeline, compute the percentage along the
timeline's width the user clicked, and set the playback time to the same
percentage of the video's duration.
When the control bar is shown, do not toggle playback when clicking on
the control bar, unless the click target is the playback button. This
will let us implement clicking on the timeline to seek.
Note that this requires caching some layout rects on the video element.
We need to remember where the corresponding layout boxes are, and we
can't cache them on the layout box, as that may be destroyed any time.
This is needed for hit testing the directional arrows on the Street
View office tour, and generally makes SVG hit testing more precise.
Note: The rough bounding box is hit test first, so this should not
be a load more overhead.
This also combines the viewbox mapping into the same transform and
reuses some code by using Path::copy_transformed() rather than manually
mapping each segment of the path.
Previously, we would hit test positioned elements, then stacking
contexts with z-index 0, as two seperate steps. This did not really
follow the reverse paint order, where positioned elements and stacking
contexts with z-index 0 are painted during the same tree transversal.
This commit updates
for_each_in_subtree_of_type_within_same_stacking_context_in_reverse()
to return the stacking contexts it comes across too, but not recurse
into them. This more closely follows the paint order.
This fixes examples such as:
<div id="a" style="width: 10px; height: 10px">
<div id="b" style="position: absolute; width: 10px; height: 10px">
<div
style="position: absolute; width: 10px; height: 10px; z-index: 0"
>
<div id="c"
style="width: 100%; height: 100%; background-color:red;"
onclick="alert('You Win!')">
</div>
</div>
</div>
</div>
Where previously the onclick on #c would never fire as hit testing
always stopped at #b. This is reduced from Google Street View,
which becomes interactable after this commit.
The layout node, and therefore the painting box, is frequently destroyed
and recreated. This causes us to forget the cached mouse position we use
to highlight media controls. Move this cached position to the DOM node
instead, which survives relayout.
The link color is what closely resembled the color I was going for on
the machine I originally developed the controls on. But turns out this
is a very dark blue on most Serenity themes. Instead, hard-code the
original intended color, which is a lighter blue.
Rather than storing static DevicePixels dimensions, treat the desired
pixel sizes as CSSPixels and convert them to DevicePixels.
This was originally developed on a mac with a device-to-CSS-pixel ratio
of 2. Running it on another machine with a ratio of 1 made the controls
appear huge.
If the video element has a 'controls' attribute, we now paint some basic
video controls over the video element. If no frame has been decoded yet,
we paint a play button on the center of the element.
If a frame has been decoded, we paint that frame and paint a control bar
on the bottom of the frame. This control bar currently only contains a
play/pause button, depending on the video's playback state. We will only
paint the control bar if the video is paused or hovered.
This now uses the current font (rather than the painter's default)
and scales it correctly. This is not perfect though as just naviely
doing .draw_text() here does not follow the proper text layout logic
so this is misaligned (by a pixel or two) with the text in the <li>.
This solves an awkward dependency cycle, where CalculatedStyleValue
needs the definition of Percentage, but including that would also pull
in PercentageOr, which in turn needs CalculatedStyleValue.
Many places that previously included StyleValue.h no longer need to. :^)
...and replace it with AngleOrCalculated.
This has the nice bonus effect of actually handling `calc()` for angles
in a transform function. :^) (Previously we just would have asserted.)
This will allow these to be more easily reused for other inputs.
Note that we need this as the base LibGfx pallet does not quite have
the required range for HTML inputs (though these shades are based off
the LibGfx palette).
This reworks checkboxes to use a tiny 16x16 SDF for the tick icon along
with an antialiased background/border.
The checkbox now works well at any scale, shows the various checkbox
state (enabled, disabled, being pressed), and supports using the colors
from the active system theme and/or the accent-color property.
Before this change `apply_clip_overflow_rect` might crash trying to
access `clip_rect` that does not have value because we currently
support calculation of visible rectangle when `overflow: hidden`
is applied for both axis.
If the PaintableBox had children, but we didn't hit any of them, we
default to saying that you hit the PaintableBox itself.
However, if said PaintableBox has `pointer-events: none`, we should
say nothing was hit, so that the hit testing can continue.
This fixes an issue where Discord server icons were not clickable.