blitz-pdf 0.1.4 → 0.1.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (76) hide show
  1. package/README.md +67 -3
  2. package/THIRD_PARTY_NOTICES.md +2 -0
  3. package/dist/api.d.ts +9 -1
  4. package/dist/api.d.ts.map +1 -1
  5. package/dist/api.js +25 -27
  6. package/dist/api.js.map +1 -1
  7. package/dist/browser.d.ts +1 -1
  8. package/dist/browser.d.ts.map +1 -1
  9. package/dist/browser.js +13 -1
  10. package/dist/browser.js.map +1 -1
  11. package/dist/node-worker.d.ts +2 -0
  12. package/dist/node-worker.d.ts.map +1 -0
  13. package/dist/node-worker.js +10 -0
  14. package/dist/node-worker.js.map +1 -0
  15. package/dist/node.d.ts +1 -1
  16. package/dist/node.d.ts.map +1 -1
  17. package/dist/node.js +18 -6
  18. package/dist/node.js.map +1 -1
  19. package/dist/render.d.ts +8 -0
  20. package/dist/render.d.ts.map +1 -0
  21. package/dist/render.js +28 -0
  22. package/dist/render.js.map +1 -0
  23. package/dist/wasm.d.ts +3 -0
  24. package/dist/wasm.d.ts.map +1 -0
  25. package/dist/wasm.js +18 -0
  26. package/dist/wasm.js.map +1 -0
  27. package/dist/worker-host.d.ts +16 -0
  28. package/dist/worker-host.d.ts.map +1 -0
  29. package/dist/worker-host.js +31 -0
  30. package/dist/worker-host.js.map +1 -0
  31. package/dist/worker-protocol.d.ts +22 -0
  32. package/dist/worker-protocol.d.ts.map +1 -0
  33. package/dist/worker-protocol.js +2 -0
  34. package/dist/worker-protocol.js.map +1 -0
  35. package/dist/worker-runtime.d.ts +8 -0
  36. package/dist/worker-runtime.d.ts.map +1 -0
  37. package/dist/worker-runtime.js +34 -0
  38. package/dist/worker-runtime.js.map +1 -0
  39. package/dist/worker.d.ts +2 -0
  40. package/dist/worker.d.ts.map +1 -0
  41. package/dist/worker.js +7 -0
  42. package/dist/worker.js.map +1 -0
  43. package/package.json +5 -2
  44. package/src/api.ts +33 -22
  45. package/src/browser.ts +13 -3
  46. package/src/node-worker.ts +9 -0
  47. package/src/node.ts +13 -4
  48. package/src/render.ts +28 -0
  49. package/src/wasm.ts +17 -0
  50. package/src/worker-host.ts +45 -0
  51. package/src/worker-protocol.ts +10 -0
  52. package/src/worker-runtime.ts +35 -0
  53. package/src/worker.ts +12 -0
  54. package/vendor/README.md +24 -0
  55. package/vendor/blitz-paint/Cargo.toml +50 -0
  56. package/vendor/blitz-paint/LICENSE-APACHE +176 -0
  57. package/vendor/blitz-paint/LICENSE-MIT +23 -0
  58. package/vendor/blitz-paint/src/color.rs +66 -0
  59. package/vendor/blitz-paint/src/debug_overlay.rs +168 -0
  60. package/vendor/blitz-paint/src/filters.rs +40 -0
  61. package/vendor/blitz-paint/src/gradient.rs +536 -0
  62. package/vendor/blitz-paint/src/kurbo_css/css_box.rs +847 -0
  63. package/vendor/blitz-paint/src/kurbo_css/mod.rs +77 -0
  64. package/vendor/blitz-paint/src/kurbo_css/non_uniform_radii.rs +60 -0
  65. package/vendor/blitz-paint/src/layers.rs +95 -0
  66. package/vendor/blitz-paint/src/lib.rs +190 -0
  67. package/vendor/blitz-paint/src/render/background.rs +968 -0
  68. package/vendor/blitz-paint/src/render/border.rs +631 -0
  69. package/vendor/blitz-paint/src/render/box_shadow.rs +157 -0
  70. package/vendor/blitz-paint/src/render/clip_path.rs +492 -0
  71. package/vendor/blitz-paint/src/render/form_controls.rs +103 -0
  72. package/vendor/blitz-paint/src/render/mask.rs +144 -0
  73. package/vendor/blitz-paint/src/render.rs +1351 -0
  74. package/vendor/blitz-paint/src/sizing.rs +63 -0
  75. package/vendor/blitz-paint/src/text.rs +747 -0
  76. package/wasm/blitz_pdf_bg.wasm +0 -0
@@ -0,0 +1,631 @@
1
+ use anyrender::PaintScene;
2
+ use blitz_dom::node::SpecialElementData;
3
+ use kurbo::{BezPath, Cap, Circle, Insets, Join, PathEl, Point, Rect, Shape as _, Stroke, Vec2};
4
+ use peniko::{Color, Fill};
5
+ use smallvec::SmallVec;
6
+ use style::{
7
+ computed_values::border_collapse::T as BorderCollapse,
8
+ values::computed::{BorderStyle, OutlineStyle},
9
+ };
10
+
11
+ use crate::{
12
+ color::{ToColorColor as _, contrast_ratio},
13
+ kurbo_css::Edge,
14
+ render::{ElementCx, PhysicalTracks},
15
+ };
16
+
17
+ /// A darker version of a colour (mirrors WebKit/Blink's `Color::Dark`): the
18
+ /// brightest channel is reduced by a fixed amount and the others scaled to match,
19
+ /// preserving hue.
