pjs/layout/base/nsCSSRendering.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:
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*
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*
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* License.
*
* The Original Code is mozilla.org code.
*
* The Initial Developer of the Original Code is
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* the Initial Developer. All Rights Reserved.
*
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*
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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#include "nsStyleConsts.h"
#include "nsIPresContext.h"
#include "nsIImage.h"
#include "nsIFrame.h"
#include "nsPoint.h"
#include "nsRect.h"
#include "nsIViewManager.h"
#include "nsIPresShell.h"
#include "nsStyleContext.h"
#include "nsIScrollableView.h"
#include "nsLayoutAtoms.h"
#include "nsIDrawingSurface.h"
#include "nsTransform2D.h"
#include "nsIDeviceContext.h"
#include "nsIContent.h"
#include "nsHTMLAtoms.h"
#include "nsIDocument.h"
#include "nsIScrollableFrame.h"
#include "imgIRequest.h"
#include "imgIContainer.h"
#include "gfxIImageFrame.h"
#include "nsCSSRendering.h"
#include "nsCSSColorUtils.h"
#include "nsIPrintContext.h"
#include "nsITheme.h"
#include "nsThemeConstants.h"
#include "nsIServiceManager.h"
#include "nsIDOMHTMLBodyElement.h"
#include "nsIDOMHTMLDocument.h"
#include "nsLayoutUtils.h"
#define BORDER_FULL 0 //entire side
#define BORDER_INSIDE 1 //inside half
#define BORDER_OUTSIDE 2 //outside half
//thickness of dashed line relative to dotted line
#define DOT_LENGTH 1 //square
#define DASH_LENGTH 3 //3 times longer than dot
/** The following classes are used by CSSRendering for the rounded rect implementation */
#define MAXPATHSIZE 12
#define MAXPOLYPATHSIZE 1000
enum ePathTypes{
eOutside =0,
eInside,
eCalc,
eCalcRev
};
// To avoid storing this data on nsInlineFrame (bloat) and to avoid
// recalculating this for each frame in a continuation (perf), hold
// a cache of various coordinate information that we need in order
// to paint inline backgrounds.
struct InlineBackgroundData
{
InlineBackgroundData()
: mFrame(nsnull)
{
}
~InlineBackgroundData()
{
}
void Reset()
{
mBoundingBox.SetRect(0,0,0,0);
mContinuationPoint = mUnbrokenWidth = 0;
mFrame = nsnull;
}
nsRect GetContinuousRect(nsIFrame* aFrame)
{
SetFrame(aFrame);
// Assume background-origin: border and return a rect with offsets
// relative to (0,0). If we have a different background-origin,
// then our rect should be deflated appropriately by our caller.
return nsRect(-mContinuationPoint, 0, mUnbrokenWidth, mFrame->GetSize().height);
}
nsRect GetBoundingRect(nsIFrame* aFrame)
{
SetFrame(aFrame);
// Move the offsets relative to (0,0) which puts the bounding box into
// our coordinate system rather than our parent's. We do this by
// moving it the back distance from us to the bounding box.
// This also assumes background-origin: border, so our caller will
// need to deflate us if needed.
nsRect boundingBox(mBoundingBox);
nsPoint point = mFrame->GetPosition();
boundingBox.MoveBy(-point.x, -point.y);
return boundingBox;
}
protected:
nsIFrame* mFrame;
nscoord mContinuationPoint;
nscoord mUnbrokenWidth;
nsRect mBoundingBox;
void SetFrame(nsIFrame* aFrame)
{
NS_PRECONDITION(aFrame, "Need a frame");
nsIFrame *prevInFlow = nsnull;
aFrame->GetPrevInFlow(&prevInFlow);
if (!prevInFlow || mFrame != prevInFlow) {
// Ok, we've got the wrong frame. We have to start from scratch.
Reset();
Init(aFrame);
return;
}
// Get our last frame's size and add its width to our continuation
// point before we cache the new frame.
mContinuationPoint += mFrame->GetSize().width;
mFrame = aFrame;
}
void Init(nsIFrame* aFrame)
{
nsIFrame* inlineFrame;
// Start with the previous flow frame as our continuation point
// is the total of the widths of the previous frames.
aFrame->GetPrevInFlow(&inlineFrame);
while (inlineFrame) {
nsRect rect = inlineFrame->GetRect();
mContinuationPoint += rect.width;
mUnbrokenWidth += rect.width;
mBoundingBox.UnionRect(mBoundingBox, rect);
inlineFrame->GetPrevInFlow(&inlineFrame);
}
// Next add this frame and subsequent frames to the bounding box and
// unbroken width.
inlineFrame = aFrame;
while (inlineFrame) {
nsRect rect = inlineFrame->GetRect();
mUnbrokenWidth += rect.width;
mBoundingBox.UnionRect(mBoundingBox, rect);
inlineFrame->GetNextInFlow(&inlineFrame);
}
mFrame = aFrame;
}
};
static InlineBackgroundData gInlineBGData;
static void GetPath(nsFloatPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac=0);
static nsresult GetFrameForBackgroundUpdate(nsIPresContext *aPresContext,nsIFrame *aFrame, nsIFrame **aBGFrame);
// FillRect or InvertRect depending on the renderingaInvert parameter
static void FillOrInvertRect(nsIRenderingContext& aRC,nscoord aX, nscoord aY, nscoord aWidth, nscoord aHeight, PRBool aInvert);
static void FillOrInvertRect(nsIRenderingContext& aRC,const nsRect& aRect, PRBool aInvert);
// Draw a line, skipping that portion which crosses aGap. aGap defines a rectangle gap
// This services fieldset legends and only works for coords defining horizontal lines.
void nsCSSRendering::DrawLine (nsIRenderingContext& aContext,
nscoord aX1, nscoord aY1, nscoord aX2, nscoord aY2,
nsRect* aGap)
{
if (nsnull == aGap) {
aContext.DrawLine(aX1, aY1, aX2, aY2);
} else {
nscoord x1 = (aX1 < aX2) ? aX1 : aX2;
nscoord x2 = (aX1 < aX2) ? aX2 : aX1;
nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
if ((aGap->y <= aY1) && (gapLowerRight.y >= aY2)) {
if ((aGap->x > x1) && (aGap->x < x2)) {
aContext.DrawLine(x1, aY1, aGap->x, aY1);
}
if ((gapLowerRight.x > x1) && (gapLowerRight.x < x2)) {
aContext.DrawLine(gapUpperRight.x, aY2, x2, aY2);
}
} else {
aContext.DrawLine(aX1, aY1, aX2, aY2);
}
}
}
// Fill a polygon, skipping that portion which crosses aGap. aGap defines a rectangle gap
// This services fieldset legends and only works for points defining a horizontal rectangle
void nsCSSRendering::FillPolygon (nsIRenderingContext& aContext,
const nsPoint aPoints[],
PRInt32 aNumPoints,
nsRect* aGap)
{
#ifdef DEBUG
nsPenMode penMode;
if (NS_SUCCEEDED(aContext.GetPenMode(penMode)) &&
penMode == nsPenMode_kInvert) {
NS_WARNING( "Invert mode ignored in FillPolygon" );
}
#endif
if (nsnull == aGap) {
aContext.FillPolygon(aPoints, aNumPoints);
} else if (4 == aNumPoints) {
nsPoint gapUpperRight(aGap->x + aGap->width, aGap->y);
nsPoint gapLowerRight(aGap->x + aGap->width, aGap->y + aGap->height);
// sort the 4 points by x
nsPoint points[4];
for (PRInt32 pX = 0; pX < 4; pX++) {
points[pX] = aPoints[pX];
}
for (PRInt32 i = 0; i < 3; i++) {
for (PRInt32 j = i+1; j < 4; j++) {
if (points[j].x < points[i].x) {
nsPoint swap = points[i];
points[i] = points[j];
points[j] = swap;
}
}
}
nsPoint upperLeft = (points[0].y <= points[1].y) ? points[0] : points[1];
nsPoint lowerLeft = (points[0].y <= points[1].y) ? points[1] : points[0];
nsPoint upperRight = (points[2].y <= points[3].y) ? points[2] : points[3];
nsPoint lowerRight = (points[2].y <= points[3].y) ? points[3] : points[2];
if ((aGap->y <= upperLeft.y) && (gapLowerRight.y >= lowerRight.y)) {
if ((aGap->x > upperLeft.x) && (aGap->x < upperRight.x)) {
nsPoint leftRect[4];
leftRect[0] = upperLeft;
leftRect[1] = nsPoint(aGap->x, upperLeft.y);
leftRect[2] = nsPoint(aGap->x, lowerLeft.y);
leftRect[3] = lowerLeft;
aContext.FillPolygon(leftRect, 4);
}
if ((gapUpperRight.x > upperLeft.x) && (gapUpperRight.x < upperRight.x)) {
nsPoint rightRect[4];
rightRect[0] = nsPoint(gapUpperRight.x, upperRight.y);
rightRect[1] = upperRight;
rightRect[2] = lowerRight;
rightRect[3] = nsPoint(gapLowerRight.x, lowerRight.y);
aContext.FillPolygon(rightRect, 4);
}
} else {
aContext.FillPolygon(aPoints, aNumPoints);
}
}
}
/**
* Make a bevel color
*/
nscolor nsCSSRendering::MakeBevelColor(PRIntn whichSide, PRUint8 style,
nscolor aBackgroundColor,
nscolor aBorderColor,
PRBool aSpecialCase)
{
nscolor colors[2];
nscolor theColor;
// Given a background color and a border color
// calculate the color used for the shading
if(aSpecialCase)
NS_GetSpecial3DColors(colors, aBackgroundColor, aBorderColor);
else
NS_Get3DColors(colors, aBackgroundColor);
if ((style == NS_STYLE_BORDER_STYLE_BG_OUTSET) ||
(style == NS_STYLE_BORDER_STYLE_OUTSET) ||
(style == NS_STYLE_BORDER_STYLE_RIDGE)) {
// Flip colors for these two border style
switch (whichSide) {
case NS_SIDE_BOTTOM: whichSide = NS_SIDE_TOP; break;
case NS_SIDE_RIGHT: whichSide = NS_SIDE_LEFT; break;
case NS_SIDE_TOP: whichSide = NS_SIDE_BOTTOM; break;
case NS_SIDE_LEFT: whichSide = NS_SIDE_RIGHT; break;
}
}
switch (whichSide) {
case NS_SIDE_BOTTOM:
theColor = colors[1];
break;
case NS_SIDE_RIGHT:
theColor = colors[1];
break;
case NS_SIDE_TOP:
theColor = colors[0];
break;
case NS_SIDE_LEFT:
default:
theColor = colors[0];
break;
}
return theColor;
}
// Maximum poly points in any of the polygons we generate below
#define MAX_POLY_POINTS 4
// a nifty helper function to create a polygon representing a
// particular side of a border. This helps localize code for figuring
// mitered edges. It is mainly used by the solid, inset, and outset
// styles.
