gecko-dev/layout/base/nsCSSRendering.cpp
2000-01-14 14:43:05 +00:00

2941 lines
103 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
*
* The contents of this file are subject to the Netscape Public
* License Version 1.1 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.mozilla.org/NPL/
*
* Software distributed under the License is distributed on an "AS
* IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
* implied. See the License for the specific language governing
* rights and limitations under the License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is Netscape
* Communications Corporation. Portions created by Netscape are
* Copyright (C) 1998 Netscape Communications Corporation. All
* Rights Reserved.
*
* Contributor(s):
*/
#include "nsCSSRendering.h"
#include "nsStyleConsts.h"
#include "nsIPresContext.h"
#include "nsIImage.h"
#include "nsIFrame.h"
#include "nsPoint.h"
#include "nsRect.h"
#include "nsIViewManager.h"
#include "nsIPresShell.h"
#include "nsIFrameImageLoader.h"
#include "nsIStyleContext.h"
#include "nsStyleUtil.h"
#include "nsIScrollableView.h"
#include "nsLayoutAtoms.h"
#include "nsIDrawingSurface.h"
#include "nsTransform2D.h"
#include "nsIDeviceContext.h"
static NS_DEFINE_IID(kScrollViewIID, NS_ISCROLLABLEVIEW_IID);
#define BORDER_FULL 0 //entire side
#define BORDER_INSIDE 1 //inside half
#define BORDER_OUTSIDE 2 //outside half
//thickness of dashed line relative to dotted line
#define DOT_LENGTH 1 //square
#define DASH_LENGTH 3 //3 times longer than dot
/** The following classes are used by CSSRendering for the rounded rect implementation */
#define MAXPATHSIZE 12
#define MAXPOLYPATHSIZE 1000
enum ePathTypes{
eOutside =0,
eInside,
eCalc,
eCalcRev
};
static void GetPath(nsPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac=0);
static void TileImage(nsIRenderingContext& aRC,nsDrawingSurface aDS,nsRect &aSrcRect,PRInt16 aWidth,PRInt16 aHeight);
// Draw a line, skipping that portion which crosses aGap. aGap defines a rectangle gap
// This services fieldset legends and only works for coords defining horizontal lines.
void nsCSSRendering::DrawLine (nsIRenderingContext& aContext,
nscoord aX1, nscoord aY1, nscoord aX2, nscoord aY2,
nsRect* aGap)
{
if (nsnull == aGap) {
aContext.DrawLine(aX1, aY1, aX2, aY2);
} else {
nscoord x1 = (aX1 < aX2) ? aX1 : aX2;
nscoord x2 = (aX1 < aX2) ? aX2 : aX1;
nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
if ((aGap->y <= aY1) && (gapLowerRight.y >= aY2)) {
if ((aGap->x > x1) && (aGap->x < x2)) {
aContext.DrawLine(x1, aY1, aGap->x, aY1);
}
if ((gapLowerRight.x > x1) && (gapLowerRight.x < x2)) {
aContext.DrawLine(gapUpperRight.x, aY2, x2, aY2);
}
} else {
aContext.DrawLine(aX1, aY1, aX2, aY2);
}
}
}
// Fill a polygon, skipping that portion which crosses aGap. aGap defines a rectangle gap
// This services fieldset legends and only works for points defining a horizontal rectangle
void nsCSSRendering::FillPolygon (nsIRenderingContext& aContext,
const nsPoint aPoints[],
PRInt32 aNumPoints,
nsRect* aGap)
{
if (nsnull == aGap) {
aContext.FillPolygon(aPoints, aNumPoints);
} else if (4 == aNumPoints) {
nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
// sort the 4 points by x
nsPoint points[4];
for (PRInt32 pX = 0; pX < 4; pX++) {
points[pX] = aPoints[pX];
}
for (PRInt32 i = 0; i < 3; i++) {
for (PRInt32 j = i+1; j < 4; j++) {
if (points[j].x < points[i].x) {
nsPoint swap = points[i];
points[i] = points[j];
points[j] = swap;
}
}
}
nsPoint upperLeft = (points[0].y <= points[1].y) ? points[0] : points[1];
nsPoint lowerLeft = (points[0].y <= points[1].y) ? points[1] : points[0];
nsPoint upperRight = (points[2].y <= points[3].y) ? points[2] : points[3];
nsPoint lowerRight = (points[2].y <= points[3].y) ? points[3] : points[2];
if ((aGap->y <= upperLeft.y) && (gapLowerRight.y >= lowerRight.y)) {
if ((aGap->x > upperLeft.x) && (aGap->x < upperRight.x)) {
nsPoint leftRect[4];
leftRect[0] = upperLeft;
leftRect[1] = nsPoint(aGap->x, upperLeft.y);
leftRect[2] = nsPoint(aGap->x, lowerLeft.y);
leftRect[3] = lowerLeft;
aContext.FillPolygon(leftRect, 4);
}
if ((gapUpperRight.x > upperLeft.x) && (gapUpperRight.x < upperRight.x)) {
nsPoint rightRect[4];
rightRect[0] = nsPoint(gapUpperRight.x, upperRight.y);
rightRect[1] = upperRight;
rightRect[2] = lowerRight;
rightRect[3] = nsPoint(gapLowerRight.x, lowerRight.y);
aContext.FillPolygon(rightRect, 4);
}
} else {
aContext.FillPolygon(aPoints, aNumPoints);
}
}
}
/**
* Make a bevel color
*/
nscolor nsCSSRendering::MakeBevelColor(PRIntn whichSide, PRUint8 style,
nscolor aBackgroundColor,
nscolor aBorderColor,
PRBool aSpecialCase)
{
nscolor colors[2];
nscolor theColor;
// Given a background color and a border color
// calculate the color used for the shading
if(aSpecialCase)
NS_GetSpecial3DColors(colors, aBackgroundColor, aBorderColor);
else
NS_Get3DColors(colors, aBackgroundColor);
if ((style == NS_STYLE_BORDER_STYLE_BG_OUTSET) ||
(style == NS_STYLE_BORDER_STYLE_OUTSET) ||
(style == NS_STYLE_BORDER_STYLE_RIDGE)) {
// Flip colors for these two border style
switch (whichSide) {
case NS_SIDE_BOTTOM: whichSide = NS_SIDE_TOP; break;
case NS_SIDE_RIGHT: whichSide = NS_SIDE_LEFT; break;
case NS_SIDE_TOP: whichSide = NS_SIDE_BOTTOM; break;
case NS_SIDE_LEFT: whichSide = NS_SIDE_RIGHT; break;
}
}
switch (whichSide) {
case NS_SIDE_BOTTOM:
theColor = colors[1];
break;
case NS_SIDE_RIGHT:
theColor = colors[1];
break;
case NS_SIDE_TOP:
theColor = colors[0];
break;
case NS_SIDE_LEFT:
default:
theColor = colors[0];
break;
}
return theColor;
}
// Maximum poly points in any of the polygons we generate below
#define MAX_POLY_POINTS 4
// a nifty helper function to create a polygon representing a
// particular side of a border. This helps localize code for figuring
// mitered edges. It is mainly used by the solid, inset, and outset
// styles.
//
// If the side can be represented as a line segment (because the thickness
// is one pixel), then a line with two endpoints is returned
PRIntn nsCSSRendering::MakeSide(nsPoint aPoints[],
nsIRenderingContext& aContext,
PRIntn whichSide,
const nsRect& outside, const nsRect& inside,
PRIntn aSkipSides,
PRIntn borderPart, float borderFrac,
nscoord twipsPerPixel)
{
float borderRest = 1.0f - borderFrac;
PRIntn np = 0;
nscoord thickness, outsideEdge, insideEdge, outsideTL, insideTL, outsideBR,
insideBR;
// Initialize the following six nscoord's:
// outsideEdge, insideEdge, outsideTL, insideTL, outsideBR, insideBR
// so that outsideEdge is the x or y of the outside edge, etc., and
// outsideTR is the y or x at the top or right end, etc., e.g.:
//
// outsideEdge --- ----------------------------------------
// \ /
// \ /
// \ /
// insideEdge ------- ----------------------------------
// | | | |
// outsideTL insideTL insideBR outsideBR
//
// if we don't want the bevel, we'll get rid of it later by setting
// outsideXX to insideXX
switch (whichSide) {
case NS_SIDE_TOP:
// the TL points are the left end; the BR points are the right end
outsideEdge = outside.y;
insideEdge = inside.y;
outsideTL = outside.x;
insideTL = inside.x;
insideBR = inside.XMost();
outsideBR = outside.XMost();
break;
case NS_SIDE_BOTTOM:
// the TL points are the left end; the BR points are the right end
outsideEdge = outside.YMost();
insideEdge = inside.YMost();
outsideTL = outside.x;
insideTL = inside.x;
insideBR = inside.XMost();
outsideBR = outside.XMost();
break;
case NS_SIDE_LEFT:
// the TL points are the top end; the BR points are the bottom end
outsideEdge = outside.x;
insideEdge = inside.x;
outsideTL = outside.y;
insideTL = inside.y;
insideBR = inside.YMost();
outsideBR = outside.YMost();
break;
case NS_SIDE_RIGHT:
// the TL points are the top end; the BR points are the bottom end
outsideEdge = outside.XMost();
insideEdge = inside.XMost();
outsideTL = outside.y;
insideTL = inside.y;
insideBR = inside.YMost();
outsideBR = outside.YMost();
break;
}
// Don't draw the bevels if an adjacent side is skipped
if ( (whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_BOTTOM) ) {
// a top or bottom side
if ((1<<NS_SIDE_LEFT) & aSkipSides) {
insideTL = outsideTL;
}
if ((1<<NS_SIDE_RIGHT) & aSkipSides) {
insideBR = outsideBR;
}
} else {
// a right or left side
if ((1<<NS_SIDE_TOP) & aSkipSides) {
insideTL = outsideTL;
}
if ((1<<NS_SIDE_BOTTOM) & aSkipSides) {
insideBR = outsideBR;
}
}
// move things around when only drawing part of the border
if (borderPart == BORDER_INSIDE) {
outsideEdge = nscoord(outsideEdge * borderFrac + insideEdge * borderRest);
outsideTL = nscoord(outsideTL * borderFrac + insideTL * borderRest);
outsideBR = nscoord(outsideBR * borderFrac + insideBR * borderRest);
} else if (borderPart == BORDER_OUTSIDE ) {
insideEdge = nscoord(insideEdge * borderFrac + outsideEdge * borderRest);
insideTL = nscoord(insideTL * borderFrac + outsideTL * borderRest);
insideBR = nscoord(insideBR * borderFrac + outsideBR * borderRest);
}
// Base our thickness check on the segment being less than a pixel and 1/2
twipsPerPixel += twipsPerPixel >> 2;
// find the thickness of the piece being drawn
if ((whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_LEFT)) {
thickness = insideEdge - outsideEdge;
} else {
thickness = outsideEdge - insideEdge;
}
// if returning a line, do it along inside edge for bottom or right borders
// so that it's in the same place as it would be with polygons (why?)
