Changed PaintBackground() so it doesn't always render the background color when

there's a background image that doesn't tile the entire bounds
This commit is contained in:
troy%netscape.com 1999-08-25 05:05:04 +00:00
Родитель 1ba9e038c3
Коммит 68d280876e
2 изменённых файлов: 42 добавлений и 64 удалений

Просмотреть файл

@ -1848,15 +1848,14 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
{
PRInt16 theRadius;
nsStyleCoord borderRadius;
PRBool transparentBG = NS_STYLE_BG_COLOR_TRANSPARENT ==
(aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT);
if (0 < aColor.mBackgroundImage.Length()) {
// Lookup the image
nsSize imageSize;
nsIImage* image = nsnull;
nsIFrameImageLoader* loader = nsnull;
PRBool transparentBG = NS_STYLE_BG_COLOR_TRANSPARENT ==
(aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT);
nsresult rv = aPresContext.StartLoadImage(aColor.mBackgroundImage,
transparentBG
? nsnull
@ -1869,6 +1868,8 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
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);
}
@ -1877,20 +1878,6 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
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
nscoord tileWidth = imageSize.width;
nscoord tileHeight = imageSize.height;
if ((tileWidth == 0) || (tileHeight == 0)) {
return;
}
// Background images are tiled over the 'content' and 'padding' areas
// only (not the 'border' area)
nsRect paddingArea(aBorderArea);
@ -1904,47 +1891,53 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
// 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;
}
dirtyRect.IntersectRect(paddingArea, aDirtyRect);
// Based on the repeat setting, compute how many tiles we should
// lay down for each axis. The value computed is the maximum based
// on the dirty rect before accounting for the background-position.
PRIntn repeat = aColor.mBackgroundRepeat;
nscoord tileWidth = imageSize.width;
nscoord tileHeight = imageSize.height;
PRBool needBackgroundColor = PR_TRUE;
PRIntn repeat = aColor.mBackgroundRepeat;
nscoord xDistance, yDistance;
switch (repeat) {
case NS_STYLE_BG_REPEAT_OFF:
default:
xDistance = tileWidth;
yDistance = tileHeight;
needBackgroundColor = PR_TRUE;
break;
case NS_STYLE_BG_REPEAT_X:
xDistance = dirtyRect.width;
yDistance = tileHeight;
needBackgroundColor = PR_TRUE;
break;
case NS_STYLE_BG_REPEAT_Y:
xDistance = tileWidth;
yDistance = dirtyRect.height;
needBackgroundColor = PR_TRUE;
break;
case NS_STYLE_BG_REPEAT_XY:
xDistance = dirtyRect.width;
yDistance = dirtyRect.height;
// We need to render the background color if the image is transparent
PRUint8* alphaBits = image->GetAlphaBits();
needBackgroundColor = alphaBits != nsnull;
break;
}
// The background color is rendered over the 'border' 'padding' and
// 'content' areas
if (needBackgroundColor) {
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 it's a fixed background attachment, then get the nearest scrolling
// ancestor
nsIFrame* scrollFrame = nsnull;
@ -2138,11 +2131,7 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
} else {
// See if there's a background color specified. The background color
// is rendered over the 'border' 'padding' and 'content' areas
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
if (!transparentBG) {
// check to see if we have a radius
borderRadius = aSpacing.mBorderRadius;
theRadius = 0;

Просмотреть файл

@ -1848,15 +1848,14 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
{
PRInt16 theRadius;
nsStyleCoord borderRadius;
PRBool transparentBG = NS_STYLE_BG_COLOR_TRANSPARENT ==
(aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT);
if (0 < aColor.mBackgroundImage.Length()) {
// Lookup the image
nsSize imageSize;
nsIImage* image = nsnull;
nsIFrameImageLoader* loader = nsnull;
PRBool transparentBG = NS_STYLE_BG_COLOR_TRANSPARENT ==
(aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT);
nsresult rv = aPresContext.StartLoadImage(aColor.mBackgroundImage,
transparentBG
? nsnull
@ -1869,6 +1868,8 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
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);
}
@ -1877,20 +1878,6 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
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
nscoord tileWidth = imageSize.width;
nscoord tileHeight = imageSize.height;
if ((tileWidth == 0) || (tileHeight == 0)) {
return;
}
// Background images are tiled over the 'content' and 'padding' areas
// only (not the 'border' area)
nsRect paddingArea(aBorderArea);
@ -1904,47 +1891,53 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
// 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;
}
dirtyRect.IntersectRect(paddingArea, aDirtyRect);
// Based on the repeat setting, compute how many tiles we should
// lay down for each axis. The value computed is the maximum based
// on the dirty rect before accounting for the background-position.
PRIntn repeat = aColor.mBackgroundRepeat;
nscoord tileWidth = imageSize.width;
nscoord tileHeight = imageSize.height;
PRBool needBackgroundColor = PR_TRUE;
PRIntn repeat = aColor.mBackgroundRepeat;
nscoord xDistance, yDistance;
switch (repeat) {
case NS_STYLE_BG_REPEAT_OFF:
default:
xDistance = tileWidth;
yDistance = tileHeight;
needBackgroundColor = PR_TRUE;
break;
case NS_STYLE_BG_REPEAT_X:
xDistance = dirtyRect.width;
yDistance = tileHeight;
needBackgroundColor = PR_TRUE;
break;
case NS_STYLE_BG_REPEAT_Y:
xDistance = tileWidth;
yDistance = dirtyRect.height;
needBackgroundColor = PR_TRUE;
break;
case NS_STYLE_BG_REPEAT_XY:
xDistance = dirtyRect.width;
yDistance = dirtyRect.height;
// We need to render the background color if the image is transparent
PRUint8* alphaBits = image->GetAlphaBits();
needBackgroundColor = alphaBits != nsnull;
break;
}
// The background color is rendered over the 'border' 'padding' and
// 'content' areas
if (needBackgroundColor) {
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 it's a fixed background attachment, then get the nearest scrolling
// ancestor
nsIFrame* scrollFrame = nsnull;
@ -2138,11 +2131,7 @@ nsCSSRendering::PaintBackground(nsIPresContext& aPresContext,
} else {
// See if there's a background color specified. The background color
// is rendered over the 'border' 'padding' and 'content' areas
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
if (!transparentBG) {
// check to see if we have a radius
borderRadius = aSpacing.mBorderRadius;
theRadius = 0;