//
// If the side can be represented as a line segment (because the thickness
// is one pixel), then a line with two endpoints is returned
PRIntn nsCSSRendering::MakeSide(nsPoint aPoints[],
nsIRenderingContext& aContext,
PRIntn whichSide,
const nsRect& outside, const nsRect& inside,
PRIntn aSkipSides,
PRIntn borderPart, float borderFrac,
nscoord twipsPerPixel)
{
float borderRest = 1.0f - borderFrac;
PRIntn np = 0;
nscoord thickness, outsideEdge, insideEdge, outsideTL, insideTL, outsideBR,
insideBR;
// Initialize the following six nscoord's:
// outsideEdge, insideEdge, outsideTL, insideTL, outsideBR, insideBR
// so that outsideEdge is the x or y of the outside edge, etc., and
// outsideTR is the y or x at the top or right end, etc., e.g.:
//
// outsideEdge --- ----------------------------------------
// \ /
// \ /
// \ /
// insideEdge ------- ----------------------------------
// | | | |
// outsideTL insideTL insideBR outsideBR
//
// if we don't want the bevel, we'll get rid of it later by setting
// outsideXX to insideXX
switch (whichSide) {
case NS_SIDE_TOP:
// the TL points are the left end; the BR points are the right end
outsideEdge = outside.y;
insideEdge = inside.y;
outsideTL = outside.x;
insideTL = inside.x;
insideBR = inside.XMost();
outsideBR = outside.XMost();
break;
case NS_SIDE_BOTTOM:
// the TL points are the left end; the BR points are the right end
outsideEdge = outside.YMost();
insideEdge = inside.YMost();
outsideTL = outside.x;
insideTL = inside.x;
insideBR = inside.XMost();
outsideBR = outside.XMost();
break;
case NS_SIDE_LEFT:
// the TL points are the top end; the BR points are the bottom end
outsideEdge = outside.x;
insideEdge = inside.x;
outsideTL = outside.y;
insideTL = inside.y;
insideBR = inside.YMost();
outsideBR = outside.YMost();
break;
case NS_SIDE_RIGHT:
// the TL points are the top end; the BR points are the bottom end
outsideEdge = outside.XMost();
insideEdge = inside.XMost();
outsideTL = outside.y;
insideTL = inside.y;
insideBR = inside.YMost();
outsideBR = outside.YMost();
break;
}
// Don't draw the bevels if an adjacent side is skipped
if ( (whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_BOTTOM) ) {
// a top or bottom side
if ((1<<NS_SIDE_LEFT) & aSkipSides) {
insideTL = outsideTL;
}
if ((1<<NS_SIDE_RIGHT) & aSkipSides) {
insideBR = outsideBR;
}
} else {
// a right or left side
if ((1<<NS_SIDE_TOP) & aSkipSides) {
insideTL = outsideTL;
}
if ((1<<NS_SIDE_BOTTOM) & aSkipSides) {
insideBR = outsideBR;
}
}
// move things around when only drawing part of the border
if (borderPart == BORDER_INSIDE) {
outsideEdge = nscoord(outsideEdge * borderFrac + insideEdge * borderRest);
outsideTL = nscoord(outsideTL * borderFrac + insideTL * borderRest);
outsideBR = nscoord(outsideBR * borderFrac + insideBR * borderRest);
} else if (borderPart == BORDER_OUTSIDE ) {
insideEdge = nscoord(insideEdge * borderFrac + outsideEdge * borderRest);
insideTL = nscoord(insideTL * borderFrac + outsideTL * borderRest);
insideBR = nscoord(insideBR * borderFrac + outsideBR * borderRest);
}
// Base our thickness check on the segment being less than a pixel and 1/2
twipsPerPixel += twipsPerPixel >> 2;
// find the thickness of the piece being drawn
if ((whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_LEFT)) {
thickness = insideEdge - outsideEdge;
} else {
thickness = outsideEdge - insideEdge;
}
// if returning a line, do it along inside edge for bottom or right borders
// so that it's in the same place as it would be with polygons (why?)
// XXX The previous version of the code shortened the right border too.
if ( !((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL)) &&
((whichSide == NS_SIDE_BOTTOM) || (whichSide == NS_SIDE_RIGHT))) {
outsideEdge = insideEdge;
}
// return the appropriate line or trapezoid
if ((whichSide == NS_SIDE_TOP) || (whichSide == NS_SIDE_BOTTOM)) {
// top and bottom borders
aPoints[np++].MoveTo(outsideTL,outsideEdge);
aPoints[np++].MoveTo(outsideBR,outsideEdge);
// XXX Making this condition only (thickness >= twipsPerPixel) will
// improve double borders and some cases of groove/ridge,
// but will cause problems with table borders. See last and third
// from last tests in test4.htm
// Doing it this way emulates the old behavior. It might be worth
// fixing.
if ((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL) ) {
aPoints[np++].MoveTo(insideBR,insideEdge);
aPoints[np++].MoveTo(insideTL,insideEdge);
}
} else {
// right and left borders
// XXX Ditto above
if ((thickness >= twipsPerPixel) || (borderPart != BORDER_FULL) ) {
aPoints[np++].MoveTo(insideEdge,insideBR);
aPoints[np++].MoveTo(insideEdge,insideTL);
}
aPoints[np++].MoveTo(outsideEdge,outsideTL);
aPoints[np++].MoveTo(outsideEdge,outsideBR);
}
return np;
}
void nsCSSRendering::DrawSide(nsIRenderingContext& aContext,
PRIntn whichSide,
const PRUint8 borderStyle,
const nscolor borderColor,
const nscolor aBackgroundColor,
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
nscoord twipsPerPixel,
nsRect* aGap)
{
nsPoint theSide[MAX_POLY_POINTS];
nscolor theColor = borderColor;
PRUint8 theStyle = borderStyle;
PRInt32 np;
switch (theStyle) {
case NS_STYLE_BORDER_STYLE_NONE:
case NS_STYLE_BORDER_STYLE_HIDDEN:
case NS_STYLE_BORDER_STYLE_BLANK:
return;
case NS_STYLE_BORDER_STYLE_DOTTED: //handled a special case elsewhere
case NS_STYLE_BORDER_STYLE_DASHED: //handled a special case elsewhere
break; // That was easy...
case NS_STYLE_BORDER_STYLE_GROOVE:
case NS_STYLE_BORDER_STYLE_RIDGE:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside, aSkipSides,
BORDER_INSIDE, 0.5f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide,
((theStyle == NS_STYLE_BORDER_STYLE_RIDGE) ?
NS_STYLE_BORDER_STYLE_GROOVE :
NS_STYLE_BORDER_STYLE_RIDGE),
aBackgroundColor, theColor,
PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_OUTSIDE, 0.5f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_SOLID:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor (borderColor);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_INSIDE, 0.333333f, twipsPerPixel);
aContext.SetColor (borderColor);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_OUTSIDE, 0.333333f, twipsPerPixel);
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_BG_OUTSET:
case NS_STYLE_BORDER_STYLE_BG_INSET:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_FALSE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
np = MakeSide (theSide, aContext, whichSide, borderOutside, borderInside,aSkipSides,
BORDER_FULL, 1.0f, twipsPerPixel);
aContext.SetColor ( MakeBevelColor (whichSide, theStyle, aBackgroundColor,
theColor, PR_TRUE));
if (2 == np) {
//aContext.DrawLine (theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y);
DrawLine (aContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
} else {
//aContext.FillPolygon (theSide, np);
FillPolygon (aContext, theSide, np, aGap);
}
break;
}
}
/**
* Draw a dotted/dashed sides of a box
*/
//XXX dashes which span more than two edges are not handled properly MMP
void nsCSSRendering::DrawDashedSides(PRIntn startSide,
nsIRenderingContext& aContext,
/* XXX unused */ const nsRect& aDirtyRect,
const PRUint8 borderStyles[],
const nscolor borderColors[],
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
/* XXX unused */ nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, firstRect, currRect;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRUint8 style = borderStyles[startSide];
PRBool skippedSide = PR_FALSE;
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
PRUint8 prevStyle = style;
style = borderStyles[whichSide];
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
if ((style != prevStyle) || skippedSide) {
//style discontinuity
over = 0.0f;
bSolid = PR_TRUE;
}
// XXX units for dash & dot?
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
aContext.SetColor(borderColors[whichSide]);
switch (whichSide) {
case NS_SIDE_LEFT:
//XXX need to properly handle wrap around from last edge to first edge
//(this is the first edge) MMP
dashRect.width = borderInside.x - borderOutside.x;
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderOutside.x;
dashRect.y = borderInside.YMost() - dashRect.height;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.width = dashRect.width;
firstRect.height = nscoord(dashRect.height * over);
firstRect.y = dashRect.y + (dashRect.height - firstRect.height);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
break;
case NS_SIDE_TOP:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderOutside.x, borderOutside.y,
borderInside.x - borderOutside.x,
borderInside.y - borderOutside.y);
}
dashRect.height = borderInside.y - borderOutside.y;
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderInside.x;
dashRect.y = borderOutside.y;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.y = dashRect.y;
firstRect.width = nscoord(dashRect.width * over);
firstRect.height = dashRect.height;
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
break;
case NS_SIDE_RIGHT:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderInside.XMost(), borderOutside.y,
borderOutside.XMost() - borderInside.XMost(),
borderInside.y - borderOutside.y);
}
dashRect.width = borderOutside.XMost() - borderInside.XMost();
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderInside.XMost();
dashRect.y = borderInside.y;
if (over > 0.0f) {
firstRect.x = dashRect.x;
firstRect.y = dashRect.y;
firstRect.width = dashRect.width;
firstRect.height = nscoord(dashRect.height * over);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.y < borderInside.YMost()) {
//clip if necessary
if (currRect.YMost() > borderInside.YMost()) {
over = float(dashRect.YMost() - borderInside.YMost()) /
float(dashRect.height);
currRect.height = currRect.height -
(currRect.YMost() - borderInside.YMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
break;
case NS_SIDE_BOTTOM:
//if we are continuing a solid rect, fill in the corner first
if (bSolid) {
aContext.FillRect(borderInside.XMost(), borderInside.YMost(),
borderOutside.XMost() - borderInside.XMost(),
borderOutside.YMost() - borderInside.YMost());
}
dashRect.height = borderOutside.YMost() - borderInside.YMost();
dashRect.width = nscoord(dashRect.height * dashLength);
dashRect.x = borderInside.XMost() - dashRect.width;
dashRect.y = borderInside.YMost();
if (over > 0.0f) {
firstRect.y = dashRect.y;
firstRect.width = nscoord(dashRect.width * over);
firstRect.height = dashRect.height;
firstRect.x = dashRect.x + (dashRect.width - firstRect.width);
over = 0.0f;
currRect = firstRect;
} else {
currRect = dashRect;
}
while (currRect.XMost() > borderInside.x) {
//clip if necessary
if (currRect.x < borderInside.x) {
over = float(borderInside.x - dashRect.x) / float(dashRect.width);
currRect.width = currRect.width - (borderInside.x - currRect.x);
currRect.x = borderInside.x;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x - currRect.width;
currRect = dashRect;
}
break;
}
}
skippedSide = PR_FALSE;
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 10/22/99 dwc
*/
void nsCSSRendering::DrawDashedSides(PRIntn startSide,
nsIRenderingContext& aContext,
const nsRect& aDirtyRect,
const nsStyleColor* aColorStyle,
const nsStyleBorder* aBorderStyle,
const nsStyleOutline* aOutlineStyle,
PRBool aDoOutline,
const nsRect& borderOutside,
const nsRect& borderInside,
PRIntn aSkipSides,
/* XXX unused */ nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, currRect;
nscoord temp, temp1, adjust;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRBool skippedSide = PR_FALSE;
const nscolor kBlackColor = NS_RGB(0,0,0);
NS_ASSERTION((aDoOutline && aOutlineStyle) || (!aDoOutline && aBorderStyle), "null params not allowed");
PRUint8 style = aDoOutline
? aOutlineStyle->GetOutlineStyle()
: aBorderStyle->GetBorderStyle(startSide);
// find the x and y width
nscoord xwidth = aDirtyRect.XMost();
nscoord ywidth = aDirtyRect.YMost();
for (PRIntn whichSide = startSide; whichSide < 4; whichSide++) {
PRUint8 prevStyle = style;
style = aDoOutline
? aOutlineStyle->GetOutlineStyle()
: aBorderStyle->GetBorderStyle(whichSide);
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
if ((style != prevStyle) || skippedSide) {
//style discontinuity
over = 0.0f;
bSolid = PR_TRUE;
}
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
nscolor sideColor(kBlackColor); // default to black in case color cannot be resolved
// (because invert is not supported on cur platform)
PRBool isInvert=PR_FALSE;
if (aDoOutline) {
// see if the outline color is 'invert'
if (aOutlineStyle->GetOutlineInvert()) {
isInvert = PR_TRUE;
} else {
aOutlineStyle->GetOutlineColor(sideColor);
}
} else {
PRBool transparent;
PRBool foreground;
aBorderStyle->GetBorderColor(whichSide, sideColor, transparent, foreground);
if (foreground)
sideColor = aColorStyle->mColor;
if (transparent)
continue; // side is transparent
}
aContext.SetColor(sideColor);
switch (whichSide) {
case NS_SIDE_RIGHT:
case NS_SIDE_LEFT:
bSolid = PR_FALSE;
// This is our dot or dash..
