/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- * * The contents of this file are subject to the Netscape Public License * Version 1.0 (the "NPL"); you may not use this file except in * compliance with the NPL. You may obtain a copy of the NPL at * http://www.mozilla.org/NPL/ * * Software distributed under the NPL is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the NPL * for the specific language governing rights and limitations under the * NPL. * * The Initial Developer of this code under the NPL is Netscape * Communications Corporation. Portions created by Netscape are * Copyright (C) 1998 Netscape Communications Corporation. All Rights * Reserved. */ #include "nsCSSRendering.h" #include "nsStyleConsts.h" #include "nsIPresContext.h" #include "nsIImage.h" #include "nsIFrame.h" #include "nsPoint.h" #include "nsRect.h" #include "nsIViewManager.h" #include "nsIPresShell.h" #include "nsIFrameImageLoader.h" #include "nsGlobalVariables.h" #define BORDER_FULL 0 //entire side #define BORDER_INSIDE 1 //inside half #define BORDER_OUTSIDE 2 //outside half //thickness of dashed line relative to dotted line #define DOT_LENGTH 1 //square #define DASH_LENGTH 3 //3 times longer than dot // 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 baseColor, PRBool printing) { PRBool blackLines = nsGlobalVariables::Instance()->GetBlackLines(); nscolor colors[2]; nscolor theColor; // Get the background color that applies to this HR if (printing && blackLines) { colors[0] = NS_RGB(0,0,0); colors[1] = colors[0]; } else { // Given a background color and a border color // calculate the color used for the shading NS_Get3DColors(colors, baseColor); } if ((style == NS_STYLE_BORDER_STYLE_OUTSET) || (style == NS_STYLE_BORDER_STYLE_RIDGE)) { // Flip colors for these two border style switch (whichSide) { case NS_SIDE_BOTTOM: whichSide = NS_SIDE_TOP; break; case NS_SIDE_RIGHT: whichSide = NS_SIDE_LEFT; break; case NS_SIDE_TOP: whichSide = NS_SIDE_BOTTOM; break; case NS_SIDE_LEFT: whichSide = NS_SIDE_RIGHT; break; } } switch (whichSide) { case NS_SIDE_BOTTOM: theColor = colors[1]; break; case NS_SIDE_RIGHT: theColor = colors[1]; break; case NS_SIDE_TOP: theColor = colors[0]; break; case NS_SIDE_LEFT: theColor = colors[0]; break; } return theColor; } // Maximum poly points in any of the polygons we generate below #define MAX_POLY_POINTS 4 // a nifty helper function to create a polygon representing a // particular side of a border. This helps localize code for figuring // mitered edges. It is mainly used by the solid, inset, and outset // styles. // // 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 borderPart, float borderFrac, nscoord twipsPerPixel) { 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; nscoord thickness; // Base our thickness check on the segment being less than a pixel and 1/2 twipsPerPixel += twipsPerPixel >> 2; switch (whichSide) { case NS_SIDE_TOP: if (borderPart == BORDER_FULL) { thickness = inside.y - outside.y; aPoints[np++].MoveTo(outside.x, outside.y); aPoints[np++].MoveTo(outside.XMost(), outside.y); if (thickness >= twipsPerPixel) { aPoints[np++].MoveTo(inside.XMost(), inside.y); aPoints[np++].MoveTo(inside.x, inside.y); } } else if (borderPart == BORDER_INSIDE) { aPoints[np++].MoveTo(nscoord(outside.x * borderFrac + inside.x * borderRest), nscoord(outside.y * borderFrac + inside.y * borderRest)); aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac + inside.XMost() * borderRest), nscoord(outside.y * borderFrac + inside.y * borderRest)); aPoints[np++].MoveTo(inside.XMost(), inside.y); aPoints[np++].MoveTo(inside.x, inside.y); } else { aPoints[np++].MoveTo(outside.x, outside.y); aPoints[np++].MoveTo(outside.XMost(), outside.y); aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac + outside.XMost() * borderRest), nscoord(inside.y * borderFrac + outside.y * borderRest)); aPoints[np++].MoveTo(nscoord(inside.x * borderFrac + outside.x * borderRest), nscoord(inside.y * borderFrac + outside.y * borderRest)); } break; case NS_SIDE_LEFT: if (borderPart == BORDER_FULL) { thickness = inside.x - outside.x; aPoints[np++].MoveTo(outside.x, outside.y); if (thickness >= twipsPerPixel) { aPoints[np++].MoveTo(inside.x, inside.y); aPoints[np++].MoveTo(inside.x, inside.YMost()); } aPoints[np++].MoveTo(outside.x, outside.YMost()); } else