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872 lines
28 KiB
C++
872 lines
28 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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*
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* The contents of this file are subject to the Netscape Public License
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* Version 1.0 (the "NPL"); you may not use this file except in
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* compliance with the NPL. You may obtain a copy of the NPL at
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* http://www.mozilla.org/NPL/
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*
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* Software distributed under the NPL is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the NPL
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* for the specific language governing rights and limitations under the
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* NPL.
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*
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* The Initial Developer of this code under the NPL is Netscape
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* Communications Corporation. Portions created by Netscape are
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* Copyright (C) 1998 Netscape Communications Corporation. All Rights
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* Reserved.
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*/
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#include "nsCSSRendering.h"
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#include "nsStyleConsts.h"
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#include "nsIPresContext.h"
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#include "nsIImage.h"
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#include "nsIFrame.h"
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#include "nsPoint.h"
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#include "nsRect.h"
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#include "nsIViewManager.h"
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#include "nsIPresShell.h"
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#include "nsIFrameImageLoader.h"
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#include "nsGlobalVariables.h"
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#define BORDER_FULL 0 //entire side
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#define BORDER_INSIDE 1 //inside half
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#define BORDER_OUTSIDE 2 //outside half
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//thickness of dashed line relative to dotted line
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#define DOT_LENGTH 1 //square
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#define DASH_LENGTH 3 //3 times longer than dot
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// Weird color computing code stolen from winfe which was stolen
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// from the xfe which was written originally by Eric Bina. So there.
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const int nsCSSRendering::RED_LUMINOSITY = 30;
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const int nsCSSRendering::GREEN_LUMINOSITY = 59;
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const int nsCSSRendering::BLUE_LUMINOSITY = 11;
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const int nsCSSRendering::INTENSITY_FACTOR = 25;
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const int nsCSSRendering::LIGHT_FACTOR = 0;
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const int nsCSSRendering::LUMINOSITY_FACTOR = 75;
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const int nsCSSRendering::MAX_COLOR = 255;
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const int nsCSSRendering::COLOR_DARK_THRESHOLD = 51;
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const int nsCSSRendering::COLOR_LIGHT_THRESHOLD = 204;
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void nsCSSRendering::Get3DColors(nscolor aResult[2], nscolor aColor)
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{
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int rb = NS_GET_R(aColor);
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int gb = NS_GET_G(aColor);
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int bb = NS_GET_B(aColor);
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int intensity = (rb + gb + bb) / 3;
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int luminosity =
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((RED_LUMINOSITY * rb) / 100) +
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((GREEN_LUMINOSITY * gb) / 100) +
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((BLUE_LUMINOSITY * bb) / 100);
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int brightness = ((intensity * INTENSITY_FACTOR) +
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(luminosity * LUMINOSITY_FACTOR)) / 100;
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int f0, f1;
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if (brightness < COLOR_DARK_THRESHOLD) {
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f0 = 30;
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f1 = 50;
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} else if (brightness > COLOR_LIGHT_THRESHOLD) {
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f0 = 45;
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f1 = 50;
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} else {
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f0 = 30 + (brightness * (45 - 30) / MAX_COLOR);
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f1 = f0;
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}
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int r = rb - (f0 * rb / 100);
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int g = gb - (f0 * gb / 100);
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int b = bb - (f0 * bb / 100);
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aResult[0] = NS_RGB(r, g, b);
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r = rb + (f1 * (MAX_COLOR - rb) / 100);
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if (r > 255) r = 255;
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g = gb + (f1 * (MAX_COLOR - gb) / 100);
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if (g > 255) g = 255;
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b = bb + (f1 * (MAX_COLOR - bb) / 100);
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if (b > 255) b = 255;
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aResult[1] = NS_RGB(r, g, b);
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}
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/**
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* Special method to brighten a Color and have it shift to white when
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* fully saturated.
