/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- * * The contents of this file are subject to the Netscape Public * License Version 1.1 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.mozilla.org/NPL/ * * Software distributed under the License is distributed on an "AS * IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or * implied. See the License for the specific language governing * rights and limitations under the License. * * The Original Code is mozilla.org code. * * The Initial Developer of the Original Code is Netscape * Communications Corporation. Portions created by Netscape are * Copyright (C) 1998 Netscape Communications Corporation. All * Rights Reserved. * * Contributor(s): */ #include "nsCSSRendering.h" #include "nsStyleConsts.h" #include "nsIPresContext.h" #include "nsIImage.h" #include "nsIFrame.h" #include "nsPoint.h" #include "nsRect.h" #include "nsIViewManager.h" #include "nsIPresShell.h" #include "nsIFrameImageLoader.h" #include "nsIStyleContext.h" #include "nsStyleUtil.h" #include "nsIScrollableView.h" #include "nsLayoutAtoms.h" #include "nsIDrawingSurface.h" #include "nsTransform2D.h" #include "nsIDeviceContext.h" #include "nsIContent.h" #include "nsHTMLAtoms.h" #include "nsIDocument.h" #include "nsIScrollableFrame.h" #define BORDER_FULL 0 //entire side #define BORDER_INSIDE 1 //inside half #define BORDER_OUTSIDE 2 //outside half //thickness of dashed line relative to dotted line #define DOT_LENGTH 1 //square #define DASH_LENGTH 3 //3 times longer than dot /** The following classes are used by CSSRendering for the rounded rect implementation */ #define MAXPATHSIZE 12 #define MAXPOLYPATHSIZE 1000 enum ePathTypes{ eOutside =0, eInside, eCalc, eCalcRev }; static void GetPath(nsFloatPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac=0); static void TileImage(nsIRenderingContext& aRC,nsDrawingSurface aDS,nsRect &aSrcRect,PRInt16 aWidth,PRInt16 aHeight); static PRBool GetBGColorForHTMLElement(nsIPresContext *aPresContext,const nsStyleColor *&aBGColor); static nsresult GetFrameForBackgroundUpdate(nsIPresContext *aPresContext,nsIFrame *aFrame, nsIFrame **aBGFrame); // Draw a line, skipping that portion which crosses aGap. aGap defines a rectangle gap // This services fieldset legends and only works for coords defining horizontal lines. void nsCSSRendering::DrawLine (nsIRenderingContext& aContext, nscoord aX1, nscoord aY1, nscoord aX2, nscoord aY2, nsRect* aGap) { if (nsnull == aGap) { aContext.DrawLine(aX1, aY1, aX2, aY2); } else { nscoord x1 = (aX1 < aX2) ? aX1 : aX2; nscoord x2 = (aX1 < aX2) ? aX2 : aX1; nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y); nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height); if ((aGap->y <= aY1) && (gapLowerRight.y >= aY2)) { if ((aGap->x > x1) && (aGap->x < x2)) { aContext.DrawLine(x1, aY1, aGap->x, aY1); } if ((gapLowerRight.x > x1) && (gapLowerRight.x < x2)) { aContext.DrawLine(gapUpperRight.x, aY2, x2, aY2); } } else { aContext.DrawLine(aX1, aY1, aX2, aY2); } } } // Fill a polygon, skipping that portion which crosses aGap. aGap defines a rectangle gap // This services fieldset legends and only works for points defining a horizontal rectangle void nsCSSRendering::FillPolygon (nsIRenderingContext& aContext, const nsPoint aPoints[], PRInt32 aNumPoints, nsRect* aGap) { if (nsnull == aGap) { aContext.FillPolygon(aPoints, aNumPoints); } else if (4 == aNumPoints) { nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y); nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height); // sort the 4 points by x nsPoint points[4]; for (PRInt32 pX = 0; pX < 4; pX++) { points[pX] = aPoints[pX]; } for (PRInt32 i = 0; i < 3; i++) { for (PRInt32 j = i+1; j < 4; j++) { if (points[j].x < points[i].x) { nsPoint swap = points[i]; points[i] = points[j]; points[j] = swap; } } } nsPoint upperLeft = (points[0].y <= points[1].y) ? points[0] : points[1]; nsPoint lowerLeft = (points[0].y <= points[1].y) ? points[1] : points[0]; nsPoint upperRight = (points[2].y <= points[3].y) ? points[2] : points[3]; nsPoint lowerRight = (points[2].y <= points[3].y) ? points[3] : points[2]; if ((aGap->y <= upperLeft.y) && (gapLowerRight.y >= lowerRight.y)) { if ((aGap->x > upperLeft.x) && (aGap->x < upperRight.x)) { nsPoint leftRect[4]; leftRect[0] = upperLeft; leftRect[1] = nsPoint(aGap->x, upperLeft.y); leftRect[2] = nsPoint(aGap->x, lowerLeft.y); leftRect[3] = lowerLeft; aContext.FillPolygon(leftRect, 4); } if ((gapUpperRight.x > upperLeft.x) && (gapUpperRight.x < upperRight.x)) { nsPoint rightRect[4]; rightRect[0] = nsPoint(gapUpperRight.x, upperRight.y); rightRect[1] = upperRight; rightRect[2] = lowerRight; rightRect[3] = nsPoint(gapLowerRight.x, lowerRight.y); aContext.FillPolygon(rightRect, 4); } } else { aContext.FillPolygon(aPoints, aNumPoints); } } } /** * Make a bevel color */ nscolor nsCSSRendering::MakeBevelColor(PRIntn whichSide, PRUint8 style, nscolor aBackgroundColor, nscolor aBorderColor, PRBool aSpecialCase) { nscolor colors[2]; nscolor theColor; // Given a background color and a border color // calculate the color used for the shading if(aSpecialCase) NS_GetSpecial3DColors(colors, aBackgroundColor, aBorderColor); else NS_Get3DColors(colors, aBackgroundColor); if ((style == NS_STYLE_BORDER_STYLE_BG_OUTSET) || (style == NS_STYLE_BORDER_STYLE_OUTSET) || (style == NS_STYLE_BORDER_STYLE_RIDGE)) { // Flip colors for these two border style switch (whichSide) { case NS_SIDE_BOTTOM: whichSide = NS_SIDE_TOP; break; case NS_SIDE_RIGHT: whichSide = NS_SIDE_LEFT; break; case NS_SIDE_TOP: whichSide = NS_SIDE_BOTTOM; break; case NS_SIDE_LEFT: whichSide = NS_SIDE_RIGHT; break; } } switch (whichSide) { case NS_SIDE_BOTTOM: theColor = colors[1]; break; case NS_SIDE_RIGHT: theColor = colors[1]; break; case NS_SIDE_TOP: theColor = colors[0]; break; case NS_SIDE_LEFT: default: theColor = colors[0]; break; } return theColor; } // Maximum poly points in any of the polygons we generate below #define MAX_POLY_POINTS 4 // a nifty helper function to create a polygon representing a // particular side of a border. This helps localize code for figuring // mitered edges. It is mainly used by the solid, inset, and outset // styles. // // If the side can be represented as a line segment (because the thickness // is one pixel), then a line with two endpoints is returned PRIntn nsCSSRendering::MakeSide(nsPoint aPoints[], nsIRenderingContext& aContext, PRIntn whichSide, const nsRect& outside, const nsRect& inside, PRIntn aSkipSides, PRIntn borderPart, float borderFrac, nscoord twipsPerPixel) { float borderRest = 1.0f - borderFrac; PRIntn np = 0; nscoord thickness, outsideEdge, insideEdge, outsideTL, insideTL, outsideBR, insideBR; // Initialize the following six nscoord's: // outsideEdge, insideEdge, outsideTL, insideTL, outsideBR, insideBR // so that outsideEdge is the x or y of the outside edge, etc., and // outsideTR is the y or x at the top or right end, etc., e.g.: // // outsideEdge --- ---------------------------------------- // \ / // \ / // \ / // insideEdge ------- ---------------------------------- // | | | | // outsideTL insideTL insideBR outsideBR // // if we don't want the bevel, we'll get rid of it later by setting // outsideXX to insideXX switch (whichSide) { case NS_SIDE_TOP: // the TL points are the left end; the BR points are the right end outsideEdge = outside.y; insideEdge = inside.y; outsideTL = outside.x; insideTL = inside.x; insideBR = inside.XMost(); outsideBR = outside.XMost(); break; case NS_SIDE_BOTTOM: // the TL points are the left end; the BR points are the right end outsideEdge = outside.YMost(); insideEdge = inside.YMost(); outsideTL = outside.x; insideTL = inside.x; insideBR = inside.XMost(); outsideBR = outside.XMost(); break; case NS_SIDE_LEFT: // the TL points are the top end; the BR points are the bottom end outsideEdge = outside.x; insideEdge = inside.x; outsideTL = outside.y; insideTL = inside.y; insideBR = inside.YMost(); outsideBR = outside.YMost(); break; case NS_SIDE_RIGHT: // the TL points are the top end; the BR points are the bottom end outsideEdge = outside.XMost(); insideEdge = inside.XMost(); outsideTL = outside.y; insideTL = inside.y; insideBR = inside.YMost(); outsideBR = outside.YMost(); break; } // Don't draw the bevels if an adjacent side is skipped if ( (whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_BOTTOM) ) { // a top or bottom side if ((1<> 2; // find the thickness of the piece being drawn if ((whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_LEFT)) { thickness = insideEdge - outsideEdge; } else { thickness = outsideEdge - insideEdge; } // if returning a line, do it along inside edge for bottom or right borders // so that it's in the same place as it would be with polygons (why?) // XXX The previous version of the code shortened the right border too. if ( !((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL)) && ((whichSide == NS_SIDE_BOTTOM) || (whichSide == NS_SIDE_RIGHT))) { outsideEdge = insideEdge; } // return the appropriate line or trapezoid if ((whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_BOTTOM)) { // top and bottom borders aPoints[np++].MoveTo(outsideTL,outsideEdge); aPoints[np++].MoveTo(outsideBR,outsideEdge); // XXX Making this condition only (thickness >= twipsPerPixel) will // improve double borders and some cases of groove/ridge, // but will cause problems with table borders. See last and third // from last tests in test4.htm // Doing it this way emulates the old behavior. It might be worth // fixing. if ((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL) ) { aPoints[np++].MoveTo(insideBR,insideEdge); aPoints[np++].MoveTo(insideTL,insideEdge); } } else { // right and left borders // XXX Ditto above if ((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL) ) { aPoints[np++].MoveTo(insideEdge,insideBR); aPoints[np++].MoveTo(insideEdge,insideTL); } aPoints[np++].MoveTo(outsideEdge,outsideTL); aPoints[np++].MoveTo(outsideEdge,outsideBR); } return np; } void nsCSSRendering::DrawSide(nsIRenderingContext& aContext, PRIntn whichSide, const PRUint8 borderStyle, const nscolor borderColor, const nscolor aBackgroundColor, const nsRect& borderOutside, const nsRect& borderInside, PRIntn aSkipSides, nscoord twipsPerPixel, nsRect* aGap) { nsPoint theSide[MAX_POLY_POINTS]; nscolor theColor = borderColor; PRUint8 theStyle = borderStyle; PRInt32 np; switch (theStyle) { case NS_STYLE_BORDER_STYLE_NONE: case NS_STYLE_BORDER_STYLE_HIDDEN: case NS_STYLE_BORDER_STYLE_BLANK: return; case NS_STYLE_BORDER_STYLE_DOTTED: //handled a special case elsewhere case NS_STYLE_BORDER_STYLE_DASHED: //handled a special case elsewhere break; // That was easy... case NS_STYLE_BORDER_STYLE_GROOVE: case NS_STYLE_BORDER_STYLE_RIDGE: np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, aSkipSides, BORDER_INSIDE, 0.5f, twipsPerPixel); aContext.SetColor ( MakeBevelColor (whichSide, ((theStyle == NS_STYLE_BORDER_STYLE_RIDGE) ? NS_STYLE_BORDER_STYLE_GROOVE : NS_STYLE_BORDER_STYLE_RIDGE), aBackgroundColor, theColor, PR_TRUE)); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides, BORDER_OUTSIDE, 