mirror of
https://github.com/RGBCube/serenity
synced 2025-05-15 15:14:58 +00:00
295 lines
12 KiB
C++
295 lines
12 KiB
C++
/*
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* Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
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* Copyright (c) 2021, Sam Atkins <atkinssj@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGfx/Painter.h>
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#include <LibWeb/Painting/BorderPainting.h>
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#include <LibWeb/Painting/PaintContext.h>
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namespace Web::Painting {
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BorderRadiusData normalized_border_radius_data(Layout::Node const& node, Gfx::FloatRect const& rect, CSS::LengthPercentage top_left_radius, CSS::LengthPercentage top_right_radius, CSS::LengthPercentage bottom_right_radius, CSS::LengthPercentage bottom_left_radius)
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{
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// FIXME: Some values should be relative to the height() if specified, but which?
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// Spec just says "Refer to corresponding dimension of the border box."
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// For now, all relative values are relative to the width.
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auto width_length = CSS::Length::make_px(rect.width());
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auto bottom_left_radius_px = bottom_left_radius.resolved(node, width_length).to_px(node);
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auto bottom_right_radius_px = bottom_right_radius.resolved(node, width_length).to_px(node);
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auto top_left_radius_px = top_left_radius.resolved(node, width_length).to_px(node);
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auto top_right_radius_px = top_right_radius.resolved(node, width_length).to_px(node);
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// Scale overlapping curves according to https://www.w3.org/TR/css-backgrounds-3/#corner-overlap
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auto f = 1.0f;
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auto width_reciprocal = 1.0f / rect.width();
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auto height_reciprocal = 1.0f / rect.height();
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f = max(f, width_reciprocal * (top_left_radius_px + top_right_radius_px));
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f = max(f, height_reciprocal * (top_right_radius_px + bottom_right_radius_px));
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f = max(f, width_reciprocal * (bottom_left_radius_px + bottom_right_radius_px));
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f = max(f, height_reciprocal * (top_left_radius_px + bottom_left_radius_px));
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f = 1.0f / f;
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top_left_radius_px = (int)(top_left_radius_px * f);
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top_right_radius_px = (int)(top_right_radius_px * f);
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bottom_right_radius_px = (int)(bottom_right_radius_px * f);
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bottom_left_radius_px = (int)(bottom_left_radius_px * f);
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return BorderRadiusData { top_left_radius_px, top_right_radius_px, bottom_right_radius_px, bottom_left_radius_px };
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}
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void paint_border(PaintContext& context, BorderEdge edge, Gfx::FloatRect const& a_rect, BorderRadiusData const& border_radius_data, BordersData const& borders_data)
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{
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auto rect = a_rect.to_rounded<float>();
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auto const& border_data = [&] {
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switch (edge) {
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case BorderEdge::Top:
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return borders_data.top;
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case BorderEdge::Right:
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return borders_data.right;
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case BorderEdge::Bottom:
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return borders_data.bottom;
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default: // BorderEdge::Left:
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return borders_data.left;
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}
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}();
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float width = border_data.width;
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if (width <= 0)
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return;
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auto color = border_data.color;
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auto border_style = border_data.line_style;
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int int_width = max((int)width, 1);
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struct Points {
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Gfx::FloatPoint p1;
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Gfx::FloatPoint p2;
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};
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auto points_for_edge = [](BorderEdge edge, Gfx::FloatRect const& rect) -> Points {
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switch (edge) {
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case BorderEdge::Top:
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return { rect.top_left(), rect.top_right() };
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case BorderEdge::Right:
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return { rect.top_right(), rect.bottom_right() };
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case BorderEdge::Bottom:
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return { rect.bottom_left(), rect.bottom_right() };
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default: // Edge::Left
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return { rect.top_left(), rect.bottom_left() };
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}
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};
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auto [p1, p2] = points_for_edge(edge, rect);
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if (border_style == CSS::LineStyle::Inset) {
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auto top_left_color = Color::from_rgb(0x5a5a5a);
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auto bottom_right_color = Color::from_rgb(0x888888);
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color = (edge == BorderEdge::Left || edge == BorderEdge::Top) ? top_left_color : bottom_right_color;
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} else if (border_style == CSS::LineStyle::Outset) {
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auto top_left_color = Color::from_rgb(0x888888);
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auto bottom_right_color = Color::from_rgb(0x5a5a5a);
