Mozilla/mozilla/layout/base/nsCSSRendering.cpp
bzbarsky%mit.edu f53f98f7f3 Create an api for easily converting between the coordinate systems of two
frames or two views.  Use this to fix the auto-positioning of abs pos boxes to
work no matter how their containing block and the block their placeholder lives
in are related, and convert various other callers to the new API.  Bug 266968,
r+sr=roc


git-svn-id: svn://10.0.0.236/trunk@164857 18797224-902f-48f8-a5cc-f745e15eee43
2004-11-03 16:16:57 +00:00

4380 lines
161 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
// vim:cindent:ts=2:et:sw=2:
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Netscape Communications Corporation.
* Portions created by the Initial Developer are Copyright (C) 1998
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
*
* Alternatively, the contents of this file may be used under the terms of
* either of the GNU General Public License Version 2 or later (the "GPL"),
* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "nsStyleConsts.h"
#include "nsPresContext.h"
#include "nsIImage.h"
#include "nsIFrame.h"
#include "nsPoint.h"
#include "nsRect.h"
#include "nsIViewManager.h"
#include "nsIPresShell.h"
#include "nsFrameManager.h"
#include "nsStyleContext.h"
#include "nsIScrollableView.h"
#include "nsLayoutAtoms.h"
#include "nsIDrawingSurface.h"
#include "nsTransform2D.h"
#include "nsIDeviceContext.h"
#include "nsIContent.h"
#include "nsHTMLAtoms.h"
#include "nsIDocument.h"
#include "nsIScrollableFrame.h"
#include "imgIRequest.h"
#include "imgIContainer.h"
#include "gfxIImageFrame.h"
#include "nsCSSRendering.h"
#include "nsCSSColorUtils.h"
#include "nsITheme.h"
#include "nsThemeConstants.h"
#include "nsIServiceManager.h"
#include "nsIDOMHTMLBodyElement.h"
#include "nsIDOMHTMLDocument.h"
#include "nsLayoutUtils.h"
#include "nsINameSpaceManager.h"
#define BORDER_FULL 0 //entire side
#define BORDER_INSIDE 1 //inside half
#define BORDER_OUTSIDE 2 //outside half
//thickness of dashed line relative to dotted line
#define DOT_LENGTH 1 //square
#define DASH_LENGTH 3 //3 times longer than dot
/** The following classes are used by CSSRendering for the rounded rect implementation */
#define MAXPATHSIZE 12
#define MAXPOLYPATHSIZE 1000
enum ePathTypes{
eOutside =0,
eInside,
eCalc,
eCalcRev
};
// To avoid storing this data on nsInlineFrame (bloat) and to avoid
// recalculating this for each frame in a continuation (perf), hold
// a cache of various coordinate information that we need in order
// to paint inline backgrounds.
struct InlineBackgroundData
{
InlineBackgroundData()
: mFrame(nsnull)
{
}
~InlineBackgroundData()
{
}
void Reset()
{
mBoundingBox.SetRect(0,0,0,0);
mContinuationPoint = mUnbrokenWidth = 0;
mFrame = nsnull;
}
nsRect GetContinuousRect(nsIFrame* aFrame)
{
SetFrame(aFrame);
// Assume background-origin: border and return a rect with offsets
// relative to (0,0). If we have a different background-origin,
// then our rect should be deflated appropriately by our caller.
return nsRect(-mContinuationPoint, 0, mUnbrokenWidth, mFrame->GetSize().height);
}
nsRect GetBoundingRect(nsIFrame* aFrame)
{
SetFrame(aFrame);
// Move the offsets relative to (0,0) which puts the bounding box into
// our coordinate system rather than our parent's. We do this by
// moving it the back distance from us to the bounding box.
// This also assumes background-origin: border, so our caller will
// need to deflate us if needed.
nsRect boundingBox(mBoundingBox);
nsPoint point = mFrame->GetPosition();
boundingBox.MoveBy(-point.x, -point.y);
return boundingBox;
}
protected:
nsIFrame* mFrame;
nscoord mContinuationPoint;
nscoord mUnbrokenWidth;
nsRect mBoundingBox;
void SetFrame(nsIFrame* aFrame)
{
NS_PRECONDITION(aFrame, "Need a frame");
nsIFrame *prevInFlow = aFrame->GetPrevInFlow();
if (!prevInFlow || mFrame != prevInFlow) {
// Ok, we've got the wrong frame. We have to start from scratch.
Reset();
Init(aFrame);
return;
}
// Get our last frame's size and add its width to our continuation
// point before we cache the new frame.
mContinuationPoint += mFrame->GetSize().width;
mFrame = aFrame;
}
void Init(nsIFrame* aFrame)
{
// Start with the previous flow frame as our continuation point
// is the total of the widths of the previous frames.
nsIFrame* inlineFrame = aFrame->GetPrevInFlow();
while (inlineFrame) {
nsRect rect = inlineFrame->GetRect();
mContinuationPoint += rect.width;
mUnbrokenWidth += rect.width;
mBoundingBox.UnionRect(mBoundingBox, rect);
inlineFrame = inlineFrame->GetPrevInFlow();
}
// Next add this frame and subsequent frames to the bounding box and
// unbroken width.
inlineFrame = aFrame;
while (inlineFrame) {
nsRect rect = inlineFrame->GetRect();
mUnbrokenWidth += rect.width;
mBoundingBox.UnionRect(mBoundingBox, rect);
inlineFrame = inlineFrame->GetNextInFlow();
}
mFrame = aFrame;
}
};
static InlineBackgroundData gInlineBGData;
static void GetPath(nsFloatPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac=0);
// FillRect or InvertRect depending on the renderingaInvert parameter
static void FillOrInvertRect(nsIRenderingContext& aRC,nscoord aX, nscoord aY, nscoord aWidth, nscoord aHeight, PRBool aInvert);
static void FillOrInvertRect(nsIRenderingContext& aRC,const nsRect& aRect, PRBool aInvert);
// Draw a line, skipping that portion which crosses aGap. aGap defines a rectangle gap
// This services fieldset legends and only works for coords defining horizontal lines.
void nsCSSRendering::DrawLine (nsIRenderingContext& aContext,
nscoord aX1, nscoord aY1, nscoord aX2, nscoord aY2,
nsRect* aGap)
{
if (nsnull == aGap) {
aContext.DrawLine(aX1, aY1, aX2, aY2);
} else {
nscoord x1 = (aX1 < aX2) ? aX1 : aX2;
nscoord x2 = (aX1 < aX2) ? aX2 : aX1;
nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
if ((aGap->y <= aY1) && (gapLowerRight.y >= aY2)) {
if ((aGap->x > x1) && (aGap->x < x2)) {
aContext.DrawLine(x1, aY1, aGap->x, aY1);
}
if ((gapLowerRight.x > x1) && (gapLowerRight.x < x2)) {
aContext.DrawLine(gapUpperRight.x, aY2, x2, aY2);
}
} else {
aContext.DrawLine(aX1, aY1, aX2, aY2);
}
}
}
// Fill a polygon, skipping that portion which crosses aGap. aGap defines a rectangle gap
// This services fieldset legends and only works for points defining a horizontal rectangle
void nsCSSRendering::FillPolygon (nsIRenderingContext& aContext,
const nsPoint aPoints[],
PRInt32 aNumPoints,
nsRect* aGap)
{
#ifdef DEBUG
nsPenMode penMode;
if (NS_SUCCEEDED(aContext.GetPenMode(penMode)) &&
penMode == nsPenMode_kInvert) {
NS_WARNING( "Invert mode ignored in FillPolygon" );
}
#endif
if (nsnull == aGap) {
aContext.FillPolygon(aPoints, aNumPoints);
} else if (4 == aNumPoints) {
nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
// sort the 4 points by x
nsPoint points[4];
for (PRInt32 pX = 0; pX < 4; pX++) {
points[pX] = aPoints[pX];
}
for (PRInt32 i = 0; i < 3; i++) {
for (PRInt32 j = i+1; j < 4; j++) {
if (points[j].x < points[i].x) {
nsPoint swap = points[i];
points[i] = points[j];
points[j] = swap;
}
}
}
nsPoint upperLeft = (points[0].y <= points[1].y) ? points[0] : points[1];
nsPoint lowerLeft = (points[0].y <= points[1].y) ? points[1] : points[0];
nsPoint upperRight = (points[2].y <= points[3].y) ? points[2] : points[3];
nsPoint lowerRight = (points[2].y <= points[3].y) ? points[3] : points[2];
if ((aGap->y <= upperLeft.y) && (gapLowerRight.y >= lowerRight.y)) {
if ((aGap->x > upperLeft.x) && (aGap->x < upperRight.x)) {
nsPoint leftRect[4];
leftRect[0] = upperLeft;
leftRect[1] = nsPoint(aGap->x, upperLeft.y);
leftRect[2] = nsPoint(aGap->x, lowerLeft.y);
leftRect[3] = lowerLeft;
aContext.FillPolygon(leftRect, 4);
}
if ((gapUpperRight.x > upperLeft.x) && (gapUpperRight.x < upperRight.x)) {
nsPoint rightRect[4];
rightRect[0] = nsPoint(gapUpperRight.x, upperRight.y);
rightRect[1] = upperRight;
rightRect[2] = lowerRight;
rightRect[3] = nsPoint(gapLowerRight.x, lowerRight.y);
aContext.FillPolygon(rightRect, 4);
}
} else {
aContext.FillPolygon(aPoints, aNumPoints);
}
}
}
/**
* Make a bevel color
*/
nscolor nsCSSRendering::MakeBevelColor(PRIntn whichSide, PRUint8 style,
nscolor aBackgroundColor,
nscolor aBorderColor,
PRBool aSpecialCase)
{
nscolor colors[2];
nscolor theColor;
// Given a background color and a border color
// calculate the color used for the shading
if(aSpecialCase)
NS_GetSpecial3DColors(colors, aBackgroundColor, aBorderColor);
else
NS_Get3DColors(colors, aBackgroundColor);
if ((style == NS_STYLE_BORDER_STYLE_BG_OUTSET) ||
(style == NS_STYLE_BORDER_STYLE_OUTSET) ||
(style == NS_STYLE_BORDER_STYLE_RIDGE)) {
// Flip colors for these three border styles
switch (whichSide) {
case NS_SIDE_BOTTOM: whichSide = NS_SIDE_TOP; break;
case NS_SIDE_RIGHT: whichSide = NS_SIDE_LEFT; break;
case NS_SIDE_TOP: whichSide = NS_SIDE_BOTTOM; break;
case NS_SIDE_LEFT: whichSide = NS_SIDE_RIGHT; break;
}
}
switch (whichSide) {
case NS_SIDE_BOTTOM:
theColor = colors[1];
break;
case NS_SIDE_RIGHT:
theColor = colors[1];
break;
case NS_SIDE_TOP:
theColor = colors[0];
break;
case NS_SIDE_LEFT:
default:
theColor = colors[0];
break;
}
return theColor;
}
// Maximum poly points in any of the polygons we generate below
#define MAX_POLY_POINTS 4
// a nifty helper function to create a polygon representing a
// particular side of a border. This helps localize code for figuring
// mitered edges. It is mainly used by the solid, inset, and outset
// styles.
//
// If the side can be represented as a line segment (because the thickness
// is one pixel), then a line with two endpoints is returned
PRIntn nsCSSRendering::MakeSide(nsPoint aPoints[],
nsIRenderingContext& aContext,
PRIntn whichSide,
const nsRect& outside, const nsRect& inside,
PRIntn aSkipSides,
PRIntn borderPart, float borderFrac,
nscoord twipsPerPixel)
{
float borderRest = 1.0f - borderFrac;
PRIntn np = 0;
nscoord thickness, outsideEdge, insideEdge, outsideTL, insideTL, outsideBR,
insideBR;
// Initialize the following six nscoord's:
// outsideEdge, insideEdge, outsideTL, insideTL, outsideBR, insideBR
// so that outsideEdge is the x or y of the outside edge, etc., and
// outsideTR is the y or x at the top or right end, etc., e.g.:
//
// outsideEdge --- ----------------------------------------
// \ /
// \ /
// \ /
// insideEdge ------- ----------------------------------
// | | | |
// outsideTL insideTL insideBR outsideBR
//
// if we don't want the bevel, we'll get rid of it later by setting
// outsideXX to insideXX
switch (whichSide) {
case NS_SIDE_TOP:
// the TL points are the left end; the BR points are the right end
outsideEdge = outside.y;
insideEdge = inside.y;
outsideTL = outside.x;
insideTL = inside.x;
insideBR = inside.XMost();
outsideBR = outside.XMost();
break;
case NS_SIDE_BOTTOM:
// the TL points are the left end; the BR points are the right end
outsideEdge = outside.YMost();
insideEdge = inside.YMost();
outsideTL = outside.x;
insideTL = inside.x;
insideBR = inside.XMost();
outsideBR = outside.XMost();
break;
case NS_SIDE_LEFT:
// the TL points are the top end; the BR points are the bottom end
outsideEdge = outside.x;
insideEdge = inside.x;
outsideTL = outside.y;
insideTL = inside.y;
insideBR = inside.YMost();
outsideBR = outside.YMost();
break;
case NS_SIDE_RIGHT:
// the TL points are the top end; the BR points are the bottom end
outsideEdge = outside.XMost();
insideEdge = inside.XMost();
outsideTL = outside.y;
insideTL = inside.y;
insideBR = inside.YMost();
outsideBR = outside.YMost();
break;
}
// Don't draw the bevels if an adjacent side is skipped
if ( (whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_BOTTOM) ) {
// a top or bottom side
if ((1<<NS_SIDE_LEFT) & aSkipSides) {
insideTL = outsideTL;
}
if ((1<<NS_SIDE_RIGHT) & aSkipSides) {
insideBR = outsideBR;
}
} else {
// a right or left side
if ((1<<NS_SIDE_TOP) & aSkipSides) {
insideTL = outsideTL;
}
if ((1<<NS_SIDE_BOTTOM) & aSkipSides) {
insideBR = outsideBR;
}
}
// move things around when only drawing part of the border
if (borderPart == BORDER_INSIDE) {
outsideEdge = nscoord(outsideEdge * borderFrac + insideEdge * borderRest);
outsideTL = nscoord(outsideTL * borderFrac + insideTL * borderRest);
outsideBR = nscoord(outsideBR * borderFrac + insideBR * borderRest);
} else if (borderPart == BORDER_OUTSIDE ) {
insideEdge = nscoord(insideEdge * borderFrac + outsideEdge * borderRest);
insideTL = nscoord(insideTL * borderFrac + outsideTL * borderRest);
insideBR = nscoord(insideBR * borderFrac + outsideBR * borderRest);
}
// Base our thickness check on the segment being less than a pixel and 1/2
twipsPerPixel += twipsPerPixel >> 2;
// find the thickness of the piece being drawn
if ((whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_LEFT)) {
thickness = insideEdge - outsideEdge;
} else {
thickness = outsideEdge - insideEdge;
}
// if returning a line, do it along inside edge for bottom or right borders
// so that it's in the same place as it would be with polygons (why?)
// XXX The previous version of the code shortened the right border too.
if ( !((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL)) &&
((whichSide == NS_SIDE_BOTTOM) || (whichSide == NS_SIDE_RIGHT))) {
outsideEdge = insideEdge;
}
// return the appropriate line or trapezoid
if ((whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_BOTTOM)) {
// top and bottom borders
aPoints[np++].MoveTo(outsideTL,outsideEdge);
aPoints[np++].MoveTo(outsideBR,outsideEdge);
// XXX Making this condition only (thickness >= twipsPerPixel) will
// improve double borders and some cases of groove/ridge,
// but will cause problems with table borders. See last and third
// from last tests in test4.htm
// Doing it this way emulates the old behavior. It might be worth
// fixing.
if ((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL) ) {
aPoints[np++].MoveTo(insideBR,insideEdge);
aPoints[np++].MoveTo(insideTL,insideEdge);
}
} else {
// right and left borders
// XXX Ditto above
if ((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL) ) {
aPoints[np++].MoveTo(insideEdge,insideBR);
aPoints[np++].MoveTo(insideEdge,insideTL);
}
aPoints[np++].MoveTo(outsideEdge,outsideTL);
aPoints[np++].MoveTo(outsideEdge,outsideBR);
}
return np;
}
void nsCSSRendering::DrawSide(nsIRenderingContext& aContext,
PRIntn whichSide,
const PRUint8 borderStyle,
const nscolor borderColor,
const nscolor aBackgroundColor,
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
nscoord twipsPerPixel,
nsRect* aGap)
{
nsPoint theSide[MAX_POLY_POINTS];
nscolor theColor = borderColor;
PRUint8 theStyle = borderStyle;
PRInt32 np;
switch (theStyle) {
case NS_STYLE_BORDER_STYLE_NONE:
case NS_STYLE_BORDER_STYLE_HIDDEN:
return;
case NS_STYLE_BORDER_STYLE_DOTTED: //handled a special case elsewhere
case NS_STYLE_BORDER_STYLE_DASHED: //handled a special case elsewhere
break; // That was easy...
case NS_STYLE_BORDER_STYLE_GROOVE:
case NS_STYLE_BORDER_STYLE_RIDGE:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, aSkipSides,
BORDER_INSIDE, 0.5f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide,
((theStyle == NS_STYLE_BORDER_STYLE_RIDGE) ?