20
+ fn darken(color: Color) -> Color {
21
+ let [r, g, b, a] = color.components;
22
+ let v = r.max(g).max(b);
23
+ if v == 0.0 {
24
+ return color;
25
+ }
26
+ let multiplier = ((v - 0.33) / v).max(0.0);
27
+ Color::new([r * multiplier, g * multiplier, b * multiplier, a])
28
+ }
29
+
30
+ /// A lighter version of a colour (mirrors WebKit/Blink's `Color::Light`): the
31
+ /// brightest channel is increased by a fixed amount and the others scaled to
32
+ /// match, preserving hue.
33
+ fn lighten(color: Color) -> Color {
34
+ let [r, g, b, a] = color.components;
35
+ let v = r.max(g).max(b);
36
+ if v == 0.0 {
37
+ // Pure black: WebKit uses a fixed dark grey (0x545454).
38
+ return Color::new([0.33, 0.33, 0.33, a]);
39
+ }
40
+ let multiplier = (v + 0.33).min(1.0) / v;
41
+ Color::new([r * multiplier, g * multiplier, b * multiplier, a])
42
+ }
43
+
44
+ /// The colour of a single edge of an `inset`/`outset` border.
45
+ ///
46
+ /// An `outset` border is raised: the top/left edges use the "lighter" shade and
47
+ /// the bottom/right edges the "darker" shade (`inset` is the reverse). The exact
48
+ /// shading matches Chrome's `CalculateInsetOutsetColor`:
49
+ ///
50
+ /// * The darker edge is always darkened.
51
+ /// * The lighter edge keeps the base colour unchanged, *except* for colours dark
52
+ /// enough that the darkened edge wouldn't have enough contrast against the base
53
+ /// colour, which are lightened instead so the bevel stays visible.
54
+ fn beveled_edge_color(color: Color, edge: Edge, inset: bool) -> Color {
55
+ let top_or_left = matches!(edge, Edge::Top | Edge::Left);
56
+ let should_darken = top_or_left == inset;
57
+
58
+ let dark_color = darken(color);
59
+ if should_darken {
60
+ return dark_color;
61
+ }
62
+
63
+ // Lighter edge. Chrome uses the base colour as-is unless the colour is dark
64
+ // enough that the darkened edge lacks contrast against it. The red/green
65
+ // shortcut mirrors Chrome: for those colours the contrast is always
66
+ // sufficient, so the base colour is used without a contrast check.
67
+ let [r, g, _, _] = color.components;
68
+ if r >= 150.0 / 255.0 || g >= 92.0 / 255.0 {
69
+ return color;
70
+ }
71
+
72
+ // Lighten only when the darkened edge would be too low-contrast to read.
73
+ const MIN_CONTRAST_RATIO: f32 = 1.75;
74
+ if contrast_ratio(color, dark_color) < MIN_CONTRAST_RATIO {
75
+ lighten(color)
76
+ } else {
77
+ color
78
+ }
79
+ }
80
+
81
+ /// The (outer half, inner half) colours of a single edge of a `groove`/`ridge`
82
+ /// border.
