зеркало из https://github.com/mozilla/pjs.git
Bug 512988 - Text-shadow blur and underline messes up with padding-left. r+sr=roc
This commit is contained in:
Родитель
334d54aa46
Коммит
9b6327cc1d
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@ -1167,35 +1167,32 @@ nsCSSRendering::PaintBoxShadowOuter(nsPresContext* aPresContext,
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gfxRect frameGfxRect = RectToGfxRect(aFrameArea, twipsPerPixel);
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frameGfxRect.Round();
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gfxRect dirtyGfxRect = RectToGfxRect(aDirtyRect, twipsPerPixel);
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for (PRUint32 i = shadows->Length(); i > 0; --i) {
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nsCSSShadowItem* shadowItem = shadows->ShadowAt(i - 1);
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if (shadowItem->mInset)
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continue;
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gfxRect shadowRect(aFrameArea.x, aFrameArea.y, aFrameArea.width, aFrameArea.height);
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shadowRect.MoveBy(gfxPoint(shadowItem->mXOffset, shadowItem->mYOffset));
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shadowRect.Outset(shadowItem->mSpread);
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gfxRect shadowRectPlusBlur = shadowRect;
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shadowRect.ScaleInverse(twipsPerPixel);
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shadowRect.Round();
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nsRect shadowRect = aFrameArea;
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shadowRect.MoveBy(shadowItem->mXOffset, shadowItem->mYOffset);
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shadowRect.Inflate(shadowItem->mSpread, shadowItem->mSpread);
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// shadowRect won't include the blur, so make an extra rect here that includes the blur
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// for use in the even-odd rule below.
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nsRect shadowRectPlusBlur = shadowRect;
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nscoord blurRadius = shadowItem->mRadius;
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shadowRectPlusBlur.Outset(blurRadius);
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shadowRectPlusBlur.ScaleInverse(twipsPerPixel);
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shadowRectPlusBlur.RoundOut();
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shadowRectPlusBlur.Inflate(blurRadius, blurRadius);
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gfxRect shadowGfxRect = RectToGfxRect(shadowRect, twipsPerPixel);
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gfxRect shadowGfxRectPlusBlur = RectToGfxRect(shadowRectPlusBlur, twipsPerPixel);
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shadowGfxRect.Round();
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shadowGfxRectPlusBlur.RoundOut();
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gfxContext* renderContext = aRenderingContext.ThebesContext();
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nsRefPtr<gfxContext> shadowContext;
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nsContextBoxBlur blurringArea;
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// shadowRect is already in device pixels, pass 1 as the appunits/pixel value
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blurRadius /= twipsPerPixel;
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shadowContext = blurringArea.Init(shadowRect, blurRadius, 1, renderContext, dirtyGfxRect);
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shadowContext = blurringArea.Init(shadowRect, blurRadius, twipsPerPixel, renderContext, aDirtyRect);
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if (!shadowContext)
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continue;
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@ -1212,7 +1209,7 @@ nsCSSRendering::PaintBoxShadowOuter(nsPresContext* aPresContext,
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// Clip out the area of the actual frame so the shadow is not shown within
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// the frame
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renderContext->NewPath();
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renderContext->Rectangle(shadowRectPlusBlur);
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renderContext->Rectangle(shadowGfxRectPlusBlur);
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if (hasBorderRadius)
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renderContext->RoundedRectangle(frameGfxRect, borderRadii);
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else
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@ -1235,9 +1232,9 @@ nsCSSRendering::PaintBoxShadowOuter(nsPresContext* aPresContext,
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};
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nsCSSBorderRenderer::ComputeInnerRadii(borderRadii, borderSizes,
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&clipRectRadii);
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shadowContext->RoundedRectangle(shadowRect, clipRectRadii);
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shadowContext->RoundedRectangle(shadowGfxRect, clipRectRadii);
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} else {
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shadowContext->Rectangle(shadowRect);
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shadowContext->Rectangle(shadowGfxRect);
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}
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shadowContext->Fill();
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@ -1284,7 +1281,6 @@ nsCSSRendering::PaintBoxShadowInner(nsPresContext* aPresContext,
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&innerRadii);
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}
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gfxRect dirtyGfxRect = RectToGfxRect(aDirtyRect, twipsPerPixel);
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for (PRUint32 i = shadows->Length(); i > 0; --i) {
