Mozilla/mozilla/layout/base/nsCSSRendering.cpp
pierre%netscape.com cc4c33320d 16381 "Need to be able to specify -moz-border-radius for each corner". Made changes in the following files in order to store the radius as a nsCSSRect and support 4 new -moz-border-radius properties (topLeft, topRight, bottomRight, bottomLeft):
nsCSSDeclaration.cpp
nsCSSParser.cpp
nsCSSPropList.h
nsCSSStyleRule.cpp
nsICSSDeclaration.h
nsIStyleContext.h
nsStyleContext.cpp
nsCSSRendering.cpp

The (small) changes in nsCSSRendering.cpp are temporary. It's just to reflect the changes made elsewhere in the style context. The code that actually draws the RoundRect with a different radius for each corner will be implemented later today.


git-svn-id: svn://10.0.0.236/trunk@56388 18797224-902f-48f8-a5cc-f745e15eee43
1999-12-22 11:30:22 +00:00

2958 lines
104 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
*
* The contents of this file are subject to the Netscape 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/NPL/
*
* 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 Netscape are
* Copyright (C) 1998 Netscape Communications Corporation. All
* Rights Reserved.
*
* Contributor(s):
*/
#include "nsCSSRendering.h"
#include "nsStyleConsts.h"
#include "nsIPresContext.h"
#include "nsIImage.h"
#include "nsIFrame.h"
#include "nsPoint.h"
#include "nsRect.h"
#include "nsIViewManager.h"
#include "nsIPresShell.h"
#include "nsIFrameImageLoader.h"
#include "nsIStyleContext.h"
#include "nsStyleUtil.h"
#include "nsIScrollableView.h"
#include "nsLayoutAtoms.h"
#include "nsIDrawingSurface.h"
#include "nsTransform2D.h"
#include "nsIDeviceContext.h"
static NS_DEFINE_IID(kScrollViewIID, NS_ISCROLLABLEVIEW_IID);
#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
};
static void GetPath(nsPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac=0);
static void TileImage(nsIRenderingContext& aRC,nsDrawingSurface aDS,nsRect &aSrcRect,PRInt16 aWidth,PRInt16 aHeight);
// 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)
{
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 two border style
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:
case NS_STYLE_BORDER_STYLE_BLANK:
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_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,
const nsRect& aDirtyRect,
const PRUint8 borderStyles[],
const nscolor borderColors[],
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, firstRect, currRect;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRUint8 style = borderStyles[startSide];
PRBool skippedSide = PR_FALSE;
nscoord xstart,xwidth,ystart,ywidth;
// find out were x and y start
if(aDirtyRect.x > borderInside.x) {
xstart = aDirtyRect.x;
} else {
xstart = borderInside.x;
}
if(aDirtyRect.y > borderInside.y) {
ystart = aDirtyRect.y;
} else {
ystart = aDirtyRect.y;
}
// find the x and y width
xwidth = aDirtyRect.XMost();
ywidth = aDirtyRect.YMost();
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 nsStyleSpacing& aSpacing,
PRBool aDoOutline,
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, currRect;
nscoord xstart,xwidth,ystart,ywidth,temp,temp1,adjust;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRUint8 style = aDoOutline?aSpacing.GetOutlineStyle():aSpacing.GetBorderStyle(startSide);
PRBool skippedSide = PR_FALSE;
// find out were x and y start
if(aDirtyRect.x > borderInside.x) {
xstart = aDirtyRect.x;
} else {
xstart = borderInside.x;
}
if(aDirtyRect.y > borderInside.y) {
ystart = aDirtyRect.y;
} else {
ystart = borderInside.y;
}
// find the x and y width
xwidth = aDirtyRect.XMost();
ywidth = aDirtyRect.YMost();
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
PRUint8 prevStyle = style;
style = aDoOutline?aSpacing.GetOutlineStyle():aSpacing.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;
if (aDoOutline) {
aSpacing.GetOutlineColor(sideColor);
} else {
if (!aSpacing.GetBorderColor(whichSide, sideColor)) {
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
aContext.FillRect(dashRect.x, borderOutside.y,dashRect.width, dashRect.height-adjust);
aContext.FillRect(dashRect.x,(borderOutside.YMost()-(dashRect.height-adjust)),dashRect.width, dashRect.height-adjust);
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
aContext.FillRect(dashRect.x, borderOutside.y,dashRect.width, dashRect.height+adjust);
aContext.FillRect(dashRect.x,(borderOutside.YMost()-(dashRect.height+adjust)),dashRect.width, dashRect.height+adjust);
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) {
aContext.FillRect(currRect);
}
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
aContext.FillRect(borderOutside.x,dashRect.y,dashRect.width-adjust,dashRect.height);
aContext.FillRect((borderOutside.XMost()-(dashRect.width-adjust)),dashRect.y,dashRect.width-adjust,dashRect.height);
currRect.x += (dashRect.width-adjust);
temp = temp-= (dashRect.width-adjust);
} else {
adjust = (temp%dashRect.width)/2;
// draw in the left and right
aContext.FillRect(borderOutside.x,dashRect.y,dashRect.width+adjust,dashRect.height);
aContext.FillRect((borderOutside.XMost()-(dashRect.width+adjust)),dashRect.y,dashRect.width+adjust,dashRect.height);
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) {
aContext.FillRect(currRect);
}
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,
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;
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, 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;
}
}
// XXX improve this to constrain rendering to the damaged area
void nsCSSRendering::PaintBorder(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleSpacing& aBorderStyle,
nsIStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap,
nscoord aHardBorderSize,
PRBool aShouldIgnoreRounded)
{
PRIntn cnt;
nsMargin border;
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
PRInt16 theRadius;
nsStyleCoord borderRadius;
float percent;
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(borderRadius); // XXX-border-radius
theRadius = 0;
switch (borderRadius.GetUnit() ) {
case eStyleUnit_Inherit:
break;
case eStyleUnit_Percent:
percent = borderRadius.GetPercentValue();
theRadius = (nscoord)(percent * aBorderArea.width);
break;
case eStyleUnit_Coord:
theRadius = borderRadius.GetCoordValue();
break;
default:
break;
}
// rounded version of the border
if (!aShouldIgnoreRounded) {
if (theRadius > 0){
PaintRoundedBorder(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,aBorderStyle,aStyleContext,aSkipSides,theRadius,aGap);
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);
// XXX These are misnamed. Why is it that 'outside' is inside of
// 'inside' (it's produced by deflating)?
