pjs/layout/base/nsCSSRenderingBorders.cpp

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
// vim:cindent:ts=2:et:sw=2:
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
* Mozilla Corporation
* Portions created by the Initial Developer are Copyright (C) 2008
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Vladimir Vukicevic <vladimir@pobox.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either of the GNU General Public License Version 2 or later (the "GPL"),
* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "nsStyleConsts.h"
#include "nsPresContext.h"
#include "nsIImage.h"
#include "nsIFrame.h"
#include "nsPoint.h"
#include "nsRect.h"
#include "nsIViewManager.h"
#include "nsIPresShell.h"
#include "nsFrameManager.h"
#include "nsStyleContext.h"
#include "nsGkAtoms.h"
#include "nsCSSAnonBoxes.h"
#include "nsTransform2D.h"
#include "nsIDeviceContext.h"
#include "nsIContent.h"
#include "nsIDocument.h"
#include "nsIScrollableFrame.h"
#include "imgIRequest.h"
#include "imgIContainer.h"
#include "gfxIImageFrame.h"
#include "nsCSSRendering.h"
#include "nsCSSColorUtils.h"
#include "nsITheme.h"
#include "nsThemeConstants.h"
#include "nsIServiceManager.h"
#include "nsIHTMLDocument.h"
#include "nsLayoutUtils.h"
#include "nsINameSpaceManager.h"
#include "nsBlockFrame.h"
#include "gfxContext.h"
#include "nsCSSRenderingBorders.h"
/**
* nsCSSRendering::PaintBorder
* nsCSSRendering::PaintOutline
* -> DrawBorders
*
* DrawBorders
* |- separate corners?
* |- dashed side mask
* |
* -> can border be drawn in 1 pass? (e.g., solid border same color all around)
* |- DrawBorderSides with all 4 sides
* -> more than 1 pass?
* |- for each corner
* |- clip to DoCornerClipSubPath
* |- PushGroup
* |- for each side adjacent to corner
* |- clip to DoSideClipSubPath
* |- DrawBorderSides with one side
* |- PopGroup
* |- for each side
* |- DoSideClipWithoutCornersSubPath
* |- DrawDashedSide || DrawBorderSides with one side
*/
static void ComputeBorderCornerDimensions(const gfxRect& aOuterRect,
const gfxRect& aInnerRect,
const gfxCornerSizes& aRadii,
gfxCornerSizes *aDimsResult);
static void ComputeInnerRadii(const gfxCornerSizes& radii,
const gfxFloat *borderSizes,
gfxCornerSizes *innerRadii);
// given a side index, get the previous and next side index
#define NEXT_SIDE(_s) (((_s) + 1) & 3)
#define PREV_SIDE(_s) (((_s) + 3) & 3)
// from the given base color and the background color, turn
// color into a color for the given border pattern style
static gfxRGBA MakeBorderColor(const gfxRGBA& aColor,
const gfxRGBA& aBackgroundColor,
BorderColorStyle aBorderColorStyle);
// Given a line index (an index starting from the outside of the
// border going inwards) and an array of line styles, calculate the
// color that that stripe of the border should be rendered in.
static gfxRGBA ComputeColorForLine(PRUint32 aLineIndex,
const BorderColorStyle* aBorderColorStyle,
PRUint32 aBorderColorStyleCount,
nscolor aBorderColor,
nscolor aBackgroundColor);
static gfxRGBA ComputeCompositeColorForLine(PRUint32 aLineIndex,
const nsBorderColors* aBorderColors);
// little helper function to check if the array of 4 floats given are
// equal to the given value
static PRBool
CheckFourFloatsEqual(const gfxFloat *vals, gfxFloat k)
{
return (vals[0] == k &&
vals[1] == k &&
vals[2] == k &&
vals[3] == k);
}
static bool
IsZeroSize(const gfxSize& sz) {
return sz.width == 0.0 || sz.height == 0.0;
}
static bool
AllCornersZeroSize(const gfxCornerSizes& corners) {
return IsZeroSize(corners[0]) &&
IsZeroSize(corners[1]) &&
IsZeroSize(corners[2]) &&
IsZeroSize(corners[3]);
}
typedef enum {
// Normal solid square corner. Will be rectangular, the size of the
// adjacent sides. If the corner has a border radius, the corner
// will always be solid, since we don't do dotted/dashed etc.
CORNER_NORMAL,
// Paint the corner in whatever style is not dotted/dashed of the
// adjacent corners.
CORNER_SOLID,
// Paint the corner as a dot, the size of the bigger of the adjacent
// sides.