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*/
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nscolor nsCSSRendering::Brighten(nscolor inColor)
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{
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PRIntn r, g, b, max, over;
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r = NS_GET_R(inColor);
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g = NS_GET_G(inColor);
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b = NS_GET_B(inColor);
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//10% of max color increase across the board
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r += 25;
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g += 25;
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b += 25;
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//figure out which color is largest
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if (r > g)
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{
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if (b > r)
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max = b;
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else
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max = r;
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}
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else
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{
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if (b > g)
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max = b;
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else
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max = g;
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}
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//if we overflowed on this max color, increase
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//other components by the overflow amount
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if (max > 255)
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{
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over = max - 255;
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if (max == r)
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{
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g += over;
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b += over;
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}
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else if (max == g)
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{
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r += over;
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b += over;
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}
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else
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{
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r += over;
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g += over;
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}
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}
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//clamp
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if (r > 255)
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r = 255;
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if (g > 255)
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g = 255;
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if (b > 255)
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b = 255;
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return NS_RGBA(r, g, b, NS_GET_A(inColor));
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}
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/**
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* Special method to darken a Color and have it shift to black when
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* darkest component underflows
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*/
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nscolor nsCSSRendering::Darken(nscolor inColor)
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{
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PRIntn r, g, b, max;
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r = NS_GET_R(inColor);
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g = NS_GET_G(inColor);
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b = NS_GET_B(inColor);
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//10% of max color decrease across the board
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r -= 25;
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g -= 25;
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b -= 25;
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//figure out which color is largest
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if (r > g)
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{
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if (b > r)
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max = b;
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else
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max = r;
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}
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else
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{
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if (b > g)
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max = b;
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else
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max = g;
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}
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//if we underflowed on this max color, decrease
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//other components by the underflow amount
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if (max < 0)
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{
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if (max == r)
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{
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g += max;
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b += max;
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}
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else if (max == g)
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{
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r += max;
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b += max;
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}
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else
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{
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r += max;
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g += max;
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}
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}
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//clamp
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if (r < 0)
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r = 0;
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if (g < 0)
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g = 0;
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if (b < 0)
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b = 0;
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return NS_RGBA(r, g, b, NS_GET_A(inColor));
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}
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/**
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* Make a bevel color
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*/
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nscolor nsCSSRendering::MakeBevelColor(PRIntn whichSide, PRUint8 style,
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nscolor baseColor,
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PRBool printing)
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{
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PRBool blackLines = nsGlobalVariables::Instance()->GetBlackLines();
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nscolor colors[2];
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nscolor theColor;
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// Get the background color that applies to this HR
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if (printing && blackLines)
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{
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colors[0] = NS_RGB(0,0,0);
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colors[1] = colors[0];
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}
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else
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{
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// Given a background color and a border color
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// calculate the color used for the shading
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Get3DColors(colors, baseColor);
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}
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if ((style == NS_STYLE_BORDER_STYLE_OUTSET) ||
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(style == NS_STYLE_BORDER_STYLE_RIDGE)) {
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// Flip colors for these two border style
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switch (whichSide) {
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case NS_SIDE_BOTTOM: whichSide = NS_SIDE_TOP; break;
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case NS_SIDE_RIGHT: whichSide = NS_SIDE_LEFT; break;
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case NS_SIDE_TOP: whichSide = NS_SIDE_BOTTOM; break;
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case NS_SIDE_LEFT: whichSide = NS_SIDE_RIGHT; break;
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}
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}
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switch (whichSide) {
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case NS_SIDE_BOTTOM:
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theColor = colors[1];
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break;
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case NS_SIDE_RIGHT:
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theColor = colors[1];
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break;
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case NS_SIDE_TOP:
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theColor = colors[0];
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break;
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case NS_SIDE_LEFT:
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theColor = colors[0];
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break;
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}
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return theColor;
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}
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// Maximum poly points in any of the polygons we generate below
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#define MAX_POLY_POINTS 4
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// a nifty helper function to create a polygon representing a
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// particular side of a border. This helps localize code for figuring
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// mitered edges. It is mainly used by the solid, inset, and outset
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// styles...
