gecko-dev/layout/base/nsCSSRendering.cpp

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Исходник Обычный вид История

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/* -*- 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"
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#include "nsIFrameImageLoader.h"
#include "nsGlobalVariables.h"
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#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
// Draw a line, skipping that portion which crosses aGap. aGap defines a rectangle gap
// This services fieldset legends and only works for coords defining horizontal lines.
void nsCSSRendering::DrawLine (nsIRenderingContext& aContext,
nscoord aX1, nscoord aY1, nscoord aX2, nscoord aY2,
nsRect* aGap)
{
if (nsnull == aGap) {
aContext.DrawLine(aX1, aY1, aX2, aY2);
} else {
nscoord x1 = (aX1 < aX2) ? aX1 : aX2;
nscoord x2 = (aX1 < aX2) ? aX2 : aX1;
nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
if ((aGap->y <= aY1) && (gapLowerRight.y >= aY2)) {
if ((aGap->x > x1) && (aGap->x < x2)) {
aContext.DrawLine(x1, aY1, aGap->x, aY1);
}
if ((gapLowerRight.x > x1) && (gapLowerRight.x < x2)) {
aContext.DrawLine(gapUpperRight.x, aY2, x2, aY2);
}
} else {
aContext.DrawLine(aX1, aY1, aX2, aY2);
}
}
}
// Fill a polygon, skipping that portion which crosses aGap. aGap defines a rectangle gap
// This services fieldset legends and only works for points defining a horizontal rectangle
void nsCSSRendering::FillPolygon (nsIRenderingContext& aContext,
const nsPoint aPoints[],
PRInt32 aNumPoints,
nsRect* aGap)
{
if (nsnull == aGap) {
aContext.FillPolygon(aPoints, aNumPoints);
} else if (4 == aNumPoints) {
nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
// sort the 4 points by x
nsPoint points[4];
for (PRInt32 pX = 0; pX < 4; pX++) {
points[pX] = aPoints[pX];
}
for (PRInt32 i = 0; i < 3; i++) {
for (PRInt32 j = i+1; j < 4; j++) {
if (points[j].x < points[i].x) {
nsPoint swap = points[i];
points[i] = points[j];
points[j] = swap;
}
}
}
nsPoint upperLeft = (points[0].y <= points[1].y) ? points[0] : points[1];
nsPoint lowerLeft = (points[0].y <= points[1].y) ? points[1] : points[0];
nsPoint upperRight = (points[2].y <= points[3].y) ? points[2] : points[3];
nsPoint lowerRight = (points[2].y <= points[3].y) ? points[3] : points[2];
if ((aGap->y <= upperLeft.y) && (gapLowerRight.y >= lowerRight.y)) {
if ((aGap->x > upperLeft.x) && (aGap->x < upperRight.x)) {
nsPoint leftRect[4];
leftRect[0] = upperLeft;
leftRect[1] = nsPoint(aGap->x, upperLeft.y);
leftRect[2] = nsPoint(aGap->x, lowerLeft.y);
leftRect[3] = lowerLeft;
aContext.FillPolygon(leftRect, 4);
}
if ((gapUpperRight.x > upperLeft.x) && (gapUpperRight.x < upperRight.x)) {
nsPoint rightRect[4];
rightRect[0] = nsPoint(gapUpperRight.x, upperRight.y);
rightRect[1] = upperRight;
rightRect[2] = lowerRight;
rightRect[3] = nsPoint(gapLowerRight.x, lowerRight.y);
aContext.FillPolygon(rightRect, 4);
}
} else {
aContext.FillPolygon(aPoints, aNumPoints);
}
}
}
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/**
* Make a bevel color
*/
nscolor nsCSSRendering::MakeBevelColor(PRIntn whichSide, PRUint8 style,
nscolor baseColor,
PRBool printing)
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{
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
NS_Get3DColors(colors, baseColor);
}
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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];
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break;
case NS_SIDE_RIGHT:
theColor = colors[1];
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break;
case NS_SIDE_TOP:
theColor = colors[0];
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break;
case NS_SIDE_LEFT:
theColor = colors[0];
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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
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// styles.