NS_STYLE_BORDER_STYLE_GROOVE :
NS_STYLE_BORDER_STYLE_RIDGE),
aBackgroundColor, theColor,
PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_OUTSIDE, 0.5f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_SOLID:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor (borderColor);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_BG_SOLID:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
nscolor colors[2];
NS_Get3DColors(colors, aBackgroundColor);
aContext.SetColor (colors[0]);
if (2 == np) {
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_INSIDE, 0.333333f, twipsPerPixel);
aContext.SetColor (borderColor);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_OUTSIDE, 0.333333f, twipsPerPixel);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_BG_OUTSET:
case NS_STYLE_BORDER_STYLE_BG_INSET:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_FALSE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
}
}
/**
* Draw a dotted/dashed sides of a box
*/
//XXX dashes which span more than two edges are not handled properly MMP
void nsCSSRendering::DrawDashedSides(PRIntn startSide,
nsIRenderingContext& aContext,
/* XXX unused */ const nsRect& aDirtyRect,
const PRUint8 borderStyles[],
const nscolor borderColors[],
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
/* XXX unused */ nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, firstRect, currRect;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRUint8 style = borderStyles[startSide];
PRBool skippedSide = PR_FALSE;
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
PRUint8 prevStyle = style;
style = borderStyles[whichSide];
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
if ((style != prevStyle) || skippedSide) {
//style discontinuity
over = 0.0f;
bSolid = PR_TRUE;
}
// XXX units for dash & dot?
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
aContext.SetColor(borderColors[whichSide]);
switch (whichSide) {
case NS_SIDE_LEFT:
//XXX need to properly handle wrap around from last edge to first edge
//(this is the first edge) MMP
dashRect.width = borderInside.x - borderOutside.x;
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderOutside.x;
dashRect.y = borderInside.YMost() - dashRect.height;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.width = dashRect.width;
firstRect.height = nscoord(dashRect.height * over);
firstRect.y = dashRect.y + (dashRect.height - firstRect.height);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
break;
case NS_SIDE_TOP:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderOutside.x, borderOutside.y,
borderInside.x - borderOutside.x,
borderInside.y - borderOutside.y);
}
dashRect.height = borderInside.y - borderOutside.y;
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderInside.x;
dashRect.y = borderOutside.y;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.y = dashRect.y;
firstRect.width = nscoord(dashRect.width * over);
firstRect.height = dashRect.height;
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
break;
case NS_SIDE_RIGHT:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderInside.XMost(), borderOutside.y,
borderOutside.XMost() - borderInside.XMost(),
borderInside.y - borderOutside.y);
}
dashRect.width = borderOutside.XMost() - borderInside.XMost();
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderInside.XMost();
dashRect.y = borderInside.y;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.y = dashRect.y;
firstRect.width = dashRect.width;
firstRect.height = nscoord(dashRect.height * over);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.y < borderInside.YMost()) {
//clip if necessary
if (currRect.YMost() > borderInside.YMost()) {
over = float(dashRect.YMost() - borderInside.YMost()) /
float(dashRect.height);
currRect.height = currRect.height -
(currRect.YMost() - borderInside.YMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
break;
case NS_SIDE_BOTTOM:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderInside.XMost(), borderInside.YMost(),
borderOutside.XMost() - borderInside.XMost(),
borderOutside.YMost() - borderInside.YMost());
}
dashRect.height = borderOutside.YMost() - borderInside.YMost();
dashRect.width = nscoord(dashRect.height * dashLength);
dashRect.x = borderInside.XMost() - dashRect.width;
dashRect.y = borderInside.YMost();
if (over > 0.0f) {
firstRect.y = dashRect.y;
firstRect.width = nscoord(dashRect.width * over);
firstRect.height = dashRect.height;
firstRect.x = dashRect.x + (dashRect.width - firstRect.width);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.XMost() > borderInside.x) {
//clip if necessary
if (currRect.x < borderInside.x) {
over = float(borderInside.x - dashRect.x) / float(dashRect.width);
currRect.width = currRect.width - (borderInside.x - currRect.x);
currRect.x = borderInside.x;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x - currRect.width;
currRect = dashRect;
}
break;
}
}
skippedSide = PR_FALSE;
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 10/22/99 dwc
*/
void nsCSSRendering::DrawDashedSides(PRIntn startSide,
nsIRenderingContext& aContext,
const nsRect& aDirtyRect,
const nsStyleColor* aColorStyle,
const nsStyleBorder* aBorderStyle,
const nsStyleOutline* aOutlineStyle,
PRBool aDoOutline,
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
/* XXX unused */ nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, currRect;
nscoord temp, temp1, adjust;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRBool skippedSide = PR_FALSE;
const nscolor kBlackColor = NS_RGB(0,0,0);
NS_ASSERTION((aDoOutline && aOutlineStyle) || (!aDoOutline && aBorderStyle), "null params not allowed");
PRUint8 style = aDoOutline
? aOutlineStyle->GetOutlineStyle()
: aBorderStyle->GetBorderStyle(startSide);
// find the x and y width
nscoord xwidth = aDirtyRect.XMost();
nscoord ywidth = aDirtyRect.YMost();
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
PRUint8 prevStyle = style;
style = aDoOutline
? aOutlineStyle->GetOutlineStyle()
: aBorderStyle->GetBorderStyle(whichSide);
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
if ((style != prevStyle) || skippedSide) {
//style discontinuity
over = 0.0f;
bSolid = PR_TRUE;
}
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
nscolor sideColor(kBlackColor); // default to black in case color cannot be resolved
// (because invert is not supported on cur platform)
PRBool isInvert=PR_FALSE;
if (aDoOutline) {
// see if the outline color is 'invert'
if (aOutlineStyle->GetOutlineInvert()) {
isInvert = PR_TRUE;
} else {
aOutlineStyle->GetOutlineColor(sideColor);
}
} else {
PRBool transparent;
PRBool foreground;
aBorderStyle->GetBorderColor(whichSide, sideColor, transparent, foreground);
if (foreground)
sideColor = aColorStyle->mColor;
if (transparent)
continue; // side is transparent
}
aContext.SetColor(sideColor);
switch (whichSide) {
case NS_SIDE_RIGHT:
case NS_SIDE_LEFT:
bSolid = PR_FALSE;
// This is our dot or dash..
if(whichSide==NS_SIDE_LEFT){
dashRect.width = borderInside.x - borderOutside.x;
} else {
dashRect.width = borderOutside.XMost() - borderInside.XMost();
}
if( dashRect.width >0 ) {
dashRect.height = dashRect.width * dashLength;
dashRect.y = borderOutside.y;
if(whichSide == NS_SIDE_RIGHT){
dashRect.x = borderInside.XMost();
} else {
dashRect.x = borderOutside.x;
}
temp = borderOutside.YMost();
temp1 = temp/dashRect.height;
currRect = dashRect;
if((temp1%2)==0){
adjust = (dashRect.height-(temp%dashRect.height))/2; // adjust back
// draw in the left and right
FillOrInvertRect(aContext, dashRect.x, borderOutside.y,dashRect.width, dashRect.height-adjust,isInvert);
FillOrInvertRect(aContext,dashRect.x,(borderOutside.YMost()-(dashRect.height-adjust)),dashRect.width, dashRect.height-adjust,isInvert);
currRect.y += (dashRect.height-adjust);
temp = temp-= (dashRect.height-adjust);
} else {
adjust = (temp%dashRect.width)/2; // adjust a tad longer
// draw in the left and right
FillOrInvertRect(aContext, dashRect.x, borderOutside.y,dashRect.width, dashRect.height+adjust,isInvert);
FillOrInvertRect(aContext, dashRect.x,(borderOutside.YMost()-(dashRect.height+adjust)),dashRect.width, dashRect.height+adjust,isInvert);
currRect.y += (dashRect.height+adjust);
temp = temp-= (dashRect.height+adjust);
}
if( temp > ywidth)
temp = ywidth;
// get the currRect's x into the view before we start
if( currRect.y < aDirtyRect.y){
temp1 = NSToCoordFloor((float)((aDirtyRect.y-currRect.y)/dashRect.height));
currRect.y += temp1*dashRect.height;
if((temp1%2)==1){
bSolid = PR_TRUE;
}
}
while(currRect.y<temp) {
//draw if necessary
if (bSolid) {
FillOrInvertRect(aContext, currRect,isInvert);
}
bSolid = PRBool(!bSolid);
currRect.y += dashRect.height;
}
}
break;
case NS_SIDE_BOTTOM:
case NS_SIDE_TOP:
bSolid = PR_FALSE;
// This is our dot or dash..
if(whichSide==NS_SIDE_TOP){
dashRect.height = borderInside.y - borderOutside.y;
} else {
dashRect.height = borderOutside.YMost() - borderInside.YMost();
}
if( dashRect.height >0 ) {
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderOutside.x;
if(whichSide == NS_SIDE_BOTTOM){
dashRect.y = borderInside.YMost();
} else {
dashRect.y = borderOutside.y;
}
temp = borderOutside.XMost();
temp1 = temp/dashRect.width;
currRect = dashRect;
if((temp1%2)==0){
adjust = (dashRect.width-(temp%dashRect.width))/2; // even, adjust back
// draw in the left and right
FillOrInvertRect(aContext, borderOutside.x,dashRect.y,dashRect.width-adjust,dashRect.height,isInvert);
FillOrInvertRect(aContext, (borderOutside.XMost()-(dashRect.width-adjust)),dashRect.y,dashRect.width-adjust,dashRect.height,isInvert);
currRect.x += (dashRect.width-adjust);
temp = temp-= (dashRect.width-adjust);
} else {
adjust = (temp%dashRect.width)/2;
// draw in the left and right
FillOrInvertRect(aContext, borderOutside.x,dashRect.y,dashRect.width+adjust,dashRect.height,isInvert);
FillOrInvertRect(aContext, (borderOutside.XMost()-(dashRect.width+adjust)),dashRect.y,dashRect.width+adjust,dashRect.height,isInvert);
currRect.x += (dashRect.width+adjust);
temp = temp-= (dashRect.width+adjust);
}
if( temp > xwidth)
temp = xwidth;
// get the currRect's x into the view before we start
if( currRect.x < aDirtyRect.x){
temp1 = NSToCoordFloor((float)((aDirtyRect.x-currRect.x)/dashRect.width));
currRect.x += temp1*dashRect.width;
if((temp1%2)==1){
bSolid = PR_TRUE;
}
}
while(currRect.x<temp) {
//draw if necessary
if (bSolid) {
FillOrInvertRect(aContext, currRect,isInvert);
}
bSolid = PRBool(!bSolid);
currRect.x += dashRect.width;
}
}
break;
}
}
skippedSide = PR_FALSE;
}
}
/* draw the portions of the border described in aBorderEdges that are dashed.
* a border has 4 edges. Each edge has 1 or more segments.
* "inside edges" are drawn differently than "outside edges" so the shared edges will match up.
* in the case of table collapsing borders, the table edge is the "outside" edge and
* cell edges are always "inside" edges (so adjacent cells have 2 shared "inside" edges.)
* There is a case for each of the four sides. Only the left side is well documented. The others
* are very similar.
*/
// XXX: doesn't do corners or junctions well at all. Just uses logic stolen
// from DrawDashedSides which is insufficient
void nsCSSRendering::DrawDashedSegments(nsIRenderingContext& aContext,
const nsRect& aBounds,
nsBorderEdges * aBorderEdges,
PRIntn aSkipSides,
/* XXX unused */ nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, currRect;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRBool skippedSide = PR_FALSE;
PRIntn whichSide=0;
// do this just to set up initial condition for loop
// "segment" is the current portion of the edge we are computing
nsBorderEdge * segment = (nsBorderEdge *)(aBorderEdges->mEdges[whichSide].ElementAt(0));
PRUint8 style = segment->mStyle;
for ( ; whichSide < 4; whichSide++)
{
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
nscoord x=0; nscoord y=0;
PRInt32 i;
PRInt32 segmentCount = aBorderEdges->mEdges[whichSide].Count();
nsBorderEdges * neighborBorderEdges=nsnull;
PRIntn neighborEdgeCount=0; // keeps track of which inside neighbor is shared with an outside segment
for (i=0; i<segmentCount; i++)
{
bSolid=PR_TRUE;
over = 0.0f;
segment = (nsBorderEdge *)(aBorderEdges->mEdges[whichSide].ElementAt(i));
style = segment->mStyle;
// XXX units for dash & dot?
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
aContext.SetColor(segment->mColor);
switch (whichSide) {
case NS_SIDE_LEFT:
{ // draw left segment i
nsBorderEdge * topEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(0));
if (0==y)
{ // y is the offset to the top of this segment. 0 means its the topmost left segment
y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
y += topEdge->mWidth;
}
// the x offset is the x position offset by the max width of the left edge minus this segment's width
x = aBounds.x + (aBorderEdges->mMaxBorderWidth.left - segment->mWidth);
nscoord height = segment->mLength;
// the space between borderOutside and borderInside inclusive is the segment.
nsRect borderOutside(x, y, aBounds.width, height);
y += segment->mLength; // keep track of the y offset for the next segment
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsMargin outsideMargin(segment->mWidth, 0, 0, 0);
borderInside.Deflate(outsideMargin);
nscoord totalLength = segment->mLength; // the computed length of this segment
// outside edges need info from their inside neighbor. The following code keeps track
// of which segment of the inside neighbor's shared edge we should use for this outside segment
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
if (segment->mInsideNeighbor == neighborBorderEdges)
{
neighborEdgeCount++;
}
else
{
neighborBorderEdges = segment->mInsideNeighbor;
neighborEdgeCount=0;
}
nsBorderEdge * neighborLeft = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(neighborEdgeCount));
totalLength = neighborLeft->mLength;
}
dashRect.width = borderInside.x - borderOutside.x;
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderOutside.x;
dashRect.y = borderOutside.y + (totalLength/2) - dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth; // account for the topmost left edge corner with the leftmost top edge
if (0)
{
printf(" L: totalLength = %d, borderOutside.y = %d, midpoint %d, dashRect.y = %d\n",
totalLength, borderOutside.y, borderOutside.y +(totalLength/2), dashRect.y);
}
currRect = dashRect;
// we draw the segment in 2 halves to get the inside and outside edges to line up on the
// centerline of the shared edge.
// draw the top half
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (0)
{
printf("DASHED LEFT: xywh in loop currRect = %d %d %d %d %s\n",
currRect.x, currRect.y, currRect.width, currRect.height, bSolid?"TRUE":"FALSE");
}
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
// draw the bottom half
dashRect.y = borderOutside.y + (totalLength/2) + dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
bSolid=PR_TRUE;
over = 0.0f;
while (currRect.YMost() < borderInside.YMost()) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (0)
{
printf("DASHED LEFT: xywh in loop currRect = %d %d %d %d %s\n",
currRect.x, currRect.y, currRect.width, currRect.height, bSolid?"TRUE":"FALSE");
}
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_TOP:
{ // draw top segment i
if (0==x)
{
nsBorderEdge * leftEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
}
y = aBounds.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are bottom-aligned
y += aBorderEdges->mMaxBorderWidth.top - segment->mWidth;
nsRect borderOutside(x, y, segment->mLength, aBounds.height);
x += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsBorderEdge * neighbor;
// XXX Adding check to make sure segment->mInsideNeighbor is not null
// so it will do the else part, at this point we are assuming this is an
// ok thing to do (Bug 52130)
if (PR_TRUE==aBorderEdges->mOutsideEdge && segment->mInsideNeighbor)
neighbor = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(0));
else
neighbor = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nsMargin outsideMargin(neighbor->mWidth, segment->mWidth, 0, segment->mWidth);
borderInside.Deflate(outsideMargin);
nscoord firstRectWidth = 0;
if (PR_TRUE==aBorderEdges->mOutsideEdge && 0==i)
{
firstRectWidth = borderInside.x - borderOutside.x;
aContext.FillRect(borderOutside.x, borderOutside.y,
firstRectWidth,
borderInside.y - borderOutside.y);
}
dashRect.height = borderInside.y - borderOutside.y;
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderOutside.x + firstRectWidth;
dashRect.y = borderOutside.y;
currRect = dashRect;
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_RIGHT:
{ // draw right segment i
nsBorderEdge * topEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(aBorderEdges->mEdges[NS_SIDE_TOP].Count()-1));
if (0==y)
{
y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
y += topEdge->mWidth;
}
nscoord width;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
width = aBounds.width - aBorderEdges->mMaxBorderWidth.right;
width += segment->mWidth;
}
else
{
width = aBounds.width;
}
nscoord height = segment->mLength;
nsRect borderOutside(aBounds.x, y, width, height);
y += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsMargin outsideMargin(segment->mWidth, 0, (segment->mWidth), 0);
borderInside.Deflate(outsideMargin);
nscoord totalLength = segment->mLength;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
if (segment->mInsideNeighbor == neighborBorderEdges)
{
neighborEdgeCount++;
}
else
{
neighborBorderEdges = segment->mInsideNeighbor;
neighborEdgeCount=0;
}
nsBorderEdge * neighborRight = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_RIGHT].ElementAt(neighborEdgeCount));
totalLength = neighborRight->mLength;
}
dashRect.width = borderOutside.XMost() - borderInside.XMost();
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderInside.XMost();
dashRect.y = borderOutside.y + (totalLength/2) - dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
// draw the top half
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
// draw the bottom half
dashRect.y = borderOutside.y + (totalLength/2) + dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
bSolid=PR_TRUE;
over = 0.0f;
while (currRect.YMost() < borderInside.YMost()) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_BOTTOM:
{ // draw bottom segment i
if (0==x)
{
nsBorderEdge * leftEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(aBorderEdges->mEdges[NS_SIDE_LEFT].Count()-1));
x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
}
y = aBounds.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are top-aligned
y -= aBorderEdges->mMaxBorderWidth.bottom - segment->mWidth;
nsRect borderOutside(x, y, segment->mLength, aBounds.height);
x += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsBorderEdge * neighbor;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
neighbor = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(0));
else
neighbor = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nsMargin outsideMargin(neighbor->mWidth, segment->mWidth, 0, segment->mWidth);
borderInside.Deflate(outsideMargin);
nscoord firstRectWidth = 0;
if (PR_TRUE==aBorderEdges->mOutsideEdge && 0==i)
{
firstRectWidth = borderInside.x - borderOutside.x;
aContext.FillRect(borderOutside.x, borderInside.YMost(),
firstRectWidth,
borderOutside.YMost() - borderInside.YMost());
}
dashRect.height = borderOutside.YMost() - borderInside.YMost();
dashRect.width = nscoord(dashRect.height * dashLength);
dashRect.x = borderOutside.x + firstRectWidth;
dashRect.y = borderInside.YMost();
currRect = dashRect;
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
}
}
break;
}
}
skippedSide = PR_FALSE;
}
}
nscolor
nsCSSRendering::TransformColor(nscolor aMapColor,PRBool aNoBackGround)
{
PRUint16 hue,sat,value;
nscolor newcolor;
newcolor = aMapColor;
if (PR_TRUE == aNoBackGround){
// convert the RBG to HSV so we can get the lightness (which is the v)
NS_RGB2HSV(newcolor,hue,sat,value);
// The goal here is to send white to black while letting colored
// stuff stay colored... So we adopt the following approach.