nsRect inside(aBorderArea);
nsRect outside(inside);
outside.Deflate(border);
// 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 (outside.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,aBorderStyle, PR_FALSE,
inside, outside, aSkipSides, aGap);
}
// Draw all the other sides
/* Get our conversion values */
nscoord twipsPerPixel;
float p2t;
aPresContext->GetScaledPixelsToTwips(&p2t);
twipsPerPixel = NSIntPixelsToTwips(1,p2t);
nscolor sideColor;
if (0 == (aSkipSides & (1<<NS_SIDE_BOTTOM))) {
if (aBorderStyle.GetBorderColor(NS_SIDE_BOTTOM, sideColor)) {
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
aBorderStyle.GetBorderStyle(NS_SIDE_BOTTOM),
sideColor,
bgColor->mBackgroundColor, inside,outside, aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_LEFT))) {
if (aBorderStyle.GetBorderColor(NS_SIDE_LEFT, sideColor)) {
DrawSide(aRenderingContext, NS_SIDE_LEFT,
aBorderStyle.GetBorderStyle(NS_SIDE_LEFT),
sideColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_TOP))) {
if (aBorderStyle.GetBorderColor(NS_SIDE_TOP, sideColor)) {
DrawSide(aRenderingContext, NS_SIDE_TOP,
aBorderStyle.GetBorderStyle(NS_SIDE_TOP),
sideColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_RIGHT))) {
if (aBorderStyle.GetBorderColor(NS_SIDE_RIGHT, sideColor)) {
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
aBorderStyle.GetBorderStyle(NS_SIDE_RIGHT),
sideColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
}
// XXX improve this to constrain rendering to the damaged area
void nsCSSRendering::PaintOutline(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleSpacing& aBorderStyle,
nsIStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap)
{
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
nscoord width;
aBorderStyle.GetOutlineWidth(width);
if (0 == width) {
// Empty outline
return;
}
nsRect inside(aBorderArea);
nsRect outside(inside);
inside.Inflate(width, width);
nsRect clipRect(aBorderArea);
clipRect.Inflate(width, width); // make clip extra big for now
PRBool clipState = PR_FALSE;
aRenderingContext.PushState();
aRenderingContext.SetClipRect(clipRect, nsClipCombine_kReplace, clipState);
PRUint8 outlineStyle = aBorderStyle.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, aBorderStyle, PR_TRUE,
inside, outside, aSkipSides, aGap);
aRenderingContext.PopState(clipState);
return;
}
// Draw all the other sides
/* XXX something is misnamed here!!!! */
nscoord twipsPerPixel;/* XXX */
float p2t;/* XXX */
aPresContext->GetPixelsToTwips(&p2t);/* XXX */
twipsPerPixel = (nscoord) p2t;/* XXX */
nscolor outlineColor;
if (aBorderStyle.GetOutlineColor(outlineColor)) {
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor, inside,outside, aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_LEFT,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_TOP,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
// Restore clipping
aRenderingContext.PopState(clipState);
}
/* 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(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
nsBorderEdges * aBorderEdges,
nsIStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap)
{
const nsStyleColor* bgColor = nsStyleUtil::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;
aPresContext->GetPixelsToTwips(&p2t);
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
static void
ComputeBackgroundAnchorPoint(const nsStyleColor& aColor,
const nsRect& aBounds,
nscoord aTileWidth, nscoord aTileHeight,
nsPoint& aResult)
{
nscoord x;
if (NS_STYLE_BG_X_POSITION_LENGTH & aColor.mBackgroundFlags) {
x = aColor.mBackgroundXPosition;
}
else {
nscoord t = aColor.mBackgroundXPosition;
float pct = float(t) / 100.0f;
nscoord tilePos = nscoord(pct * aTileWidth);
nscoord boxPos = nscoord(pct * aBounds.width);
x = boxPos - tilePos;
}
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;
}
else {
nscoord t = aColor.mBackgroundYPosition;
float pct = float(t) / 100.0f;
nscoord tilePos = nscoord(pct * aTileHeight);
nscoord boxPos = nscoord(pct * aBounds.height);
y = boxPos - tilePos;
}
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 clip view associated with the scroll frame's scrolling
// view
static const nsIView*
GetClipView(nsIPresContext* aPresContext, nsIFrame* aScrollFrame)
{
nsIView* view;
nsIScrollableView* scrollingView;
const nsIView* clipView;
// Get the scrolling view
aScrollFrame->GetView(aPresContext, &view);
view->QueryInterface(kScrollViewIID, (void**)&scrollingView);
// Get the clip view
scrollingView->GetClipView(&clipView);
return clipView;
}
// Returns the nearest scroll frame ancestor
static nsIFrame*
GetNearestScrollFrame(nsIFrame* aFrame)
{
for (nsIFrame* f = aFrame; f; f->GetParent(&f)) {
nsIAtom* frameType;
// Is it a scroll frame?