CORNER_DOT
} CornerStyle;
nsCSSBorderRenderer::nsCSSBorderRenderer(PRInt32 aAppUnitsPerPixel,
gfxContext* aDestContext,
gfxRect& aOuterRect,
const PRUint8* aBorderStyles,
const gfxFloat* aBorderWidths,
gfxCornerSizes& aBorderRadii,
const nscolor* aBorderColors,
nsBorderColors* const* aCompositeColors,
PRIntn aSkipSides,
nscolor aBackgroundColor)
: mAUPP(aAppUnitsPerPixel),
mContext(aDestContext),
mOuterRect(aOuterRect),
mBorderStyles(aBorderStyles),
mBorderWidths(aBorderWidths),
mBorderRadii(aBorderRadii),
mBorderColors(aBorderColors),
mCompositeColors(aCompositeColors),
mSkipSides(aSkipSides),
mBackgroundColor(aBackgroundColor)
{
if (!mCompositeColors) {
static nsBorderColors * const noColors[4] = { NULL };
mCompositeColors = &noColors[0];
}
mInnerRect = mOuterRect;
mInnerRect.Inset(mBorderWidths[0], mBorderWidths[1], mBorderWidths[2], mBorderWidths[3]);
ComputeBorderCornerDimensions(mOuterRect, mInnerRect, mBorderRadii, &mBorderCornerDimensions);
mOneUnitBorder = CheckFourFloatsEqual(mBorderWidths, 1.0);
mNoBorderRadius = AllCornersZeroSize(mBorderRadii);
}
void
ComputeInnerRadii(const gfxCornerSizes& aRadii,
const gfxFloat *aBorderSizes,
gfxCornerSizes *aInnerRadiiRet)
{
gfxCornerSizes& iRadii = *aInnerRadiiRet;
iRadii[C_TL].width = PR_MAX(0.0, aRadii[C_TL].width - aBorderSizes[NS_SIDE_LEFT]);
iRadii[C_TL].height = PR_MAX(0.0, aRadii[C_TL].height - aBorderSizes[NS_SIDE_TOP]);
iRadii[C_TR].width = PR_MAX(0.0, aRadii[C_TR].width - aBorderSizes[NS_SIDE_RIGHT]);
iRadii[C_TR].height = PR_MAX(0.0, aRadii[C_TR].height - aBorderSizes[NS_SIDE_TOP]);
iRadii[C_BR].width = PR_MAX(0.0, aRadii[C_BR].width - aBorderSizes[NS_SIDE_RIGHT]);
iRadii[C_BR].height = PR_MAX(0.0, aRadii[C_BR].height - aBorderSizes[NS_SIDE_BOTTOM]);
iRadii[C_BL].width = PR_MAX(0.0, aRadii[C_BL].width - aBorderSizes[NS_SIDE_LEFT]);
iRadii[C_BL].height = PR_MAX(0.0, aRadii[C_BL].height - aBorderSizes[NS_SIDE_BOTTOM]);
}
/*static*/ void
ComputeBorderCornerDimensions(const gfxRect& aOuterRect,
const gfxRect& aInnerRect,
const gfxCornerSizes& aRadii,
gfxCornerSizes *aDimsRet)
{
gfxFloat topWidth = aInnerRect.pos.y - aOuterRect.pos.y;
gfxFloat leftWidth = aInnerRect.pos.x - aOuterRect.pos.x;
gfxFloat rightWidth = aOuterRect.size.width - aInnerRect.size.width - leftWidth;
gfxFloat bottomWidth = aOuterRect.size.height - aInnerRect.size.height - topWidth;
if (AllCornersZeroSize(aRadii)) {
// These will always be in pixel units from CSS
(*aDimsRet)[C_TL] = gfxSize(leftWidth, topWidth);
(*aDimsRet)[C_TR] = gfxSize(rightWidth, topWidth);
(*aDimsRet)[C_BR] = gfxSize(rightWidth, bottomWidth);
(*aDimsRet)[C_BL] = gfxSize(leftWidth, bottomWidth);
} else {
// Always round up to whole pixels for the corners; it's safe to
// make the corners bigger than necessary, and this way we ensure
// that we avoid seams.
(*aDimsRet)[C_TL] = gfxSize(ceil(PR_MAX(leftWidth, aRadii[C_TL].width)),
ceil(PR_MAX(topWidth, aRadii[C_TL].height)));
(*aDimsRet)[C_TR] = gfxSize(ceil(PR_MAX(rightWidth, aRadii[C_TR].width)),
ceil(PR_MAX(topWidth, aRadii[C_TR].height)));
(*aDimsRet)[C_BR] = gfxSize(ceil(PR_MAX(rightWidth, aRadii[C_BR].width)),
ceil(PR_MAX(bottomWidth, aRadii[C_BR].height)));
(*aDimsRet)[C_BL] = gfxSize(ceil(PR_MAX(leftWidth, aRadii[C_BL].width)),
ceil(PR_MAX(bottomWidth, aRadii[C_BL].height)));
}
}
// And this is what we get due to the aRidiculous aPrefix aConvetion
// aFor aArguments (sic).
static PRBool
AreCompositeColorsEqual(nsBorderColors *aA, nsBorderColors *aB)
{
if (aA == aB)
return PR_TRUE;
if (!aA || !aB)
return PR_FALSE;
while (aA && aB) {
if (aA->mTransparent != aB->mTransparent)
return PR_FALSE;
if (!aA->mTransparent && (aA->mColor != aB->mColor))
return PR_FALSE;
aA = aA->mNext;
aB = aB->mNext;
}
// both should be NULL if these are equal, otherwise one
// has more colors than another
return (aA == aB);
}
PRBool
nsCSSBorderRenderer::AreBorderSideFinalStylesSame(PRUint8 aSides)
{
NS_ASSERTION(aSides != 0 && (aSides & ~SIDE_BITS_ALL) == 0,
"AreBorderSidesSame: invalid whichSides!");
/* First check if the specified styles and colors are the same for all sides */
int firstStyle = 0;
NS_FOR_CSS_SIDES (i) {
if (firstStyle == i) {
if (((1 << i) & aSides) == 0)
firstStyle++;
continue;
}
if (mBorderStyles[firstStyle] != mBorderStyles[i] ||
mBorderColors[firstStyle] != mBorderColors[i] ||
!AreCompositeColorsEqual(mCompositeColors[firstStyle], mCompositeColors[i]))
return PR_FALSE;
}
/* Then if it's one of the two-tone styles and we're not
* just comparing the TL or BR sides */
switch (mBorderStyles[firstStyle]) {
case NS_STYLE_BORDER_STYLE_GROOVE:
case NS_STYLE_BORDER_STYLE_RIDGE:
case NS_STYLE_BORDER_STYLE_INSET:
case NS_STYLE_BORDER_STYLE_OUTSET:
return ((aSides & ~(SIDE_BIT_TOP | SIDE_BIT_LEFT)) == 0 ||
(aSides & ~(SIDE_BIT_BOTTOM | SIDE_BIT_RIGHT)) == 0);
}
return PR_TRUE;
}
PRBool