if (borderPart == BORDER_INSIDE) { aPoints[np++].MoveTo(nscoord(outside.x * borderFrac + inside.x * borderRest), nscoord(outside.y * borderFrac + inside.y * borderRest)); aPoints[np++].MoveTo(inside.x, inside.y); aPoints[np++].MoveTo(inside.x, inside.YMost()); aPoints[np++].MoveTo(nscoord(outside.x * borderFrac + inside.x * borderRest), nscoord(outside.YMost() * borderFrac + inside.YMost() * borderRest)); } else { aPoints[np++].MoveTo(outside.x, outside.y); aPoints[np++].MoveTo(nscoord(inside.x * borderFrac + outside.x * borderRest), nscoord(inside.y * borderFrac + outside.y * borderRest)); aPoints[np++].MoveTo(nscoord(inside.x * borderFrac + outside.x * borderRest), nscoord(inside.YMost() * borderFrac + outside.YMost() * borderRest)); aPoints[np++].MoveTo(outside.x, outside.YMost()); } break; case NS_SIDE_BOTTOM: if (borderPart == BORDER_FULL) { thickness = outside.YMost() - inside.YMost(); if (thickness >= twipsPerPixel) { aPoints[np++].MoveTo(outside.x, outside.YMost()); aPoints[np++].MoveTo(inside.x, inside.YMost()); aPoints[np++].MoveTo(inside.XMost(), inside.YMost()); aPoints[np++].MoveTo(outside.XMost(), outside.YMost()); } else { aPoints[np++].MoveTo(outside.x, inside.YMost()); aPoints[np++].MoveTo(outside.XMost(), inside.YMost()); } } else if (borderPart == BORDER_INSIDE) { aPoints[np++].MoveTo(nscoord(outside.x * borderFrac + inside.x * borderRest), nscoord(outside.YMost() * borderFrac + inside.YMost() * borderRest)); aPoints[np++].MoveTo(inside.x, inside.YMost()); aPoints[np++].MoveTo(inside.XMost(), inside.YMost()); aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac + inside.XMost() * borderRest), nscoord(outside.YMost() * borderFrac + inside.YMost() * borderRest)); } else { aPoints[np++].MoveTo(outside.x, outside.YMost()); aPoints[np++].MoveTo(nscoord(inside.x * borderFrac + outside.x * borderRest), nscoord(inside.YMost() * borderFrac + outside.YMost() * borderRest)); aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac + outside.XMost() * borderRest), nscoord(inside.YMost() * borderFrac + outside.YMost() * borderRest)); aPoints[np++].MoveTo(outside.XMost(), outside.YMost()); } break; case NS_SIDE_RIGHT: if (borderPart == BORDER_FULL) { thickness = outside.XMost() - inside.XMost(); if (thickness >= twipsPerPixel) { aPoints[np++].MoveTo(outside.XMost(), outside.YMost()); aPoints[np++].MoveTo(outside.XMost(), outside.y); } aPoints[np++].MoveTo(inside.XMost(), inside.y); aPoints[np++].MoveTo(inside.XMost(), inside.YMost()); } else if (borderPart == BORDER_INSIDE) { aPoints[np++].MoveTo(inside.XMost(), inside.y); aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac + inside.XMost() * borderRest), nscoord(outside.y * borderFrac + inside.y * borderRest)); aPoints[np++].MoveTo(nscoord(outside.XMost() * borderFrac + inside.XMost() * borderRest), nscoord(outside.YMost() * borderFrac + inside.YMost() * borderRest)); aPoints[np++].MoveTo(inside.XMost(), inside.YMost()); } else { aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac + outside.XMost() * borderRest), nscoord(inside.y * borderFrac + outside.y * borderRest)); aPoints[np++].MoveTo(outside.XMost(), outside.y); aPoints[np++].MoveTo(outside.XMost(), outside.YMost()); aPoints[np++].MoveTo(nscoord(inside.XMost() * borderFrac + outside.XMost() * borderRest), nscoord(inside.YMost() * borderFrac + outside.YMost() * borderRest)); } break; } return np; } void nsCSSRendering::DrawSide(nsIRenderingContext& aContext, PRIntn whichSide, const PRUint8 borderStyle, const nscolor borderColor, const nsRect& borderOutside, const nsRect& borderInside, PRBool printing, 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_BLANK: return; case NS_STYLE_BORDER_STYLE_DOTTED: //handled a special case elsewhere case NS_STYLE_BORDER_STYLE_DASHED: //handled a special case elsewhere break; // That was easy... case NS_STYLE_BORDER_STYLE_GROOVE: case NS_STYLE_BORDER_STYLE_RIDGE: np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, BORDER_INSIDE, 0.5f, twipsPerPixel); aContext.SetColor ( MakeBevelColor (whichSide, ((theStyle == NS_STYLE_BORDER_STYLE_RIDGE) ? NS_STYLE_BORDER_STYLE_GROOVE : NS_STYLE_BORDER_STYLE_RIDGE), theColor, printing)); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, BORDER_OUTSIDE, 