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2025-09-07 20:56:48 -07:00

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from collections import defaultdict
from dataclasses import dataclass
from browser_use.dom.views import SimplifiedNode
"""
Helper class for maintaining a union of rectangles (used for order of elements calculation)
"""
@dataclass(frozen=True, slots=True)
class Rect:
"""Closed axis-aligned rectangle with (x1,y1) bottom-left, (x2,y2) top-right."""
x1: float
y1: float
x2: float
y2: float
def __post_init__(self):
if not (self.x1 <= self.x2 and self.y1 <= self.y2):
return False
# --- fast relations ----------------------------------------------------
def area(self) -> float:
return (self.x2 - self.x1) * (self.y2 - self.y1)
def intersects(self, other: 'Rect') -> bool:
return not (self.x2 <= other.x1 or other.x2 <= self.x1 or self.y2 <= other.y1 or other.y2 <= self.y1)
def contains(self, other: 'Rect') -> bool:
return self.x1 <= other.x1 and self.y1 <= other.y1 and self.x2 >= other.x2 and self.y2 >= other.y2
class RectUnionPure:
"""
Maintains a *disjoint* set of rectangles.
No external dependencies - fine for a few thousand rectangles.
"""
__slots__ = ('_rects',)
def __init__(self):
self._rects: list[Rect] = []
# -----------------------------------------------------------------
def _split_diff(self, a: Rect, b: Rect) -> list[Rect]:
r"""
Return list of up to 4 rectangles = a \ b.
Assumes a intersects b.
"""
parts = []
# Bottom slice
if a.y1 < b.y1:
parts.append(Rect(a.x1, a.y1, a.x2, b.y1))
# Top slice
if b.y2 < a.y2:
parts.append(Rect(a.x1, b.y2, a.x2, a.y2))
# Middle (vertical) strip: y overlap is [max(a.y1,b.y1), min(a.y2,b.y2)]
y_lo = max(a.y1, b.y1)
y_hi = min(a.y2, b.y2)
# Left slice
if a.x1 < b.x1:
parts.append(Rect(a.x1, y_lo, b.x1, y_hi))
# Right slice
if b.x2 < a.x2:
parts.append(Rect(b.x2, y_lo, a.x2, y_hi))
return parts
# -----------------------------------------------------------------
def contains(self, r: Rect) -> bool:
"""
True iff r is fully covered by the current union.
"""
if not self._rects:
return False
stack = [r]
for s in self._rects:
new_stack = []
for piece in stack:
if s.contains(piece):
# piece completely gone
continue
if piece.intersects(s):
new_stack.extend(self._split_diff(piece, s))
else:
new_stack.append(piece)
if not new_stack: # everything eaten – covered
return True
stack = new_stack
return False # something survived
# -----------------------------------------------------------------
def add(self, r: Rect) -> bool:
"""
Insert r unless it is already covered.
Returns True if the union grew.
"""
if self.contains(r):
return False
pending = [r]
i = 0
while i < len(self._rects):
s = self._rects[i]
new_pending = []
changed = False
for piece in pending:
if piece.intersects(s):
new_pending.extend(self._split_diff(piece, s))
changed = True
else:
new_pending.append(piece)
pending = new_pending
if changed:
# s unchanged; proceed with next existing rectangle
i += 1
else:
i += 1
# Any left‑over pieces are new, non‑overlapping areas
self._rects.extend(pending)
return True
class PaintOrderRemover:
"""
Calculates which elements should be removed based on the paint order parameter.
"""
def __init__(self, root: SimplifiedNode):
self.root = root
def calculate_paint_order(self) -> None:
all_simplified_nodes_with_paint_order: list[SimplifiedNode] = []
def collect_paint_order(node: SimplifiedNode) -> None:
if (
node.original_node.snapshot_node
and node.original_node.snapshot_node.paint_order is not None
and node.original_node.snapshot_node.bounds is not None
):
all_simplified_nodes_with_paint_order.append(node)
for child in node.children:
collect_paint_order(child)
collect_paint_order(self.root)
grouped_by_paint_order: defaultdict[int, list[SimplifiedNode]] = defaultdict(list)
for node in all_simplified_nodes_with_paint_order:
if node.original_node.snapshot_node and node.original_node.snapshot_node.paint_order is not None:
grouped_by_paint_order[node.original_node.snapshot_node.paint_order].append(node)
rect_union = RectUnionPure()
for paint_order, nodes in sorted(grouped_by_paint_order.items(), key=lambda x: -x[0]):
rects_to_add = []
for node in nodes:
if not node.original_node.snapshot_node or not node.original_node.snapshot_node.bounds:
continue # shouldn't happen by how we filter them out in the first place
rect = Rect(
x1=node.original_node.snapshot_node.bounds.x,
y1=node.original_node.snapshot_node.bounds.y,
x2=node.original_node.snapshot_node.bounds.x + node.original_node.snapshot_node.bounds.width,
y2=node.original_node.snapshot_node.bounds.y + node.original_node.snapshot_node.bounds.height,
)
if rect_union.contains(rect):
node.ignored_by_paint_order = True
# don't add to the nodes if opacity is less then 0.95 or background-color is transparent
if (
node.original_node.snapshot_node.computed_styles
and node.original_node.snapshot_node.computed_styles.get('background-color', 'rgba(0, 0, 0, 0)')
== 'rgba(0, 0, 0, 0)'
) or (
node.original_node.snapshot_node.computed_styles
and float(node.original_node.snapshot_node.computed_styles.get('opacity', '1'))
< 0.8 # this is highly vibes based number
):
continue
rects_to_add.append(rect)
for rect in rects_to_add:
rect_union.add(rect)
return None