nsCSSBorderRenderer::IsSolidCornerStyle(PRUint8 aStyle, gfxCorner::Corner aCorner)
{
switch (aStyle) {
case NS_STYLE_BORDER_STYLE_DOTTED:
case NS_STYLE_BORDER_STYLE_DASHED:
case NS_STYLE_BORDER_STYLE_SOLID:
return PR_TRUE;
case NS_STYLE_BORDER_STYLE_INSET:
case NS_STYLE_BORDER_STYLE_OUTSET:
return (aCorner == gfxCorner::TOP_LEFT || aCorner == gfxCorner::BOTTOM_RIGHT);
case NS_STYLE_BORDER_STYLE_GROOVE:
case NS_STYLE_BORDER_STYLE_RIDGE:
return mOneUnitBorder && (aCorner == gfxCorner::TOP_LEFT || aCorner == gfxCorner::BOTTOM_RIGHT);
case NS_STYLE_BORDER_STYLE_DOUBLE:
return mOneUnitBorder;
default:
return PR_FALSE;
}
}
BorderColorStyle
nsCSSBorderRenderer::BorderColorStyleForSolidCorner(PRUint8 aStyle, gfxCorner::Corner aCorner)
{
// note that this function assumes that the corner is already solid,
// as per the earlier function
switch (aStyle) {
case NS_STYLE_BORDER_STYLE_DOTTED:
case NS_STYLE_BORDER_STYLE_DASHED:
case NS_STYLE_BORDER_STYLE_SOLID:
case NS_STYLE_BORDER_STYLE_DOUBLE:
return BorderColorStyleSolid;
case NS_STYLE_BORDER_STYLE_INSET:
case NS_STYLE_BORDER_STYLE_GROOVE:
if (aCorner == gfxCorner::TOP_LEFT)
return BorderColorStyleDark;
else if (aCorner == gfxCorner::BOTTOM_RIGHT)
return BorderColorStyleLight;
break;
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_RIDGE:
if (aCorner == gfxCorner::TOP_LEFT)
return BorderColorStyleLight;
else if (aCorner == gfxCorner::BOTTOM_RIGHT)
return BorderColorStyleDark;
break;
}
return BorderColorStyleNone;
}
void
nsCSSBorderRenderer::DoCornerSubPath(PRUint8 aCorner)
{
gfxPoint offset(0.0, 0.0);
if (aCorner == C_TR || aCorner == C_BR)
offset.x = mOuterRect.size.width - mBorderCornerDimensions[aCorner].width;
if (aCorner == C_BR || aCorner == C_BL)
offset.y = mOuterRect.size.height - mBorderCornerDimensions[aCorner].height;
mContext->Rectangle(gfxRect(mOuterRect.pos + offset,
mBorderCornerDimensions[aCorner]));
}
void
nsCSSBorderRenderer::DoSideClipWithoutCornersSubPath(PRUint8 aSide)
{
gfxPoint offset(0.0, 0.0);
// The offset from the outside rect to the start of this side's
// box. For the top and bottom sides, the height of the box
// must be the border height; the x start must take into account
// the corner size (which may be bigger than the right or left
// side's width). The same applies to the right and left sides.
if (aSide == NS_SIDE_TOP) {
offset.x = mBorderCornerDimensions[C_TL].width;
} else if (aSide == NS_SIDE_RIGHT) {
offset.x = mOuterRect.size.width - mBorderWidths[NS_SIDE_RIGHT];
offset.y = mBorderCornerDimensions[C_TR].height;
} else if (aSide == NS_SIDE_BOTTOM) {
offset.x = mBorderCornerDimensions[C_BL].width;
offset.y = mOuterRect.size.height - mBorderWidths[NS_SIDE_BOTTOM];
} else if (aSide == NS_SIDE_LEFT) {
offset.y = mBorderCornerDimensions[C_TL].height;
}
// The sum of the width & height of the corners adjacent to the
// side. This relies on the relationship between side indexing and
// corner indexing; that is, 0 == SIDE_TOP and 0 == CORNER_TOP_LEFT,
// with both proceeding clockwise.
gfxSize sideCornerSum = mBorderCornerDimensions[aSide] + mBorderCornerDimensions[NEXT_SIDE(aSide)];
gfxRect rect(mOuterRect.pos + offset,
mOuterRect.size - sideCornerSum);
if (aSide == NS_SIDE_TOP || aSide == NS_SIDE_BOTTOM)
rect.size.height = mBorderWidths[aSide];
else
rect.size.width = mBorderWidths[aSide];
mContext->Rectangle(rect);
}
// The side border type and the adjacent border types are
// examined and one of the different types of clipping (listed
// below) is selected.
typedef enum {
// clip to the trapezoid formed by the corners of the
// inner and outer rectangles for the given side
SIDE_CLIP_TRAPEZOID,
// clip to the trapezoid formed by the outer rectangle
// corners and the center of the region, making sure
// that diagonal lines all go directly from the outside
// corner to the inside corner, but that they then continue on
// to the middle.
//
// This is needed for correctly clipping rounded borders,
// which might extend past the SIDE_CLIP_TRAPEZOID trap.
SIDE_CLIP_TRAPEZOID_FULL,
// clip to the rectangle formed by the given side; a specific
// overlap algorithm is used; see the function for details.
// this is currently used for dashing.
SIDE_CLIP_RECTANGLE
} SideClipType;
// Given three points, p0, p1, and midPoint, if p0 and p1 do not form
// a horizontal or vertical line move p1 to the point nearest the
// midpoint, while maintaing the slope of the line.
static void
MaybeMoveToMidPoint(gfxPoint& aP0, gfxPoint& aP1, const gfxPoint& aMidPoint)
{
gfxPoint ps = aP1 - aP0;
if (ps.x != 0.0 && ps.y != 0.0) {
gfxFloat k = PR_MIN((aMidPoint.x - aP0.x) / ps.x,
(aMidPoint.y - aP1.y) / ps.y);
aP1 = aP0 + ps * k;
}
}
void
nsCSSBorderRenderer::DoSideClipSubPath(PRUint8 aSide)
{
// the clip proceeds clockwise from the top left corner;
// so "start" in each case is the start of the region from that side.
