summaryrefslogtreecommitdiff
path: root/Userland/Libraries/LibWeb/Painting/BorderPainting.cpp
blob: c875fa672fa4854f90443c9636f656ec13936dae (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
/*
 * Copyright (c) 2020, Andreas Kling <kling@serenityos.org>
 * Copyright (c) 2021, Sam Atkins <atkinssj@serenityos.org>
 *
 * SPDX-License-Identifier: BSD-2-Clause
 */

#include <LibGfx/Painter.h>
#include <LibWeb/Painting/BorderPainting.h>
#include <LibWeb/Painting/PaintContext.h>

namespace Web::Painting {

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)
{
    // FIXME: Some values should be relative to the height() if specified, but which?
    //        Spec just says "Refer to corresponding dimension of the border box."
    //        For now, all relative values are relative to the width.
    auto width_length = CSS::Length::make_px(rect.width());
    auto bottom_left_radius_px = bottom_left_radius.resolved(node, width_length).to_px(node);
    auto bottom_right_radius_px = bottom_right_radius.resolved(node, width_length).to_px(node);
    auto top_left_radius_px = top_left_radius.resolved(node, width_length).to_px(node);
    auto top_right_radius_px = top_right_radius.resolved(node, width_length).to_px(node);

    // Scale overlapping curves according to https://www.w3.org/TR/css-backgrounds-3/#corner-overlap
    auto f = 1.0f;
    f = min(f, rect.width() / (float)(top_left_radius_px + top_right_radius_px));
    f = min(f, rect.height() / (float)(top_right_radius_px + bottom_right_radius_px));
    f = min(f, rect.width() / (float)(bottom_left_radius_px + bottom_right_radius_px));
    f = min(f, rect.height() / (float)(top_left_radius_px + bottom_left_radius_px));

    top_left_radius_px = (int)(top_left_radius_px * f);
    top_right_radius_px = (int)(top_right_radius_px * f);
    bottom_right_radius_px = (int)(bottom_right_radius_px * f);
    bottom_left_radius_px = (int)(bottom_left_radius_px * f);

    return BorderRadiusData { top_left_radius_px, top_right_radius_px, bottom_right_radius_px, bottom_left_radius_px };
}

void paint_border(PaintContext& context, BorderEdge edge, Gfx::FloatRect const& a_rect, BorderRadiusData const& border_radius_data, BordersData const& borders_data)
{
    // FIXME: This is a hack that snaps the incoming rect to integer pixel values before painting each side.
    //        This needs a more general solution.
    auto rect = enclosing_int_rect(a_rect).to_type<float>();

    const auto& border_data = [&] {
        switch (edge) {
        case BorderEdge::Top:
            return borders_data.top;
        case BorderEdge::Right:
            return borders_data.right;
        case BorderEdge::Bottom:
            return borders_data.bottom;
        default: // BorderEdge::Left:
            return borders_data.left;
        }
    }();

    float width = border_data.width;
    if (width <= 0)
        return;

    auto color = border_data.color;
    auto border_style = border_data.line_style;
    int int_width = max((int)width, 1);

    struct Points {
        Gfx::FloatPoint p1;
        Gfx::FloatPoint p2;
    };

    auto points_for_edge = [](BorderEdge edge, const Gfx::FloatRect& rect) -> Points {
        switch (edge) {
        case BorderEdge::Top:
            return { rect.top_left(), rect.top_right() };
        case BorderEdge::Right:
            return { rect.top_right(), rect.bottom_right() };
        case BorderEdge::Bottom:
            return { rect.bottom_left(), rect.bottom_right() };
        default: // Edge::Left
            return { rect.top_left(), rect.bottom_left() };
        }
    };

    auto [p1, p2] = points_for_edge(edge, rect);

    if (border_style == CSS::LineStyle::Inset) {
        auto top_left_color = Color::from_rgb(0x5a5a5a);
        auto bottom_right_color = Color::from_rgb(0x888888);
        color = (edge == BorderEdge::Left || edge == BorderEdge::Top) ? top_left_color : bottom_right_color;
    } else if (border_style == CSS::LineStyle::Outset) {
        auto top_left_color = Color::from_rgb(0x888888);
        auto bottom_right_color = Color::from_rgb(0x5a5a5a);
        color = (edge == BorderEdge::Left || edge == BorderEdge::Top) ? top_left_color : bottom_right_color;
    }