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PRIntn nsCSSRendering::MakeSide(nsPoint aPoints[],
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nsIRenderingContext& aContext,
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PRIntn whichSide,
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const nsRect& inside, const nsRect& outside,
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PRIntn borderPart, float borderFrac)
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{
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float borderRest = 1.0f - borderFrac;
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// XXX QQQ We really should decide to do a bevel based on whether there
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// is a side adjacent or not. This could let you join borders across
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// block elements (paragraphs).
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PRIntn np = 0;
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switch (whichSide) {
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case NS_SIDE_TOP:
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if (borderPart == BORDER_FULL) {
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aPoints[np++].MoveTo(outside.x, outside.y);
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aPoints[np++].MoveTo(outside.XMost(), outside.y);
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aPoints[np++].MoveTo(inside.XMost(), inside.y);
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aPoints[np++].MoveTo(inside.x, inside.y);
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} else if (borderPart == BORDER_INSIDE) {
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aPoints[np++].MoveTo(nscoord(outside.x * borderFrac +
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inside.x * borderRest),
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nscoord(outside.y * borderFrac +
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inside.y * borderRest));
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aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac +
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inside.XMost() * borderRest),
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nscoord(outside.y * borderFrac +
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inside.y * borderRest));
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aPoints[np++].MoveTo(inside.XMost(), inside.y);
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aPoints[np++].MoveTo(inside.x, inside.y);
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} else {
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aPoints[np++].MoveTo(outside.x, outside.y);
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aPoints[np++].MoveTo(outside.XMost(), outside.y);
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aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac +
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outside.XMost() * borderRest),
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nscoord(inside.y * borderFrac +
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outside.y * borderRest));
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aPoints[np++].MoveTo(nscoord(inside.x * borderFrac +
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outside.x * borderRest),
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nscoord(inside.y * borderFrac +
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outside.y * borderRest));
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}
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break;
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case NS_SIDE_LEFT:
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if (borderPart == BORDER_FULL) {
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aPoints[np++].MoveTo(outside.x, outside.y);
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aPoints[np++].MoveTo(inside.x, inside.y);
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aPoints[np++].MoveTo(inside.x, inside.YMost());
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aPoints[np++].MoveTo(outside.x, outside.YMost());
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} else if (borderPart == BORDER_INSIDE) {
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aPoints[np++].MoveTo(nscoord(outside.x * borderFrac +
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inside.x * borderRest),
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nscoord(outside.y * borderFrac +