if(whichSide==NS_SIDE_LEFT){
dashRect.width = borderInside.x - borderOutside.x;
} else {
dashRect.width = borderOutside.XMost() - borderInside.XMost();
}
if( dashRect.width >0 ) {
dashRect.height = dashRect.width * dashLength;
dashRect.y = borderOutside.y;
if(whichSide == NS_SIDE_RIGHT){
dashRect.x = borderInside.XMost();
} else {
dashRect.x = borderOutside.x;
}
temp = borderOutside.YMost();
temp1 = temp/dashRect.height;
currRect = dashRect;
if((temp1%2)==0){
adjust = (dashRect.height-(temp%dashRect.height))/2; // adjust back
// draw in the left and right
FillOrInvertRect(aContext, dashRect.x, borderOutside.y,dashRect.width, dashRect.height-adjust,isInvert);
FillOrInvertRect(aContext,dashRect.x,(borderOutside.YMost()-(dashRect.height-adjust)),dashRect.width, dashRect.height-adjust,isInvert);
currRect.y += (dashRect.height-adjust);
temp = temp-= (dashRect.height-adjust);
} else {
adjust = (temp%dashRect.width)/2; // adjust a tad longer
// draw in the left and right
FillOrInvertRect(aContext, dashRect.x, borderOutside.y,dashRect.width, dashRect.height+adjust,isInvert);
FillOrInvertRect(aContext, dashRect.x,(borderOutside.YMost()-(dashRect.height+adjust)),dashRect.width, dashRect.height+adjust,isInvert);
currRect.y += (dashRect.height+adjust);
temp = temp-= (dashRect.height+adjust);
}
if( temp > ywidth)
temp = ywidth;
// get the currRect's x into the view before we start
if( currRect.y < aDirtyRect.y){
temp1 = NSToCoordFloor((float)((aDirtyRect.y-currRect.y)/dashRect.height));
currRect.y += temp1*dashRect.height;
if((temp1%2)==1){
bSolid = PR_TRUE;
}
}
while(currRect.y<temp) {
//draw if necessary
if (bSolid) {
FillOrInvertRect(aContext, currRect,isInvert);
}
bSolid = PRBool(!bSolid);
currRect.y += dashRect.height;
}
}
break;
case NS_SIDE_BOTTOM:
case NS_SIDE_TOP:
bSolid = PR_FALSE;
// This is our dot or dash..
if(whichSide==NS_SIDE_TOP){
dashRect.height = borderInside.y - borderOutside.y;
} else {
dashRect.height = borderOutside.YMost() - borderInside.YMost();
}
if( dashRect.height >0 ) {
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderOutside.x;
if(whichSide == NS_SIDE_BOTTOM){
dashRect.y = borderInside.YMost();
} else {
dashRect.y = borderOutside.y;
}
temp = borderOutside.XMost();
temp1 = temp/dashRect.width;
currRect = dashRect;
if((temp1%2)==0){
adjust = (dashRect.width-(temp%dashRect.width))/2; // even, adjust back
// draw in the left and right
FillOrInvertRect(aContext, borderOutside.x,dashRect.y,dashRect.width-adjust,dashRect.height,isInvert);
FillOrInvertRect(aContext, (borderOutside.XMost()-(dashRect.width-adjust)),dashRect.y,dashRect.width-adjust,dashRect.height,isInvert);
currRect.x += (dashRect.width-adjust);
temp = temp-= (dashRect.width-adjust);
} else {
adjust = (temp%dashRect.width)/2;
// draw in the left and right
FillOrInvertRect(aContext, borderOutside.x,dashRect.y,dashRect.width+adjust,dashRect.height,isInvert);
FillOrInvertRect(aContext, (borderOutside.XMost()-(dashRect.width+adjust)),dashRect.y,dashRect.width+adjust,dashRect.height,isInvert);
currRect.x += (dashRect.width+adjust);
temp = temp-= (dashRect.width+adjust);
}
if( temp > xwidth)
temp = xwidth;
// get the currRect's x into the view before we start
if( currRect.x < aDirtyRect.x){
temp1 = NSToCoordFloor((float)((aDirtyRect.x-currRect.x)/dashRect.width));
currRect.x += temp1*dashRect.width;
if((temp1%2)==1){
bSolid = PR_TRUE;
}
}
while(currRect.x<temp) {
//draw if necessary
if (bSolid) {
FillOrInvertRect(aContext, currRect,isInvert);
}
bSolid = PRBool(!bSolid);
currRect.x += dashRect.width;
}
}
break;
}
}
skippedSide = PR_FALSE;
}
}
/* draw the portions of the border described in aBorderEdges that are dashed.
* a border has 4 edges. Each edge has 1 or more segments.
* "inside edges" are drawn differently than "outside edges" so the shared edges will match up.
* in the case of table collapsing borders, the table edge is the "outside" edge and
* cell edges are always "inside" edges (so adjacent cells have 2 shared "inside" edges.)
* There is a case for each of the four sides. Only the left side is well documented. The others
* are very similar.
*/
// XXX: doesn't do corners or junctions well at all. Just uses logic stolen
// from DrawDashedSides which is insufficient
void nsCSSRendering::DrawDashedSegments(nsIRenderingContext& aContext,
const nsRect& aBounds,
nsBorderEdges * aBorderEdges,
PRIntn aSkipSides,
/* XXX unused */ nsRect* aGap)
{
PRIntn dashLength;
nsRect dashRect, currRect;
PRBool bSolid = PR_TRUE;
float over = 0.0f;
PRBool skippedSide = PR_FALSE;
PRIntn whichSide=0;
// do this just to set up initial condition for loop
// "segment" is the current portion of the edge we are computing
nsBorderEdge * segment = (nsBorderEdge *)(aBorderEdges->mEdges[whichSide].ElementAt(0));
PRUint8 style = segment->mStyle;
for ( ; whichSide < 4; whichSide++)
{
if ((1<<whichSide) & aSkipSides) {
// Skipped side
skippedSide = PR_TRUE;
continue;
}
nscoord x=0; nscoord y=0;
PRInt32 i;
PRInt32 segmentCount = aBorderEdges->mEdges[whichSide].Count();
nsBorderEdges * neighborBorderEdges=nsnull;
PRIntn neighborEdgeCount=0; // keeps track of which inside neighbor is shared with an outside segment
for (i=0; i<segmentCount; i++)
{
bSolid=PR_TRUE;
over = 0.0f;
segment = (nsBorderEdge *)(aBorderEdges->mEdges[whichSide].ElementAt(i));
style = segment->mStyle;
// XXX units for dash & dot?
if (style == NS_STYLE_BORDER_STYLE_DASHED) {
dashLength = DASH_LENGTH;
} else {
dashLength = DOT_LENGTH;
}
aContext.SetColor(segment->mColor);
switch (whichSide) {
case NS_SIDE_LEFT:
{ // draw left segment i
nsBorderEdge * topEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(0));
if (0==y)
{ // y is the offset to the top of this segment. 0 means its the topmost left segment
y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
y += topEdge->mWidth;
}
// the x offset is the x position offset by the max width of the left edge minus this segment's width
x = aBounds.x + (aBorderEdges->mMaxBorderWidth.left - segment->mWidth);
nscoord height = segment->mLength;
// the space between borderOutside and borderInside inclusive is the segment.
nsRect borderOutside(x, y, aBounds.width, height);
y += segment->mLength; // keep track of the y offset for the next segment
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsMargin outsideMargin(segment->mWidth, 0, 0, 0);
borderInside.Deflate(outsideMargin);
nscoord totalLength = segment->mLength; // the computed length of this segment
// outside edges need info from their inside neighbor. The following code keeps track
// of which segment of the inside neighbor's shared edge we should use for this outside segment
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
if (segment->mInsideNeighbor == neighborBorderEdges)
{
neighborEdgeCount++;
}
else
{
neighborBorderEdges = segment->mInsideNeighbor;
neighborEdgeCount=0;
}
nsBorderEdge * neighborLeft = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(neighborEdgeCount));
totalLength = neighborLeft->mLength;
}
dashRect.width = borderInside.x - borderOutside.x;
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderOutside.x;
dashRect.y = borderOutside.y + (totalLength/2) - dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth; // account for the topmost left edge corner with the leftmost top edge
if (0)
{
printf(" L: totalLength = %d, borderOutside.y = %d, midpoint %d, dashRect.y = %d\n",
totalLength, borderOutside.y, borderOutside.y +(totalLength/2), dashRect.y);
}
currRect = dashRect;
// we draw the segment in 2 halves to get the inside and outside edges to line up on the
// centerline of the shared edge.
// draw the top half
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (0)
{
printf("DASHED LEFT: xywh in loop currRect = %d %d %d %d %s\n",
currRect.x, currRect.y, currRect.width, currRect.height, bSolid?"TRUE":"FALSE");
}
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
// draw the bottom half
dashRect.y = borderOutside.y + (totalLength/2) + dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
bSolid=PR_TRUE;
over = 0.0f;
while (currRect.YMost() < borderInside.YMost()) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (0)
{
printf("DASHED LEFT: xywh in loop currRect = %d %d %d %d %s\n",
currRect.x, currRect.y, currRect.width, currRect.height, bSolid?"TRUE":"FALSE");
}
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_TOP:
{ // draw top segment i
if (0==x)
{
nsBorderEdge * leftEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
}
y = aBounds.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are bottom-aligned
y += aBorderEdges->mMaxBorderWidth.top - segment->mWidth;
nsRect borderOutside(x, y, segment->mLength, aBounds.height);
x += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsBorderEdge * neighbor;
// XXX Adding check to make sure segment->mInsideNeighbor is not null
// so it will do the else part, at this point we are assuming this is an
// ok thing to do (Bug 52130)
if (PR_TRUE==aBorderEdges->mOutsideEdge && segment->mInsideNeighbor)
neighbor = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(0));
else
neighbor = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nsMargin outsideMargin(neighbor->mWidth, segment->mWidth, 0, segment->mWidth);
borderInside.Deflate(outsideMargin);
nscoord firstRectWidth = 0;
if (PR_TRUE==aBorderEdges->mOutsideEdge && 0==i)
{
firstRectWidth = borderInside.x - borderOutside.x;
aContext.FillRect(borderOutside.x, borderOutside.y,
firstRectWidth,
borderInside.y - borderOutside.y);
}
dashRect.height = borderInside.y - borderOutside.y;
dashRect.width = dashRect.height * dashLength;
dashRect.x = borderOutside.x + firstRectWidth;
dashRect.y = borderOutside.y;
currRect = dashRect;
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_RIGHT:
{ // draw right segment i
nsBorderEdge * topEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(aBorderEdges->mEdges[NS_SIDE_TOP].Count()-1));
if (0==y)
{
y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
y += topEdge->mWidth;
}
nscoord width;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
width = aBounds.width - aBorderEdges->mMaxBorderWidth.right;
width += segment->mWidth;
}
else
{
width = aBounds.width;
}
nscoord height = segment->mLength;
nsRect borderOutside(aBounds.x, y, width, height);
y += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsMargin outsideMargin(segment->mWidth, 0, (segment->mWidth), 0);
borderInside.Deflate(outsideMargin);
nscoord totalLength = segment->mLength;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
if (segment->mInsideNeighbor == neighborBorderEdges)
{
neighborEdgeCount++;
}
else
{
neighborBorderEdges = segment->mInsideNeighbor;
neighborEdgeCount=0;
}
nsBorderEdge * neighborRight = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_RIGHT].ElementAt(neighborEdgeCount));
totalLength = neighborRight->mLength;
}
dashRect.width = borderOutside.XMost() - borderInside.XMost();
dashRect.height = nscoord(dashRect.width * dashLength);
dashRect.x = borderInside.XMost();
dashRect.y = borderOutside.y + (totalLength/2) - dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
// draw the top half
while (currRect.YMost() > borderInside.y) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y - currRect.height;
currRect = dashRect;
}
// draw the bottom half
dashRect.y = borderOutside.y + (totalLength/2) + dashRect.height;
if ((PR_TRUE==aBorderEdges->mOutsideEdge) && (0!=i))
dashRect.y -= topEdge->mWidth;
currRect = dashRect;
bSolid=PR_TRUE;
over = 0.0f;
while (currRect.YMost() < borderInside.YMost()) {
//clip if necessary
if (currRect.y < borderInside.y) {
over = float(borderInside.y - dashRect.y) /
float(dashRect.height);
currRect.height = currRect.height - (borderInside.y - currRect.y);
currRect.y = borderInside.y;
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.y = dashRect.y + currRect.height;
currRect = dashRect;
}
}
}
break;
case NS_SIDE_BOTTOM:
{ // draw bottom segment i
if (0==x)
{
nsBorderEdge * leftEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(aBorderEdges->mEdges[NS_SIDE_LEFT].Count()-1));
x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
}
y = aBounds.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are top-aligned
y -= aBorderEdges->mMaxBorderWidth.bottom - segment->mWidth;
nsRect borderOutside(x, y, segment->mLength, aBounds.height);
x += segment->mLength;
if ((style == NS_STYLE_BORDER_STYLE_DASHED) ||
(style == NS_STYLE_BORDER_STYLE_DOTTED))
{
nsRect borderInside(borderOutside);
nsBorderEdge * neighbor;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
neighbor = (nsBorderEdge *)(segment->mInsideNeighbor->mEdges[NS_SIDE_LEFT].ElementAt(0));
else
neighbor = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nsMargin outsideMargin(neighbor->mWidth, segment->mWidth, 0, segment->mWidth);
borderInside.Deflate(outsideMargin);
nscoord firstRectWidth = 0;
if (PR_TRUE==aBorderEdges->mOutsideEdge && 0==i)
{
firstRectWidth = borderInside.x - borderOutside.x;
aContext.FillRect(borderOutside.x, borderInside.YMost(),
firstRectWidth,
borderOutside.YMost() - borderInside.YMost());
}
dashRect.height = borderOutside.YMost() - borderInside.YMost();
dashRect.width = nscoord(dashRect.height * dashLength);
dashRect.x = borderOutside.x + firstRectWidth;
dashRect.y = borderInside.YMost();
currRect = dashRect;
while (currRect.x < borderInside.XMost()) {
//clip if necessary
if (currRect.XMost() > borderInside.XMost()) {
over = float(dashRect.XMost() - borderInside.XMost()) /
float(dashRect.width);
currRect.width = currRect.width -
(currRect.XMost() - borderInside.XMost());
}
//draw if necessary
if (bSolid) {
aContext.FillRect(currRect);
}
//setup for next iteration
if (over == 0.0f) {
bSolid = PRBool(!bSolid);
}
dashRect.x = dashRect.x + currRect.width;
currRect = dashRect;
}
}
}
break;
}
}
skippedSide = PR_FALSE;
}
}
nscolor
nsCSSRendering::TransformColor(nscolor aMapColor,PRBool aNoBackGround)
{
PRUint16 hue,sat,value;
nscolor newcolor;
newcolor = aMapColor;
if (PR_TRUE == aNoBackGround){
// convert the RBG to HSV so we can get the lightness (which is the v)
NS_RGB2HSV(newcolor,hue,sat,value);
// The goal here is to send white to black while letting colored
// stuff stay colored... So we adopt the following approach.