0.5f, twipsPerPixel); aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor,printing)); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } break; case NS_STYLE_BORDER_STYLE_SOLID: np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, 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, 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, BORDER_OUTSIDE, 0.333333f, twipsPerPixel); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } break; case NS_STYLE_BORDER_STYLE_OUTSET: case NS_STYLE_BORDER_STYLE_INSET: np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, BORDER_FULL, 1.0f, twipsPerPixel); aContext.SetColor ( MakeBevelColor (whichSide, theStyle, theColor,printing)); if (2 == np) { //aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y); DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap); } else { //aContext.FillPolygon (theSide, np); FillPolygon (aContext, theSide, np, aGap); } break; } } /** * Draw a dotted/dashed sides of a box */ //XXX dashes which span more than two edges are not handled properly MMP void nsCSSRendering::DrawDashedSides(PRIntn startSide, nsIRenderingContext& aContext, const PRUint8 borderStyles[], const nscolor borderColors[], const nsRect& borderOutside, const nsRect& borderInside, PRIntn aSkipSides, nsRect* aGap) { PRIntn dashLength; nsRect dashRect, firstRect, currRect; PRBool bSolid = PR_TRUE; float over = 0.0f; PRUint8 style = borderStyles[startSide]; PRBool skippedSide = PR_FALSE; for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) { PRUint8 prevStyle = style; style = borderStyles[whichSide]; if ((1< 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< 0.0f) { firstRect.x = dashRect.x; firstRect.width = dashRect.width; firstRect.height = nscoord(dashRect.height * over); firstRect.y = dashRect.y + (dashRect.height - firstRect.height); over = 0.0f; currRect = firstRect; } else { currRect = dashRect; } while (currRect.YMost() > borderInside.y) { //clip if necessary if (currRect.y < borderInside.y) { over = float(borderInside.y - dashRect.y) / float(dashRect.height); currRect.height = currRect.height - (borderInside.y - currRect.y); currRect.y = borderInside.y; } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.y = dashRect.y - currRect.height; currRect = dashRect; } break; case NS_SIDE_TOP: //if we are continuing a solid rect, fill in the corner first if (bSolid) { aContext.FillRect(borderOutside.x, borderOutside.y, borderInside.x - borderOutside.x, borderInside.y - borderOutside.y); } dashRect.height = borderInside.y - borderOutside.y; dashRect.width = dashRect.height * dashLength; dashRect.x = borderInside.x; dashRect.y = borderOutside.y; if (over > 0.0f) { firstRect.x = dashRect.x; firstRect.y = dashRect.y; firstRect.width = nscoord(dashRect.width * over); firstRect.height = dashRect.height; over = 0.0f; currRect = firstRect; } else { currRect = dashRect; } while (currRect.x < borderInside.XMost()) { //clip if necessary if (currRect.XMost() > borderInside.XMost()) { over = float(dashRect.XMost() - borderInside.XMost()) / float(dashRect.width); currRect.width = currRect.width - (currRect.XMost() - borderInside.XMost()); } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.x = dashRect.x + currRect.width; currRect = dashRect; } break; case NS_SIDE_RIGHT: //if we are continuing a solid rect, fill in the corner first if (bSolid) { aContext.FillRect(borderInside.XMost(), borderOutside.y, borderOutside.XMost() - borderInside.XMost(), borderInside.y - borderOutside.y); } dashRect.width = borderOutside.XMost() - borderInside.XMost(); dashRect.height = nscoord(dashRect.width * dashLength); dashRect.x = borderInside.XMost(); dashRect.y = borderInside.y; if (over > 0.0f) { firstRect.x = dashRect.x; firstRect.y = dashRect.y; firstRect.width = dashRect.width; firstRect.height = nscoord(dashRect.height * over); over = 0.0f; currRect = firstRect; } else { currRect = dashRect; } while (currRect.y < borderInside.YMost()) { //clip if necessary if (currRect.YMost() > borderInside.YMost()) { over = float(dashRect.YMost() - borderInside.YMost()) / float(dashRect.height); currRect.height = currRect.height - (currRect.YMost() - borderInside.YMost()); } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.y = dashRect.y + currRect.height; currRect = dashRect; } break; case NS_SIDE_BOTTOM: //if we are continuing a solid rect, fill in the