// Something with sat = 0 should end up with value = 0. Something
// with a high sat can end up with a high value and it's ok.... At
// the same time, we don't want to make things lighter. Do
// something simple, since it seems to work.
if (value > sat) {
value = sat;
// convert this color back into the RGB color space.
NS_HSV2RGB(newcolor,hue,sat,value);
}
}
return newcolor;
}
// method GetBGColorForHTMLElement
//
// Now here's a *fun* hack: Nav4 uses the BODY element's background color for the
// background color on tables so we need to find that element's
// color and use it... Actually, we can use the HTML element as well.
//
// Traverse from PresContext to PresShell to Document to RootContent. The RootContent is
// then checked to ensure that it is the HTML or BODY element, and if it is, we get
// it's primary frame and from that the style context and from that the color to use.
//
PRBool GetBGColorForHTMLElement( nsPresContext *aPresContext,
const nsStyleBackground *&aBGColor )
{
NS_ASSERTION(aPresContext, "null params not allowed");
PRBool result = PR_FALSE; // assume we did not find the HTML element
nsIPresShell* shell = aPresContext->GetPresShell();
if (shell) {
nsIDocument *doc = shell->GetDocument();
if (doc) {
nsIContent *pContent;
if ((pContent = doc->GetRootContent())) {
// make sure that this is the HTML element
nsIAtom *tag = pContent->Tag();
NS_ASSERTION(tag, "Tag could not be retrieved from root content element");
if (tag == nsHTMLAtoms::html ||
tag == nsHTMLAtoms::body) {
// use this guy's color
nsIFrame *pFrame = nsnull;
if (NS_SUCCEEDED(shell->GetPrimaryFrameFor(pContent, &pFrame)) &&
pFrame) {
nsStyleContext *pContext = pFrame->GetStyleContext();
if (pContext) {
const nsStyleBackground* color = pContext->GetStyleBackground();
if (0 == (color->mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT)) {
aBGColor = color;
// set the reslt to TRUE to indicate we mapped the color
result = PR_TRUE;
}
}// if context
}// if frame
}// if tag == html or body
#ifdef DEBUG
else {
printf( "Root Content is not HTML or BODY: cannot get bgColor of HTML or BODY\n");
}
#endif
}// if content
}// if doc
} // if shell
return result;
}
// helper macro to determine if the borderstyle 'a' is a MOZ-BG-XXX style
#define MOZ_BG_BORDER(a)\
((a==NS_STYLE_BORDER_STYLE_BG_INSET) || (a==NS_STYLE_BORDER_STYLE_BG_OUTSET)\
|| (a==NS_STYLE_BORDER_STYLE_BG_SOLID))
static
PRBool GetBorderColor(const nsStyleColor* aColor, const nsStyleBorder& aBorder, PRUint8 aSide, nscolor& aColorVal,
nsBorderColors** aCompositeColors = nsnull)
{
PRBool transparent;
PRBool foreground;
if (aCompositeColors) {
aBorder.GetCompositeColors(aSide, aCompositeColors);
if (*aCompositeColors)
return PR_TRUE;
}
aBorder.GetBorderColor(aSide, aColorVal, transparent, foreground);
if (foreground)
aColorVal = aColor->mColor;
return !transparent;
}
// XXX improve this to constrain rendering to the damaged area
void nsCSSRendering::PaintBorder(nsPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBorder& aBorderStyle,
nsStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap,
nscoord aHardBorderSize,
PRBool aShouldIgnoreRounded)
{
PRIntn cnt;
nsMargin border;
nsStyleCoord bordStyleRadius[4];
PRInt16 borderRadii[4],i;
float percent;
nsCompatibility compatMode = aPresContext->CompatibilityMode();
// Check to see if we have an appearance defined. If so, we let the theme
// renderer draw the border. DO not get the data from aForFrame, since the passed in style context
// may be different! Always use |aStyleContext|!
const nsStyleDisplay* displayData = aStyleContext->GetStyleDisplay();
if (displayData->mAppearance) {
nsITheme *theme = aPresContext->GetTheme();
if (theme && theme->ThemeSupportsWidget(aPresContext, aForFrame, displayData->mAppearance))
return; // Let the theme handle it.
}
// Get our style context's color struct.
const nsStyleColor* ourColor = aStyleContext->GetStyleColor();
// in NavQuirks mode we want to use the parent's context as a starting point
// for determining the background color
const nsStyleBackground* bgColor =
nsCSSRendering::FindNonTransparentBackground(aStyleContext,
compatMode == eCompatibility_NavQuirks ? PR_TRUE : PR_FALSE);
// mozBGColor is used instead of bgColor when the display type is BG_INSET or BG_OUTSET
// or BG_SOLID, and, in quirk mode, it is set to the BODY element's background color
// instead of the nearest ancestor's background color.
const nsStyleBackground* mozBGColor = bgColor;
// now check if we are in Quirks mode and have a border style of BG_INSET or OUTSET
// or BG_SOLID - if so we use the bgColor from the HTML element instead of the
// nearest ancestor
if (compatMode == eCompatibility_NavQuirks) {
PRBool bNeedBodyBGColor = PR_FALSE;
if (aStyleContext) {
for (cnt=0; cnt<4;cnt++) {
bNeedBodyBGColor = MOZ_BG_BORDER(aBorderStyle.GetBorderStyle(cnt));
if (bNeedBodyBGColor) {
break;
}
}
}
if (bNeedBodyBGColor) {
GetBGColorForHTMLElement(aPresContext, mozBGColor);
}
}
if (aHardBorderSize > 0) {
border.SizeTo(aHardBorderSize, aHardBorderSize, aHardBorderSize, aHardBorderSize);
} else {
aBorderStyle.CalcBorderFor(aForFrame, border);
}
if ((0 == border.left) && (0 == border.right) &&
(0 == border.top) && (0 == border.bottom)) {
// Empty border area
return;
}
// get the radius for our border
aBorderStyle.mBorderRadius.GetTop(bordStyleRadius[0]); //topleft
aBorderStyle.mBorderRadius.GetRight(bordStyleRadius[1]); //topright
aBorderStyle.mBorderRadius.GetBottom(bordStyleRadius[2]); //bottomright
aBorderStyle.mBorderRadius.GetLeft(bordStyleRadius[3]); //bottomleft
for(i=0;i<4;i++) {
borderRadii[i] = 0;
switch ( bordStyleRadius[i].GetUnit()) {
case eStyleUnit_Percent:
percent = bordStyleRadius[i].GetPercentValue();
borderRadii[i] = (nscoord)(percent * aBorderArea.width);
break;
case eStyleUnit_Coord:
borderRadii[i] = bordStyleRadius[i].GetCoordValue();
break;
default:
break;
}
}
// rounded version of the outline
// check for any corner that is rounded
for(i=0;i<4;i++){
if(borderRadii[i] > 0 && !aBorderStyle.mBorderColors){
PaintRoundedBorder(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,&aBorderStyle,nsnull,aStyleContext,aSkipSides,borderRadii,aGap,PR_FALSE);
return;
}
}
// Turn off rendering for all of the zero sized sides
if (0 == border.top) aSkipSides |= (1 << NS_SIDE_TOP);
if (0 == border.right) aSkipSides |= (1 << NS_SIDE_RIGHT);
if (0 == border.bottom) aSkipSides |= (1 << NS_SIDE_BOTTOM);
if (0 == border.left) aSkipSides |= (1 << NS_SIDE_LEFT);
// get the inside and outside parts of the border
nsRect outerRect(aBorderArea);
nsRect innerRect(outerRect);
innerRect.Deflate(border);
if (border.left + border.right > aBorderArea.width) {
innerRect.x = outerRect.x;
innerRect.width = outerRect.width;
}
if (border.top + border.bottom > aBorderArea.height) {
innerRect.y = outerRect.y;
innerRect.height = outerRect.height;
}
// If the dirty rect is completely inside the border area (e.g., only the
// content is being painted), then we can skip out now
if (innerRect.Contains(aDirtyRect)) {
return;
}
//see if any sides are dotted or dashed
for (cnt = 0; cnt < 4; cnt++) {
if ((aBorderStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DOTTED) ||
(aBorderStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DASHED)) {
break;
}
}
if (cnt < 4) {
DrawDashedSides(cnt, aRenderingContext,aDirtyRect, ourColor, &aBorderStyle,nsnull, PR_FALSE,
outerRect, innerRect, aSkipSides, aGap);
}
// dont clip the borders for composite borders, they use the inner and
// outer rect to compute the diagonale to cross the border radius
nsRect compositeInnerRect(innerRect);
nsRect compositeOuterRect(outerRect);
// Draw all the other sides
if (!aDirtyRect.Contains(outerRect)) {
// Border leaks out of the dirty rectangle - lets clip it but with care
if (innerRect.y < aDirtyRect.y) {
aSkipSides |= (1 << NS_SIDE_TOP);
PRUint32 shortenBy =
PR_MIN(innerRect.height, aDirtyRect.y - innerRect.y);
innerRect.y += shortenBy;
innerRect.height -= shortenBy;
outerRect.y += shortenBy;
outerRect.height -= shortenBy;
}
if (aDirtyRect.YMost() < innerRect.YMost()) {
aSkipSides |= (1 << NS_SIDE_BOTTOM);
PRUint32 shortenBy =
PR_MIN(innerRect.height, innerRect.YMost() - aDirtyRect.YMost());
innerRect.height -= shortenBy;
outerRect.height -= shortenBy;
}
if (innerRect.x < aDirtyRect.x) {
aSkipSides |= (1 << NS_SIDE_LEFT);
PRUint32 shortenBy =
PR_MIN(innerRect.width, aDirtyRect.x - innerRect.x);
innerRect.x += shortenBy;
innerRect.width -= shortenBy;
outerRect.x += shortenBy;
outerRect.width -= shortenBy;
}
if (aDirtyRect.XMost() < innerRect.XMost()) {
aSkipSides |= (1 << NS_SIDE_RIGHT);
PRUint32 shortenBy =
PR_MIN(innerRect.width, innerRect.XMost() - aDirtyRect.XMost());
innerRect.width -= shortenBy;
outerRect.width -= shortenBy;
}
}
/* Get our conversion values */
nscoord twipsPerPixel = aPresContext->IntScaledPixelsToTwips(1);
static PRUint8 sideOrder[] = { NS_SIDE_BOTTOM, NS_SIDE_LEFT, NS_SIDE_TOP, NS_SIDE_RIGHT };
nscolor sideColor;
nsBorderColors* compositeColors = nsnull;
for (cnt = 0; cnt < 4; cnt++) {
PRUint8 side = sideOrder[cnt];
if (0 == (aSkipSides & (1<<side))) {
if (GetBorderColor(ourColor, aBorderStyle, side, sideColor, &compositeColors)) {
if (compositeColors)
DrawCompositeSide(aRenderingContext, side, compositeColors, compositeOuterRect,
compositeInnerRect, borderRadii, twipsPerPixel, aGap);
else
DrawSide(aRenderingContext, side,
aBorderStyle.GetBorderStyle(side),
sideColor,
MOZ_BG_BORDER(aBorderStyle.GetBorderStyle(side)) ?
mozBGColor->mBackgroundColor :
bgColor->mBackgroundColor,
outerRect,innerRect, aSkipSides,
twipsPerPixel, aGap);
}
}
}
}
void nsCSSRendering::DrawCompositeSide(nsIRenderingContext& aRenderingContext,
PRIntn aWhichSide,
nsBorderColors* aCompositeColors,
const nsRect& aOuterRect,
const nsRect& aInnerRect,
PRInt16* aBorderRadii,
nscoord twipsPerPixel,
nsRect* aGap)
{
// Loop over each color and at each iteration shrink the length of the
// lines that we draw.
nsRect currOuterRect(aOuterRect);
// XXXdwh This border radius code is rather hacky and will only work for
// small radii, but it will be sufficient to get a major performance
// improvement in themes with small curvature (like Modern).
// Still, this code should be rewritten if/when someone chooses to pick
// up the -moz-border-radius gauntlet.
// Alternatively we could add support for a -moz-border-diagonal property, which is
// what this code actually draws (instead of a curve).