// Something with sat = 0 should end up with value = 0. Something
// with a high sat can end up with a high value and it's ok.... At
// the same time, we don't want to make things lighter. Do
// something simple, since it seems to work.
if (value > sat) {
value = sat;
// convert this color back into the RGB color space.
NS_HSV2RGB(newcolor,hue,sat,value);
}
}
return newcolor;
}
// method GetBGColorForHTMLElement
//
// Now here's a *fun* hack: Nav4 uses the BODY element's background color for the
// background color on tables so we need to find that element's
// color and use it... Actually, we can use the HTML element as well.
//
// Traverse from PresContext to PresShell to Document to RootContent. The RootContent is
// then checked to ensure that it is the HTML or BODY element, and if it is, we get
// it's primary frame and from that the style context and from that the color to use.
//
PRBool GetBGColorForHTMLElement( nsIPresContext *aPresContext,
const nsStyleBackground *&aBGColor )
{
NS_ASSERTION(aPresContext, "null params not allowed");
PRBool result = PR_FALSE; // assume we did not find the HTML element
nsIPresShell* shell = nsnull;
aPresContext->GetShell(&shell);
if (shell) {
nsIDocument *doc = nsnull;
if (NS_SUCCEEDED(shell->GetDocument(&doc)) && doc) {
nsIContent *pContent;
if (NS_SUCCEEDED(doc->GetRootContent(&pContent)) && pContent) {
// make sure that this is the HTML element
nsCOMPtr<nsIAtom> tag;
pContent->GetTag(getter_AddRefs(tag));
NS_ASSERTION(tag, "Tag could not be retrieved from root content element");
if (tag) {
if (tag == nsHTMLAtoms::html ||
tag == nsHTMLAtoms::body) {
// use this guy's color
nsIFrame *pFrame = nsnull;
if (NS_SUCCEEDED(shell->GetPrimaryFrameFor(pContent, &pFrame)) && pFrame) {
nsStyleContext *pContext = pFrame->GetStyleContext();
if (pContext) {
const nsStyleBackground* color = pContext->GetStyleBackground();
if (0 == (color->mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT)) {
aBGColor = color;
// set the reslt to TRUE to indicate we mapped the color
result = PR_TRUE;
}
}// if context
}// if frame
}// if tag == html or body
#ifdef DEBUG
else {
printf( "Root Content is not HTML or BODY: cannot get bgColor of HTML or BODY\n");
}
#endif
}// if tag
NS_RELEASE(pContent);
}// if content
NS_RELEASE(doc);
}// if doc
NS_RELEASE(shell);
} // if shell
return result;
}
// nethod GetFrameForBackgroundUpdate
//
// If the frame (aFrame) is the HTML or BODY frame then find the canvas frame and set the
// aBGFrame param to that. This is used when we need a frame to invalidate after an asynch
// image load for the background.
//
// The check is a bit expensive, however until the canvas frame is somehow cached on the
// body frame, or the root element, we need to walk the frames up until we find the canvas
//
nsresult GetFrameForBackgroundUpdate(nsIPresContext *aPresContext,nsIFrame *aFrame, nsIFrame **aBGFrame)
{
NS_ASSERTION(aFrame && aBGFrame, "illegal null parameter");
nsresult rv = NS_OK;
if (aFrame && aBGFrame) {
*aBGFrame = aFrame; // default to the frame passed in
nsIContent* pContent = aFrame->GetContent();
if (pContent) {
// make sure that this is the HTML or BODY element
nsCOMPtr<nsIAtom> tag;
pContent->GetTag(getter_AddRefs(tag));
if (tag) {
if (tag.get() == nsHTMLAtoms::html ||
tag.get() == nsHTMLAtoms::body) {
// the frame is the body frame, so we provide the canvas frame
nsIFrame *pCanvasFrame = aFrame->GetParent();
while (pCanvasFrame) {
nsCOMPtr<nsIAtom> parentType;
pCanvasFrame->GetFrameType(getter_AddRefs(parentType));
if (parentType.get() == nsLayoutAtoms::canvasFrame) {
*aBGFrame = pCanvasFrame;
break;
}
pCanvasFrame = pCanvasFrame->GetParent();
}
}// if tag == html or body
}// if tag
}
} else {
rv = NS_ERROR_NULL_POINTER;
}
return rv;
}
// helper macro to determine if the borderstyle 'a' is a MOZ-BG-XXX style
#define MOZ_BG_BORDER(a)\
((a==NS_STYLE_BORDER_STYLE_BG_INSET) || (a==NS_STYLE_BORDER_STYLE_BG_OUTSET))
static
PRBool GetBorderColor(const nsStyleColor* aColor, const nsStyleBorder& aBorder, PRUint8 aSide, nscolor& aColorVal,
nsBorderColors** aCompositeColors = nsnull)
{
PRBool transparent;
PRBool foreground;
if (aCompositeColors) {
aBorder.GetCompositeColors(aSide, aCompositeColors);
if (*aCompositeColors)
return PR_TRUE;
}
aBorder.GetBorderColor(aSide, aColorVal, transparent, foreground);
if (foreground)
aColorVal = aColor->mColor;
return !transparent;
}
// XXX improve this to constrain rendering to the damaged area
void nsCSSRendering::PaintBorder(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBorder& aBorderStyle,
nsStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap,
nscoord aHardBorderSize,
PRBool aShouldIgnoreRounded)
{
PRIntn cnt;
nsMargin border;
nsStyleCoord bordStyleRadius[4];
PRInt16 borderRadii[4],i;
float percent;
nsCompatibility compatMode;
aPresContext->GetCompatibilityMode(&compatMode);
// Check to see if we have an appearance defined. If so, we let the theme
// renderer draw the border. DO not get the data from aForFrame, since the passed in style context
// may be different! Always use |aStyleContext|!
const nsStyleDisplay* displayData = aStyleContext->GetStyleDisplay();
if (displayData->mAppearance) {
nsCOMPtr<nsITheme> theme;
aPresContext->GetTheme(getter_AddRefs(theme));
if (theme && theme->ThemeSupportsWidget(aPresContext, aForFrame, displayData->mAppearance))
return; // Let the theme handle it.
}
// Get our style context's color struct.
const nsStyleColor* ourColor = aStyleContext->GetStyleColor();
// in NavQuirks mode we want to use the parent's context as a starting point
// for determining the background color
const nsStyleBackground* bgColor =
nsCSSRendering::FindNonTransparentBackground(aStyleContext,
compatMode == eCompatibility_NavQuirks ? PR_TRUE : PR_FALSE);
// mozBGColor is used instead of bgColor when the display type is BG_INSET or BG_OUTSET
// AND, in quirk mode, it is set to the BODY element's background color instead of the nearest
// ancestor's background color.
const nsStyleBackground* mozBGColor = bgColor;
// now check if we are in Quirks mode and have a border style of BG_INSET or OUTSET
// - if so we use the bgColor from the HTML element instead of the nearest ancestor
if (compatMode == eCompatibility_NavQuirks) {
PRBool bNeedBodyBGColor = PR_FALSE;
if (aStyleContext) {
for (cnt=0; cnt<4;cnt++) {
bNeedBodyBGColor = MOZ_BG_BORDER(aBorderStyle.GetBorderStyle(cnt));
if (bNeedBodyBGColor) {
break;
}
}
}
if (bNeedBodyBGColor) {
GetBGColorForHTMLElement(aPresContext, mozBGColor);
}
}
if (aHardBorderSize > 0) {
border.SizeTo(aHardBorderSize, aHardBorderSize, aHardBorderSize, aHardBorderSize);
} else {
aBorderStyle.CalcBorderFor(aForFrame, border);
}
if ((0 == border.left) && (0 == border.right) &&
(0 == border.top) && (0 == border.bottom)) {
// Empty border area
return;
}
// get the radius for our border
aBorderStyle.mBorderRadius.GetTop(bordStyleRadius[0]); //topleft
aBorderStyle.mBorderRadius.GetRight(bordStyleRadius[1]); //topright
aBorderStyle.mBorderRadius.GetBottom(bordStyleRadius[2]); //bottomright
aBorderStyle.mBorderRadius.GetLeft(bordStyleRadius[3]); //bottomleft
for(i=0;i<4;i++) {
borderRadii[i] = 0;
switch ( bordStyleRadius[i].GetUnit()) {
case eStyleUnit_Inherit:
break;
case eStyleUnit_Percent:
percent = bordStyleRadius[i].GetPercentValue();
borderRadii[i] = (nscoord)(percent * aBorderArea.width);
break;
case eStyleUnit_Coord:
borderRadii[i] = bordStyleRadius[i].GetCoordValue();
break;
default:
break;
}
}
// rounded version of the outline
// check for any corner that is rounded
for(i=0;i<4;i++){
if(borderRadii[i] > 0 && !aBorderStyle.mBorderColors){
PaintRoundedBorder(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,&aBorderStyle,nsnull,aStyleContext,aSkipSides,borderRadii,aGap,PR_FALSE);
return;
}
}
// Turn off rendering for all of the zero sized sides
if (0 == border.top) aSkipSides |= (1 << NS_SIDE_TOP);
if (0 == border.right) aSkipSides |= (1 << NS_SIDE_RIGHT);
if (0 == border.bottom) aSkipSides |= (1 << NS_SIDE_BOTTOM);
if (0 == border.left) aSkipSides |= (1 << NS_SIDE_LEFT);
// get the inside and outside parts of the border
nsRect outerRect(aBorderArea);
nsRect innerRect(outerRect);
innerRect.Deflate(border);
if (border.left + border.right > aBorderArea.width) {
innerRect.x = outerRect.x;
innerRect.width = outerRect.width;
}
if (border.top + border.bottom > aBorderArea.height) {
innerRect.y = outerRect.y;
innerRect.height = outerRect.height;
}
// If the dirty rect is completely inside the border area (e.g., only the
// content is being painted), then we can skip out now
if (innerRect.Contains(aDirtyRect)) {
return;
}
//see if any sides are dotted or dashed
for (cnt = 0; cnt < 4; cnt++) {
if ((aBorderStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DOTTED) ||
(aBorderStyle.GetBorderStyle(cnt) == NS_STYLE_BORDER_STYLE_DASHED)) {
break;
}
}
if (cnt < 4) {
DrawDashedSides(cnt, aRenderingContext,aDirtyRect, ourColor, &aBorderStyle,nsnull, PR_FALSE,
outerRect, innerRect, aSkipSides, aGap);
}
// dont clip the borders for composite borders, they use the inner and
// outer rect to compute the diagonale to cross the border radius
nsRect compositeInnerRect(innerRect);
nsRect compositeOuterRect(outerRect);
// Draw all the other sides
if (!aDirtyRect.Contains(outerRect)) {
// Border leaks out of the dirty rectangle - lets clip it but with care
if (innerRect.y < aDirtyRect.y) {
aSkipSides |= (1 << NS_SIDE_TOP);
PRUint32 shortenBy =
PR_MIN(innerRect.height, aDirtyRect.y - innerRect.y);
innerRect.y += shortenBy;
innerRect.height -= shortenBy;
outerRect.y += shortenBy;
outerRect.height -= shortenBy;
}
if (aDirtyRect.YMost() < innerRect.YMost()) {
aSkipSides |= (1 << NS_SIDE_BOTTOM);
PRUint32 shortenBy =
PR_MIN(innerRect.height, innerRect.YMost() - aDirtyRect.YMost());
innerRect.height -= shortenBy;
outerRect.height -= shortenBy;
}
if (innerRect.x < aDirtyRect.x) {
aSkipSides |= (1 << NS_SIDE_LEFT);
PRUint32 shortenBy =
PR_MIN(innerRect.width, aDirtyRect.x - innerRect.x);
innerRect.x += shortenBy;
innerRect.width -= shortenBy;
outerRect.x += shortenBy;
outerRect.width -= shortenBy;
}
if (aDirtyRect.XMost() < innerRect.XMost()) {
aSkipSides |= (1 << NS_SIDE_RIGHT);
PRUint32 shortenBy =
PR_MIN(innerRect.width, innerRect.XMost() - aDirtyRect.XMost());
innerRect.width -= shortenBy;
outerRect.width -= shortenBy;
}
}
/* Get our conversion values */
nscoord twipsPerPixel;
float p2t;
aPresContext->GetScaledPixelsToTwips(&p2t);
twipsPerPixel = NSIntPixelsToTwips(1,p2t);
static PRUint8 sideOrder[] = { NS_SIDE_BOTTOM, NS_SIDE_LEFT, NS_SIDE_TOP, NS_SIDE_RIGHT };
nscolor sideColor;
nsBorderColors* compositeColors = nsnull;
for (cnt = 0; cnt < 4; cnt++) {
PRUint8 side = sideOrder[cnt];
if (0 == (aSkipSides & (1<<side))) {
if (GetBorderColor(ourColor, aBorderStyle, side, sideColor, &compositeColors)) {
if (compositeColors)
DrawCompositeSide(aRenderingContext, side, compositeColors, compositeOuterRect,
compositeInnerRect, borderRadii, twipsPerPixel, aGap);
else
DrawSide(aRenderingContext, side,
aBorderStyle.GetBorderStyle(side),
sideColor,
MOZ_BG_BORDER(aBorderStyle.GetBorderStyle(side)) ?