0.5f, twipsPerPixel); aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor, theColor, PR_TRUE)); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } break; case NS_STYLE_BORDER_STYLE_SOLID: np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides, BORDER_FULL, 1.0f, twipsPerPixel); aContext.SetColor (borderColor); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } break; case NS_STYLE_BORDER_STYLE_DOUBLE: np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides, BORDER_INSIDE, 0.333333f, twipsPerPixel); aContext.SetColor (borderColor); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides, BORDER_OUTSIDE, 0.333333f, twipsPerPixel); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } break; case NS_STYLE_BORDER_STYLE_BG_OUTSET: case NS_STYLE_BORDER_STYLE_BG_INSET: np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides, BORDER_FULL, 1.0f, twipsPerPixel); aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor, theColor, PR_FALSE)); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } break; case NS_STYLE_BORDER_STYLE_OUTSET: case NS_STYLE_BORDER_STYLE_INSET: np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides, BORDER_FULL, 1.0f, twipsPerPixel); aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor, theColor, PR_TRUE)); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } break; } } /** * Draw a dotted/dashed sides of a box */ //XXX dashes which span more than two edges are not handled properly MMP void nsCSSRendering::DrawDashedSides(PRIntn startSide, nsIRenderingContext& aContext, const nsRect& aDirtyRect, const PRUint8 borderStyles[], const nscolor borderColors[], const nsRect& borderOutside, const nsRect& borderInside, PRIntn aSkipSides, nsRect* aGap) { PRIntn dashLength; nsRect dashRect, firstRect, currRect; PRBool bSolid = PR_TRUE; float over = 0.0f; PRUint8 style = borderStyles[startSide]; PRBool skippedSide = PR_FALSE; nscoord xstart,xwidth,ystart,ywidth; // find out were x and y start if(aDirtyRect.x > borderInside.x) { xstart = aDirtyRect.x; } else { xstart = borderInside.x; } if(aDirtyRect.y > borderInside.y) { ystart = aDirtyRect.y; } else { ystart = aDirtyRect.y; } // find the x and y width xwidth = aDirtyRect.XMost(); ywidth = aDirtyRect.YMost(); for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) { PRUint8 prevStyle = style; style = borderStyles[whichSide]; if ((1< 0.0f) { firstRect.x = dashRect.x; firstRect.width = dashRect.width; firstRect.height = nscoord(dashRect.height * over); firstRect.y = dashRect.y + (dashRect.height - firstRect.height); over = 0.0f; currRect = firstRect; } else { currRect = dashRect; } while (currRect.YMost() > borderInside.y) { //clip if necessary if (currRect.y < borderInside.y) { over = float(borderInside.y - dashRect.y) / float(dashRect.height); currRect.height = currRect.height - (borderInside.y - currRect.y); currRect.y = borderInside.y; } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.y = dashRect.y - currRect.height; currRect = dashRect; } break; case NS_SIDE_TOP: //if we are continuing a solid rect, fill in the corner first if (bSolid) { aContext.FillRect(borderOutside.x, borderOutside.y, borderInside.x - borderOutside.x, borderInside.y - borderOutside.y); } dashRect.height = borderInside.y - borderOutside.y; dashRect.width = dashRect.height * dashLength; dashRect.x = borderInside.x; dashRect.y = borderOutside.y; if (over > 0.0f) { firstRect.x = dashRect.x; firstRect.y = dashRect.y; firstRect.width = nscoord(dashRect.width * over); firstRect.height = dashRect.height; over = 0.0f; currRect = firstRect; } else { currRect = dashRect; } while (currRect.x < borderInside.XMost()) { //clip if necessary if (currRect.XMost() > borderInside.XMost()) { over = float(dashRect.XMost() - borderInside.XMost()) / float(dashRect.width); currRect.width = currRect.width - (currRect.XMost() - borderInside.XMost()); } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.x = dashRect.x + currRect.width; currRect = dashRect; } break; case NS_SIDE_RIGHT: //if we are continuing a solid rect, fill in the corner first if (bSolid) { aContext.FillRect(borderInside.XMost(), borderOutside.y, borderOutside.XMost() - borderInside.XMost(), borderInside.y - borderOutside.y); } dashRect.width = borderOutside.XMost() - borderInside.XMost(); dashRect.height = nscoord(dashRect.width * dashLength); dashRect.x = borderInside.XMost(); dashRect.y = borderInside.y; if (over > 0.0f) { firstRect.x = dashRect.x; firstRect.y = dashRect.y; firstRect.width = dashRect.width; firstRect.height = nscoord(dashRect.height * over); over = 0.0f; currRect = firstRect; } else { currRect = dashRect; } while (currRect.y < borderInside.YMost()) { //clip if necessary if (currRect.YMost() > borderInside.YMost()) { over = float(dashRect.YMost() - borderInside.YMost()) / float(dashRect.height); currRect.height = currRect.height - (currRect.YMost() - borderInside.YMost()); } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.y = dashRect.y + currRect.height; currRect = dashRect; } break; case NS_SIDE_BOTTOM: //if we are continuing a solid rect, fill in the corner first if (bSolid) { aContext.FillRect(borderInside.XMost(), borderInside.YMost(), borderOutside.XMost() - borderInside.XMost(), borderOutside.YMost() - borderInside.YMost()); } dashRect.height = borderOutside.YMost() - borderInside.YMost(); dashRect.width = nscoord(dashRect.height * dashLength); dashRect.x = borderInside.XMost() - dashRect.width; dashRect.y = borderInside.YMost(); if (over > 0.0f) { firstRect.y = dashRect.y; firstRect.width = nscoord(dashRect.width * over); firstRect.height = dashRect.height; firstRect.x = dashRect.x + (dashRect.width - firstRect.width); over = 0.0f; currRect = firstRect; } else { currRect = dashRect; } while (currRect.XMost() > borderInside.x) { //clip if necessary if (currRect.x < borderInside.x) { over = float(borderInside.x - dashRect.x) / float(dashRect.width); currRect.width = currRect.width - (borderInside.x - currRect.x); currRect.x = borderInside.x; } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.x = dashRect.x - currRect.width; currRect = dashRect; } break; } } skippedSide = PR_FALSE; } } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 10/22/99 dwc */ void nsCSSRendering::DrawDashedSides(PRIntn startSide, nsIRenderingContext& aContext, const nsRect& aDirtyRect, const nsStyleBorder* aBorderStyle, const nsStyleOutline* aOutlineStyle, PRBool aDoOutline, const nsRect& borderOutside, const nsRect& borderInside, PRIntn aSkipSides, nsRect* aGap) { PRIntn dashLength; nsRect dashRect, currRect; nscoord xstart,xwidth,ystart,ywidth,temp,temp1,adjust; PRBool bSolid = PR_TRUE; float over = 0.0f; PRBool skippedSide = PR_FALSE; NS_ASSERTION((aDoOutline && aOutlineStyle) || (!aDoOutline && aBorderStyle), "null params not allowed"); PRUint8 style = aDoOutline ? aOutlineStyle->GetOutlineStyle() : aBorderStyle->GetBorderStyle(startSide); // find out were x and y start if(aDirtyRect.x > borderInside.x) { xstart = aDirtyRect.x; } else { xstart = borderInside.x; } if(aDirtyRect.y > borderInside.y) { ystart = aDirtyRect.y; } else { ystart = borderInside.y; } // find the x and y width xwidth = aDirtyRect.XMost(); ywidth = aDirtyRect.YMost(); for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) { PRUint8 prevStyle = style; style = aDoOutline ? aOutlineStyle->GetOutlineStyle() : aBorderStyle->GetBorderStyle(whichSide); if ((1<GetOutlineColor(sideColor); } else { if (!aBorderStyle->GetBorderColor(whichSide, sideColor)) { continue; // side is transparent } } aContext.SetColor(sideColor); switch (whichSide) { case NS_SIDE_RIGHT: case NS_SIDE_LEFT: bSolid = PR_FALSE; // This is our dot or dash.. if(whichSide==NS_SIDE_LEFT){ dashRect.width = borderInside.x - borderOutside.x; } else { dashRect.width = borderOutside.XMost() - borderInside.XMost(); } if( dashRect.width >0 ) { dashRect.height = dashRect.width * dashLength; dashRect.y = borderOutside.y; if(whichSide == NS_SIDE_RIGHT){ dashRect.x = borderInside.XMost(); } else { dashRect.x = borderOutside.x; } temp = borderOutside.YMost(); temp1 = temp/dashRect.height; currRect = dashRect; if((temp1%2)==0){ adjust = (dashRect.height-(temp%dashRect.height))/2; // adjust back // draw in the left and right aContext.FillRect(dashRect.x, borderOutside.y,dashRect.width, dashRect.height-adjust); aContext.FillRect(dashRect.x,(borderOutside.YMost()-(dashRect.height-adjust)),dashRect.width, dashRect.height-adjust); currRect.y += (dashRect.height-adjust); temp = temp-= (dashRect.height-adjust); } else { adjust = (temp%dashRect.width)/2; // adjust a tad longer // draw in the left and right aContext.FillRect(dashRect.x, borderOutside.y,dashRect.width, dashRect.height+adjust); aContext.FillRect(dashRect.x,(borderOutside.YMost()-(dashRect.height+adjust)),dashRect.width, dashRect.height+adjust); currRect.y += (dashRect.height+adjust); temp = temp-= (dashRect.height+adjust); } if( temp > ywidth) temp = ywidth; // get the currRect's x into the view before we start if( currRect.y < aDirtyRect.y){ temp1 = NSToCoordFloor((float)((aDirtyRect.y-currRect.y)/dashRect.height)); currRect.y += temp1*dashRect.height; if((temp1%2)==1){ bSolid = PR_TRUE; } } while(currRect.y0 ) { dashRect.width = dashRect.height * dashLength; dashRect.x = borderOutside.x; if(whichSide == NS_SIDE_BOTTOM){ dashRect.y = borderInside.YMost(); } else { dashRect.y = borderOutside.y; } temp = borderOutside.XMost(); temp1 = temp/dashRect.width; currRect = dashRect; if((temp1%2)==0){ adjust = (dashRect.width-(temp%dashRect.width))/2; // even, adjust back // draw in the left and right aContext.FillRect(borderOutside.x,dashRect.y,dashRect.width-adjust,dashRect.height); aContext.FillRect((borderOutside.XMost()-(dashRect.width-adjust)),dashRect.y,dashRect.width-adjust,dashRect.height); currRect.x += (dashRect.width-adjust); temp = temp-= (dashRect.width-adjust); } else { adjust = (temp%dashRect.width)/2; // draw in the left and right aContext.FillRect(borderOutside.x,dashRect.y,dashRect.width+adjust,dashRect.height); aContext.FillRect((borderOutside.XMost()-(dashRect.width+adjust)),dashRect.y,dashRect.width+adjust,dashRect.height); currRect.x += (dashRect.width+adjust); temp = temp-= (dashRect.width+adjust); } if( temp > xwidth) temp = xwidth; // get the currRect's x into the view before we start if( currRect.x < aDirtyRect.x){ temp1 = NSToCoordFloor((float)((aDirtyRect.x-currRect.x)/dashRect.width)); currRect.x += temp1*dashRect.width; if((temp1%2)==1){ bSolid = PR_TRUE; } } while(currRect.xmEdges[whichSide].ElementAt(0)); PRUint8 style = segment->mStyle; for ( ; whichSide < 4; whichSide++) { if ((1<mEdges[whichSide].Count(); nsBorderEdges * neighborBorderEdges=nsnull; PRIntn neighborEdgeCount=0; // keeps track of which inside neighbor is shared with an outside segment for (i=0; imEdges[whichSide].ElementAt(i)); style = segment->mStyle; // XXX units for dash & dot? if (style == NS_STYLE_BORDER_STYLE_DASHED) { dashLength = DASH_LENGTH; } else { dashLength = DOT_LENGTH; } aContext.SetColor(segment->mColor); switch (whichSide) { case NS_SIDE_LEFT: { // draw left segment i nsBorderEdge * topEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(0)); if (0==y) { // y is the offset to the top of this segment. 