/* -*- 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): * Mats Palmgren * Takeshi Ichimaru * Masayuki Nakano * * 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 ***** */ /* utility functions for drawing borders and backgrounds */ #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" #ifdef MOZ_CAIRO_GFX #include "gfxContext.h" #endif #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 #define ACTUAL_THICKNESS(outside, inside, frac, tpp) \ (NSToCoordRound(((outside) - (inside)) * (frac) / (tpp)) * (tpp)) // 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 aWhichSide, const nsRect& aOutside, const nsRect& aInside, PRIntn aSkipSides, PRIntn aBorderPart, float aBorderFrac, nscoord aTwipsPerPixel) { nscoord 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 (aWhichSide) { case NS_SIDE_TOP: // the TL points are the left end; the BR points are the right end outsideEdge = aOutside.y; insideEdge = aInside.y; outsideTL = aOutside.x; insideTL = aInside.x; insideBR = aInside.XMost(); outsideBR = aOutside.XMost(); break; case NS_SIDE_BOTTOM: // the TL points are the left end; the BR points are the right end outsideEdge = aOutside.YMost(); insideEdge = aInside.YMost(); outsideTL = aOutside.x; insideTL = aInside.x; insideBR = aInside.XMost(); outsideBR = aOutside.XMost(); break; case NS_SIDE_LEFT: // the TL points are the top end; the BR points are the bottom end outsideEdge = aOutside.x; insideEdge = aInside.x; outsideTL = aOutside.y; insideTL = aInside.y; insideBR = aInside.YMost(); outsideBR = aOutside.YMost(); break; default: NS_ASSERTION(aWhichSide == NS_SIDE_RIGHT, "aWhichSide is not a valid side"); // the TL points are the top end; the BR points are the bottom end outsideEdge = aOutside.XMost(); insideEdge = aInside.XMost(); outsideTL = aOutside.y; insideTL = aInside.y; insideBR = aInside.YMost(); outsideBR = aOutside.YMost(); break; } // Don't draw the bevels if an adjacent side is skipped if ( (aWhichSide == NS_SIDE_TOP) || (aWhichSide == NS_SIDE_BOTTOM) ) { // a top or bottom side if ((1<> 2; // 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 >= aTwipsPerPixel) || (aBorderPart != BORDER_FULL)) && ((aWhichSide == NS_SIDE_BOTTOM) || (aWhichSide == NS_SIDE_RIGHT))) { outsideEdge = insideEdge; } // return the appropriate line or trapezoid PRIntn np = 0; if ((aWhichSide == NS_SIDE_TOP) || (aWhichSide == NS_SIDE_BOTTOM)) { // top and bottom borders aPoints[np++].MoveTo(outsideTL,outsideEdge); aPoints[np++].MoveTo(outsideBR,outsideEdge); // XXX Making this condition only (thickness >= aTwipsPerPixel) 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 >= aTwipsPerPixel) || (aBorderPart != BORDER_FULL)) { aPoints[np++].MoveTo(insideBR,insideEdge); aPoints[np++].MoveTo(insideTL,insideEdge); } } else { // right and left borders // XXX Ditto above if ((thickness >= aTwipsPerPixel) || (aBorderPart != 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_AUTO: 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< 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; NS_ASSERTION(aColorStyle && ((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<mColor); 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.height; 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-= (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-= (dashRect.height+adjust); } temp += borderOutside.y; 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.y0 ) { 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.width; 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-= (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-= (dashRect.width+adjust); } temp += borderOutside.x; 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.xmEdges[whichSide].ElementAt(0)); PRUint8 style = segment->mStyle; for ( ; whichSide < 4; whichSide++) { if ((1<mEdges[whichSide].Count(); nsBorderEdges * neighborBorderEdges=nsnull; PRIntn neighborEdgeCount=0; // keeps track of which inside neighbor is shared with an outside segment for (i=0; imEdges[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 = shell->GetPrimaryFrameFor(pContent); if (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(); PRBool forceSolid; // 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; #ifdef MOZ_CAIRO_GFX gfxContext *ctx = (gfxContext*) aRenderingContext.GetNativeGraphicData(nsIRenderingContext::NATIVE_THEBES_CONTEXT); ctx->SetAntialiasMode(gfxContext::MODE_ALIASED); #endif for (cnt = 0; cnt < 4; cnt++) { PRUint8 side = sideOrder[cnt]; // If a side needs a double/groove/ridge border but will be less than two // pixels, force it to be solid (see bug 1781 and bug 