corner first if (bSolid) { aContext.FillRect(borderInside.XMost(), borderInside.YMost(), borderOutside.XMost() - borderInside.XMost(), borderOutside.YMost() - borderInside.YMost()); } dashRect.height = borderOutside.YMost() - borderInside.YMost(); dashRect.width = nscoord(dashRect.height * dashLength); dashRect.x = borderInside.XMost() - dashRect.width; dashRect.y = borderInside.YMost(); if (over > 0.0f) { firstRect.y = dashRect.y; firstRect.width = nscoord(dashRect.width * over); firstRect.height = dashRect.height; firstRect.x = dashRect.x + (dashRect.width - firstRect.width); over = 0.0f; currRect = firstRect; } else { currRect = dashRect; } while (currRect.XMost() > borderInside.x) { //clip if necessary if (currRect.x < borderInside.x) { over = float(borderInside.x - dashRect.x) / float(dashRect.width); currRect.width = currRect.width - (borderInside.x - currRect.x); currRect.x = borderInside.x; } //draw if necessary if (bSolid) { aContext.FillRect(currRect); } //setup for next iteration if (over == 0.0f) { bSolid = PRBool(!bSolid); } dashRect.x = dashRect.x - currRect.width; currRect = dashRect; } break; } } skippedSide = PR_FALSE; } } // XXX improve this to constrain rendering to the damaged area void nsCSSRendering::PaintBorder(nsIPresContext& aPresContext, nsIRenderingContext& aRenderingContext, nsIFrame* aForFrame, const nsRect& aDirtyRect, const nsRect& aBounds, const nsStyleSpacing& aStyle, PRIntn aSkipSides, nsRect* aGap) { PRIntn cnt; nsMargin border; PRBool printing = nsGlobalVariables::Instance()->GetPrinting(&aPresContext); aStyle.CalcBorderFor(aForFrame, border); if ((0 == border.left) && (0 == border.right) && (0 == border.top) && (0 == border.bottom)) { // Empty border area return; } nsRect inside(aBounds); nsRect outside(inside); outside.Deflate(border); //see if any sides are dotted or dashed for (cnt = 0; cnt < 4; cnt++) { if ((aStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DOTTED) || (aStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DASHED)) { break; } } if (cnt < 4) { DrawDashedSides(cnt, aRenderingContext,aStyle,inside, outside,aSkipSides, aGap); } // Draw all the other sides nscoord twipsPerPixel = (nscoord)aPresContext.GetPixelsToTwips(); if (0 == (aSkipSides & (1<GetImage(image), (nsnull == image))) { NS_IF_RELEASE(loader); // Redraw will happen later if (!transparentBG) { aRenderingContext.SetColor(aColor.mBackgroundColor); aRenderingContext.FillRect(aBounds); } return; } loader->GetSize(imageSize); NS_RELEASE(loader); PRBool needBackgroundColor = PR_FALSE; #if XXX // XXX enable this code as soon as nsIImage can support it if (image->NeedsBlend()) { needBackgroundColor = PR_TRUE; } #endif // Convert image dimensions into nscoord's float p2t; aPresContext.GetScaledPixelsToTwips(p2t); nscoord tileWidth = NSIntPixelsToTwips(imageSize.width, p2t); nscoord tileHeight = NSIntPixelsToTwips(imageSize.height, p2t); if ((tileWidth == 0) || (tileHeight == 0)) { return; } // Based on the repeat setting, compute how many tiles we should // lay down for each axis. PRIntn repeat = aColor.mBackgroundRepeat; PRIntn xCount, yCount; switch (aColor.mBackgroundRepeat) { case NS_STYLE_BG_REPEAT_OFF: default: xCount = 0; yCount = 0; needBackgroundColor = PR_TRUE; break; case NS_STYLE_BG_REPEAT_X: xCount = PRIntn(aDirtyRect.XMost() / tileWidth); yCount = 0; needBackgroundColor = PR_TRUE; break; case NS_STYLE_BG_REPEAT_Y: xCount = 0; yCount = PRIntn(aDirtyRect.YMost() / tileHeight); needBackgroundColor = PR_TRUE; break; case NS_STYLE_BG_REPEAT_XY: xCount = PRIntn(aDirtyRect.XMost() / tileWidth); yCount = PRIntn(aDirtyRect.YMost() / tileHeight); break; } if (needBackgroundColor) { aRenderingContext.SetColor(aColor.mBackgroundColor); aRenderingContext.FillRect(aBounds); } // 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; 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) { aRenderingContext.DrawImage(image, xpos, ypos, tileWidth, tileHeight); } } aRenderingContext.PopState(clipState); } else { if (0 == (aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT)) { // XXX This step can be avoided if we have an image and it doesn't // have any transparent pixels, and the image is tiled in both // the x and the y aRenderingContext.SetColor(aColor.mBackgroundColor); aRenderingContext.FillRect(aBounds); } } }