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inside.y * borderRest));
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aPoints[np++].MoveTo(inside.x, inside.y);
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aPoints[np++].MoveTo(inside.x, inside.YMost());
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aPoints[np++].MoveTo(nscoord(outside.x * borderFrac +
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inside.x * borderRest),
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nscoord(outside.YMost() * borderFrac +
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inside.YMost() * borderRest));
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} else {
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aPoints[np++].MoveTo(outside.x, outside.y);
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aPoints[np++].MoveTo(nscoord(inside.x * borderFrac +
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outside.x * borderRest),
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nscoord(inside.y * borderFrac +
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outside.y * borderRest));
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aPoints[np++].MoveTo(nscoord(inside.x * borderFrac +
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outside.x * borderRest),
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nscoord(inside.YMost() * borderFrac +
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outside.YMost() * borderRest));
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aPoints[np++].MoveTo(outside.x, outside.YMost());
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}
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break;
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case NS_SIDE_BOTTOM:
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if (borderPart == BORDER_FULL) {
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aPoints[np++].MoveTo(outside.x, outside.YMost());
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aPoints[np++].MoveTo(inside.x, inside.YMost());
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aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
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aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
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} else if (borderPart == BORDER_INSIDE) {
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aPoints[np++].MoveTo(nscoord(outside.x * borderFrac +
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inside.x * borderRest),
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nscoord(outside.YMost() * borderFrac +
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inside.YMost() * borderRest));
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aPoints[np++].MoveTo(inside.x, inside.YMost());
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aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
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aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac +
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inside.XMost() * borderRest),
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nscoord(outside.YMost() * borderFrac +
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inside.YMost() * borderRest));
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} else {
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aPoints[np++].MoveTo(outside.x, outside.YMost());
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aPoints[np++].MoveTo(nscoord(inside.x * borderFrac +
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outside.x * borderRest),
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nscoord(inside.YMost() * borderFrac +
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outside.YMost() * borderRest));
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aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac +
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outside.XMost() * borderRest),
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nscoord(inside.YMost() * borderFrac +
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outside.YMost() * borderRest));
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aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
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}
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break;
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case NS_SIDE_RIGHT:
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if (borderPart == BORDER_FULL) {
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aPoints[np++].MoveTo(inside.XMost(), inside.y);