mozBGColor->mBackgroundColor :
bgColor->mBackgroundColor,
outerRect,innerRect, aSkipSides,
twipsPerPixel, aGap);
}
}
}
}
void nsCSSRendering::DrawCompositeSide(nsIRenderingContext& aRenderingContext,
PRIntn aWhichSide,
nsBorderColors* aCompositeColors,
const nsRect& aOuterRect,
const nsRect& aInnerRect,
PRInt16* aBorderRadii,
nscoord twipsPerPixel,
nsRect* aGap)
{
// Loop over each color and at each iteration shrink the length of the
// lines that we draw.
nsRect currOuterRect(aOuterRect);
// XXXdwh This border radius code is rather hacky and will only work for
// small radii, but it will be sufficient to get a major performance
// improvement in themes with small curvature (like Modern).
// Still, this code should be rewritten if/when someone chooses to pick
// up the -moz-border-radius gauntlet.
// Alternatively we could add support for a -moz-border-diagonal property, which is
// what this code actually draws (instead of a curve).
// determine the the number of pixels we need to draw for this side
// and the start and end radii
nscoord shrinkage, startRadius, endRadius;
if (aWhichSide == NS_SIDE_TOP) {
shrinkage = aInnerRect.y - aOuterRect.y;
startRadius = aBorderRadii[0];
endRadius = aBorderRadii[1];
} else if (aWhichSide == NS_SIDE_BOTTOM) {
shrinkage = (aOuterRect.height+aOuterRect.y) - (aInnerRect.height+aInnerRect.y);
startRadius = aBorderRadii[3];
endRadius = aBorderRadii[2];
} else if (aWhichSide == NS_SIDE_RIGHT) {
shrinkage = (aOuterRect.width+aOuterRect.x) - (aInnerRect.width+aInnerRect.x);
startRadius = aBorderRadii[1];
endRadius = aBorderRadii[2];
} else if (aWhichSide == NS_SIDE_LEFT) {
shrinkage = aInnerRect.x - aOuterRect.x;
startRadius = aBorderRadii[0];
endRadius = aBorderRadii[3];
}
while (shrinkage > 0) {
nscoord xshrink = 0;
nscoord yshrink = 0;
nscoord widthshrink = 0;
nscoord heightshrink = 0;
if (startRadius || endRadius) {
if (aWhichSide == NS_SIDE_TOP || aWhichSide == NS_SIDE_BOTTOM) {
xshrink = startRadius;
widthshrink = startRadius + endRadius;
}
else if (aWhichSide == NS_SIDE_LEFT || aWhichSide == NS_SIDE_RIGHT) {
yshrink = startRadius-1;
heightshrink = yshrink + endRadius;
}
}
// subtract any rounded pixels from the outer rect
nsRect newOuterRect(currOuterRect);
newOuterRect.x += xshrink;
newOuterRect.y += yshrink;
newOuterRect.width -= widthshrink;
newOuterRect.height -= heightshrink;
nsRect borderInside(currOuterRect);
// try to subtract one pixel from each side of the outer rect, but only if
// that side has any extra space left to shrink
if (aInnerRect.x > borderInside.x) { // shrink left
borderInside.x += twipsPerPixel;
borderInside.width -= twipsPerPixel;
}
if (borderInside.x+borderInside.width > aInnerRect.x+aInnerRect.width) // shrink right
borderInside.width -= twipsPerPixel;
if (aInnerRect.y > borderInside.y) { // shrink top
borderInside.y += twipsPerPixel;
borderInside.height -= twipsPerPixel;
}
if (borderInside.y+borderInside.height > aInnerRect.y+aInnerRect.height) // shrink bottom
borderInside.height -= twipsPerPixel;
if (!aCompositeColors->mTransparent) {
nsPoint theSide[MAX_POLY_POINTS];
PRInt32 np = MakeSide(theSide, aRenderingContext, aWhichSide, newOuterRect, borderInside, 0,
BORDER_FULL, 1.0f, twipsPerPixel);
NS_ASSERTION(np == 2, "Composite border should always be single pixel!");
aRenderingContext.SetColor(aCompositeColors->mColor);
DrawLine(aRenderingContext, theSide[0].x, theSide[0].y, theSide[1].x, theSide[1].y, aGap);
if (aWhichSide == NS_SIDE_TOP) {
if (startRadius) {
// Connecting line between top/left
nscoord distance = (startRadius+twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance += twipsPerPixel - remainder;
DrawLine(aRenderingContext,
currOuterRect.x+startRadius,
currOuterRect.y,
currOuterRect.x+startRadius-distance,
currOuterRect.y+distance,
aGap);
}
if (endRadius) {
// Connecting line between top/right
nscoord distance = (endRadius+twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance += twipsPerPixel - remainder;
DrawLine(aRenderingContext,
currOuterRect.x+currOuterRect.width-endRadius-twipsPerPixel,
currOuterRect.y,
currOuterRect.x+currOuterRect.width-endRadius-twipsPerPixel+distance,
currOuterRect.y+distance,
aGap);
}
}
else if (aWhichSide == NS_SIDE_BOTTOM) {
if (startRadius) {
// Connecting line between bottom/left
nscoord distance = (startRadius+twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance += twipsPerPixel - remainder;
DrawLine(aRenderingContext,
currOuterRect.x+startRadius,
currOuterRect.y+currOuterRect.height-twipsPerPixel,
currOuterRect.x+startRadius-distance,
currOuterRect.y+currOuterRect.height-twipsPerPixel-distance,
aGap);
}
if (endRadius) {
// Connecting line between bottom/right
nscoord distance = (endRadius+twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance += twipsPerPixel - remainder;
DrawLine(aRenderingContext,
currOuterRect.x+currOuterRect.width-endRadius-twipsPerPixel,
currOuterRect.y+currOuterRect.height-twipsPerPixel,
currOuterRect.x+currOuterRect.width-endRadius-twipsPerPixel+distance,
currOuterRect.y+currOuterRect.height-twipsPerPixel-distance,
aGap);
}
}
else if (aWhichSide == NS_SIDE_LEFT) {
if (startRadius) {
// Connecting line between left/top
nscoord distance = (startRadius-twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance -= remainder;
DrawLine(aRenderingContext,
currOuterRect.x+distance,
currOuterRect.y+startRadius-distance,
currOuterRect.x,
currOuterRect.y+startRadius,
aGap);
}
if (endRadius) {
// Connecting line between left/bottom
nscoord distance = (endRadius-twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance -= remainder;
DrawLine(aRenderingContext,
currOuterRect.x+distance,
currOuterRect.y+currOuterRect.height-twipsPerPixel-endRadius+distance,
currOuterRect.x,
currOuterRect.y+currOuterRect.height-twipsPerPixel-endRadius,
aGap);
}
}
else if (aWhichSide == NS_SIDE_RIGHT) {
if (startRadius) {
// Connecting line between right/top
nscoord distance = (startRadius-twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance -= remainder;
DrawLine(aRenderingContext,
currOuterRect.x+currOuterRect.width-twipsPerPixel-distance,
currOuterRect.y+startRadius-distance,
currOuterRect.x+currOuterRect.width-twipsPerPixel,
currOuterRect.y+startRadius,
aGap);
}
if (endRadius) {
// Connecting line between right/bottom
nscoord distance = (endRadius-twipsPerPixel)/2;
nscoord remainder = distance%twipsPerPixel;
if (remainder)
distance -= remainder;
DrawLine(aRenderingContext,
currOuterRect.x+currOuterRect.width-twipsPerPixel-distance,
currOuterRect.y+currOuterRect.height-twipsPerPixel-endRadius+distance,
currOuterRect.x+currOuterRect.width-twipsPerPixel,
currOuterRect.y+currOuterRect.height-twipsPerPixel-endRadius,
aGap);
}
}
}
if (aCompositeColors->mNext)
aCompositeColors = aCompositeColors->mNext;
currOuterRect = borderInside;
shrinkage -= twipsPerPixel;
startRadius -= twipsPerPixel;
if (startRadius < 0) startRadius = 0;
endRadius -= twipsPerPixel;
if (endRadius < 0) endRadius = 0;
}
}
// XXX improve this to constrain rendering to the damaged area
void nsCSSRendering::PaintOutline(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBorder& aBorderStyle,
const nsStyleOutline& aOutlineStyle,
nsStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap)
{
nsStyleCoord bordStyleRadius[4];
PRInt16 borderRadii[4],i;
float percent;
const nsStyleBackground* bgColor = nsCSSRendering::FindNonTransparentBackground(aStyleContext);
nscoord width;
// Get our style context's color struct.
const nsStyleColor* ourColor = aStyleContext->GetStyleColor();
aOutlineStyle.GetOutlineWidth(width);
if (0 == width) {
// Empty outline
return;
}
// get the radius for our border
aOutlineStyle.mOutlineRadius.GetTop(bordStyleRadius[0]); //topleft
aOutlineStyle.mOutlineRadius.GetRight(bordStyleRadius[1]); //topright
aOutlineStyle.mOutlineRadius.GetBottom(bordStyleRadius[2]); //bottomright
aOutlineStyle.mOutlineRadius.GetLeft(bordStyleRadius[3]); //bottomleft
for(i=0;i<4;i++) {
borderRadii[i] = 0;
switch ( bordStyleRadius[i].GetUnit()) {
case eStyleUnit_Inherit:
break;
case eStyleUnit_Percent:
percent = bordStyleRadius[i].GetPercentValue();
borderRadii[i] = (nscoord)(percent * aBorderArea.width);
break;
case eStyleUnit_Coord:
borderRadii[i] = bordStyleRadius[i].GetCoordValue();
break;
default:
break;
}
}
// This if control whether the outline paints on the inside
// or outside of the frame
// XXX This is temporary fix for nsbeta3+ Bug 48973
// so we can use "mozoutline
#if 0 // outside
nsRect inside(aBorderArea);
nsRect outside(inside);
inside.Inflate(width, width);
nsRect clipRect(aBorderArea);
clipRect.Inflate(width, width); // make clip extra big for now
#else // inside
nsMargin borderWidth;
aBorderStyle.GetBorder(borderWidth);
nsRect outside(aBorderArea);
outside.Deflate(borderWidth);
nsRect inside(outside);
inside.Deflate(width, width);
nsRect clipRect(outside);
#endif
PRBool clipState = PR_FALSE;
aRenderingContext.PushState();
aRenderingContext.SetClipRect(clipRect, nsClipCombine_kReplace, clipState);
// rounded version of the border
for(i=0;i<4;i++){
if(borderRadii[i] > 0){
PaintRoundedBorder(aPresContext,aRenderingContext,aForFrame,aDirtyRect,aBorderArea,nsnull,&aOutlineStyle,aStyleContext,aSkipSides,borderRadii,aGap,PR_TRUE);
aRenderingContext.PopState(clipState);
return;
}
}
PRUint8 outlineStyle = aOutlineStyle.GetOutlineStyle();
//see if any sides are dotted or dashed
if ((outlineStyle == NS_STYLE_BORDER_STYLE_DOTTED) ||
(outlineStyle == NS_STYLE_BORDER_STYLE_DASHED)) {
DrawDashedSides(0, aRenderingContext, aDirtyRect, ourColor, nsnull, &aOutlineStyle, PR_TRUE,
outside, inside, aSkipSides, aGap);
aRenderingContext.PopState(clipState);
return;
}
// Draw all the other sides
/* XXX something is misnamed here!!!! */
nscoord twipsPerPixel;/* XXX */
float p2t;/* XXX */
aPresContext->GetPixelsToTwips(&p2t);/* XXX */
twipsPerPixel = (nscoord) p2t;/* XXX */
nscolor outlineColor(NS_RGB(0,0,0)); // default to black in case it is invert color and the platform does not support that
PRBool canDraw = PR_FALSE;
PRBool modeChanged=PR_FALSE;
// see if the outline color is 'invert' or can invert.