f->GetFrameType(&frameType);
if (nsLayoutAtoms::scrollFrame == frameType) {
NS_RELEASE(frameType);
return f;
}
NS_IF_RELEASE(frameType);
}
return nsnull;
}
void
nsCSSRendering::PaintBackground(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleColor& aColor,
const nsStyleSpacing& aSpacing,
nscoord aDX,
nscoord aDY)
{
PRInt16 theRadius;
nsStyleCoord borderRadius;
PRBool transparentBG = NS_STYLE_BG_COLOR_TRANSPARENT ==
(aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT);
if (0 < aColor.mBackgroundImage.Length()) {
// Lookup the image
nsSize imageSize;
nsIImage* image = nsnull;
nsIFrameImageLoader* loader = nsnull;
nsresult rv = aPresContext->StartLoadImage(aColor.mBackgroundImage,
transparentBG
? nsnull
: &aColor.mBackgroundColor,
nsnull,
aForFrame, nsnull, nsnull,
&loader);
if ((NS_OK != rv) || (nsnull == loader) ||
(loader->GetImage(&image), (nsnull == image))) {
NS_IF_RELEASE(loader);
// Redraw will happen later
if (!transparentBG) {
// The background color is rendered over the 'border' 'padding' and
// 'content' areas
aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBorderArea);
}
return;
}
loader->GetSize(imageSize);
NS_RELEASE(loader);
// Background images are tiled over the 'content' and 'padding' areas
// only (not the 'border' area)
nsRect paddingArea(aBorderArea);
nsMargin border;
if (!aSpacing.GetBorder(border)) {
NS_NOTYETIMPLEMENTED("percentage border");
}
paddingArea.Deflate(border);
// The actual dirty rect is the intersection of the padding area and the
// dirty rect we were given
nsRect dirtyRect;
if (!dirtyRect.IntersectRect(paddingArea, aDirtyRect)) {
// Nothing to paint
return;
}
// 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 = PR_TRUE;
PRIntn repeat = aColor.mBackgroundRepeat;
nscoord xDistance, yDistance;
switch (repeat) {
case NS_STYLE_BG_REPEAT_OFF:
default:
xDistance = tileWidth;
yDistance = tileHeight;
break;
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;
// We need to render the background color if the image is transparent
needBackgroundColor = image->GetHasAlphaMask();
break;
}
// The background color is rendered over the 'border' 'padding' and
// 'content' areas
if (!transparentBG && needBackgroundColor) {
aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBorderArea);
}
// See if there's nothing left to do
if ((tileWidth == 0) || (tileHeight == 0) || dirtyRect.IsEmpty()) {
// Nothing to paint
return;
}
// If it's a fixed background attachment, then get the nearest scrolling
// ancestor
nsIFrame* scrollFrame = nsnull;
const nsIView* clipView = nsnull;
nsRect viewportArea(0, 0, 0, 0);
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
scrollFrame = GetNearestScrollFrame(aForFrame);
// Get the viewport size
clipView = GetClipView(aPresContext, scrollFrame);
clipView->GetDimensions(&viewportArea.width, &viewportArea.height);
}
// Compute the anchor point. If it's a fixed background attachment, then
// the image is placed relative to the viewport; otherwise, it's placed
// relative to the element's padding area.