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aPoints[np++].MoveTo(outside.XMost(), outside.y);
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aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
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aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
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} else if (borderPart == BORDER_INSIDE) {
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aPoints[np++].MoveTo(inside.XMost(), inside.y);
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aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac +
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inside.XMost() * borderRest),
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nscoord(outside.y * borderFrac +
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inside.y * borderRest));
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aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac +
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inside.XMost() * borderRest),
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nscoord(outside.YMost() * borderFrac +
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inside.YMost() * borderRest));
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aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
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} else {
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aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac +
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outside.XMost() * borderRest),
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nscoord(inside.y * borderFrac +
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outside.y * borderRest));
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aPoints[np++].MoveTo(outside.XMost(), outside.y);
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aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
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aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac +
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outside.XMost() * borderRest),
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nscoord(inside.YMost() * borderFrac +
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outside.YMost() * borderRest));
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}
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break;
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}
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return np;
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}
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void nsCSSRendering::DrawSide(nsIRenderingContext& aContext,
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PRIntn whichSide,
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const PRUint8 borderStyles[],
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const nscolor borderColors[],
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const nsRect& borderOutside,
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const nsRect& borderInside,
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PRBool printing)
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{
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nsPoint theSide[MAX_POLY_POINTS];
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nscolor theColor = borderColors[whichSide];
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PRUint8 theStyle = borderStyles[whichSide];
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PRInt32 np;
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switch (theStyle) {
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case NS_STYLE_BORDER_STYLE_NONE:
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case NS_STYLE_BORDER_STYLE_BLANK:
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return;
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case NS_STYLE_BORDER_STYLE_DOTTED: //handled a special case elsewhere
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case NS_STYLE_BORDER_STYLE_DASHED: //handled a special case elsewhere
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break; // That was easy...
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case NS_STYLE_BORDER_STYLE_GROOVE:
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case NS_STYLE_BORDER_STYLE_RIDGE:
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np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_INSIDE, 0.5f);
