зеркало из https://github.com/mozilla/pjs.git
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@ -1162,30 +1162,35 @@ 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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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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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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// 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.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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shadowRectPlusBlur.Outset(blurRadius);
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shadowRectPlusBlur.ScaleInverse(twipsPerPixel);
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shadowRectPlusBlur.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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shadowContext = blurringArea.Init(shadowRect, blurRadius, twipsPerPixel, renderContext, aDirtyRect);
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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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if (!shadowContext)
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continue;
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@ -1202,7 +1207,7 @@ 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(shadowGfxRectPlusBlur);
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renderContext->Rectangle(shadowRectPlusBlur);
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if (hasBorderRadius)
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renderContext->RoundedRectangle(frameGfxRect, borderRadii);
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else
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@ -1225,9 +1230,9 @@ 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(shadowGfxRect, clipRectRadii);
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shadowContext->RoundedRectangle(shadowRect, clipRectRadii);
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} else {
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shadowContext->Rectangle(shadowGfxRect);
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shadowContext->Rectangle(shadowRect);
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}
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shadowContext->Fill();
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@ -1274,6 +1279,7 @@ 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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@ -1287,18 +1293,28 @@ 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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nsRect shadowPaintRect = paddingRect;
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shadowPaintRect.Inflate(blurRadius, blurRadius);
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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 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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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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gfxContext* renderContext = aRenderingContext.ThebesContext();
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nsRefPtr<gfxContext> shadowContext;
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nsContextBoxBlur blurringArea;
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shadowContext = blurringArea.Init(shadowPaintRect, blurRadius, twipsPerPixel, renderContext, aDirtyRect);
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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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if (!shadowContext)
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continue;
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@ -1314,20 +1330,17 @@ 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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renderContext->NewPath();
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if (hasBorderRadius)
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renderContext->RoundedRectangle(shadowGfxRect, innerRadii, PR_FALSE);
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renderContext->RoundedRectangle(shadowRect, innerRadii, PR_FALSE);
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else
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renderContext->Rectangle(shadowGfxRect);
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renderContext->Rectangle(shadowRect);
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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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shadowContext->NewPath();
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shadowContext->Rectangle(shadowPaintGfxRect);
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shadowContext->Rectangle(shadowPaintRect);
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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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@ -1338,9 +1351,9 @@ 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(shadowClipGfxRect, clipRectRadii, PR_FALSE);
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shadowContext->RoundedRectangle(shadowClipRect, clipRectRadii, PR_FALSE);
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} else {
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shadowContext->Rectangle(shadowClipGfxRect);
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shadowContext->Rectangle(shadowClipRect);
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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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@ -3193,14 +3206,15 @@ 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 nsRect& aRect, nscoord aBlurRadius,
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nsContextBoxBlur::Init(const gfxRect& aRect, nscoord aBlurRadius,
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PRInt32 aAppUnitsPerDevPixel,
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gfxContext* aDestinationCtx,
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const nsRect& aDirtyRect)
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const gfxRect& aDirtyRect)
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{
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PRInt32 blurRadius = static_cast<PRInt32>(aBlurRadius / aAppUnitsPerDevPixel);
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mDestinationCtx = aDestinationCtx;
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PRInt32 blurRadius = static_cast<PRInt32>(aBlurRadius / aAppUnitsPerDevPixel);
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// if not blurring, draw directly onto the destination device
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if (blurRadius <= 0) {
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mContext = aDestinationCtx;
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@ -3208,14 +3222,18 @@ nsContextBoxBlur::Init(const nsRect& aRect, nscoord aBlurRadius,
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}
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// Convert from app units to device pixels
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gfxRect rect = RectToGfxRect(aRect, aAppUnitsPerDevPixel);
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gfxRect rect = aRect;