//
// When tiling, the anchor coordinate values will be negative offsets
// from the padding area
nsPoint anchor;
ComputeBackgroundAnchorPoint(aColor, scrollFrame ? viewportArea : paddingArea,
tileWidth, tileHeight, anchor);
// If it's a fixed background attachment, then convert the anchor point
// to aForFrame's coordinate space
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
nsIView* view;
aForFrame->GetView(aPresContext, &view);
if (!view) {
nsPoint offset;
aForFrame->GetOffsetFromView(aPresContext, offset, &view);
anchor -= offset;
}
NS_ASSERTION(view, "expected a view");
while (view && (view != clipView)) {
nscoord x, y;
view->GetPosition(&x, &y);
anchor.x -= x;
anchor.y -= y;
// Get the parent view
view->GetParent(view);
}
}
// Setup clipping so that rendering doesn't leak out of the computed
// dirty rect
PRBool clipState;
aRenderingContext.PushState();
aRenderingContext.SetClipRect(dirtyRect, nsClipCombine_kIntersect,
clipState);
// Compute the x and y starting points and limits for tiling
nscoord x0, x1;
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
if (NS_STYLE_BG_REPEAT_X & repeat) {
x0 = ((dirtyRect.x - anchor.x) / tileWidth) * tileWidth + anchor.x;
x1 = x0 + xDistance + tileWidth;
if (0 != anchor.x) {
x1 += tileWidth;
}
}
else {
// For fixed attachment, the anchor is relative to the nearest scrolling
// ancestor (or the viewport)
x0 = anchor.x;
x1 = x0 + tileWidth;
}
}
else {
if (NS_STYLE_BG_REPEAT_X & repeat) {
// 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 = (dirtyRect.x / tileWidth) * tileWidth + anchor.x;
if(x0+tileWidth<dirtyRect.x)
x0+=tileWidth;
x1 = x0 + xDistance + tileWidth;
if (0 != anchor.x) {
x1 += tileWidth;
}
}
else {
// For scrolling attachment, the anchor is relative to the padding area
x0 = paddingArea.x + anchor.x;
x1 = x0 + tileWidth;
}
}
nscoord y0, y1;
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
if (NS_STYLE_BG_REPEAT_Y & repeat) {
y0 = ((dirtyRect.y - anchor.y) / tileHeight) * tileHeight + anchor.y;
y1 = y0 + yDistance + tileHeight;
if (0 != anchor.y) {
y1 += tileHeight;
}
}
else {
// For fixed attachment, the anchor is relative to the nearest scrolling
// ancestor (or the viewport)
y0 = anchor.y;
y1 = y0 + tileHeight;
}
}
else {
if (NS_STYLE_BG_REPEAT_Y & repeat) {
// 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 = (dirtyRect.y / tileHeight) * tileHeight + anchor.y;
if(y0+tileHeight<dirtyRect.y)
y0+=tileHeight;
y1 = y0 + yDistance + tileHeight;
if (0 != anchor.y) {
y1 += tileHeight;
}
}
else {
// For scrolling attachment, the anchor is relative to the padding area
y0 = paddingArea.y + anchor.y;
y1 = y0 + tileHeight;
}
}
#define DOTILE
#ifdef DOTILE
nsIDrawingSurface *theSurface,*ts=nsnull;
nsRect srcRect,destRect,vrect,tvrect;
nscoord x,y;
PRInt32 flag = NS_COPYBITS_TO_BACK_BUFFER | NS_COPYBITS_XFORM_DEST_VALUES;
PRUint32 dsFlag = 0;
float t2p,app2dev;
PRBool clip;
nsTransform2D *theTransform;
nsIDeviceContext *theDevContext;
aRenderingContext.GetDrawingSurface((void**)&theSurface);
aPresContext->GetVisibleArea(srcRect);
tvrect.SetRect(0,0,x1-x0,y1-y0);
aPresContext->GetTwipsToPixels(&t2p);
if ((tileWidth<(tvrect.width/16)) || (tileHeight<(tvrect.height/16))) {
//tvrect.width /=4;
//tvrect.height /=4;
tvrect.width = ((tvrect.width)/tileWidth); //total x number of tiles
tvrect.width *=tileWidth;
tvrect.height = ((tvrect.height)/tileHeight); //total y number of tiles
tvrect.height *=tileHeight;
// create a new drawing surface... using pixels as the size
vrect.height = (nscoord)(tvrect.height * t2p);
vrect.width = (nscoord)(tvrect.width * t2p);
aRenderingContext.CreateDrawingSurface(&vrect,dsFlag,(nsDrawingSurface&)ts);
}
// did we need to create an offscreen drawing surface because the image was so small
if( nsnull != ts) {
aRenderingContext.SelectOffScreenDrawingSurface(ts);
// create a bigger tile in our new drawingsurface
// XXX pushing state to fix clipping problem, need to look into why the clip is set here
aRenderingContext.PushState();
aRenderingContext.GetCurrentTransform(theTransform);
aRenderingContext.GetDeviceContext(theDevContext);
theDevContext->GetAppUnitsToDevUnits(app2dev);
theTransform->SetToIdentity();
theTransform->AddScale(app2dev, app2dev);
//aRenderingContext.SetClipRect(srcRect, nsClipCombine_kReplace, clip);
// copy the initial image to our buffer, this takes twips and converts to pixels..
