gecko-dev/layout/base/nsCSSRendering.cpp

872 lines
28 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 1.0 (the "NPL"); you may not use this file except in
* compliance with the NPL. You may obtain a copy of the NPL at
* http://www.mozilla.org/NPL/
*
* Software distributed under the NPL is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the NPL
* for the specific language governing rights and limitations under the
* NPL.
*
* The Initial Developer of this code under the NPL is Netscape
* Communications Corporation. Portions created by Netscape are
* Copyright (C) 1998 Netscape Communications Corporation. All Rights
* Reserved.
*/
#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 "nsGlobalVariables.h"
#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
// Weird color computing code stolen from winfe which was stolen
// from the xfe which was written originally by Eric Bina. So there.
const int nsCSSRendering::RED_LUMINOSITY = 30;
const int nsCSSRendering::GREEN_LUMINOSITY = 59;
const int nsCSSRendering::BLUE_LUMINOSITY = 11;
const int nsCSSRendering::INTENSITY_FACTOR = 25;
const int nsCSSRendering::LIGHT_FACTOR = 0;
const int nsCSSRendering::LUMINOSITY_FACTOR = 75;
const int nsCSSRendering::MAX_COLOR = 255;
const int nsCSSRendering::COLOR_DARK_THRESHOLD = 51;
const int nsCSSRendering::COLOR_LIGHT_THRESHOLD = 204;
void nsCSSRendering::Get3DColors(nscolor aResult[2], nscolor aColor)
{
int rb = NS_GET_R(aColor);
int gb = NS_GET_G(aColor);
int bb = NS_GET_B(aColor);
int intensity = (rb + gb + bb) / 3;
int luminosity =
((RED_LUMINOSITY * rb) / 100) +
((GREEN_LUMINOSITY * gb) / 100) +
((BLUE_LUMINOSITY * bb) / 100);
int brightness = ((intensity * INTENSITY_FACTOR) +
(luminosity * LUMINOSITY_FACTOR)) / 100;
int f0, f1;
if (brightness < COLOR_DARK_THRESHOLD) {
f0 = 30;
f1 = 50;
} else if (brightness > COLOR_LIGHT_THRESHOLD) {
f0 = 45;
f1 = 50;
} else {
f0 = 30 + (brightness * (45 - 30) / MAX_COLOR);
f1 = f0;
}
int r = rb - (f0 * rb / 100);
int g = gb - (f0 * gb / 100);
int b = bb - (f0 * bb / 100);
aResult[0] = NS_RGB(r, g, b);
r = rb + (f1 * (MAX_COLOR - rb) / 100);
if (r > 255) r = 255;
g = gb + (f1 * (MAX_COLOR - gb) / 100);
if (g > 255) g = 255;
b = bb + (f1 * (MAX_COLOR - bb) / 100);
if (b > 255) b = 255;
aResult[1] = NS_RGB(r, g, b);
}
/**
* Special method to brighten a Color and have it shift to white when
* fully saturated.
