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1223 lines
43 KiB
C++
1223 lines
43 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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// Draw a line, skipping that portion which crosses aGap. aGap defines a rectangle gap
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// This services fieldset legends and only works for coords defining horizontal lines.
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void nsCSSRendering::DrawLine (nsIRenderingContext& aContext,
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nscoord aX1, nscoord aY1, nscoord aX2, nscoord aY2,
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nsRect* aGap)
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{
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if (nsnull == aGap) {
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aContext.DrawLine(aX1, aY1, aX2, aY2);
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} else {
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nscoord x1 = (aX1 < aX2) ? aX1 : aX2;
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nscoord x2 = (aX1 < aX2) ? aX2 : aX1;
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nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
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nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
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if ((aGap->y <= aY1) && (gapLowerRight.y >= aY2)) {
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if ((aGap->x > x1) && (aGap->x < x2)) {
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aContext.DrawLine(x1, aY1, aGap->x, aY1);
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}
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if ((gapLowerRight.x > x1) && (gapLowerRight.x < x2)) {
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aContext.DrawLine(gapUpperRight.x, aY2, x2, aY2);
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}
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} else {
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aContext.DrawLine(aX1, aY1, aX2, aY2);
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}
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}
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}
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// Fill a polygon, skipping that portion which crosses aGap. aGap defines a rectangle gap
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// This services fieldset legends and only works for points defining a horizontal rectangle
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void nsCSSRendering::FillPolygon (nsIRenderingContext& aContext,
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const nsPoint aPoints[],
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PRInt32 aNumPoints,
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nsRect* aGap)
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{
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if (nsnull == aGap) {
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aContext.FillPolygon(aPoints, aNumPoints);
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} else if (4 == aNumPoints) {
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nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
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nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
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// sort the 4 points by x
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nsPoint points[4];
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for (PRInt32 pX = 0; pX < 4; pX++) {
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points[pX] = aPoints[pX];
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}
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for (PRInt32 i = 0; i < 3; i++) {
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for (PRInt32 j = i+1; j < 4; j++) {
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if (points[j].x < points[i].x) {
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nsPoint swap = points[i];
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points[i] = points[j];
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points[j] = swap;
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}
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}
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}
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nsPoint upperLeft = (points[0].y <= points[1].y) ? points[0] : points[1];
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nsPoint lowerLeft = (points[0].y <= points[1].y) ? points[1] : points[0];
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nsPoint upperRight = (points[2].y <= points[3].y) ? points[2] : points[3];
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nsPoint lowerRight = (points[2].y <= points[3].y) ? points[3] : points[2];
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if ((aGap->y <= upperLeft.y) && (gapLowerRight.y >= lowerRight.y)) {
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if ((aGap->x > upperLeft.x) && (aGap->x < upperRight.x)) {
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nsPoint leftRect[4];
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leftRect[0] = upperLeft;
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leftRect[1] = nsPoint(aGap->x, upperLeft.y);
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leftRect[2] = nsPoint(aGap->x, lowerLeft.y);
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leftRect[3] = lowerLeft;
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aContext.FillPolygon(leftRect, 4);
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}
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if ((gapUpperRight.x > upperLeft.x) && (gapUpperRight.x < upperRight.x)) {
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nsPoint rightRect[4];
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rightRect[0] = nsPoint(gapUpperRight.x, upperRight.y);
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rightRect[1] = upperRight;
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rightRect[2] = lowerRight;
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rightRect[3] = nsPoint(gapLowerRight.x, lowerRight.y);
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aContext.FillPolygon(rightRect, 4);
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}
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} else {
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aContext.FillPolygon(aPoints, aNumPoints);