// which is what the image is in
aRenderingContext.DrawImage(image,0,0,tileWidth,tileHeight);
// duplicate the image in the upperleft corner to fill up the nsDrawingSurface
srcRect.SetRect(0,0,tileWidth,tileHeight);
TileImage(aRenderingContext,ts,srcRect,tvrect.width,tvrect.height);
// setting back the clip from the background clip push
aRenderingContext.PopState(clip);
// set back to the old drawingsurface
aRenderingContext.SelectOffScreenDrawingSurface((void**)theSurface);
// now duplicate our tile into the background
destRect = srcRect;
for(y=y0;y<y1;y+=tvrect.height){
for(x=x0;x<x1;x+=tvrect.width){
destRect.x = x;
destRect.y = y;
aRenderingContext.CopyOffScreenBits(ts,0,0,destRect,flag);
}
}
aRenderingContext.DestroyDrawingSurface(ts);
} else {
// slow blitting, one tile at a time....
for(y=y0;y<y1;y+=tileHeight){
for(x=x0;x<x1;x+=tileWidth){
aRenderingContext.DrawImage(image,x,y,tileWidth,tileHeight);
}
}
}
#endif
//#define NOTNOW
#ifdef NOTNOW
nscoord x,y;
for(y=y0;y<y1;y+=tileHeight){
for(x=x0;x<x1;x+=tileWidth){
aRenderingContext.DrawImage(image,x,y,tileWidth,tileHeight);
}
}
#endif
// Restore clipping
aRenderingContext.PopState(clipState);
NS_IF_RELEASE(image);
} else {
// See if there's a background color specified. The background color
// is rendered over the 'border' 'padding' and 'content' areas
if (!transparentBG) {
// check to see if we have a radius
aSpacing.mBorderRadius.GetTop(borderRadius); // XXX-border-radius
theRadius = 0;
switch (borderRadius.GetUnit() ) {
case eStyleUnit_Inherit:
break;
case eStyleUnit_Percent:
break;
case eStyleUnit_Coord:
theRadius = borderRadius.GetCoordValue();
break;
default:
break;
}
// rounded version of the border
if (theRadius > 0){
PaintRoundedBackground(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,aColor,aSpacing,aDX,aDY,theRadius);
return;
}
aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBorderArea);
}
}
}
/** ---------------------------------------------------
* A bit blitter to tile images to the background recursively
* @update 4/13/99 dwc
* @param aRC -- Rendering Context to render to
* @param aDS -- Target drawing surface for the rendering context
* @param aSrcRect -- Rectangle we are build with the image
* @param aHeight -- height of the tile
* @param aWidth -- width of the tile
*/
static void
TileImage(nsIRenderingContext& aRC,nsDrawingSurface aDS,nsRect &aSrcRect,PRInt16 aWidth,PRInt16 aHeight)
{
nsRect destRect;
PRInt32 flag = NS_COPYBITS_TO_BACK_BUFFER | NS_COPYBITS_XFORM_DEST_VALUES;
if( aSrcRect.width < aWidth) {
// width is less than double so double our source bitmap width
destRect = aSrcRect;
destRect.x += aSrcRect.width;
aRC.CopyOffScreenBits(aDS,aSrcRect.x,aSrcRect.y,destRect,flag);
aSrcRect.width*=2;
TileImage(aRC,aDS,aSrcRect,aWidth,aHeight);
} else if (aSrcRect.height < aHeight) {
// height is less than double so double our source bitmap height
destRect = aSrcRect;
destRect.y += aSrcRect.height;
aRC.CopyOffScreenBits(aDS,aSrcRect.x,aSrcRect.y,destRect,flag);
aSrcRect.height*=2;
TileImage(aRC,aDS,aSrcRect,aWidth,aHeight);
}
}
#ifdef NOTNOW
static void AntiAliasPoly(nsIRenderingContext& aRenderingContext,nsPoint aPoints[],PRInt32 aStartIndex,PRInt32 curIndex,PRInt8 aSide,PRInt8 aCorner);
#endif
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::PaintRoundedBackground(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleColor& aColor,
const nsStyleSpacing& aSpacing,
nscoord aDX,
nscoord aDY,
PRInt16 aTheRadius)
{
RoundedRect outerPath;
QBCurve cr1,cr2,cr3,cr4;
QBCurve UL,UR,LL,LR;
PRInt32 curIndex,c1Index;
nsPoint thePath[MAXPATHSIZE];
nsPoint polyPath[MAXPOLYPATHSIZE];
PRInt16 np;
nscoord twipsPerPixel;
float p2t;
// needed for our border thickness
aPresContext->GetPixelsToTwips(&p2t);
twipsPerPixel = NSToCoordRound(p2t);
aRenderingContext.SetColor(aColor.mBackgroundColor);
// set the rounded rect up, and let'er rip