//
// If the side can be represented as a line segment (because the thickness
// is one pixel), then a line with two endpoints is returned
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PRIntn nsCSSRendering::MakeSide(nsPoint aPoints[],
nsIRenderingContext& aContext,
PRIntn whichSide,
const nsRect& outside, const nsRect& inside,
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PRIntn borderPart, float borderFrac,
nscoord twipsPerPixel)
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{
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;
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nscoord thickness;
// Base our thickness check on the segment being less than a pixel and 1/2
twipsPerPixel += twipsPerPixel >> 2;
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switch (whichSide) {
case NS_SIDE_TOP:
if (borderPart == BORDER_FULL) {
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) {
aPoints[np++].MoveTo(inside.XMost(), inside.y);
aPoints[np++].MoveTo(inside.x, inside.y);
}
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} 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) {
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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) {
aPoints[np++].MoveTo(inside.x, inside.y);
aPoints[np++].MoveTo(inside.x, inside.YMost());
}
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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) {
thickness = outside.YMost() - inside.YMost();
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if (thickness >= twipsPerPixel) {
aPoints[np++].MoveTo(outside.x, outside.YMost());
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aPoints[np++].MoveTo(inside.x, inside.YMost());
aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
} else {
aPoints[np++].MoveTo(outside.x, inside.YMost());
aPoints[np++].MoveTo(outside.XMost(), inside.YMost());
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}
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} 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) {
thickness = outside.XMost() - inside.XMost();
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if (thickness >= twipsPerPixel) {
aPoints[np++].MoveTo(outside.XMost(), outside.YMost());
aPoints[np++].MoveTo(outside.XMost(), outside.y);
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}
aPoints[np++].MoveTo(inside.XMost(), inside.y);
aPoints[np++].MoveTo(inside.XMost(), inside.YMost());
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} 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 borderStyle,
const nscolor borderColor,
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const nsRect& borderOutside,
const nsRect& borderInside,
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PRBool printing,
nscoord twipsPerPixel,
nsRect* aGap)
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{
nsPoint theSide[MAX_POLY_POINTS];
nscolor theColor = borderColor;
PRUint8 theStyle = borderStyle;
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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,
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BORDER_INSIDE, 0.5f, twipsPerPixel);
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aContext.SetColor ( MakeBevelColor (whichSide,
((theStyle == NS_STYLE_BORDER_STYLE_RIDGE) ?
NS_STYLE_BORDER_STYLE_GROOVE :
NS_STYLE_BORDER_STYLE_RIDGE),
theColor, printing));
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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);
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} else {
//aContext.FillPolygon (theSide, np);
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) {
//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);
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} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
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}
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break;
case NS_STYLE_BORDER_STYLE_SOLID:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor (borderColor);
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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);
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} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
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}
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break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_INSIDE, 0.333333f, twipsPerPixel);
aContext.SetColor (borderColor);
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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);
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} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
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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);
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} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
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}
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break;
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,
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BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor,printing));
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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);
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} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
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}
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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[],
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const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
nsRect* aGap)
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{
PRIntn dashLength;
nsRect dashRect, firstRect, currRect;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRUint8 style = borderStyles[startSide];
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PRBool skippedSide = PR_FALSE;
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
PRUint8 prevStyle = style;
style = borderStyles[whichSide];
if ((1<<whichSide) & aSkipSides) {
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// 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]);
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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;
}
}
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// 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,