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}
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}
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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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NS_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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//
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// If the side can be represented as a line segment (because the thickness
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// is one pixel), then a line with two endpoints is returned
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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& outside, const nsRect& inside,
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PRIntn borderPart, float borderFrac,
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nscoord twipsPerPixel)
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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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nscoord thickness;
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// Base our thickness check on the segment being less than a pixel and 1/2
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twipsPerPixel += twipsPerPixel >> 2;
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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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thickness = inside.y - outside.y;
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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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if (thickness >= twipsPerPixel) {
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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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}
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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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thickness = inside.x - outside.x;
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aPoints[np++].MoveTo(outside.x, outside.y);
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if (thickness >= twipsPerPixel) {
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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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}
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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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thickness = outside.YMost() - inside.YMost();
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if (thickness >= twipsPerPixel) {
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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 {
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aPoints[np++].MoveTo(outside.x, inside.YMost());
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aPoints[np++].MoveTo(outside.XMost(), inside.YMost());
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}
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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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thickness = outside.XMost() - inside.XMost();
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if (thickness >= twipsPerPixel) {
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aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
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aPoints[np++].MoveTo(outside.XMost(), outside.y);
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}
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aPoints[np++].MoveTo(inside.XMost(), inside.y);
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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 borderStyle,
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const nscolor borderColor,
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const nsRect& borderOutside,
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const nsRect& borderInside,
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PRBool printing,
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nscoord twipsPerPixel,
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nsRect* aGap)
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{
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nsPoint theSide[MAX_POLY_POINTS];
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nscolor theColor = borderColor;
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PRUint8 theStyle = borderStyle;
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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, twipsPerPixel);
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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),
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theColor, printing));
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if (2 == np) {
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//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
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DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
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} else {
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//aContext.FillPolygon (theSide, np);
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FillPolygon (aContext, theSide, np, aGap);
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}
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np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_OUTSIDE, 0.5f, twipsPerPixel);
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aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor,printing));
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if (2 == np) {
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//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
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DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
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} else {
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//aContext.FillPolygon (theSide, np);
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FillPolygon (aContext, theSide, np, aGap);
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}
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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, twipsPerPixel);
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aContext.SetColor (borderColor);
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if (2 == np) {
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//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