outerPath.Set(aBorderArea.x,aBorderArea.y,aBorderArea.width,aBorderArea.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 = thePath[0].x;
polyPath[0].y = 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(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleSpacing& aBorderStyle,
nsIStyleContext* aStyleContext,
PRIntn aSkipSides,
PRInt16 aBorderRadius,
nsRect* aGap)
{
RoundedRect outerPath;
QBCurve UL,LL,UR,LR;
QBCurve IUL,ILL,IUR,ILR;
QBCurve cr1,cr2,cr3,cr4;
QBCurve Icr1,Icr2,Icr3,Icr4;
nsPoint thePath[MAXPATHSIZE];
PRInt16 np;
nsMargin border;
nscoord twipsPerPixel,qtwips;
float p2t;
aBorderStyle.CalcBorderFor(aForFrame, border);
if ((0 == border.left) && (0 == border.right) &&
(0 == border.top) && (0 == border.bottom)) {
return;
}
// needed for our border thickness
aPresContext->GetPixelsToTwips(&p2t);
twipsPerPixel = NSToCoordRound(p2t);
// Base our thickness check on the segment being less than a pixel and 1/2
qtwips = twipsPerPixel >> 2;
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,aStyleContext,NS_SIDE_TOP,border,qtwips);
}
// 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,aStyleContext,NS_SIDE_RIGHT,border,qtwips);
}
// 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,aStyleContext,NS_SIDE_BOTTOM,border,qtwips);
}
// 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,aStyleContext,NS_SIDE_LEFT,border,qtwips);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::RenderSide(nsPoint aPoints[],nsIRenderingContext& aRenderingContext,
const nsStyleSpacing& aBorderStyle,nsIStyleContext* aStyleContext,
PRUint8 aSide,nsMargin &aBorThick,nscoord aTwipsPerPixel)
{
QBCurve thecurve;
nscolor sideColor;
nsPoint polypath[MAXPOLYPATHSIZE];
PRInt32 curIndex,c1Index,c2Index,junk;
PRInt8 border_Style;
PRInt16 r,g,b,thickness;
// set the style information
aBorderStyle.GetBorderColor(aSide,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(aPoints[2].x,aPoints[2].y,aPoints[3].x,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 {
border_Style = aBorderStyle.GetBorderStyle(aSide);
switch (border_Style){
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
{
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
aBorderStyle.GetBorderColor(aSide,sideColor);
aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE));
}
case NS_STYLE_BORDER_STYLE_DOTTED:
case NS_STYLE_BORDER_STYLE_DASHED:
// break; 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 = aPoints[0].x;
polypath[0].y = aPoints[0].y;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
c2Index = curIndex;
polypath[curIndex].x = aPoints[6].x;
polypath[curIndex].y = aPoints[6].y;
curIndex++;
GetPath(aPoints,polypath,&curIndex,eInside,junk);
polypath[curIndex].x = aPoints[0].x;
polypath[curIndex].y = aPoints[0].y;
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
// anti-alias this
r = NS_GET_R(sideColor);
g = NS_GET_G(sideColor);
b = NS_GET_B(sideColor);
r += (255-r)>>1;
g += (255-g)>>1;
b += (255-b)>>1;
sideColor = NS_RGB(r,g,b);
aRenderingContext.SetColor(sideColor);
//AntiAliasPoly(aRenderingContext,polypath,0,c1Index,aSide,1);
//AntiAliasPoly(aRenderingContext,polypath,c1Index+1,c2Index,aSide,2);
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
polypath[0].x = aPoints[0].x;
polypath[0].y = aPoints[0].y;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
aRenderingContext.DrawPolyline(polypath,curIndex);
polypath[0].x = aPoints[6].x;
polypath[0].y = 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:
case NS_STYLE_BORDER_STYLE_BLANK:
break;
case NS_STYLE_BORDER_STYLE_RIDGE:
case NS_STYLE_BORDER_STYLE_GROOVE:
{
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
aBorderStyle.GetBorderColor(aSide,sideColor);
aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE));
polypath[0].x = aPoints[0].x;
polypath[0].y = aPoints[0].y;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
polypath[curIndex].x = (aPoints[5].x + aPoints[6].x)>>1;