//
// the final path will be formed like:
// s0 ------- e0
// | /
// s1 ----- e1
//
// that is, the second point will always be on the inside
gfxPoint start[2];
gfxPoint end[2];
#define IS_DASHED_OR_DOTTED(_s) ((_s) == NS_STYLE_BORDER_STYLE_DASHED || (_s) == NS_STYLE_BORDER_STYLE_DOTTED)
PRBool isDashed = IS_DASHED_OR_DOTTED(mBorderStyles[aSide]);
PRBool startIsDashed = IS_DASHED_OR_DOTTED(mBorderStyles[PREV_SIDE(aSide)]);
PRBool endIsDashed = IS_DASHED_OR_DOTTED(mBorderStyles[NEXT_SIDE(aSide)]);
#undef IS_DASHED_OR_DOTTED
SideClipType startType = SIDE_CLIP_TRAPEZOID;
SideClipType endType = SIDE_CLIP_TRAPEZOID;
if (!IsZeroSize(mBorderRadii[aSide]))
startType = SIDE_CLIP_TRAPEZOID_FULL;
else if (startIsDashed && isDashed)
startType = SIDE_CLIP_RECTANGLE;
if (!IsZeroSize(mBorderRadii[NEXT_SIDE(aSide)]))
endType = SIDE_CLIP_TRAPEZOID_FULL;
else if (endIsDashed && isDashed)
endType = SIDE_CLIP_RECTANGLE;
gfxPoint midPoint = mInnerRect.pos + mInnerRect.size / 2.0;
start[0] = mOuterRect.Corner(aSide);
start[1] = mInnerRect.Corner(aSide);
end[0] = mOuterRect.Corner(NEXT_SIDE(aSide));
end[1] = mInnerRect.Corner(NEXT_SIDE(aSide));
if (startType == SIDE_CLIP_TRAPEZOID_FULL) {
MaybeMoveToMidPoint(start[0], start[1], midPoint);
} else if (startType == SIDE_CLIP_RECTANGLE) {
if (aSide == NS_SIDE_TOP || aSide == NS_SIDE_BOTTOM)
start[1] = gfxPoint(mOuterRect.Corner(aSide).x, mInnerRect.Corner(aSide).y);
else
start[1] = gfxPoint(mInnerRect.Corner(aSide).x, mOuterRect.Corner(aSide).y);
}
if (endType == SIDE_CLIP_TRAPEZOID_FULL) {
MaybeMoveToMidPoint(end[0], end[1], midPoint);
} else if (endType == SIDE_CLIP_RECTANGLE) {
if (aSide == NS_SIDE_TOP || aSide == NS_SIDE_BOTTOM)
end[0] = gfxPoint(mInnerRect.Corner(NEXT_SIDE(aSide)).x, mOuterRect.Corner(NEXT_SIDE(aSide)).y);
else
end[0] = gfxPoint(mOuterRect.Corner(NEXT_SIDE(aSide)).x, mInnerRect.Corner(NEXT_SIDE(aSide)).y);
}
mContext->MoveTo(start[0]);
mContext->LineTo(end[0]);
mContext->LineTo(end[1]);
mContext->LineTo(start[1]);
mContext->ClosePath();
}
void
nsCSSBorderRenderer::FillSolidBorder(const gfxRect& aOuterRect,
const gfxRect& aInnerRect,
const gfxCornerSizes& aBorderRadii,
const gfxFloat *aBorderSizes,
PRIntn aSides,
const gfxRGBA& aColor)
{
mContext->SetColor(aColor);
// Note that this function is allowed to draw more than just the
// requested sides.
// If we have a border radius, do full rounded rectangles
// and fill, regardless of what sides we're asked to draw.
if (!AllCornersZeroSize(aBorderRadii)) {
gfxCornerSizes innerRadii;
ComputeInnerRadii(aBorderRadii, aBorderSizes, &innerRadii);
mContext->NewPath();
// do the outer border
mContext->RoundedRectangle(aOuterRect, aBorderRadii, PR_TRUE);
// then do the inner border CCW
mContext->RoundedRectangle(aInnerRect, innerRadii, PR_FALSE);
mContext->Fill();
return;
}
// If we're asked to draw all sides of an equal-sized border,
// stroking is fastest. This is a fairly common path, but partial
// sides is probably second in the list -- there are a bunch of
// common border styles, such as inset and outset, that are
// top-left/bottom-right split.
if (aSides == SIDE_BITS_ALL &&
CheckFourFloatsEqual(aBorderSizes, aBorderSizes[0]))
{
gfxRect r(aOuterRect);
r.Inset(aBorderSizes[0] / 2.0);
mContext->SetLineWidth(aBorderSizes[0]);
mContext->NewPath();
mContext->Rectangle(r);
mContext->Stroke();
return;
}
// Otherwise, we have unequal sized borders or we're only
// drawing some sides; create rectangles for each side
// and fill them.
gfxRect r[4];
// compute base rects for each side
if (aSides & SIDE_BIT_TOP) {
r[NS_SIDE_TOP].pos = aOuterRect.TopLeft();
r[NS_SIDE_TOP].size.width = aOuterRect.size.width;
r[NS_SIDE_TOP].size.height = aBorderSizes[NS_SIDE_TOP];
}
if (aSides & SIDE_BIT_BOTTOM) {
r[NS_SIDE_BOTTOM].pos = aOuterRect.BottomLeft();
r[NS_SIDE_BOTTOM].pos.y -= aBorderSizes[NS_SIDE_BOTTOM];
r[NS_SIDE_BOTTOM].size.width = aOuterRect.size.width;
r[NS_SIDE_BOTTOM].size.height = aBorderSizes[NS_SIDE_BOTTOM];
}
if (aSides & SIDE_BIT_LEFT) {
r[NS_SIDE_LEFT].pos = aOuterRect.TopLeft();
r[NS_SIDE_LEFT].size.width = aBorderSizes[NS_SIDE_LEFT];
r[NS_SIDE_LEFT].size.height = aOuterRect.size.height;
}
if (aSides & SIDE_BIT_RIGHT) {
r[NS_SIDE_RIGHT].pos = aOuterRect.TopRight();
r[NS_SIDE_RIGHT].pos.x -= aBorderSizes[NS_SIDE_RIGHT];
r[NS_SIDE_RIGHT].size.width = aBorderSizes[NS_SIDE_RIGHT];
r[NS_SIDE_RIGHT].size.height = aOuterRect.size.height;
}
// If two sides meet at a corner that we're rendering, then
// make sure that we adjust one of the sides to avoid overlap.