    auto gfx_line_style = Gfx::Painter::LineStyle::Solid;
    if (border_style == CSS::LineStyle::Dotted)
        gfx_line_style = Gfx::Painter::LineStyle::Dotted;
    if (border_style == CSS::LineStyle::Dashed)
        gfx_line_style = Gfx::Painter::LineStyle::Dashed;

    if (gfx_line_style != Gfx::Painter::LineStyle::Solid) {
        switch (edge) {
        case BorderEdge::Top:
            p1.translate_by(int_width / 2, int_width / 2);
            p2.translate_by(-int_width / 2, int_width / 2);
            break;
        case BorderEdge::Right:
            p1.translate_by(-int_width / 2, int_width / 2);
            p2.translate_by(-int_width / 2, -int_width / 2);
            break;
        case BorderEdge::Bottom:
            p1.translate_by(int_width / 2, -int_width / 2);
            p2.translate_by(-int_width / 2, -int_width / 2);
            break;
        case BorderEdge::Left:
            p1.translate_by(int_width / 2, int_width / 2);
            p2.translate_by(int_width / 2, -int_width / 2);
            break;
        }
        context.painter().draw_line({ (int)p1.x(), (int)p1.y() }, { (int)p2.x(), (int)p2.y() }, color, int_width, gfx_line_style);
        return;
    }

    auto draw_line = [&](auto& p1, auto& p2) {
        context.painter().draw_line({ (int)p1.x(), (int)p1.y() }, { (int)p2.x(), (int)p2.y() }, color, 1, gfx_line_style);
    };

    float p1_step = 0;
    float p2_step = 0;

    bool has_top_left_radius = border_radius_data.top_left > 0;
    bool has_top_right_radius = border_radius_data.top_right > 0;
    bool has_bottom_left_radius = border_radius_data.bottom_left > 0;
    bool has_bottom_right_radius = border_radius_data.bottom_right > 0;

    switch (edge) {
    case BorderEdge::Top:
        p1_step = has_top_left_radius ? 0 : borders_data.left.width / (float)int_width;
        p2_step = has_top_right_radius ? 0 : borders_data.right.width / (float)int_width;
        for (int i = 0; i < int_width; ++i) {
            draw_line(p1, p2);
            p1.translate_by(p1_step, 1);
            p2.translate_by(-p2_step, 1);
        }
        break;
    case BorderEdge::Right:
        p1_step = has_top_right_radius ? 0 : borders_data.top.width / (float)int_width;
        p2_step = has_bottom_right_radius ? 0 : borders_data.bottom.width / (float)int_width;
        for (int i = int_width - 1; i >= 0; --i) {
            draw_line(p1, p2);
            p1.translate_by(-1, p1_step);
            p2.translate_by(-1, -p2_step);
        }
        break;
    case BorderEdge::Bottom:
        p1_step = has_bottom_left_radius ? 0 : borders_data.left.width / (float)int_width;
        p2_step = has_bottom_right_radius ? 0 : borders_data.right.width / (float)int_width;
        for (int i = int_width - 1; i >= 0; --i) {
            draw_line(p1, p2);
            p1.translate_by(p1_step, -1);
            p2.translate_by(-p2_step, -1);
        }
        break;
    case BorderEdge::Left:
        p1_step = has_top_left_radius ? 0 : borders_data.top.width / (float)int_width;
        p2_step = has_bottom_left_radius ? 0 : borders_data.bottom.width / (float)int_width;
        for (int i = 0; i < int_width; ++i) {
            draw_line(p1, p2);
            p1.translate_by(1, p1_step);
            p2.translate_by(1, -p2_step);
        }
        break;
    }
}

void paint_all_borders(PaintContext& context, Gfx::FloatRect const& bordered_rect, BorderRadiusData const& border_radius_data, BordersData const& borders_data)
{
    auto const border_rect = bordered_rect;

    auto const top_left_radius = border_radius_data.top_left;
    auto const top_right_radius = border_radius_data.top_right;
    auto const bottom_right_radius = border_radius_data.bottom_right;
    auto const bottom_left_radius = border_radius_data.bottom_left;

    // FIXME: Support elliptical border radii.

