2023-02-02 20:47:46 +00:00
										 
									 
								 
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								/*
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								 * Copyright (c) 2023, MacDue <macdue@dueutil.tech>
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								 *
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								 * SPDX-License-Identifier: BSD-2-Clause
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								 */
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								#include <LibGfx/Bitmap.h>
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								#include <LibWeb/Bindings/Intrinsics.h>
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								#include <LibWeb/HTML/CanvasPattern.h>
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								#include <LibWeb/HTML/CanvasRenderingContext2D.h>
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								namespace Web::HTML {
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								void CanvasPatternPaintStyle::paint(Gfx::IntRect physical_bounding_box, PaintFunction paint) const
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								{
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								    // 1. Create an infinite transparent black bitmap.
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								    // *waves magic wand 🪄*
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								    // Done!
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								    // 2. Place a copy of the image on the bitmap, anchored such that its top left corner
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								    // is at the origin of the coordinate space, with one coordinate space unit per CSS pixel of the image,
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								    // then place repeated copies of this image horizontally to the left and right, if the repetition behavior
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								    // is "repeat-x", or vertically up and down, if the repetition behavior is "repeat-y", or in all four directions
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								    // all over the bitmap, if the repetition behavior is "repeat".
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								    // FIMXE: If the original image data is a bitmap image, then the value painted at a point in the area of
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								    // the repetitions is computed by filtering the original image data. When scaling up, if the imageSmoothingEnabled
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								    // attribute is set to false, then the image must be rendered using nearest-neighbor interpolation.
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								    // Otherwise, the user agent may use any filtering algorithm (for example bilinear interpolation or nearest-neighbor).
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								    // User agents which support multiple filtering algorithms may use the value of the imageSmoothingQuality attribute
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								    // to guide the choice of filtering algorithm. When such a filtering algorithm requires a pixel value from outside
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								    // the original image data, it must instead use the value from wrapping the pixel's coordinates to the original
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								    // image's dimensions. (That is, the filter uses 'repeat' behavior, regardless of the value of the pattern's repetition behavior.)
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								    // FIXME: 3. Transform the resulting bitmap according to the pattern's transformation matrix.
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								    // FIXME: 4. Transform the resulting bitmap again, this time according to the current transformation matrix.
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								    // 5. Replace any part of the image outside the area in which the pattern is to be rendered with transparent black.
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								    // 6. The resulting bitmap is what is to be rendered, with the same origin and same scale.
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								    auto const bitmap_width = m_bitmap->width();
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								    auto const bitmap_height = m_bitmap->height();
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								    paint([=, this](auto point) {
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								        point.translate_by(physical_bounding_box.location());
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								        point = [&]() -> Gfx::IntPoint {
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								            switch (m_repetition) {
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								            case Repetition::NoRepeat: {
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								                return point;
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								            }
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								            case Repetition::Repeat: {
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								                return {
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								                    point.x() % bitmap_width,
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								                    point.y() % bitmap_height
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								                };
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								            }
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								            case Repetition::RepeatX: {
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								                return {
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								                    point.x() % bitmap_width,
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								                    point.y()
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								                };
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								            }
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								            case Repetition::RepeatY: {
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								                return {
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								                    point.x(),
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								                    point.y() % bitmap_height
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								                };
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								            }
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								            default:
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								                VERIFY_NOT_REACHED();
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								            }
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								        }();
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								        if (m_bitmap->rect().contains(point))
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								            return m_bitmap->get_pixel(point);
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								        return Gfx::Color();
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								    });
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								}
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								CanvasPattern::CanvasPattern(JS::Realm& realm, CanvasPatternPaintStyle& pattern)
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								    : PlatformObject(realm)
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								    , m_pattern(pattern)
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								{
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								}
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								CanvasPattern::~CanvasPattern() = default;
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								// https://html.spec.whatwg.org/multipage/canvas.html#dom-context-2d-createpattern
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								WebIDL::ExceptionOr<JS::GCPtr<CanvasPattern>> CanvasPattern::create(JS::Realm& realm, CanvasImageSource const& image, StringView repetition)
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								{
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								    auto parse_repetition = [&](auto repetition) -> Optional<CanvasPatternPaintStyle::Repetition> {
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								        if (repetition == "repeat"sv)
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								            return CanvasPatternPaintStyle::Repetition::Repeat;
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								        if (repetition == "repeat-x"sv)
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								            return CanvasPatternPaintStyle::Repetition::RepeatX;
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								        if (repetition == "repeat-y"sv)
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								            return CanvasPatternPaintStyle::Repetition::RepeatY;
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								        if (repetition == "no-repeat"sv)
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								            return CanvasPatternPaintStyle::Repetition::NoRepeat;
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								        return {};
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								    };
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								    // 1. Let usability be the result of checking the usability of image.
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								    auto usability = TRY(check_usability_of_image(image));
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								    // 2. If usability is bad, then return null.
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								    if (usability == CanvasImageSourceUsability::Bad)
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								        return JS::GCPtr<CanvasPattern> {};
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								    // 3. Assert: usability is good.
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								    VERIFY(usability == CanvasImageSourceUsability::Good);
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								    // 4. If repetition is the empty string, then set it to "repeat".
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								    if (repetition.is_empty())
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								        repetition = "repeat"sv;
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								    // 5. If repetition is not identical to one of "repeat", "repeat-x", "repeat-y", or "no-repeat",
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								    // then throw a "SyntaxError" DOMException.
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								    auto repetition_value = parse_repetition(repetition);
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								    if (!repetition_value.has_value())
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								        return WebIDL::SyntaxError::create(realm, "Repetition value is not valid"_fly_string);
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								    // Note: Bitmap won't be null here, as if it were it would have "bad" usability.
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								    auto const& bitmap = *image.visit([](auto const& source) -> Gfx::Bitmap const* { return source->bitmap(); });
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								    // 6. Let pattern be a new CanvasPattern object with the image image and the repetition behavior given by repetition.
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								    auto pattern = TRY_OR_THROW_OOM(realm.vm(), CanvasPatternPaintStyle::create(bitmap, *repetition_value));
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								    // FIXME: 7. If image is not origin-clean, then mark pattern as not origin-clean.
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								    // 8. Return pattern.
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								    return realm.heap().allocate<CanvasPattern>(realm, realm, *pattern);
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								}
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								void CanvasPattern::initialize(JS::Realm& realm)
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								{
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								    Base::initialize(realm);
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								    set_prototype(&Bindings::ensure_web_prototype<Bindings::CanvasPatternPrototype>(realm, "CanvasPattern"));
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								}
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								}
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