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color = (edge == BorderEdge::Left || edge == BorderEdge::Top) ? top_left_color : bottom_right_color;
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}
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auto gfx_line_style = Gfx::Painter::LineStyle::Solid;
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if (border_style == CSS::LineStyle::Dotted)
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gfx_line_style = Gfx::Painter::LineStyle::Dotted;
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if (border_style == CSS::LineStyle::Dashed)
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gfx_line_style = Gfx::Painter::LineStyle::Dashed;
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if (gfx_line_style != Gfx::Painter::LineStyle::Solid) {
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switch (edge) {
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case BorderEdge::Top:
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p1.translate_by(int_width / 2, int_width / 2);
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p2.translate_by(-int_width / 2, int_width / 2);
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break;
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case BorderEdge::Right:
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p1.translate_by(-int_width / 2, int_width / 2);
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p2.translate_by(-int_width / 2, -int_width / 2);
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break;
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case BorderEdge::Bottom:
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p1.translate_by(int_width / 2, -int_width / 2);
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p2.translate_by(-int_width / 2, -int_width / 2);
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break;
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case BorderEdge::Left:
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p1.translate_by(int_width / 2, int_width / 2);
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p2.translate_by(int_width / 2, -int_width / 2);
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break;
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}
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context.painter().draw_line({ (int)p1.x(), (int)p1.y() }, { (int)p2.x(), (int)p2.y() }, color, int_width, gfx_line_style);
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return;
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}
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auto draw_line = [&](auto& p1, auto& p2) {
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context.painter().draw_line({ (int)p1.x(), (int)p1.y() }, { (int)p2.x(), (int)p2.y() }, color, 1, gfx_line_style);
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};
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float p1_step = 0;
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float p2_step = 0;
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bool has_top_left_radius = border_radius_data.top_left > 0;
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bool has_top_right_radius = border_radius_data.top_right > 0;
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bool has_bottom_left_radius = border_radius_data.bottom_left > 0;
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bool has_bottom_right_radius = border_radius_data.bottom_right > 0;
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switch (edge) {
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case BorderEdge::Top:
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p1_step = has_top_left_radius ? 0 : borders_data.left.width / (float)int_width;
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p2_step = has_top_right_radius ? 0 : borders_data.right.width / (float)int_width;
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for (int i = 0; i < int_width; ++i) {
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draw_line(p1, p2);
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p1.translate_by(p1_step, 1);
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p2.translate_by(-p2_step, 1);
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}
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break;
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case BorderEdge::Right:
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p1_step = has_top_right_radius ? 0 : borders_data.top.width / (float)int_width;
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p2_step = has_bottom_right_radius ? 0 : borders_data.bottom.width / (float)int_width;
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for (int i = int_width - 1; i >= 0; --i) {
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draw_line(p1, p2);
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p1.translate_by(-1, p1_step);
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p2.translate_by(-1, -p2_step);
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}
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break;
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case BorderEdge::Bottom:
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p1_step = has_bottom_left_radius ? 0 : borders_data.left.width / (float)int_width;
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p2_step = has_bottom_right_radius ? 0 : borders_data.right.width / (float)int_width;
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for (int i = int_width - 1; i >= 0; --i) {
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draw_line(p1, p2);
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p1.translate_by(p1_step, -1);
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p2.translate_by(-p2_step, -1);
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}
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break;
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case BorderEdge::Left:
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p1_step = has_top_left_radius ? 0 : borders_data.top.width / (float)int_width;
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p2_step = has_bottom_left_radius ? 0 : borders_data.bottom.width / (float)int_width;
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for (int i = 0; i < int_width; ++i) {
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draw_line(p1, p2);
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p1.translate_by(1, p1_step);
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p2.translate_by(1, -p2_step);
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}
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break;
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}
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}
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void paint_all_borders(PaintContext& context, Gfx::FloatRect const& bordered_rect, BorderRadiusData const& border_radius_data, BordersData const& borders_data)
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{
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auto const border_rect = bordered_rect;
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auto const top_left_radius = border_radius_data.top_left;
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auto const top_right_radius = border_radius_data.top_right;
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auto const bottom_right_radius = border_radius_data.bottom_right;
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auto const bottom_left_radius = border_radius_data.bottom_left;
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// FIXME: Support elliptical border radii.