310124). if (aBorderStyle.GetBorderStyle(side) == NS_STYLE_BORDER_STYLE_DOUBLE || aBorderStyle.GetBorderStyle(side) == NS_STYLE_BORDER_STYLE_GROOVE || aBorderStyle.GetBorderStyle(side) == NS_STYLE_BORDER_STYLE_RIDGE) { nscoord widths[] = { border.top, border.right, border.bottom, border.left }; forceSolid = (widths[side]/twipsPerPixel < 2); } else forceSolid = PR_FALSE; if (0 == (aSkipSides & (1<mBackgroundColor : bgColor->mBackgroundColor, outerRect,innerRect, aSkipSides, twipsPerPixel, aGap); } } } #ifdef MOZ_CAIRO_GFX ctx->SetAntialiasMode(gfxContext::MODE_COVERAGE); #endif } 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 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 { NS_ASSERTION(aWhichSide == NS_SIDE_LEFT, "incorrect aWhichSide"); 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 + aBorderArea.TopLeft()); 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 */ // default to current color in case it is invert color // and the platform does not support that nscolor outlineColor(ourColor->mColor); 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<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; imEdges[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<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; imEdges[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<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; imEdges[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<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; imEdges[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(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(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(); nsIFrame* topFrame = aForFrame; if (firstChild->GetType() == nsLayoutAtoms::pageContentFrame) { topFrame = firstChild->GetFirstChild(nsnull); NS_ASSERTION(topFrame, "nsPageContentFrame is missing a normal flow child"); NS_ASSERTION(topFrame->GetContent(), "nsPageContentFrame child without content"); result = topFrame->GetStyleBackground(); } // Check if we need to do propagation from BODY rather than HTML. if (result->IsTransparent()) { nsIContent* content = topFrame->GetContent(); if (content) { // Use |GetOwnerDoc| so it works during destruction. nsIDocument* document = content->GetOwnerDoc(); nsCOMPtr htmlDoc = do_QueryInterface(document); if (htmlDoc) { if (!document->IsCaseSensitive()) { // HTML, not XHTML nsCOMPtr body; htmlDoc->GetBody(getter_AddRefs(body)); nsCOMPtr 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 = aForFrame->GetPresContext()->GetPresShell()-> GetPrimaryFrameFor(bodyContent); if (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(nsIFrame* aForFrame, const nsStyleBackground** aBackground) { nsIFrame *parentFrame = aForFrame->GetParent(); // XXXldb We shouldn't have to null-check |parentFrame| here. if (parentFrame && IsCanvasFrame(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(); // Return true unless the frame is for a BODY element whose background // was propagated to the viewport. if (aForFrame->GetStyleContext()->GetPseudoType()) return PR_TRUE; // A pseudo-element frame. nsIContent* content = aForFrame->GetContent(); if (!content || !content->IsNodeOfType(nsINode::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 element // We should only look at the background if we're in an HTML document nsIDocument* document = content->GetOwnerDoc(); nsCOMPtr htmlDoc = do_QueryInterface(document); if (!htmlDoc) return PR_TRUE; if (document->IsCaseSensitive()) // XHTML, not HTML return PR_TRUE; nsCOMPtr body; htmlDoc->GetBody(getter_AddRefs(body)); nsCOMPtr bodyContent = do_QueryInterface(body); if (bodyContent != content) return PR_TRUE; // this wasn't the background that was propagated const nsStyleBackground* htmlBG = parentFrame->GetStyleBackground(); return !htmlBG->IsTransparent(); } PRBool nsCSSRendering::FindBackground(nsPresContext* aPresContext, nsIFrame* aForFrame, const nsStyleBackground** aBackground, PRBool* aIsCanvas) { nsIFrame* canvasFrame = IsCanvasFrame(aForFrame); *aIsCanvas = canvasFrame != nsnull; return canvasFrame ? FindCanvasBackground(canvasFrame, aBackground) : FindElementBackground(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; } 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); } inline nscoord IntDivFloor(nscoord aDividend, nscoord aDivisor) { NS_PRECONDITION(aDivisor > 0, "this function only works for positive divisors"); // ANSI C, ISO 9899:1999 section 6.5.5 defines integer division as // truncation of the result towards zero. Earlier C standards, as // well as the C++ standards (1998 and 2003) do not, but we