// determine the the number of pixels we need to draw for this side
// and the start and end radii
nscoord shrinkage, startRadius, endRadius;
if (aWhichSide == NS_SIDE_TOP) {
shrinkage = aInnerRect.y - aOuterRect.y;
startRadius = aBorderRadii[0];
endRadius = aBorderRadii[1];
} else if (aWhichSide == NS_SIDE_BOTTOM) {
shrinkage = (aOuterRect.height+aOuterRect.y) - (aInnerRect.height+aInnerRect.y);
startRadius = aBorderRadii[3];
endRadius = aBorderRadii[2];
} else if (aWhichSide == NS_SIDE_RIGHT) {
shrinkage = (aOuterRect.width+aOuterRect.x) - (aInnerRect.width+aInnerRect.x);
startRadius = aBorderRadii[1];
endRadius = aBorderRadii[2];
} else if (aWhichSide == NS_SIDE_LEFT) {
shrinkage = aInnerRect.x - aOuterRect.x;
startRadius = aBorderRadii[0];
endRadius = aBorderRadii[3];
}
while (shrinkage > 0) {
nscoord xshrink = 0;
nscoord yshrink = 0;
nscoord widthshrink = 0;
nscoord heightshrink = 0;
if (startRadius || endRadius) {
if (aWhichSide == NS_SIDE_TOP || aWhichSide == NS_SIDE_BOTTOM) {
xshrink = startRadius;
widthshrink = startRadius + endRadius;
}
else if (aWhichSide == NS_SIDE_LEFT || aWhichSide == NS_SIDE_RIGHT) {
yshrink = startRadius-1;
heightshrink = yshrink + endRadius;
}
}
// subtract any rounded pixels from the outer rect
nsRect newOuterRect(currOuterRect);
newOuterRect.x += xshrink;
newOuterRect.y += yshrink;
newOuterRect.width -= widthshrink;
newOuterRect.height -= heightshrink;
nsRect borderInside(currOuterRect);
// try to subtract one pixel from each side of the outer rect, but only if
// that side has any extra space left to shrink
if (aInnerRect.x > borderInside.x) { // shrink left
borderInside.x += twipsPerPixel;
borderInside.width -= twipsPerPixel;
}
if (borderInside.x+borderInside.width > aInnerRect.x+aInnerRect.width) // shrink right
borderInside.width -= twipsPerPixel;
if (aInnerRect.y > borderInside.y) { // shrink top
borderInside.y += twipsPerPixel;
borderInside.height -= twipsPerPixel;
}
if (borderInside.y+borderInside.height > aInnerRect.y+aInnerRect.height) // shrink bottom
borderInside.height -= twipsPerPixel;
if (!aCompositeColors->mTransparent) {
nsPoint theSide[MAX_POLY_POINTS];
PRInt32 np = MakeSide(theSide, aRenderingContext, aWhichSide, newOuterRect, borderInside, 0,
BORDER_FULL, 1.0f, twipsPerPixel);
NS_ASSERTION(np == 2, "Composite border should always be single pixel!");
aRenderingContext.SetColor(aCompositeColors->mColor);
DrawLine(aRenderingContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
if (aWhichSide == NS_SIDE_TOP) {
if (startRadius) {
// Connecting line between top/left
nscoord distance = (startRadius+twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance += twipsPerPixel - remainder;
DrawLine(aRenderingContext,
currOuterRect.x+startRadius,
currOuterRect.y,
currOuterRect.x+startRadius-distance,
currOuterRect.y+distance,
aGap);
}
if (endRadius) {
// Connecting line between top/right
nscoord distance = (endRadius+twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance += twipsPerPixel - remainder;
DrawLine(aRenderingContext,
currOuterRect.x+currOuterRect.width-endRadius-twipsPerPixel,
currOuterRect.y,
currOuterRect.x+currOuterRect.width-endRadius-twipsPerPixel+distance,
currOuterRect.y+distance,
aGap);
}
}
else if (aWhichSide == NS_SIDE_BOTTOM) {
if (startRadius) {
// Connecting line between bottom/left
nscoord distance = (startRadius+twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance += twipsPerPixel - remainder;
DrawLine(aRenderingContext,
currOuterRect.x+startRadius,
currOuterRect.y+currOuterRect.height-twipsPerPixel,
currOuterRect.x+startRadius-distance,
currOuterRect.y+currOuterRect.height-twipsPerPixel-distance,
aGap);
}
if (endRadius) {
// Connecting line between bottom/right
nscoord distance = (endRadius+twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance += twipsPerPixel - remainder;
DrawLine(aRenderingContext,
currOuterRect.x+currOuterRect.width-endRadius-twipsPerPixel,
currOuterRect.y+currOuterRect.height-twipsPerPixel,
currOuterRect.x+currOuterRect.width-endRadius-twipsPerPixel+distance,
currOuterRect.y+currOuterRect.height-twipsPerPixel-distance,
aGap);
}
}
else if (aWhichSide == NS_SIDE_LEFT) {
if (startRadius) {
// Connecting line between left/top
nscoord distance = (startRadius-twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance -= remainder;
DrawLine(aRenderingContext,
currOuterRect.x+distance,
currOuterRect.y+startRadius-distance,
currOuterRect.x,
currOuterRect.y+startRadius,
aGap);
}
if (endRadius) {
// Connecting line between left/bottom
nscoord distance = (endRadius-twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance -= remainder;
DrawLine(aRenderingContext,
currOuterRect.x+distance,
currOuterRect.y+currOuterRect.height-twipsPerPixel-endRadius+distance,
currOuterRect.x,
currOuterRect.y+currOuterRect.height-twipsPerPixel-endRadius,
aGap);
}
}
else if (aWhichSide == NS_SIDE_RIGHT) {
if (startRadius) {
// Connecting line between right/top
nscoord distance = (startRadius-twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance -= remainder;
DrawLine(aRenderingContext,
currOuterRect.x+currOuterRect.width-twipsPerPixel-distance,
currOuterRect.y+startRadius-distance,
currOuterRect.x+currOuterRect.width-twipsPerPixel,
currOuterRect.y+startRadius,
aGap);
}
if (endRadius) {
// Connecting line between right/bottom
nscoord distance = (endRadius-twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance -= remainder;
DrawLine(aRenderingContext,
currOuterRect.x+currOuterRect.width-twipsPerPixel-distance,
currOuterRect.y+currOuterRect.height-twipsPerPixel-endRadius+distance,
currOuterRect.x+currOuterRect.width-twipsPerPixel,
currOuterRect.y+currOuterRect.height-twipsPerPixel-endRadius,
aGap);
}
}
}
if (aCompositeColors->mNext)
aCompositeColors = aCompositeColors->mNext;
currOuterRect = borderInside;
shrinkage -= twipsPerPixel;
startRadius -= twipsPerPixel;
if (startRadius < 0) startRadius = 0;
endRadius -= twipsPerPixel;
if (endRadius < 0) endRadius = 0;
}
}
// XXX improve this to constrain rendering to the damaged area
void nsCSSRendering::PaintOutline(nsPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBorder& aBorderStyle,
const nsStyleOutline& aOutlineStyle,
nsStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap)
{
nsStyleCoord bordStyleRadius[4];
PRInt16 borderRadii[4],i;
float percent;
const nsStyleBackground* bgColor = nsCSSRendering::FindNonTransparentBackground(aStyleContext);
nscoord width, offset;
// Get our style context's color struct.
const nsStyleColor* ourColor = aStyleContext->GetStyleColor();
aOutlineStyle.GetOutlineWidth(width);
if (0 == width) {
// Empty outline
return;
}
// get the radius for our outline
aOutlineStyle.mOutlineRadius.GetTop(bordStyleRadius[0]); //topleft
aOutlineStyle.mOutlineRadius.GetRight(bordStyleRadius[1]); //topright
aOutlineStyle.mOutlineRadius.GetBottom(bordStyleRadius[2]); //bottomright
aOutlineStyle.mOutlineRadius.GetLeft(bordStyleRadius[3]); //bottomleft
for(i=0;i<4;i++) {
borderRadii[i] = 0;
switch ( bordStyleRadius[i].GetUnit()) {
case eStyleUnit_Percent:
percent = bordStyleRadius[i].GetPercentValue();
borderRadii[i] = (nscoord)(percent * aBorderArea.width);
break;
case eStyleUnit_Coord:
borderRadii[i] = bordStyleRadius[i].GetCoordValue();
break;
default:
break;
}
}
nsRect* overflowArea = aForFrame->GetOverflowAreaProperty(PR_FALSE);
if (!overflowArea) {
NS_WARNING("Hmm, outline painting should always find an overflow area here");
return;
}
// get the offset for our outline
aOutlineStyle.GetOutlineOffset(offset);
nsRect outside(*overflowArea);
nsRect inside(outside);
if (width + offset >= 0) {
// the overflow area is exactly the outside edge of the outline
inside.Deflate(width, width);
} else {
// the overflow area is exactly the rectangle containing the frame and its
// children; we can compute the outline directly
inside.Deflate(-offset, -offset);
if (inside.width < 0 || inside.height < 0) {
return; // Protect against negative outline sizes
}
outside = inside;
outside.Inflate(width, width);
}
// rounded version of the border
for(i=0;i<4;i++){
if(borderRadii[i] > 0){
PaintRoundedBorder(aPresContext, aRenderingContext, aForFrame, aDirtyRect,
outside, nsnull, &aOutlineStyle, aStyleContext,
aSkipSides, borderRadii, aGap, PR_TRUE);
return;
}
}
PRUint8 outlineStyle = aOutlineStyle.GetOutlineStyle();
//see if any sides are dotted or dashed
if ((outlineStyle == NS_STYLE_BORDER_STYLE_DOTTED) ||
(outlineStyle == NS_STYLE_BORDER_STYLE_DASHED)) {
DrawDashedSides(0, aRenderingContext, aDirtyRect, ourColor, nsnull, &aOutlineStyle, PR_TRUE,
outside, inside, aSkipSides, aGap);
return;
}
// Draw all the other sides
/* XXX something is misnamed here!!!! */
nscoord twipsPerPixel;/* XXX */
float p2t;/* XXX */
p2t = aPresContext->PixelsToTwips();/* XXX */
twipsPerPixel = (nscoord) p2t;/* XXX */
nscolor outlineColor(NS_RGB(0,0,0)); // default to black in case it is invert color and the platform does not support that
PRBool canDraw = PR_FALSE;
PRBool modeChanged=PR_FALSE;
// see if the outline color is 'invert' or can invert.
if (aOutlineStyle.GetOutlineInvert()) {
canDraw = PR_TRUE;
if( NS_SUCCEEDED(aRenderingContext.SetPenMode(nsPenMode_kInvert)) ) {
modeChanged=PR_TRUE;
}
} else {
canDraw = aOutlineStyle.GetOutlineColor(outlineColor);
}
if (PR_TRUE == canDraw) {
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor, outside, inside, aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_LEFT,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,outside, inside,aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_TOP,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,outside, inside,aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,outside, inside,aSkipSides,
twipsPerPixel, aGap);
if(modeChanged ) {
aRenderingContext.SetPenMode(nsPenMode_kNone);
}
}
}
/* draw the edges of the border described in aBorderEdges one segment at a time.
* a border has 4 edges. Each edge has 1 or more segments.
* "inside edges" are drawn differently than "outside edges" so the shared edges will match up.
* in the case of table collapsing borders, the table edge is the "outside" edge and
* cell edges are always "inside" edges (so adjacent cells have 2 shared "inside" edges.)
* dashed segments are drawn by DrawDashedSegments().
*/
// XXX: doesn't do corners or junctions well at all. Just uses logic stolen
// from PaintBorder which is insufficient
void nsCSSRendering::PaintBorderEdges(nsPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
nsBorderEdges * aBorderEdges,
nsStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap)
{
const nsStyleBackground* bgColor = nsCSSRendering::FindNonTransparentBackground(aStyleContext);
if (nsnull==aBorderEdges) { // Empty border segments
return;
}
// Turn off rendering for all of the zero sized sides
if (0 == aBorderEdges->mMaxBorderWidth.top)
aSkipSides |= (1 << NS_SIDE_TOP);
if (0 == aBorderEdges->mMaxBorderWidth.right)
aSkipSides |= (1 << NS_SIDE_RIGHT);
if (0 == aBorderEdges->mMaxBorderWidth.bottom)
aSkipSides |= (1 << NS_SIDE_BOTTOM);
if (0 == aBorderEdges->mMaxBorderWidth.left)
aSkipSides |= (1 << NS_SIDE_LEFT);
// Draw any dashed or dotted segments separately
DrawDashedSegments(aRenderingContext, aBorderArea, aBorderEdges, aSkipSides, aGap);
// Draw all the other sides
nscoord twipsPerPixel;
float p2t;
p2t = aPresContext->PixelsToTwips();
twipsPerPixel = (nscoord) p2t;/* XXX huh!*/
if (0 == (aSkipSides & (1<<NS_SIDE_TOP))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_TOP].Count();
PRInt32 i;
nsBorderEdge * leftEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nscoord x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(i));
nscoord y = aBorderArea.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are bottom-aligned
y += aBorderEdges->mMaxBorderWidth.top - borderEdge->mWidth;
nsRect inside(x, y, borderEdge->mLength, aBorderArea.height);
x += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, borderEdge->mWidth, 0, 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_TOP,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_LEFT))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_LEFT].Count();
PRInt32 i;
nsBorderEdge * topEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(0));
nscoord y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(i));
nscoord x = aBorderArea.x + (aBorderEdges->mMaxBorderWidth.left - borderEdge->mWidth);
nsRect inside(x, y, aBorderArea.width, borderEdge->mLength);
y += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(borderEdge->mWidth, 0, 0, 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_LEFT,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside, aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_BOTTOM))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_BOTTOM].Count();
PRInt32 i;
nsBorderEdge * leftEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(aBorderEdges->mEdges[NS_SIDE_LEFT].Count()-1));
nscoord x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_BOTTOM].ElementAt(i));
nscoord y = aBorderArea.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are top-aligned
y -= (aBorderEdges->mMaxBorderWidth.bottom - borderEdge->mWidth);
nsRect inside(x, y, borderEdge->mLength, aBorderArea.height);
x += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, 0, 0, borderEdge->mWidth);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_RIGHT))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_RIGHT].Count();
PRInt32 i;
nsBorderEdge * topEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(aBorderEdges->mEdges[NS_SIDE_TOP].Count()-1));
nscoord y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_RIGHT].ElementAt(i));
nscoord width;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
width = aBorderArea.width - aBorderEdges->mMaxBorderWidth.right;
width += borderEdge->mWidth;
}
else
{
width = aBorderArea.width;
}
nsRect inside(aBorderArea.x, y, width, borderEdge->mLength);
y += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, 0, (borderEdge->mWidth), 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
}
//----------------------------------------------------------------------
// Returns the anchor point to use for the background image. The
// anchor point is the (x, y) location where the first tile should
// be placed
//
// For repeated tiling, the anchor values are normalized wrt to the upper-left
// edge of the bounds, and are always in the range:
// -(aTileWidth - 1) <= anchor.x <= 0
// -(aTileHeight - 1) <= anchor.y <= 0
//
// i.e., they are either 0 or a negative number whose absolute value is
// less than the tile size in that dimension
//
// aOriginBounds is the box to which the tiling position should be relative
// aClipBounds is the box in which the tiling will actually be done
// They should correspond to 'background-origin' and 'background-clip',
// except when painting on the canvas, in which case the origin bounds
// should be the bounds of the root element's frame and the clip bounds
// should be the bounds of the canvas frame.
static void
ComputeBackgroundAnchorPoint(const nsStyleBackground& aColor,
const nsRect& aOriginBounds,
const nsRect& aClipBounds,
nscoord aTileWidth, nscoord aTileHeight,
nsPoint& aResult)
{
nscoord x;
if (NS_STYLE_BG_X_POSITION_LENGTH & aColor.mBackgroundFlags) {
x = aColor.mBackgroundXPosition.mCoord;
}
else if (NS_STYLE_BG_X_POSITION_PERCENT & aColor.mBackgroundFlags) {
PRFloat64 percent = PRFloat64(aColor.mBackgroundXPosition.mFloat);
nscoord tilePos = nscoord(percent * PRFloat64(aTileWidth));
nscoord boxPos = nscoord(percent * PRFloat64(aOriginBounds.width));
x = boxPos - tilePos;
}
else {
x = 0;
}
x += aOriginBounds.x - aClipBounds.x;
if (NS_STYLE_BG_REPEAT_X & aColor.mBackgroundRepeat) {
// When we are tiling in the x direction the loop will run from
// the left edge of the box to the right edge of the box. We need
// to adjust the starting coordinate to lie within the band being
// rendered.
if (x < 0) {
x = -x;
if (x < 0) {
// Some joker gave us max-negative-integer.
x = 0;
}
x %= aTileWidth;
x = -x;
}
else if (x != 0) {
x %= aTileWidth;
if (x > 0) {
x = x - aTileWidth;
}
}
NS_POSTCONDITION((x >= -(aTileWidth - 1)) && (x <= 0), "bad computed anchor value");
}
aResult.x = x;
nscoord y;
if (NS_STYLE_BG_Y_POSITION_LENGTH & aColor.mBackgroundFlags) {
y = aColor.mBackgroundYPosition.mCoord;
}
else if (NS_STYLE_BG_Y_POSITION_PERCENT & aColor.mBackgroundFlags){
PRFloat64 percent = PRFloat64(aColor.mBackgroundYPosition.mFloat);
nscoord tilePos = nscoord(percent * PRFloat64(aTileHeight));
nscoord boxPos = nscoord(percent * PRFloat64(aOriginBounds.height));
y = boxPos - tilePos;
}
else {
y = 0;
}
y += aOriginBounds.y - aClipBounds.y;
if (NS_STYLE_BG_REPEAT_Y & aColor.mBackgroundRepeat) {
// When we are tiling in the y direction the loop will run from
// the top edge of the box to the bottom edge of the box. We need
// to adjust the starting coordinate to lie within the band being
// rendered.
if (y < 0) {
y = -y;
if (y < 0) {
// Some joker gave us max-negative-integer.
y = 0;
}
y %= aTileHeight;
y = -y;
}
else if (y != 0) {
y %= aTileHeight;
if (y > 0) {
y = y - aTileHeight;
}
}
NS_POSTCONDITION((y >= -(aTileHeight - 1)) && (y <= 0), "bad computed anchor value");
}
aResult.y = y;
}
// Returns the root scrollable frame, which is the first child of the root
// frame.
static nsIScrollableFrame*
GetRootScrollableFrame(nsPresContext* aPresContext, nsIFrame* aRootFrame)
{
nsIScrollableFrame* scrollableFrame = nsnull;
if (nsLayoutAtoms::viewportFrame == aRootFrame->GetType()) {
nsIFrame* childFrame = aRootFrame->GetFirstChild(nsnull);
if (childFrame) {
if (nsLayoutAtoms::scrollFrame == childFrame->GetType()) {
// Use this frame, even if we are using GFX frames for the
// viewport, which contains another scroll frame below this
// frame, since the GFX scrollport frame does not implement
// nsIScrollableFrame.