*/
nscolor nsCSSRendering::Brighten(nscolor inColor)
{
PRIntn r, g, b, max, over;
r = NS_GET_R(inColor);
g = NS_GET_G(inColor);
b = NS_GET_B(inColor);
//10% of max color increase across the board
r += 25;
g += 25;
b += 25;
//figure out which color is largest
if (r > g)
{
if (b > r)
max = b;
else
max = r;
}
else
{
if (b > g)
max = b;
else
max = g;
}
//if we overflowed on this max color, increase
//other components by the overflow amount
if (max > 255)
{
over = max - 255;
if (max == r)
{
g += over;
b += over;
}
else if (max == g)
{
r += over;
b += over;
}
else
{
r += over;
g += over;
}
}
//clamp
if (r > 255)
r = 255;
if (g > 255)
g = 255;
if (b > 255)
b = 255;
return NS_RGBA(r, g, b, NS_GET_A(inColor));
}
/**
* Special method to darken a Color and have it shift to black when
* darkest component underflows
*/
nscolor nsCSSRendering::Darken(nscolor inColor)
{
PRIntn r, g, b, max;
r = NS_GET_R(inColor);
g = NS_GET_G(inColor);
b = NS_GET_B(inColor);
//10% of max color decrease across the board
r -= 25;
g -= 25;
b -= 25;
//figure out which color is largest
if (r > g)
{
if (b > r)
max = b;
else
max = r;
}
else
{
if (b > g)
max = b;
else
max = g;
}
//if we underflowed on this max color, decrease
//other components by the underflow amount
if (max < 0)
{
if (max == r)
{
g += max;
b += max;
}
else if (max == g)
{
r += max;
b += max;
}
else
{
r += max;
g += max;
}
}
//clamp
if (r < 0)
r = 0;
if (g < 0)
g = 0;
if (b < 0)
b = 0;
return NS_RGBA(r, g, b, NS_GET_A(inColor));
}
/**
* Make a bevel color
*/
nscolor nsCSSRendering::MakeBevelColor(PRIntn whichSide, PRUint8 style,
nscolor baseColor,
PRBool printing)
{
PRBool blackLines = nsGlobalVariables::Instance()->GetBlackLines();
nscolor colors[2];
nscolor theColor;
// Get the background color that applies to this HR
if (printing && blackLines)
{
colors[0] = NS_RGB(0,0,0);
colors[1] = colors[0];
}
else
{
// Given a background color and a border color
// calculate the color used for the shading
Get3DColors(colors, baseColor);
}
if ((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:
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...
PRIntn nsCSSRendering::MakeSide(nsPoint aPoints[],
nsIRenderingContext& aContext,
PRIntn whichSide,
const nsRect& inside, const nsRect& outside,
PRIntn borderPart, float borderFrac)
{
float borderRest = 1.0f - borderFrac;
// XXX QQQ We really should decide to do a bevel based on whether there
// is a side adjacent or not. This could let you join borders across
// block elements (paragraphs).
PRIntn np = 0;
switch (whichSide) {
case NS_SIDE_TOP:
if (borderPart == BORDER_FULL) {
aPoints[np++].MoveTo(outside.x, outside.y);
aPoints[np++].MoveTo(outside.XMost(), outside.y);
aPoints[np++].MoveTo(inside.XMost(), inside.y);
aPoints[np++].MoveTo(inside.x, inside.y);
} else if (borderPart == BORDER_INSIDE) {
aPoints[np++].MoveTo(nscoord(outside.x * borderFrac +
inside.x * borderRest),
nscoord(outside.y * borderFrac +
inside.y * borderRest));
aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac +
inside.XMost() * borderRest),
nscoord(outside.y * borderFrac +
inside.y * borderRest));
aPoints[np++].MoveTo(inside.XMost(), inside.y);
aPoints[np++].MoveTo(inside.x, inside.y);
} else {
aPoints[np++].MoveTo(outside.x, outside.y);
aPoints[np++].MoveTo(outside.XMost(), outside.y);
aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac +
outside.XMost() * borderRest),
nscoord(inside.y * borderFrac +
outside.y * borderRest));
aPoints[np++].MoveTo(nscoord(inside.x * borderFrac +
outside.x * borderRest),
nscoord(inside.y * borderFrac +
outside.y * borderRest));
}
break;
case NS_SIDE_LEFT:
if (borderPart == BORDER_FULL) {
aPoints[np++].MoveTo(outside.x, outside.y);
aPoints[np++].MoveTo(inside.x, inside.y);
aPoints[np++].MoveTo(inside.x, inside.YMost());
aPoints[np++].MoveTo(outside.x, outside.YMost());
} else if (borderPart == BORDER_INSIDE) {
aPoints[np++].MoveTo(nscoord(outside.x * borderFrac +
inside.x * borderRest),
nscoord(outside.y * borderFrac +
inside.y * borderRest));
aPoints[np++].MoveTo(inside.x, inside.y);
aPoints[np++].MoveTo(inside.x, inside.YMost());
aPoints[np++].MoveTo(nscoord(outside.x * borderFrac +