83
+ ///
84
+ /// A `groove` looks carved into the page: its outer half is shaded like `inset`
85
+ /// and its inner half like `outset`. `ridge` is the reverse (raised).
86
+ fn grooved_edge_colors(color: Color, edge: Edge, ridge: bool) -> (Color, Color) {
87
+ let outer = beveled_edge_color(color, edge, !ridge);
88
+ let inner = beveled_edge_color(color, edge, ridge);
89
+ (outer, inner)
90
+ }
91
+
92
+ /// The `(dash, gap)` lengths of a dashed border, as multiples of the border
93
+ /// thickness.
94
+ ///
95
+ /// Matches Chrome: borders that are at least 3px use a 2:1 dash-to-gap ratio,
96
+ /// while thinner borders use longer dashes and gaps (3:2) so they still read as
97
+ /// dashes rather than dots or a solid line. `thickness` and `scale` are in device
98
+ /// pixels; the 3px threshold is applied in CSS pixels.
99
+ fn dashed_ratios(thickness: f64, scale: f64) -> (f64, f64) {
100
+ if thickness >= 3.0 * scale {
101
+ (2.0, 1.0)
102
+ } else {
103
+ (3.0, 2.0)
104
+ }
105
+ }
106
+
107
+ /// Return `count` points spaced `spacing` apart (by arc length) along `path`,
108
+ /// starting at its beginning. Used to place dots along a rounded border.
109
+ fn sample_points_along_path(path: &BezPath, spacing: f64, count: usize) -> Vec<Point> {
110
+ // Flatten to a polyline so we can walk it by arc length.
111
+ let mut poly: Vec<Point> = Vec::new();
112
+ kurbo::flatten(path.iter(), 0.1, |el| match el {
113
+ PathEl::MoveTo(p) | PathEl::LineTo(p) => poly.push(p),
114
+ PathEl::ClosePath => {
115
+ if let Some(&first) = poly.first() {
116
+ poly.push(first);
117
+ }
118
+ }
119
+ _ => {}
120
+ });
121
+
122
+ let mut points = Vec::with_capacity(count);
123
+ if poly.len() < 2 {
124
+ return points;
125
+ }
126
+
127
+ let mut seg = 0;
128
+ let mut seg_start = 0.0;
129
+ let mut seg_len = (poly[1] - poly[0]).hypot();
130
+ for i in 0..count {
131
+ let target = i as f64 * spacing;
132
+ while seg + 2 < poly.len() && target > seg_start + seg_len {
133
+ seg_start += seg_len;
134
+ seg += 1;
135
+ seg_len = (poly[seg + 1] - poly[seg]).hypot();
136
+ }
137
+ let t = if seg_len > 0.0 {
138
+ ((target - seg_start) / seg_len).clamp(0.0, 1.0)
139
+ } else {
140
+ 0.0
141
+ };
142
+ points.push(poly[seg].lerp(poly[seg + 1], t));
143
+ }
144
+ points
145
+ }
146
+
147
+ impl ElementCx<'_, '_> {
148
+ /// Draw all borders for a node
149
+ pub(crate) fn draw_border(&self, scene: &mut impl PaintScene) {
150
+ let style = &*self.style;
151
+ let border = style.get_border();
152
+ let current_color = style.clone_color();
153
+
154
+ // Fast path: a uniform-width, single-color solid border whose corners are
155
+ // all circular arcs (equal x and y radius — sharp rectangles, ordinary
156
+ // rounded rectangles and circles all qualify) can be drawn as a single
157
+ // stroke along its center-line instead of a fill per edge. Besides being
158
+ // faster, this works around Vello seam artifacts at the quarter-arc joins
159
+ // when a thin circular/elliptical border is drawn as the
160
+ // border-box/padding-box annulus.
161
+ //
162
+ // A full ellipse (`border-radius: 50%` on a non-square box) has the same
163
+ // seam problem but no rounded-rect representation, so it is stroked as an
164
+ // ellipse.