CallQueryInterface(childFrame, &scrollableFrame);
}
}
}
#ifdef DEBUG
else {
NS_WARNING("aRootFrame is not a viewport frame");
}
#endif // DEBUG
return scrollableFrame;
}
const nsStyleBackground*
nsCSSRendering::FindNonTransparentBackground(nsStyleContext* aContext,
PRBool aStartAtParent /*= PR_FALSE*/)
{
NS_ASSERTION(aContext, "Cannot find NonTransparentBackground in a null context" );
const nsStyleBackground* result = nsnull;
nsStyleContext* context = nsnull;
if (aStartAtParent) {
context = aContext->GetParent();
}
if (!context) {
context = aContext;
}
while (context) {
result = context->GetStyleBackground();
if (0 == (result->mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT))
break;
context = context->GetParent();
}
return result;
}
/**
* |FindBackground| finds the correct style data to use to paint the
* background. It is responsible for handling the following two
* statements in section 14.2 of CSS2:
*
* The background of the box generated by the root element covers the
* entire canvas.
*
* For HTML documents, however, we recommend that authors specify the
* background for the BODY element rather than the HTML element. User
* agents should observe the following precedence rules to fill in the
* background: if the value of the 'background' property for the HTML
* element is different from 'transparent' then use it, else use the
* value of the 'background' property for the BODY element. If the
* resulting value is 'transparent', the rendering is undefined.
*
* Thus, in our implementation, it is responsible for ensuring that:
* + we paint the correct background on the |nsCanvasFrame|,
* |nsRootBoxFrame|, or |nsPageFrame|,
* + we don't paint the background on the root element, and
* + we don't paint the background on the BODY element in *some* cases,
* and for SGML-based HTML documents only.
*
* |FindBackground| returns true if a background should be painted, and
* the resulting style context to use for the background information
* will be filled in to |aBackground|. It fills in a boolean indicating
* whether the frame is the canvas frame to allow PaintBackground to
* ensure that it always paints something non-transparent for the
* canvas.
*/
// Returns nsnull if aFrame is not a canvas frame.
// Otherwise, it returns the frame we should look for the background on.
// This is normally aFrame but if aFrame is the viewport, we need to
// look for the background starting at the scroll root (which shares
// style context with the document root) or the document root itself.
// We need to treat the viewport as canvas because, even though
// it does not actually paint a background, we need to get the right
// background style so we correctly detect transparent documents.
inline nsIFrame*
IsCanvasFrame(nsPresContext* aPresContext, nsIFrame *aFrame)
{
nsIAtom* frameType = aFrame->GetType();
if (frameType == nsLayoutAtoms::canvasFrame ||
frameType == nsLayoutAtoms::rootFrame ||
frameType == nsLayoutAtoms::pageFrame) {
return aFrame;
} else if (frameType == nsLayoutAtoms::viewportFrame) {
nsIFrame* firstChild = aFrame->GetFirstChild(nsnull);
if (firstChild) {
return firstChild;
}
}
return nsnull;
}
inline PRBool
FindCanvasBackground(nsPresContext* aPresContext,
nsIFrame* aForFrame,
const nsStyleBackground** aBackground)
{
// XXXldb What if the root element is positioned, etc.? (We don't
// allow that yet, do we?)
nsIFrame *firstChild = aForFrame->GetFirstChild(nsnull);
if (firstChild) {
const nsStyleBackground* result = firstChild->GetStyleBackground();
// for printing and print preview.. this should be a pageContentFrame
nsStyleContext* parentContext;
if (firstChild->GetType() == nsLayoutAtoms::pageContentFrame) {
// we have to find the background style ourselves.. since the
// pageContentframe does not have content
while(firstChild){
for (nsIFrame* kidFrame = firstChild; nsnull != kidFrame; ) {
parentContext = kidFrame->GetStyleContext();
result = parentContext->GetStyleBackground();
if (!result->IsTransparent()) {
*aBackground = kidFrame->GetStyleBackground();
return PR_TRUE;
} else {
kidFrame = kidFrame->GetNextSibling();
}
}
firstChild = firstChild->GetFirstChild(nsnull);
}
return PR_FALSE; // nothing found for this
}
// Check if we need to do propagation from BODY rather than HTML.
if (result->IsTransparent()) {
nsIContent* content = aForFrame->GetContent();
if (content) {
// Use |GetOwnerDoc| so it works during destruction.
nsIDocument* document = content->GetOwnerDoc();
nsCOMPtr<nsIDOMHTMLDocument> htmlDoc = do_QueryInterface(document);
if (htmlDoc) {
if (!document->IsCaseSensitive()) { // HTML, not XHTML
nsCOMPtr<nsIDOMHTMLElement> body;
htmlDoc->GetBody(getter_AddRefs(body));
nsCOMPtr<nsIContent> bodyContent = do_QueryInterface(body);
// We need to null check the body node (bug 118829) since
// there are cases, thanks to the fix for bug 5569, where we
// will reflow a document with no body. In particular, if a
// SCRIPT element in the head blocks the parser and then has a
// SCRIPT that does "document.location.href = 'foo'", then
// nsParser::Terminate will call |DidBuildModel| methods
// through to the content sink, which will call |StartLayout|
// and thus |InitialReflow| on the pres shell. See bug 119351
// for the ugly details.
if (bodyContent) {
nsIFrame *bodyFrame;
nsresult rv = aPresContext->PresShell()->
GetPrimaryFrameFor(bodyContent, &bodyFrame);
if (NS_SUCCEEDED(rv) && bodyFrame)
result = bodyFrame->GetStyleBackground();
}
}
}
}
}
*aBackground = result;
} else {
// This should always give transparent, so we'll fill it in with the
// default color if needed. This seems to happen a bit while a page is
// being loaded.
*aBackground = aForFrame->GetStyleBackground();
}
return PR_TRUE;
}
inline PRBool
FindElementBackground(nsPresContext* aPresContext,
nsIFrame* aForFrame,
const nsStyleBackground** aBackground)
{
nsIFrame *parentFrame = aForFrame->GetParent();
// XXXldb We shouldn't have to null-check |parentFrame| here.
if (parentFrame && IsCanvasFrame(aPresContext, parentFrame) == parentFrame) {
// Check that we're really the root (rather than in another child list).
nsIFrame *childFrame = parentFrame->GetFirstChild(nsnull);
if (childFrame == aForFrame)
return PR_FALSE; // Background was already drawn for the canvas.
}
*aBackground = aForFrame->GetStyleBackground();
nsIContent* content = aForFrame->GetContent();
if (!content || !content->IsContentOfType(nsIContent::eHTML))
return PR_TRUE; // not frame for an HTML element
if (!parentFrame)
return PR_TRUE; // no parent to look at
if (content->Tag() != nsHTMLAtoms::body)
return PR_TRUE; // not frame for <BODY> element
// We should only look at the <html> background if we're in an HTML document
nsIDocument* document = content->GetOwnerDoc();
nsCOMPtr<nsIDOMHTMLDocument> htmlDoc = do_QueryInterface(document);
if (!htmlDoc)
return PR_TRUE;
if (document->IsCaseSensitive()) // XHTML, not HTML
return PR_TRUE;
const nsStyleBackground* htmlBG = parentFrame->GetStyleBackground();
return !htmlBG->IsTransparent();
}
PRBool
nsCSSRendering::FindBackground(nsPresContext* aPresContext,
nsIFrame* aForFrame,
const nsStyleBackground** aBackground,
PRBool* aIsCanvas)
{
nsIFrame* canvasFrame = IsCanvasFrame(aPresContext, aForFrame);
*aIsCanvas = canvasFrame != nsnull;
return canvasFrame
? FindCanvasBackground(aPresContext, canvasFrame, aBackground)
: FindElementBackground(aPresContext, aForFrame, aBackground);
}
void
nsCSSRendering::DidPaint()
{
gInlineBGData.Reset();
}
void
nsCSSRendering::PaintBackground(nsPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBorder& aBorder,
const nsStylePadding& aPadding,
PRBool aUsePrintSettings,
nsRect* aBGClipRect)
{
NS_PRECONDITION(aForFrame,
"Frame is expected to be provided to PaintBackground");
PRBool isCanvas;
const nsStyleBackground *color;
if (!FindBackground(aPresContext, aForFrame, &color, &isCanvas)) {
// we don't want to bail out of moz-appearance is set on a root
// node. If it has a parent content node, bail because it's not
// a root, other wise keep going in order to let the theme stuff
// draw the background. The canvas really should be drawing the
// bg, but there's no way to hook that up via css.
if (!aForFrame->GetStyleDisplay()->mAppearance) {
return;
}
nsIContent* content = aForFrame->GetContent();
if (!content || content->GetParent()) {
return;
}
color = aForFrame->GetStyleBackground();
}
if (!isCanvas) {
PaintBackgroundWithSC(aPresContext, aRenderingContext, aForFrame,
aDirtyRect, aBorderArea, *color, aBorder,
aPadding, aUsePrintSettings, aBGClipRect);
return;
}
if (!color)
return;
nsStyleBackground canvasColor(*color);
nsIViewManager* vm = aPresContext->GetViewManager();
if (canvasColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT) {
nsIView* rootView;
vm->GetRootView(rootView);
if (!rootView->GetParent()) {
PRBool widgetIsTranslucent = PR_FALSE;
if (rootView->HasWidget()) {
rootView->GetWidget()->GetWindowTranslucency(widgetIsTranslucent);
}
if (!widgetIsTranslucent) {
// Ensure that we always paint a color for the root (in case there's
// no background at all or a partly transparent image).
canvasColor.mBackgroundFlags &= ~NS_STYLE_BG_COLOR_TRANSPARENT;
canvasColor.mBackgroundColor = aPresContext->DefaultBackgroundColor();
}
}
}
vm->SetDefaultBackgroundColor(canvasColor.mBackgroundColor);
// Since nsHTMLContainerFrame::CreateViewForFrame might have created
// the view before we knew about the child with the fixed background
// attachment (root or BODY) or the stylesheet specifying that
// attachment, set the BitBlt flag here as well.
if (canvasColor.mBackgroundAttachment == NS_STYLE_BG_ATTACHMENT_FIXED) {
nsIView *view = aForFrame->GetView();
if (view)
vm->SetViewBitBltEnabled(view, PR_FALSE);
}
PaintBackgroundWithSC(aPresContext, aRenderingContext, aForFrame,
aDirtyRect, aBorderArea, canvasColor,
aBorder, aPadding, aUsePrintSettings, aBGClipRect);
}
void
nsCSSRendering::PaintBackgroundWithSC(nsPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBackground& aColor,
const nsStyleBorder& aBorder,
const nsStylePadding& aPadding,
PRBool aUsePrintSettings,
nsRect* aBGClipRect)
{
NS_PRECONDITION(aForFrame,
"Frame is expected to be provided to PaintBackground");
PRBool canDrawBackgroundImage = PR_TRUE;
PRBool canDrawBackgroundColor = PR_TRUE;
if (aUsePrintSettings) {
canDrawBackgroundImage = aPresContext->GetBackgroundImageDraw();
canDrawBackgroundColor = aPresContext->GetBackgroundColorDraw();
}
// Check to see if we have an appearance defined. If so, we let the theme
// renderer draw the background and bail out.
const nsStyleDisplay* displayData = aForFrame->GetStyleDisplay();
if (displayData->mAppearance) {
nsITheme *theme = aPresContext->GetTheme();
if (theme && theme->ThemeSupportsWidget(aPresContext, aForFrame, displayData->mAppearance)) {
theme->DrawWidgetBackground(&aRenderingContext, aForFrame,
displayData->mAppearance, aBorderArea, aDirtyRect);
return;
}
}
nsRect bgClipArea;
if (aBGClipRect) {
bgClipArea = *aBGClipRect;
}
else {
// The background is rendered over the 'background-clip' area.
bgClipArea = aBorderArea;
if (aColor.mBackgroundClip != NS_STYLE_BG_CLIP_BORDER) {
NS_ASSERTION(aColor.mBackgroundClip == NS_STYLE_BG_CLIP_PADDING,
"unknown background-clip value");
nsMargin border;
aBorder.GetBorder(border);
bgClipArea.Deflate(border);
}
}
// The actual dirty rect is the intersection of the 'background-clip'
// area and the dirty rect we were given
nsRect dirtyRect;
if (!dirtyRect.IntersectRect(bgClipArea, aDirtyRect)) {
// Nothing to paint
return;
}
// if there is no background image or background images are turned off, try a color.
if (!aColor.mBackgroundImage || !canDrawBackgroundImage) {
PaintBackgroundColor(aPresContext, aRenderingContext, aForFrame, bgClipArea,
aColor, aBorder, aPadding, canDrawBackgroundColor);
return;
}
// We have a background image
// Lookup the image
imgIRequest *req = aPresContext->LoadImage(aColor.mBackgroundImage,
aForFrame);
PRUint32 status = imgIRequest::STATUS_ERROR;
if (req)
req->GetImageStatus(&status);
if (!req || !(status & imgIRequest::STATUS_FRAME_COMPLETE) || !(status & imgIRequest::STATUS_SIZE_AVAILABLE)) {
PaintBackgroundColor(aPresContext, aRenderingContext, aForFrame, bgClipArea,
aColor, aBorder, aPadding, canDrawBackgroundColor);
return;
}
nsCOMPtr<imgIContainer> image;
req->GetImage(getter_AddRefs(image));
nsSize imageSize;
image->GetWidth(&imageSize.width);
image->GetHeight(&imageSize.height);
float p2t;
p2t = aPresContext->PixelsToTwips();
imageSize.width = NSIntPixelsToTwips(imageSize.width, p2t);
imageSize.height = NSIntPixelsToTwips(imageSize.height, p2t);
req = nsnull;
nsRect bgOriginArea;
nsIAtom* frameType = aForFrame->GetType();
if (frameType == nsLayoutAtoms::inlineFrame) {
switch (aColor.mBackgroundInlinePolicy) {
case NS_STYLE_BG_INLINE_POLICY_EACH_BOX:
bgOriginArea = aBorderArea;
break;
case NS_STYLE_BG_INLINE_POLICY_BOUNDING_BOX:
bgOriginArea = gInlineBGData.GetBoundingRect(aForFrame);
break;
default:
NS_ERROR("Unknown background-inline-policy value! "
"Please, teach me what to do.");
case NS_STYLE_BG_INLINE_POLICY_CONTINUOUS:
bgOriginArea = gInlineBGData.GetContinuousRect(aForFrame);
break;
}
}
else {
bgOriginArea = aBorderArea;
}
// Background images are tiled over the 'background-clip' area
// but the origin of the tiling is based on the 'background-origin' area
if (aColor.mBackgroundOrigin != NS_STYLE_BG_ORIGIN_BORDER) {
nsMargin border;
if (!aBorder.GetBorder(border)) {
NS_NOTYETIMPLEMENTED("percentage border");
}
bgOriginArea.Deflate(border);
if (aColor.mBackgroundOrigin != NS_STYLE_BG_ORIGIN_PADDING) {
nsMargin padding;
// XXX CalcPaddingFor is deprecated, but we need it for percentage padding
aPadding.CalcPaddingFor(aForFrame, padding);
bgOriginArea.Deflate(padding);
NS_ASSERTION(aColor.mBackgroundOrigin == NS_STYLE_BG_ORIGIN_CONTENT,
"unknown background-origin value");
}
}
// Based on the repeat setting, compute how many tiles we should
// lay down for each axis. The value computed is the maximum based
// on the dirty rect before accounting for the background-position.
nscoord tileWidth = imageSize.width;
nscoord tileHeight = imageSize.height;
PRBool needBackgroundColor = !(aColor.mBackgroundFlags &
NS_STYLE_BG_COLOR_TRANSPARENT);
PRIntn repeat = aColor.mBackgroundRepeat;
nscoord xDistance, yDistance;
switch (repeat) {
case NS_STYLE_BG_REPEAT_X:
xDistance = dirtyRect.width;
yDistance = tileHeight;
break;
case NS_STYLE_BG_REPEAT_Y:
xDistance = tileWidth;
yDistance = dirtyRect.height;
break;
case NS_STYLE_BG_REPEAT_XY:
xDistance = dirtyRect.width;
yDistance = dirtyRect.height;
if (needBackgroundColor) {
// If the image is completely opaque, we do not need to paint the
// background color
nsCOMPtr<gfxIImageFrame> gfxImgFrame;
image->GetCurrentFrame(getter_AddRefs(gfxImgFrame));
if (gfxImgFrame) {
gfx_format frameFormat;
gfxImgFrame->GetFormat(&frameFormat);
NS_ASSERTION(frameFormat >= 0 && frameFormat <= 7,
"Unknown gfxIFormats value");
needBackgroundColor = frameFormat != gfxIFormats::RGB &&
frameFormat != gfxIFormats::BGR;
/* check for tiling of a image where frame smaller than container */
nsSize iSize;
image->GetWidth(&iSize.width);
image->GetHeight(&iSize.height);
nsRect iframeRect;
gfxImgFrame->GetRect(iframeRect);
if (iSize.width != iframeRect.width ||
iSize.height != iframeRect.height) {
needBackgroundColor = PR_TRUE;
}
}
}
break;
case NS_STYLE_BG_REPEAT_OFF:
default:
NS_ASSERTION(repeat == NS_STYLE_BG_REPEAT_OFF, "unknown background-repeat value");
xDistance = tileWidth;
yDistance = tileHeight;
break;
}
// The background color is rendered over the 'background-clip' area
if (needBackgroundColor) {
PaintBackgroundColor(aPresContext, aRenderingContext, aForFrame, bgClipArea,
aColor, aBorder, aPadding, canDrawBackgroundColor);
}
if ((tileWidth == 0) || (tileHeight == 0) || dirtyRect.IsEmpty()) {
// Nothing left to paint
return;
}
// Compute the anchor point.