if (aOutlineStyle.GetOutlineInvert()) {
canDraw = PR_TRUE;
if( NS_SUCCEEDED(aRenderingContext.SetPenMode(nsPenMode_kInvert)) ) {
modeChanged=PR_TRUE;
}
} else {
canDraw = aOutlineStyle.GetOutlineColor(outlineColor);
}
if (PR_TRUE == canDraw) {
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor, outside, inside, aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_LEFT,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,outside, inside,aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_TOP,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,outside, inside,aSkipSides,
twipsPerPixel, aGap);
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
outlineStyle,
outlineColor,
bgColor->mBackgroundColor,outside, inside,aSkipSides,
twipsPerPixel, aGap);
if(modeChanged ) {
aRenderingContext.SetPenMode(nsPenMode_kNone);
}
}
// Restore clipping
aRenderingContext.PopState(clipState);
}
/* draw the edges of the border described in aBorderEdges one segment at a time.
* a border has 4 edges. Each edge has 1 or more segments.
* "inside edges" are drawn differently than "outside edges" so the shared edges will match up.
* in the case of table collapsing borders, the table edge is the "outside" edge and
* cell edges are always "inside" edges (so adjacent cells have 2 shared "inside" edges.)
* dashed segments are drawn by DrawDashedSegments().
*/
// XXX: doesn't do corners or junctions well at all. Just uses logic stolen
// from PaintBorder which is insufficient
void nsCSSRendering::PaintBorderEdges(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
nsBorderEdges * aBorderEdges,
nsStyleContext* aStyleContext,
PRIntn aSkipSides,
nsRect* aGap)
{
const nsStyleBackground* bgColor = nsCSSRendering::FindNonTransparentBackground(aStyleContext);
if (nsnull==aBorderEdges) { // Empty border segments
return;
}
// Turn off rendering for all of the zero sized sides
if (0 == aBorderEdges->mMaxBorderWidth.top)
aSkipSides |= (1 << NS_SIDE_TOP);
if (0 == aBorderEdges->mMaxBorderWidth.right)
aSkipSides |= (1 << NS_SIDE_RIGHT);
if (0 == aBorderEdges->mMaxBorderWidth.bottom)
aSkipSides |= (1 << NS_SIDE_BOTTOM);
if (0 == aBorderEdges->mMaxBorderWidth.left)
aSkipSides |= (1 << NS_SIDE_LEFT);
// Draw any dashed or dotted segments separately
DrawDashedSegments(aRenderingContext, aBorderArea, aBorderEdges, aSkipSides, aGap);
// Draw all the other sides
nscoord twipsPerPixel;
float p2t;
aPresContext->GetPixelsToTwips(&p2t);
twipsPerPixel = (nscoord) p2t;/* XXX huh!*/
if (0 == (aSkipSides & (1<<NS_SIDE_TOP))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_TOP].Count();
PRInt32 i;
nsBorderEdge * leftEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(0));
nscoord x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(i));
nscoord y = aBorderArea.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are bottom-aligned
y += aBorderEdges->mMaxBorderWidth.top - borderEdge->mWidth;
nsRect inside(x, y, borderEdge->mLength, aBorderArea.height);
x += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, borderEdge->mWidth, 0, 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_TOP,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_LEFT))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_LEFT].Count();
PRInt32 i;
nsBorderEdge * topEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(0));
nscoord y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(i));
nscoord x = aBorderArea.x + (aBorderEdges->mMaxBorderWidth.left - borderEdge->mWidth);
nsRect inside(x, y, aBorderArea.width, borderEdge->mLength);
y += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(borderEdge->mWidth, 0, 0, 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_LEFT,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside, aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_BOTTOM))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_BOTTOM].Count();
PRInt32 i;
nsBorderEdge * leftEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_LEFT].ElementAt(aBorderEdges->mEdges[NS_SIDE_LEFT].Count()-1));
nscoord x = aBorderEdges->mMaxBorderWidth.left - leftEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_BOTTOM].ElementAt(i));
nscoord y = aBorderArea.y;
if (PR_TRUE==aBorderEdges->mOutsideEdge) // segments of the outside edge are top-aligned
y -= (aBorderEdges->mMaxBorderWidth.bottom - borderEdge->mWidth);
nsRect inside(x, y, borderEdge->mLength, aBorderArea.height);
x += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, 0, 0, borderEdge->mWidth);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_BOTTOM,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
if (0 == (aSkipSides & (1<<NS_SIDE_RIGHT))) {
PRInt32 segmentCount = aBorderEdges->mEdges[NS_SIDE_RIGHT].Count();
PRInt32 i;
nsBorderEdge * topEdge = (nsBorderEdge *)
(aBorderEdges->mEdges[NS_SIDE_TOP].ElementAt(aBorderEdges->mEdges[NS_SIDE_TOP].Count()-1));
nscoord y = aBorderEdges->mMaxBorderWidth.top - topEdge->mWidth;
for (i=0; i<segmentCount; i++)
{
nsBorderEdge * borderEdge = (nsBorderEdge *)(aBorderEdges->mEdges[NS_SIDE_RIGHT].ElementAt(i));
nscoord width;
if (PR_TRUE==aBorderEdges->mOutsideEdge)
{
width = aBorderArea.width - aBorderEdges->mMaxBorderWidth.right;
width += borderEdge->mWidth;
}
else
{
width = aBorderArea.width;
}
nsRect inside(aBorderArea.x, y, width, borderEdge->mLength);
y += borderEdge->mLength;
nsRect outside(inside);
nsMargin outsideMargin(0, 0, (borderEdge->mWidth), 0);
outside.Deflate(outsideMargin);
DrawSide(aRenderingContext, NS_SIDE_RIGHT,
borderEdge->mStyle,
borderEdge->mColor,
bgColor->mBackgroundColor,
inside, outside,aSkipSides,
twipsPerPixel, aGap);
}
}
}
//----------------------------------------------------------------------
// Returns the anchor point to use for the background image. The
// anchor point is the (x, y) location where the first tile should
// be placed
//
// For repeated tiling, the anchor values are normalized wrt to the upper-left
// edge of the bounds, and are always in the range:
// -(aTileWidth - 1) <= anchor.x <= 0
// -(aTileHeight - 1) <= anchor.y <= 0
//
// i.e., they are either 0 or a negative number whose absolute value is
// less than the tile size in that dimension
//
// aOriginBounds is the box to which the tiling position should be relative
// aClipBounds is the box in which the tiling will actually be done
// They should correspond to 'background-origin' and 'background-clip',
// except when painting on the canvas, in which case the origin bounds
// should be the bounds of the root element's frame and the clip bounds
// should be the bounds of the canvas frame.
static void
ComputeBackgroundAnchorPoint(const nsStyleBackground& aColor,
const nsRect& aOriginBounds,
const nsRect& aClipBounds,
nscoord aTileWidth, nscoord aTileHeight,
nsPoint& aResult)
{
nscoord x;
if (NS_STYLE_BG_X_POSITION_LENGTH & aColor.mBackgroundFlags) {
x = aColor.mBackgroundXPosition.mCoord;
}
else if (NS_STYLE_BG_X_POSITION_PERCENT & aColor.mBackgroundFlags) {
PRFloat64 percent = PRFloat64(aColor.mBackgroundXPosition.mFloat);
nscoord tilePos = nscoord(percent * PRFloat64(aTileWidth));
nscoord boxPos = nscoord(percent * PRFloat64(aOriginBounds.width));
x = boxPos - tilePos;
}
else {
x = 0;
}
x += aOriginBounds.x - aClipBounds.x;
if (NS_STYLE_BG_REPEAT_X & aColor.mBackgroundRepeat) {
// When we are tiling in the x direction the loop will run from
// the left edge of the box to the right edge of the box. We need
// to adjust the starting coordinate to lie within the band being
// rendered.
if (x < 0) {
x = -x;
if (x < 0) {
// Some joker gave us max-negative-integer.
x = 0;
}
x %= aTileWidth;
x = -x;
}
else if (x != 0) {
x %= aTileWidth;
if (x > 0) {
x = x - aTileWidth;
}
}
NS_POSTCONDITION((x >= -(aTileWidth - 1)) && (x <= 0), "bad computed anchor value");
}
aResult.x = x;
nscoord y;
if (NS_STYLE_BG_Y_POSITION_LENGTH & aColor.mBackgroundFlags) {
y = aColor.mBackgroundYPosition.mCoord;
}
else if (NS_STYLE_BG_Y_POSITION_PERCENT & aColor.mBackgroundFlags){
PRFloat64 percent = PRFloat64(aColor.mBackgroundYPosition.mFloat);
nscoord tilePos = nscoord(percent * PRFloat64(aTileHeight));
nscoord boxPos = nscoord(percent * PRFloat64(aOriginBounds.height));
y = boxPos - tilePos;
}
else {
y = 0;
}
y += aOriginBounds.y - aClipBounds.y;
if (NS_STYLE_BG_REPEAT_Y & aColor.mBackgroundRepeat) {
// When we are tiling in the y direction the loop will run from
// the top edge of the box to the bottom edge of the box. We need
// to adjust the starting coordinate to lie within the band being
// rendered.
if (y < 0) {
y = -y;
if (y < 0) {
// Some joker gave us max-negative-integer.
y = 0;
}
y %= aTileHeight;
y = -y;
}
else if (y != 0) {
y %= aTileHeight;
if (y > 0) {
y = y - aTileHeight;
}
}
NS_POSTCONDITION((y >= -(aTileHeight - 1)) && (y <= 0), "bad computed anchor value");
}
aResult.y = y;
}
// Returns the nearest scroll frame ancestor
static nsIFrame*
GetNearestScrollFrame(nsIFrame* aFrame)
{
for (nsIFrame* f = aFrame; f; f = f->GetParent()) {
nsCOMPtr<nsIAtom> frameType;
// Is it a scroll frame?
f->GetFrameType(getter_AddRefs(frameType));
if (nsLayoutAtoms::scrollFrame == frameType) {
return f;
}
}
return nsnull;
}
// Returns the root scrollable frame, which is the first child of the root
// frame.
static nsIScrollableFrame*
GetRootScrollableFrame(nsIPresContext* aPresContext, nsIFrame* aRootFrame)
{
nsIScrollableFrame* scrollableFrame = nsnull;
nsCOMPtr<nsIAtom> frameType;
aRootFrame->GetFrameType(getter_AddRefs(frameType));
if (nsLayoutAtoms::viewportFrame == frameType) {
nsIFrame* childFrame;
aRootFrame->FirstChild(aPresContext, nsnull, &childFrame);
if (childFrame) {
childFrame->GetFrameType(getter_AddRefs(frameType));
if (nsLayoutAtoms::scrollFrame == frameType) {
// Use this frame, even if we are using GFX frames for the
// viewport, which contains another scroll frame below this
// frame, since the GFX scrollport frame does not implement
// nsIScrollableFrame.