165
+ let all_solid = border.border_top_style == BorderStyle::Solid
166
+ && border.border_right_style == BorderStyle::Solid
167
+ && border.border_bottom_style == BorderStyle::Solid
168
+ && border.border_left_style == BorderStyle::Solid;
169
+ if all_solid {
170
+ let color = border
171
+ .border_top_color
172
+ .resolve_to_absolute(&current_color)
173
+ .as_srgb_color();
174
+ let same_color = [
175
+ &border.border_right_color,
176
+ &border.border_bottom_color,
177
+ &border.border_left_color,
178
+ ]
179
+ .iter()
180
+ .all(|c| c.resolve_to_absolute(&current_color).as_srgb_color() == color);
181
+ let bw = self.frame.border_width;
182
+ let uniform_width = bw.x0 == bw.y0 && bw.x0 == bw.x1 && bw.x0 == bw.y1 && bw.x0 > 0.0;
183
+ if same_color && uniform_width && color.components[3] > 0.0 {
184
+ let bb = self.frame.border_box;
185
+ let pb = self.frame.padding_box;
186
+ let width = (bb.width() - pb.width()) / 2.0;
187
+ // Miter join keeps sharp corners square. It has no effect on rounded
188
+ // corners, whose arcs meet the straight edges tangentially.
189
+ let stroke = Stroke::new(width).with_join(Join::Miter);
190
+
191
+ if self.frame.is_uniform_corner_border() {
192
+ let radii = self.frame.border_radii;
193
+ // The stroke matches the CSS border shape only when each corner is
194
+ // sharp or its radius is at least the border width (outer radius
195
+ // `r`, inner radius `r - width`, concentric). For 0 < r < width CSS
196
+ // draws a rounded outer edge against a sharp inner corner, which a
197
+ // stroke can't represent — leave those to the per-edge fill.
198
+ let is_exact = |r: Vec2| r.x == 0.0 || r.x >= width;
199
+ let stroke_is_exact = is_exact(radii.top_left)
200
+ && is_exact(radii.top_right)
201
+ && is_exact(radii.bottom_right)
202
+ && is_exact(radii.bottom_left);
203
+ if stroke_is_exact {
204
+ let half_width = width / 2.0;
205
+ // Center-line rect, and corner radii shrunk to match.
206
+ let centerline_box = bb - Insets::uniform(half_width);
207
+ let centerline_radius = |r: Vec2| (r.x - half_width).max(0.0);
208
+ let radii = kurbo::RoundedRectRadii::new(
209
+ centerline_radius(radii.top_left),
210
+ centerline_radius(radii.top_right),
211
+ centerline_radius(radii.bottom_right),
212
+ centerline_radius(radii.bottom_left),
213
+ );
214
+ let rr = kurbo::RoundedRect::from_rect(centerline_box, radii);
215
+ scene.stroke(&stroke, self.transform, color, None, &rr);
216
+ return;
217
+ }
218
+ } else if self.frame.is_elliptical_border() {
219
+ // Center-line radii, straight from the boxes.
220
+ let rx = (bb.width() + pb.width()) / 4.0;
221
+ let ry = (bb.height() + pb.height()) / 4.0;
222
+ let e = kurbo::Ellipse::new(bb.center(), (rx, ry), 0.0);
223
+ scene.stroke(&stroke, self.transform, color, None, &e);
224
+ return;
225
+ }
226
+ }
227
+ }
228
+
229
+ // (colour, path) pairs to be filled. Several entries may share a colour;
230
+ // they are grouped before filling so that adjacent same-coloured regions
231
+ // are drawn together, avoiding anti-aliasing seams between them.
232
+ //
233
+ // At most 8 entries: 4 edges, each of which can contribute 2 (the outer
234
+ // and inner halves of a `groove`/`ridge`).
235
+ let mut borders: SmallVec<[(Color, BezPath); 8]> = SmallVec::new();
236
+
237
+ for &edge in &[Edge::Top, Edge::Right, Edge::Bottom, Edge::Left] {
238
+ let (color, edge_style) = match edge {
239
+ Edge::Top => (&border.border_top_color, border.border_top_style),
240
+ Edge::Right => (&border.border_right_color, border.border_right_style),
241
+ Edge::Bottom => (&border.border_bottom_color, border.border_bottom_style),
242
+ Edge::Left => (&border.border_left_color, border.border_left_style),
243
+ };
244
+ let color = color.resolve_to_absolute(&current_color).as_srgb_color();
245
+
246
+ if color.components[3] <= 0.0 {
247
+ continue;
248
+ }
249
+
250
+ match edge_style {
251
+ // `none`/`hidden` produce a zero-width border during layout, but
252
+ // guard against drawing them anyway.