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aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor, printing));
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aContext.FillPolygon (theSide, np);
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np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_OUTSIDE, 0.5f);
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aContext.SetColor ( MakeBevelColor (whichSide,
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(theStyle == NS_STYLE_BORDER_STYLE_RIDGE)
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? NS_STYLE_BORDER_STYLE_GROOVE
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: NS_STYLE_BORDER_STYLE_RIDGE, theColor,printing));
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aContext.FillPolygon (theSide, np);
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break;
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case NS_STYLE_BORDER_STYLE_SOLID:
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np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_FULL, 1.0f);
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aContext.SetColor (borderColors[whichSide]);
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aContext.FillPolygon (theSide, np);
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break;
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case NS_STYLE_BORDER_STYLE_DOUBLE:
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np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_INSIDE, 0.333333f);
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aContext.SetColor (borderColors[whichSide]);
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aContext.FillPolygon (theSide, np);
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np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_OUTSIDE, 0.333333f);
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aContext.FillPolygon (theSide, np);
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break;
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case NS_STYLE_BORDER_STYLE_OUTSET:
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case NS_STYLE_BORDER_STYLE_INSET:
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np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_FULL, 1.0f);
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aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor,printing));
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aContext.FillPolygon (theSide, np);
|
|
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 PRUint8 borderStyles[],
|
|
const nscolor borderColors[],
|
|
const nsRect& borderOutside,
|
|
const nsRect& borderInside,
|
|
PRIntn aSkipSides)
|
|
{
|
|
PRIntn dashLength;
|
|
nsRect dashRect, firstRect, currRect;
|
|
|
|
PRBool bSolid = PR_TRUE;
|
|
float over = 0.0f;
|
|
PRUint8 style = borderStyles[startSide];
|
|
PRBool skippedSide = PR_FALSE;
|
|
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
|
|
PRUint8 prevStyle = style;
|
|
style = borderStyles[whichSide];
|
|
if ((1<<whichSide) & aSkipSides) {
|
|
// Skipped side
|
|
skippedSide = PR_TRUE;
|
|
continue;
|
|
}
|
|
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
|
|
(style == NS_STYLE_BORDER_STYLE_DOTTED))
|
|
{
|
|
if ((style != prevStyle) || skippedSide) {
|
|
//style discontinuity
|
|
over = 0.0f;
|
|
bSolid = PR_TRUE;
|
|
}
|
|
|
|
// XXX units for dash & dot?
|
|
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
|
|
dashLength = DASH_LENGTH;
|
|
} else {
|
|
dashLength = DOT_LENGTH;
|
|
}
|
|
|
|
aContext.SetColor(borderColors[whichSide]);
|
|
switch (whichSide) {
|
|
case NS_SIDE_LEFT:
|
|
//XXX need to properly handle wrap around from last edge to first edge
|
|
//(this is the first edge) MMP
|
|
dashRect.width = borderInside.x - borderOutside.x;
|
|
dashRect.height = nscoord(dashRect.width * dashLength);
|
|
dashRect.x = borderOutside.x;
|
|
dashRect.y = borderInside.YMost() - dashRect.height;
|
|
|
|
if (over > 0.0f) {
|
|
firstRect.x = dashRect.x;
|
|
firstRect.width = dashRect.width;
|
|
firstRect.height = nscoord(dashRect.height * over);
|
|
firstRect.y = dashRect.y + (dashRect.height - firstRect.height);
|
|
over = 0.0f;
|
|
currRect = firstRect;
|
|
} else {
|
|
currRect = dashRect;
|
|
}
|
|
|
|
while (currRect.YMost() > borderInside.y) {
|
|
//clip if necessary
|
|
if (currRect.y < borderInside.y) {
|
|
over = float(borderInside.y - dashRect.y) /
|
|
float(dashRect.height);
|
|
currRect.height = currRect.height - (borderInside.y - currRect.y);
|
|
currRect.y = borderInside.y;
|
|
}
|
|
|
|
//draw if necessary
|
|
if (bSolid) {
|
|
aContext.FillRect(currRect);
|
|
}
|
|
|
|
//setup for next iteration