0 means its the topmost left segment y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth; if (PR_TRUE==aBorderEdges->mOutsideEdge) y += topEdge->mWidth; } // the x offset is the x position offset by the max width of the left edge minus this segment's width x = aBounds.x + (aBorderEdges->mMaxBorderWidth.left - segment->mWidth); nscoord height = segment->mLength; // the space between borderOutside and borderInside inclusive is the segment. nsRect borderOutside(x, y, aBounds.width, height); y += segment->mLength; // keep track of the y offset for the next segment if ((style == NS_STYLE_BORDER_STYLE_DASHED) || (style == NS_STYLE_BORDER_STYLE_DOTTED)) { nsRect borderInside(borderOutside); nsMargin outsideMargin(segment->mWidth, 0, 0, 0); borderInside.Deflate(outsideMargin); nscoord totalLength = segment->mLength; // the computed length of this segment // outside edges need info from their inside neighbor. The following code keeps track // of which segment of the inside neighbor's shared edge we should use for this outside segment if (PR_TRUE==aBorderEdges->mOutsideEdge) { if (segment->mInsideNeighbor == neighborBorderEdges) { neighborEdgeCount++; } else { neighborBorderEdges = segment->mInsideNeighbor; neighborEdgeCount=0; } nsBorderEdge * neighborLeft = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(neighborEdgeCount)); totalLength = neighborLeft->mLength; } dashRect.width = borderInside.x - borderOutside.x; dashRect.height = nscoord(dashRect.width * dashLength); dashRect.x = borderOutside.x; dashRect.y = borderOutside.y + (totalLength/2) - dashRect.height; if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i)) dashRect.y -= topEdge->mWidth; // account for the topmost left edge corner with the leftmost top edge if (0) { printf(" L: totalLength = %d, borderOutside.y = %d, midpoint %d, dashRect.y = %d\n", totalLength, borderOutside.y, borderOutside.y +(totalLength/2), dashRect.y); } currRect = dashRect; // we draw the segment in 2 halves to get the inside and outside edges to line up on the // centerline of the shared edge. // draw the top half while (currRect.YMost() > borderInside.y) { //clip if necessary if (currRect.y < borderInside.y) { over = float(borderInside.y - dashRect.y) / float(dashRect.height); currRect.height = currRect.height - (borderInside.y - currRect.y); currRect.y = borderInside.y; } //draw if necessary if (0) { printf("DASHED LEFT: xywh in loop currRect = %d %d %d %d %s\n", currRect.x, currRect.y, currRect.width, currRect.height, bSolid?"TRUE":"FALSE"); } if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.y = dashRect.y - currRect.height; currRect = dashRect; } // draw the bottom half dashRect.y = borderOutside.y + (totalLength/2) + dashRect.height; if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i)) dashRect.y -= topEdge->mWidth; currRect = dashRect; bSolid=PR_TRUE; over = 0.0f; while (currRect.YMost() < borderInside.YMost()) { //clip if necessary if (currRect.y < borderInside.y) { over = float(borderInside.y - dashRect.y) / float(dashRect.height); currRect.height = currRect.height - (borderInside.y - currRect.y); currRect.y = borderInside.y; } //draw if necessary if (0) { printf("DASHED LEFT: xywh in loop currRect = %d %d %d %d %s\n", currRect.x, currRect.y, currRect.width, currRect.height, bSolid?"TRUE":"FALSE"); } if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.y = dashRect.y + currRect.height; currRect = dashRect; } } } break; case NS_SIDE_TOP: { // draw top segment i if (0==x) { nsBorderEdge * leftEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0)); x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth; } y = aBounds.y; if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are bottom-aligned y += aBorderEdges->mMaxBorderWidth.top - segment->mWidth; nsRect borderOutside(x, y, segment->mLength, aBounds.height); x += segment->mLength; if ((style == NS_STYLE_BORDER_STYLE_DASHED) || (style == NS_STYLE_BORDER_STYLE_DOTTED)) { nsRect borderInside(borderOutside); nsBorderEdge * neighbor; // XXX Adding check to make sure segment->mInsideNeighbor is not null // so it will do the else part, at this point we are assuming this is an // ok thing to do (Bug 52130) if (PR_TRUE==aBorderEdges->mOutsideEdge && segment->mInsideNeighbor) neighbor = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(0)); else neighbor = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0)); nsMargin outsideMargin(neighbor->mWidth, segment->mWidth, 0, segment->mWidth); borderInside.Deflate(outsideMargin); nscoord firstRectWidth = 0; if (PR_TRUE==aBorderEdges->mOutsideEdge && 0==i) { firstRectWidth = borderInside.x - borderOutside.x; aContext.FillRect(borderOutside.x, borderOutside.y, firstRectWidth, borderInside.y - borderOutside.y); } dashRect.height = borderInside.y - borderOutside.y; dashRect.width = dashRect.height * dashLength; dashRect.x = borderOutside.x + firstRectWidth; dashRect.y = borderOutside.y; currRect = dashRect; while (currRect.x < borderInside.XMost()) { //clip if necessary if (currRect.XMost() > borderInside.XMost()) { over = float(dashRect.XMost() - borderInside.XMost()) / float(dashRect.width); currRect.width = currRect.width - (currRect.XMost() - borderInside.XMost()); } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.x = dashRect.x + currRect.width; currRect = dashRect; } } } break; case NS_SIDE_RIGHT: { // draw right segment i nsBorderEdge * topEdge = (nsBorderEdge *) (aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(aBorderEdges->mEdges[NS_SIDE_TOP].Count()-1)); if (0==y) { y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth; if (PR_TRUE==aBorderEdges->mOutsideEdge) y += topEdge->mWidth; } nscoord width; if (PR_TRUE==aBorderEdges->mOutsideEdge) { width = aBounds.width - aBorderEdges->mMaxBorderWidth.right; width += segment->mWidth; } else { width = aBounds.width; } nscoord height = segment->mLength; nsRect borderOutside(aBounds.x, y, width, height); y += segment->mLength; if ((style == NS_STYLE_BORDER_STYLE_DASHED) || (style == NS_STYLE_BORDER_STYLE_DOTTED)) { nsRect borderInside(borderOutside); nsMargin outsideMargin(segment->mWidth, 0, (segment->mWidth), 0); borderInside.Deflate(outsideMargin); nscoord totalLength = segment->mLength; if (PR_TRUE==aBorderEdges->mOutsideEdge) { if (segment->mInsideNeighbor == neighborBorderEdges) { neighborEdgeCount++; } else { neighborBorderEdges = segment->mInsideNeighbor; neighborEdgeCount=0; } nsBorderEdge * neighborRight = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_RIGHT].ElementAt(neighborEdgeCount)); totalLength = neighborRight->mLength; } dashRect.width = borderOutside.XMost() - borderInside.XMost(); dashRect.height = nscoord(dashRect.width * dashLength); dashRect.x = borderInside.XMost(); dashRect.y = borderOutside.y + (totalLength/2) - dashRect.height; if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i)) dashRect.y -= topEdge->mWidth; currRect = dashRect; // draw the top half while (currRect.YMost() > borderInside.y) { //clip if necessary if (currRect.y < borderInside.y) { over = float(borderInside.y - dashRect.y) / float(dashRect.height); currRect.height = currRect.height - (borderInside.y - currRect.y); currRect.y = borderInside.y; } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.y = dashRect.y - currRect.height; currRect = dashRect; } // draw the bottom half dashRect.y = borderOutside.y + (totalLength/2) + dashRect.height; if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i)) dashRect.y -= topEdge->mWidth; currRect = dashRect; bSolid=PR_TRUE; over = 0.0f; while (currRect.YMost() < borderInside.YMost()) { //clip if necessary if (currRect.y < borderInside.y) { over = float(borderInside.y - dashRect.y) / float(dashRect.height); currRect.height = currRect.height - (borderInside.y - currRect.y); currRect.y = borderInside.y; } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.y = dashRect.y + currRect.height; currRect = dashRect; } } } break; case NS_SIDE_BOTTOM: { // draw bottom segment i if (0==x) { nsBorderEdge * leftEdge = (nsBorderEdge *) (aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(aBorderEdges->mEdges[NS_SIDE_LEFT].Count()-1)); x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth; } y = aBounds.y; if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are top-aligned y -= aBorderEdges->mMaxBorderWidth.bottom - segment->mWidth; nsRect borderOutside(x, y, segment->mLength, aBounds.height); x += segment->mLength; if ((style == NS_STYLE_BORDER_STYLE_DASHED) || (style == NS_STYLE_BORDER_STYLE_DOTTED)) { nsRect borderInside(borderOutside); nsBorderEdge * neighbor; if (PR_TRUE==aBorderEdges->mOutsideEdge) neighbor = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(0)); else neighbor = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0)); nsMargin outsideMargin(neighbor->mWidth, segment->mWidth, 0, segment->mWidth); borderInside.Deflate(outsideMargin); nscoord firstRectWidth = 0; if (PR_TRUE==aBorderEdges->mOutsideEdge && 0==i) { firstRectWidth = borderInside.x - borderOutside.x; aContext.FillRect(borderOutside.x, borderInside.YMost(), firstRectWidth, borderOutside.YMost() - borderInside.YMost()); } dashRect.height = borderOutside.YMost() - borderInside.YMost(); dashRect.width = nscoord(dashRect.height * dashLength); dashRect.x = borderOutside.x + firstRectWidth; dashRect.y = borderInside.YMost(); currRect = dashRect; while (currRect.x < borderInside.XMost()) { //clip if necessary if (currRect.XMost() > borderInside.XMost()) { over = float(dashRect.XMost() - borderInside.XMost()) / float(dashRect.width); currRect.width = currRect.width - (currRect.XMost() - borderInside.XMost()); } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.x = dashRect.x + currRect.width; currRect = dashRect; } } } break; } } skippedSide = PR_FALSE; } } // method GetBGColorForHTMLElement // // Now here's a *fun* hack: Nav4 uses the BODY element's background color for the // background color on tables so we need to find that element's // color and use it... Actually, we can use the HTML element as well. // // Traverse from PresContext to PresShell to Document to RootContent. The RootContent is // then checked to ensure that it is the HTML or BODY element, and if it is, we get // it's primary frame and from that the style context and from that the color to use. // PRBool GetBGColorForHTMLElement( nsIPresContext *aPresContext, const nsStyleColor *&aBGColor ) { NS_ASSERTION(aPresContext, "null params not allowed"); PRBool result = PR_FALSE; // assume we did not find the HTML element nsIPresShell* shell = nsnull; aPresContext->GetShell(&shell); if (shell) { nsIDocument *doc = nsnull; if (NS_SUCCEEDED(shell->GetDocument(&doc)) && doc) { nsIContent *pContent = doc->GetRootContent(); if (pContent) { // make sure that this is the HTML element nsIAtom *tag = nsnull; pContent->GetTag(tag); NS_ASSERTION(tag, "Tag could