253
+ BorderStyle::None | BorderStyle::Hidden => {}
254
+
255
+ // Dashed and dotted edges are drawn immediately as their own
256
+ // (clipped) shapes rather than being batched with the solid edges.
257
+ BorderStyle::Dotted => self.draw_dotted_border_edge(scene, edge, color),
258
+ BorderStyle::Dashed => self.draw_dashed_border_edge(scene, edge, color),
259
+
260
+ // A double border is two solid lines separated by a gap, splitting
261
+ // the border width into three equal parts (outer line / gap / inner
262
+ // line). Both lines share a color, so both rings are placed into a
263
+ // single path.
264
+ BorderStyle::Double => {
265
+ // Needs at least 3px (one device pixel per line and per gap) to
266
+ // render as two lines; thinner borders fall back to a solid
267
+ // fill, matching browser behaviour.
268
+ let path = if self.edge_width(edge) < 3.0 * self.scale {
269
+ self.frame.border_edge_shape(edge)
270
+ } else {
271
+ let mut path = self
272
+ .frame
273
+ .border_slice(0.0, 1.0 / 3.0)
274
+ .border_edge_shape(edge);
275
+ path.extend(
276
+ &self
277
+ .frame
278
+ .border_slice(2.0 / 3.0, 1.0)
279
+ .border_edge_shape(edge),
280
+ );
281
+ path
282
+ };
283
+ borders.push((color, path));
284
+ }
285
+
286
+ // `inset`/`outset` are solid, but each edge is shaded lighter or
287
+ // darker to give a bevelled (3D) appearance.
288
+ BorderStyle::Inset | BorderStyle::Outset => {
289
+ let inset = edge_style == BorderStyle::Inset;
290
+ let shade = beveled_edge_color(color, edge, inset);
291
+ borders.push((shade, self.frame.border_edge_shape(edge)));
292
+ }
293
+
294
+ // `groove`/`ridge` split each edge into an outer and an inner half,
295
+ // each shaded as if it were `inset`/`outset`, producing a carved or
296
+ // raised ridge.
297
+ BorderStyle::Groove | BorderStyle::Ridge => {
298
+ let ridge = edge_style == BorderStyle::Ridge;
299
+ let (outer, inner) = grooved_edge_colors(color, edge, ridge);
300
+ borders.push((
301
+ outer,
302
+ self.frame.border_slice(0.0, 0.5).border_edge_shape(edge),
303
+ ));
304
+ borders.push((
305
+ inner,
306
+ self.frame.border_slice(0.5, 1.0).border_edge_shape(edge),
307
+ ));
308
+ }
309
+
310
+ // Solid fills the whole edge region with the border colour.
311
+ BorderStyle::Solid => {
312
+ borders.push((color, self.frame.border_edge_shape(edge)));
313
+ }
314
+ }
315
+ }
316
+
317
+ if borders.is_empty() {
318
+ return;
319
+ }
320
+
321
+ // Group together identical colors by sorting, then fill each group as a
322
+ // single path.
323
+ borders.sort_unstable_by(|a, b| {
324
+ a.0.components
325
+ .partial_cmp(&b.0.components)
326
+ .unwrap_or(std::cmp::Ordering::Equal)
327
+ });
328
+
329
+ let mut start = 0;
330
+ while start < borders.len() {
331
+ let color = borders[start].0;
332
+ let mut path = std::mem::take(&mut borders[start].1);
333
+ let mut next = start + 1;
334
+ while next < borders.len() && borders[next].0 == color {
335
+ path.extend(&borders[next].1);
336
+ next += 1;
337
+ }
338
+ scene.fill(Fill::NonZero, self.transform, color, None, &path);
339
+ start = next;
340
+ }
341
+ }
342
+
343
+ /// The border width (in device pixels) of a single edge.
344
+ fn edge_width(&self, edge: Edge) -> f64 {
345
+ match edge {
346
+ Edge::Top => self.frame.border_width.y0,
347
+ Edge::Bottom => self.frame.border_width.y1,
348
+ Edge::Left => self.frame.border_width.x0,
349
+ Edge::Right => self.frame.border_width.x1,
350
+ }
351
+ }
352
+
353
+ /// Draw a single `dashed` border edge.
354
+ ///
355
+ /// The dashes are produced by stroking the centre line of the border with a
356
+ /// dash pattern (butt caps give them flat, square ends). Everything is clipped
357
+ /// to the edge's region (the same trapezoid used by the solid path) so corners
358
+ /// are mitred, adjacent edges of different colors don't overlap, and any
359
+ /// border-radius is respected.