//
// When tiling, the anchor coordinate values will be negative offsets
// from the background-origin area.
nsPoint anchor;
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
// If it's a fixed background attachment, then the image is placed
// relative to the viewport
nsIView* viewportView = nsnull;
nsRect viewportArea;
nsIFrame* rootFrame =
aPresContext->PresShell()->FrameManager()->GetRootFrame();
NS_ASSERTION(rootFrame, "no root frame");
if (aPresContext->IsPaginated()) {
nsIFrame* page = nsLayoutUtils::GetPageFrame(aForFrame);
NS_ASSERTION(page, "no page");
rootFrame = page;
}
viewportView = rootFrame->GetView();
NS_ASSERTION(viewportView, "no viewport view");
viewportArea = viewportView->GetBounds();
viewportArea.x = 0;
viewportArea.y = 0;
nsIScrollableFrame* scrollableFrame =
GetRootScrollableFrame(aPresContext, rootFrame);
if (scrollableFrame) {
nsMargin scrollbars = scrollableFrame->GetActualScrollbarSizes();
viewportArea.Deflate(scrollbars);
}
// Get the anchor point
ComputeBackgroundAnchorPoint(aColor, viewportArea, viewportArea, tileWidth, tileHeight, anchor);
// Convert the anchor point to aForFrame's coordinate space
nsPoint offset(0, 0);
nsIView* view = aForFrame->GetClosestView(&offset);
anchor -= offset;
NS_ASSERTION(view, "expected a view");
anchor -= view->GetOffsetTo(viewportView);
} else {
if (frameType == nsLayoutAtoms::canvasFrame) {
// If the frame is the canvas, the image is placed relative to
// the root element's (first) frame (see bug 46446)
nsRect firstRootElementFrameArea;
nsIFrame* firstRootElementFrame = aForFrame->GetFirstChild(nsnull);
NS_ASSERTION(firstRootElementFrame, "A canvas with a background "
"image had no child frame, which is impossible according to CSS. "
"Make sure there isn't a background image specified on the "
"|:viewport| pseudo-element in |html.css|.");
// temporary null check -- see bug 97226
if (firstRootElementFrame) {
firstRootElementFrameArea = firstRootElementFrame->GetRect();
// Take the border out of the frame's rect
const nsStyleBorder* borderStyle = firstRootElementFrame->GetStyleBorder();
nsMargin border;
borderStyle->GetBorder(border);
firstRootElementFrameArea.Deflate(border);
// Get the anchor point
ComputeBackgroundAnchorPoint(aColor, firstRootElementFrameArea, bgClipArea, tileWidth, tileHeight, anchor);
} else {
ComputeBackgroundAnchorPoint(aColor, bgOriginArea, bgClipArea, tileWidth, tileHeight, anchor);
}
} else {
// Otherwise, it is the normal case, and the background is
// simply placed relative to the frame's background-clip area
ComputeBackgroundAnchorPoint(aColor, bgOriginArea, bgClipArea, tileWidth, tileHeight, anchor);
}
}
#if (!defined(XP_UNIX) && !defined(XP_BEOS)) || defined(XP_MACOSX)
// Setup clipping so that rendering doesn't leak out of the computed
// dirty rect
aRenderingContext.PushState();
aRenderingContext.SetClipRect(dirtyRect, nsClipCombine_kIntersect);
#endif
// Compute the x and y starting points and limits for tiling
/* An Overview Of The Following Logic
A........ . . . . . . . . . . . . . .
: +---:-------.-------.-------.---- /|\
: | : . . . | nh
:.......: . . . x . . . . . . . . . . \|/
. | . . . .
. | . . ########### .
. . . . . . . . . .#. . . . .#. . . .
. | . . ########### . /|\
. | . . . . | h
. . | . . . . . . . . . . . . . z . . \|/
. | . . . .
|<-----nw------>| |<--w-->|
---- = the background clip area edge. The painting is done within
to this area. If the background is positioned relative to the
viewport ('fixed') then this is the viewport edge.
.... = the primary tile.
. . = the other tiles.
#### = the dirtyRect. This is the minimum region we want to cover.
A = The anchor point. This is the point at which the tile should
start. Always negative or zero.
x = x0 and y0 in the code. The point at which tiling must start
so that the fewest tiles are laid out while completly
covering the dirtyRect area.
z = x1 and y1 in the code. The point at which tiling must end so
that the fewest tiles are laid out while completly covering
the dirtyRect area.
w = the width of the tile (tileWidth).
h = the height of the tile (tileHeight).
n = the number of whole tiles that fit between 'A' and 'x'.
(the vertical n and the horizontal n are different)
Therefore,
x0 = bgClipArea.x + anchor.x + n * tileWidth;
...where n is an integer greater or equal to 0 fitting:
n * tileWidth <=
dirtyRect.x - (bgClipArea.x + anchor.x) <=
(n+1) * tileWidth
...i.e.,
n <= (dirtyRect.x - (bgClipArea.x + anchor.x)) / tileWidth < n + 1
...which, treating the division as an integer divide rounding down, gives:
n = (dirtyRect.x - (bgClipArea.x + anchor.x)) / tileWidth
Substituting into the original expression for x0:
x0 = bgClipArea.x + anchor.x +
((dirtyRect.x - (bgClipArea.x + anchor.x)) / tileWidth) *
tileWidth;
From this x1 is determined,
x1 = x0 + m * tileWidth;
...where m is an integer greater than 0 fitting:
(m - 1) * tileWidth <
dirtyRect.x + dirtyRect.width - x0 <=
m * tileWidth
...i.e.,
m - 1 < (dirtyRect.x + dirtyRect.width - x0) / tileWidth <= m
...which, treating the division as an integer divide, and making it
round up, gives:
m = (dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) / tileWidth
Substituting into the original expression for x1:
x1 = x0 + ((dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) /
tileWidth) * tileWidth
The vertical case is analogous. If the background is fixed, then
bgClipArea.x and bgClipArea.y are set to zero when finding the parent
viewport, above.
*/
// first do the horizontal case
nscoord x0, x1;
// For scrolling attachment, the anchor is within the 'background-clip'
// For fixed attachment, the anchor is within the bounds of the nearest
// scrolling ancestor (or the viewport)
x0 = (NS_STYLE_BG_ATTACHMENT_SCROLL == aColor.mBackgroundAttachment) ?
bgClipArea.x : 0;
if (repeat & NS_STYLE_BG_REPEAT_X) {
// When tiling in the x direction, adjust the starting position of the
// tile to account for dirtyRect.x. When tiling in x, the anchor.x value
// will be a negative value used to adjust the starting coordinate.
x0 += anchor.x +
((dirtyRect.x - (bgClipArea.x + anchor.x)) / tileWidth) * tileWidth;
x1 = x0 + ((dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) / tileWidth) * tileWidth;
}
else {
x0 += anchor.x;
x1 = x0 + tileWidth;
}
// now do all that again with the vertical case
nscoord y0, y1;
// For scrolling attachment, the anchor is within the 'background-clip'
// For fixed attachment, the anchor is within the bounds of the nearest
// scrolling ancestor (or the viewport)
y0 = (NS_STYLE_BG_ATTACHMENT_SCROLL == aColor.mBackgroundAttachment) ?
bgClipArea.y : 0;
if (repeat & NS_STYLE_BG_REPEAT_Y) {
// When tiling in the y direction, adjust the starting position of the
// tile to account for dirtyRect.y. When tiling in y, the anchor.y value
// will be a negative value used to adjust the starting coordinate.
y0 += anchor.y +
((dirtyRect.y - (bgClipArea.y + anchor.y)) / tileHeight) * tileHeight;
y1 = y0 + ((dirtyRect.y + dirtyRect.height - y0 + tileHeight - 1) / tileHeight) * tileHeight;
}
else {
y0 += anchor.y;
y1 = y0 + tileHeight;
}
// Take the intersection again to paint only the required area
nsRect tileRect(x0, y0, (x1 - x0), (y1 - y0));
nsRect drawRect;
if (drawRect.IntersectRect(tileRect, dirtyRect))
aRenderingContext.DrawTile(image, x0, y0, &drawRect);
#if (!defined(XP_UNIX) && !defined(XP_BEOS)) || defined(XP_MACOSX)
// Restore clipping
aRenderingContext.PopState();
#endif
}
void
nsCSSRendering::PaintBackgroundColor(nsPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aBgClipArea,
const nsStyleBackground& aColor,
const nsStyleBorder& aBorder,
const nsStylePadding& aPadding,
PRBool aCanPaintNonWhite)
{
if (aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT) {
// nothing to paint
return;
}
nsStyleCoord bordStyleRadius[4];
PRInt16 borderRadii[4];
nsRect bgClipArea(aBgClipArea);
// get the radius for our border
aBorder.mBorderRadius.GetTop(bordStyleRadius[NS_SIDE_TOP]); // topleft
aBorder.mBorderRadius.GetRight(bordStyleRadius[NS_SIDE_RIGHT]); // topright
aBorder.mBorderRadius.GetBottom(bordStyleRadius[NS_SIDE_BOTTOM]); // bottomright
aBorder.mBorderRadius.GetLeft(bordStyleRadius[NS_SIDE_LEFT]); // bottomleft
PRUint8 side = 0;
for (; side < 4; ++side) {
borderRadii[side] = 0;
switch (bordStyleRadius[side].GetUnit()) {
case eStyleUnit_Percent:
borderRadii[side] = nscoord(bordStyleRadius[side].GetPercentValue() * aBgClipArea.width);
break;
case eStyleUnit_Coord:
borderRadii[side] = bordStyleRadius[side].GetCoordValue();
break;
default:
break;
}
}
// Rounded version of the border
// XXXdwh Composite borders (with multiple colors per side) use their own border radius
// algorithm now, since the current one doesn't work right for small radii.
if (!aBorder.mBorderColors) {
for (side = 0; side < 4; ++side) {
if (borderRadii[side] > 0) {
PaintRoundedBackground(aPresContext, aRenderingContext, aForFrame,
bgClipArea, aColor, aBorder, borderRadii,
aCanPaintNonWhite);
return;
}
}
}
else if (aColor.mBackgroundClip == NS_STYLE_BG_CLIP_BORDER) {
// XXX users of -moz-border-*-colors expect a transparent border-color
// to show the parent's background-color instead of its background-color.
// This seems wrong, but we handle that here by explictly clipping the
// background to the padding area.
nsMargin border;
aBorder.GetBorder(border);
bgClipArea.Deflate(border);
}
nscolor color = aColor.mBackgroundColor;
if (!aCanPaintNonWhite) {
color = NS_RGB(255, 255, 255);
}
aRenderingContext.SetColor(color);
aRenderingContext.FillRect(bgClipArea);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::PaintRoundedBackground(nsPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aBgClipArea,
const nsStyleBackground& aColor,
const nsStyleBorder& aBorder,
PRInt16 aTheRadius[4],
PRBool aCanPaintNonWhite)
{
RoundedRect outerPath;
QBCurve cr1,cr2,cr3,cr4;
QBCurve UL,UR,LL,LR;
PRInt32 curIndex,c1Index;
nsFloatPoint thePath[MAXPATHSIZE];
static nsPoint polyPath[MAXPOLYPATHSIZE];
PRInt16 np;
nscoord twipsPerPixel;
float p2t;
// needed for our border thickness
p2t = aPresContext->PixelsToTwips();
twipsPerPixel = NSToCoordRound(p2t);
nscolor color = aColor.mBackgroundColor;
if (!aCanPaintNonWhite) {
color = NS_RGB(255, 255, 255);
}
aRenderingContext.SetColor(color);
// Adjust for background-clip, if necessary
if (aColor.mBackgroundClip != NS_STYLE_BG_CLIP_BORDER) {
NS_ASSERTION(aColor.mBackgroundClip == NS_STYLE_BG_CLIP_PADDING, "unknown background-clip value");
// Get the radius to the outer edge of the padding.
// -moz-border-radius is the radius to the outer edge of the border.
nsMargin border;
aBorder.GetBorder(border);
aTheRadius[NS_SIDE_TOP] -= border.top;
aTheRadius[NS_SIDE_RIGHT] -= border.right;
aTheRadius[NS_SIDE_BOTTOM] -= border.bottom;
aTheRadius[NS_SIDE_LEFT] -= border.left;
for (PRUint8 i = 0; i < 4; ++i) {
if (aTheRadius[i] < 0) {
aTheRadius[i] = 0;
}
}
}
// set the rounded rect up, and let'er rip
outerPath.Set(aBgClipArea.x,aBgClipArea.y,aBgClipArea.width,aBgClipArea.height,aTheRadius,twipsPerPixel);
outerPath.GetRoundedBorders(UL,UR,LL,LR);
// BUILD THE ENTIRE OUTSIDE PATH
// TOP LINE ----------------------------------------------------------------
UL.MidPointDivide(&cr1,&cr2);
UR.MidPointDivide(&cr3,&cr4);
np=0;
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(cr3.mAnc1.x, cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
polyPath[0].x = NSToCoordRound(thePath[0].x);
polyPath[0].y = NSToCoordRound(thePath[0].y);
curIndex = 1;
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// RIGHT LINE ----------------------------------------------------------------
LR.MidPointDivide(&cr2,&cr3);
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// BOTTOM LINE ----------------------------------------------------------------
LL.MidPointDivide(&cr2,&cr4);
np=0;
thePath[np++].MoveTo(cr3.mAnc1.x,cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// LEFT LINE ----------------------------------------------------------------
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr1.mAnc1.x, cr1.mAnc1.y);
thePath[np++].MoveTo(cr1.mCon.x, cr1.mCon.y);
thePath[np++].MoveTo(cr1.mAnc2.x, cr1.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
aRenderingContext.FillPolygon(polyPath,curIndex);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::PaintRoundedBorder(nsPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBorder* aBorderStyle,
const nsStyleOutline* aOutlineStyle,
nsStyleContext* aStyleContext,
PRIntn aSkipSides,
PRInt16 aBorderRadius[4],
nsRect* aGap,
PRBool aIsOutline)
{
RoundedRect outerPath;
QBCurve UL,LL,UR,LR;
QBCurve IUL,ILL,IUR,ILR;
QBCurve cr1,cr2,cr3,cr4;
QBCurve Icr1,Icr2,Icr3,Icr4;
nsFloatPoint thePath[MAXPATHSIZE];
PRInt16 np;
nsMargin border;
nscoord twipsPerPixel,qtwips;
float p2t;
NS_ASSERTION((aIsOutline && aOutlineStyle) || (!aIsOutline && aBorderStyle), "null params not allowed");
if (!aIsOutline) {
aBorderStyle->CalcBorderFor(aForFrame, border);
if ((0 == border.left) && (0 == border.right) &&
(0 == border.top) && (0 == border.bottom)) {
return;
}
} else {
nscoord width;
if (!aOutlineStyle->GetOutlineWidth(width)) {
return;
}
border.left = width;
border.right = width;
border.top = width;
border.bottom = width;
}
// needed for our border thickness
p2t = aPresContext->PixelsToTwips();
twipsPerPixel = NSToCoordRound(p2t);
// Base our thickness check on the segment being less than a pixel and 1/2
qtwips = twipsPerPixel >> 2;
//qtwips = twipsPerPixel;
outerPath.Set(aBorderArea.x,aBorderArea.y,aBorderArea.width,aBorderArea.height,aBorderRadius,twipsPerPixel);
outerPath.GetRoundedBorders(UL,UR,LL,LR);
outerPath.CalcInsetCurves(IUL,IUR,ILL,ILR,border);
// TOP LINE -- construct and divide the curves first, then put together our top and bottom paths
UL.MidPointDivide(&cr1,&cr2);
UR.MidPointDivide(&cr3,&cr4);
IUL.MidPointDivide(&Icr1,&Icr2);
IUR.MidPointDivide(&Icr3,&Icr4);
if(0!=border.top){
np=0;
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(cr3.mAnc1.x, cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mAnc2.x,Icr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mCon.x, Icr3.mCon.y);
thePath[np++].MoveTo(Icr3.mAnc1.x, Icr3.mAnc1.y);
thePath[np++].MoveTo(Icr2.mAnc2.x, Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x, Icr2.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_TOP,border,qtwips, aIsOutline);
}
// RIGHT LINE ----------------------------------------------------------------
LR.MidPointDivide(&cr2,&cr3);
ILR.MidPointDivide(&Icr2,&Icr3);
if(0!=border.right){
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x,cr4.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x,cr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mAnc2.x,Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x,Icr2.mAnc1.y);
thePath[np++].MoveTo(Icr4.mAnc2.x,Icr4.mAnc2.y);
thePath[np++].MoveTo(Icr4.mCon.x, Icr4.mCon.y);
thePath[np++].MoveTo(Icr4.mAnc1.x,Icr4.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_RIGHT,border,qtwips, aIsOutline);
}
// bottom line ----------------------------------------------------------------
LL.MidPointDivide(&cr2,&cr4);
ILL.MidPointDivide(&Icr2,&Icr4);
if(0!=border.bottom){
np=0;
thePath[np++].MoveTo(cr3.mAnc1.x,cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mAnc2.x,Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x, Icr2.mAnc1.y);
thePath[np++].MoveTo(Icr3.mAnc2.x, Icr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mCon.x, Icr3.mCon.y);
thePath[np++].MoveTo(Icr3.mAnc1.x, Icr3.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_BOTTOM,border,qtwips, aIsOutline);
}
// left line ----------------------------------------------------------------
if(0==border.left)
return;
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr1.mAnc1.x, cr1.mAnc1.y);
thePath[np++].MoveTo(cr1.mCon.x, cr1.mCon.y);
thePath[np++].MoveTo(cr1.mAnc2.x, cr1.mAnc2.y);
thePath[np++].MoveTo(Icr1.mAnc2.x,Icr1.mAnc2.y);
thePath[np++].MoveTo(Icr1.mCon.x, Icr1.mCon.y);
thePath[np++].MoveTo(Icr1.mAnc1.x, Icr1.mAnc1.y);
thePath[np++].MoveTo(Icr4.mAnc2.x, Icr4.mAnc2.y);
thePath[np++].MoveTo(Icr4.mCon.x, Icr4.mCon.y);
thePath[np++].MoveTo(Icr4.mAnc1.x, Icr4.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_LEFT,border,qtwips, aIsOutline);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::RenderSide(nsFloatPoint aPoints[],nsIRenderingContext& aRenderingContext,
const nsStyleBorder* aBorderStyle,const nsStyleOutline* aOutlineStyle,nsStyleContext* aStyleContext,
PRUint8 aSide,nsMargin &aBorThick,nscoord aTwipsPerPixel,
PRBool aIsOutline)
{
QBCurve thecurve;
nscolor sideColor = NS_RGB(0,0,0);
static nsPoint polypath[MAXPOLYPATHSIZE];
PRInt32 curIndex,c1Index,c2Index,junk;
PRInt8 border_Style;
PRInt16 thickness;
// Get our style context's color struct.