// This is especially important in the case of colors with
// an alpha channel.
if ((aSides & (SIDE_BIT_TOP | SIDE_BIT_LEFT)) == (SIDE_BIT_TOP | SIDE_BIT_LEFT)) {
// adjust the left's top down a bit
r[NS_SIDE_LEFT].pos.y += aBorderSizes[NS_SIDE_TOP];
r[NS_SIDE_LEFT].size.height -= aBorderSizes[NS_SIDE_TOP];
}
if ((aSides & (SIDE_BIT_TOP | SIDE_BIT_RIGHT)) == (SIDE_BIT_TOP | SIDE_BIT_RIGHT)) {
// adjust the top's left a bit
r[NS_SIDE_TOP].size.width -= aBorderSizes[NS_SIDE_RIGHT];
}
if ((aSides & (SIDE_BIT_BOTTOM | SIDE_BIT_RIGHT)) == (SIDE_BIT_BOTTOM | SIDE_BIT_RIGHT)) {
// adjust the right's bottom a bit
r[NS_SIDE_RIGHT].size.height -= aBorderSizes[NS_SIDE_BOTTOM];
}
if ((aSides & (SIDE_BIT_BOTTOM | SIDE_BIT_LEFT)) == (SIDE_BIT_BOTTOM | SIDE_BIT_LEFT)) {
// adjust the bottom's left a bit
r[NS_SIDE_BOTTOM].pos.x += aBorderSizes[NS_SIDE_LEFT];
r[NS_SIDE_BOTTOM].size.width -= aBorderSizes[NS_SIDE_LEFT];
}
// Filling these one by one is faster than filling them all at once.
for (PRUint32 i = 0; i < 4; i++) {
if (aSides & (1 << i)) {
mContext->NewPath();
mContext->Rectangle(r[i]);
mContext->Fill();
}
}
}
gfxRGBA
MakeBorderColor(const gfxRGBA& aColor, const gfxRGBA& aBackgroundColor, BorderColorStyle aBorderColorStyle)
{
nscolor colors[2];
int k = 0;
switch (aBorderColorStyle) {
case BorderColorStyleNone:
return gfxRGBA(0.0, 0.0, 0.0, 0.0);
case BorderColorStyleLight:
k = 1;
/* fall through */
case BorderColorStyleDark:
NS_GetSpecial3DColors(colors, aBackgroundColor.Packed(), aColor.Packed());
return gfxRGBA(colors[k]);
case BorderColorStyleSolid:
default:
return aColor;
}
}
gfxRGBA
ComputeColorForLine(PRUint32 aLineIndex,
const BorderColorStyle* aBorderColorStyle,
PRUint32 aBorderColorStyleCount,
nscolor aBorderColor,
nscolor aBackgroundColor)
{
NS_ASSERTION(aLineIndex < aBorderColorStyleCount, "Invalid lineIndex given");
return MakeBorderColor(gfxRGBA(aBorderColor), gfxRGBA(aBackgroundColor), aBorderColorStyle[aLineIndex]);
}
gfxRGBA
ComputeCompositeColorForLine(PRUint32 aLineIndex,
const nsBorderColors* aBorderColors)
{
while (aLineIndex-- && aBorderColors->mNext)
aBorderColors = aBorderColors->mNext;
if (aBorderColors->mTransparent)
return gfxRGBA(0.0, 0.0, 0.0, 0.0);
return gfxRGBA(aBorderColors->mColor);
}
void
nsCSSBorderRenderer::DrawBorderSidesCompositeColors(PRIntn aSides, const nsBorderColors *aCompositeColors)
{
gfxCornerSizes radii = mBorderRadii;
// the generic composite colors path; each border is 1px in size
gfxRect soRect = mOuterRect;
gfxRect siRect;
gfxFloat maxBorderWidth = 0;
NS_FOR_CSS_SIDES (i) {
maxBorderWidth = PR_MAX(maxBorderWidth, mBorderWidths[i]);
}
gfxFloat fakeBorderSizes[4];
gfxRGBA lineColor;
gfxPoint tl, br;
gfxPoint itl = mInnerRect.TopLeft();
gfxPoint ibr = mInnerRect.BottomRight();
for (PRUint32 i = 0; i < PRUint32(maxBorderWidth); i++) {
lineColor = ComputeCompositeColorForLine(i, aCompositeColors);
siRect = soRect;
siRect.Inset(1.0, 1.0, 1.0, 1.0);
// now cap the rects to the real mInnerRect
tl = siRect.TopLeft();
br = siRect.BottomRight();
tl.x = PR_MIN(tl.x, itl.x);
tl.y = PR_MIN(tl.y, itl.y);
br.x = PR_MAX(br.x, ibr.x);
br.y = PR_MAX(br.y, ibr.y);
siRect.pos = tl;
siRect.size.width = br.x - tl.x;
siRect.size.height = br.y - tl.y;
fakeBorderSizes[NS_SIDE_TOP] = siRect.TopLeft().y - soRect.TopLeft().y;
fakeBorderSizes[NS_SIDE_RIGHT] = soRect.TopRight().x - siRect.TopRight().x;
fakeBorderSizes[NS_SIDE_BOTTOM] = soRect.BottomRight().y - siRect.BottomRight().y;
fakeBorderSizes[NS_SIDE_LEFT] = siRect.BottomLeft().x - soRect.BottomLeft().x;
FillSolidBorder(soRect, siRect, radii, fakeBorderSizes, aSides, lineColor);
soRect = siRect;
ComputeInnerRadii(radii, fakeBorderSizes, &radii);
}
}
void
nsCSSBorderRenderer::DrawBorderSides(PRIntn aSides)
{
if (aSides == 0 || (aSides & ~SIDE_BITS_ALL) != 0) {
NS_WARNING("DrawBorderSides: invalid sides!");
return;
}
PRUint8 borderRenderStyle;
nscolor borderRenderColor;
const nsBorderColors *compositeColors = nsnull;
PRUint32 borderColorStyleCount = 0;
BorderColorStyle borderColorStyleTopLeft[3], borderColorStyleBottomRight[3];
BorderColorStyle *borderColorStyle = nsnull;
NS_FOR_CSS_SIDES (i) {
if ((aSides & (1 << i)) == 0)
continue;
borderRenderStyle = mBorderStyles[i];
borderRenderColor = mBorderColors[i];
compositeColors = mCompositeColors[i];
break;
}
if (borderRenderStyle == NS_STYLE_BORDER_STYLE_NONE ||
borderRenderStyle == NS_STYLE_BORDER_STYLE_HIDDEN)
return;
// -moz-border-colors is a hack; if we have it for a border, then
// it's always drawn solid, and each color is given 1px. The last
// color is used for the remainder of the border's size. Just
// hand off to another function to do all that.
if (compositeColors) {
DrawBorderSidesCompositeColors(aSides, compositeColors);
return;
}
// We're not doing compositeColors, so we can calculate the
// borderColorStyle based on the specified style. The
// borderColorStyle array goes from the outer to the inner style.