|
|
if (over == 0.0f) {
|
|
bSolid = PRBool(!bSolid);
|
|
}
|
|
dashRect.y = dashRect.y - currRect.height;
|
|
currRect = dashRect;
|
|
}
|
|
break;
|
|
|
|
case NS_SIDE_TOP:
|
|
//if we are continuing a solid rect, fill in the corner first
|
|
if (bSolid) {
|
|
aContext.FillRect(borderOutside.x, borderOutside.y,
|
|
borderInside.x - borderOutside.x,
|
|
borderInside.y - borderOutside.y);
|
|
}
|
|
|
|
dashRect.height = borderInside.y - borderOutside.y;
|
|
dashRect.width = dashRect.height * dashLength;
|
|
dashRect.x = borderInside.x;
|
|
dashRect.y = borderOutside.y;
|
|
|
|
if (over > 0.0f) {
|
|
firstRect.x = dashRect.x;
|
|
firstRect.y = dashRect.y;
|
|
firstRect.width = nscoord(dashRect.width * over);
|
|
firstRect.height = dashRect.height;
|
|
over = 0.0f;
|
|
currRect = firstRect;
|
|
} else {
|
|
currRect = dashRect;
|
|
}
|
|
|
|
while (currRect.x < borderInside.XMost()) {
|
|
//clip if necessary
|
|
if (currRect.XMost() > borderInside.XMost()) {
|
|
over = float(dashRect.XMost() - borderInside.XMost()) /
|
|
float(dashRect.width);
|
|
currRect.width = currRect.width -
|
|
(currRect.XMost() - borderInside.XMost());
|
|
}
|
|
|
|
//draw if necessary
|
|
if (bSolid) {
|
|
aContext.FillRect(currRect);
|
|
}
|
|
|
|
//setup for next iteration
|
|
if (over == 0.0f) {
|
|
bSolid = PRBool(!bSolid);
|
|
}
|
|
dashRect.x = dashRect.x + currRect.width;
|
|
currRect = dashRect;
|
|
}
|
|
break;
|
|
|
|
case NS_SIDE_RIGHT:
|
|
//if we are continuing a solid rect, fill in the corner first
|
|
if (bSolid) {
|
|
aContext.FillRect(borderInside.XMost(), borderOutside.y,
|
|
borderOutside.XMost() - borderInside.XMost(),
|
|
borderInside.y - borderOutside.y);
|
|
}
|
|
|
|
dashRect.width = borderOutside.XMost() - borderInside.XMost();
|
|
dashRect.height = nscoord(dashRect.width * dashLength);
|
|
dashRect.x = borderInside.XMost();
|
|
dashRect.y = borderInside.y;
|
|
|
|
if (over > 0.0f) {
|
|
firstRect.x = dashRect.x;
|
|
firstRect.y = dashRect.y;
|
|
firstRect.width = dashRect.width;
|
|
firstRect.height = nscoord(dashRect.height * over);
|
|
over = 0.0f;
|
|
currRect = firstRect;
|
|
} else {
|
|
currRect = dashRect;
|
|
}
|
|
|
|
while (currRect.y < borderInside.YMost()) {
|
|
//clip if necessary
|
|
if (currRect.YMost() > borderInside.YMost()) {
|
|
over = float(dashRect.YMost() - borderInside.YMost()) /
|
|
float(dashRect.height);
|
|
currRect.height = currRect.height -
|
|
(currRect.YMost() - borderInside.YMost());
|
|
}
|
|
|
|
//draw if necessary
|
|
if (bSolid) {
|
|
aContext.FillRect(currRect);
|
|
}
|
|
|
|
//setup for next iteration
|
|
if (over == 0.0f) {
|
|
bSolid = PRBool(!bSolid);
|
|
}
|
|
dashRect.y = dashRect.y + currRect.height;
|
|
currRect = dashRect;
|
|
}
|
|
break;
|
|
|
|
case NS_SIDE_BOTTOM:
|
|
//if we are continuing a solid rect, fill in the corner first
|
|
if (bSolid) {
|
|
aContext.FillRect(borderInside.XMost(), borderInside.YMost(),
|
|
borderOutside.XMost() - borderInside.XMost(),
|
|
borderOutside.YMost() - borderInside.YMost());
|
|
}
|
|
|
|
dashRect.height = borderOutside.YMost() - borderInside.YMost();
|
|
dashRect.width = nscoord(dashRect.height * dashLength);
|
|
dashRect.x = borderInside.XMost() - dashRect.width;
|
|
dashRect.y = borderInside.YMost();
|
|
|
|
if (over > 0.0f) {
|
|
firstRect.y = dashRect.y;
|
|
firstRect.width = nscoord(dashRect.width * over);
|
|
firstRect.height = dashRect.height;
|
|
firstRect.x = dashRect.x + (dashRect.width - firstRect.width);
|
|
over = 0.0f;
|
|
currRect = firstRect;
|
|
} else {
|
|
currRect = dashRect;
|
|
}
|
|
|
|
while (currRect.XMost() > borderInside.x) {
|
|
//clip if necessary
|
|
if (currRect.x < borderInside.x) {
|
|
over = float(borderInside.x - dashRect.x) / float(dashRect.width);
|
|
currRect.width = currRect.width - (borderInside.x - currRect.x);
|
|
currRect.x = borderInside.x;
|
|
}
|
|
|
|
//draw if necessary
|
|
if (bSolid) {
|
|
aContext.FillRect(currRect);
|
|
}
|
|
|
|
//setup for next iteration
|
|
if (over == 0.0f) {
|
|
bSolid = PRBool(!bSolid);
|
|
}
|
|
dashRect.x = dashRect.x - currRect.width;
|
|
currRect = dashRect;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
skippedSide = PR_FALSE;
|
|
}
|
|
}
|
|
|
|
// XXX improve this to constrain rendering to the damaged area
|
|
void nsCSSRendering::PaintBorder(nsIPresContext& aPresContext,
|
|
nsIRenderingContext& aRenderingContext,
|
|
nsIFrame* aForFrame,
|
|
const nsRect& aDirtyRect,
|
|
const nsRect& aBounds,
|
|
const nsStyleSpacing& aStyle,
|
|
PRIntn aSkipSides)
|
|
{
|
|
PRIntn cnt;
|
|
nsMargin border;
|
|
PRBool printing = nsGlobalVariables::Instance()->GetPrinting(&aPresContext);
|
|
|
|