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rect.ScaleInverse(aAppUnitsPerDevPixel);
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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 = RectToGfxRect(aDirtyRect, aAppUnitsPerDevPixel);
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gfxRect dirtyRect = aDirtyRect;
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dirtyRect.ScaleInverse(aAppUnitsPerDevPixel);
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mDestinationCtx = aDestinationCtx;
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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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@ -400,9 +400,9 @@ 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 nsRect& aRect, nscoord aBlurRadius,
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gfxContext* Init(const gfxRect& aRect, nscoord aBlurRadius,
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PRInt32 aAppUnitsPerDevPixel, gfxContext* aDestinationCtx,
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const nsRect& aDirtyRect);
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const gfxRect& 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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@ -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 nsPoint& aOffset)
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const nscoord& aBlurRadius, const gfxPoint& 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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@ -174,7 +174,7 @@ private:
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nscolor mColor;
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PRUint8 mDecorationFlags;
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nscoord mBlurRadius; // App units
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nsPoint mOffset; // App units
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gfxPoint mOffset; // App units
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};
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void
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@ -192,17 +192,21 @@ nsDisplayTextShadow::Paint(nsDisplayListBuilder* aBuilder,
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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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nsHTMLContainerFrame* f = static_cast<nsHTMLContainerFrame*>(mFrame);
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nsPoint pt = aBuilder->ToReferenceFrame(mFrame) + mOffset;
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nsMargin bp = f->GetUsedBorderAndPadding();
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nscoord innerWidthInAppUnits = (mFrame->GetSize().width - bp.LeftRight());
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nsRect shadowRect = mFrame->GetContentRect() - mFrame->GetPosition() + pt;
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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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gfxRect dirtyRect(aDirtyRect.x, aDirtyRect.y, aDirtyRect.width, aDirtyRect.height);
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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, aDirtyRect);
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thebesCtx, dirtyRect);
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if (!shadowCtx)
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return;
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@ -275,7 +279,7 @@ nsHTMLContainerFrame::DisplayTextDecorations(nsDisplayListBuilder* aBuilder,
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else
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shadowColor = GetStyleColor()->mColor;
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nsPoint offset(shadow->mXOffset, shadow->mYOffset);
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gfxPoint offset = gfxPoint(shadow->mXOffset, shadow->mYOffset);
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// Add it to the display list so it is painted underneath the text and all decorations
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nsresult rv = aBelowTextDecorations->AppendNewToTop(new (aBuilder)
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@ -418,7 +418,7 @@ protected:
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PRUint32 aLength,
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nsCSSShadowItem* aShadowDetails,
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PropertyProvider* aProvider,
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const nsRect& aDirtyRect,
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const gfxRect& aDirtyRect,
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const gfxPoint& aFramePt,
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const gfxPoint& aTextBaselinePt,
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gfxContext* aCtx,
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@ -4422,7 +4422,7 @@ AddHyphenToMetrics(nsTextFrame* aTextFrame, gfxTextRun* aBaseTextRun,
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void
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nsTextFrame::PaintOneShadow(PRUint32 aOffset, PRUint32 aLength,
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nsCSSShadowItem* aShadowDetails,
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PropertyProvider* aProvider, const nsRect& aDirtyRect,
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PropertyProvider* aProvider, const gfxRect& aDirtyRect,
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const gfxPoint& aFramePt, const gfxPoint& aTextBaselinePt,
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gfxContext* aCtx, const nscolor& aForegroundColor)
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{
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@ -4439,10 +4439,8 @@ nsTextFrame::PaintOneShadow(PRUint32 aOffset, PRUint32 aLength,
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// This rect is the box which is equivalent to where the shadow will be painted.
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// The origin of mBoundingBox is the text baseline left, so we must translate it by
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// that much in order to make the origin the top-left corner of the text bounding box.
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gfxRect shadowGfxRect = shadowMetrics.mBoundingBox +
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gfxRect shadowRect = shadowMetrics.mBoundingBox +
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gfxPoint(aFramePt.x, aTextBaselinePt.y) + shadowOffset;
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nsRect shadowRect(shadowGfxRect.X(), shadowGfxRect.Y(),
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shadowGfxRect.Width(), shadowGfxRect.Height());
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nsContextBoxBlur contextBoxBlur;
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gfxContext* shadowContext = contextBoxBlur.Init(shadowRect, blurRadius,
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@ -4464,18 +4462,17 @@ nsTextFrame::PaintOneShadow(PRUint32 aOffset, PRUint32 aLength,
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// Draw the text onto our alpha-only surface to capture the alpha values.