//
// If the border width is 1, we need to change the borderRenderStyle
// a bit to make sure that we get the right colors -- e.g. 'ridge'
// with a 1px border needs to look like solid, not like 'outset'.
if (mOneUnitBorder &&
(borderRenderStyle == NS_STYLE_BORDER_STYLE_RIDGE ||
borderRenderStyle == NS_STYLE_BORDER_STYLE_GROOVE ||
borderRenderStyle == NS_STYLE_BORDER_STYLE_DOUBLE))
borderRenderStyle = NS_STYLE_BORDER_STYLE_SOLID;
switch (borderRenderStyle) {
case NS_STYLE_BORDER_STYLE_SOLID:
case NS_STYLE_BORDER_STYLE_DASHED:
case NS_STYLE_BORDER_STYLE_DOTTED:
borderColorStyleTopLeft[0] = BorderColorStyleSolid;
borderColorStyleBottomRight[0] = BorderColorStyleSolid;
borderColorStyleCount = 1;
break;
case NS_STYLE_BORDER_STYLE_GROOVE:
borderColorStyleTopLeft[0] = BorderColorStyleDark;
borderColorStyleTopLeft[1] = BorderColorStyleLight;
borderColorStyleBottomRight[0] = BorderColorStyleLight;
borderColorStyleBottomRight[1] = BorderColorStyleDark;
borderColorStyleCount = 2;
break;
case NS_STYLE_BORDER_STYLE_RIDGE:
borderColorStyleTopLeft[0] = BorderColorStyleLight;
borderColorStyleTopLeft[1] = BorderColorStyleDark;
borderColorStyleBottomRight[0] = BorderColorStyleDark;
borderColorStyleBottomRight[1] = BorderColorStyleLight;
borderColorStyleCount = 2;
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
borderColorStyleTopLeft[0] = BorderColorStyleSolid;
borderColorStyleTopLeft[1] = BorderColorStyleNone;
borderColorStyleTopLeft[2] = BorderColorStyleSolid;
borderColorStyleBottomRight[0] = BorderColorStyleSolid;
borderColorStyleBottomRight[1] = BorderColorStyleNone;
borderColorStyleBottomRight[2] = BorderColorStyleSolid;
borderColorStyleCount = 3;
break;
case NS_STYLE_BORDER_STYLE_INSET:
borderColorStyleTopLeft[0] = BorderColorStyleDark;
borderColorStyleBottomRight[0] = BorderColorStyleLight;
borderColorStyleCount = 1;
break;
case NS_STYLE_BORDER_STYLE_OUTSET:
borderColorStyleTopLeft[0] = BorderColorStyleLight;
borderColorStyleBottomRight[0] = BorderColorStyleDark;
borderColorStyleCount = 1;
break;
default:
NS_NOTREACHED("Unhandled border style!!");
break;
}
// The only way to get to here is by having a
// borderColorStyleCount < 1 or > 3; this should never happen,
// since -moz-border-colors doesn't get handled here.
NS_ASSERTION(borderColorStyleCount > 0 && borderColorStyleCount < 4,
"Non-border-colors case with borderColorStyleCount < 1 or > 3; what happened?");
// The caller should never give us anything with a mix
// of TL/BR if the border style would require a
// TL/BR split.
if (aSides & (SIDE_BIT_BOTTOM | SIDE_BIT_RIGHT))
borderColorStyle = borderColorStyleBottomRight;
else
borderColorStyle = borderColorStyleTopLeft;
// Distribute the border across the available space.
gfxFloat borderWidths[3][4];
if (borderColorStyleCount == 1) {
NS_FOR_CSS_SIDES (i) {
borderWidths[0][i] = mBorderWidths[i];
}
} else if (borderColorStyleCount == 2) {
// with 2 color styles, any extra pixel goes to the outside
NS_FOR_CSS_SIDES (i) {
borderWidths[0][i] = PRInt32(mBorderWidths[i]) / 2 + PRInt32(mBorderWidths[i]) % 2;
borderWidths[1][i] = PRInt32(mBorderWidths[i]) / 2;
}
} else if (borderColorStyleCount == 3) {
// with 3 color styles, any extra pixel (or lack of extra pixel)
// goes to the middle
NS_FOR_CSS_SIDES (i) {
if (mBorderWidths[i] == 1.0) {
borderWidths[0][i] = 1.0;
borderWidths[1][i] = borderWidths[2][i] = 0.0;
} else {
PRInt32 rest = PRInt32(mBorderWidths[i]) % 3;
borderWidths[0][i] = borderWidths[2][i] = borderWidths[1][i] = (PRInt32(mBorderWidths[i]) - rest) / 3;
if (rest == 1) {
borderWidths[1][i] += 1.0;
} else if (rest == 2) {
borderWidths[0][i] += 1.0;
borderWidths[2][i] += 1.0;
}
}
}
}
// make a copy that we can modify
gfxCornerSizes radii = mBorderRadii;
gfxRect soRect(mOuterRect);
gfxRect siRect(mOuterRect);
for (unsigned int i = 0; i < borderColorStyleCount; i++) {
// walk siRect inwards at the start of the loop to get the
// correct inner rect.
siRect.Inset(borderWidths[i]);
if (borderColorStyle[i] != BorderColorStyleNone) {
gfxRGBA color = ComputeColorForLine(i,
borderColorStyle, borderColorStyleCount,
borderRenderColor, mBackgroundColor);
FillSolidBorder(soRect, siRect, radii, borderWidths[i], aSides, color);
}
ComputeInnerRadii(radii, borderWidths[i], &radii);
// And now soRect is the same as siRect, for the next line in.