// XXX The previous version of the code shortened the right border too.
if ( !((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL)) &&
((whichSide == NS_SIDE_BOTTOM) || (whichSide == NS_SIDE_RIGHT))) {
outsideEdge = insideEdge;
}
// return the appropriate line or trapezoid
if ((whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_BOTTOM)) {
// top and bottom borders
aPoints[np++].MoveTo(outsideTL,outsideEdge);
aPoints[np++].MoveTo(outsideBR,outsideEdge);
// XXX Making this condition only (thickness >= twipsPerPixel) will
// improve double borders and some cases of groove/ridge,
// but will cause problems with table borders. See last and third
// from last tests in test4.htm
// Doing it this way emulates the old behavior. It might be worth
// fixing.
if ((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL) ) {
aPoints[np++].MoveTo(insideBR,insideEdge);
aPoints[np++].MoveTo(insideTL,insideEdge);
}
} else {
// right and left borders
// XXX Ditto above
if ((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL) ) {
aPoints[np++].MoveTo(insideEdge,insideBR);
aPoints[np++].MoveTo(insideEdge,insideTL);
}
aPoints[np++].MoveTo(outsideEdge,outsideTL);
aPoints[np++].MoveTo(outsideEdge,outsideBR);
}
return np;
}
void nsCSSRendering::DrawSide(nsIRenderingContext& aContext,
PRIntn whichSide,
const PRUint8 borderStyle,
const nscolor borderColor,
const nscolor aBackgroundColor,
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
nscoord twipsPerPixel,
nsRect* aGap)
{
nsPoint theSide[MAX_POLY_POINTS];
nscolor theColor = borderColor;
PRUint8 theStyle = borderStyle;
PRInt32 np;
switch (theStyle) {
case NS_STYLE_BORDER_STYLE_NONE:
case NS_STYLE_BORDER_STYLE_HIDDEN:
case NS_STYLE_BORDER_STYLE_BLANK:
return;
case NS_STYLE_BORDER_STYLE_DOTTED: //handled a special case elsewhere
case NS_STYLE_BORDER_STYLE_DASHED: //handled a special case elsewhere
break; // That was easy...
case NS_STYLE_BORDER_STYLE_GROOVE:
case NS_STYLE_BORDER_STYLE_RIDGE:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, aSkipSides,
BORDER_INSIDE, 0.5f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide,
((theStyle == NS_STYLE_BORDER_STYLE_RIDGE) ?
NS_STYLE_BORDER_STYLE_GROOVE :
NS_STYLE_BORDER_STYLE_RIDGE),
aBackgroundColor, theColor,
PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_OUTSIDE, 0.5f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_SOLID:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor (borderColor);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_INSIDE, 0.333333f, twipsPerPixel);
aContext.SetColor (borderColor);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_OUTSIDE, 0.333333f, twipsPerPixel);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_BG_OUTSET:
case NS_STYLE_BORDER_STYLE_BG_INSET:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_FALSE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
}
}
/**
* Draw a dotted/dashed sides of a box
*/
//XXX dashes which span more than two edges are not handled properly MMP
void nsCSSRendering::DrawDashedSides(PRIntn startSide,
nsIRenderingContext& aContext,
const nsRect& aDirtyRect,
const PRUint8 borderStyles[],
const nscolor borderColors[],
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, firstRect, currRect;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRUint8 style = borderStyles[startSide];
PRBool skippedSide = PR_FALSE;
nscoord xstart,xwidth,ystart,ywidth;
// find out were x and y start
if(aDirtyRect.x > borderInside.x) {
xstart = aDirtyRect.x;
} else {
xstart = borderInside.x;
}
if(aDirtyRect.y > borderInside.y) {
ystart = aDirtyRect.y;
} else {
ystart = aDirtyRect.y;
}
// find the x and y width
xwidth = aDirtyRect.XMost();
ywidth = aDirtyRect.YMost();
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
PRUint8 prevStyle = style;
style = borderStyles[whichSide];
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
if ((style != prevStyle) || skippedSide) {
//style discontinuity
over = 0.0f;
bSolid = PR_TRUE;
}
// XXX units for dash & dot?
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
aContext.SetColor(borderColors[whichSide]);
switch (whichSide) {
case NS_SIDE_LEFT:
//XXX need to properly handle wrap around from last edge to first edge
//(this is the first edge) MMP
dashRect.width = borderInside.x - borderOutside.x;
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderOutside.x;
dashRect.y = borderInside.YMost() - dashRect.height;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.width = dashRect.width;
firstRect.height = nscoord(dashRect.height * over);
firstRect.y = dashRect.y + (dashRect.height - firstRect.height);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
break;
case NS_SIDE_TOP:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderOutside.x, borderOutside.y,
borderInside.x - borderOutside.x,
borderInside.y - borderOutside.y);
}
dashRect.height = borderInside.y - borderOutside.y;
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderInside.x;
dashRect.y = borderOutside.y;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.y = dashRect.y;
firstRect.width = nscoord(dashRect.width * over);
firstRect.height = dashRect.height;
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
break;
case NS_SIDE_RIGHT:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderInside.XMost(), borderOutside.y,
borderOutside.XMost() - borderInside.XMost(),
borderInside.y - borderOutside.y);
}
dashRect.width = borderOutside.XMost() - borderInside.XMost();
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderInside.XMost();
dashRect.y = borderInside.y;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.y = dashRect.y;
firstRect.width = dashRect.width;
firstRect.height = nscoord(dashRect.height * over);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.y < borderInside.YMost()) {
//clip if necessary
if (currRect.YMost() > borderInside.YMost()) {
over = float(dashRect.YMost() - borderInside.YMost()) /
float(dashRect.height);
currRect.height = currRect.height -
(currRect.YMost() - borderInside.YMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
break;
case NS_SIDE_BOTTOM:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderInside.XMost(), borderInside.YMost(),
borderOutside.XMost() - borderInside.XMost(),
borderOutside.YMost() - borderInside.YMost());
}
dashRect.height = borderOutside.YMost() - borderInside.YMost();
dashRect.width = nscoord(dashRect.height * dashLength);
dashRect.x = borderInside.XMost() - dashRect.width;
dashRect.y = borderInside.YMost();
if (over > 0.0f) {
firstRect.y = dashRect.y;
firstRect.width = nscoord(dashRect.width * over);
firstRect.height = dashRect.height;
firstRect.x = dashRect.x + (dashRect.width - firstRect.width);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.XMost() > borderInside.x) {
//clip if necessary
if (currRect.x < borderInside.x) {
over = float(borderInside.x - dashRect.x) / float(dashRect.width);
currRect.width = currRect.width - (borderInside.x - currRect.x);
currRect.x = borderInside.x;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x - currRect.width;
currRect = dashRect;
}
break;
}
}
skippedSide = PR_FALSE;
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 10/22/99 dwc
*/
void nsCSSRendering::DrawDashedSides(PRIntn startSide,
nsIRenderingContext& aContext,
const nsRect& aDirtyRect,
const nsStyleSpacing& aSpacing,
PRBool aDoOutline,
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, currRect;
nscoord xstart,xwidth,ystart,ywidth,temp,temp1,adjust;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRUint8 style = aDoOutline?aSpacing.GetOutlineStyle():aSpacing.GetBorderStyle(startSide);
PRBool skippedSide = PR_FALSE;
// find out were x and y start
if(aDirtyRect.x > borderInside.x) {
xstart = aDirtyRect.x;
} else {
xstart = borderInside.x;
}
if(aDirtyRect.y > borderInside.y) {
ystart = aDirtyRect.y;
} else {
ystart = borderInside.y;
}
// find the x and y width
xwidth = aDirtyRect.XMost();
ywidth = aDirtyRect.YMost();
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
PRUint8 prevStyle = style;
style = aDoOutline?aSpacing.GetOutlineStyle():aSpacing.GetBorderStyle(whichSide);
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
if ((style != prevStyle) || skippedSide) {
//style discontinuity
over = 0.0f;
bSolid = PR_TRUE;
}
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
nscolor sideColor;
if (aDoOutline) {
aSpacing.GetOutlineColor(sideColor);
} else {
if (!aSpacing.GetBorderColor(whichSide, sideColor)) {
continue; // side is transparent
}
}
aContext.SetColor(sideColor);
switch (whichSide) {
case NS_SIDE_RIGHT:
case NS_SIDE_LEFT:
bSolid = PR_FALSE;
// This is our dot or dash..