not be retrieved from root content element"); if (tag) { if (tag == nsHTMLAtoms::html || tag == nsHTMLAtoms::body) { // use this guy's color nsIFrame *pFrame = nsnull; if (NS_SUCCEEDED(shell->GetPrimaryFrameFor(pContent, &pFrame)) && pFrame) { nsIStyleContext *pContext = nsnull; pFrame->GetStyleContext(&pContext); if (pContext) { const nsStyleColor* color = (const nsStyleColor*)pContext->GetStyleData(eStyleStruct_Color); NS_ASSERTION(color,"ColorStyleData should not be null"); if (0 == (color->mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT)) { aBGColor = color; // set the reslt to TRUE to indicate we mapped the color result = PR_TRUE; } NS_RELEASE(pContext); }// if context }// if frame }// if tag == html or body #ifdef DEBUG else { printf( "Root Content is not HTML or BODY: cannot get bgColor of HTML or BODY\n"); } #endif NS_RELEASE(tag); }// if tag NS_RELEASE(pContent); }// if content NS_RELEASE(doc); }// if doc NS_RELEASE(shell); } // if shell return result; } // nethod GetFrameForBackgroundUpdate // // If the frame (aFrame) is the HTML or BODY frame then find the canvas frame and set the // aBGFrame param to that. This is used when we need a frame to invalidate after an asynch // image load for the background. // // The check is a bit expensive, however until the canvas frame is somehow cached on the // body frame, or the root element, we need to walk the frames up until we find the canvas // nsresult GetFrameForBackgroundUpdate(nsIPresContext *aPresContext,nsIFrame *aFrame, nsIFrame **aBGFrame) { NS_ASSERTION(aFrame && aBGFrame, "illegal null parameter"); nsresult rv = NS_OK; if (aFrame && aBGFrame) { *aBGFrame = aFrame; // default to the frame passed in nsCOMPtr pContent; aFrame->GetContent(getter_AddRefs(pContent)); if (pContent) { // make sure that this is the HTML or BODY element nsCOMPtr tag; pContent->GetTag(*(getter_AddRefs(tag))); if (tag) { if (tag.get() == nsHTMLAtoms::html || tag.get() == nsHTMLAtoms::body) { // the frame is the body frame, so we provide the canvas frame nsIFrame *pCanvasFrame = nsnull; aFrame->GetParent(&pCanvasFrame); while (pCanvasFrame) { nsCOMPtr parentType; pCanvasFrame->GetFrameType(getter_AddRefs(parentType)); if (parentType.get() == nsLayoutAtoms::canvasFrame) { *aBGFrame = pCanvasFrame; break; } pCanvasFrame->GetParent(&pCanvasFrame); } }// if tag == html or body }// if tag } } else { rv = NS_ERROR_NULL_POINTER; } return rv; } // helper macro to determine if the borderstyle 'a' is a MOZ-BG-XXX style #define MOZ_BG_BORDER(a)\ ((a==NS_STYLE_BORDER_STYLE_BG_INSET) || (a==NS_STYLE_BORDER_STYLE_BG_OUTSET)) // XXX improve this to constrain rendering to the damaged area void nsCSSRendering::PaintBorder(nsIPresContext* aPresContext, nsIRenderingContext& aRenderingContext, nsIFrame* aForFrame, const nsRect& aDirtyRect, const nsRect& aBorderArea, const nsStyleBorder& aBorderStyle, nsIStyleContext* aStyleContext, PRIntn aSkipSides, nsRect* aGap, nscoord aHardBorderSize, PRBool aShouldIgnoreRounded) { PRIntn cnt; nsMargin border; nsStyleCoord bordStyleRadius[4]; PRInt16 borderRadii[4],i; float percent; nsCompatibility compatMode; aPresContext->GetCompatibilityMode(&compatMode); // in NavQuirks mode we want to use the parent's context as a starting point // for determining the background color const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext, compatMode == eCompatibility_NavQuirks ? PR_TRUE : PR_FALSE); // mozBGColor is used instead of bgColor when the display type is BG_INSET or BG_OUTSET // AND, in quirk mode, it is set to the BODY element's background color instead of the nearest // ancestor's background color. const nsStyleColor* mozBGColor = bgColor; // now check if we are in Quirks mode and have a border style of BG_INSET or OUTSET // - if so we use the bgColor from the HTML element instead of the nearest ancestor if (compatMode == eCompatibility_NavQuirks) { PRBool bNeedBodyBGColor = PR_FALSE; if (aStyleContext) { for (cnt=0; cnt<4;cnt++) { bNeedBodyBGColor = MOZ_BG_BORDER(aBorderStyle.GetBorderStyle(cnt)); if (bNeedBodyBGColor) { break; } } } if (bNeedBodyBGColor) { GetBGColorForHTMLElement(aPresContext, mozBGColor); } } if (aHardBorderSize > 0) { border.SizeTo(aHardBorderSize, aHardBorderSize, aHardBorderSize, aHardBorderSize); } else { aBorderStyle.CalcBorderFor(aForFrame, border); } if ((0 == border.left) && (0 == border.right) && (0 == border.top) && (0 == border.bottom)) { // Empty border area return; } // get the radius for our border aBorderStyle.mBorderRadius.GetTop(bordStyleRadius[0]); //topleft aBorderStyle.mBorderRadius.GetRight(bordStyleRadius[1]); //topright aBorderStyle.mBorderRadius.GetBottom(bordStyleRadius[2]); //bottomright aBorderStyle.mBorderRadius.GetLeft(bordStyleRadius[3]); //bottomleft for(i=0;i<4;i++) { borderRadii[i] = 0; switch ( bordStyleRadius[i].GetUnit()) { case eStyleUnit_Inherit: break; case eStyleUnit_Percent: percent = bordStyleRadius[i].GetPercentValue(); borderRadii[i] = (nscoord)(percent * aBorderArea.width); break; case eStyleUnit_Coord: borderRadii[i] = bordStyleRadius[i].GetCoordValue(); break; default: break; } } // rounded version of the outline // check for any corner that is rounded for(i=0;i<4;i++){ if(borderRadii[i] > 0){ PaintRoundedBorder(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,&aBorderStyle,nsnull,aStyleContext,aSkipSides,borderRadii,aGap,PR_FALSE); return; } } // Turn off rendering for all of the zero sized sides if (0 == border.top) aSkipSides |= (1 << NS_SIDE_TOP); if (0 == border.right) aSkipSides |= (1 << NS_SIDE_RIGHT); if (0 == border.bottom) aSkipSides |= (1 << NS_SIDE_BOTTOM); if (0 == border.left) aSkipSides |= (1 << NS_SIDE_LEFT); // XXX These are misnamed. Why is it that 'outside' is inside of // 'inside' (it's produced by deflating)? nsRect inside(aBorderArea); nsRect outside(inside); outside.Deflate(border); // If the dirty rect is completely inside the border area (e.g., only the // content is being painted), then we can skip out now if (outside.Contains(aDirtyRect)) { return; } //see if any sides are dotted or dashed for (cnt = 0; cnt < 4; cnt++) { if ((aBorderStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DOTTED) || (aBorderStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DASHED)) { break; } } if (cnt < 4) { DrawDashedSides(cnt, aRenderingContext,aDirtyRect,&aBorderStyle,nsnull, PR_FALSE, inside, outside, aSkipSides, aGap); } // Draw all the other sides /* Get our conversion values */ nscoord twipsPerPixel; float p2t; aPresContext->GetScaledPixelsToTwips(&p2t); twipsPerPixel = NSIntPixelsToTwips(1,p2t); nscolor sideColor; if (0 == (aSkipSides & (1<mBackgroundColor : bgColor->mBackgroundColor, inside,outside, aSkipSides, twipsPerPixel, aGap); } } if (0 == (aSkipSides & (1<mBackgroundColor : bgColor->mBackgroundColor, inside, outside,aSkipSides, twipsPerPixel, aGap); } } if (0 == (aSkipSides & (1<mBackgroundColor : bgColor->mBackgroundColor, inside, outside,aSkipSides, twipsPerPixel, aGap); } } if (0 == (aSkipSides & (1<mBackgroundColor : bgColor->mBackgroundColor, inside, outside,aSkipSides, twipsPerPixel, aGap); } } } // XXX improve this to constrain rendering to the damaged area void nsCSSRendering::PaintOutline(nsIPresContext* aPresContext, nsIRenderingContext& aRenderingContext, nsIFrame* aForFrame, const nsRect& aDirtyRect, const nsRect& aBorderArea, const nsStyleBorder& aBorderStyle, const nsStyleOutline& aOutlineStyle, nsIStyleContext* aStyleContext, PRIntn aSkipSides, nsRect* aGap) { nsStyleCoord bordStyleRadius[4]; PRInt16 borderRadii[4],i; float percent; const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext); nscoord width; aOutlineStyle.GetOutlineWidth(width); if (0 == width) { // Empty outline return; } // get the radius for our border aOutlineStyle.mOutlineRadius.GetTop(bordStyleRadius[0]); //topleft aOutlineStyle.mOutlineRadius.GetRight(bordStyleRadius[1]); //topright aOutlineStyle.mOutlineRadius.GetBottom(bordStyleRadius[2]); //bottomright aOutlineStyle.mOutlineRadius.GetLeft(bordStyleRadius[3]); //bottomleft for(i=0;i<4;i++) { borderRadii[i] = 0; switch ( bordStyleRadius[i].GetUnit()) { case eStyleUnit_Inherit: break; case eStyleUnit_Percent: percent = bordStyleRadius[i].GetPercentValue(); borderRadii[i] = (nscoord)(percent * aBorderArea.width); break; case eStyleUnit_Coord: borderRadii[i] = bordStyleRadius[i].GetCoordValue(); break; default: break; } } // This if control whether the outline paints on the inside // or outside of the frame // XXX This is temporary fix for nsbeta3+ Bug 48973 // so we can use "mozoutline #if 0 // outside nsRect inside(aBorderArea); nsRect outside(inside); inside.Inflate(width, width); nsRect clipRect(aBorderArea); clipRect.Inflate(width, width); // make clip extra big for now #else // inside nsMargin borderWidth; aBorderStyle.GetBorder(borderWidth); nsRect outside(aBorderArea); outside.Deflate(borderWidth); nsRect inside(outside); inside.Deflate(width, width); nsRect clipRect(outside); #endif PRBool clipState = PR_FALSE; aRenderingContext.PushState(); aRenderingContext.SetClipRect(clipRect, nsClipCombine_kReplace, clipState); // rounded version of the border for(i=0;i<4;i++){ if(borderRadii[i] > 0){ PaintRoundedBorder(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,nsnull,&aOutlineStyle,aStyleContext,aSkipSides,borderRadii,aGap,PR_TRUE); aRenderingContext.PopState(clipState); return; } } PRUint8 outlineStyle = aOutlineStyle.GetOutlineStyle(); //see if any sides are dotted or dashed if ((outlineStyle == NS_STYLE_BORDER_STYLE_DOTTED) || (outlineStyle == NS_STYLE_BORDER_STYLE_DASHED)) { DrawDashedSides(0, aRenderingContext, aDirtyRect, nsnull, &aOutlineStyle, PR_TRUE, outside, inside, aSkipSides, aGap); aRenderingContext.PopState(clipState); return; } // Draw all the other sides /* XXX something is misnamed here!!!! */ nscoord twipsPerPixel;/* XXX */ float p2t;/* XXX */ aPresContext->GetPixelsToTwips(&p2t);/* XXX */ twipsPerPixel = (nscoord) p2t;/* XXX */ nscolor outlineColor; if (aOutlineStyle.GetOutlineColor(outlineColor)) { DrawSide(aRenderingContext, NS_SIDE_BOTTOM, outlineStyle, outlineColor, bgColor->mBackgroundColor, outside, inside, aSkipSides, twipsPerPixel, aGap); DrawSide(aRenderingContext, NS_SIDE_LEFT, outlineStyle, outlineColor, bgColor->mBackgroundColor,outside, inside,aSkipSides, twipsPerPixel, aGap); DrawSide(aRenderingContext, NS_SIDE_TOP, outlineStyle, outlineColor, bgColor->mBackgroundColor,outside, inside,aSkipSides, twipsPerPixel, aGap); DrawSide(aRenderingContext, NS_SIDE_RIGHT, outlineStyle, outlineColor, bgColor->mBackgroundColor,outside, inside,aSkipSides, twipsPerPixel, aGap); } // Restore clipping aRenderingContext.PopState(clipState); } /* draw the edges of the border described in aBorderEdges one segment at a time. * a border has 4 edges. Each edge has 1 or more segments. * "inside edges" are drawn differently than "outside edges" so the shared edges will match up. * in the case of table collapsing borders, the table edge is the "outside" edge and * cell edges are always "inside" edges (so adjacent cells have 2 shared "inside" edges.) * dashed segments are drawn by DrawDashedSegments(). */ // XXX: doesn't do corners or junctions well at all. Just uses logic stolen // from PaintBorder which is insufficient void nsCSSRendering::PaintBorderEdges(nsIPresContext* aPresContext, nsIRenderingContext& aRenderingContext, nsIFrame* aForFrame, const nsRect& aDirtyRect, const nsRect& aBorderArea, nsBorderEdges * aBorderEdges, nsIStyleContext* aStyleContext, PRIntn aSkipSides, nsRect* aGap) { const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext); if (nsnull==aBorderEdges) { // Empty border segments return; } // Turn off rendering for all of the zero sized sides if (0 == aBorderEdges->mMaxBorderWidth.top) aSkipSides |= (1 << NS_SIDE_TOP); if (0 == aBorderEdges->mMaxBorderWidth.right) aSkipSides |= (1 << NS_SIDE_RIGHT); if (0 == aBorderEdges->mMaxBorderWidth.bottom) aSkipSides |= (1 << NS_SIDE_BOTTOM); if (0 == aBorderEdges->mMaxBorderWidth.left) aSkipSides |= (1 << NS_SIDE_LEFT); // Draw any dashed or dotted segments separately DrawDashedSegments(aRenderingContext, aBorderArea, aBorderEdges, aSkipSides, aGap); // Draw all the other sides nscoord twipsPerPixel; float p2t; aPresContext->GetPixelsToTwips(&p2t); twipsPerPixel = (nscoord) p2t;/* XXX huh!