inside.x * borderRest),
nscoord(outside.YMost() * borderFrac +
inside.YMost() * borderRest));
} else {
aPoints[np++].MoveTo(outside.x, outside.y);
aPoints[np++].MoveTo(nscoord(inside.x * borderFrac +
outside.x * borderRest),
nscoord(inside.y * borderFrac +
outside.y * borderRest));
aPoints[np++].MoveTo(nscoord(inside.x * borderFrac +
outside.x * borderRest),
nscoord(inside.YMost() * borderFrac +
outside.YMost() * borderRest));
aPoints[np++].MoveTo(outside.x, outside.YMost());
}
break;
case NS_SIDE_BOTTOM:
if (borderPart == BORDER_FULL) {
aPoints[np++].MoveTo(outside.x, outside.YMost());
aPoints[np++].MoveTo(inside.x, inside.YMost());
aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
} else if (borderPart == BORDER_INSIDE) {
aPoints[np++].MoveTo(nscoord(outside.x * borderFrac +
inside.x * borderRest),
nscoord(outside.YMost() * borderFrac +
inside.YMost() * borderRest));
aPoints[np++].MoveTo(inside.x, inside.YMost());
aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac +
inside.XMost() * borderRest),
nscoord(outside.YMost() * borderFrac +
inside.YMost() * borderRest));
} else {
aPoints[np++].MoveTo(outside.x, outside.YMost());
aPoints[np++].MoveTo(nscoord(inside.x * borderFrac +
outside.x * borderRest),
nscoord(inside.YMost() * borderFrac +
outside.YMost() * borderRest));
aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac +
outside.XMost() * borderRest),
nscoord(inside.YMost() * borderFrac +
outside.YMost() * borderRest));
aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
}
break;
case NS_SIDE_RIGHT:
if (borderPart == BORDER_FULL) {
aPoints[np++].MoveTo(inside.XMost(), inside.y);
aPoints[np++].MoveTo(outside.XMost(), outside.y);
aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
} else if (borderPart == BORDER_INSIDE) {
aPoints[np++].MoveTo(inside.XMost(), inside.y);
aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac +
inside.XMost() * borderRest),
nscoord(outside.y * borderFrac +
inside.y * borderRest));
aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac +
inside.XMost() * borderRest),
nscoord(outside.YMost() * borderFrac +
inside.YMost() * borderRest));
aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
} else {
aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac +
outside.XMost() * borderRest),
nscoord(inside.y * borderFrac +
outside.y * borderRest));
aPoints[np++].MoveTo(outside.XMost(), outside.y);
aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac +
outside.XMost() * borderRest),
nscoord(inside.YMost() * borderFrac +
outside.YMost() * borderRest));
}
break;
}
return np;
}
void nsCSSRendering::DrawSide(nsIRenderingContext& aContext,
PRIntn whichSide,
const PRUint8 borderStyles[],
const nscolor borderColors[],
const nsRect& borderOutside,
const nsRect& borderInside,
PRBool printing)
{
nsPoint theSide[MAX_POLY_POINTS];
nscolor theColor = borderColors[whichSide];
PRUint8 theStyle = borderStyles[whichSide];
PRInt32 np;
switch (theStyle) {
case NS_STYLE_BORDER_STYLE_NONE:
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,
BORDER_INSIDE, 0.5f);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor, printing));
aContext.FillPolygon (theSide, np);
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
BORDER_OUTSIDE, 0.5f);
aContext.SetColor ( MakeBevelColor (whichSide,
(theStyle == NS_STYLE_BORDER_STYLE_RIDGE)
? NS_STYLE_BORDER_STYLE_GROOVE
: NS_STYLE_BORDER_STYLE_RIDGE, theColor,printing));
aContext.FillPolygon (theSide, np);
break;
case NS_STYLE_BORDER_STYLE_SOLID:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
BORDER_FULL, 1.0f);
aContext.SetColor (borderColors[whichSide]);
aContext.FillPolygon (theSide, np);
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
BORDER_INSIDE, 0.333333f);
aContext.SetColor (borderColors[whichSide]);
aContext.FillPolygon (theSide, np);
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
BORDER_OUTSIDE, 0.333333f);
aContext.FillPolygon (theSide, np);
break;
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
BORDER_FULL, 1.0f);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor,printing));
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);
}
}
}