aStyle.CalcBorderFor(aForFrame, border);
|
|
if ((0 == border.left) && (0 == border.right) &&
|
|
(0 == border.top) && (0 == border.bottom)) {
|
|
// Empty border area
|
|
return;
|
|
}
|
|
|
|
|
|
nsRect inside(0, 0, aBounds.width, aBounds.height);
|
|
nsRect outside(inside);
|
|
outside.Deflate(border);
|
|
|
|
//see if any sides are dotted or dashed
|
|
for (cnt = 0; cnt < 4; cnt++) {
|
|
if ((aStyle.mBorderStyle[cnt] == NS_STYLE_BORDER_STYLE_DOTTED) ||
|
|
(aStyle.mBorderStyle[cnt] == NS_STYLE_BORDER_STYLE_DASHED)) {
|
|
break;
|
|
}
|
|
}
|
|
if (cnt < 4) {
|
|
// Draw the dashed/dotted lines first
|
|
DrawDashedSides(cnt, aRenderingContext, aStyle.mBorderStyle,
|
|
aStyle.mBorderColor, inside, outside,
|
|
aSkipSides);
|
|
}
|
|
|
|
// Draw all the other sides
|
|
if (0 == (aSkipSides & (1<<NS_SIDE_TOP))) {
|
|
DrawSide(aRenderingContext, NS_SIDE_TOP, aStyle.mBorderStyle,
|
|
aStyle.mBorderColor, inside, outside, printing);
|
|
}
|
|
if (0 == (aSkipSides & (1<<NS_SIDE_LEFT))) {
|
|
DrawSide(aRenderingContext, NS_SIDE_LEFT, aStyle.mBorderStyle,
|
|
aStyle.mBorderColor, inside, outside, printing);
|
|
}
|
|
if (0 == (aSkipSides & (1<<NS_SIDE_BOTTOM))) {
|
|
DrawSide(aRenderingContext, NS_SIDE_BOTTOM, aStyle.mBorderStyle,
|
|
aStyle.mBorderColor, inside, outside, printing);
|
|
}
|
|
if (0 == (aSkipSides & (1<<NS_SIDE_RIGHT))) {
|
|
DrawSide(aRenderingContext, NS_SIDE_RIGHT, aStyle.mBorderStyle,
|
|
aStyle.mBorderColor, inside, outside, printing);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
// XXX improve this to constrain rendering to the damaged area
|
|
void nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
|
|
nsIRenderingContext& aRenderingContext,
|
|
nsIFrame* aForFrame,
|
|
const nsRect& aDirtyRect,
|
|
const nsRect& aBounds,
|
|
const nsStyleColor& aColor)
|
|
{
|
|
if (0 < aColor.mBackgroundImage.Length()) {
|
|
// Lookup the image
|
|
nsSize imageSize;
|
|
nsIImage* image = nsnull;
|
|
nsIFrameImageLoader* loader = nsnull;
|
|
nsresult rv = aPresContext.LoadImage(aColor.mBackgroundImage,
|
|
aForFrame, PR_FALSE, loader);
|
|
if ((NS_OK != rv) || (nsnull == loader) ||
|
|
(loader->GetImage(image), (nsnull == image))) {
|
|
NS_IF_RELEASE(loader);
|
|
// Redraw will happen later
|
|
if (0 == (aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT)) {
|
|
aRenderingContext.SetColor(aColor.mBackgroundColor);
|
|
aRenderingContext.FillRect(0, 0, aBounds.width, aBounds.height);
|
|
}
|
|
return;
|
|
}
|
|
loader->GetSize(imageSize);
|
|
NS_RELEASE(loader);
|
|
|
|
#if XXX
|
|
// XXX enable this code as soon as nsIImage can support it
|
|
if (image->NeedsBlend()) {
|
|
if (0 == (aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT)) {
|
|
aRenderingContext.SetColor(aColor.mBackgroundColor);
|
|
aRenderingContext.FillRect(0, 0, aBounds.width, aBounds.height);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Convert image dimensions into nscoord's
|
|
float p2t = aPresContext.GetPixelsToTwips();
|
|
nscoord tileWidth = nscoord(p2t * imageSize.width);
|
|
nscoord tileHeight = nscoord(p2t * imageSize.height);
|
|
|
|
PRIntn repeat = aColor.mBackgroundRepeat;
|
|
PRIntn xcount, ycount;
|
|
switch (aColor.mBackgroundRepeat) {
|
|
case NS_STYLE_BG_REPEAT_OFF:
|
|
default:
|
|
xcount = 0;
|
|
ycount = 0;
|
|
break;
|
|
case NS_STYLE_BG_REPEAT_X:
|
|
xcount = (PRIntn) (aBounds.width / tileWidth);
|
|
ycount = 0;
|
|
break;
|
|
case NS_STYLE_BG_REPEAT_Y:
|
|
xcount = 0;
|
|
ycount = (PRIntn) (aBounds.height / tileHeight);
|
|
break;
|
|
case NS_STYLE_BG_REPEAT_XY:
|
|
xcount = (PRIntn) (aBounds.width / tileWidth);
|
|
ycount = (PRIntn) (aBounds.height / tileHeight);
|
|
break;
|
|
}
|
|
|
|
// Tile the background
|
|
nscoord xpos = 0, ypos = 0;
|
|
nscoord xpos0 = 0;
|
|
#if XXX
|
|
// XXX support offset positioning
|
|
PRIntn xPos = aColor.mBackgroundXPosition;
|
|
PRIntn yPos = aColor.mBackgroundXPosition;
|
|
#endif
|
|
aRenderingContext.PushState();
|
|
aRenderingContext.SetClipRect(aDirtyRect, nsClipCombine_kIntersect);
|
|
PRIntn x, y;
|
|
for (y = 0; y <= ycount; ++y, ypos += tileHeight) {
|
|
for (x = 0, xpos = xpos0; x <= xcount; ++x, xpos += tileWidth) {
|
|
aRenderingContext.DrawImage(image, xpos, ypos);
|
|
}
|
|
}
|
|
aRenderingContext.PopState();
|
|
} else {
|
|
if (0 == (aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT)) {
|
|
// XXX This step can be avoided if we have an image and it doesn't
|
|
// have any transparent pixels and the image is tiled in both
|
|
// the x and the y
|
|
aRenderingContext.SetColor(aColor.mBackgroundColor);
|
|
aRenderingContext.FillRect(0, 0, aBounds.width, aBounds.height);
|
|
}
|
|
}
|
|
}
|