*/ if (0 == (aSkipSides & (1<mEdges[NS_SIDE_TOP].Count(); PRInt32 i; nsBorderEdge * leftEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0)); nscoord x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth; for (i=0; imEdges[NS_SIDE_TOP].ElementAt(i)); nscoord y = aBorderArea.y; if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are bottom-aligned y += aBorderEdges->mMaxBorderWidth.top - borderEdge->mWidth; nsRect inside(x, y, borderEdge->mLength, aBorderArea.height); x += borderEdge->mLength; nsRect outside(inside); nsMargin outsideMargin(0, borderEdge->mWidth, 0, 0); outside.Deflate(outsideMargin); DrawSide(aRenderingContext, NS_SIDE_TOP, borderEdge->mStyle, borderEdge->mColor, bgColor->mBackgroundColor, inside, outside,aSkipSides, twipsPerPixel, aGap); } } if (0 == (aSkipSides & (1<mEdges[NS_SIDE_LEFT].Count(); PRInt32 i; nsBorderEdge * topEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(0)); nscoord y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth; for (i=0; imEdges[NS_SIDE_LEFT].ElementAt(i)); nscoord x = aBorderArea.x + (aBorderEdges->mMaxBorderWidth.left - borderEdge->mWidth); nsRect inside(x, y, aBorderArea.width, borderEdge->mLength); y += borderEdge->mLength; nsRect outside(inside); nsMargin outsideMargin(borderEdge->mWidth, 0, 0, 0); outside.Deflate(outsideMargin); DrawSide(aRenderingContext, NS_SIDE_LEFT, borderEdge->mStyle, borderEdge->mColor, bgColor->mBackgroundColor, inside, outside, aSkipSides, twipsPerPixel, aGap); } } if (0 == (aSkipSides & (1<mEdges[NS_SIDE_BOTTOM].Count(); PRInt32 i; nsBorderEdge * leftEdge = (nsBorderEdge *) (aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(aBorderEdges->mEdges[NS_SIDE_LEFT].Count()-1)); nscoord x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth; for (i=0; imEdges[NS_SIDE_BOTTOM].ElementAt(i)); nscoord y = aBorderArea.y; if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are top-aligned y -= (aBorderEdges->mMaxBorderWidth.bottom - borderEdge->mWidth); nsRect inside(x, y, borderEdge->mLength, aBorderArea.height); x += borderEdge->mLength; nsRect outside(inside); nsMargin outsideMargin(0, 0, 0, borderEdge->mWidth); outside.Deflate(outsideMargin); DrawSide(aRenderingContext, NS_SIDE_BOTTOM, borderEdge->mStyle, borderEdge->mColor, bgColor->mBackgroundColor, inside, outside,aSkipSides, twipsPerPixel, aGap); } } if (0 == (aSkipSides & (1<mEdges[NS_SIDE_RIGHT].Count(); PRInt32 i; nsBorderEdge * topEdge = (nsBorderEdge *) (aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(aBorderEdges->mEdges[NS_SIDE_TOP].Count()-1)); nscoord y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth; for (i=0; imEdges[NS_SIDE_RIGHT].ElementAt(i)); nscoord width; if (PR_TRUE==aBorderEdges->mOutsideEdge) { width = aBorderArea.width - aBorderEdges->mMaxBorderWidth.right; width += borderEdge->mWidth; } else { width = aBorderArea.width; } nsRect inside(aBorderArea.x, y, width, borderEdge->mLength); y += borderEdge->mLength; nsRect outside(inside); nsMargin outsideMargin(0, 0, (borderEdge->mWidth), 0); outside.Deflate(outsideMargin); DrawSide(aRenderingContext, NS_SIDE_RIGHT, borderEdge->mStyle, borderEdge->mColor, bgColor->mBackgroundColor, inside, outside,aSkipSides, twipsPerPixel, aGap); } } } //---------------------------------------------------------------------- // Returns the anchor point to use for the background image. The // anchor point is the (x, y) location where the first tile should // be placed // // For repeated tiling, the anchor values are normalized wrt to the upper-left // edge of the bounds, and are always in the range: // -(aTileWidth - 1) <= anchor.x <= 0 // -(aTileHeight - 1) <= anchor.y <= 0 // // i.e., they are either 0 or a negative number whose absolute value is // less than the tile size in that dimension static void ComputeBackgroundAnchorPoint(const nsStyleColor& aColor, const nsRect& aBounds, nscoord aTileWidth, nscoord aTileHeight, nsPoint& aResult) { nscoord x; if (NS_STYLE_BG_X_POSITION_LENGTH & aColor.mBackgroundFlags) { x = aColor.mBackgroundXPosition; } else { nscoord t = aColor.mBackgroundXPosition; float pct = float(t) / 100.0f; nscoord tilePos = nscoord(pct * aTileWidth); nscoord boxPos = nscoord(pct * aBounds.width); x = boxPos - tilePos; } if (NS_STYLE_BG_REPEAT_X & aColor.mBackgroundRepeat) { // When we are tiling in the x direction the loop will run from // the left edge of the box to the right edge of the box. We need // to adjust the starting coordinate to lie within the band being // rendered. if (x < 0) { x = -x; if (x < 0) { // Some joker gave us max-negative-integer. x = 0; } x %= aTileWidth; x = -x; } else if (x != 0) { x %= aTileWidth; if (x > 0) { x = x - aTileWidth; } } NS_POSTCONDITION((x >= -(aTileWidth - 1)) && (x <= 0), "bad computed anchor value"); } aResult.x = x; nscoord y; if (NS_STYLE_BG_Y_POSITION_LENGTH & aColor.mBackgroundFlags) { y = aColor.mBackgroundYPosition; } else { nscoord t = aColor.mBackgroundYPosition; float pct = float(t) / 100.0f; nscoord tilePos = nscoord(pct * aTileHeight); nscoord boxPos = nscoord(pct * aBounds.height); y = boxPos - tilePos; } if (NS_STYLE_BG_REPEAT_Y & aColor.mBackgroundRepeat) { // When we are tiling in the y direction the loop will run from // the top edge of the box to the bottom edge of the box. We need // to adjust the starting coordinate to lie within the band being // rendered. if (y < 0) { y = -y; if (y < 0) { // Some joker gave us max-negative-integer. y = 0; } y %= aTileHeight; y = -y; } else if (y != 0) { y %= aTileHeight; if (y > 0) { y = y - aTileHeight; } } NS_POSTCONDITION((y >= -(aTileHeight - 1)) && (y <= 0), "bad computed anchor value"); } aResult.y = y; } // Returns the nearest scroll frame ancestor static nsIFrame* GetNearestScrollFrame(nsIFrame* aFrame) { for (nsIFrame* f = aFrame; f; f->GetParent(&f)) { nsIAtom* frameType; // Is it a scroll frame? f->GetFrameType(&frameType); if (nsLayoutAtoms::scrollFrame == frameType) { NS_RELEASE(frameType); return f; } NS_IF_RELEASE(frameType); } return nsnull; } void nsCSSRendering::PaintBackground(nsIPresContext* aPresContext, nsIRenderingContext& aRenderingContext, nsIFrame* aForFrame, const nsRect& aDirtyRect, const nsRect& aBorderArea, const nsStyleColor& aColor, const nsStyleBorder& aBorder, nscoord aDX, nscoord aDY) { NS_ASSERTION(aForFrame, "Frame is expected to be provided to PaintBackground"); // consider it transparent if transparent is set, or if it is propagated to the parent PRBool transparentBG = (NS_STYLE_BG_COLOR_TRANSPARENT == (aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT)) || (aColor.mBackgroundFlags & NS_STYLE_BG_PROPAGATED_TO_PARENT); float percent; nsStyleCoord bordStyleRadius[4]; PRInt16 borderRadii[4],i; if (0 < aColor.mBackgroundImage.Length()) { // get the frame for the background image load to complete in // - this may be different than the frame we are rendering // (as in the case of the canvas frame) nsIFrame *pBGFrame = nsnull; GetFrameForBackgroundUpdate(aPresContext, aForFrame, &pBGFrame); NS_ASSERTION(pBGFrame, "Background Frame must be set by GetFrameForBackgroundUpdate"); // Lookup the image nsSize imageSize; nsCOMPtr image; nsIFrameImageLoader* loader = nsnull; nsresult rv = aPresContext->StartLoadImage(aColor.mBackgroundImage, transparentBG ? nsnull : &aColor.mBackgroundColor, nsnull, pBGFrame, nsnull, nsnull, pBGFrame, &loader); if ((NS_OK != rv) || (nsnull == loader) || (loader->GetImage(getter_AddRefs(image)), (!image))) { NS_IF_RELEASE(loader); // Redraw will happen later if (!transparentBG) { // The background color is rendered over the 'border' 'padding' and // 'content' areas aRenderingContext.SetColor(aColor.mBackgroundColor); aRenderingContext.FillRect(aBorderArea); } return; } loader->GetSize(imageSize); NS_RELEASE(loader); // Background images are tiled over the 'content' and 'padding' areas // only (not the 'border' area) nsRect paddingArea(aBorderArea); nsMargin border; if (!aBorder.GetBorder(border)) { NS_NOTYETIMPLEMENTED("percentage border"); } paddingArea.Deflate(border); // The actual dirty rect is the intersection of the padding area and the // dirty rect we were given nsRect dirtyRect; if (!dirtyRect.IntersectRect(paddingArea, aDirtyRect)) { // Nothing to paint return; } // Based on the repeat setting, compute how many tiles we should // lay down for each axis. The value computed is the maximum based // on the dirty rect before accounting for the background-position. nscoord tileWidth = imageSize.width; nscoord tileHeight = imageSize.height; PRBool needBackgroundColor = PR_TRUE; PRIntn repeat = aColor.mBackgroundRepeat; nscoord xDistance, yDistance; PRBool needBackgroundOnContinuation = PR_FALSE; // set to true if repeat-y value is set switch (repeat) { case NS_STYLE_BG_REPEAT_OFF: default: xDistance = tileWidth; yDistance = tileHeight; break; case NS_STYLE_BG_REPEAT_X: xDistance = dirtyRect.width; yDistance = tileHeight; break; case NS_STYLE_BG_REPEAT_Y: xDistance = tileWidth; yDistance = dirtyRect.height; needBackgroundOnContinuation = PR_TRUE; break; case NS_STYLE_BG_REPEAT_XY: xDistance = dirtyRect.width; yDistance = dirtyRect.height; needBackgroundOnContinuation = PR_TRUE; // We need to render the background color if the image is transparent //needBackgroundColor = image->GetHasAlphaMask(); break; } // The background color is rendered over the 'border' 'padding' and // 'content' areas if (!transparentBG && needBackgroundColor) { aRenderingContext.SetColor(aColor.mBackgroundColor); aRenderingContext.FillRect(aBorderArea); } // See if there's nothing left to do if ((tileWidth == 0) || (tileHeight == 0) || dirtyRect.IsEmpty()) { // Nothing to paint return; } // if the frame is a continuation frame, check if we need to draw the image for it // (continuation with no repeat setting in the Y direction do not get background images) if (aForFrame) { nsIFrame *prevInFlowFrame = nsnull; aForFrame->GetPrevInFlow(&prevInFlowFrame); if (prevInFlowFrame != nsnull) { if (!needBackgroundOnContinuation) { // the frame is a continuation, and we do not want the background image repeated // in the Y direction (needBackgroundOnContinuation == PR_FALSE) so just bail return; } } } // If it's a fixed background attachment, then get the nearest scrolling // ancestor nsIView* viewportView = nsnull; nsRect viewportArea(0, 0, 0, 0); nscoord scroll_x, scroll_y; if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) { nsIFrame* scrollFrame = GetNearestScrollFrame(aForFrame); nsIFrame* scrolledFrame = nsnull; // get the nsIScrollableFrame interface from the scrollframe if (scrollFrame) { nsCOMPtr scrollableFrame ( do_QueryInterface(scrollFrame) ); if ( scrollableFrame ) { scrollableFrame->GetScrolledFrame(aPresContext, scrolledFrame); if (scrolledFrame) { nsRect rect; scrolledFrame->GetRect(rect); viewportArea.width = rect.width; viewportArea.height = rect.width; scrolledFrame->GetView(aPresContext, &viewportView); } // get the current scroll position for determining the anchor point of the image scrollableFrame->GetScrollPosition(aPresContext, scroll_x, scroll_y); } } if (!scrolledFrame) { // The viewport isn't scrollable, so use the root frame's view nsIPresShell* presShell; nsIFrame* rootFrame; aPresContext->GetShell(&presShell); presShell->GetRootFrame(&rootFrame); NS_RELEASE(presShell); rootFrame->GetView(aPresContext, (nsIView**)&viewportView); NS_ASSERTION(viewportView, "no viewport view"); viewportView->GetDimensions(&viewportArea.width, &viewportArea.height); } } // Compute the anchor point. If it's a fixed background attachment, then // the image is placed relative to the viewport; otherwise, it's placed // relative to the element's padding area. // // When tiling, the anchor coordinate values will be negative offsets // from the padding area nsPoint anchor; ComputeBackgroundAnchorPoint(aColor, NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment ? viewportArea : paddingArea, tileWidth, tileHeight, anchor); // If it's a fixed background attachment, then convert the anchor point // to aForFrame's coordinate space, and move the padding area so that // we can use the same logic for both the fixed and scrolling cases. if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) { nsIView* view; aForFrame->GetView(aPresContext, &view); if (!view) { nsPoint offset; aForFrame->GetOffsetFromView(aPresContext, offset, &view); anchor -= offset; } NS_ASSERTION(view, "expected a view"); while (view && (view != viewportView)) { nscoord x, y; view->GetPosition(&x, &y); anchor.x -= x; anchor.y -= y; // Get the parent view view->GetParent(view); } paddingArea.x = 0; paddingArea.y = 0; } #if !defined(XP_UNIX) && !defined(XP_BEOS) // Setup clipping so that rendering doesn't leak out of the computed // dirty rect PRBool clipState; aRenderingContext.PushState(); aRenderingContext.SetClipRect(dirtyRect, nsClipCombine_kIntersect, clipState); #endif // Compute the x and y starting points and limits for tiling /* An Overview Of The Following Logic A........ . . . . . . . . . . . . . . : +---:-------.-------.-------.---- /|\ : | : . . . | nh :.......: . . . x . . . . . . . . . . \|/ . | . . . . . | . . ########### . . . . . . . . . . .#. . . . .#. . . . . | . . ########### . /|\ . | . . . . | h . . | . . . . . . . . . . . . . z . . \|/ . | . . . . |<-----nw------>| |<--w-->| ---- = the paddingArea edge. The padding is done relative to this area. Outside the padding is the border. If the background is positioned relative to the viewport ('fixed') then this is the viewport edge. .... = the primary tile. . . = the other tiles. #### = the dirtyRect. This is the minimum region we want to cover. A = The anchor point. This is the point at which the tile should start. Always negative or zero. x = x0 and y0 in the code. The point at which tiling must start so that the fewest tiles are laid out while completly covering the dirtyRect area. z = x1 and y1 in the code. The point at which tiling must end so that the fewest tiles are laid out while completly covering the dirtyRect area. w = the width of the tile (tileWidth). h = the height of the tile (tileHeight). n = the number of whole tiles that fit between 'A' and 'x'. (the vertical n and the horizontal n are different) Therefore, x0 = paddingArea.x + anchor.x + n * tileWidth; ...where n is an integer greater or equal to 0 fitting: n * tileWidth <= dirtyRect.x - (paddingArea.x + anchor.x) <= (n+1) * tileWidth ...i.e., n <= (dirtyRect.x - (paddingArea.x + anchor.x)) / tileWidth < n + 1 ...which, treating the division as an integer divide rounding down, gives: n = (dirtyRect.x - (paddingArea.x + anchor.x)) / tileWidth Substituting into the original expression for x0: x0 = paddingArea.x + anchor.x + ((dirtyRect.x - (paddingArea.x + anchor.x)) / tileWidth) * tileWidth; From this x1 is determined, x1 = x0 + m * tileWidth; ...where m is an integer greater than 0 fitting: (m - 1) * tileWidth < dirtyRect.x + dirtyRect.width - x0 <= m * tileWidth ...i.e., m - 1 < (dirtyRect.x + dirtyRect.width - x0) / tileWidth <= m ...which, treating the division as an integer divide, and making it round up, gives: m = (dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) / tileWidth Substituting into the original expression for x1: x1 = x0 + ((dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) / tileWidth) * tileWidth The vertical case is analogous. If the background is fixed, then paddingArea.x and paddingArea.y are set to zero when finding the parent viewport, above. */ // first do the horizontal case nscoord x0, x1; if (repeat & NS_STYLE_BG_REPEAT_X) { // When tiling in the x direction, adjust the starting position of the // tile to account for dirtyRect.x. When tiling in x, the anchor.x value // will be a negative value used to adjust the starting coordinate. x0 = paddingArea.x + anchor.x + ((dirtyRect.x - (paddingArea.x + anchor.x)) / tileWidth) * tileWidth; x1 = x0 + ((dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) / tileWidth) * tileWidth; } else { // For scrolling attachment, the anchor is relative to the padding area. // For fixed attachment, paddingArea.x is set to zero and the anchor is // relative to the nearest scrolling ancestor (or the viewport). x0 = paddingArea.x + anchor.x; x1 = x0 + tileWidth; } // now do all that again with the vertical case nscoord y0, y1; if (repeat & NS_STYLE_BG_REPEAT_Y) { // When tiling in the y direction, adjust the starting position of the // tile to account for dirtyRect.y. When tiling in y, the anchor.y value // will be a negative value used to adjust the starting coordinate. y0 = paddingArea.y + anchor.y + ((dirtyRect.y - (paddingArea.y + anchor.y)) / tileHeight) * tileHeight; y1 = y0 + ((dirtyRect.y + dirtyRect.height - y0 + tileHeight - 1) / tileHeight) * tileHeight; } else { // For scrolling attachment, the anchor is relative to the padding area. // For fixed attachment, paddingArea.y is set to zero and the anchor is // relative to the nearest scrolling ancestor (or the viewport). y0 = paddingArea.y + anchor.y; y1 = y0 + tileHeight; } #if defined(XP_UNIX) || defined(XP_BEOS) // Take the intersection again to paint only the required area nsRect tileRect(x0,y0,(x1-x0),(y1-y0)); nsRect drawRect; if (drawRect.IntersectRect(tileRect, dirtyRect)) { PRInt32 xOffset = drawRect.x - x0, yOffset = drawRect.y - y0; aRenderingContext.DrawTile(image,xOffset,yOffset,drawRect); } #else aRenderingContext.DrawTile(image,x0,y0,x1,y1,tileWidth,tileHeight); #endif #ifdef DOTILE nsIDrawingSurface *theSurface,*ts=nsnull; nsRect srcRect,destRect,vrect,tvrect; nscoord x,y; PRInt32 flag = NS_COPYBITS_TO_BACK_BUFFER | NS_COPYBITS_XFORM_DEST_VALUES; PRUint32 dsFlag = NS_CREATEDRAWINGSURFACE_SHORTLIVED; float t2p,app2dev; PRBool clip,hasMask; nsTransform2D *theTransform; nsIDeviceContext *theDevContext; aRenderingContext.GetDrawingSurface((void**)&theSurface); aPresContext->GetVisibleArea(srcRect); tvrect.SetRect(0,0,x1-x0,y1-y0); aPresContext->GetTwipsToPixels(&t2p); // check to see if the background image has a mask hasMask = image->GetHasAlphaMask(); if(!hasMask && ((tileWidth<(tvrect.width/16)) || (tileHeight<(tvrect.height/16)))) { //tvrect.width /=4; //tvrect.height /=4; tvrect.width = ((tvrect.width)/tileWidth); //total x number of tiles tvrect.width *=tileWidth; tvrect.height = ((tvrect.height)/tileHeight); //total y number of tiles tvrect.height *=tileHeight; // create a new drawing surface... using pixels as the size vrect.height = (nscoord)(tvrect.height * t2p); vrect.width = (nscoord)(tvrect.width * t2p); aRenderingContext.CreateDrawingSurface(&vrect,dsFlag,(nsDrawingSurface&)ts); } // did we need to create an offscreen drawing surface because the image was so small if(!hasMask && (nsnull != ts) ) { aRenderingContext.SelectOffScreenDrawingSurface(ts); // create a bigger tile in our new drawingsurface // XXX pushing state to fix clipping problem, need to look into why the clip is set here aRenderingContext.PushState(); aRenderingContext.GetCurrentTransform(theTransform); aRenderingContext.GetDeviceContext(theDevContext); theDevContext->GetAppUnitsToDevUnits(app2dev); NS_RELEASE(theDevContext); theTransform->SetToIdentity(); theTransform->AddScale(app2dev, app2dev); // XXX this #ifdef needs to go away when we are sure that this works on windows and mac #if defined(XP_UNIX) || defined(XP_BEOS) srcRect.SetRect(0,0,tvrect.width,tvrect.height); aRenderingContext.SetClipRect(srcRect, nsClipCombine_kReplace, clip); #endif // copy the initial image to our buffer, this takes twips and converts to pixels.. // which is what the image is in aRenderingContext.DrawImage(image,0,0,tileWidth,tileHeight); // duplicate the image in the upperleft corner to fill up the nsDrawingSurface srcRect.SetRect(0,0,tileWidth,tileHeight); TileImage(aRenderingContext,ts,srcRect,tvrect.width,tvrect.height); // setting back the clip from the background clip push aRenderingContext.PopState(clip); // set back to the old drawingsurface aRenderingContext.SelectOffScreenDrawingSurface((void**)theSurface); // now duplicate our tile into the background destRect = srcRect; for(y=y0;y 0){ PaintRoundedBackground(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,aColor,aDX,aDY,borderRadii); return; } } aRenderingContext.SetColor(aColor.mBackgroundColor); aRenderingContext.FillRect(aBorderArea); } } } /** --------------------------------------------------- * A bit blitter to tile images to the background recursively * @update 4/13/99 dwc * @param aRC -- Rendering Context to render to * @param aDS -- Target drawing surface for the rendering context * @param aSrcRect -- Rectangle we are build with the image * @param aHeight -- height of the tile * @param aWidth -- width of the tile */ static void TileImage(nsIRenderingContext& aRC,nsDrawingSurface aDS,nsRect &aSrcRect,PRInt16 aWidth,PRInt16 aHeight) { nsRect destRect; PRInt32 flag = NS_COPYBITS_TO_BACK_BUFFER | NS_COPYBITS_XFORM_DEST_VALUES; if( aSrcRect.width < aWidth) { // width is less than double so double our source bitmap width destRect = aSrcRect; destRect.x += aSrcRect.width; aRC.CopyOffScreenBits(aDS,aSrcRect.x,aSrcRect.y,destRect,flag); aSrcRect.width*=2; TileImage(aRC,aDS,aSrcRect,aWidth,aHeight); } else if (aSrcRect.height < aHeight) { // height is less than double so double our source bitmap height destRect = aSrcRect; destRect.y += aSrcRect.height; aRC.CopyOffScreenBits(aDS,aSrcRect.x,aSrcRect.y,destRect,flag); aSrcRect.height*=2; TileImage(aRC,aDS,aSrcRect,aWidth,aHeight); } } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 3/26/99 dwc */ void nsCSSRendering::PaintRoundedBackground(nsIPresContext* aPresContext, nsIRenderingContext& aRenderingContext, nsIFrame* aForFrame, const nsRect& aDirtyRect, const nsRect& aBorderArea, const nsStyleColor& aColor, nscoord aDX, nscoord aDY, PRInt16 aTheRadius[4]) { RoundedRect outerPath; QBCurve cr1,cr2,cr3,cr4; QBCurve UL,UR,LL,LR; PRInt32 curIndex,c1Index; nsFloatPoint thePath[MAXPATHSIZE]; static nsPoint polyPath[MAXPOLYPATHSIZE]; PRInt16 np; nscoord twipsPerPixel; float p2t; // needed for our border thickness aPresContext->GetPixelsToTwips(&p2t); twipsPerPixel = NSToCoordRound(p2t); aRenderingContext.SetColor(aColor.mBackgroundColor); // set the rounded rect up, and let'er rip outerPath.Set(aBorderArea.x,aBorderArea.y,aBorderArea.width,aBorderArea.height,aTheRadius,twipsPerPixel); outerPath.GetRoundedBorders(UL,UR,LL,LR); // BUILD THE ENTIRE OUTSIDE PATH // TOP LINE ---------------------------------------------------------------- UL.MidPointDivide(&cr1,&cr2); UR.MidPointDivide(&cr3,&cr4); np=0; thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y); thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y); thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y); thePath[np++].MoveTo(cr3.mAnc1.x, cr3.mAnc1.y); thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y); thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y); polyPath[0].x = NSToCoordRound(thePath[0].x); polyPath[0].y = NSToCoordRound(thePath[0].y); curIndex = 1; GetPath(thePath,polyPath,&curIndex,eOutside,c1Index); // RIGHT LINE ---------------------------------------------------------------- LR.MidPointDivide(&cr2,&cr3); np=0; thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y); thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y); thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y); thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y); thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y); thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y); GetPath(thePath,polyPath,&curIndex,eOutside,c1Index); // BOTTOM LINE ---------------------------------------------------------------- LL.MidPointDivide(&cr2,&cr4); np=0; thePath[np++].MoveTo(cr3.mAnc1.x,cr3.mAnc1.y); thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y); thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y); thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y); thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y); thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y); GetPath(thePath,polyPath,&curIndex,eOutside,c1Index); // LEFT LINE ---------------------------------------------------------------- np=0; thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y); thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y); thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y); thePath[np++].MoveTo(cr1.mAnc1.x, cr1.mAnc1.y); thePath[np++].MoveTo(cr1.mCon.x, cr1.mCon.y); thePath[np++].MoveTo(cr1.mAnc2.x, cr1.mAnc2.y); GetPath(thePath,polyPath,&curIndex,eOutside,c1Index); aRenderingContext.FillPolygon(polyPath,curIndex); } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 3/26/99 dwc */ void nsCSSRendering::PaintRoundedBorder(nsIPresContext* aPresContext, nsIRenderingContext& aRenderingContext, nsIFrame* aForFrame, const nsRect& aDirtyRect, const nsRect& aBorderArea, const nsStyleBorder* aBorderStyle, const nsStyleOutline* aOutlineStyle, nsIStyleContext* aStyleContext, PRIntn aSkipSides, PRInt16 aBorderRadius[4], nsRect* aGap, PRBool aIsOutline) { RoundedRect outerPath; QBCurve UL,LL,UR,LR; QBCurve IUL,ILL,IUR,ILR; QBCurve cr1,cr2,cr3,cr4; QBCurve Icr1,Icr2,Icr3,Icr4; nsFloatPoint thePath[MAXPATHSIZE]; PRInt16 np; nsMargin border; nscoord twipsPerPixel,qtwips; float p2t; NS_ASSERTION((aIsOutline && aOutlineStyle) || (!aIsOutline && aBorderStyle), "null params not allowed"); if (!aIsOutline) { aBorderStyle->CalcBorderFor(aForFrame, border); if ((0 == border.left) && (0 == border.right) && (0 == border.top) && (0 == border.bottom)) { return; } } else { nscoord width; if (!aOutlineStyle->GetOutlineWidth(width)) { return; } border.left = width; border.right = width; border.top = width; border.bottom = width; } // needed for our border thickness aPresContext->GetPixelsToTwips(&p2t); twipsPerPixel = NSToCoordRound(p2t); // Base our thickness check on the segment being less than a pixel and 1/2 qtwips = twipsPerPixel >> 2; //qtwips = twipsPerPixel; outerPath.Set(aBorderArea.x,aBorderArea.y,aBorderArea.width,aBorderArea.height,aBorderRadius,twipsPerPixel); outerPath.GetRoundedBorders(UL,UR,LL,LR); outerPath.CalcInsetCurves(IUL,IUR,ILL,ILR,border); // TOP LINE -- construct and divide the curves first, then put together our top and bottom paths UL.MidPointDivide(&cr1,&cr2); UR.MidPointDivide(&cr3,&cr4); IUL.MidPointDivide(&Icr1,&Icr2); IUR.MidPointDivide(&Icr3,&Icr4); if(0!=border.top){ np=0; thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y); thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y); thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y); thePath[np++].MoveTo(cr3.mAnc1.x, cr3.mAnc1.y); thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y); thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y); thePath[np++].MoveTo(Icr3.mAnc2.x,Icr3.mAnc2.y); thePath[np++].MoveTo(Icr3.mCon.x, Icr3.mCon.y); thePath[np++].MoveTo(Icr3.mAnc1.x, Icr3.mAnc1.y); thePath[np++].MoveTo(Icr2.mAnc2.x, Icr2.mAnc2.y); thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y); thePath[np++].MoveTo(Icr2.mAnc1.x, Icr2.mAnc1.y); RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_TOP,border,qtwips, aIsOutline); } // RIGHT LINE ---------------------------------------------------------------- LR.MidPointDivide(&cr2,&cr3); ILR.MidPointDivide(&Icr2,&Icr3); if(0!=border.right){ np=0; thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y); thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y); thePath[np++].MoveTo(cr4.mAnc2.x,cr4.mAnc2.y); thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y); thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y); thePath[np++].MoveTo(cr2.mAnc2.x,cr2.mAnc2.y); thePath[np++].MoveTo(Icr2.mAnc2.x,Icr2.mAnc2.y); thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y); thePath[np++].MoveTo(Icr2.mAnc1.x,Icr2.mAnc1.y); thePath[np++].MoveTo(Icr4.mAnc2.x,Icr4.mAnc2.y); thePath[np++].MoveTo(Icr4.mCon.x, Icr4.mCon.y); thePath[np++].MoveTo(Icr4.mAnc1.x,Icr4.mAnc1.y); RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_RIGHT,border,qtwips, aIsOutline); } // bottom line ---------------------------------------------------------------- LL.MidPointDivide(&cr2,&cr4); ILL.MidPointDivide(&Icr2,&Icr4); if(0!=border.bottom){ np=0; thePath[np++].MoveTo(cr3.mAnc1.x,cr3.mAnc1.y); thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y); thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y); thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y); thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y); thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y); thePath[np++].MoveTo(Icr2.mAnc2.x,Icr2.mAnc2.y); thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y); thePath[np++].MoveTo(Icr2.mAnc1.x, Icr2.mAnc1.y); thePath[np++].MoveTo(Icr3.mAnc2.x, Icr3.mAnc2.y); thePath[np++].MoveTo(Icr3.mCon.x, Icr3.mCon.y); thePath[np++].MoveTo(Icr3.mAnc1.x, Icr3.mAnc1.y); RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_BOTTOM,border,qtwips, aIsOutline); } // left line ---------------------------------------------------------------- if(0==border.left) return; np=0; thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y); thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y); thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y); thePath[np++].MoveTo(cr1.mAnc1.x, cr1.mAnc1.y); thePath[np++].MoveTo(cr1.mCon.x, cr1.mCon.y); thePath[np++].MoveTo(cr1.mAnc2.x, cr1.mAnc2.y); thePath[np++].MoveTo(Icr1.mAnc2.x,Icr1.mAnc2.y); thePath[np++].MoveTo(Icr1.mCon.x, Icr1.mCon.y); thePath[np++].MoveTo(Icr1.mAnc1.x, Icr1.mAnc1.y); thePath[np++].MoveTo(Icr4.mAnc2.x, Icr4.mAnc2.y); thePath[np++].MoveTo(Icr4.mCon.x, Icr4.mCon.y); thePath[np++].MoveTo(Icr4.mAnc1.x, Icr4.mAnc1.y); RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_LEFT,border,qtwips, aIsOutline); } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 3/26/99 dwc */ void nsCSSRendering::RenderSide(nsFloatPoint aPoints[],nsIRenderingContext& aRenderingContext, const nsStyleBorder* aBorderStyle,const nsStyleOutline* aOutlineStyle,nsIStyleContext* aStyleContext, PRUint8 aSide,nsMargin &aBorThick,nscoord aTwipsPerPixel, PRBool aIsOutline) { QBCurve thecurve; nscolor sideColor = NS_RGB(0,0,0); static nsPoint polypath[MAXPOLYPATHSIZE]; PRInt32 curIndex,c1Index,c2Index,junk; PRInt8 border_Style; PRInt16 thickness; NS_ASSERTION((aIsOutline && aOutlineStyle) || (!aIsOutline && aBorderStyle), "null params not allowed"); // set the style information if (!aIsOutline) { aBorderStyle->GetBorderColor(aSide,sideColor); } else { aOutlineStyle->GetOutlineColor(sideColor); } aRenderingContext.SetColor ( sideColor ); thickness = 0; switch(aSide){ case NS_SIDE_LEFT: thickness = aBorThick.left; break; case NS_SIDE_TOP: thickness = aBorThick.top; break; case NS_SIDE_RIGHT: thickness = aBorThick.right; break; case NS_SIDE_BOTTOM: thickness = aBorThick.bottom; break; } // if the border is thin, just draw it if (thickness<=aTwipsPerPixel) { // NOTHING FANCY JUST DRAW OUR OUTSIDE BORDER thecurve.SetPoints(aPoints[0].x,aPoints[0].y,aPoints[1].x,aPoints[1].y,aPoints[2].x,aPoints[2].y); thecurve.SubDivide((nsIRenderingContext*)&aRenderingContext,0,0); aRenderingContext.DrawLine((nscoord)aPoints[2].x,(nscoord)aPoints[2].y,(nscoord)aPoints[3].x,(nscoord)aPoints[3].y); thecurve.SetPoints(aPoints[3].x,aPoints[3].y,aPoints[4].x,aPoints[4].y,aPoints[5].x,aPoints[5].y); thecurve.SubDivide((nsIRenderingContext*)&aRenderingContext,0,0); } else { if (!aIsOutline) { border_Style = aBorderStyle->GetBorderStyle(aSide); } else { border_Style = aOutlineStyle->GetOutlineStyle(); } switch (border_Style){ case NS_STYLE_BORDER_STYLE_OUTSET: case NS_STYLE_BORDER_STYLE_INSET: { const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext); aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE)); } case NS_STYLE_BORDER_STYLE_DOTTED: case NS_STYLE_BORDER_STYLE_DASHED: // break; This is here until dotted and dashed are supported. It is ok to have // dotted and dashed render in solid until this style is supported. This code