soRect = siRect;
}
}
void
nsCSSBorderRenderer::DrawDashedSide(PRUint8 aSide)
{
gfxFloat dashWidth;
gfxFloat dash[2];
PRUint8 style = mBorderStyles[aSide];
gfxFloat borderWidth = mBorderWidths[aSide];
nscolor borderColor = mBorderColors[aSide];
if (borderWidth == 0.0)
return;
if (style == NS_STYLE_BORDER_STYLE_NONE ||
style == NS_STYLE_BORDER_STYLE_HIDDEN)
return;
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashWidth = gfxFloat(borderWidth * DOT_LENGTH * DASH_LENGTH);
dash[0] = dashWidth;
dash[1] = dashWidth;
mContext->SetLineCap(gfxContext::LINE_CAP_BUTT);
} else if (style == NS_STYLE_BORDER_STYLE_DOTTED) {
dashWidth = gfxFloat(borderWidth * DOT_LENGTH);
if (borderWidth > 2.0) {
dash[0] = 0.0;
dash[1] = dashWidth * 2.0;
mContext->SetLineCap(gfxContext::LINE_CAP_ROUND);
} else {
dash[0] = dashWidth;
dash[1] = dashWidth;
}
} else {
SF("DrawDashedSide: style: %d!!\n", style);
NS_ERROR("DrawDashedSide called with style other than DASHED or DOTTED; someone's not playing nice");
return;
}
SF("dash: %f %f\n", dash[0], dash[1]);
mContext->SetDash(dash, 2, 0.0);
gfxPoint start = mOuterRect.Corner(aSide);
gfxPoint end = mOuterRect.Corner(NEXT_SIDE(aSide));
if (aSide == NS_SIDE_TOP) {
start.x += mBorderCornerDimensions[C_TL].width;
end.x -= mBorderCornerDimensions[C_TR].width;
start.y += borderWidth / 2.0;
end.y += borderWidth / 2.0;
} else if (aSide == NS_SIDE_RIGHT) {
start.x -= borderWidth / 2.0;
end.x -= borderWidth / 2.0;
start.y += mBorderCornerDimensions[C_TR].height;
end.y -= mBorderCornerDimensions[C_BR].height;
} else if (aSide == NS_SIDE_BOTTOM) {
start.x -= mBorderCornerDimensions[C_BR].width;
end.x += mBorderCornerDimensions[C_BL].width;
start.y -= borderWidth / 2.0;
end.y -= borderWidth / 2.0;
} else if (aSide == NS_SIDE_LEFT) {
start.x += borderWidth / 2.0;
end.x += borderWidth / 2.0;
start.y -= mBorderCornerDimensions[C_BL].height;
end.y += mBorderCornerDimensions[C_TL].height;
}
mContext->NewPath();
mContext->MoveTo(start);
mContext->LineTo(end);
mContext->SetLineWidth(borderWidth);
mContext->SetColor(gfxRGBA(borderColor));
//mContext->SetColor(gfxRGBA(1.0, 0.0, 0.0, 1.0));
mContext->Stroke();
}
void
nsCSSBorderRenderer::DrawBorders()
{
PRBool forceSeparateCorners = PR_FALSE;
// Examine the border style to figure out if we can draw it in one
// go or not.
PRBool tlBordersSame = AreBorderSideFinalStylesSame(SIDE_BIT_TOP | SIDE_BIT_LEFT);
PRBool brBordersSame = AreBorderSideFinalStylesSame(SIDE_BIT_BOTTOM | SIDE_BIT_RIGHT);
PRBool allBordersSame = AreBorderSideFinalStylesSame(SIDE_BITS_ALL);
if (allBordersSame &&
mCompositeColors[0] == NULL &&
(mBorderStyles[0] == NS_STYLE_BORDER_STYLE_NONE ||
mBorderStyles[0] == NS_STYLE_BORDER_STYLE_HIDDEN ||
mBorderColors[0] == NS_RGBA(0,0,0,0)))
{
// All borders are the same style, and the style is either none or hidden, or the color
// is transparent.
// This doesn't check if the composite colors happen to be all transparent, but that should
// happen very rarely in practice.
return;
}
// If we have composite colors -and- border radius,
// then use separate corners so we get OPERATOR_ADD for the corners.
// Otherwise, we'll get artifacts as we draw stacked 1px-wide curves.
if (allBordersSame && mCompositeColors[0] != nsnull && !mNoBorderRadius)
forceSeparateCorners = PR_TRUE;
// round mOuterRect and mInnerRect; they're already an integer
// number of pixels apart and should stay that way after
// rounding.
mOuterRect.Round();
mInnerRect.Round();
S(" mOuterRect: "), S(mOuterRect), SN();
S(" mInnerRect: "), S(mInnerRect), SN();
SF(" mBorderColors: 0x%08x 0x%08x 0x%08x 0x%08x\n", mBorderColors[0], mBorderColors[1], mBorderColors[2], mBorderColors[3]);
// if conditioning the outside rect failed, then bail -- the outside
// rect is supposed to enclose the entire border
mOuterRect.Condition();
if (mOuterRect.IsEmpty())
return;
mInnerRect.Condition();
PRIntn dashedSides = 0;
NS_FOR_CSS_SIDES(i) {
PRUint8 style = mBorderStyles[i];
if (style == NS_STYLE_BORDER_STYLE_DASHED ||
style == NS_STYLE_BORDER_STYLE_DOTTED)
{
// pretend that all borders aren't the same; we need to draw
// things separately for dashed/dotting
allBordersSame = PR_FALSE;
dashedSides |= (1 << i);
}
// just bail out entirely if RULES_MARKER
// got through (see bug 379419).
if (style & NS_STYLE_BORDER_STYLE_RULES_MARKER)
return;
}
SF(" allBordersSame: %d dashedSides: 0x%02x\n", allBordersSame, dashedSides);
// Clamp the CTM to be pixel-aligned; we do this only
// for translation-only matrices now, but we could do it
// if the matrix has just a scale as well. We should not
// do it if there's a rotation.
gfxMatrix mat = mContext->CurrentMatrix();
if (!mat.HasNonTranslation()) {
mat.x0 = floor(mat.x0 + 0.5);
mat.y0 = floor(mat.y0 + 0.5);
mContext->SetMatrix(mat);
}
if (allBordersSame && !forceSeparateCorners) {
/* Draw everything in one go */
DrawBorderSides(SIDE_BITS_ALL);
SN("---------------- (1)");
} else {
/* We have more than one pass to go. Draw the corners separately from the sides. */
/*
* If we have a 1px-wide border, the corners are going to be
* negligible, so don't bother doing anything fancy. Just extend
* the top and bottom borders to the right 1px and the left border
* to the bottom 1px. We do this by twiddling the corner dimensions,
* which causes the right to happen later on. Only do this if we have
* a 1.0 unit border all around and no border radius.