if(whichSide==NS_SIDE_LEFT){
dashRect.width = borderInside.x - borderOutside.x;
} else {
dashRect.width = borderOutside.XMost() - borderInside.XMost();
}
if( dashRect.width >0 ) {
dashRect.height = dashRect.width * dashLength;
dashRect.y = borderOutside.y;
if(whichSide == NS_SIDE_RIGHT){
dashRect.x = borderInside.XMost();
} else {
dashRect.x = borderOutside.x;
}
temp = borderOutside.YMost();
temp1 = temp/dashRect.height;
currRect = dashRect;
if((temp1%2)==0){
adjust = (dashRect.height-(temp%dashRect.height))/2; // adjust back
// draw in the left and right
aContext.FillRect(dashRect.x, borderOutside.y,dashRect.width, dashRect.height-adjust);
aContext.FillRect(dashRect.x,(borderOutside.YMost()-(dashRect.height-adjust)),dashRect.width, dashRect.height-adjust);
currRect.y += (dashRect.height-adjust);
temp = temp-= (dashRect.height-adjust);
} else {
adjust = (temp%dashRect.width)/2; // adjust a tad longer
// draw in the left and right
aContext.FillRect(dashRect.x, borderOutside.y,dashRect.width, dashRect.height+adjust);
aContext.FillRect(dashRect.x,(borderOutside.YMost()-(dashRect.height+adjust)),dashRect.width, dashRect.height+adjust);
currRect.y += (dashRect.height+adjust);
temp = temp-= (dashRect.height+adjust);
}
if( temp > ywidth)
temp = ywidth;
// get the currRect's x into the view before we start
if( currRect.y < aDirtyRect.y){
temp1 = NSToCoordFloor((float)((aDirtyRect.y-currRect.y)/dashRect.height));
currRect.y += temp1*dashRect.height;
if((temp1%2)==1){
bSolid = PR_TRUE;
}
}
while(currRect.y<temp) {
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
bSolid = PRBool(!bSolid);
currRect.y += dashRect.height;
}
}
break;
case NS_SIDE_BOTTOM:
case NS_SIDE_TOP:
bSolid = PR_FALSE;
// This is our dot or dash..
if(whichSide==NS_SIDE_TOP){
dashRect.height = borderInside.y - borderOutside.y;
} else {
dashRect.height = borderOutside.YMost() - borderInside.YMost();
}
if( dashRect.height >0 ) {
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderOutside.x;
if(whichSide == NS_SIDE_BOTTOM){
dashRect.y = borderInside.YMost();
} else {
dashRect.y = borderOutside.y;
}
temp = borderOutside.XMost();
temp1 = temp/dashRect.width;
currRect = dashRect;
if((temp1%2)==0){
adjust = (dashRect.width-(temp%dashRect.width))/2; // even, adjust back
// draw in the left and right
aContext.FillRect(borderOutside.x,dashRect.y,dashRect.width-adjust,dashRect.height);
aContext.FillRect((borderOutside.XMost()-(dashRect.width-adjust)),dashRect.y,dashRect.width-adjust,dashRect.height);
currRect.x += (dashRect.width-adjust);
temp = temp-= (dashRect.width-adjust);
} else {
adjust = (temp%dashRect.width)/2;
// draw in the left and right
aContext.FillRect(borderOutside.x,dashRect.y,dashRect.width+adjust,dashRect.height);
aContext.FillRect((borderOutside.XMost()-(dashRect.width+adjust)),dashRect.y,dashRect.width+adjust,dashRect.height);
currRect.x += (dashRect.width+adjust);
temp = temp-= (dashRect.width+adjust);
}
if( temp > xwidth)
temp = xwidth;
// get the currRect's x into the view before we start
if( currRect.x < aDirtyRect.x){
temp1 = NSToCoordFloor((float)((aDirtyRect.x-currRect.x)/dashRect.width));
currRect.x += temp1*dashRect.width;
if((temp1%2)==1){
bSolid = PR_TRUE;
}
}
while(currRect.x<temp) {
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
bSolid = PRBool(!bSolid);
currRect.x += dashRect.width;
}
}
break;
}
}
skippedSide = PR_FALSE;
}
}
/* draw the portions of the border described in aBorderEdges that are dashed.
* a border has 4 edges. Each edge has 1 or more segments.
* "inside edges" are drawn differently than "outside edges" so the shared edges will match up.
* in the case of table collapsing borders, the table edge is the "outside" edge and
* cell edges are always "inside" edges (so adjacent cells have 2 shared "inside" edges.)
* There is a case for each of the four sides. Only the left side is well documented. The others
* are very similar.
*/
// XXX: doesn't do corners or junctions well at all. Just uses logic stolen
// from DrawDashedSides which is insufficient
void nsCSSRendering::DrawDashedSegments(nsIRenderingContext& aContext,
const nsRect& aBounds,
nsBorderEdges * aBorderEdges,
PRIntn aSkipSides,
nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, currRect;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRBool skippedSide = PR_FALSE;
PRIntn whichSide=0;
// do this just to set up initial condition for loop
// "segment" is the current portion of the edge we are computing
nsBorderEdge * segment = (nsBorderEdge *)(aBorderEdges->mEdges[whichSide].ElementAt(0));
PRUint8 style = segment->mStyle;
for ( ; whichSide < 4; whichSide++)
{
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
nscoord x=0; nscoord y=0;
PRInt32 i;
PRInt32 segmentCount = aBorderEdges->mEdges[whichSide].Count();
nsBorderEdges * neighborBorderEdges=nsnull;
PRIntn neighborEdgeCount=0; // keeps track of which inside neighbor is shared with an outside segment
for (i=0; i<segmentCount; i++)
{
bSolid=PR_TRUE;
over = 0.0f;
segment = (nsBorderEdge *)(aBorderEdges->mEdges[whichSide].ElementAt(i));
style = segment->mStyle;
// XXX units for dash & dot?
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
aContext.SetColor(segment->mColor);
switch (whichSide) {
case NS_SIDE_LEFT:
{ // draw left segment i
nsBorderEdge * topEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(0));
if (0==y)
{ // y is the offset to the top of this segment. 0 means its the topmost left segment
y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
y += topEdge->mWidth;
}
// the x offset is the x position offset by the max width of the left edge minus this segment's width
x = aBounds.x + (aBorderEdges->mMaxBorderWidth.left - segment->mWidth);
nscoord height = segment->mLength;
// the space between borderOutside and borderInside inclusive is the segment.
nsRect borderOutside(x, y, aBounds.width, height);
y += segment->mLength; // keep track of the y offset for the next segment
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsMargin outsideMargin(segment->mWidth, 0, 0, 0);
borderInside.Deflate(outsideMargin);
nscoord totalLength = segment->mLength; // the computed length of this segment
// outside edges need info from their inside neighbor. The following code keeps track
// of which segment of the inside neighbor's shared edge we should use for this outside segment
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
if (segment->mInsideNeighbor == neighborBorderEdges)
{
neighborEdgeCount++;
}
else
{
neighborBorderEdges = segment->mInsideNeighbor;
neighborEdgeCount=0;
}
nsBorderEdge * neighborLeft = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(neighborEdgeCount));
totalLength = neighborLeft->mLength;
}
dashRect.width = borderInside.x - borderOutside.x;
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderOutside.x;
dashRect.y = borderOutside.y + (totalLength/2) - dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth; // account for the topmost left edge corner with the leftmost top edge
if (0)
{
printf(" L: totalLength = %d, borderOutside.y = %d, midpoint %d, dashRect.y = %d\n",
totalLength, borderOutside.y, borderOutside.y +(totalLength/2), dashRect.y);
}
currRect = dashRect;
// we draw the segment in 2 halves to get the inside and outside edges to line up on the
// centerline of the shared edge.