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Gfx::FloatRect top_border_rect = {
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border_rect.x() + top_left_radius,
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border_rect.y(),
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border_rect.width() - top_left_radius - top_right_radius,
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border_rect.height()
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};
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Gfx::FloatRect right_border_rect = {
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border_rect.x(),
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border_rect.y() + top_right_radius,
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border_rect.width(),
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border_rect.height() - top_right_radius - bottom_right_radius
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};
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Gfx::FloatRect bottom_border_rect = {
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border_rect.x() + bottom_left_radius,
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border_rect.y(),
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border_rect.width() - bottom_left_radius - bottom_right_radius,
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border_rect.height()
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};
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Gfx::FloatRect left_border_rect = {
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border_rect.x(),
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border_rect.y() + top_left_radius,
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border_rect.width(),
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border_rect.height() - top_left_radius - bottom_left_radius
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};
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Painting::paint_border(context, Painting::BorderEdge::Top, top_border_rect, border_radius_data, borders_data);
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Painting::paint_border(context, Painting::BorderEdge::Right, right_border_rect, border_radius_data, borders_data);
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Painting::paint_border(context, Painting::BorderEdge::Bottom, bottom_border_rect, border_radius_data, borders_data);
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Painting::paint_border(context, Painting::BorderEdge::Left, left_border_rect, border_radius_data, borders_data);
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// Draws a quarter circle clockwise
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auto draw_quarter_circle = [&](Gfx::FloatPoint const& from, Gfx::FloatPoint const& to, Gfx::Color color, int thickness) {
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Gfx::FloatPoint center = { 0, 0 };
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Gfx::FloatPoint offset = { 0, 0 };
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Gfx::FloatPoint circle_position = { 0, 0 };
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auto radius = fabsf(from.x() - to.x());
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if (from.x() < to.x() && from.y() > to.y()) {
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// top-left
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center.set_x(radius);
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center.set_y(radius);
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offset.set_y(1);
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} else if (from.x() < to.x() && from.y() < to.y()) {
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// top-right
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circle_position.set_x(from.x());
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center.set_y(radius);
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offset.set_x(-1);
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offset.set_y(1);
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} else if (from.x() > to.x() && from.y() < to.y()) {
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// bottom-right
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circle_position.set_x(to.x());
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circle_position.set_y(from.y());
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offset.set_x(-1);
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} else if (from.x() > to.x() && from.y() > to.y()) {
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// bottom-left
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circle_position.set_y(to.y());
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center.set_x(radius);
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} else {
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// You are lying about your intentions of drawing a quarter circle, your coordinates are (partly) the same!
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return;
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}
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Gfx::FloatRect circle_rect = {
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border_rect.x() + circle_position.x(),
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border_rect.y() + circle_position.y(),
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radius,
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radius
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};
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context.painter().draw_circle_arc_intersecting(
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Gfx::enclosing_int_rect(circle_rect),
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(center + offset).to_rounded<int>(),
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radius,
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color,
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thickness);
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};
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// FIXME: Which color to use?
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if (top_left_radius != 0) {
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Gfx::FloatPoint arc_start = { 0, top_left_radius };
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Gfx::FloatPoint arc_end = { top_left_radius, 0 };
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draw_quarter_circle(arc_start, arc_end, borders_data.top.color, borders_data.top.width);
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}
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if (top_right_radius != 0) {
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Gfx::FloatPoint arc_start = { top_left_radius + top_border_rect.width(), 0 };
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Gfx::FloatPoint arc_end = { bordered_rect.width(), top_right_radius };
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draw_quarter_circle(arc_start, arc_end, borders_data.top.color, borders_data.top.width);
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}
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if (bottom_right_radius != 0) {
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Gfx::FloatPoint arc_start = { bordered_rect.width(), top_right_radius + right_border_rect.height() };
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Gfx::FloatPoint arc_end = { bottom_border_rect.width() + bottom_left_radius, bordered_rect.height() };
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draw_quarter_circle(arc_start, arc_end, borders_data.bottom.color, borders_data.bottom.width);
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}
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if (bottom_left_radius != 0) {
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Gfx::FloatPoint arc_start = { bottom_left_radius, bordered_rect.height() };
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Gfx::FloatPoint arc_end = { 0, bordered_rect.height() - bottom_left_radius };
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draw_quarter_circle(arc_start, arc_end, borders_data.bottom.color, borders_data.bottom.width);
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}
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}
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}
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