360
+ fn draw_dashed_border_edge(&self, scene: &mut impl PaintScene, edge: Edge, color: Color) {
361
+ let thickness = self.edge_width(edge);
362
+ if thickness <= 0.0 {
363
+ return;
364
+ }
365
+
366
+ let (dash_ratio, gap_ratio) = dashed_ratios(thickness, self.scale);
367
+
368
+ // Work out the centre line to stroke and the dash/gap lengths along it.
369
+ let (centerline, dash, gap) = if self.frame.has_border_radius() {
370
+ // Rounded corners: stroke the rounded centre line running through the
371
+ // whole perimeter. Every edge uses the same centre line and pattern, so
372
+ // dashes stay continuous and aligned as they wrap around each corner.
373
+ // Dash and gap keep their ratio, sized so a whole number of periods fit
374
+ // exactly around the perimeter (kurbo merges the dash across the seam).
375
+ let mut centerline = self.frame.border_slice(0.0, 0.5).padding_box_path();
376
+ centerline.close_path();
377
+ let perimeter = centerline.perimeter(0.1);
378
+ if perimeter <= 0.0 {
379
+ return;
380
+ }
381
+ let period0 = (dash_ratio + gap_ratio) * thickness;
382
+ let count = (perimeter / period0).round().max(1.0);
383
+ let period = perimeter / count;
384
+ let dash = period * dash_ratio / (dash_ratio + gap_ratio);
385
+ (centerline, dash, period - dash)
386
+ } else {
387
+ // Square corners: stroke a straight line through the middle of the edge,
388
+ // corner to corner. Dash and gap keep their ratio but are scaled so the
389
+ // edge both starts and ends with a dash (covering the corners).
390
+ let bb = self.frame.border_box;
391
+ let half = thickness / 2.0;
392
+ let (start, end, length) = match edge {
393
+ Edge::Top => (
394
+ Point::new(bb.x0, bb.y0 + half),
395
+ Point::new(bb.x1, bb.y0 + half),
396
+ bb.width(),
397
+ ),
398
+ Edge::Bottom => (
399
+ Point::new(bb.x0, bb.y1 - half),
400
+ Point::new(bb.x1, bb.y1 - half),
401
+ bb.width(),
402
+ ),
403
+ Edge::Left => (
404
+ Point::new(bb.x0 + half, bb.y0),
405
+ Point::new(bb.x0 + half, bb.y1),
406
+ bb.height(),
407
+ ),
408
+ Edge::Right => (
409
+ Point::new(bb.x1 - half, bb.y0),
410
+ Point::new(bb.x1 - half, bb.y1),
411
+ bb.height(),
412
+ ),
413
+ };
414
+ if length <= 0.0 {
415
+ return;
416
+ }
417
+ let dash0 = dash_ratio * thickness;
418
+ let gap0 = gap_ratio * thickness;
419
+ // `count` dashes with `count - 1` gaps between them.
420
+ let count = ((length + gap0) / (dash0 + gap0)).round().max(1.0);
421
+ let r = dash_ratio / gap_ratio;
422
+ let gap = length / (count * r + count - 1.0);
423
+
424
+ let mut line = BezPath::new();
425
+ line.move_to(start);
426
+ line.line_to(end);
427
+ (line, r * gap, gap)
428
+ };
429
+
430
+ let stroke = Stroke::new(thickness)
431
+ .with_caps(Cap::Butt)
432
+ .with_dashes(0.0, [dash, gap]);
433
+ let clip = self.frame.border_edge_shape(edge);
434
+ scene.push_clip_layer(Fill::NonZero, self.transform, &clip);
435
+ scene.stroke(&stroke, self.transform, color, None, &centerline);
436
+ scene.pop_layer();
437
+ }
438
+
439
+ /// Draw a single `dotted` border edge.
440
+ ///
441
+ /// Dots are filled circles (diameter == border thickness). Unlike dashes they
442
+ /// can't be produced by stroking, because kurbo doesn't emit zero-length dashes
443
+ /// (so a round-capped dash pattern would render nothing); drawing them
444
+ /// explicitly also lets us anchor a dot in each square corner. Everything is
445
+ /// clipped to the edge's region, as for the other styles.