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DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
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} else {
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//aContext.FillPolygon (theSide, np);
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FillPolygon (aContext, theSide, np, aGap);
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}
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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, twipsPerPixel);
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aContext.SetColor (borderColor);
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if (2 == np) {
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//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
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DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
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} else {
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//aContext.FillPolygon (theSide, np);
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FillPolygon (aContext, theSide, np, aGap);
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}
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np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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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_OUTSET:
|
|
case NS_STYLE_BORDER_STYLE_INSET:
|
|
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
|
|
BORDER_FULL, 1.0f, twipsPerPixel);
|
|
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor,printing));
|
|
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 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;
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
void nsCSSRendering::DrawDashedSides(PRIntn startSide,
|
|
nsIRenderingContext& aContext,
|
|
const nsStyleSpacing& aSpacing,
|
|
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 = aSpacing.GetBorderStyle(startSide);
|
|
PRBool skippedSide = PR_FALSE;
|
|
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
|
|
PRUint8 prevStyle = style;
|
|
style = 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;
|
|
}
|
|
|
|
// XXX units for dash & dot?
|
|
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
|
|
dashLength = DASH_LENGTH;
|
|
} else {
|
|
dashLength = DOT_LENGTH;
|
|
}
|
|
|
|
aContext.SetColor(aSpacing.GetBorderColor(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,
|
|
nsRect* aGap)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// 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);
|
|
|
|
nsRect inside(aBounds);
|
|
nsRect outside(inside);
|
|
outside.Deflate(border);
|
|
|
|
//see if any sides are dotted or dashed
|
|
for (cnt = 0; cnt < 4; cnt++) {
|
|
if ((aStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DOTTED) ||
|
|
(aStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DASHED)) {
|
|
break;
|
|
}
|
|
}
|
|
if (cnt < 4) {
|
|
DrawDashedSides(cnt, aRenderingContext,aStyle,
|
|
inside, outside, aSkipSides, aGap);
|
|
}
|
|
|
|
// Draw all the other sides
|
|
nscoord twipsPerPixel = (nscoord)aPresContext.GetPixelsToTwips();
|
|
if (0 == (aSkipSides & (1<<NS_SIDE_TOP))) {
|
|
DrawSide(aRenderingContext, NS_SIDE_TOP,
|
|
aStyle.GetBorderStyle(NS_SIDE_TOP),
|
|
aStyle.GetBorderColor(NS_SIDE_TOP),
|
|
inside, outside, printing, twipsPerPixel, aGap);
|
|
}
|
|
if (0 == (aSkipSides & (1<<NS_SIDE_LEFT))) {
|
|
DrawSide(aRenderingContext, NS_SIDE_LEFT,
|
|
aStyle.GetBorderStyle(NS_SIDE_LEFT),
|
|
aStyle.GetBorderColor(NS_SIDE_LEFT),
|
|
inside, outside, printing, twipsPerPixel, aGap);
|
|
}
|
|
if (0 == (aSkipSides & (1<<NS_SIDE_BOTTOM))) {
|
|
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
|
|
aStyle.GetBorderStyle(NS_SIDE_BOTTOM),
|
|
aStyle.GetBorderColor(NS_SIDE_BOTTOM),
|
|
inside, outside, printing, twipsPerPixel, aGap);
|
|
}
|
|
if (0 == (aSkipSides & (1<<NS_SIDE_RIGHT))) {
|
|
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
|
|
aStyle.GetBorderStyle(NS_SIDE_RIGHT),
|
|
aStyle.GetBorderColor(NS_SIDE_RIGHT),
|
|
inside, outside, printing, twipsPerPixel, aGap);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
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;
|
|
if (0 == (NS_STYLE_BG_X_POSITION_PERCENT & aColor.mBackgroundFlags)) {
|
|
// XXX map enum to pct here
|
|
t = 0;
|
|
}
|
|
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 {
|
|
x %= aTileWidth;
|
|
x = x - aTileWidth;
|
|
}
|
|
}
|
|
aResult.x = x;
|
|
|
|
nscoord y;
|
|
if (NS_STYLE_BG_Y_POSITION_LENGTH & aColor.mBackgroundFlags) {
|
|
y = aColor.mBackgroundYPosition;
|
|
}
|
|
else {
|
|
nscoord t = aColor.mBackgroundYPosition;
|
|
if (0 == (NS_STYLE_BG_Y_POSITION_PERCENT & aColor.mBackgroundFlags)) {
|
|
// XXX map enum to pct here
|
|
t = 0;
|
|
}
|
|
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 {
|
|
y %= aTileHeight;
|
|
y = y - aTileHeight;
|
|
}
|
|
}
|
|
aResult.y = y;
|
|
}
|
|
|
|
void
|
|
nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
|
|
nsIRenderingContext& aRenderingContext,
|
|
nsIFrame* aForFrame,
|
|
const nsRect& aDirtyRect,
|
|
const nsRect& aBounds,
|
|
const nsStyleColor& aColor,
|
|
nscoord aDX,
|
|
nscoord aDY)
|
|
{
|
|
if (0 < aColor.mBackgroundImage.Length()) {
|
|
// Lookup the image
|
|
nsSize imageSize;
|
|
nsIImage* image = nsnull;
|
|
nsIFrameImageLoader* loader = nsnull;
|
|
PRBool transparentBG = NS_STYLE_BG_COLOR_TRANSPARENT ==
|
|
(aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT);
|
|
nsresult rv = aPresContext.StartLoadImage(aColor.mBackgroundImage,
|
|
transparentBG
|
|
? nsnull
|
|
: &aColor.mBackgroundColor,
|
|
aForFrame, nsnull,
|
|
PR_FALSE, loader);
|
|
if ((NS_OK != rv) || (nsnull == loader) ||
|
|
(loader->GetImage(image), (nsnull == image))) {
|
|
NS_IF_RELEASE(loader);
|
|
// Redraw will happen later
|
|
if (!transparentBG) {
|
|
aRenderingContext.SetColor(aColor.mBackgroundColor);
|
|
aRenderingContext.FillRect(aBounds);
|
|
}
|
|
return;
|
|
}
|
|
loader->GetSize(imageSize);
|
|
NS_RELEASE(loader);
|
|
|
|
PRBool needBackgroundColor = PR_FALSE;
|
|
#if XXX
|
|
// XXX enable this code as soon as nsIImage can support it
|
|
if (image->NeedsBlend()) {
|
|
needBackgroundColor = PR_TRUE;
|
|
}
|
|
#endif
|
|
|
|
// Convert image dimensions into nscoord's
|
|
float p2t;
|
|
aPresContext.GetScaledPixelsToTwips(p2t);
|
|
nscoord tileWidth = NSIntPixelsToTwips(imageSize.width, p2t);
|
|
nscoord tileHeight = NSIntPixelsToTwips(imageSize.height, p2t);
|
|
if ((tileWidth == 0) || (tileHeight == 0)) {
|
|
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.