// draw the top half
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (0)
{
printf("DASHED LEFT: xywh in loop currRect = %d %d %d %d %s\n",
currRect.x, currRect.y, currRect.width, currRect.height, bSolid?"TRUE":"FALSE");
}
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
// draw the bottom half
dashRect.y = borderOutside.y + (totalLength/2) + dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
bSolid=PR_TRUE;
over = 0.0f;
while (currRect.YMost() < borderInside.YMost()) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (0)
{
printf("DASHED LEFT: xywh in loop currRect = %d %d %d %d %s\n",
currRect.x, currRect.y, currRect.width, currRect.height, bSolid?"TRUE":"FALSE");
}
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_TOP:
{ // draw top segment i
if (0==x)
{
nsBorderEdge * leftEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
}
y = aBounds.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are bottom-aligned
y += aBorderEdges->mMaxBorderWidth.top - segment->mWidth;
nsRect borderOutside(x, y, segment->mLength, aBounds.height);
x += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsBorderEdge * neighbor;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
neighbor = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(0));
else
neighbor = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nsMargin outsideMargin(neighbor->mWidth, segment->mWidth, 0, segment->mWidth);
borderInside.Deflate(outsideMargin);
nscoord firstRectWidth = 0;
if (PR_TRUE==aBorderEdges->mOutsideEdge && 0==i)
{
firstRectWidth = borderInside.x - borderOutside.x;
aContext.FillRect(borderOutside.x, borderOutside.y,
firstRectWidth,
borderInside.y - borderOutside.y);
}
dashRect.height = borderInside.y - borderOutside.y;
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderOutside.x + firstRectWidth;
dashRect.y = borderOutside.y;
currRect = dashRect;
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_RIGHT:
{ // draw right segment i
nsBorderEdge * topEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(aBorderEdges->mEdges[NS_SIDE_TOP].Count()-1));
if (0==y)
{
y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
y += topEdge->mWidth;
}
nscoord width;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
width = aBounds.width - aBorderEdges->mMaxBorderWidth.right;
width += segment->mWidth;
}
else
{
width = aBounds.width;
}
nscoord height = segment->mLength;
nsRect borderOutside(aBounds.x, y, width, height);
y += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsMargin outsideMargin(segment->mWidth, 0, (segment->mWidth), 0);
borderInside.Deflate(outsideMargin);
nscoord totalLength = segment->mLength;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
if (segment->mInsideNeighbor == neighborBorderEdges)
{
neighborEdgeCount++;
}
else
{
neighborBorderEdges = segment->mInsideNeighbor;
neighborEdgeCount=0;
}
nsBorderEdge * neighborRight = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_RIGHT].ElementAt(neighborEdgeCount));
totalLength = neighborRight->mLength;
}
dashRect.width = borderOutside.XMost() - borderInside.XMost();
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderInside.XMost();
dashRect.y = borderOutside.y + (totalLength/2) - dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
// draw the top half
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
// draw the bottom half
dashRect.y = borderOutside.y + (totalLength/2) + dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
bSolid=PR_TRUE;
over = 0.0f;
while (currRect.YMost() < borderInside.YMost()) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_BOTTOM:
{ // draw bottom segment i
if (0==x)
{
nsBorderEdge * leftEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(aBorderEdges->mEdges[NS_SIDE_LEFT].Count()-1));
x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
}
y = aBounds.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are top-aligned
y -= aBorderEdges->mMaxBorderWidth.bottom - segment->mWidth;
nsRect borderOutside(x, y, segment->mLength, aBounds.height);
x += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsBorderEdge * neighbor;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
neighbor = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(0));
else
neighbor = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nsMargin outsideMargin(neighbor->mWidth, segment->mWidth, 0, segment->mWidth);
borderInside.Deflate(outsideMargin);
nscoord firstRectWidth = 0;
if (PR_TRUE==aBorderEdges->mOutsideEdge && 0==i)
{
firstRectWidth = borderInside.x - borderOutside.x;
aContext.FillRect(borderOutside.x, borderInside.YMost(),
firstRectWidth,
borderOutside.YMost() - borderInside.YMost());
}
dashRect.height = borderOutside.YMost() - borderInside.YMost();
dashRect.width = nscoord(dashRect.height * dashLength);
dashRect.x = borderOutside.x + firstRectWidth;
dashRect.y = borderInside.YMost();
currRect = dashRect;
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
}
}
break;
}
}
skippedSide = PR_FALSE;
}
}
// XXX improve this to constrain rendering to the damaged area
void nsCSSRendering::PaintBorder(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleSpacing& aBorderStyle,
nsIStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap,
nscoord aHardBorderSize,
PRBool aShouldIgnoreRounded)
{
PRIntn cnt;
nsMargin border;
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
nsStyleCoord bordStyleRadius[4];
PRInt16 borderRadii[4],i;
//nsStyleCoord tr,lr,rr,br;
//nsStyleCoord borderRadius;
float percent;
if (aHardBorderSize > 0) {
border.SizeTo(aHardBorderSize, aHardBorderSize, aHardBorderSize, aHardBorderSize);
} else {
aBorderStyle.CalcBorderFor(aForFrame, border);
}
if ((0 == border.left) && (0 == border.right) &&
(0 == border.top) && (0 == border.bottom)) {
// Empty border area
return;
}
// get the radius for our border
aBorderStyle.mBorderRadius.GetTop(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_Inherit:
break;
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 border
if (!aShouldIgnoreRounded) {
// check for any corner that is rounded
for(i=0;i<4;i++){
if(borderRadii[i] > 0){
PaintRoundedBorder(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,aBorderStyle,aStyleContext,aSkipSides,borderRadii,aGap);
return;
}
}
}
// Turn off rendering for all of the zero sized sides
if (0 == border.top) aSkipSides |= (1 << NS_SIDE_TOP);
if (0 == border.right) aSkipSides |= (1 << NS_SIDE_RIGHT);
if (0 == border.bottom) aSkipSides |= (1 << NS_SIDE_BOTTOM);
if (0 == border.left) aSkipSides |= (1 << NS_SIDE_LEFT);
// XXX These are misnamed. Why is it that 'outside' is inside of
// 'inside' (it's produced by deflating)?
nsRect inside(aBorderArea);
nsRect outside(inside);
outside.Deflate(border);
// If the dirty rect is completely inside the border area (e.g., only the
// content is being painted), then we can skip out now
if (outside.Contains(aDirtyRect)) {
return;
}
//see if any sides are dotted or dashed
for (cnt = 0; cnt < 4; cnt++) {
if ((aBorderStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DOTTED) ||
(aBorderStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DASHED)) {
break;
}
}
if (cnt < 4) {
DrawDashedSides(cnt, aRenderingContext,aDirtyRect,aBorderStyle, PR_FALSE,
inside, outside, aSkipSides, aGap);
}
// Draw all the other sides
/* Get our conversion values */
nscoord twipsPerPixel;
float p2t;
aPresContext->GetScaledPixelsToTwips(&p2t);
twipsPerPixel = NSIntPixelsToTwips(1,p2t);
nscolor sideColor;
if (0 == (aSkipSides & (1<<NS_SIDE_BOTTOM))) {
if (aBorderStyle.GetBorderColor(NS_SIDE_BOTTOM, sideColor)) {
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
aBorderStyle.GetBorderStyle(NS_SIDE_BOTTOM),
sideColor,
bgColor->mBackgroundColor, inside,outside, aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_LEFT))) {
if (aBorderStyle.GetBorderColor(NS_SIDE_LEFT, sideColor)) {
DrawSide(aRenderingContext, NS_SIDE_LEFT,
aBorderStyle.GetBorderStyle(NS_SIDE_LEFT),
sideColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_TOP))) {
if (aBorderStyle.GetBorderColor(NS_SIDE_TOP, sideColor)) {
DrawSide(aRenderingContext, NS_SIDE_TOP,
aBorderStyle.GetBorderStyle(NS_SIDE_TOP),
sideColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_RIGHT))) {
if (aBorderStyle.GetBorderColor(NS_SIDE_RIGHT, sideColor)) {
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
aBorderStyle.GetBorderStyle(NS_SIDE_RIGHT),
sideColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
}
// XXX improve this to constrain rendering to the damaged area
void nsCSSRendering::PaintOutline(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleSpacing& aBorderStyle,
nsIStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap)
{
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
nscoord width;
aBorderStyle.GetOutlineWidth(width);
if (0 == width) {
// Empty outline
return;
}
nsRect inside(aBorderArea);
nsRect outside(inside);
inside.Inflate(width, width);
nsRect clipRect(aBorderArea);
clipRect.Inflate(width, width); // make clip extra big for now
PRBool clipState = PR_FALSE;
aRenderingContext.PushState();
aRenderingContext.SetClipRect(clipRect, nsClipCombine_kReplace, clipState);
PRUint8 outlineStyle = aBorderStyle.GetOutlineStyle();
//see if any sides are dotted or dashed
if ((outlineStyle == NS_STYLE_BORDER_STYLE_DOTTED) ||
(outlineStyle == NS_STYLE_BORDER_STYLE_DASHED)) {
DrawDashedSides(0, aRenderingContext, aDirtyRect, aBorderStyle, PR_TRUE,
inside, outside, aSkipSides, aGap);
aRenderingContext.PopState(clipState);
return;
}
// Draw all the other sides
/* XXX something is misnamed here!!!! */
nscoord twipsPerPixel;/* XXX */
float p2t;/* XXX */
aPresContext->GetPixelsToTwips(&p2t);/* XXX */
twipsPerPixel = (nscoord) p2t;/* XXX */
nscolor outlineColor;
if (aBorderStyle.GetOutlineColor(outlineColor)) {
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor, inside,outside, aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_LEFT,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_TOP,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
// Restore clipping
aRenderingContext.PopState(clipState);
}
/* draw the edges of the border described in aBorderEdges one segment at a time.
* a border has 4 edges. Each edge has 1 or more segments.
* "inside edges" are drawn differently than "outside edges" so the shared edges will match up.
* in the case of table collapsing borders, the table edge is the "outside" edge and
* cell edges are always "inside" edges (so adjacent cells have 2 shared "inside" edges.)
* dashed segments are drawn by DrawDashedSegments().