polypath[curIndex].y = (aPoints[5].y + aPoints[6].y)>>1;
curIndex++;
GetPath(aPoints,polypath,&curIndex,eCalcRev,c1Index,.5);
polypath[curIndex].x = aPoints[0].x;
polypath[curIndex].y = 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 = (aPoints[0].x + aPoints[11].x)>>1;
polypath[0].y = (aPoints[0].y + aPoints[11].y)>>1;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eCalc,c1Index,.5);
polypath[curIndex].x = aPoints[6].x ;
polypath[curIndex].y = aPoints[6].y;
curIndex++;
GetPath(aPoints,polypath,&curIndex,eInside,c1Index);
polypath[curIndex].x = aPoints[0].x;
polypath[curIndex].y = aPoints[0].y;
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
}
break;
default:
break;
}
}
}
#ifdef NOTNOW
/** ---------------------------------------------------
* AntiAlias the polygon
* @update 4/13/99 dwc
*/
static void
AntiAliasPoly(nsIRenderingContext& aRenderingContext,nsPoint aPoints[],PRInt32 aStartIndex,PRInt32 aCurIndex,PRInt8 aSide,PRInt8 aCorner)
{
PRInt32 i;
PRInt32 x0,y0,x1,y1,offsetx,offsety;
offsetx = offsety = 0;
switch (aSide) {
case NS_SIDE_TOP:
if( aCorner == 1) {
offsetx = 0;
}else{
offsetx = -10;
}
break;
case NS_SIDE_LEFT:
if( aCorner == 1) {
offsetx = 0;
}else{
offsetx = 0;
}
break;
case NS_SIDE_RIGHT:
if( aCorner == 1) {
offsetx = -10;
}else{
offsetx = -10;
}
break;
case NS_SIDE_BOTTOM:
if( aCorner == 1) {
offsety = -10;
}else{
offsety = -10;
}
break;
}
for(i=aStartIndex+1;i<aCurIndex;i++) {
x0 = aPoints[i-1].x+offsetx;
y0 = aPoints[i-1].y+offsety;
x1 = aPoints[i].x+offsetx;
y1 = aPoints[i].y+offsety;
aRenderingContext.DrawLine(x0,y0,x1,y1);
}
}
#endif
/** ---------------------------------------------------
* 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;
PRInt16 adjust=0;
if(mDoRound)
adjust = mRoundness>>3;
nLeft = mOuterLeft+aBorder.left;
nTop = mOuterTop+aBorder.top;
nRight = mOuterRight-aBorder.right;
nBottom = mOuterBottom-aBorder.bottom;
if(nLeft > nRight){
nLeft = nRight;
}
if(nTop > nBottom){
nTop = nBottom;
}
// set the passed in curves to the rounded borders of the rectangle
aULCurve.SetPoints(nLeft,mInnerTop,nLeft+adjust,nTop+adjust,mInnerLeft,nTop);
aURCurve.SetPoints(mInnerRight,nTop,nRight-adjust,nTop+adjust,nRight,mInnerTop);
aLRCurve.SetPoints(nRight,mInnerBottom,nRight-adjust,nBottom-adjust,mInnerRight,nBottom);
aLLCurve.SetPoints(mInnerLeft,nBottom,nLeft+adjust,nBottom-adjust,nLeft,mInnerBottom);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
RoundedRect::Set(nscoord aLeft,nscoord aTop,PRInt32 aWidth,PRInt32 aHeight,PRInt16 aRadius,PRInt16 aNumTwipPerPix)
{
nscoord x,y,width,height,br;
// convert this rect to pixel boundaries
x = (aLeft/aNumTwipPerPix)*aNumTwipPerPix;
y = (aTop/aNumTwipPerPix)*aNumTwipPerPix;
width = (aWidth/aNumTwipPerPix)*aNumTwipPerPix;
height = (aHeight/aNumTwipPerPix)*aNumTwipPerPix;
br = (aRadius/aNumTwipPerPix)*aNumTwipPerPix;
if( (aRadius) > (aWidth>>1) ){
mRoundness = (aWidth>>1);
} else {
mRoundness = aRadius;
}
if( mRoundness > (aHeight>>1) )
mRoundness = aHeight>>1;
// are we drawing a circle
if( (aHeight==aWidth) && (mRoundness>=(aWidth>>1)) ) {
mDoRound = PR_TRUE;
mRoundness = aWidth>>1;
} else {
mDoRound = PR_FALSE;
}
// important coordinates that the path hits
mOuterLeft = x;
mOuterRight = x + width;
mOuterTop = y;
mOuterBottom = y+height;
mInnerLeft = mOuterLeft + mRoundness;
mInnerRight = mOuterRight - mRoundness;
mInnerTop = mOuterTop + mRoundness;
mInnerBottom = mOuterBottom - mRoundness;
}
/** ---------------------------------------------------
* 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>>3;
// set the passed in curves to the rounded borders of the rectangle
aULCurve.SetPoints(mOuterLeft,mInnerTop,mOuterLeft+adjust,mOuterTop+adjust,mInnerLeft,mOuterTop);
aURCurve.SetPoints(mInnerRight,mOuterTop,mOuterRight-adjust,mOuterTop+adjust,mOuterRight,mInnerTop);
aLRCurve.SetPoints(mOuterRight,mInnerBottom,mOuterRight-adjust,mOuterBottom-adjust,mInnerRight,mOuterBottom);