const nsStyleColor* ourColor = aStyleContext->GetStyleColor();
NS_ASSERTION((aIsOutline && aOutlineStyle) || (!aIsOutline && aBorderStyle), "null params not allowed");
// set the style information
if (!aIsOutline) {
if (!GetBorderColor(ourColor, *aBorderStyle, aSide, sideColor)) {
return;
}
} else {
aOutlineStyle->GetOutlineColor(sideColor);
}
aRenderingContext.SetColor ( sideColor );
thickness = 0;
switch(aSide){
case NS_SIDE_LEFT:
thickness = aBorThick.left;
break;
case NS_SIDE_TOP:
thickness = aBorThick.top;
break;
case NS_SIDE_RIGHT:
thickness = aBorThick.right;
break;
case NS_SIDE_BOTTOM:
thickness = aBorThick.bottom;
break;
}
// if the border is thin, just draw it
if (thickness<=aTwipsPerPixel) {
// NOTHING FANCY JUST DRAW OUR OUTSIDE BORDER
thecurve.SetPoints(aPoints[0].x,aPoints[0].y,aPoints[1].x,aPoints[1].y,aPoints[2].x,aPoints[2].y);
thecurve.SubDivide((nsIRenderingContext*)&aRenderingContext,0,0);
aRenderingContext.DrawLine((nscoord)aPoints[2].x,(nscoord)aPoints[2].y,(nscoord)aPoints[3].x,(nscoord)aPoints[3].y);
thecurve.SetPoints(aPoints[3].x,aPoints[3].y,aPoints[4].x,aPoints[4].y,aPoints[5].x,aPoints[5].y);
thecurve.SubDivide((nsIRenderingContext*)&aRenderingContext,0,0);
} else {
if (!aIsOutline) {
border_Style = aBorderStyle->GetBorderStyle(aSide);
} else {
border_Style = aOutlineStyle->GetOutlineStyle();
}
switch (border_Style){
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
case NS_STYLE_BORDER_STYLE_BG_OUTSET:
case NS_STYLE_BORDER_STYLE_BG_INSET:
case NS_STYLE_BORDER_STYLE_BG_SOLID:
{
const nsStyleBackground* bgColor = nsCSSRendering::FindNonTransparentBackground(aStyleContext);
if (border_Style == NS_STYLE_BORDER_STYLE_BG_SOLID) {
nscolor colors[2];
NS_Get3DColors(colors, bgColor->mBackgroundColor);
aRenderingContext.SetColor(colors[0]);
} else {
aRenderingContext.SetColor(MakeBevelColor(aSide, border_Style, bgColor->mBackgroundColor, sideColor,
!MOZ_BG_BORDER(border_Style)));
}
}
case NS_STYLE_BORDER_STYLE_DOTTED:
case NS_STYLE_BORDER_STYLE_DASHED:
// break; XXX This is here until dotted and dashed are supported. It is ok to have
// dotted and dashed render in solid until this style is supported. This code should
// be moved when it is supported so that the above outset and inset will fall into the
// solid code below....
case NS_STYLE_BORDER_STYLE_SOLID:
polypath[0].x = NSToCoordRound(aPoints[0].x);
polypath[0].y = NSToCoordRound(aPoints[0].y);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
c2Index = curIndex;
polypath[curIndex].x = NSToCoordRound(aPoints[6].x);
polypath[curIndex].y = NSToCoordRound(aPoints[6].y);
curIndex++;
GetPath(aPoints,polypath,&curIndex,eInside,junk);
polypath[curIndex].x = NSToCoordRound(aPoints[0].x);
polypath[curIndex].y = NSToCoordRound(aPoints[0].y);
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
polypath[0].x = NSToCoordRound(aPoints[0].x);
polypath[0].y = NSToCoordRound(aPoints[0].y);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
aRenderingContext.DrawPolyline(polypath,curIndex);
polypath[0].x = NSToCoordRound(aPoints[6].x);
polypath[0].y = NSToCoordRound(aPoints[6].y);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eInside,c1Index);
aRenderingContext.DrawPolyline(polypath,curIndex);
break;
case NS_STYLE_BORDER_STYLE_NONE:
case NS_STYLE_BORDER_STYLE_HIDDEN:
break;
case NS_STYLE_BORDER_STYLE_RIDGE:
case NS_STYLE_BORDER_STYLE_GROOVE:
{
const nsStyleBackground* bgColor = nsCSSRendering::FindNonTransparentBackground(aStyleContext);
aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE));
polypath[0].x = NSToCoordRound(aPoints[0].x);
polypath[0].y = NSToCoordRound(aPoints[0].y);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
polypath[curIndex].x = NSToCoordRound((aPoints[5].x + aPoints[6].x)/2.0f);
polypath[curIndex].y = NSToCoordRound((aPoints[5].y + aPoints[6].y)/2.0f);
curIndex++;
GetPath(aPoints,polypath,&curIndex,eCalcRev,c1Index,.5);
polypath[curIndex].x = NSToCoordRound(aPoints[0].x);
polypath[curIndex].y = NSToCoordRound(aPoints[0].y);
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
aRenderingContext.SetColor ( MakeBevelColor (aSide,
((border_Style == NS_STYLE_BORDER_STYLE_RIDGE) ?
NS_STYLE_BORDER_STYLE_GROOVE :
NS_STYLE_BORDER_STYLE_RIDGE),
bgColor->mBackgroundColor,sideColor, PR_TRUE));
polypath[0].x = NSToCoordRound((aPoints[0].x + aPoints[11].x)/2.0f);
polypath[0].y = NSToCoordRound((aPoints[0].y + aPoints[11].y)/2.0f);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eCalc,c1Index,.5);
polypath[curIndex].x = NSToCoordRound(aPoints[6].x) ;
polypath[curIndex].y = NSToCoordRound(aPoints[6].y);
curIndex++;
GetPath(aPoints,polypath,&curIndex,eInside,c1Index);
polypath[curIndex].x = NSToCoordRound(aPoints[0].x);
polypath[curIndex].y = NSToCoordRound(aPoints[0].y);
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
}
break;
default:
break;
}
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
RoundedRect::CalcInsetCurves(QBCurve &aULCurve,QBCurve &aURCurve,QBCurve &aLLCurve,QBCurve &aLRCurve,nsMargin &aBorder)
{
PRInt32 nLeft,nTop,nRight,nBottom;
PRInt32 tLeft,bLeft,tRight,bRight,lTop,rTop,lBottom,rBottom;
PRInt16 adjust=0;
if(mDoRound)
adjust = mRoundness[0]>>3;
nLeft = mLeft + aBorder.left;
tLeft = mLeft + mRoundness[0];
bLeft = mLeft + mRoundness[3];
if(tLeft < nLeft){
tLeft = nLeft;
}
if(bLeft < nLeft){
bLeft = nLeft;
}
nRight = mRight - aBorder.right;
tRight = mRight - mRoundness[1];
bRight = mRight - mRoundness[2];
if(tRight > nRight){
tRight = nRight;
}
if(bRight > nRight){
bRight = nRight;
}
nTop = mTop + aBorder.top;
lTop = mTop + mRoundness[0];
rTop = mTop + mRoundness[1];
if(lTop < nTop){
lTop = nTop;
}
if(rTop < nTop){
rTop = nTop;
}
nBottom = mBottom - aBorder.bottom;
lBottom = mBottom - mRoundness[3];
rBottom = mBottom - mRoundness[2];
if(lBottom > nBottom){
lBottom = nBottom;
}
if(rBottom > nBottom){
rBottom = nBottom;
}
// set the passed in curves to the rounded borders of the rectangle
aULCurve.SetPoints( (float)nLeft,(float)lTop,
(float)nLeft+adjust,(float)nTop+adjust,
(float)tLeft,(float)nTop);
aURCurve.SetPoints( (float)tRight,(float)nTop,
(float)nRight-adjust,(float)nTop+adjust,
(float)nRight,(float)rTop);
aLRCurve.SetPoints( (float)nRight,(float)rBottom,
(float)nRight-adjust,(float)nBottom-adjust,
(float)bRight,(float)nBottom);
aLLCurve.SetPoints( (float)bLeft,(float)nBottom,
(float)nLeft+adjust,(float)nBottom-adjust,
(float)nLeft,(float)lBottom);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
RoundedRect::Set(nscoord aLeft,nscoord aTop,PRInt32 aWidth,PRInt32 aHeight,PRInt16 aRadius[4],PRInt16 aNumTwipPerPix)
{
nscoord x,y,width,height;
int i;
// convert this rect to pixel boundaries
x = (aLeft/aNumTwipPerPix)*aNumTwipPerPix;
y = (aTop/aNumTwipPerPix)*aNumTwipPerPix;
width = (aWidth/aNumTwipPerPix)*aNumTwipPerPix;
height = (aHeight/aNumTwipPerPix)*aNumTwipPerPix;
for(i=0;i<4;i++) {
if( (aRadius[i]) > (aWidth>>1) ){
mRoundness[i] = (aWidth>>1);
} else {
mRoundness[i] = aRadius[i];
}
if( mRoundness[i] > (aHeight>>1) )
mRoundness[i] = aHeight>>1;
}
// if we are drawing a circle
mDoRound = PR_FALSE;
if(aHeight==aWidth){
PRBool doRound = PR_TRUE;
for(i=0;i<4;i++){
if(mRoundness[i]<(aWidth>>1)){
doRound = PR_FALSE;
break;
}
}
if(doRound){
mDoRound = PR_TRUE;
for(i=0;i<4;i++){
mRoundness[i] = aWidth>>1;
}
}
}
// important coordinates that the path hits
mLeft = x;
mTop = y;
mRight = x+width;
mBottom = y+height;
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
RoundedRect::GetRoundedBorders(QBCurve &aULCurve,QBCurve &aURCurve,QBCurve &aLLCurve,QBCurve &aLRCurve)
{
PRInt16 adjust=0;
if(mDoRound)
adjust = mRoundness[0]>>3;
// set the passed in curves to the rounded borders of the rectangle
aULCurve.SetPoints( (float)mLeft,(float)mTop + mRoundness[0],
(float)mLeft+adjust,(float)mTop+adjust,
(float)mLeft+mRoundness[0],(float)mTop);
aURCurve.SetPoints( (float)mRight - mRoundness[1],(float)mTop,
(float)mRight-adjust,(float)mTop+adjust,
(float)mRight,(float)mTop + mRoundness[1]);
aLRCurve.SetPoints( (float)mRight,(float)mBottom - mRoundness[2],
(float)mRight-adjust,(float)mBottom-adjust,
(float)mRight - mRoundness[2],(float)mBottom);
aLLCurve.SetPoints( (float)mLeft + mRoundness[3],(float)mBottom,
(float)mLeft+adjust,(float)mBottom-adjust,
(float)mLeft,(float)mBottom - mRoundness[3]);
}
/** ---------------------------------------------------
* Given a qbezier path, convert it into a polygon path
* @update 3/26/99 dwc
* @param aPoints -- an array of points to use for the path
* @param aPolyPath -- an array of points containing the flattened polygon to use
* @param aCurIndex -- the index that points to the last element of the array
* @param aPathType -- what kind of path that should be returned
* @param aFrac -- the inset amount for a eCalc type path
*/
static void
GetPath(nsFloatPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac)
{
QBCurve thecurve;
switch (aPathType) {
case eOutside:
thecurve.SetPoints(aPoints[0].x,aPoints[0].y,aPoints[1].x,aPoints[1].y,aPoints[2].x,aPoints[2].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aC1Index = *aCurIndex;
aPolyPath[*aCurIndex].x = (nscoord)aPoints[3].x;
aPolyPath[*aCurIndex].y = (nscoord)aPoints[3].y;
(*aCurIndex)++;
thecurve.SetPoints(aPoints[3].x,aPoints[3].y,aPoints[4].x,aPoints[4].y,aPoints[5].x,aPoints[5].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eInside:
thecurve.SetPoints(aPoints[6].x,aPoints[6].y,aPoints[7].x,aPoints[7].y,aPoints[8].x,aPoints[8].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (nscoord)aPoints[9].x;
aPolyPath[*aCurIndex].y = (nscoord)aPoints[9].y;
(*aCurIndex)++;
thecurve.SetPoints(aPoints[9].x,aPoints[9].y,aPoints[10].x,aPoints[10].y,aPoints[11].x,aPoints[11].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eCalc:
thecurve.SetPoints( (aPoints[0].x+aPoints[11].x)/2.0f,(aPoints[0].y+aPoints[11].y)/2.0f,
(aPoints[1].x+aPoints[10].x)/2.0f,(aPoints[1].y+aPoints[10].y)/2.0f,
(aPoints[2].x+aPoints[9].x)/2.0f,(aPoints[2].y+aPoints[9].y)/2.0f);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (nscoord)((aPoints[3].x+aPoints[8].x)/2.0f);
aPolyPath[*aCurIndex].y = (nscoord)((aPoints[3].y+aPoints[8].y)/2.0f);
(*aCurIndex)++;
thecurve.SetPoints( (aPoints[3].x+aPoints[8].x)/2.0f,(aPoints[3].y+aPoints[8].y)/2.0f,
(aPoints[4].x+aPoints[7].x)/2.0f,(aPoints[4].y+aPoints[7].y)/2.0f,
(aPoints[5].x+aPoints[6].x)/2.0f,(aPoints[5].y+aPoints[6].y)/2.0f);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eCalcRev:
thecurve.SetPoints( (aPoints[5].x+aPoints[6].x)/2.0f,(aPoints[5].y+aPoints[6].y)/2.0f,
(aPoints[4].x+aPoints[7].x)/2.0f,(aPoints[4].y+aPoints[7].y)/2.0f,
(aPoints[3].x+aPoints[8].x)/2.0f,(aPoints[3].y+aPoints[8].y)/2.0f);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (nscoord)((aPoints[2].x+aPoints[9].x)/2.0f);
aPolyPath[*aCurIndex].y = (nscoord)((aPoints[2].y+aPoints[9].y)/2.0f);
(*aCurIndex)++;
thecurve.SetPoints( (aPoints[2].x+aPoints[9].x)/2.0f,(aPoints[2].y+aPoints[9].y)/2.0f,
(aPoints[1].x+aPoints[10].x)/2.0f,(aPoints[1].y+aPoints[10].y)/2.0f,
(aPoints[0].x+aPoints[11].x)/2.0f,(aPoints[0].y+aPoints[11].y)/2.0f);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
QBCurve::SubDivide(nsIRenderingContext *aRenderingContext,nsPoint aPointArray[],PRInt32 *aCurIndex)
{
QBCurve curve1,curve2;
float fx,fy,smag;
// divide the curve into 2 pieces
MidPointDivide(&curve1,&curve2);
fx = (float)fabs(curve1.mAnc2.x - this->mCon.x);
fy = (float)fabs(curve1.mAnc2.y - this->mCon.y);
//smag = fx+fy-(PR_MIN(fx,fy)>>1);
smag = fx*fx + fy*fy;
if (smag>1){
// split the curve again
curve1.SubDivide(aRenderingContext,aPointArray,aCurIndex);
curve2.SubDivide(aRenderingContext,aPointArray,aCurIndex);
}else{
if(aPointArray ) {
// save the points for further processing
aPointArray[*aCurIndex].x = (nscoord)curve1.mAnc2.x;
aPointArray[*aCurIndex].y = (nscoord)curve1.mAnc2.y;
(*aCurIndex)++;
aPointArray[*aCurIndex].x = (nscoord)curve2.mAnc2.x;
aPointArray[*aCurIndex].y = (nscoord)curve2.mAnc2.y;
(*aCurIndex)++;
}else{
// draw the curve
nsTransform2D *aTransform;
aRenderingContext->GetCurrentTransform(aTransform);
aRenderingContext->DrawLine((nscoord)curve1.mAnc1.x,(nscoord)curve1.mAnc1.y,(nscoord)curve1.mAnc2.x,(nscoord)curve1.mAnc2.y);
aRenderingContext->DrawLine((nscoord)curve1.mAnc2.x,(nscoord)curve1.mAnc2.y,(nscoord)curve2.mAnc2.x,(nscoord)curve2.mAnc2.y);
}
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
QBCurve::MidPointDivide(QBCurve *A,QBCurve *B)
{
float c1x,c1y,c2x,c2y;
nsFloatPoint a1;
c1x = (mAnc1.x+mCon.x)/2.0f;
c1y = (mAnc1.y+mCon.y)/2.0f;
c2x = (mAnc2.x+mCon.x)/2.0f;
c2y = (mAnc2.y+mCon.y)/2.0f;
a1.x = (c1x + c2x)/2.0f;
a1.y = (c1y + c2y)/2.0f;
// put the math into our 2 new curves
A->mAnc1 = this->mAnc1;
A->mCon.x = c1x;
A->mCon.y = c1y;
A->mAnc2 = a1;
B->mAnc1 = a1;
B->mCon.x = c2x;
B->mCon.y = c2y;
B->mAnc2 = this->mAnc2;
}
void FillOrInvertRect(nsIRenderingContext& aRC, nscoord aX, nscoord aY, nscoord aWidth, nscoord aHeight, PRBool aInvert)
{
if (aInvert) {
aRC.InvertRect(aX, aY, aWidth, aHeight);
} else {
aRC.FillRect(aX, aY, aWidth, aHeight);
}
}
void FillOrInvertRect(nsIRenderingContext& aRC, const nsRect& aRect, PRBool aInvert)
{
if (aInvert) {
aRC.InvertRect(aRect);
} else {
aRC.FillRect(aRect);
}
}
// Begin table border-collapsing section
// These functions were written to not disrupt the normal ones and yet satisfy some additional requirements
// At some point, all functions should be unified to include the additional functionality that these provide
static nscoord
RoundIntToPixel(nscoord aValue,
nscoord aTwipsPerPixel,
PRBool aRoundDown = PR_FALSE)
{
if (aTwipsPerPixel <= 0)
// We must be rendering to a device that has a resolution greater than Twips!