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nsCSSShadowItem* shadowItem = shadows->ShadowAt(i - 1);
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if (!shadowItem->mInset)
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@ -1298,28 +1294,18 @@ nsCSSRendering::PaintBoxShadowInner(nsPresContext* aPresContext,
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* that we will NOT paint in
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*/
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nscoord blurRadius = shadowItem->mRadius;
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gfxRect shadowRect(paddingRect.x, paddingRect.y, paddingRect.width, paddingRect.height);
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gfxRect shadowPaintRect = shadowRect;
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shadowPaintRect.Outset(blurRadius);
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nsRect shadowPaintRect = paddingRect;
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shadowPaintRect.Inflate(blurRadius, blurRadius);
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gfxRect shadowClipRect = shadowRect;
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shadowClipRect.MoveBy(gfxPoint(shadowItem->mXOffset, shadowItem->mYOffset));
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shadowClipRect.Inset(shadowItem->mSpread);
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shadowRect.ScaleInverse(twipsPerPixel);
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shadowRect.Round();
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shadowPaintRect.ScaleInverse(twipsPerPixel);
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shadowPaintRect.RoundOut();
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shadowClipRect.ScaleInverse(twipsPerPixel);
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shadowClipRect.Round();
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nsRect shadowClipRect = paddingRect;
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shadowClipRect.MoveBy(shadowItem->mXOffset, shadowItem->mYOffset);
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shadowClipRect.Deflate(shadowItem->mSpread, shadowItem->mSpread);
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gfxContext* renderContext = aRenderingContext.ThebesContext();
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nsRefPtr<gfxContext> shadowContext;
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nsContextBoxBlur blurringArea;
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// shadowPaintRect is already in device pixels, pass 1 as the appunits/pixel value
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blurRadius /= twipsPerPixel;
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shadowContext = blurringArea.Init(shadowPaintRect, blurRadius, 1, renderContext, dirtyGfxRect);
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shadowContext = blurringArea.Init(shadowPaintRect, blurRadius, twipsPerPixel, renderContext, aDirtyRect);
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if (!shadowContext)
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continue;
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@ -1335,17 +1321,23 @@ nsCSSRendering::PaintBoxShadowInner(nsPresContext* aPresContext,
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// Clip the context to the area of the frame's padding rect, so no part of the
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// shadow is painted outside
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gfxRect shadowGfxRect = RectToGfxRect(paddingRect, twipsPerPixel);
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shadowGfxRect.Round();
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renderContext->NewPath();
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if (hasBorderRadius)
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renderContext->RoundedRectangle(shadowRect, innerRadii, PR_FALSE);
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renderContext->RoundedRectangle(shadowGfxRect, innerRadii, PR_FALSE);
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else
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renderContext->Rectangle(shadowRect);
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renderContext->Rectangle(shadowGfxRect);
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renderContext->Clip();
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// Fill the temporary surface minus the area within the frame that we should
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// not paint in, and blur and apply it
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gfxRect shadowPaintGfxRect = RectToGfxRect(shadowPaintRect, twipsPerPixel);
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gfxRect shadowClipGfxRect = RectToGfxRect(shadowClipRect, twipsPerPixel);
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shadowPaintGfxRect.RoundOut();
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shadowClipGfxRect.Round();
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shadowContext->NewPath();
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shadowContext->Rectangle(shadowPaintRect);
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shadowContext->Rectangle(shadowPaintGfxRect);
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if (hasBorderRadius) {
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// Calculate the radii the inner clipping rect will have
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gfxCornerSizes clipRectRadii;
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@ -1356,9 +1348,9 @@ nsCSSRendering::PaintBoxShadowInner(nsPresContext* aPresContext,
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};
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nsCSSBorderRenderer::ComputeInnerRadii(innerRadii, borderSizes,
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&clipRectRadii);
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shadowContext->RoundedRectangle(shadowClipRect, clipRectRadii, PR_FALSE);
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shadowContext->RoundedRectangle(shadowClipGfxRect, clipRectRadii, PR_FALSE);
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} else {
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shadowContext->Rectangle(shadowClipRect);
