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/*
* Copyright (C) 2025 Samuel Weinig <sam@webkit.org>
* Copyright (C) 2025 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include <WebCore/FloatRect.h>
#include <WebCore/LayoutRect.h>
#include <WebCore/WritingMode.h>
#include <wtf/FixedVector.h>
namespace WebCore {
namespace Style {
enum class ShadowStyle : bool { Normal, Inset };
template<typename T> concept Shadow = requires(const T& shadow, const Style::ZoomFactor& zoomFactor) {
{ shadowStyle(shadow) } -> std::same_as<ShadowStyle>;
{ isInset(shadow) } -> std::same_as<bool>;
{ paintingSpread(shadow, zoomFactor) } -> std::same_as<LayoutUnit>;
};
template<typename ShadowType> using ShadowList = CommaSeparatedFixedVector<ShadowType>;
template<typename ShadowType> struct Shadows : ListOrNone<ShadowList<ShadowType>> { using ListOrNone<ShadowList<ShadowType>>::ListOrNone; };
LayoutUnit paintingExtent(Shadow auto const& shadow, const Style::ZoomFactor& zoomFactor)
{
// Blurring uses a Gaussian function whose std. deviation is m_radius/2, and which in theory
// extends to infinity. In 8-bit contexts, however, rounding causes the effect to become
// undetectable at around 1.4x the radius.
constexpr const float radiusExtentMultiplier = 1.4;
return LayoutUnit { ceilf(shadow.blur.resolveZoom(zoomFactor) * radiusExtentMultiplier) };
}
LayoutUnit paintingExtentAndSpread(Shadow auto const& shadow, const Style::ZoomFactor& zoomFactor)
{
return paintingExtent(shadow, zoomFactor) + paintingSpread(shadow, zoomFactor);
}
template<Shadow ShadowType> auto shadowOutsetExtent(const Shadows<ShadowType>& shadows, const Style::ZoomFactor& zoomFactor) -> LayoutBoxExtent
{
LayoutUnit top;
LayoutUnit right;
LayoutUnit bottom;
LayoutUnit left;
for (const auto& shadow : shadows) {
if (isInset(shadow))
continue;
auto extentAndSpread = paintingExtentAndSpread(shadow, zoomFactor);
left = std::min<LayoutUnit>(left, LayoutUnit(shadow.location.x().resolveZoom(zoomFactor)) - extentAndSpread);
right = std::max<LayoutUnit>(right, LayoutUnit(shadow.location.x().resolveZoom(zoomFactor)) + extentAndSpread);
top = std::min<LayoutUnit>(top, LayoutUnit(shadow.location.y().resolveZoom(zoomFactor)) - extentAndSpread);
bottom = std::max<LayoutUnit>(bottom, LayoutUnit(shadow.location.y().resolveZoom(zoomFactor)) + extentAndSpread);
}
return { top, right, bottom, left };
}
template<Shadow ShadowType> auto shadowInsetExtent(const Shadows<ShadowType>& shadows, const Style::ZoomFactor& zoomFactor) -> LayoutBoxExtent
{
LayoutUnit top;
LayoutUnit right;
LayoutUnit bottom;
LayoutUnit left;
for (const auto& shadow : shadows) {
if (!isInset(shadow))
continue;
auto extentAndSpread = paintingExtentAndSpread(shadow, zoomFactor);
top = std::max<LayoutUnit>(top, LayoutUnit(shadow.location.y().resolveZoom(zoomFactor)) + extentAndSpread);
right = std::min<LayoutUnit>(right, LayoutUnit(shadow.location.x().resolveZoom(zoomFactor)) - extentAndSpread);
bottom = std::min<LayoutUnit>(bottom, LayoutUnit(shadow.location.y().resolveZoom(zoomFactor)) - extentAndSpread);
left = std::max<LayoutUnit>(left, LayoutUnit(shadow.location.x().resolveZoom(zoomFactor)) + extentAndSpread);
}
return { top, right, bottom, left };
}
template<Shadow ShadowType> auto shadowHorizontalExtent(const Shadows<ShadowType>& shadows, const Style::ZoomFactor& zoomFactor) -> std::pair<LayoutUnit, LayoutUnit>
{
LayoutUnit left = 0;
LayoutUnit right = 0;
for (const auto& shadow : shadows) {
if (isInset(shadow))
continue;
auto extentAndSpread = paintingExtentAndSpread(shadow, zoomFactor);
left = std::min<LayoutUnit>(left, LayoutUnit(shadow.location.x().resolveZoom(zoomFactor)) - extentAndSpread);
right = std::max<LayoutUnit>(right, LayoutUnit(shadow.location.x().resolveZoom(zoomFactor)) + extentAndSpread);
}
return { left, right };
}
template<Shadow ShadowType> auto shadowVerticalExtent(const Shadows<ShadowType>& shadows, const Style::ZoomFactor& zoomFactor) -> std::pair<LayoutUnit, LayoutUnit>
{
LayoutUnit top = 0;
LayoutUnit bottom = 0;
for (const auto& shadow : shadows) {
if (isInset(shadow))
continue;
auto extentAndSpread = paintingExtentAndSpread(shadow, zoomFactor);
// FIXME: Why does this do a static cast to `int` but all of the other "extent" functions in this file do not?
top = std::min<LayoutUnit>(top, LayoutUnit(static_cast<int>(shadow.location.y().resolveZoom(zoomFactor))) - extentAndSpread);
bottom = std::max<LayoutUnit>(bottom, LayoutUnit(static_cast<int>(shadow.location.y().resolveZoom(zoomFactor))) + extentAndSpread);
}
return { top, bottom };
}
template<Shadow ShadowType> auto shadowBlockDirectionExtent(const Shadows<ShadowType>& shadows, WritingMode writingMode, const Style::ZoomFactor& zoomFactor) -> std::pair<LayoutUnit, LayoutUnit>
{
return writingMode.isHorizontal() ? shadowVerticalExtent(shadows, zoomFactor) : shadowHorizontalExtent(shadows, zoomFactor);
}
template<Shadow ShadowType> auto shadowInlineDirectionExtent(const Shadows<ShadowType>& shadows, WritingMode writingMode, const Style::ZoomFactor& zoomFactor) -> std::pair<LayoutUnit, LayoutUnit>
{
return writingMode.isHorizontal() ? shadowHorizontalExtent(shadows, zoomFactor) : shadowVerticalExtent(shadows, zoomFactor);
}
template<Shadow ShadowType> void adjustRectForShadow(LayoutRect& rect, const Shadows<ShadowType>& shadows, const Style::ZoomFactor& zoomFactor)
{
auto shadowExtent = shadowOutsetExtent(shadows, zoomFactor);
rect.move(shadowExtent.left(), shadowExtent.top());
rect.setWidth(rect.width() - shadowExtent.left() + shadowExtent.right());
rect.setHeight(rect.height() - shadowExtent.top() + shadowExtent.bottom());
}
template<Shadow ShadowType> void adjustRectForShadow(FloatRect& rect, const Shadows<ShadowType>& shadows, const Style::ZoomFactor& zoomFactor)
{
auto shadowExtent = shadowOutsetExtent(shadows, zoomFactor);
rect.move(shadowExtent.left(), shadowExtent.top());
rect.setWidth(rect.width() - shadowExtent.left() + shadowExtent.right());
rect.setHeight(rect.height() - shadowExtent.top() + shadowExtent.bottom());
}
} // namespace Style
} // namespace WebCore
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