446
+ fn draw_dotted_border_edge(&self, scene: &mut impl PaintScene, edge: Edge, color: Color) {
447
+ let thickness = self.edge_width(edge);
448
+ if thickness <= 0.0 {
449
+ return;
450
+ }
451
+ let radius = thickness / 2.0;
452
+
453
+ let mut path = BezPath::new();
454
+ if self.frame.has_border_radius() {
455
+ // Rounded corners: dots spaced evenly around the rounded centre line so
456
+ // the ring wraps seamlessly around the corners.
457
+ let mut centerline = self.frame.border_slice(0.0, 0.5).padding_box_path();
458
+ centerline.close_path();
459
+ let perimeter = centerline.perimeter(0.1);
460
+ if perimeter <= 0.0 {
461
+ return;
462
+ }
463
+ let count = (perimeter / (2.0 * thickness)).round().max(1.0);
464
+ let spacing = perimeter / count;
465
+ for center in sample_points_along_path(&centerline, spacing, count as usize) {
466
+ path.extend(Circle::new(center, radius).path_elements(0.1));
467
+ }
468
+ } else {
469
+ // Square corners: a dot is anchored in each corner (both ends of the
470
+ // edge, inset by the radius so it sits snugly in the corner) and the
471
+ // rest are spread evenly between them.
472
+ let bb = self.frame.border_box;
473
+ let length = match edge {
474
+ Edge::Top | Edge::Bottom => bb.width(),
475
+ Edge::Left | Edge::Right => bb.height(),
476
+ };
477
+ if length <= 0.0 {
478
+ return;
479
+ }
480
+ let dot_center = |along: f64| -> Point {
481
+ match edge {
482
+ Edge::Top => Point::new(bb.x0 + along, bb.y0 + radius),
483
+ Edge::Bottom => Point::new(bb.x0 + along, bb.y1 - radius),
484
+ Edge::Left => Point::new(bb.x0 + radius, bb.y0 + along),
485
+ Edge::Right => Point::new(bb.x1 - radius, bb.y0 + along),
486
+ }
487
+ };
488
+
489
+ let span = length - thickness;
490
+ if span <= 0.0 {
491
+ // Edge too short to fit two dots; place a single centred dot.
492
+ let center = dot_center(length / 2.0);
493
+ path.extend(Circle::new(center, radius).path_elements(0.1));
494
+ } else {
495
+ // Aim for a centre-to-centre spacing of about two dot diameters,
496
+ // then adjust it so the first and last dots land in the corners.
497
+ let gaps = (span / (2.0 * thickness)).round().max(1.0) as usize;
498
+ let spacing = span / gaps as f64;
499
+ for i in 0..=gaps {
500
+ let center = dot_center(radius + i as f64 * spacing);
501
+ path.extend(Circle::new(center, radius).path_elements(0.1));
502
+ }
503
+ }
504
+ }
505
+
506
+ let clip = self.frame.border_edge_shape(edge);
507
+ scene.push_clip_layer(Fill::NonZero, self.transform, &clip);
508
+ scene.fill(Fill::NonZero, self.transform, color, None, &path);
509
+ scene.pop_layer();
510
+ }
511
+
512
+ pub(crate) fn draw_table_borders(&self, scene: &mut impl PaintScene) {
513
+ let SpecialElementData::TableRoot(table) = &self.element.special_data else {
514
+ return;
515
+ };
516
+ // Borders are only handled at the table level when BorderCollapse::Collapse
517
+ if table.border_collapse != BorderCollapse::Collapse {
518
+ return;
519
+ }
520
+
521
+ let Some(grid_info) = &mut *table.computed_grid_info.borrow_mut() else {
522
+ return;
523
+ };
524
+ let Some(border_style) = table.border_style.as_deref() else {
525
+ return;
526
+ };
527
+
528
+ let outer_border_style = self.style.get_border();
529
+
530
+ let cols = PhysicalTracks::from_tracks(&grid_info.columns);
531
+ let rows = PhysicalTracks::from_tracks(&grid_info.rows);
532
+
533
+ // TODO: support different colors for different borders
534
+ let current_color = self.style.clone_color();
535
+ let border_color = border_style
536
+ .border_top_color
537
+ .resolve_to_absolute(&current_color)
538
+ .as_srgb_color();
539
+
540
+ // No need to draw transparent borders (as they won't be visible anyway)
541
+ if border_color == Color::TRANSPARENT {
542
+ return;
543
+ }
544
+
545
+ // Border widths are not adjusted for border-style in computed styles,
546
+ // so a border with `none`/`hidden` style must be treated as zero-width.