aLLCurve.SetPoints(mInnerLeft,mOuterBottom,mOuterLeft+adjust,mOuterBottom-adjust,mOuterLeft,mInnerBottom);
}
/** ---------------------------------------------------
* 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(nsPoint 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 = aPoints[3].x;
aPolyPath[*aCurIndex].y = 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 = aPoints[9].x;
aPolyPath[*aCurIndex].y = 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)>>1,(aPoints[0].y+aPoints[11].y)>>1,
(aPoints[1].x+aPoints[10].x)>>1,(aPoints[1].y+aPoints[10].y)>>1,
(aPoints[2].x+aPoints[9].x)>>1,(aPoints[2].y+aPoints[9].y)>>1);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (aPoints[3].x+aPoints[8].x)>>1;
aPolyPath[*aCurIndex].y = (aPoints[3].y+aPoints[8].y)>>1;
(*aCurIndex)++;
thecurve.SetPoints( (aPoints[3].x+aPoints[8].x)>>1,(aPoints[3].y+aPoints[8].y)>>1,
(aPoints[4].x+aPoints[7].x)>>1,(aPoints[4].y+aPoints[7].y)>>1,
(aPoints[5].x+aPoints[6].x)>>1,(aPoints[5].y+aPoints[6].y)>>1);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eCalcRev:
thecurve.SetPoints( (aPoints[5].x+aPoints[6].x)>>1,(aPoints[5].y+aPoints[6].y)>>1,
(aPoints[4].x+aPoints[7].x)>>1,(aPoints[4].y+aPoints[7].y)>>1,
(aPoints[3].x+aPoints[8].x)>>1,(aPoints[3].y+aPoints[8].y)>>1);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (aPoints[2].x+aPoints[9].x)>>1;
aPolyPath[*aCurIndex].y = (aPoints[2].y+aPoints[9].y)>>1;
(*aCurIndex)++;
thecurve.SetPoints( (aPoints[2].x+aPoints[9].x)>>1,(aPoints[2].y+aPoints[9].y)>>1,
(aPoints[1].x+aPoints[10].x)>>1,(aPoints[1].y+aPoints[10].y)>>1,
(aPoints[0].x+aPoints[11].x)>>1,(aPoints[0].y+aPoints[11].y)>>1);
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;
PRInt16 fx,fy,smag;
// divide the curve into 2 pieces
MidPointDivide(&curve1,&curve2);
fx = (PRInt16)abs(curve1.mAnc2.x - this->mCon.x);
fy = (PRInt16)abs(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 = curve1.mAnc2.x;
aPointArray[*aCurIndex].y = curve1.mAnc2.y;
(*aCurIndex)++;
aPointArray[*aCurIndex].x = curve2.mAnc2.x;
aPointArray[*aCurIndex].y = curve2.mAnc2.y;
(*aCurIndex)++;
}else{
// draw the curve
nsTransform2D *aTransform;
aRenderingContext->GetCurrentTransform(aTransform);
#ifdef DCDEBUG
nscoord x1,x2,x3,x4,y1,y2,y3,y4;
float fx1,fx2,fx3,fx4,fy1,fy2,fy3,fy4;
fx1 = x1 = curve1.mAnc1.x;
fx2 = x2 = curve1.mAnc2.x;
fx3 = x3 = curve2.mAnc1.x;
fx4 = x4 = curve2.mAnc2.x;
fy1 = y1 = curve1.mAnc1.y;
fy2 = y2 = curve1.mAnc2.y;
fy3 = y3 = curve2.mAnc1.y;
fy4 = y4 = curve2.mAnc2.y;
aTransform->TransformCoord(&x1,&y1);
aTransform->TransformCoord(&x2,&y2);
aTransform->TransformCoord(&x3,&y3);
aTransform->TransformCoord(&x4,&y4);
aTransform->Transform(&fx1,&fy1);
aTransform->Transform(&fx2,&fy2);
aTransform->Transform(&fx3,&fy3);
aTransform->Transform(&fx4,&fy4);
#endif
aRenderingContext->DrawLine(curve1.mAnc1.x,curve1.mAnc1.y,curve1.mAnc2.x,curve1.mAnc2.y);
aRenderingContext->DrawLine(curve1.mAnc2.x,curve1.mAnc2.y,curve2.mAnc2.x,curve2.mAnc2.y);
#ifdef DCDEBUG
printf("L1 %d %d %d %d X %f %f %f %f Rnd %d %d %d %d Dif %d %d\n",
curve1.mAnc1.x,curve1.mAnc1.y,curve1.mAnc2.x,curve1.mAnc2.y,
fx1,fy1,fx2,fy2,
x1,y1,x2,y2,
x2-x1,y2-y1);
printf("L2 %d %d %d %d X %f %f %f %f Rnd %d %d %d %d Dif %d %d\n",
curve1.mAnc1.x,curve1.mAnc1.y,curve1.mAnc2.x,curve1.mAnc2.y,
fx2,fy2,fx4,fy4,
x2,y2,x4,y4,
x4-x2,y4-y2);
#endif
}
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
QBCurve::MidPointDivide(QBCurve *A,QBCurve *B)
{
double c1x,c1y,c2x,c2y;
nsPoint a1;
c1x = (mAnc1.x+mCon.x)/2.0;
c1y = (mAnc1.y+mCon.y)/2.0;
c2x = (mAnc2.x+mCon.x)/2.0;
c2y = (mAnc2.y+mCon.y)/2.0;
a1.x = (PRInt32)((c1x + c2x)/2.0);
a1.y = (PRInt32)((c1y + c2y)/2.0);
// put the math into our 2 new curves
A->mAnc1 = this->mAnc1;
A->mCon.x = (PRInt16)c1x;
A->mCon.y = (PRInt16)c1y;
A->mAnc2 = a1;
B->mAnc1 = a1;
B->mCon.x = (PRInt16)c2x;
B->mCon.y = (PRInt16)c2y;
B->mAnc2 = this->mAnc2;
}