*/
// XXX: doesn't do corners or junctions well at all. Just uses logic stolen
// from PaintBorder which is insufficient
void nsCSSRendering::PaintBorderEdges(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
nsBorderEdges * aBorderEdges,
nsIStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap)
{
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
if (nsnull==aBorderEdges) { // Empty border segments
return;
}
// Turn off rendering for all of the zero sized sides
if (0 == aBorderEdges->mMaxBorderWidth.top)
aSkipSides |= (1 << NS_SIDE_TOP);
if (0 == aBorderEdges->mMaxBorderWidth.right)
aSkipSides |= (1 << NS_SIDE_RIGHT);
if (0 == aBorderEdges->mMaxBorderWidth.bottom)
aSkipSides |= (1 << NS_SIDE_BOTTOM);
if (0 == aBorderEdges->mMaxBorderWidth.left)
aSkipSides |= (1 << NS_SIDE_LEFT);
// Draw any dashed or dotted segments separately
DrawDashedSegments(aRenderingContext, aBorderArea, aBorderEdges, aSkipSides, aGap);
// Draw all the other sides
nscoord twipsPerPixel;
float p2t;
aPresContext->GetPixelsToTwips(&p2t);
twipsPerPixel = (nscoord) p2t;/* XXX huh!*/
if (0 == (aSkipSides & (1<<NS_SIDE_TOP))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_TOP].Count();
PRInt32 i;
nsBorderEdge * leftEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nscoord x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(i));
nscoord y = aBorderArea.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are bottom-aligned
y += aBorderEdges->mMaxBorderWidth.top - borderEdge->mWidth;
nsRect inside(x, y, borderEdge->mLength, aBorderArea.height);
x += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, borderEdge->mWidth, 0, 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_TOP,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_LEFT))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_LEFT].Count();
PRInt32 i;
nsBorderEdge * topEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(0));
nscoord y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(i));
nscoord x = aBorderArea.x + (aBorderEdges->mMaxBorderWidth.left - borderEdge->mWidth);
nsRect inside(x, y, aBorderArea.width, borderEdge->mLength);
y += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(borderEdge->mWidth, 0, 0, 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_LEFT,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside, aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_BOTTOM))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_BOTTOM].Count();
PRInt32 i;
nsBorderEdge * leftEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(aBorderEdges->mEdges[NS_SIDE_LEFT].Count()-1));
nscoord x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_BOTTOM].ElementAt(i));
nscoord y = aBorderArea.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are top-aligned
y -= (aBorderEdges->mMaxBorderWidth.bottom - borderEdge->mWidth);
nsRect inside(x, y, borderEdge->mLength, aBorderArea.height);
x += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, 0, 0, borderEdge->mWidth);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_RIGHT))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_RIGHT].Count();
PRInt32 i;
nsBorderEdge * topEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(aBorderEdges->mEdges[NS_SIDE_TOP].Count()-1));
nscoord y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_RIGHT].ElementAt(i));
nscoord width;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
width = aBorderArea.width - aBorderEdges->mMaxBorderWidth.right;
width += borderEdge->mWidth;
}
else
{
width = aBorderArea.width;
}
nsRect inside(aBorderArea.x, y, width, borderEdge->mLength);
y += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, 0, (borderEdge->mWidth), 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
}
//----------------------------------------------------------------------
// Returns the anchor point to use for the background image. The
// anchor point is the (x, y) location where the first tile should
// be placed
//
// For repeated tiling, the anchor values are normalized wrt to the upper-left
// edge of the bounds, and are always in the range:
// -(aTileWidth - 1) <= anchor.x <= 0
// -(aTileHeight - 1) <= anchor.y <= 0
//
// i.e., they are either 0 or a negative number whose absolute value is
// less than the tile size in that dimension
static void
ComputeBackgroundAnchorPoint(const nsStyleColor& aColor,
const nsRect& aBounds,
nscoord aTileWidth, nscoord aTileHeight,
nsPoint& aResult)
{
nscoord x;
if (NS_STYLE_BG_X_POSITION_LENGTH & aColor.mBackgroundFlags) {
x = aColor.mBackgroundXPosition;
}
else {
nscoord t = aColor.mBackgroundXPosition;
float pct = float(t) / 100.0f;
nscoord tilePos = nscoord(pct * aTileWidth);
nscoord boxPos = nscoord(pct * aBounds.width);
x = boxPos - tilePos;
}
if (NS_STYLE_BG_REPEAT_X & aColor.mBackgroundRepeat) {
// When we are tiling in the x direction the loop will run from
// the left edge of the box to the right edge of the box. We need
// to adjust the starting coordinate to lie within the band being
// rendered.
if (x < 0) {
x = -x;
if (x < 0) {
// Some joker gave us max-negative-integer.
x = 0;
}
x %= aTileWidth;
x = -x;
}
else if (x != 0) {
x %= aTileWidth;
if (x > 0) {
x = x - aTileWidth;
}
}
NS_POSTCONDITION((x >= -(aTileWidth - 1)) && (x <= 0), "bad computed anchor value");
}
aResult.x = x;
nscoord y;
if (NS_STYLE_BG_Y_POSITION_LENGTH & aColor.mBackgroundFlags) {
y = aColor.mBackgroundYPosition;
}
else {
nscoord t = aColor.mBackgroundYPosition;
float pct = float(t) / 100.0f;
nscoord tilePos = nscoord(pct * aTileHeight);
nscoord boxPos = nscoord(pct * aBounds.height);
y = boxPos - tilePos;
}
if (NS_STYLE_BG_REPEAT_Y & aColor.mBackgroundRepeat) {
// When we are tiling in the y direction the loop will run from
// the top edge of the box to the bottom edge of the box. We need
// to adjust the starting coordinate to lie within the band being
// rendered.
if (y < 0) {
y = -y;
if (y < 0) {
// Some joker gave us max-negative-integer.
y = 0;
}
y %= aTileHeight;
y = -y;
}
else if (y != 0) {
y %= aTileHeight;
if (y > 0) {
y = y - aTileHeight;
}
}
NS_POSTCONDITION((y >= -(aTileHeight - 1)) && (y <= 0), "bad computed anchor value");
}
aResult.y = y;
}
// Returns the clip view associated with the scroll frame's scrolling
// view
static const nsIView*
GetClipView(nsIPresContext* aPresContext, nsIFrame* aScrollFrame)
{
nsIView* view;
nsIScrollableView* scrollingView;
const nsIView* clipView;
// Get the scrolling view
aScrollFrame->GetView(aPresContext, &view);
view->QueryInterface(kScrollViewIID, (void**)&scrollingView);
// Get the clip view
scrollingView->GetClipView(&clipView);
return clipView;
}
// Returns the nearest scroll frame ancestor
static nsIFrame*
GetNearestScrollFrame(nsIFrame* aFrame)
{
for (nsIFrame* f = aFrame; f; f->GetParent(&f)) {
nsIAtom* frameType;
// Is it a scroll frame?
f->GetFrameType(&frameType);
if (nsLayoutAtoms::scrollFrame == frameType) {
NS_RELEASE(frameType);
return f;
}
NS_IF_RELEASE(frameType);
}
return nsnull;
}
void
nsCSSRendering::PaintBackground(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleColor& aColor,
const nsStyleSpacing& aSpacing,
nscoord aDX,
nscoord aDY)
{
//PRInt16 theRadius;
//nsStyleCoord borderRadius;
PRBool transparentBG = NS_STYLE_BG_COLOR_TRANSPARENT ==
(aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT);
float percent;
nsStyleCoord bordStyleRadius[4];
PRInt16 borderRadii[4],i;
if (0 < aColor.mBackgroundImage.Length()) {
// Lookup the image
nsSize imageSize;
nsIImage* image = nsnull;
nsIFrameImageLoader* loader = nsnull;
nsresult rv = aPresContext->StartLoadImage(aColor.mBackgroundImage,
transparentBG
? nsnull
: &aColor.mBackgroundColor,
nsnull,
aForFrame, nsnull, nsnull,
&loader);
if ((NS_OK != rv) || (nsnull == loader) ||
(loader->GetImage(&image), (nsnull == image))) {
NS_IF_RELEASE(loader);
// Redraw will happen later
if (!transparentBG) {
// The background color is rendered over the 'border' 'padding' and
// 'content' areas
aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBorderArea);
}
return;
}
loader->GetSize(imageSize);
NS_RELEASE(loader);
// Background images are tiled over the 'content' and 'padding' areas
// only (not the 'border' area)
nsRect paddingArea(aBorderArea);
nsMargin border;
if (!aSpacing.GetBorder(border)) {
NS_NOTYETIMPLEMENTED("percentage border");
}
paddingArea.Deflate(border);
// The actual dirty rect is the intersection of the padding area and the
// dirty rect we were given
nsRect dirtyRect;
if (!dirtyRect.IntersectRect(paddingArea, aDirtyRect)) {
// Nothing to paint
return;
}
// Based on the repeat setting, compute how many tiles we should
// lay down for each axis. The value computed is the maximum based
// on the dirty rect before accounting for the background-position.
nscoord tileWidth = imageSize.width;
nscoord tileHeight = imageSize.height;
PRBool needBackgroundColor = PR_TRUE;
PRIntn repeat = aColor.mBackgroundRepeat;
nscoord xDistance, yDistance;
switch (repeat) {
case NS_STYLE_BG_REPEAT_OFF:
default:
xDistance = tileWidth;
yDistance = tileHeight;
break;
case NS_STYLE_BG_REPEAT_X:
xDistance = dirtyRect.width;
yDistance = tileHeight;
break;
case NS_STYLE_BG_REPEAT_Y:
xDistance = tileWidth;
yDistance = dirtyRect.height;
break;
case NS_STYLE_BG_REPEAT_XY:
xDistance = dirtyRect.width;
yDistance = dirtyRect.height;
// We need to render the background color if the image is transparent
needBackgroundColor = image->GetHasAlphaMask();
break;
}
// The background color is rendered over the 'border' 'padding' and
// 'content' areas
if (!transparentBG && needBackgroundColor) {
aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBorderArea);
}
// See if there's nothing left to do
if ((tileWidth == 0) || (tileHeight == 0) || dirtyRect.IsEmpty()) {
// Nothing to paint
return;
}
// If it's a fixed background attachment, then get the nearest scrolling
// ancestor
nsIFrame* scrollFrame = nsnull;
const nsIView* clipView = nsnull;
nsRect viewportArea(0, 0, 0, 0);
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
scrollFrame = GetNearestScrollFrame(aForFrame);
// Get the viewport size
clipView = GetClipView(aPresContext, scrollFrame);
clipView->GetDimensions(&viewportArea.width, &viewportArea.height);
}
// Compute the anchor point. If it's a fixed background attachment, then
// the image is placed relative to the viewport; otherwise, it's placed
// relative to the element's padding area.