should // be moved when it is supported so that the above outset and inset will fall into the // solid code below.... case NS_STYLE_BORDER_STYLE_SOLID: polypath[0].x = NSToCoordRound(aPoints[0].x); polypath[0].y = NSToCoordRound(aPoints[0].y); curIndex = 1; GetPath(aPoints,polypath,&curIndex,eOutside,c1Index); c2Index = curIndex; polypath[curIndex].x = NSToCoordRound(aPoints[6].x); polypath[curIndex].y = NSToCoordRound(aPoints[6].y); curIndex++; GetPath(aPoints,polypath,&curIndex,eInside,junk); polypath[curIndex].x = NSToCoordRound(aPoints[0].x); polypath[curIndex].y = NSToCoordRound(aPoints[0].y); curIndex++; aRenderingContext.FillPolygon(polypath,curIndex); break; case NS_STYLE_BORDER_STYLE_DOUBLE: polypath[0].x = NSToCoordRound(aPoints[0].x); polypath[0].y = NSToCoordRound(aPoints[0].y); curIndex = 1; GetPath(aPoints,polypath,&curIndex,eOutside,c1Index); aRenderingContext.DrawPolyline(polypath,curIndex); polypath[0].x = NSToCoordRound(aPoints[6].x); polypath[0].y = NSToCoordRound(aPoints[6].y); curIndex = 1; GetPath(aPoints,polypath,&curIndex,eInside,c1Index); aRenderingContext.DrawPolyline(polypath,curIndex); break; case NS_STYLE_BORDER_STYLE_NONE: case NS_STYLE_BORDER_STYLE_HIDDEN: case NS_STYLE_BORDER_STYLE_BLANK: break; case NS_STYLE_BORDER_STYLE_RIDGE: case NS_STYLE_BORDER_STYLE_GROOVE: { const nsStyleColor* bgColor = nsStyleUtil::FindNonTransparentBackground(aStyleContext); aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE)); polypath[0].x = NSToCoordRound(aPoints[0].x); polypath[0].y = NSToCoordRound(aPoints[0].y); curIndex = 1; GetPath(aPoints,polypath,&curIndex,eOutside,c1Index); polypath[curIndex].x = NSToCoordRound((aPoints[5].x + aPoints[6].x)/2.0f); polypath[curIndex].y = NSToCoordRound((aPoints[5].y + aPoints[6].y)/2.0f); curIndex++; GetPath(aPoints,polypath,&curIndex,eCalcRev,c1Index,.5); polypath[curIndex].x = NSToCoordRound(aPoints[0].x); polypath[curIndex].y = NSToCoordRound(aPoints[0].y); curIndex++; aRenderingContext.FillPolygon(polypath,curIndex); aRenderingContext.SetColor ( MakeBevelColor (aSide, ((border_Style == NS_STYLE_BORDER_STYLE_RIDGE) ? NS_STYLE_BORDER_STYLE_GROOVE : NS_STYLE_BORDER_STYLE_RIDGE), bgColor->mBackgroundColor,sideColor, PR_TRUE)); polypath[0].x = NSToCoordRound((aPoints[0].x + aPoints[11].x)/2.0f); polypath[0].y = NSToCoordRound((aPoints[0].y + aPoints[11].y)/2.0f); curIndex = 1; GetPath(aPoints,polypath,&curIndex,eCalc,c1Index,.5); polypath[curIndex].x = NSToCoordRound(aPoints[6].x) ; polypath[curIndex].y = NSToCoordRound(aPoints[6].y); curIndex++; GetPath(aPoints,polypath,&curIndex,eInside,c1Index); polypath[curIndex].x = NSToCoordRound(aPoints[0].x); polypath[curIndex].y = NSToCoordRound(aPoints[0].y); curIndex++; aRenderingContext.FillPolygon(polypath,curIndex); } break; default: break; } } } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 3/26/99 dwc */ void RoundedRect::CalcInsetCurves(QBCurve &aULCurve,QBCurve &aURCurve,QBCurve &aLLCurve,QBCurve &aLRCurve,nsMargin &aBorder) { PRInt32 nLeft,nTop,nRight,nBottom; PRInt32 tLeft,bLeft,tRight,bRight,lTop,rTop,lBottom,rBottom; PRInt16 adjust=0; if(mDoRound) adjust = mRoundness[0]>>3; nLeft = mLeft + aBorder.left; tLeft = mLeft + mRoundness[0]; bLeft = mLeft + mRoundness[3]; if(tLeft < nLeft){ tLeft = nLeft; } if(bLeft < nLeft){ bLeft = nLeft; } nRight = mRight - aBorder.right; tRight = mRight - mRoundness[1]; bRight = mRight - mRoundness[2]; if(tRight > nRight){ tRight = nRight; } if(bRight > nRight){ bRight = nRight; } nTop = mTop + aBorder.top; lTop = mTop + mRoundness[0]; rTop = mTop + mRoundness[1]; if(lTop < nTop){ lTop = nTop; } if(rTop < nTop){ rTop = nTop; } nBottom = mBottom - aBorder.bottom; lBottom = mBottom - mRoundness[3]; rBottom = mBottom - mRoundness[2]; if(lBottom > nBottom){ lBottom = nBottom; } if(rBottom > nBottom){ rBottom = nBottom; } // set the passed in curves to the rounded borders of the rectangle aULCurve.SetPoints( (float)nLeft,(float)lTop, (float)nLeft+adjust,(float)nTop+adjust, (float)tLeft,(float)nTop); aURCurve.SetPoints( (float)tRight,(float)nTop, (float)nRight-adjust,(float)nTop+adjust, (float)nRight,(float)rTop); aLRCurve.SetPoints( (float)nRight,(float)rBottom, (float)nRight-adjust,(float)nBottom-adjust, (float)bRight,(float)nBottom); aLLCurve.SetPoints( (float)bLeft,(float)nBottom, (float)nLeft+adjust,(float)nBottom-adjust, (float)nLeft,(float)lBottom); } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 4/13/99 dwc */ void RoundedRect::Set(nscoord aLeft,nscoord aTop,PRInt32 aWidth,PRInt32 aHeight,PRInt16 aRadius[4],PRInt16 aNumTwipPerPix) { nscoord x,y,width,height; int i; // convert this rect to pixel boundaries x = (aLeft/aNumTwipPerPix)*aNumTwipPerPix; y = (aTop/aNumTwipPerPix)*aNumTwipPerPix; width = (aWidth/aNumTwipPerPix)*aNumTwipPerPix; height = (aHeight/aNumTwipPerPix)*aNumTwipPerPix; for(i=0;i<4;i++) { if( (aRadius[i]) > (aWidth>>1) ){ mRoundness[i] = (aWidth>>1); } else { mRoundness[i] = aRadius[i]; } if( mRoundness[i] > (aHeight>>1) ) mRoundness[i] = aHeight>>1; } // if we are drawing a circle mDoRound = PR_FALSE; if(aHeight==aWidth){ PRBool doRound = PR_TRUE; for(i=0;i<4;i++){ if(mRoundness[i]<(aWidth>>1)){ doRound = PR_FALSE; break; } } if(doRound){ mDoRound = PR_TRUE; for(i=0;i<4;i++){ mRoundness[i] = aWidth>>1; } } } // important coordinates that the path hits mLeft = x; mTop = y; mRight = x+width; mBottom = y+height; } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 4/13/99 dwc */ void RoundedRect::GetRoundedBorders(QBCurve &aULCurve,QBCurve &aURCurve,QBCurve &aLLCurve,QBCurve &aLRCurve) { PRInt16 adjust=0; if(mDoRound) adjust = mRoundness[0]>>3; // set the passed in curves to the rounded borders of the rectangle aULCurve.SetPoints( (float)mLeft,(float)mTop + mRoundness[0], (float)mLeft+adjust,(float)mTop+adjust, (float)mLeft+mRoundness[0],(float)mTop); aURCurve.SetPoints( (float)mRight - mRoundness[1],(float)mTop, (float)mRight-adjust,(float)mTop+adjust, (float)mRight,(float)mTop + mRoundness[1]); aLRCurve.SetPoints( (float)mRight,(float)mBottom - mRoundness[2], (float)mRight-adjust,(float)mBottom-adjust, (float)mRight - mRoundness[2],(float)mBottom); aLLCurve.SetPoints( (float)mLeft + mRoundness[3],(float)mBottom, (float)mLeft+adjust,(float)mBottom-adjust, (float)mLeft,(float)mBottom - mRoundness[3]); } /** --------------------------------------------------- * Given a qbezier path, convert it into a polygon path * @update 3/26/99 dwc * @param aPoints -- an array of points to use for the path * @param aPolyPath -- an array of points containing the flattened polygon to use * @param aCurIndex -- the index that points to the last element of the array * @param aPathType -- what kind of path that should be returned * @param aFrac -- the inset amount for a eCalc type path */ static void GetPath(nsFloatPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac) { QBCurve thecurve; switch (aPathType) { case eOutside: thecurve.SetPoints(aPoints[0].x,aPoints[0].y,aPoints[1].x,aPoints[1].y,aPoints[2].x,aPoints[2].y); thecurve.SubDivide(nsnull,aPolyPath,aCurIndex); aC1Index = *aCurIndex; aPolyPath[*aCurIndex].x = (nscoord)aPoints[3].x; aPolyPath[*aCurIndex].y = (nscoord)aPoints[3].y; (*aCurIndex)++; thecurve.SetPoints(aPoints[3].x,aPoints[3].y,aPoints[4].x,aPoints[4].y,aPoints[5].x,aPoints[5].y); thecurve.SubDivide(nsnull,aPolyPath,aCurIndex); break; case eInside: thecurve.SetPoints(aPoints[6].x,aPoints[6].y,aPoints[7].x,aPoints[7].y,aPoints[8].x,aPoints[8].y); thecurve.SubDivide(nsnull,aPolyPath,aCurIndex); aPolyPath[*aCurIndex].x = (nscoord)aPoints[9].x; aPolyPath[*aCurIndex].y = (nscoord)aPoints[9].y; (*aCurIndex)++; thecurve.SetPoints(aPoints[9].x,aPoints[9].y,aPoints[10].x,aPoints[10].y,aPoints[11].x,aPoints[11].y); thecurve.SubDivide(nsnull,aPolyPath,aCurIndex); break; case eCalc: thecurve.SetPoints( (aPoints[0].x+aPoints[11].x)/2.0f,(aPoints[0].y+aPoints[11].y)/2.0f, (aPoints[1].x+aPoints[10].x)/2.0f,(aPoints[1].y+aPoints[10].y)/2.0f, (aPoints[2].x+aPoints[9].x)/2.0f,(aPoints[2].y+aPoints[9].y)/2.0f); thecurve.SubDivide(nsnull,aPolyPath,aCurIndex); aPolyPath[*aCurIndex].x = (nscoord)((aPoints[3].x+aPoints[8].x)/2.0f); aPolyPath[*aCurIndex].y = (nscoord)((aPoints[3].y+aPoints[8].y)/2.0f); (*aCurIndex)++; thecurve.SetPoints( (aPoints[3].x+aPoints[8].x)/2.0f,(aPoints[3].y+aPoints[8].y)/2.0f, (aPoints[4].x+aPoints[7].x)/2.0f,(aPoints[4].y+aPoints[7].y)/2.0f, (aPoints[5].x+aPoints[6].x)/2.0f,(aPoints[5].y+aPoints[6].y)/2.0f); thecurve.SubDivide(nsnull,aPolyPath,aCurIndex); break; case eCalcRev: thecurve.SetPoints( (aPoints[5].x+aPoints[6].x)/2.0f,(aPoints[5].y+aPoints[6].y)/2.0f, (aPoints[4].x+aPoints[7].x)/2.0f,(aPoints[4].y+aPoints[7].y)/2.0f, (aPoints[3].x+aPoints[8].x)/2.0f,(aPoints[3].y+aPoints[8].y)/2.0f); thecurve.SubDivide(nsnull,aPolyPath,aCurIndex); aPolyPath[*aCurIndex].x = (nscoord)((aPoints[2].x+aPoints[9].x)/2.0f); aPolyPath[*aCurIndex].y = (nscoord)((aPoints[2].y+aPoints[9].y)/2.0f); (*aCurIndex)++; thecurve.SetPoints( (aPoints[2].x+aPoints[9].x)/2.0f,(aPoints[2].y+aPoints[9].y)/2.0f, (aPoints[1].x+aPoints[10].x)/2.0f,(aPoints[1].y+aPoints[10].y)/2.0f, (aPoints[0].x+aPoints[11].x)/2.0f,(aPoints[0].y+aPoints[11].y)/2.0f); thecurve.SubDivide(nsnull,aPolyPath,aCurIndex); break; } } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 4/13/99 dwc */ void QBCurve::SubDivide(nsIRenderingContext *aRenderingContext,nsPoint aPointArray[],PRInt32 *aCurIndex) { QBCurve curve1,curve2; float fx,fy,smag; // divide the curve into 2 pieces MidPointDivide(&curve1,&curve2); fx = (float)fabs(curve1.mAnc2.x - this->mCon.x); fy = (float)fabs(curve1.mAnc2.y - this->mCon.y); //smag = fx+fy-(PR_MIN(fx,fy)>>1); smag = fx*fx + fy*fy; if (smag>1){ // split the curve again curve1.SubDivide(aRenderingContext,aPointArray,aCurIndex); curve2.SubDivide(aRenderingContext,aPointArray,aCurIndex); }else{ if(aPointArray ) { // save the points for further processing aPointArray[*aCurIndex].x = (nscoord)curve1.mAnc2.x; aPointArray[*aCurIndex].y = (nscoord)curve1.mAnc2.y; (*aCurIndex)++; aPointArray[*aCurIndex].x = (nscoord)curve2.mAnc2.x; aPointArray[*aCurIndex].y = (nscoord)curve2.mAnc2.y; (*aCurIndex)++; }else{ // draw the curve nsTransform2D *aTransform; aRenderingContext->GetCurrentTransform(aTransform); aRenderingContext->DrawLine((nscoord)curve1.mAnc1.x,(nscoord)curve1.mAnc1.y,(nscoord)curve1.mAnc2.x,(nscoord)curve1.mAnc2.y); aRenderingContext->DrawLine((nscoord)curve1.mAnc2.x,(nscoord)curve1.mAnc2.y,(nscoord)curve2.mAnc2.x,(nscoord)curve2.mAnc2.y); } } } /** --------------------------------------------------- * See documentation in nsCSSRendering.h * @update 4/13/99 dwc */ void QBCurve::MidPointDivide(QBCurve *A,QBCurve *B) { float c1x,c1y,c2x,c2y; nsFloatPoint a1; c1x = (mAnc1.x+mCon.x)/2.0f; c1y = (mAnc1.y+mCon.y)/2.0f; c2x = (mAnc2.x+mCon.x)/2.0f; c2y = (mAnc2.y+mCon.y)/2.0f; a1.x = (c1x + c2x)/2.0f; a1.y = (c1y + c2y)/2.0f; // put the math into our 2 new curves A->mAnc1 = this->mAnc1; A->mCon.x = c1x; A->mCon.y = c1y; A->mAnc2 = a1; B->mAnc1 = a1; B->mCon.x = c2x; B->mCon.y = c2y; B->mAnc2 = this->mAnc2; }