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const nsStyleSpacing& aStyle,
PRIntn aSkipSides,
nsRect* aGap)
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{
PRIntn cnt;
nsMargin border;
PRBool printing = nsGlobalVariables::Instance()->GetPrinting(&aPresContext);
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aStyle.CalcBorderFor(aForFrame, border);
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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);
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nsRect outside(inside);
outside.Deflate(border);
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//see if any sides are dotted or dashed
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for (cnt = 0; cnt < 4; cnt++) {
if ((aStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DOTTED) ||
(aStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DASHED)) {
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break;
}
}
if (cnt < 4) {
DrawDashedSides(cnt, aRenderingContext,aStyle,
inside, outside, aSkipSides, aGap);
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}
// Draw all the other sides
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nscoord twipsPerPixel = (nscoord)aPresContext.GetPixelsToTwips();
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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);
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}
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);
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}
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);
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}
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);
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}
}
//----------------------------------------------------------------------
static PRBool
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;
return (0 != x) || (0 != y);
}
void
nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBounds,
const nsStyleColor& aColor,
nscoord aDX,
nscoord aDY)
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{
if (0 < aColor.mBackgroundImage.Length()) {
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// Lookup the image
nsSize imageSize;
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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,
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aForFrame, nsnull,
PR_FALSE, loader);
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if ((NS_OK != rv) || (nsnull == loader) ||
(loader->GetImage(image), (nsnull == image))) {
NS_IF_RELEASE(loader);
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// Redraw will happen later
if (!transparentBG) {
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aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBounds);
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}
return;
}
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loader->GetSize(imageSize);
NS_RELEASE(loader);
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PRBool needBackgroundColor = PR_FALSE;
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#if XXX
// XXX enable this code as soon as nsIImage can support it
if (image->NeedsBlend()) {
needBackgroundColor = PR_TRUE;
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}
#endif
// Convert image dimensions into nscoord's
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float p2t;
aPresContext.GetScaledPixelsToTwips(p2t);
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nscoord tileWidth = NSIntPixelsToTwips(imageSize.width, p2t);
nscoord tileHeight = NSIntPixelsToTwips(imageSize.height, p2t);
if ((tileWidth == 0) || (tileHeight == 0)) {
return;
}
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// Based on the repeat setting, compute how many tiles we should
// lay down for each axis.
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PRIntn repeat = aColor.mBackgroundRepeat;
PRIntn xCount, yCount;
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switch (aColor.mBackgroundRepeat) {
case NS_STYLE_BG_REPEAT_OFF:
default:
xCount = 0;
yCount = 0;
needBackgroundColor = PR_TRUE;
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break;
case NS_STYLE_BG_REPEAT_X:
xCount = PRIntn(aDirtyRect.XMost() / tileWidth);
yCount = 0;
needBackgroundColor = PR_TRUE;
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break;
case NS_STYLE_BG_REPEAT_Y:
xCount = 0;
yCount = PRIntn(aDirtyRect.YMost() / tileHeight);
needBackgroundColor = PR_TRUE;
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break;
case NS_STYLE_BG_REPEAT_XY:
xCount = PRIntn(aDirtyRect.XMost() / tileWidth);
yCount = PRIntn(aDirtyRect.YMost() / tileHeight);
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break;
}
if (needBackgroundColor) {
aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBounds);
}
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// When we have non-zero background position values, we have to
// adjust how many tiles we draw (by at most one) and the starting
// position from where the tiles are rendered.
nsPoint anchor;
if (ComputeBackgroundAnchorPoint(aColor, aBounds, tileWidth, tileHeight,
anchor)) {
if (NS_STYLE_BG_REPEAT_X & aColor.mBackgroundRepeat) {
xCount++;
}
if (NS_STYLE_BG_REPEAT_Y & aColor.mBackgroundRepeat) {
yCount++;
}
}
// Tile the background
PRIntn y = PRIntn(aDirtyRect.y / tileHeight);
nscoord ypos = aBounds.y + y * tileHeight + anchor.y;
PRIntn xstart = PRIntn(aDirtyRect.x / tileWidth);
PRBool clipState;
nscoord xpostart = aBounds.x + xstart * tileWidth + anchor.x;
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aRenderingContext.PushState();
aRenderingContext.SetClipRect(aDirtyRect, nsClipCombine_kIntersect, clipState);
for (; y <= yCount; ++y, ypos += tileHeight) {
PRIntn x = xstart;
nscoord xpos = xpostart;
for (; x <= xCount; ++x, xpos += tileWidth) {
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aRenderingContext.DrawImage(image, xpos, ypos, tileWidth, tileHeight);
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}
}
aRenderingContext.PopState(clipState);
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} 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
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// the x and the y
aRenderingContext.SetColor(aColor.mBackgroundColor);
aRenderingContext.FillRect(aBounds);
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}
}
}