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shadowContext->Rectangle(shadowClipGfxRect);
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}
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shadowContext->SetFillRule(gfxContext::FILL_RULE_EVEN_ODD);
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shadowContext->Fill();
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@ -3239,14 +3231,13 @@ ImageRenderer::Draw(nsPresContext* aPresContext,
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// nsContextBoxBlur
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// -----
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gfxContext*
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nsContextBoxBlur::Init(const gfxRect& aRect, nscoord aBlurRadius,
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nsContextBoxBlur::Init(const nsRect& aRect, nscoord aBlurRadius,
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PRInt32 aAppUnitsPerDevPixel,
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gfxContext* aDestinationCtx,
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const gfxRect& aDirtyRect)
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const nsRect& aDirtyRect)
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{
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mDestinationCtx = aDestinationCtx;
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PRInt32 blurRadius = static_cast<PRInt32>(aBlurRadius / aAppUnitsPerDevPixel);
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mDestinationCtx = aDestinationCtx;
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// if not blurring, draw directly onto the destination device
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if (blurRadius <= 0) {
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@ -3255,18 +3246,15 @@ nsContextBoxBlur::Init(const gfxRect& aRect, nscoord aBlurRadius,
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}
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// Convert from app units to device pixels
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gfxRect rect = aRect;
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rect.ScaleInverse(aAppUnitsPerDevPixel);
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gfxRect rect = RectToGfxRect(aRect, aAppUnitsPerDevPixel);
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rect.RoundOut();
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if (rect.IsEmpty()) {
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mContext = aDestinationCtx;
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return mContext;
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}
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gfxRect dirtyRect = aDirtyRect;
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dirtyRect.ScaleInverse(aAppUnitsPerDevPixel);
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mDestinationCtx = aDestinationCtx;
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gfxRect dirtyRect = RectToGfxRect(aDirtyRect, aAppUnitsPerDevPixel);
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// Create the temporary surface for blurring
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mContext = blur.Init(rect, gfxIntSize(blurRadius, blurRadius), &dirtyRect);
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@ -403,9 +403,9 @@ public:
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* should prepare the destination context as if you were going to draw
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* directly on it instead of any temporary surface created in this class.
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*/
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gfxContext* Init(const gfxRect& aRect, nscoord aBlurRadius,
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gfxContext* Init(const nsRect& aRect, nscoord aBlurRadius,
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PRInt32 aAppUnitsPerDevPixel, gfxContext* aDestinationCtx,
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const gfxRect& aDirtyRect);
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const nsRect& aDirtyRect);
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/**
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* Does the actual blurring and mask applying. Users of this object *must*
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@ -5860,6 +5860,25 @@ nsBlockFrame::PaintTextDecorationLine(gfxContext* aCtx,
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nscoord start = aLine->mBounds.x;
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nscoord width = aLine->mBounds.width;
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AdjustForTextIndent(aLine, start, width);
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// Only paint if we have a positive width
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if (width > 0) {
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gfxPoint pt(PresContext()->AppUnitsToGfxUnits(start + aPt.x),
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PresContext()->AppUnitsToGfxUnits(aLine->mBounds.y + aPt.y));
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gfxSize size(PresContext()->AppUnitsToGfxUnits(width), aSize);
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nsCSSRendering::PaintDecorationLine(
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aCtx, aColor, pt, size,
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PresContext()->AppUnitsToGfxUnits(aLine->GetAscent()),
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aOffset, aDecoration, nsCSSRendering::DECORATION_STYLE_SOLID);
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}
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}
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/*virtual*/ void
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nsBlockFrame::AdjustForTextIndent(const nsLineBox* aLine,
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nscoord& start,
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nscoord& width)
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{
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if (!GetPrevContinuation() && aLine == begin_lines().get()) {
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// Adjust for the text-indent. See similar code in
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// nsLineLayout::BeginLineReflow.