depend // on it elsewhere. return (aDividend < 0 ? (aDividend - aDivisor + 1) : aDividend) / aDivisor; } inline nscoord IntDivCeil(nscoord aDividend, nscoord aDivisor) { NS_PRECONDITION(aDivisor > 0, "this function only works for positive divisors"); // ANSI C, ISO 9899:1999 section 6.5.5 defines integer division as // truncation of the result towards zero. Earlier C standards, as // well as the C++ standards (1998 and 2003) do not, but we depend // on it elsewhere. return (aDividend > 0 ? (aDividend + aDivisor - 1) : aDividend) / aDivisor; } /** * Return the largest 'v' such that v = aTileOffset + N*aTileSize, for some * integer N, and v <= aDirtyStart. */ static nscoord FindTileStart(nscoord aDirtyStart, nscoord aTileOffset, nscoord aTileSize) { // Find largest integer N such that aTileOffset + N*aTileSize <= aDirtyStart return aTileOffset + IntDivFloor(aDirtyStart - aTileOffset, aTileSize) * aTileSize; } /** * Return the smallest 'v' such that v = aTileOffset + N*aTileSize, for some * integer N, and v >= aDirtyEnd. */ static nscoord FindTileEnd(nscoord aDirtyEnd, nscoord aTileOffset, nscoord aTileSize) { // Find smallest integer N such that aTileOffset + N*aTileSize >= aDirtyEnd return aTileOffset + IntDivCeil(aDirtyEnd - aTileOffset, aTileSize) * aTileSize; } 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)) { nsPoint offset = aBorderArea.TopLeft(); nsIRenderingContext::AutoPushTranslation translate(&aRenderingContext, offset.x, offset.y); nsRect dirty; nsRect border = aBorderArea - offset; dirty.IntersectRect(aDirtyRect - offset, border); theme->DrawWidgetBackground(&aRenderingContext, aForFrame, displayData->mAppearance, border, dirty); 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"); // XXXldb What about skipSides? bgClipArea.Deflate(aBorder.GetBorder()); } } // 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 image; req->GetImage(getter_AddRefs(image)); nsSize imageSize; image->GetWidth(&imageSize.width); image->GetHeight(&imageSize.height); float p2t; p2t = aPresContext->ScaledPixelsToTwips(); imageSize.width = NSIntPixelsToTwips(imageSize.width, p2t); imageSize.height = NSIntPixelsToTwips(imageSize.height, p2t); req = nsnull; nsRect bgOriginArea; nsIAtom* frameType = aForFrame->GetType(); if (frameType == nsLayoutAtoms::inlineFrame || frameType == nsLayoutAtoms::positionedInlineFrame) { 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) + aBorderArea.TopLeft(); 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) + aBorderArea.TopLeft(); 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) { // XXXldb What about SkipSides? bgOriginArea.Deflate(aBorder.GetBorder()); 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); // XXXldb What about SkipSides? 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 gfxImgFrame; image->GetCurrentFrame(getter_AddRefs(gfxImgFrame)); if (gfxImgFrame) { gfxImgFrame->GetNeedsBackground(&needBackgroundColor); /* 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. // relative to the origin of aForFrame 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, relative to rootFrame ComputeBackgroundAnchorPoint(aColor, viewportArea, viewportArea, tileWidth, tileHeight, anchor); // Convert the anchor point from viewport coordinates (relative to aRootFrame) to // relative to aForFrame anchor -= aForFrame->GetOffsetTo(rootFrame); } 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(); firstRootElementFrameArea.Deflate(borderStyle->GetBorder()); // Get the anchor point ComputeBackgroundAnchorPoint(aColor, firstRootElementFrameArea + aBorderArea.TopLeft(), 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); } // For scrolling attachment, the anchor is within the 'background-clip' anchor.x += bgClipArea.x - aBorderArea.x; anchor.y += bgClipArea.y - aBorderArea.y; } #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 completely 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 completely 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. */ // relative to aBorderArea.TopLeft() nsRect tileRect(anchor, nsSize(tileWidth, tileHeight)); 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. nscoord x0 = FindTileStart(dirtyRect.x - aBorderArea.x, anchor.x, tileWidth); nscoord x1 = FindTileEnd(dirtyRect.XMost() - aBorderArea.x, anchor.x, tileWidth); tileRect.x = x0; tileRect.width = x1 - x0; } 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. nscoord y0 = FindTileStart(dirtyRect.y - aBorderArea.y, anchor.y, tileHeight); nscoord y1 = FindTileEnd(dirtyRect.YMost() - aBorderArea.y, anchor.y, tileHeight); tileRect.y = y0; tileRect.height = y1 - y0; } // Take the