*/
for (int corner = 0; corner < gfxCorner::NUM_CORNERS; corner++) {
const PRIntn sides[2] = { corner, PREV_SIDE(corner) };
if (!IsZeroSize(mBorderRadii[corner]))
continue;
if (mBorderWidths[sides[0]] == 1.0 && mBorderWidths[sides[1]] == 1.0) {
if (corner == gfxCorner::TOP_LEFT || corner == gfxCorner::TOP_RIGHT)
mBorderCornerDimensions[corner].width = 0.0;
else
mBorderCornerDimensions[corner].height = 0.0;
}
}
// First, the corners
for (int corner = 0; corner < gfxCorner::NUM_CORNERS; corner++) {
// if there's no corner, don't do all this work for it
if (IsZeroSize(mBorderCornerDimensions[corner]))
continue;
const PRIntn sides[2] = { corner, PREV_SIDE(corner) };
PRIntn sideBits = (1 << sides[0]) | (1 << sides[1]);
PRBool simpleCornerStyle = mCompositeColors[sides[0]] == NULL &&
mCompositeColors[sides[1]] == NULL &&
AreBorderSideFinalStylesSame(sideBits);
// If we don't have anything complex going on in this corner,
// then we can just fill the corner with a solid color, and avoid
// the potentially expensive clip.
if (simpleCornerStyle &&
IsZeroSize(mBorderRadii[corner]) &&
IsSolidCornerStyle(mBorderStyles[sides[0]], corner))
{
mContext->NewPath();
DoCornerSubPath(corner);
mContext->SetColor(MakeBorderColor(mBorderColors[sides[0]],
mBackgroundColor,
BorderColorStyleForSolidCorner(mBorderStyles[sides[0]], corner)));
mContext->Fill();
continue;
}
mContext->Save();
// clip to the corner
mContext->NewPath();
DoCornerSubPath(corner);
mContext->Clip();
if (simpleCornerStyle) {
// we don't need a group for this corner, the sides are the same,
// but we weren't able to render just a solid block for the corner.
DrawBorderSides(sideBits);
} else {
// Sides are different. We need to draw using OPERATOR_ADD to
// get correct color blending behaviour at the seam. We need
// to do it in an offscreen surface to ensure that we're
// always compositing on transparent black. If the colors
// don't have transparency and the current destination surface
// has an alpha channel, we could just clear the region and
// avoid the temporary, but that situation doesn't happen all
// that often in practice (we double buffer to no-alpha
// surfaces).
mContext->PushGroup(gfxASurface::CONTENT_COLOR_ALPHA);
mContext->SetOperator(gfxContext::OPERATOR_ADD);
for (int cornerSide = 0; cornerSide < 2; cornerSide++) {
PRUint8 side = sides[cornerSide];
PRUint8 style = mBorderStyles[side];
SF("corner: %d cornerSide: %d side: %d style: %d\n", corner, cornerSide, side, style);
mContext->Save();
mContext->NewPath();
DoSideClipSubPath(side);
mContext->Clip();
DrawBorderSides(1 << side);
mContext->Restore();
}
mContext->PopGroupToSource();
mContext->SetOperator(gfxContext::OPERATOR_OVER);
mContext->Paint();
}
mContext->Restore();
SN();
}
// in the case of a single-unit border, we already munged the
// corners up above; so we can just draw the top left and bottom
// right sides separately, if they're the same.
PRIntn alreadyDrawnSides = 0;
if (mOneUnitBorder && (dashedSides & (SIDE_BIT_TOP | SIDE_BIT_LEFT)) == 0) {
if (tlBordersSame) {
DrawBorderSides(SIDE_BIT_TOP | SIDE_BIT_LEFT);
alreadyDrawnSides |= (SIDE_BIT_TOP | SIDE_BIT_LEFT);
}
if (brBordersSame && (dashedSides & (SIDE_BIT_BOTTOM | SIDE_BIT_RIGHT)) == 0) {
DrawBorderSides(SIDE_BIT_BOTTOM | SIDE_BIT_RIGHT);
alreadyDrawnSides |= (SIDE_BIT_BOTTOM | SIDE_BIT_RIGHT);
}
}
// We're done with the corners, now draw the sides.
NS_FOR_CSS_SIDES (side) {
// if we drew it above, skip it
if (alreadyDrawnSides & (1 << side))
continue;
// If there's no border on this side, skip it
if (mBorderWidths[side] == 0.0 ||
mBorderStyles[side] == NS_STYLE_BORDER_STYLE_HIDDEN ||
mBorderStyles[side] == NS_STYLE_BORDER_STYLE_NONE)
continue;
if (dashedSides & (1 << side)) {
// Dashed sides will always draw just the part ignoring the
// corners for the side, so no need to clip.
DrawDashedSide (side);
SN("---------------- (d)");
continue;
}
// Undashed sides will currently draw the entire side,
// including parts that would normally be covered by a corner,
// so we need to clip.
//
// XXX Optimization -- it would be good to make this work like
// DrawDashedSide, and have a DrawOneSide function that just
// draws one side and not the corners, because then we can
// avoid the potentially expensive clip.
mContext->Save();
mContext->NewPath();
DoSideClipWithoutCornersSubPath(side);
mContext->Clip();
DrawBorderSides(1 << side);
mContext->Restore();
SN("---------------- (*)");
}
}
}