547
+ if border_style.border_top_style.none_or_hidden() {
548
+ return;
549
+ }
550
+
551
+ // The borders are laid out as the gutters between the tracks, and as the border
552
+ // of the table around them. Track positions are relative to the table's border box.
553
+ let border_width = table.style.gap.map(|gap| gap.into_raw().value() as f64);
554
+ let left = cols.origin() as f64 - border_width.width;
555
+ let right = (cols.origin() + cols.span()) as f64 + border_width.width;
556
+ let top = rows.origin() as f64 - border_width.height;
557
+ let bottom = (rows.origin() + rows.span()) as f64 + border_width.height;
558
+
559
+ let mut fill = |x0: f64, y0: f64, x1: f64, y1: f64| {
560
+ let shape = Rect::new(x0, y0, x1, y1).scale_from_origin(self.scale);
561
+ scene.fill(Fill::NonZero, self.transform, border_color, None, &shape);
562
+ };
563
+
564
+ // Horizontal borders: the outer edges, then the gutters between adjacent row tracks.
565
+ // The vertical borders are drawn between them so that no corner is painted twice.
566
+ if outer_border_style.border_top_style != BorderStyle::Hidden {
567
+ fill(left, top, right, top + border_width.height);
568
+ }
569
+ if outer_border_style.border_bottom_style != BorderStyle::Hidden {
570
+ fill(left, bottom - border_width.height, right, bottom);
571
+ }
572
+ for (prev, next) in rows.iter().zip(rows.iter().skip(1)) {
573
+ fill(left, prev.end as f64, right, next.start as f64);
574
+ }
575
+
576
+ // Vertical borders, one segment per row
577
+ for row in rows.iter() {
578
+ let (y0, y1) = (row.start as f64, row.end as f64);
579
+ if outer_border_style.border_left_style != BorderStyle::Hidden {
580
+ fill(left, y0, left + border_width.width, y1);
581
+ }
582
+ if outer_border_style.border_right_style != BorderStyle::Hidden {
583
+ fill(right - border_width.width, y0, right, y1);
584
+ }
585
+ for (prev, next) in cols.iter().zip(cols.iter().skip(1)) {
586
+ fill(prev.end as f64, y0, next.start as f64, y1);
587
+ }
588
+ }
589
+ }
590
+
591
+ /// ❌ dotted - Defines a dotted border
592
+ /// ❌ dashed - Defines a dashed border
593
+ /// ✅ solid - Defines a solid border
594
+ /// ❌ double - Defines a double border
595
+ /// ❌ groove - Defines a 3D grooved border. The effect depends on the border-color value
596
+ /// ❌ ridge - Defines a 3D ridged border. The effect depends on the border-color value
597
+ /// ❌ inset - Defines a 3D inset border. The effect depends on the border-color value
598
+ /// ❌ outset - Defines a 3D outset border. The effect depends on the border-color value
599
+ /// ✅ none - Defines no border
600
+ /// ✅ hidden - Defines a hidden border
601
+ pub(crate) fn draw_outline(&self, scene: &mut impl PaintScene) {
602
+ let outline = self.style.get_outline();
603
+
604
+ let current_color = self.style.clone_color();
605
+ let color = outline
606
+ .outline_color
607
+ .resolve_to_absolute(&current_color)
608
+ .as_srgb_color();
609
+
610
+ let style = match outline.outline_style {
611
+ OutlineStyle::Auto => return,
612
+ OutlineStyle::BorderStyle(style) => style,
613
+ };
614
+
615
+ let path = match style {
616
+ BorderStyle::None | BorderStyle::Hidden => return,
617
+ BorderStyle::Solid => self.frame.outline(),
618
+
619
+ // TODO: Implement other border styles
620
+ BorderStyle::Inset
621
+ | BorderStyle::Groove
622
+ | BorderStyle::Outset
623
+ | BorderStyle::Ridge
624
+ | BorderStyle::Dotted
625
+ | BorderStyle::Dashed
626
+ | BorderStyle::Double => self.frame.outline(),
627
+ };
628
+
629
+ scene.fill(Fill::NonZero, self.transform, color, None, &path);
630
+ }
631
+ }