|
|
PRIntn repeat = aColor.mBackgroundRepeat;
|
|
nscoord xDistance, yDistance;
|
|
switch (aColor.mBackgroundRepeat) {
|
|
case NS_STYLE_BG_REPEAT_OFF:
|
|
default:
|
|
xDistance = tileWidth;
|
|
yDistance = tileHeight;
|
|
needBackgroundColor = PR_TRUE;
|
|
break;
|
|
case NS_STYLE_BG_REPEAT_X:
|
|
xDistance = aDirtyRect.width;
|
|
yDistance = tileHeight;
|
|
needBackgroundColor = PR_TRUE;
|
|
break;
|
|
case NS_STYLE_BG_REPEAT_Y:
|
|
xDistance = tileWidth;
|
|
yDistance = aDirtyRect.height;
|
|
needBackgroundColor = PR_TRUE;
|
|
break;
|
|
case NS_STYLE_BG_REPEAT_XY:
|
|
xDistance = aDirtyRect.width;
|
|
yDistance = aDirtyRect.height;
|
|
break;
|
|
}
|
|
if (needBackgroundColor) {
|
|
aRenderingContext.SetColor(aColor.mBackgroundColor);
|
|
aRenderingContext.FillRect(aBounds);
|
|
}
|
|
|
|
// Compute the anchor point, relative to the bounding box
|
|
// (aBounds) where the background image rendering should
|
|
// begin. When tiling, the anchor coordinate values will be
|
|
// negative offsets from aBounds origin.
|
|
nsPoint anchor;
|
|
ComputeBackgroundAnchorPoint(aColor, aBounds,
|
|
tileWidth, tileHeight, anchor);
|
|
|
|
// Setup clipping so that rendering doesn't leak out of the dirty rect
|
|
PRBool clipState;
|
|
aRenderingContext.PushState();
|
|
aRenderingContext.SetClipRect(aDirtyRect, nsClipCombine_kIntersect,
|
|
clipState);
|
|
|
|
// Compute the x and y starting points and limits for tiling
|
|
nscoord x0, x1;
|
|
if (NS_STYLE_BG_REPEAT_X & aColor.mBackgroundRepeat) {
|
|
// When tiling in the x direction, adjust the starting position
|
|
// of the tile to account for the aDirtyRect.x. When tiling in
|
|
// x, the anchor.x value will be a negative value used to adjust
|
|
// the starting coordinate.
|
|
x0 = (aDirtyRect.x / tileWidth) * tileWidth + anchor.x;
|
|
x1 = x0 + xDistance + tileWidth;
|
|
if (0 != anchor.x) {
|
|
x1 += tileWidth;
|
|
}
|
|
}
|
|
else {
|
|
// When tiling is off in x, anchor.x is relative to aBounds.x
|
|
x0 = aBounds.x + anchor.x;
|
|
x1 = x0 + tileWidth;
|
|
}
|
|
|
|
nscoord y0, y1;
|
|
if (NS_STYLE_BG_REPEAT_Y & aColor.mBackgroundRepeat) {
|
|
// When tiling in the y direction, adjust the starting position
|
|
// of the tile to account for the aDirtyRect.y. When tiling in
|
|
// y, the anchor.y value will be a negative value used to adjust
|
|
// the starting coordinate.
|
|
y0 = (aDirtyRect.y / tileHeight) * tileHeight + anchor.y;
|
|
y1 = y0 + yDistance + tileHeight;
|
|
if (0 != anchor.y) {
|
|
y1 += tileHeight;
|
|
}
|
|
}
|
|
else {
|
|
// When tiling is off in y, anchor.y is relative to aBounds.y
|
|
y0 = aBounds.y + anchor.y;
|
|
y1 = y0 + tileHeight;
|
|
}
|
|
|
|
// Tile the image in x and y
|
|
nscoord x, y;
|
|
for (y = y0; y < y1; y += tileHeight) {
|
|
for (x = x0; x < x1; x += tileWidth) {
|
|
aRenderingContext.DrawImage(image, x, y, tileWidth, tileHeight);
|
|
}
|
|
}
|
|
|
|
// Restore clipping
|
|
aRenderingContext.PopState(clipState);
|
|
} 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(aBounds);
|
|
}
|
|
}
|
|
}
|