//
// When tiling, the anchor coordinate values will be negative offsets
// from the padding area
nsPoint anchor;
ComputeBackgroundAnchorPoint(aColor, scrollFrame ? viewportArea : paddingArea,
tileWidth, tileHeight, anchor);
// If it's a fixed background attachment, then convert the anchor point
// to aForFrame's coordinate space
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
nsIView* view;
aForFrame->GetView(aPresContext, &view);
if (!view) {
nsPoint offset;
aForFrame->GetOffsetFromView(aPresContext, offset, &view);
anchor -= offset;
}
NS_ASSERTION(view, "expected a view");
while (view && (view != clipView)) {
nscoord x, y;
view->GetPosition(&x, &y);
anchor.x -= x;
anchor.y -= y;
// Get the parent view
view->GetParent(view);
}
}
// Setup clipping so that rendering doesn't leak out of the computed
// dirty rect
PRBool clipState;
aRenderingContext.PushState();
aRenderingContext.SetClipRect(dirtyRect, nsClipCombine_kIntersect,
clipState);
// Compute the x and y starting points and limits for tiling
nscoord x0, x1;
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
if (NS_STYLE_BG_REPEAT_X & repeat) {
x0 = ((dirtyRect.x - anchor.x) / tileWidth) * tileWidth + anchor.x;
x1 = x0 + xDistance + tileWidth;
if (0 != anchor.x) {
x1 += tileWidth;
}
}
else {
// For fixed attachment, the anchor is relative to the nearest scrolling
// ancestor (or the viewport)
x0 = anchor.x;
x1 = x0 + tileWidth;
}
}
else {
if (NS_STYLE_BG_REPEAT_X & repeat) {
// When tiling in the x direction, adjust the starting position of the
// tile to account for dirtyRect.x. When tiling in x, the anchor.x value
// will be a negative value used to adjust the starting coordinate.
x0 = (dirtyRect.x / tileWidth) * tileWidth + anchor.x;
if(x0+tileWidth<dirtyRect.x)
x0+=tileWidth;
x1 = x0 + xDistance + tileWidth;
if (0 != anchor.x) {
x1 += tileWidth;
}
}
else {
// For scrolling attachment, the anchor is relative to the padding area
x0 = paddingArea.x + anchor.x;
x1 = x0 + tileWidth;
}
}
nscoord y0, y1;
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
if (NS_STYLE_BG_REPEAT_Y & repeat) {
y0 = ((dirtyRect.y - anchor.y) / tileHeight) * tileHeight + anchor.y;
y1 = y0 + yDistance + tileHeight;
if (0 != anchor.y) {
y1 += tileHeight;
}
}
else {
// For fixed attachment, the anchor is relative to the nearest scrolling
// ancestor (or the viewport)
y0 = anchor.y;
y1 = y0 + tileHeight;
}
}
else {
if (NS_STYLE_BG_REPEAT_Y & repeat) {
// When tiling in the y direction, adjust the starting position of the
// tile to account for dirtyRect.y. When tiling in y, the anchor.y value
// will be a negative value used to adjust the starting coordinate.
y0 = (dirtyRect.y / tileHeight) * tileHeight + anchor.y;
if(y0+tileHeight<dirtyRect.y)
y0+=tileHeight;
y1 = y0 + yDistance + tileHeight;
if (0 != anchor.y) {
y1 += tileHeight;
}
}
else {
// For scrolling attachment, the anchor is relative to the padding area
y0 = paddingArea.y + anchor.y;
y1 = y0 + tileHeight;
}
}
#define DOTILE
#ifdef DOTILE
nsIDrawingSurface *theSurface,*ts=nsnull;
nsRect srcRect,destRect,vrect,tvrect;
nscoord x,y;
PRInt32 flag = NS_COPYBITS_TO_BACK_BUFFER | NS_COPYBITS_XFORM_DEST_VALUES;
PRUint32 dsFlag = 0;
float t2p,app2dev;
PRBool clip;
nsTransform2D *theTransform;
nsIDeviceContext *theDevContext;
aRenderingContext.GetDrawingSurface((void**)&theSurface);
aPresContext->GetVisibleArea(srcRect);
tvrect.SetRect(0,0,x1-x0,y1-y0);
aPresContext->GetTwipsToPixels(&t2p);
if ((tileWidth<(tvrect.width/16)) || (tileHeight<(tvrect.height/16))) {
//tvrect.width /=4;
//tvrect.height /=4;
tvrect.width = ((tvrect.width)/tileWidth); //total x number of tiles
tvrect.width *=tileWidth;
tvrect.height = ((tvrect.height)/tileHeight); //total y number of tiles
tvrect.height *=tileHeight;
// create a new drawing surface... using pixels as the size
vrect.height = (nscoord)(tvrect.height * t2p);
vrect.width = (nscoord)(tvrect.width * t2p);
aRenderingContext.CreateDrawingSurface(&vrect,dsFlag,(nsDrawingSurface&)ts);
}
// did we need to create an offscreen drawing surface because the image was so small
if( nsnull != ts) {
aRenderingContext.SelectOffScreenDrawingSurface(ts);
// create a bigger tile in our new drawingsurface
// XXX pushing state to fix clipping problem, need to look into why the clip is set here
aRenderingContext.PushState();
aRenderingContext.GetCurrentTransform(theTransform);
aRenderingContext.GetDeviceContext(theDevContext);
theDevContext->GetAppUnitsToDevUnits(app2dev);
theTransform->SetToIdentity();
theTransform->AddScale(app2dev, app2dev);
//aRenderingContext.SetClipRect(srcRect, nsClipCombine_kReplace, clip);
// copy the initial image to our buffer, this takes twips and converts to pixels..
// which is what the image is in
aRenderingContext.DrawImage(image,0,0,tileWidth,tileHeight);
// duplicate the image in the upperleft corner to fill up the nsDrawingSurface
srcRect.SetRect(0,0,tileWidth,tileHeight);
TileImage(aRenderingContext,ts,srcRect,tvrect.width,tvrect.height);
// setting back the clip from the background clip push
aRenderingContext.PopState(clip);
// set back to the old drawingsurface
aRenderingContext.SelectOffScreenDrawingSurface((void**)theSurface);
// now duplicate our tile into the background
destRect = srcRect;
for(y=y0;y<y1;y+=tvrect.height){
for(x=x0;x<x1;x+=tvrect.width){
destRect.x = x;
destRect.y = y;
aRenderingContext.CopyOffScreenBits(ts,0,0,destRect,flag);
}
}
aRenderingContext.DestroyDrawingSurface(ts);
} else {
// slow blitting, one tile at a time....