// In that case, aValue is as accurate as it's going to get.
return aValue;
nscoord halfPixel = NSToCoordRound(aTwipsPerPixel / 2.0f);
nscoord extra = aValue % aTwipsPerPixel;
nscoord finalValue = (!aRoundDown && (extra >= halfPixel)) ? aValue + (aTwipsPerPixel - extra) : aValue - extra;
return finalValue;
}
static nscoord
RoundFloatToPixel(float aValue,
nscoord aTwipsPerPixel,
PRBool aRoundDown = PR_FALSE)
{
return RoundIntToPixel(NSToCoordRound(aValue), aTwipsPerPixel, aRoundDown);
}
static void
SetPoly(const nsRect& aRect,
nsPoint* poly)
{
poly[0].x = aRect.x;
poly[0].y = aRect.y;
poly[1].x = aRect.x + aRect.width;
poly[1].y = aRect.y;
poly[2].x = aRect.x + aRect.width;
poly[2].y = aRect.y + aRect.height;
poly[3].x = aRect.x;
poly[3].y = aRect.y + aRect.height;
poly[4].x = aRect.x;
poly[4].y = aRect.y;
}
static void
DrawSolidBorderSegment(nsIRenderingContext& aContext,
nsRect aRect,
nscoord aTwipsPerPixel,
PRUint8 aStartBevelSide = 0,
nscoord aStartBevelOffset = 0,
PRUint8 aEndBevelSide = 0,
nscoord aEndBevelOffset = 0)
{
if ((aRect.width == aTwipsPerPixel) || (aRect.height == aTwipsPerPixel) ||
((0 == aStartBevelOffset) && (0 == aEndBevelOffset))) {
// simple line or rectangle
if ((NS_SIDE_TOP == aStartBevelSide) || (NS_SIDE_BOTTOM == aStartBevelSide)) {
if (1 == aRect.height)
aContext.DrawLine(aRect.x, aRect.y, aRect.x, aRect.y + aRect.height);
else
aContext.FillRect(aRect);
}
else {
if (1 == aRect.width)
aContext.DrawLine(aRect.x, aRect.y, aRect.x + aRect.width, aRect.y);
else
aContext.FillRect(aRect);
}
}
else {
// polygon with beveling
nsPoint poly[5];
SetPoly(aRect, poly);
switch(aStartBevelSide) {
case NS_SIDE_TOP:
poly[0].x += aStartBevelOffset;
poly[4].x = poly[0].x;
break;
case NS_SIDE_BOTTOM:
poly[3].x += aStartBevelOffset;
break;
case NS_SIDE_RIGHT:
poly[1].y += aStartBevelOffset;
break;
case NS_SIDE_LEFT:
poly[0].y += aStartBevelOffset;
poly[4].y = poly[0].y;
}
switch(aEndBevelSide) {
case NS_SIDE_TOP:
poly[1].x -= aEndBevelOffset;
break;
case NS_SIDE_BOTTOM:
poly[2].x -= aEndBevelOffset;
break;
case NS_SIDE_RIGHT:
poly[2].y -= aEndBevelOffset;
break;
case NS_SIDE_LEFT:
poly[3].y -= aEndBevelOffset;
}
aContext.FillPolygon(poly, 5);
}
}
static void
GetDashInfo(nscoord aBorderLength,
nscoord aDashLength,
nscoord aTwipsPerPixel,
PRInt32& aNumDashSpaces,
nscoord& aStartDashLength,
nscoord& aEndDashLength)
{
aNumDashSpaces = 0;
if (aStartDashLength + aDashLength + aEndDashLength >= aBorderLength) {
aStartDashLength = aBorderLength;
aEndDashLength = 0;
}
else {
aNumDashSpaces = aBorderLength / (2 * aDashLength); // round down
nscoord extra = aBorderLength - aStartDashLength - aEndDashLength - (((2 * aNumDashSpaces) - 1) * aDashLength);
if (extra > 0) {
nscoord half = RoundIntToPixel(extra / 2, aTwipsPerPixel);
aStartDashLength += half;
aEndDashLength += (extra - half);
}
}
}
void
nsCSSRendering::DrawTableBorderSegment(nsIRenderingContext& aContext,
PRUint8 aBorderStyle,
nscolor aBorderColor,
const nsStyleBackground* aBGColor,
const nsRect& aBorder,
float aPixelsToTwips,
PRUint8 aStartBevelSide,
nscoord aStartBevelOffset,
PRUint8 aEndBevelSide,
nscoord aEndBevelOffset)
{
aContext.SetColor (aBorderColor);
PRBool horizontal = ((NS_SIDE_TOP == aStartBevelSide) || (NS_SIDE_BOTTOM == aStartBevelSide));
nscoord twipsPerPixel = NSIntPixelsToTwips(1, aPixelsToTwips);
PRBool ridgeGroove = NS_STYLE_BORDER_STYLE_RIDGE;
if ((twipsPerPixel >= aBorder.width) || (twipsPerPixel >= aBorder.height) ||
(NS_STYLE_BORDER_STYLE_DASHED == aBorderStyle) || (NS_STYLE_BORDER_STYLE_DOTTED == aBorderStyle)) {
// no beveling for 1 pixel border, dash or dot
aStartBevelOffset = 0;
aEndBevelOffset = 0;
}
switch (aBorderStyle) {
case NS_STYLE_BORDER_STYLE_NONE:
case NS_STYLE_BORDER_STYLE_HIDDEN:
//NS_ASSERTION(PR_FALSE, "style of none or hidden");
break;
case NS_STYLE_BORDER_STYLE_DOTTED:
case NS_STYLE_BORDER_STYLE_DASHED:
{
nscoord dashLength = (NS_STYLE_BORDER_STYLE_DASHED == aBorderStyle) ? DASH_LENGTH : DOT_LENGTH;
// make the dash length proportional to the border thickness
dashLength *= (horizontal) ? aBorder.height : aBorder.width;
// make the min dash length for the ends 1/2 the dash length
nscoord minDashLength = (NS_STYLE_BORDER_STYLE_DASHED == aBorderStyle)
? RoundFloatToPixel(((float)dashLength) / 2.0f, twipsPerPixel) : dashLength;
minDashLength = PR_MAX(minDashLength, twipsPerPixel);
nscoord numDashSpaces = 0;
nscoord startDashLength = minDashLength;
nscoord endDashLength = minDashLength;
if (horizontal) {
GetDashInfo(aBorder.width, dashLength, twipsPerPixel, numDashSpaces, startDashLength, endDashLength);
nsRect rect(aBorder.x, aBorder.y, startDashLength, aBorder.height);
DrawSolidBorderSegment(aContext, rect, PR_TRUE);
for (PRInt32 spaceX = 0; spaceX < numDashSpaces; spaceX++) {
rect.x += rect.width + dashLength;
rect.width = (spaceX == (numDashSpaces - 1)) ? endDashLength : dashLength;
DrawSolidBorderSegment(aContext, rect, PR_TRUE);
}
}
else {
GetDashInfo(aBorder.height, dashLength, twipsPerPixel, numDashSpaces, startDashLength, endDashLength);
nsRect rect(aBorder.x, aBorder.y, aBorder.width, startDashLength);
DrawSolidBorderSegment(aContext, rect, PR_FALSE);
for (PRInt32 spaceY = 0; spaceY < numDashSpaces; spaceY++) {
rect.y += rect.height + dashLength;
rect.height = (spaceY == (numDashSpaces - 1)) ? endDashLength : dashLength;
DrawSolidBorderSegment(aContext, rect, PR_FALSE);
}
}
}
break;
case NS_STYLE_BORDER_STYLE_GROOVE:
ridgeGroove = NS_STYLE_BORDER_STYLE_GROOVE; // and fall through to ridge
case NS_STYLE_BORDER_STYLE_RIDGE:
if ((horizontal && (twipsPerPixel >= aBorder.height)) ||
(!horizontal && (twipsPerPixel >= aBorder.width))) {
// a one pixel border
DrawSolidBorderSegment(aContext, aBorder, twipsPerPixel, aStartBevelSide, aStartBevelOffset,
aEndBevelSide, aEndBevelOffset);
}
else {
nscoord startBevel = (aStartBevelOffset > 0)
? RoundFloatToPixel(0.5f * (float)aStartBevelOffset, twipsPerPixel, PR_TRUE) : 0;
nscoord endBevel = (aEndBevelOffset > 0)
? RoundFloatToPixel(0.5f * (float)aEndBevelOffset, twipsPerPixel, PR_TRUE) : 0;
PRUint8 ridgeGrooveSide = (horizontal) ? NS_SIDE_TOP : NS_SIDE_LEFT;
aContext.SetColor (
MakeBevelColor (ridgeGrooveSide, ridgeGroove, aBGColor->mBackgroundColor, aBorderColor, PR_TRUE));
nsRect rect(aBorder);
nscoord half;
if (horizontal) { // top, bottom
half = RoundFloatToPixel(0.5f * (float)aBorder.height, twipsPerPixel);
rect.height = half;
if (NS_SIDE_TOP == aStartBevelSide) {
rect.x += startBevel;
rect.width -= startBevel;
}
if (NS_SIDE_TOP == aEndBevelSide) {
rect.width -= endBevel;
}
DrawSolidBorderSegment(aContext, rect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
else { // left, right
half = RoundFloatToPixel(0.5f * (float)aBorder.width, twipsPerPixel);
rect.width = half;
if (NS_SIDE_LEFT == aStartBevelSide) {
rect.y += startBevel;
rect.height -= startBevel;
}
if (NS_SIDE_LEFT == aEndBevelSide) {
rect.height -= endBevel;
}
DrawSolidBorderSegment(aContext, rect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
rect = aBorder;
ridgeGrooveSide = (NS_SIDE_TOP == ridgeGrooveSide) ? NS_SIDE_BOTTOM : NS_SIDE_RIGHT;
aContext.SetColor (
MakeBevelColor (ridgeGrooveSide, ridgeGroove, aBGColor->mBackgroundColor, aBorderColor, PR_TRUE));
if (horizontal) {
rect.y = rect.y + half;
rect.height = aBorder.height - half;
if (NS_SIDE_BOTTOM == aStartBevelSide) {
rect.x += startBevel;
rect.width -= startBevel;
}
if (NS_SIDE_BOTTOM == aEndBevelSide) {
rect.width -= endBevel;
}
DrawSolidBorderSegment(aContext, rect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
else {
rect.x = rect.x + half;
rect.width = aBorder.width - half;
if (NS_SIDE_RIGHT == aStartBevelSide) {
rect.y += aStartBevelOffset - startBevel;
rect.height -= startBevel;
}
if (NS_SIDE_RIGHT == aEndBevelSide) {
rect.height -= endBevel;
}
DrawSolidBorderSegment(aContext, rect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
}
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
if ((aBorder.width > 2) && (aBorder.height > 2)) {
nscoord startBevel = (aStartBevelOffset > 0)
? RoundFloatToPixel(0.333333f * (float)aStartBevelOffset, twipsPerPixel) : 0;
nscoord endBevel = (aEndBevelOffset > 0)
? RoundFloatToPixel(0.333333f * (float)aEndBevelOffset, twipsPerPixel) : 0;
if (horizontal) { // top, bottom
nscoord thirdHeight = RoundFloatToPixel(0.333333f * (float)aBorder.height, twipsPerPixel);
// draw the top line or rect
nsRect topRect(aBorder.x, aBorder.y, aBorder.width, thirdHeight);
if (NS_SIDE_TOP == aStartBevelSide) {
topRect.x += aStartBevelOffset - startBevel;
topRect.width -= aStartBevelOffset - startBevel;
}
if (NS_SIDE_TOP == aEndBevelSide) {
topRect.width -= aEndBevelOffset - endBevel;
}
DrawSolidBorderSegment(aContext, topRect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
// draw the botom line or rect
nscoord heightOffset = aBorder.height - thirdHeight;
nsRect bottomRect(aBorder.x, aBorder.y + heightOffset, aBorder.width, aBorder.height - heightOffset);
if (NS_SIDE_BOTTOM == aStartBevelSide) {
bottomRect.x += aStartBevelOffset - startBevel;
bottomRect.width -= aStartBevelOffset - startBevel;
}
if (NS_SIDE_BOTTOM == aEndBevelSide) {
bottomRect.width -= aEndBevelOffset - endBevel;
}
DrawSolidBorderSegment(aContext, bottomRect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
else { // left, right
nscoord thirdWidth = RoundFloatToPixel(0.333333f * (float)aBorder.width, twipsPerPixel);
nsRect leftRect(aBorder.x, aBorder.y, thirdWidth, aBorder.height);
if (NS_SIDE_LEFT == aStartBevelSide) {
leftRect.y += aStartBevelOffset - startBevel;
leftRect.height -= aStartBevelOffset - startBevel;
}
if (NS_SIDE_LEFT == aEndBevelSide) {
leftRect.height -= aEndBevelOffset - endBevel;
}
DrawSolidBorderSegment(aContext, leftRect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
nscoord widthOffset = aBorder.width - thirdWidth;
nsRect rightRect(aBorder.x + widthOffset, aBorder.y, aBorder.width - widthOffset, aBorder.height);
if (NS_SIDE_RIGHT == aStartBevelSide) {
rightRect.y += aStartBevelOffset - startBevel;
rightRect.height -= aStartBevelOffset - startBevel;
}
if (NS_SIDE_RIGHT == aEndBevelSide) {
rightRect.height -= aEndBevelOffset - endBevel;
}
DrawSolidBorderSegment(aContext, rightRect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
break;
}
// else fall through to solid
case NS_STYLE_BORDER_STYLE_BG_SOLID:
case NS_STYLE_BORDER_STYLE_SOLID:
DrawSolidBorderSegment(aContext, aBorder, twipsPerPixel, aStartBevelSide,
aStartBevelOffset, aEndBevelSide, aEndBevelOffset);
break;
case NS_STYLE_BORDER_STYLE_BG_OUTSET:
case NS_STYLE_BORDER_STYLE_BG_INSET:
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
NS_ASSERTION(PR_FALSE, "inset, outset should have been converted to groove, ridge");
break;
}
}
// End table border-collapsing section