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@ -5884,17 +5903,6 @@ nsBlockFrame::PaintTextDecorationLine(gfxContext* aCtx,
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start += indent;
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width -= indent;
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}
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// Only paint if we have a positive width
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if (width > 0) {
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gfxPoint pt(PresContext()->AppUnitsToGfxUnits(start + aPt.x),
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PresContext()->AppUnitsToGfxUnits(aLine->mBounds.y + aPt.y));
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gfxSize size(PresContext()->AppUnitsToGfxUnits(width), aSize);
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nsCSSRendering::PaintDecorationLine(
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aCtx, aColor, pt, size,
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PresContext()->AppUnitsToGfxUnits(aLine->GetAscent()),
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aOffset, aDecoration, nsCSSRendering::DECORATION_STYLE_SOLID);
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}
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}
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#ifdef DEBUG
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@ -355,6 +355,10 @@ protected:
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gfxFloat aSize,
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const PRUint8 aDecoration);
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virtual void AdjustForTextIndent(const nsLineBox* aLine,
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nscoord& start,
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nscoord& width);
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void TryAllLines(nsLineList::iterator* aIterator,
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nsLineList::iterator* aStartIterator,
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nsLineList::iterator* aEndIterator,
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@ -155,7 +155,7 @@ class nsDisplayTextShadow : public nsDisplayItem {
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public:
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nsDisplayTextShadow(nsHTMLContainerFrame* aFrame, const PRUint8 aDecoration,
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const nscolor& aColor, nsLineBox* aLine,
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const nscoord& aBlurRadius, const gfxPoint& aOffset)
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const nscoord& aBlurRadius, const nsPoint& aOffset)
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: nsDisplayItem(aFrame), mLine(aLine), mColor(aColor),
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mDecorationFlags(aDecoration),
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mBlurRadius(aBlurRadius), mOffset(aOffset) {
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@ -173,8 +173,8 @@ private:
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nsLineBox* mLine;
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nscolor mColor;
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PRUint8 mDecorationFlags;
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nscoord mBlurRadius; // App units
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gfxPoint mOffset; // App units
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nscoord mBlurRadius;
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nsPoint mOffset;
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};
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void
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@ -191,22 +191,83 @@ nsDisplayTextShadow::Paint(nsDisplayListBuilder* aBuilder,
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gfxFont* firstFont = fontGroup->GetFontAt(0);
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if (!firstFont)
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return; // OOM
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const gfxFont::Metrics& metrics = firstFont->GetMetrics();
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nsPoint pt = aBuilder->ToReferenceFrame(mFrame) + nsPoint(mOffset.x, mOffset.y);
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gfxFloat underlineOffset = fontGroup->GetUnderlineOffset();
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nsHTMLContainerFrame* f = static_cast<nsHTMLContainerFrame*>(mFrame);
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nsMargin bp = f->GetUsedBorderAndPadding();
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nscoord innerWidthInAppUnits = (mFrame->GetSize().width - bp.LeftRight());
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nsPoint pt = aBuilder->ToReferenceFrame(mFrame) + mOffset;
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nsPresContext* presContext = mFrame->PresContext();
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gfxFloat lineWidth;
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nsPoint linePt;
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gfxFloat ascent;
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if (mLine) {
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// Block frames give us an nsLineBox, so we must use that
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nscoord start = mLine->mBounds.x;
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nscoord width = mLine->mBounds.width;
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f->AdjustForTextIndent(mLine, start, width);
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if (width <= 0)
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return;
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lineWidth = presContext->AppUnitsToGfxUnits(width);
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linePt = nsPoint(start + pt.x, mLine->mBounds.y + pt.y);
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ascent = presContext->AppUnitsToGfxUnits(mLine->GetAscent());
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} else {
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// For inline frames, we must use the frame's geometry
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nsRect contentRect = mFrame->GetContentRect() - mFrame->GetPosition() + pt;
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lineWidth = presContext->AppUnitsToGfxUnits(contentRect.width);
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linePt = contentRect.TopLeft();
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// The ascent of :first-letter frame's text may not be the same as the ascent
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// of the font metrics, because it may use the tight box of the actual
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// glyph.