CallQueryInterface(childFrame, &scrollableFrame);
}
}
}
#ifdef DEBUG
else {
NS_WARNING("aRootFrame is not a viewport frame");
}
#endif // DEBUG
return scrollableFrame;
}
const nsStyleBackground*
nsCSSRendering::FindNonTransparentBackground(nsStyleContext* aContext,
PRBool aStartAtParent /*= PR_FALSE*/)
{
const nsStyleBackground* result = nsnull;
nsStyleContext* context;
if (aStartAtParent) {
context = aContext->GetParent();
} else {
context = aContext;
}
NS_ASSERTION(context, "Cannot find NonTransparentBackground in a null context" );
while (context) {
// Have to .get() because some compilers won't match the template
// otherwise (they don't look for implicit type conversions while doing
// template matching?).
result = context->GetStyleBackground();
if (0 == (result->mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT))
break;
context = context->GetParent();
}
return result;
}
/**
* |FindBackground| finds the correct style data to use to paint the
* background. It is responsible for handling the following two
* statements in section 14.2 of CSS2:
*
* The background of the box generated by the root element covers the
* entire canvas.
*
* For HTML documents, however, we recommend that authors specify the
* background for the BODY element rather than the HTML element. User
* agents should observe the following precedence rules to fill in the
* background: if the value of the 'background' property for the HTML
* element is different from 'transparent' then use it, else use the
* value of the 'background' property for the BODY element. If the
* resulting value is 'transparent', the rendering is undefined.
*
* Thus, in our implementation, it is responsible for ensuring that:
* + we paint the correct background on the |nsCanvasFrame|,
* |nsRootBoxFrame|, or |nsPageFrame|,
* + we don't paint the background on the root element, and
* + we don't paint the background on the BODY element in *some* cases,
* and for SGML-based HTML documents only.
*
* |FindBackground| returns true if a background should be painted, and
* the resulting style context to use for the background information
* will be filled in to |aBackground|. It fills in a boolean indicating
* whether the frame is the canvas frame to allow PaintBackground to
* ensure that it always paints something non-transparent for the
* canvas.
*/
// Returns nsnull if aFrame is not a canvas frame.
// Otherwise, it returns the frame we should look for the background on.
// This is normally aFrame but if aFrame is the viewport, we need to
// look for the background starting at the scroll root (which shares
// style context with the document root) or the document root itself.
// We need to treat the viewport as canvas because, even though
// it does not actually paint a background, we need to get the right
// background style so we correctly detect transparent documents.
inline nsIFrame*
IsCanvasFrame(nsIPresContext* aPresContext, nsIFrame *aFrame)
{
nsCOMPtr<nsIAtom> frameType;
aFrame->GetFrameType(getter_AddRefs(frameType));
if (frameType == nsLayoutAtoms::canvasFrame ||
frameType == nsLayoutAtoms::rootFrame ||
frameType == nsLayoutAtoms::pageFrame) {
return aFrame;
} else if (frameType == nsLayoutAtoms::viewportFrame) {
nsIFrame* firstChild;
aFrame->FirstChild(aPresContext, nsnull, &firstChild);
if (firstChild) {
return firstChild;
}
}
return nsnull;
}
inline PRBool
FindCanvasBackground(nsIPresContext* aPresContext,
nsIFrame* aForFrame,
const nsStyleBackground** aBackground)
{
// XXXldb What if the root element is positioned, etc.? (We don't
// allow that yet, do we?)
nsIFrame *firstChild;
aForFrame->FirstChild(aPresContext, nsnull, &firstChild);
if (firstChild) {
const nsStyleBackground* result = firstChild->GetStyleBackground();
// for printing and print preview.. this should be a pageContentFrame
nsCOMPtr<nsIAtom> frameType;
nsStyleContext* parentContext;
firstChild->GetFrameType(getter_AddRefs(frameType));
if ( (frameType == nsLayoutAtoms::pageContentFrame) ){
// we have to find the background style ourselves.. since the
// pageContentframe does not have content
while(firstChild){
for (nsIFrame* kidFrame = firstChild; nsnull != kidFrame; ) {
parentContext = kidFrame->GetStyleContext();
result = parentContext->GetStyleBackground();
if (!result->IsTransparent()) {
*aBackground = kidFrame->GetStyleBackground();
return PR_TRUE;
} else {
kidFrame = kidFrame->GetNextSibling();
}
}
firstChild->FirstChild(aPresContext, nsnull, &firstChild);
}
return PR_FALSE; // nothing found for this
}
// Check if we need to do propagation from BODY rather than HTML.
if (result->IsTransparent()) {
nsIContent* content = aForFrame->GetContent();
if (content) {
nsCOMPtr<nsIDOMNode> node( do_QueryInterface(content) );
// Use |GetOwnerDocument| so it works during destruction.
nsCOMPtr<nsIDOMDocument> doc;
node->GetOwnerDocument(getter_AddRefs(doc));
nsCOMPtr<nsIDOMHTMLDocument> htmlDoc = do_QueryInterface(doc);
if (htmlDoc) {
nsCOMPtr<nsIDOMHTMLElement> body;
htmlDoc->GetBody(getter_AddRefs(body));
nsCOMPtr<nsIContent> bodyContent = do_QueryInterface(body);
// We need to null check the body node (bug 118829) since
// there are cases, thanks to the fix for bug 5569, where we
// will reflow a document with no body. In particular, if a
// SCRIPT element in the head blocks the parser and then has a
// SCRIPT that does "document.location.href = 'foo'", then
// nsParser::Terminate will call |DidBuildModel| methods
// through to the content sink, which will call |StartLayout|
// and thus |InitialReflow| on the pres shell. See bug 119351
// for the ugly details.
if (bodyContent) {
nsCOMPtr<nsIPresShell> shell;
aPresContext->GetShell(getter_AddRefs(shell));
nsIFrame *bodyFrame;
nsresult rv = shell->GetPrimaryFrameFor(bodyContent, &bodyFrame);
if (NS_SUCCEEDED(rv) && bodyFrame)
result = bodyFrame->GetStyleBackground();
}
}
}
}
*aBackground = result;
} else {
// This should always give transparent, so we'll fill it in with the
// default color if needed. This seems to happen a bit while a page is
// being loaded.
*aBackground = aForFrame->GetStyleBackground();
}
return PR_TRUE;
}
inline PRBool
FindElementBackground(nsIPresContext* aPresContext,
nsIFrame* aForFrame,
const nsStyleBackground** aBackground)
{
nsIFrame *parentFrame = aForFrame->GetParent();
// XXXldb We shouldn't have to null-check |parentFrame| here.
if (parentFrame && IsCanvasFrame(aPresContext, parentFrame) == parentFrame) {
// Check that we're really the root (rather than in another child list).
nsIFrame *childFrame;
parentFrame->FirstChild(aPresContext, nsnull, &childFrame);
if (childFrame == aForFrame)
return PR_FALSE; // Background was already drawn for the canvas.
}
*aBackground = aForFrame->GetStyleBackground();
nsIContent* content = aForFrame->GetContent();
if (!content || !content->IsContentOfType(nsIContent::eHTML))
return PR_TRUE; // not frame for an HTML element
if (!parentFrame)
return PR_TRUE; // no parent to look at
nsCOMPtr<nsIAtom> tag;
content->GetTag(getter_AddRefs(tag));
if (tag != nsHTMLAtoms::body)
return PR_TRUE; // not frame for <BODY> element
// We should only look at the <html> background if we're in an HTML document
nsCOMPtr<nsIDOMNode> node(do_QueryInterface(content));
nsCOMPtr<nsIDOMDocument> doc;
node->GetOwnerDocument(getter_AddRefs(doc));
nsCOMPtr<nsIDOMHTMLDocument> htmlDoc(do_QueryInterface(doc));
if (!htmlDoc)
return PR_TRUE;
const nsStyleBackground* htmlBG = parentFrame->GetStyleBackground();
return !htmlBG->IsTransparent();
}
PRBool
nsCSSRendering::FindBackground(nsIPresContext* aPresContext,
nsIFrame* aForFrame,
const nsStyleBackground** aBackground,
PRBool* aIsCanvas)
{
nsIFrame* canvasFrame = IsCanvasFrame(aPresContext, aForFrame);
*aIsCanvas = canvasFrame != nsnull;
return canvasFrame
? FindCanvasBackground(aPresContext, canvasFrame, aBackground)
: FindElementBackground(aPresContext, aForFrame, aBackground);
}
void
nsCSSRendering::DidPaint()
{
gInlineBGData.Reset();
}
void
nsCSSRendering::PaintBackground(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBorder& aBorder,
const nsStylePadding& aPadding,
PRBool aUsePrintSettings)
{
NS_PRECONDITION(aForFrame,
"Frame is expected to be provided to PaintBackground");
PRBool isCanvas;
const nsStyleBackground *color;
if (!FindBackground(aPresContext, aForFrame, &color, &isCanvas)) {
// we don't want to bail out of moz-appearance is set on a root
// node. If it has a parent content node, bail because it's not
// a root, other wise keep going in order to let the theme stuff
// draw the background. The canvas really should be drawing the
// bg, but there's no way to hook that up via css.
const nsStyleDisplay* displayData = aForFrame->GetStyleDisplay();
if (displayData->mAppearance) {
nsIContent* content = aForFrame->GetContent();
if (content) {
nsCOMPtr<nsIContent> parent;
content->GetParent(getter_AddRefs(parent));
if (parent)
return;
else
color = aForFrame->GetStyleBackground();
}
else
return;
}
else
return;
}
if (!isCanvas) {
PaintBackgroundWithSC(aPresContext, aRenderingContext, aForFrame,
aDirtyRect, aBorderArea, *color, aBorder,
aPadding, aUsePrintSettings);
return;
}
if (!color)
return;
nsStyleBackground canvasColor(*color);
nsIViewManager* vm = aPresContext->GetViewManager();
if (canvasColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT) {
nsIView* rootView;
vm->GetRootView(rootView);
if (!rootView->GetParent()) {
PRBool widgetIsTranslucent = PR_FALSE;
if (rootView->HasWidget()) {
rootView->GetWidget()->GetWindowTranslucency(widgetIsTranslucent);
}
if (!widgetIsTranslucent) {
// Ensure that we always paint a color for the root (in case there's
// no background at all or a partly transparent image).
canvasColor.mBackgroundFlags &= ~NS_STYLE_BG_COLOR_TRANSPARENT;
aPresContext->GetDefaultBackgroundColor(&canvasColor.mBackgroundColor);
}
}
}
vm->SetDefaultBackgroundColor(canvasColor.mBackgroundColor);
// Since nsHTMLContainerFrame::CreateViewForFrame might have created
// the view before we knew about the child with the fixed background
// attachment (root or BODY) or the stylesheet specifying that
// attachment, set the BitBlt flag here as well.
if (canvasColor.mBackgroundAttachment == NS_STYLE_BG_ATTACHMENT_FIXED) {
nsIView *view = aForFrame->GetView();
if (view)
vm->SetViewBitBltEnabled(view, PR_FALSE);
}
PaintBackgroundWithSC(aPresContext, aRenderingContext, aForFrame,
aDirtyRect, aBorderArea, canvasColor,
aBorder, aPadding, aUsePrintSettings);
}
void
nsCSSRendering::PaintBackgroundWithSC(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBackground& aColor,
const nsStyleBorder& aBorder,
const nsStylePadding& aPadding,
PRBool aUsePrintSettings)
{
NS_PRECONDITION(aForFrame,
"Frame is expected to be provided to PaintBackground");
PRBool canDrawBackgroundImage = PR_TRUE;
PRBool canDrawBackgroundColor = PR_TRUE;
if (aUsePrintSettings) {
aPresContext->GetBackgroundImageDraw(canDrawBackgroundImage);
aPresContext->GetBackgroundColorDraw(canDrawBackgroundColor);
}
// Check to see if we have an appearance defined. If so, we let the theme
// renderer draw the background and bail out.
const nsStyleDisplay* displayData = aForFrame->GetStyleDisplay();
if (displayData->mAppearance) {
nsCOMPtr<nsITheme> theme;
aPresContext->GetTheme(getter_AddRefs(theme));
if (theme && theme->ThemeSupportsWidget(aPresContext, aForFrame, displayData->mAppearance)) {
theme->DrawWidgetBackground(&aRenderingContext, aForFrame,
displayData->mAppearance, aBorderArea, aDirtyRect);
return;
}
}
// The background is rendered over the 'background-clip' area.
nsRect bgClipArea(aBorderArea);
if (aColor.mBackgroundClip != NS_STYLE_BG_CLIP_BORDER) {
NS_ASSERTION(aColor.mBackgroundClip == NS_STYLE_BG_CLIP_PADDING,
"unknown background-clip value");
nsMargin border;
aBorder.GetBorder(border);
bgClipArea.Deflate(border);
}
// The actual dirty rect is the intersection of the 'background-clip'
// area and the dirty rect we were given
nsRect dirtyRect;
if (!dirtyRect.IntersectRect(bgClipArea, aDirtyRect)) {
// Nothing to paint
return;
}
// if there is no background image or background images are turned off, try a color.