for(y=y0;y<y1;y+=tileHeight){
for(x=x0;x<x1;x+=tileWidth){
aRenderingContext.DrawImage(image,x,y,tileWidth,tileHeight);
}
}
}
#endif
//#define NOTNOW
#ifdef NOTNOW
nscoord x,y;
for(y=y0;y<y1;y+=tileHeight){
for(x=x0;x<x1;x+=tileWidth){
aRenderingContext.DrawImage(image,x,y,tileWidth,tileHeight);
}
}
#endif
// Restore clipping
aRenderingContext.PopState(clipState);
NS_IF_RELEASE(image);
} else {
// See if there's a background color specified. The background color
// is rendered over the 'border' 'padding' and 'content' areas
if (!transparentBG) {
// get the radius for our border
aSpacing.mBorderRadius.GetTop(bordStyleRadius[0]); //topleft
aSpacing.mBorderRadius.GetRight(bordStyleRadius[1]); //topright
aSpacing.mBorderRadius.GetBottom(bordStyleRadius[2]); //bottomright
aSpacing.mBorderRadius.GetLeft(bordStyleRadius[3]); //bottomleft
for(i=0;i<4;i++) {
borderRadii[i] = 0;
switch ( bordStyleRadius[i].GetUnit()) {
case eStyleUnit_Inherit:
break;
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 border
for(i=0;i<4;i++){
if (borderRadii[i] > 0){
PaintRoundedBackground(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,aColor,aSpacing,aDX,aDY,borderRadii);
return;
}
}
aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBorderArea);
}
}
}
/** ---------------------------------------------------
* A bit blitter to tile images to the background recursively
* @update 4/13/99 dwc
* @param aRC -- Rendering Context to render to
* @param aDS -- Target drawing surface for the rendering context
* @param aSrcRect -- Rectangle we are build with the image
* @param aHeight -- height of the tile
* @param aWidth -- width of the tile
*/
static void
TileImage(nsIRenderingContext& aRC,nsDrawingSurface aDS,nsRect &aSrcRect,PRInt16 aWidth,PRInt16 aHeight)
{
nsRect destRect;
PRInt32 flag = NS_COPYBITS_TO_BACK_BUFFER | NS_COPYBITS_XFORM_DEST_VALUES;
if( aSrcRect.width < aWidth) {
// width is less than double so double our source bitmap width
destRect = aSrcRect;
destRect.x += aSrcRect.width;
aRC.CopyOffScreenBits(aDS,aSrcRect.x,aSrcRect.y,destRect,flag);
aSrcRect.width*=2;
TileImage(aRC,aDS,aSrcRect,aWidth,aHeight);
} else if (aSrcRect.height < aHeight) {
// height is less than double so double our source bitmap height
destRect = aSrcRect;
destRect.y += aSrcRect.height;
aRC.CopyOffScreenBits(aDS,aSrcRect.x,aSrcRect.y,destRect,flag);
aSrcRect.height*=2;
TileImage(aRC,aDS,aSrcRect,aWidth,aHeight);
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::PaintRoundedBackground(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleColor& aColor,
const nsStyleSpacing& aSpacing,
nscoord aDX,
nscoord aDY,
PRInt16 aTheRadius[4])
{
RoundedRect outerPath;
QBCurve cr1,cr2,cr3,cr4;
QBCurve UL,UR,LL,LR;
PRInt32 curIndex,c1Index;
nsPoint thePath[MAXPATHSIZE];
nsPoint polyPath[MAXPOLYPATHSIZE];
PRInt16 np;
nscoord twipsPerPixel;
float p2t;
// needed for our border thickness
aPresContext->GetPixelsToTwips(&p2t);
twipsPerPixel = NSToCoordRound(p2t);
aRenderingContext.SetColor(aColor.mBackgroundColor);
// set the rounded rect up, and let'er rip
outerPath.Set(aBorderArea.x,aBorderArea.y,aBorderArea.width,aBorderArea.height,aTheRadius,twipsPerPixel);
outerPath.GetRoundedBorders(UL,UR,LL,LR);
// BUILD THE ENTIRE OUTSIDE PATH
// TOP LINE ----------------------------------------------------------------
UL.MidPointDivide(&cr1,&cr2);
UR.MidPointDivide(&cr3,&cr4);
np=0;
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(cr3.mAnc1.x, cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
polyPath[0].x = thePath[0].x;
polyPath[0].y = thePath[0].y;
curIndex = 1;
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// RIGHT LINE ----------------------------------------------------------------
LR.MidPointDivide(&cr2,&cr3);
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// BOTTOM LINE ----------------------------------------------------------------
LL.MidPointDivide(&cr2,&cr4);
np=0;
thePath[np++].MoveTo(cr3.mAnc1.x,cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// LEFT LINE ----------------------------------------------------------------
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr1.mAnc1.x, cr1.mAnc1.y);
thePath[np++].MoveTo(cr1.mCon.x, cr1.mCon.y);
thePath[np++].MoveTo(cr1.mAnc2.x, cr1.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
aRenderingContext.FillPolygon(polyPath,curIndex);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::PaintRoundedBorder(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleSpacing& aBorderStyle,
nsIStyleContext* aStyleContext,
PRIntn aSkipSides,
PRInt16 aBorderRadius[4],
nsRect* aGap)
{
RoundedRect outerPath;
QBCurve UL,LL,UR,LR;
QBCurve IUL,ILL,IUR,ILR;
QBCurve cr1,cr2,cr3,cr4;
QBCurve Icr1,Icr2,Icr3,Icr4;
nsPoint thePath[MAXPATHSIZE];
PRInt16 np;
nsMargin border;
nscoord twipsPerPixel,qtwips;
float p2t;
aBorderStyle.CalcBorderFor(aForFrame, border);
if ((0 == border.left) && (0 == border.right) &&
(0 == border.top) && (0 == border.bottom)) {
return;
}
// needed for our border thickness
aPresContext->GetPixelsToTwips(&p2t);
twipsPerPixel = NSToCoordRound(p2t);
// Base our thickness check on the segment being less than a pixel and 1/2
qtwips = twipsPerPixel >> 2;
outerPath.Set(aBorderArea.x,aBorderArea.y,aBorderArea.width,aBorderArea.height,aBorderRadius,twipsPerPixel);
outerPath.GetRoundedBorders(UL,UR,LL,LR);
outerPath.CalcInsetCurves(IUL,IUR,ILL,ILR,border);
// TOP LINE -- construct and divide the curves first, then put together our top and bottom paths
UL.MidPointDivide(&cr1,&cr2);
UR.MidPointDivide(&cr3,&cr4);
IUL.MidPointDivide(&Icr1,&Icr2);
IUR.MidPointDivide(&Icr3,&Icr4);
if(0!=border.top){
np=0;
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(cr3.mAnc1.x, cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mAnc2.x,Icr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mCon.x, Icr3.mCon.y);
thePath[np++].MoveTo(Icr3.mAnc1.x, Icr3.mAnc1.y);
thePath[np++].MoveTo(Icr2.mAnc2.x, Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x, Icr2.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aStyleContext,NS_SIDE_TOP,border,qtwips);
}
// RIGHT LINE ----------------------------------------------------------------
LR.MidPointDivide(&cr2,&cr3);
ILR.MidPointDivide(&Icr2,&Icr3);
if(0!=border.right){
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x,cr4.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x,cr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mAnc2.x,Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x,Icr2.mAnc1.y);
thePath[np++].MoveTo(Icr4.mAnc2.x,Icr4.mAnc2.y);
thePath[np++].MoveTo(Icr4.mCon.x, Icr4.mCon.y);
thePath[np++].MoveTo(Icr4.mAnc1.x,Icr4.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aStyleContext,NS_SIDE_RIGHT,border,qtwips);
}
// bottom line ----------------------------------------------------------------
LL.MidPointDivide(&cr2,&cr4);
ILL.MidPointDivide(&Icr2,&Icr4);
if(0!=border.bottom){
np=0;
thePath[np++].MoveTo(cr3.mAnc1.x,cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mAnc2.x,Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x, Icr2.mAnc1.y);
thePath[np++].MoveTo(Icr3.mAnc2.x, Icr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mCon.x, Icr3.mCon.y);
thePath[np++].MoveTo(Icr3.mAnc1.x, Icr3.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aStyleContext,NS_SIDE_BOTTOM,border,qtwips);
}
// left line ----------------------------------------------------------------
if(0==border.left)
return;
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr1.mAnc1.x, cr1.mAnc1.y);
thePath[np++].MoveTo(cr1.mCon.x, cr1.mCon.y);
thePath[np++].MoveTo(cr1.mAnc2.x, cr1.mAnc2.y);
thePath[np++].MoveTo(Icr1.mAnc2.x,Icr1.mAnc2.y);
thePath[np++].MoveTo(Icr1.mCon.x, Icr1.mCon.y);
thePath[np++].MoveTo(Icr1.mAnc1.x, Icr1.mAnc1.y);
thePath[np++].MoveTo(Icr4.mAnc2.x, Icr4.mAnc2.y);
thePath[np++].MoveTo(Icr4.mCon.x, Icr4.mCon.y);
thePath[np++].MoveTo(Icr4.mAnc1.x, Icr4.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aStyleContext,NS_SIDE_LEFT,border,qtwips);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::RenderSide(nsPoint aPoints[],nsIRenderingContext& aRenderingContext,
const nsStyleSpacing& aBorderStyle,nsIStyleContext* aStyleContext,
PRUint8 aSide,nsMargin &aBorThick,nscoord aTwipsPerPixel)
{
QBCurve thecurve;
nscolor sideColor;
nsPoint polypath[MAXPOLYPATHSIZE];
PRInt32 curIndex,c1Index,c2Index,junk;
PRInt8 border_Style;
PRInt16 thickness;
// set the style information
aBorderStyle.GetBorderColor(aSide,sideColor);
aRenderingContext.SetColor ( sideColor );
thickness = 0;
switch(aSide){
case NS_SIDE_LEFT:
thickness = aBorThick.left;
break;
case NS_SIDE_TOP:
thickness = aBorThick.top;
break;
case NS_SIDE_RIGHT:
thickness = aBorThick.right;
break;
case NS_SIDE_BOTTOM:
thickness = aBorThick.bottom;
break;
}
// if the border is thin, just draw it
if (thickness<aTwipsPerPixel) {
// NOTHING FANCY JUST DRAW OUR OUTSIDE BORDER
thecurve.SetPoints(aPoints[0].x,aPoints[0].y,aPoints[1].x,aPoints[1].y,aPoints[2].x,aPoints[2].y);
thecurve.SubDivide((nsIRenderingContext*)&aRenderingContext,0,0);
aRenderingContext.DrawLine(aPoints[2].x,aPoints[2].y,aPoints[3].x,aPoints[3].y);
thecurve.SetPoints(aPoints[3].x,aPoints[3].y,aPoints[4].x,aPoints[4].y,aPoints[5].x,aPoints[5].y);
thecurve.SubDivide((nsIRenderingContext*)&aRenderingContext,0,0);
} else {
border_Style = aBorderStyle.GetBorderStyle(aSide);
switch (border_Style){
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
{
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
aBorderStyle.GetBorderColor(aSide,sideColor);
aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE));
}
case NS_STYLE_BORDER_STYLE_DOTTED:
case NS_STYLE_BORDER_STYLE_DASHED:
// break; This is here until dotted and dashed are supported. It is ok to have
// dotted and dashed render in solid until this style is supported. This code should
// be moved when it is supported so that the above outset and inset will fall into the
// solid code below....
case NS_STYLE_BORDER_STYLE_SOLID:
polypath[0].x = aPoints[0].x;
polypath[0].y = aPoints[0].y;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
c2Index = curIndex;
polypath[curIndex].x = aPoints[6].x;
polypath[curIndex].y = aPoints[6].y;
curIndex++;
GetPath(aPoints,polypath,&curIndex,eInside,junk);
polypath[curIndex].x = aPoints[0].x;
polypath[curIndex].y = aPoints[0].y;
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
polypath[0].x = aPoints[0].x;
polypath[0].y = aPoints[0].y;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
aRenderingContext.DrawPolyline(polypath,curIndex);
polypath[0].x = aPoints[6].x;
polypath[0].y = aPoints[6].y;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eInside,c1Index);
aRenderingContext.DrawPolyline(polypath,curIndex);
break;
case NS_STYLE_BORDER_STYLE_NONE:
case NS_STYLE_BORDER_STYLE_HIDDEN:
case NS_STYLE_BORDER_STYLE_BLANK:
break;
case NS_STYLE_BORDER_STYLE_RIDGE:
case NS_STYLE_BORDER_STYLE_GROOVE:
{
const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext);
aBorderStyle.GetBorderColor(aSide,sideColor);
aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE));
polypath[0].x = aPoints[0].x;
polypath[0].y = aPoints[0].y;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
polypath[curIndex].x = (aPoints[5].x + aPoints[6].x)>>1;
polypath[curIndex].y = (aPoints[5].y + aPoints[6].y)>>1;
curIndex++;
GetPath(aPoints,polypath,&curIndex,eCalcRev,c1Index,.5);
polypath[curIndex].x = aPoints[0].x;
polypath[curIndex].y = aPoints[0].y;
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
aRenderingContext.SetColor ( MakeBevelColor (aSide,
((border_Style == NS_STYLE_BORDER_STYLE_RIDGE) ?