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if (mFrame->GetType() == nsGkAtoms::letterFrame) {
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// Note that nsFirstLetterFrame::GetFirstLetterBaseline() returns
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// |border-top + padding-top + ascent|. But we only need the ascent value,
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// because those will be added in PaintTextDecorationLine.
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nsFirstLetterFrame* letterFrame = static_cast<nsFirstLetterFrame*>(mFrame);
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nscoord tmp = letterFrame->GetFirstLetterBaseline();
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tmp -= letterFrame->GetUsedBorderAndPadding().top;
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ascent = presContext->AppUnitsToGfxUnits(tmp);
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} else {
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ascent = metrics.maxAscent;
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}
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}
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gfxRect shadowRect = gfxRect(pt.x, pt.y, innerWidthInAppUnits, mFrame->GetSize().height);
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gfxContext* thebesCtx = aCtx->ThebesContext();
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nsRect shadowRect(0, 0, 0, 0);
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gfxRect dirtyRect(aDirtyRect.x, aDirtyRect.y, aDirtyRect.width, aDirtyRect.height);
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// Get the rects for each text decoration line, and union them together so we
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// know the minimum size we can make our shadow-painting surface.
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if (mDecorationFlags & NS_STYLE_TEXT_DECORATION_UNDERLINE) {
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gfxSize size(lineWidth, metrics.underlineSize);
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nsRect rect = nsCSSRendering::GetTextDecorationRect(presContext, size,
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ascent, underlineOffset, NS_STYLE_TEXT_DECORATION_UNDERLINE,
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nsCSSRendering::DECORATION_STYLE_SOLID);
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shadowRect.UnionRect(shadowRect, rect + linePt);
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}
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if (mDecorationFlags & NS_STYLE_TEXT_DECORATION_OVERLINE) {
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gfxSize size(lineWidth, metrics.underlineSize);
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nsRect rect = nsCSSRendering::GetTextDecorationRect(presContext, size,
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ascent, metrics.maxAscent, NS_STYLE_TEXT_DECORATION_OVERLINE,
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nsCSSRendering::DECORATION_STYLE_SOLID);
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shadowRect.UnionRect(shadowRect, rect + linePt);
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}
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if (mDecorationFlags & NS_STYLE_TEXT_DECORATION_LINE_THROUGH) {
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gfxSize size(lineWidth, metrics.strikeoutSize);
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nsRect rect = nsCSSRendering::GetTextDecorationRect(presContext, size,
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ascent, metrics.strikeoutOffset, NS_STYLE_TEXT_DECORATION_LINE_THROUGH,
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nsCSSRendering::DECORATION_STYLE_SOLID);
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shadowRect.UnionRect(shadowRect, rect + linePt);
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}
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// Create our shadow surface, then paint the text decorations onto it
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nsContextBoxBlur contextBoxBlur;
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gfxContext* shadowCtx = contextBoxBlur.Init(shadowRect, mBlurRadius,
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mFrame->PresContext()->AppUnitsPerDevPixel(),
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thebesCtx, dirtyRect);
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presContext->AppUnitsPerDevPixel(),
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thebesCtx, aDirtyRect);
