We already expand shorthands in the cascade, so there's no need to
preserve them in the output.
This patch reorganizes the CSS::PropertyID enum values so that we can
easily iterate over all shorthand or longhand properties.
This fixes the issue where an `<img>` set to its native size would
sometimes still appear blurry, because it had a fractional position,
causing `enclosing_int_rect()` to expand by 1px.
The 'C' in "CSS" is for Cascade, so let's actually implement the cascade
in LibWeb. :^)
StyleResolver::resolve_style() now begins by collecting all the matching
CSS rules for the given DOM::Element. Rules are then processed in the
spec's cascade order (instead of in the order we encounter them.)
With this, "!important" is now honored on CSS properties.
After performing the cascade, we do another pass of what the spec calls
"defaulting" where we resolve "inherit" and "initial" values.
I've left a FIXME about supporting correct "initial" values for every
property, since we're currently lacking some coverage there.
Note that this mechanism now resolves every known CSS property. This is
*not* space-efficient and we'll eventually need to come up with some
strategies to reduce memory usage around this. However, this will do
fine until we have more of the engine working correctly. :^)
This doesn't capture the whole picture as shorthands are not considered
in a careful way.
A very dirty hack is included to not try to resolve 'font' as the amount
of debug spam it generated ("No inital value found for...") was
unhelpful.
Instead of firing up a network request and synchronously blocking for it
to finish via a nested event loop, we now start an asynchronous request
when encountering <script src>.
Once the script load finishes (or fails), it gets executed at one of the
synchronization points in the HTML parser.
This solves some long-standing issues with random unexpected events
getting dispatched in the middle of parsing.
This doesn't follow the exact spec steps but instead simply makes a
nested Core::EventLoop and spins it while a periodic timer tests the
goal condition.
The logic here is needed by InlineNode too. Moving it into a
`paint_all_borders()` function makes it available to them both, as well
as anyone else who wants it. :^)
Doing so was causing the background to be painted twice, which looks
ugly if the background is semi-transparent. The painting is a bit of a
hack, as some situations apparently relied on it. This commit is ripping
the band-aid off to find where those are and fix them. :^)
This patch adds a basic initial implementation of these API's.
Since LibWeb currently doesn't support workers, this implementation of
messaging doesn't bother with serializing and deserializing messages.
Previously we were kinda sorta resolving the reference cycle, but let's
just keep the requests in a hashtable instead of relying on hard to
track refcount tricks.
Fixes#7314.
A weakly held XHR object is not guaranteed to remain alive after
running arbitrary JavaScript, so let's make sure we take a strong
reference in the ResourceLoader callbacks here.
The HTML spec tells has some special rules for <body> and <frameset>
elements' onfoo event handler attributes. In some cases, the implicitly
generated event listeners should end up on the relevant global object
instead of the element itself.
This patch implements the first part of that behavior.
This logic was kept in the GlobalEventHandlers mixing for sharing
between Document and HTMLElement, but there are other interfaces who
need to support `onfoo` attribute event listeners as well.
We were computing the padded rect of the box during every paint phase,
despite only needing it in the Overlay phase.
Since this is an expensive call, let's take care not to make it
unnecessarily.
This is a hack, but it seems to do quite okay.
What we should do is to find the largest size the Box could want in its
main axis. To do that we have to layout the Box according to the needed
LayoutMode. For flex-rows we do as requested and try to make the Box as
wide as we want.
However, for flex-columns we simply assume the Box is a Block and we
calculate their height according to this.