NS_STYLE_BORDER_STYLE_GROOVE :
NS_STYLE_BORDER_STYLE_RIDGE),
bgColor->mBackgroundColor,sideColor, PR_TRUE));
polypath[0].x = (aPoints[0].x + aPoints[11].x)>>1;
polypath[0].y = (aPoints[0].y + aPoints[11].y)>>1;
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eCalc,c1Index,.5);
polypath[curIndex].x = aPoints[6].x ;
polypath[curIndex].y = aPoints[6].y;
curIndex++;
GetPath(aPoints,polypath,&curIndex,eInside,c1Index);
polypath[curIndex].x = aPoints[0].x;
polypath[curIndex].y = aPoints[0].y;
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
}
break;
default:
break;
}
}
}
/** ---------------------------------------------------
* 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( nLeft,lTop,
nLeft+adjust,nTop+adjust,
tLeft,nTop);
aURCurve.SetPoints( tRight,nTop,
nRight-adjust,nTop+adjust,
nRight,rTop);
aLRCurve.SetPoints( nRight,rBottom,
nRight-adjust,nBottom-adjust,
bRight,nBottom);
aLLCurve.SetPoints( bLeft,nBottom,
nLeft+adjust,nBottom-adjust,
nLeft,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)
{
PRBool doRound;
nscoord x,y,width,height;
int i;
// convert this rect to pixel boundaries
x = (aLeft/aNumTwipPerPix)*aNumTwipPerPix;
y = (aTop/aNumTwipPerPix)*aNumTwipPerPix;
width = (aWidth/aNumTwipPerPix)*aNumTwipPerPix;
height = (aHeight/aNumTwipPerPix)*aNumTwipPerPix;
for(i=0;i<4;i++) {
if( (aRadius[i]) > (aWidth>>1) ){
mRoundness[i] = (aWidth>>1);
} else {
mRoundness[i] = aRadius[i];
}
if( mRoundness[i] > (aHeight>>1) )
mRoundness[i] = aHeight>>1;
}
// if we are drawing a circle
mDoRound = PR_FALSE;
if(aHeight==aWidth){
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( mLeft,mTop + mRoundness[0],
mLeft+adjust,mTop+adjust,
mLeft+mRoundness[0],mTop);
aURCurve.SetPoints( mRight - mRoundness[1],mTop,
mRight-adjust,mTop+adjust,
mRight,mTop + mRoundness[1]);
aLRCurve.SetPoints( mRight,mBottom - mRoundness[2],
mRight-adjust,mBottom-adjust,
mRight - mRoundness[2],mBottom);
aLLCurve.SetPoints( mLeft + mRoundness[3],mBottom,
mLeft+adjust,mBottom-adjust,
mLeft,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(nsPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac)
{
QBCurve thecurve;
switch (aPathType) {
case eOutside:
thecurve.SetPoints(aPoints[0].x,aPoints[0].y,aPoints[1].x,aPoints[1].y,aPoints[2].x,aPoints[2].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aC1Index = *aCurIndex;
aPolyPath[*aCurIndex].x = aPoints[3].x;
aPolyPath[*aCurIndex].y = aPoints[3].y;
(*aCurIndex)++;
thecurve.SetPoints(aPoints[3].x,aPoints[3].y,aPoints[4].x,aPoints[4].y,aPoints[5].x,aPoints[5].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eInside:
thecurve.SetPoints(aPoints[6].x,aPoints[6].y,aPoints[7].x,aPoints[7].y,aPoints[8].x,aPoints[8].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = aPoints[9].x;
aPolyPath[*aCurIndex].y = aPoints[9].y;
(*aCurIndex)++;
thecurve.SetPoints(aPoints[9].x,aPoints[9].y,aPoints[10].x,aPoints[10].y,aPoints[11].x,aPoints[11].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eCalc:
thecurve.SetPoints( (aPoints[0].x+aPoints[11].x)>>1,(aPoints[0].y+aPoints[11].y)>>1,
(aPoints[1].x+aPoints[10].x)>>1,(aPoints[1].y+aPoints[10].y)>>1,
(aPoints[2].x+aPoints[9].x)>>1,(aPoints[2].y+aPoints[9].y)>>1);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (aPoints[3].x+aPoints[8].x)>>1;
aPolyPath[*aCurIndex].y = (aPoints[3].y+aPoints[8].y)>>1;
(*aCurIndex)++;
thecurve.SetPoints( (aPoints[3].x+aPoints[8].x)>>1,(aPoints[3].y+aPoints[8].y)>>1,
(aPoints[4].x+aPoints[7].x)>>1,(aPoints[4].y+aPoints[7].y)>>1,
(aPoints[5].x+aPoints[6].x)>>1,(aPoints[5].y+aPoints[6].y)>>1);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eCalcRev:
thecurve.SetPoints( (aPoints[5].x+aPoints[6].x)>>1,(aPoints[5].y+aPoints[6].y)>>1,
(aPoints[4].x+aPoints[7].x)>>1,(aPoints[4].y+aPoints[7].y)>>1,
(aPoints[3].x+aPoints[8].x)>>1,(aPoints[3].y+aPoints[8].y)>>1);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (aPoints[2].x+aPoints[9].x)>>1;
aPolyPath[*aCurIndex].y = (aPoints[2].y+aPoints[9].y)>>1;
(*aCurIndex)++;
thecurve.SetPoints( (aPoints[2].x+aPoints[9].x)>>1,(aPoints[2].y+aPoints[9].y)>>1,
(aPoints[1].x+aPoints[10].x)>>1,(aPoints[1].y+aPoints[10].y)>>1,
(aPoints[0].x+aPoints[11].x)>>1,(aPoints[0].y+aPoints[11].y)>>1);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
QBCurve::SubDivide(nsIRenderingContext *aRenderingContext,nsPoint aPointArray[],PRInt32 *aCurIndex)
{
QBCurve curve1,curve2;
PRInt16 fx,fy,smag;
// divide the curve into 2 pieces
MidPointDivide(&curve1,&curve2);
fx = (PRInt16)abs(curve1.mAnc2.x - this->mCon.x);
fy = (PRInt16)abs(curve1.mAnc2.y - this->mCon.y);
smag = fx+fy-(PR_MIN(fx,fy)>>1);
//smag = fx*fx + fy*fy;
if (smag>1){
// split the curve again
curve1.SubDivide(aRenderingContext,aPointArray,aCurIndex);
curve2.SubDivide(aRenderingContext,aPointArray,aCurIndex);
}else{
if(aPointArray ) {
// save the points for further processing
aPointArray[*aCurIndex].x = curve1.mAnc2.x;
aPointArray[*aCurIndex].y = curve1.mAnc2.y;
(*aCurIndex)++;
aPointArray[*aCurIndex].x = curve2.mAnc2.x;
aPointArray[*aCurIndex].y = curve2.mAnc2.y;
(*aCurIndex)++;
}else{
// draw the curve
nsTransform2D *aTransform;
aRenderingContext->GetCurrentTransform(aTransform);
aRenderingContext->DrawLine(curve1.mAnc1.x,curve1.mAnc1.y,curve1.mAnc2.x,curve1.mAnc2.y);
aRenderingContext->DrawLine(curve1.mAnc2.x,curve1.mAnc2.y,curve2.mAnc2.x,curve2.mAnc2.y);
}
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
QBCurve::MidPointDivide(QBCurve *A,QBCurve *B)
{
double c1x,c1y,c2x,c2y;
nsPoint a1;
c1x = (mAnc1.x+mCon.x)/2.0;
c1y = (mAnc1.y+mCon.y)/2.0;
c2x = (mAnc2.x+mCon.x)/2.0;
c2y = (mAnc2.y+mCon.y)/2.0;
a1.x = (PRInt32)((c1x + c2x)/2.0);
a1.y = (PRInt32)((c1y + c2y)/2.0);
// put the math into our 2 new curves
A->mAnc1 = this->mAnc1;
A->mCon.x = (PRInt16)c1x;
A->mCon.y = (PRInt16)c1y;
A->mAnc2 = a1;
B->mAnc1 = a1;
B->mCon.x = (PRInt16)c2x;
B->mCon.y = (PRInt16)c2y;
B->mAnc2 = this->mAnc2;
}