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if (!shadowCtx)
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return;
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@ -215,19 +276,18 @@ nsDisplayTextShadow::Paint(nsDisplayListBuilder* aBuilder,
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thebesCtx->SetColor(gfxRGBA(mColor));
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if (mDecorationFlags & NS_STYLE_TEXT_DECORATION_UNDERLINE) {
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gfxFloat underlineOffset = fontGroup->GetUnderlineOffset();
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f->PaintTextDecorationLine(shadowCtx, pt, mLine, mColor,
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underlineOffset, metrics.maxAscent,
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underlineOffset, ascent,
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metrics.underlineSize, NS_STYLE_TEXT_DECORATION_UNDERLINE);
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}
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if (mDecorationFlags & NS_STYLE_TEXT_DECORATION_OVERLINE) {
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f->PaintTextDecorationLine(shadowCtx, pt, mLine, mColor,
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metrics.maxAscent, metrics.maxAscent,
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metrics.maxAscent, ascent,
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metrics.underlineSize, NS_STYLE_TEXT_DECORATION_OVERLINE);
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}
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if (mDecorationFlags & NS_STYLE_TEXT_DECORATION_LINE_THROUGH) {
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f->PaintTextDecorationLine(shadowCtx, pt, mLine, mColor,
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metrics.strikeoutOffset, metrics.maxAscent,
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metrics.strikeoutOffset, ascent,
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metrics.strikeoutSize, NS_STYLE_TEXT_DECORATION_LINE_THROUGH);
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}
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||||
|
@ -279,7 +339,7 @@ nsHTMLContainerFrame::DisplayTextDecorations(nsDisplayListBuilder* aBuilder,
|
|||
else
|
||||
shadowColor = GetStyleColor()->mColor;
|
||||
|
||||
gfxPoint offset = gfxPoint(shadow->mXOffset, shadow->mYOffset);
|
||||
nsPoint offset(shadow->mXOffset, shadow->mYOffset);
|
||||
|
||||
// Add it to the display list so it is painted underneath the text and all decorations
|
||||
nsresult rv = aBelowTextDecorations->AppendNewToTop(new (aBuilder)
|
||||
|
@ -364,6 +424,16 @@ nsHTMLContainerFrame::PaintTextDecorationLine(
|
|||
aDecoration, nsCSSRendering::DECORATION_STYLE_SOLID);
|
||||
}
|
||||
|
||||
/*virtual*/ void
|
||||
nsHTMLContainerFrame::AdjustForTextIndent(const nsLineBox* aLine,
|
||||
nscoord& start,
|
||||
nscoord& width)
|
||||
{
|
||||
// This function is not for us.
|
||||
// It allows nsBlockFrame to adjust the width/X position of its
|
||||
// shadowed decorations if a text-indent rule is in effect.
|
||||
}
|
||||
|
||||
void
|
||||
nsHTMLContainerFrame::GetTextDecorations(nsPresContext* aPresContext,
|
||||
PRBool aIsBlock,
|
||||
|
|
|
@ -182,6 +182,10 @@ protected:
|
|||
gfxFloat aSize,
|
||||
const PRUint8 aDecoration);
|
||||
|
||||
virtual void AdjustForTextIndent(const nsLineBox* aLine,
|
||||
nscoord& start,
|
||||
nscoord& width);
|
||||
|
||||
friend class nsDisplayTextDecoration;
|
||||
friend class nsDisplayTextShadow;
|
||||
};
|
||||
|
|
|
@ -420,7 +420,7 @@ protected:
|
|||
PRUint32 aLength,
|
||||
nsCSSShadowItem* aShadowDetails,
|
||||
PropertyProvider* aProvider,
|
||||
const gfxRect& aDirtyRect,
|
||||
const nsRect& aDirtyRect,
|
||||
const gfxPoint& aFramePt,
|
||||
const gfxPoint& aTextBaselinePt,
|
||||
gfxContext* aCtx,
|
||||
|
|
|
@ -4428,7 +4428,7 @@ AddHyphenToMetrics(nsTextFrame* aTextFrame, gfxTextRun* aBaseTextRun,
|
|||
void
|
||||
nsTextFrame::PaintOneShadow(PRUint32 aOffset, PRUint32 aLength,
|
||||
nsCSSShadowItem* aShadowDetails,
|
||||
PropertyProvider* aProvider, const gfxRect& aDirtyRect,
|
||||
PropertyProvider* aProvider, const nsRect& aDirtyRect,
|
||||
const gfxPoint& aFramePt, const gfxPoint& aTextBaselinePt,
|
||||
gfxContext* aCtx, const nscolor& aForegroundColor)
|
||||
{
|
||||
|
@ -4445,8 +4445,10 @@ nsTextFrame::PaintOneShadow(PRUint32 aOffset, PRUint32 aLength,
|
|||
// This rect is the box which is equivalent to where the shadow will be painted.