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// Remember that the box blur context has a device offset on it, so we don't need to
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// translate any coordinates to fit on the surface.
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gfxRect dirtyGfxRect(aDirtyRect.x, aDirtyRect.y, aDirtyRect.width, aDirtyRect.height);
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gfxFloat advanceWidth;
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DrawText(shadowContext,
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aTextBaselinePt + shadowOffset,
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aOffset, aLength, &dirtyGfxRect, aProvider, advanceWidth,
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aOffset, aLength, &aDirtyRect, aProvider, advanceWidth,
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(GetStateBits() & TEXT_HYPHEN_BREAK) != 0);
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// This will only have an effect in quirks mode. Standards mode text-decoration shadow painting
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// is handled in nsHTMLContainerFrame.cpp, so you must remember to consider that if you change
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// any code behaviour here.
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nsTextPaintStyle textPaintStyle(this);
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PaintTextDecorations(shadowContext, dirtyGfxRect, aFramePt + shadowOffset,
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PaintTextDecorations(shadowContext, aDirtyRect, aFramePt + shadowOffset,
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aTextBaselinePt + shadowOffset,
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textPaintStyle, *aProvider, &shadowColor);
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@ -4741,7 +4738,7 @@ nsTextFrame::PaintText(nsIRenderingContext* aRenderingContext, nsPoint aPt,
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PaintOneShadow(provider.GetStart().GetSkippedOffset(),
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ComputeTransformedLength(provider),
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textStyle->mTextShadow->ShadowAt(i - 1), &provider,
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aDirtyRect, framePt, textBaselinePt, ctx,
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dirtyRect, framePt, textBaselinePt, ctx,
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textPaintStyle.GetTextColor());
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}
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}
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@ -1 +0,0 @@
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<!DOCTYPE HTML><div><a href="http://test" style="margin-left: 20px; text-shadow: 2px 2px 3px blue;">Hello world hello world</a></div>
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@ -1 +0,0 @@
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<!DOCTYPE HTML><div><a href="http://test" style="padding-left: 20px; text-shadow: 2px 2px 3px blue;">Hello world hello world</a></div>
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@ -13,5 +13,4 @@
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== multiple-noblur.html multiple-noblur-ref.html
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== quirks-decor-noblur.html quirks-decor-noblur-ref.html
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== standards-decor-noblur.html standards-decor-noblur-ref.html
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== padding-decoration.html padding-decoration-ref.html
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@ -574,10 +574,14 @@ void nsTextBoxFrame::PaintOneShadow(gfxContext* aCtx,
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nsRect shadowRect(aTextRect);
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shadowRect.MoveBy(shadowOffset);
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gfxRect shadowRectGFX(shadowRect.x, shadowRect.y, shadowRect.width, shadowRect.height);
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gfxRect dirtyRectGFX(aDirtyRect.x, aDirtyRect.y, aDirtyRect.width, aDirtyRect.height);
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nsContextBoxBlur contextBoxBlur;
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gfxContext* shadowContext = contextBoxBlur.Init(shadowRect, blurRadius,
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gfxContext* shadowContext = contextBoxBlur.Init(shadowRectGFX, blurRadius,
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PresContext()->AppUnitsPerDevPixel(),
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aCtx, aDirtyRect);
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aCtx, dirtyRectGFX);
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if (!shadowContext)
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return;
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@ -591,8 +595,7 @@ void nsTextBoxFrame::PaintOneShadow(gfxContext* aCtx,
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nsCOMPtr<nsIRenderingContext> renderingContext = nsnull;
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nsIDeviceContext* devCtx = PresContext()->DeviceContext();
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devCtx->CreateRenderingContextInstance(*getter_AddRefs(renderingContext));
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if (!renderingContext)
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return;
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if (!renderingContext) return;
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renderingContext->Init(devCtx, shadowContext);
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aCtx->Save();
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