intersection again to paint only the required area nsRect absTileRect = tileRect + aBorderArea.TopLeft(); nsRect drawRect; if (drawRect.IntersectRect(absTileRect, dirtyRect)) { aRenderingContext.DrawTile(image, absTileRect.x, absTileRect.y, &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 we're only allowed to paint white, then don't bail out on transparent // color if we're not completely transparent. See the corresponding check // for whether we're allowed to paint background images in // PaintBackgroundWithSC before the first call to PaintBackgroundColor. if ((aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT) && (aCanPaintNonWhite || aColor.IsTransparent())) { // 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. bgClipArea.Deflate(aBorder.GetBorder()); } nscolor color; if (!aCanPaintNonWhite) { color = NS_RGB(255, 255, 255); } else { color = aColor.mBackgroundColor; } 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. NS_FOR_CSS_SIDES(side) { aTheRadius[side] -= aBorder.GetBorderWidth(side); aTheRadius[side] = PR_MAX(aTheRadius[side], 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,nsnull,nsnull); 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,nsnull,nsnull); } 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_AUTO: 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; if (curIndex >= MAXPOLYPATHSIZE) return; polypath[curIndex].x = NSToCoordRound(aPoints[6].x); polypath[curIndex].y = NSToCoordRound(aPoints[6].y); curIndex++; GetPath(aPoints,polypath,&curIndex,eInside,junk); if (curIndex >= MAXPOLYPATHSIZE) return; 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); if (curIndex >= MAXPOLYPATHSIZE) return; 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); if (curIndex >= MAXPOLYPATHSIZE) return; 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); if (curIndex >= MAXPOLYPATHSIZE) return; polypath[curIndex].x = NSToCoordRound(aPoints[6].x) ; polypath[curIndex].y = NSToCoordRound(aPoints[6].y); curIndex++; GetPath(aPoints,polypath,&curIndex,eInside,c1Index); if (curIndex >= MAXPOLYPATHSIZE) return; 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. Preserve the same pixel centers. // It's important that this preserve the same drawn-pixels as gfx's // rounding. x = NSToCoordRound((float)aLeft/aNumTwipPerPix)*aNumTwipPerPix; y = NSToCoordRound((float)aTop/aNumTwipPerPix)*aNumTwipPerPix; width = (NSToCoordRound((float)aLeft + aWidth)/aNumTwipPerPix)*aNumTwipPerPix - x; height = (NSToCoordRound((float)aTop + aHeight)/aNumTwipPerPix)*aNumTwipPerPix - y; 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; if (*aCurIndex >= MAXPOLYPATHSIZE) return; 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; if (*aCurIndex >= MAXPOLYPATHSIZE) return; aPolyPath[*aCurIndex].x = (nscoord)aPoints[3].x; aPolyPath[*aCurIndex].y = (nscoord)aPoints[3].y; (*aCurIndex)++; if (*aCurIndex >= MAXPOLYPATHSIZE) return; 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); if (*aCurIndex >= MAXPOLYPATHSIZE) return; aPolyPath[*aCurIndex].x = (nscoord)aPoints[9].x; aPolyPath[*aCurIndex].y = (nscoord)aPoints[9].y; (*aCurIndex)++; if (*aCurIndex >= MAXPOLYPATHSIZE) return; 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); if (*aCurIndex >= MAXPOLYPATHSIZE) return; 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)++; if (*aCurIndex >= MAXPOLYPATHSIZE) return; 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)++; if (*aCurIndex >= MAXPOLYPATHSIZE) return; 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, oldfx, oldfy, oldsmag; if (aCurIndex && (*aCurIndex >= MAXPOLYPATHSIZE)) return; oldfx = (this->mAnc1.x + this->mAnc2.x)/2.0f - this->mCon.x; oldfy = (this->mAnc1.y + this->mAnc2.y)/2.0f - this->mCon.y; oldsmag = oldfx * oldfx + oldfy * oldfy; // 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){ if (smag + 0.2 > oldsmag) return; // we did not get closer // 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)++; if (*aCurIndex >= MAXPOLYPATHSIZE) return; 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) { #ifndef MOZ_CAIRO_GFX if (aInvert) { aRC.InvertRect(aX, aY, aWidth, aHeight); } else { #endif aRC.FillRect(aX, aY, aWidth, aHeight); #ifndef MOZ_CAIRO_GFX } #endif } void FillOrInvertRect(nsIRenderingContext& aRC, const nsRect& aRect, PRBool aInvert) { #ifndef MOZ_CAIRO_GFX if (aInvert) { aRC.InvertRect(aRect); } else { #endif aRC.FillRect(aRect); #ifndef MOZ_CAIRO_GFX } #endif } // 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; case NS_STYLE_BORDER_STYLE_AUTO: NS_ASSERTION(PR_FALSE, "Unexpected 'auto' table border"); break; } } // End table border-collapsing section