|
||||
// The origin of mBoundingBox is the text baseline left, so we must translate it by
|
||||
// that much in order to make the origin the top-left corner of the text bounding box.
|
||||
gfxRect shadowRect = shadowMetrics.mBoundingBox +
|
||||
gfxPoint(aFramePt.x, aTextBaselinePt.y) + shadowOffset;
|
||||
gfxRect shadowGfxRect = shadowMetrics.mBoundingBox +
|
||||
gfxPoint(aFramePt.x, aTextBaselinePt.y) + shadowOffset;
|
||||
nsRect shadowRect(shadowGfxRect.X(), shadowGfxRect.Y(),
|
||||
shadowGfxRect.Width(), shadowGfxRect.Height());;
|
||||
|
||||
nsContextBoxBlur contextBoxBlur;
|
||||
gfxContext* shadowContext = contextBoxBlur.Init(shadowRect, blurRadius,
|
||||
|
@ -4468,17 +4470,18 @@ nsTextFrame::PaintOneShadow(PRUint32 aOffset, PRUint32 aLength,
|
|||
// Draw the text onto our alpha-only surface to capture the alpha values.
|
||||
// Remember that the box blur context has a device offset on it, so we don't need to
|
||||
// translate any coordinates to fit on the surface.
|
||||
gfxRect dirtyGfxRect(aDirtyRect.x, aDirtyRect.y, aDirtyRect.width, aDirtyRect.height);
|
||||
gfxFloat advanceWidth;
|
||||
DrawText(shadowContext,
|
||||
aTextBaselinePt + shadowOffset,
|
||||
aOffset, aLength, &aDirtyRect, aProvider, advanceWidth,
|
||||
aOffset, aLength, &dirtyGfxRect, aProvider, advanceWidth,
|
||||
(GetStateBits() & TEXT_HYPHEN_BREAK) != 0);
|
||||
|
||||
// This will only have an effect in quirks mode. Standards mode text-decoration shadow painting
|
||||
// is handled in nsHTMLContainerFrame.cpp, so you must remember to consider that if you change
|
||||
// any code behaviour here.