    Gfx::FloatRect top_border_rect = {
        border_rect.x() + top_left_radius,
        border_rect.y(),
        border_rect.width() - top_left_radius - top_right_radius,
        border_rect.height()
    };
    Gfx::FloatRect right_border_rect = {
        border_rect.x(),
        border_rect.y() + top_right_radius,
        border_rect.width(),
        border_rect.height() - top_right_radius - bottom_right_radius
    };
    Gfx::FloatRect bottom_border_rect = {
        border_rect.x() + bottom_left_radius,
        border_rect.y(),
        border_rect.width() - bottom_left_radius - bottom_right_radius,
        border_rect.height()
    };
    Gfx::FloatRect left_border_rect = {
        border_rect.x(),
        border_rect.y() + top_left_radius,
        border_rect.width(),
        border_rect.height() - top_left_radius - bottom_left_radius
    };

    Painting::paint_border(context, Painting::BorderEdge::Top, top_border_rect, border_radius_data, borders_data);
    Painting::paint_border(context, Painting::BorderEdge::Right, right_border_rect, border_radius_data, borders_data);
    Painting::paint_border(context, Painting::BorderEdge::Bottom, bottom_border_rect, border_radius_data, borders_data);
    Painting::paint_border(context, Painting::BorderEdge::Left, left_border_rect, border_radius_data, borders_data);

    // Draws a quarter circle clockwise
    auto draw_quarter_circle = [&](Gfx::FloatPoint const& from, Gfx::FloatPoint const& to, Gfx::Color color, int thickness) {
        Gfx::FloatPoint center = { 0, 0 };
        Gfx::FloatPoint offset = { 0, 0 };
        Gfx::FloatPoint circle_position = { 0, 0 };

        auto radius = fabsf(from.x() - to.x());

        if (from.x() < to.x() && from.y() > to.y()) {
            // top-left
            center.set_x(radius);
            center.set_y(radius);
            offset.set_y(1);
        } else if (from.x() < to.x() && from.y() < to.y()) {
            // top-right
            circle_position.set_x(from.x());
            center.set_y(radius);
            offset.set_x(-1);
            offset.set_y(1);
        } else if (from.x() > to.x() && from.y() < to.y()) {
            // bottom-right
            circle_position.set_x(to.x());
            circle_position.set_y(from.y());
            offset.set_x(-1);
        } else if (from.x() > to.x() && from.y() > to.y()) {
            // bottom-left
            circle_position.set_y(to.y());
            center.set_x(radius);
        } else {
            // You are lying about your intentions of drawing a quarter circle, your coordinates are (partly) the same!
            return;
        }

        Gfx::FloatRect circle_rect = {
            border_rect.x() + circle_position.x(),
            border_rect.y() + circle_position.y(),
            radius,
            radius
        };

        context.painter().draw_circle_arc_intersecting(
            Gfx::enclosing_int_rect(circle_rect),
            (center + offset).to_rounded<int>(),
            radius,
            color,
            thickness);
    };

    // FIXME: Which color to use?
    if (top_left_radius != 0) {
        Gfx::FloatPoint arc_start = { 0, top_left_radius };
        Gfx::FloatPoint arc_end = { top_left_radius, 0 };
        draw_quarter_circle(arc_start, arc_end, borders_data.top.color, borders_data.top.width);
    }

    if (top_right_radius != 0) {
        Gfx::FloatPoint arc_start = { top_left_radius + top_border_rect.width(), 0 };
        Gfx::FloatPoint arc_end = { bordered_rect.width(), top_right_radius };
        draw_quarter_circle(arc_start, arc_end, borders_data.top.color, borders_data.top.width);
    }

    if (bottom_right_radius != 0) {
        Gfx::FloatPoint arc_start = { bordered_rect.width(), top_right_radius + right_border_rect.height() };
        Gfx::FloatPoint arc_end = { bottom_border_rect.width() + bottom_left_radius, bordered_rect.height() };
        draw_quarter_circle(arc_start, arc_end, borders_data.bottom.color, borders_data.bottom.width);
    }

    if (bottom_left_radius != 0) {
        Gfx::FloatPoint arc_start = { bottom_left_radius, bordered_rect.height() };
        Gfx::FloatPoint arc_end = { 0, bordered_rect.height() - bottom_left_radius };
        draw_quarter_circle(arc_start, arc_end, borders_data.bottom.color, borders_data.bottom.width);
    }
}

}