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authorSam Atkins <atkinssj@serenityos.org>2022-02-08 15:33:27 +0000
committerAndreas Kling <kling@serenityos.org>2022-02-08 17:45:51 +0100
commit103613a3a933a0213c88064f65b1d3e5ab48ec3b (patch)
treee25fbe7b0faf1f749e8353e8d7028653f8b8b112 /Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp
parent10c6c77b5c252ac88a5411b8188b8ee4ed190827 (diff)
downloadserenity-103613a3a933a0213c88064f65b1d3e5ab48ec3b.zip
LibWeb: Incorporate spread-distance into box-shadow rendering
We also pass whether the shadow goes inside or outside the element. Only outer shadows are rendered currently, and inner ones may want to be handled separately from them, as they will never interfere with each other.
Diffstat (limited to 'Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp')
-rw-r--r--Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp13
1 files changed, 8 insertions, 5 deletions
diff --git a/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp b/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp
index 5fa8eafdf5..95644b4c12 100644
--- a/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp
+++ b/Userland/Libraries/LibWeb/Painting/ShadowPainting.cpp
@@ -21,17 +21,20 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, V
// Note: Box-shadow layers are ordered front-to-back, so we paint them in reverse
for (int layer_index = box_shadow_layers.size() - 1; layer_index >= 0; layer_index--) {
auto& box_shadow_data = box_shadow_layers[layer_index];
+ // FIXME: Paint inset shadows.
+ if (box_shadow_data.placement != BoxShadowPlacement::Outer)
+ continue;
Gfx::IntRect bitmap_rect = {
0,
0,
- content_rect.width() + 4 * box_shadow_data.blur_radius,
- content_rect.height() + 4 * box_shadow_data.blur_radius
+ content_rect.width() + (2 * box_shadow_data.spread_distance) + (4 * box_shadow_data.blur_radius),
+ content_rect.height() + (2 * box_shadow_data.spread_distance) + (4 * box_shadow_data.blur_radius)
};
Gfx::IntPoint blur_rect_position = {
- content_rect.x() - 2 * box_shadow_data.blur_radius + box_shadow_data.offset_x,
- content_rect.y() - 2 * box_shadow_data.blur_radius + box_shadow_data.offset_y
+ content_rect.x() - box_shadow_data.spread_distance - (2 * box_shadow_data.blur_radius) + box_shadow_data.offset_x,
+ content_rect.y() - box_shadow_data.spread_distance - (2 * box_shadow_data.blur_radius) + box_shadow_data.offset_y
};
if (bitmap_rect.is_empty())
@@ -45,7 +48,7 @@ void paint_box_shadow(PaintContext& context, Gfx::IntRect const& content_rect, V
auto new_bitmap = bitmap_or_error.release_value_but_fixme_should_propagate_errors();
Gfx::Painter painter(*new_bitmap);
- painter.fill_rect({ { 2 * box_shadow_data.blur_radius, 2 * box_shadow_data.blur_radius }, content_rect.size() }, box_shadow_data.color);
+ painter.fill_rect({ { 2 * box_shadow_data.blur_radius, 2 * box_shadow_data.blur_radius }, { content_rect.width() + (2 * box_shadow_data.spread_distance), content_rect.height() + (2 * box_shadow_data.spread_distance) } }, box_shadow_data.color);
Gfx::FastBoxBlurFilter filter(*new_bitmap);
filter.apply_three_passes(box_shadow_data.blur_radius);