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Bug 1105104 - Fix the painting of XUL tree connector lines. r=Bas
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@ -3220,10 +3220,10 @@ nsTreeBodyFrame::PaintCell(int32_t aRowIndex,
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srcX = currX + remainingWidth - (srcX - cellRect.x);
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destX = currX + remainingWidth - (destX - cellRect.x);
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}
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Point p1(pc->CSSPixelsToDevPixels(srcX),
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pc->CSSPixelsToDevPixels(lineY + mRowHeight / 2));
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Point p2(pc->CSSPixelsToDevPixels(destX),
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pc->CSSPixelsToDevPixels(lineY + mRowHeight / 2));
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Point p1(pc->AppUnitsToGfxUnits(srcX),
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pc->AppUnitsToGfxUnits(lineY + mRowHeight / 2));
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Point p2(pc->AppUnitsToGfxUnits(destX),
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pc->AppUnitsToGfxUnits(lineY + mRowHeight / 2));
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SnapLineToDevicePixelsForStroking(p1, p2, *drawTarget);
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drawTarget->StrokeLine(p1, p2, colorPatt, strokeOptions);
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}
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@ -3234,15 +3234,15 @@ nsTreeBodyFrame::PaintCell(int32_t aRowIndex,
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// Paint full vertical line only if we have next sibling.
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bool hasNextSibling;
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mView->HasNextSibling(currentParent, aRowIndex, &hasNextSibling);
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Point p1(pc->CSSPixelsToDevPixels(srcX),
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pc->CSSPixelsToDevPixels(lineY));
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Point p1(pc->AppUnitsToGfxUnits(srcX),
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pc->AppUnitsToGfxUnits(lineY));
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Point p2;
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p2.x = pc->CSSPixelsToDevPixels(srcX);
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p2.x = pc->AppUnitsToGfxUnits(srcX);
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if (hasNextSibling)
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p2.y = pc->CSSPixelsToDevPixels(lineY + mRowHeight);
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p2.y = pc->AppUnitsToGfxUnits(lineY + mRowHeight);
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else if (i == level)
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p2.y = pc->CSSPixelsToDevPixels(lineY + mRowHeight / 2);
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p2.y = pc->AppUnitsToGfxUnits(lineY + mRowHeight / 2);
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SnapLineToDevicePixelsForStroking(p1, p2, *drawTarget);
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drawTarget->StrokeLine(p1, p2, colorPatt, strokeOptions);
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