|
||||
nsTextPaintStyle textPaintStyle(this);
|
||||
PaintTextDecorations(shadowContext, aDirtyRect, aFramePt + shadowOffset,
|
||||
PaintTextDecorations(shadowContext, dirtyGfxRect, aFramePt + shadowOffset,
|
||||
aTextBaselinePt + shadowOffset,
|
||||
textPaintStyle, *aProvider, &shadowColor);
|
||||
|
||||
|
@ -4744,7 +4747,7 @@ nsTextFrame::PaintText(nsIRenderingContext* aRenderingContext, nsPoint aPt,
|
|||
PaintOneShadow(provider.GetStart().GetSkippedOffset(),
|
||||
ComputeTransformedLength(provider),
|
||||
textStyle->mTextShadow->ShadowAt(i - 1), &provider,
|
||||
dirtyRect, framePt, textBaselinePt, ctx,
|
||||
aDirtyRect, framePt, textBaselinePt, ctx,
|
||||
textPaintStyle.GetTextColor());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,3 @@
|
|||
<!DOCTYPE HTML>
|
||||
|
||||
<div style="position: absolute; top: 20px; left: 20px;"><span style="text-decoration: underline; text-shadow: 3px 3px 3px red; font-size: 40px;">Testingtestingtestingtesting</span></div>
|
|
@ -0,0 +1,3 @@
|
|||
<!DOCTYPE HTML>
|
||||
|
||||
<div style="position: absolute; top: 20px; left: 20px; width: 50px; text-decoration: underline; text-shadow: 3px 3px 3px red; font-size: 40px;">Testingtestingtestingtesting</div>
|
|
@ -0,0 +1 @@
|
|||
<!DOCTYPE HTML><div><a href="http://test" style="margin-left: 20px; text-shadow: 2px 2px 3px blue;">Hello world hello world</a></div>
|
|
@ -0,0 +1 @@
|
|||
<!DOCTYPE HTML><div><a href="http://test" style="padding-left: 20px; text-shadow: 2px 2px 3px blue;">Hello world hello world</a></div>
|
|
@ -13,4 +13,7 @@
|
|||
== multiple-noblur.html multiple-noblur-ref.html
|
||||
== quirks-decor-noblur.html quirks-decor-noblur-ref.html
|
||||
== standards-decor-noblur.html standards-decor-noblur-ref.html
|
||||
== padding-decoration.html padding-decoration-ref.html
|
||||
== textindent.html textindent-ref.html
|
||||
== lineoverflow.html lineoverflow-ref.html
|
||||
|
||||
|
|
|
@ -0,0 +1,3 @@
|
|||
<!DOCTYPE HTML>
|
||||
|
||||
<div style="position:absolute; top: 20px; left: 60px; text-decoration: underline; text-shadow: 5px 5px 3px blue; font-size: 40px;">M</div>
|
|
@ -0,0 +1,3 @@
|
|||
<!DOCTYPE HTML>
|
||||
|
||||
<div style="position:absolute; top: 20px; left: 120px; text-indent: -60px; text-decoration: underline; text-shadow: 5px 5px 3px blue; font-size: 40px;">M</div>
|
|
@ -576,13 +576,10 @@ void nsTextBoxFrame::PaintOneShadow(gfxContext* aCtx,
|
|||
nsRect shadowRect(aTextRect);
|
||||
shadowRect.MoveBy(shadowOffset);
|
||||
|
||||
gfxRect shadowRectGFX(shadowRect.x, shadowRect.y, shadowRect.width, shadowRect.height);
|
||||
gfxRect dirtyRectGFX(aDirtyRect.x, aDirtyRect.y, aDirtyRect.width, aDirtyRect.height);
|
||||
|
||||
nsContextBoxBlur contextBoxBlur;
|
||||
gfxContext* shadowContext = contextBoxBlur.Init(shadowRectGFX, blurRadius,
|
||||
gfxContext* shadowContext = contextBoxBlur.Init(shadowRect, blurRadius,
|
||||
PresContext()->AppUnitsPerDevPixel(),
|
||||
aCtx, dirtyRectGFX);
|
||||
aCtx, aDirtyRect);
|
||||
|
||||
if (!shadowContext)
|
||||
return;
|
||||
|
@ -597,7 +594,8 @@ void nsTextBoxFrame::PaintOneShadow(gfxContext* aCtx,
|
|||
nsCOMPtr<nsIRenderingContext> renderingContext = nsnull;
|
||||
nsIDeviceContext* devCtx = PresContext()->DeviceContext();
|
||||
devCtx->CreateRenderingContextInstance(*getter_AddRefs(renderingContext));
|
||||
if (!renderingContext) return;
|
||||
if (!renderingContext)
|
||||
return;
|
||||
renderingContext->Init(devCtx, shadowContext);
|
||||
|
||||
aCtx->Save();
|
||||
|
|
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Ссылка в новой задаче