if (aColor.mBackgroundImage.IsEmpty() || !canDrawBackgroundImage) {
PaintBackgroundColor(aPresContext, aRenderingContext, aForFrame, bgClipArea,
aColor, aBorder, aPadding, canDrawBackgroundColor);
return;
}
// We have a background image
// get the frame for the background image load to complete in
// - this may be different than the frame we are rendering
// (as in the case of the canvas frame)
nsIFrame *pBGFrame = nsnull;
GetFrameForBackgroundUpdate(aPresContext, aForFrame, &pBGFrame);
NS_ASSERTION(pBGFrame, "Background Frame must be set by GetFrameForBackgroundUpdate");
// Lookup the image
nsCOMPtr<imgIRequest> req;
nsresult rv = aPresContext->LoadImage(aColor.mBackgroundImage, pBGFrame, getter_AddRefs(req));
PRUint32 status = imgIRequest::STATUS_ERROR;
if (req)
req->GetImageStatus(&status);
if (NS_FAILED(rv) || !req || !(status & imgIRequest::STATUS_FRAME_COMPLETE) || !(status & imgIRequest::STATUS_SIZE_AVAILABLE)) {
PaintBackgroundColor(aPresContext, aRenderingContext, aForFrame, bgClipArea,
aColor, aBorder, aPadding, canDrawBackgroundColor);
return;
}
nsCOMPtr<imgIContainer> image;
req->GetImage(getter_AddRefs(image));
nsSize imageSize;
image->GetWidth(&imageSize.width);
image->GetHeight(&imageSize.height);
float p2t;
aPresContext->GetPixelsToTwips(&p2t);
imageSize.width = NSIntPixelsToTwips(imageSize.width, p2t);
imageSize.height = NSIntPixelsToTwips(imageSize.height, p2t);
req = nsnull;
nsRect bgOriginArea;
nsCOMPtr<nsIAtom> frameType;
aForFrame->GetFrameType(getter_AddRefs(frameType));
if (frameType == nsLayoutAtoms::inlineFrame) {
switch (aColor.mBackgroundInlinePolicy) {
case NS_STYLE_BG_INLINE_POLICY_EACH_BOX:
bgOriginArea = aBorderArea;
break;
case NS_STYLE_BG_INLINE_POLICY_BOUNDING_BOX:
bgOriginArea = gInlineBGData.GetBoundingRect(aForFrame);
break;
default:
NS_ERROR("Unknown background-inline-policy value! "
"Please, teach me what to do.");
case NS_STYLE_BG_INLINE_POLICY_CONTINUOUS:
bgOriginArea = gInlineBGData.GetContinuousRect(aForFrame);
break;
}
}
else {
bgOriginArea = aBorderArea;
}
// Background images are tiled over the 'background-clip' area
// but the origin of the tiling is based on the 'background-origin' area
if (aColor.mBackgroundOrigin != NS_STYLE_BG_ORIGIN_BORDER) {
nsMargin border;
if (!aBorder.GetBorder(border)) {
NS_NOTYETIMPLEMENTED("percentage border");
}
bgOriginArea.Deflate(border);
if (aColor.mBackgroundOrigin != NS_STYLE_BG_ORIGIN_PADDING) {
nsMargin padding;
// XXX CalcPaddingFor is deprecated, but we need it for percentage padding
aPadding.CalcPaddingFor(aForFrame, padding);
bgOriginArea.Deflate(padding);
NS_ASSERTION(aColor.mBackgroundOrigin == NS_STYLE_BG_ORIGIN_CONTENT,
"unknown background-origin value");
}
}
// Based on the repeat setting, compute how many tiles we should
// lay down for each axis. The value computed is the maximum based
// on the dirty rect before accounting for the background-position.
nscoord tileWidth = imageSize.width;
nscoord tileHeight = imageSize.height;
PRBool needBackgroundColor = !(aColor.mBackgroundFlags &
NS_STYLE_BG_COLOR_TRANSPARENT);
PRIntn repeat = aColor.mBackgroundRepeat;
nscoord xDistance, yDistance;
switch (repeat) {
case NS_STYLE_BG_REPEAT_X:
xDistance = dirtyRect.width;
yDistance = tileHeight;
break;
case NS_STYLE_BG_REPEAT_Y:
xDistance = tileWidth;
yDistance = dirtyRect.height;
break;
case NS_STYLE_BG_REPEAT_XY:
xDistance = dirtyRect.width;
yDistance = dirtyRect.height;
if (needBackgroundColor) {
// If the image is completely opaque, we do not need to paint the
// background color
nsCOMPtr<gfxIImageFrame> gfxImgFrame;
image->GetCurrentFrame(getter_AddRefs(gfxImgFrame));
if (gfxImgFrame) {
gfx_format frameFormat;
gfxImgFrame->GetFormat(&frameFormat);
NS_ASSERTION(frameFormat >= 0 && frameFormat <= 7,
"Unknown gfxIFormats value");
needBackgroundColor = frameFormat != gfxIFormats::RGB &&
frameFormat != gfxIFormats::BGR;
}
}
break;
case NS_STYLE_BG_REPEAT_OFF:
default:
NS_ASSERTION(repeat == NS_STYLE_BG_REPEAT_OFF, "unknown background-repeat value");
xDistance = tileWidth;
yDistance = tileHeight;
break;
}
// The background color is rendered over the 'background-clip' area
if (needBackgroundColor) {
PaintBackgroundColor(aPresContext, aRenderingContext, aForFrame, bgClipArea,
aColor, aBorder, aPadding, canDrawBackgroundColor);
}
if ((tileWidth == 0) || (tileHeight == 0) || dirtyRect.IsEmpty()) {
// Nothing left to paint
return;
}
// Compute the anchor point.
//
// When tiling, the anchor coordinate values will be negative offsets
// from the background-origin area.
nsPoint anchor;
if (NS_STYLE_BG_ATTACHMENT_FIXED == aColor.mBackgroundAttachment) {
// If it's a fixed background attachment, then the image is placed
// relative to the nearest scrolling ancestor, or the viewport if
// the frame doesn't have a scrolling ancestor
nsIFrame* scrolledFrame = nsnull;
nsIView* viewportView = nsnull;
nsRect viewportArea;
// get the nsIScrollableFrame interface from the scrollFrame
nsIScrollableFrame* scrollableFrame;
nsIFrame* scrollFrame = GetNearestScrollFrame(aForFrame);
if (scrollFrame) {
CallQueryInterface(scrollFrame, &scrollableFrame);
if (scrollableFrame) {
scrollableFrame->GetScrolledFrame(aPresContext, scrolledFrame);
}
}
if (scrolledFrame) {
viewportArea = scrolledFrame->GetRect();
viewportView = scrolledFrame->GetView();
}
else {
// The viewport isn't scrollable, so use the root frame's view
nsCOMPtr<nsIPresShell> presShell;
aPresContext->GetShell(getter_AddRefs(presShell));
NS_ASSERTION(presShell, "no pres shell");
nsIFrame* rootFrame;
presShell->GetRootFrame(&rootFrame);
NS_ASSERTION(rootFrame, "no root frame");
PRBool isPaginated = PR_FALSE;
aPresContext->IsPaginated(&isPaginated);
if (isPaginated) {
nsIFrame* page = nsLayoutUtils::GetPageFrame(aForFrame);
NS_ASSERTION(page, "no page");
rootFrame = page;
}
viewportView = rootFrame->GetView();
NS_ASSERTION(viewportView, "no viewport view");
viewportArea = viewportView->GetBounds();
viewportArea.x = 0;
viewportArea.y = 0;
scrollableFrame = GetRootScrollableFrame(aPresContext, rootFrame);
}
if (scrollableFrame) {
// Now, account for scrollbars, if we have any.
PRBool verticalVisible;
PRBool horizontalVisible;
scrollableFrame->GetScrollbarVisibility(aPresContext, &verticalVisible,
&horizontalVisible);
if (verticalVisible || horizontalVisible) {
nscoord verticalWidth;
nscoord horizontalHeight;
scrollableFrame->GetScrollbarSizes(aPresContext, &verticalWidth,
&horizontalHeight);
if (verticalVisible) {
// Assumes vertical scrollbars are on the right.
viewportArea.width -= verticalWidth;
}
if (horizontalVisible) {
// Assumes horizontal scrollbars are on the bottom.
viewportArea.height -= horizontalHeight;
}
}
}
// Get the anchor point
ComputeBackgroundAnchorPoint(aColor, viewportArea, viewportArea, tileWidth, tileHeight, anchor);
// Convert the anchor point to aForFrame's coordinate space
nsIView* view = aForFrame->GetView();
if (!view) {
nsPoint offset;
aForFrame->GetOffsetFromView(aPresContext, offset, &view);
anchor -= offset;
}
NS_ASSERTION(view, "expected a view");
while (view && (view != viewportView)) {
anchor -= view->GetPosition();
// Get the parent view until we reach the viewport view
view = view->GetParent();
}
} else {
if (frameType == nsLayoutAtoms::canvasFrame) {
// If the frame is the canvas, the image is placed relative to
// the root element's (first) frame (see bug 46446)
nsRect firstRootElementFrameArea;
nsIFrame* firstRootElementFrame;
aForFrame->FirstChild(aPresContext, nsnull, &firstRootElementFrame);
NS_ASSERTION(firstRootElementFrame, "A canvas with a background "
"image had no child frame, which is impossible according to CSS. "
"Make sure there isn't a background image specified on the "
"|:viewport| pseudo-element in |html.css|.");
// temporary null check -- see bug 97226
if (firstRootElementFrame) {
firstRootElementFrameArea = firstRootElementFrame->GetRect();
// Take the border out of the frame's rect
const nsStyleBorder* borderStyle = firstRootElementFrame->GetStyleBorder();
nsMargin border;
borderStyle->GetBorder(border);
firstRootElementFrameArea.Deflate(border);
// Get the anchor point
ComputeBackgroundAnchorPoint(aColor, firstRootElementFrameArea, bgClipArea, tileWidth, tileHeight, anchor);
} else {
ComputeBackgroundAnchorPoint(aColor, bgOriginArea, bgClipArea, tileWidth, tileHeight, anchor);
}
} else {
// Otherwise, it is the normal case, and the background is
// simply placed relative to the frame's background-clip area
ComputeBackgroundAnchorPoint(aColor, bgOriginArea, bgClipArea, tileWidth, tileHeight, anchor);
}
}
#if (!defined(XP_UNIX) && !defined(XP_BEOS)) || defined(XP_MACOSX)
// Setup clipping so that rendering doesn't leak out of the computed
// dirty rect
PRBool clipState;
aRenderingContext.PushState();
aRenderingContext.SetClipRect(dirtyRect, nsClipCombine_kIntersect,
clipState);
#endif
// Compute the x and y starting points and limits for tiling
/* An Overview Of The Following Logic
A........ . . . . . . . . . . . . . .
: +---:-------.-------.-------.---- /|\
: | : . . . | nh
:.......: . . . x . . . . . . . . . . \|/
. | . . . .
. | . . ########### .
. . . . . . . . . .#. . . . .#. . . .
. | . . ########### . /|\
. | . . . . | h
. . | . . . . . . . . . . . . . z . . \|/
. | . . . .
|<-----nw------>| |<--w-->|
---- = the background clip area edge. The painting is done within
to this area. If the background is positioned relative to the
viewport ('fixed') then this is the viewport edge.
.... = the primary tile.
. . = the other tiles.
#### = the dirtyRect. This is the minimum region we want to cover.
A = The anchor point. This is the point at which the tile should
start. Always negative or zero.
x = x0 and y0 in the code. The point at which tiling must start
so that the fewest tiles are laid out while completly
covering the dirtyRect area.
z = x1 and y1 in the code. The point at which tiling must end so
that the fewest tiles are laid out while completly covering
the dirtyRect area.
w = the width of the tile (tileWidth).
h = the height of the tile (tileHeight).
n = the number of whole tiles that fit between 'A' and 'x'.
(the vertical n and the horizontal n are different)
Therefore,
x0 = bgClipArea.x + anchor.x + n * tileWidth;
...where n is an integer greater or equal to 0 fitting:
n * tileWidth <=
dirtyRect.x - (bgClipArea.x + anchor.x) <=
(n+1) * tileWidth
...i.e.,
n <= (dirtyRect.x - (bgClipArea.x + anchor.x)) / tileWidth < n + 1
...which, treating the division as an integer divide rounding down, gives:
n = (dirtyRect.x - (bgClipArea.x + anchor.x)) / tileWidth
Substituting into the original expression for x0:
x0 = bgClipArea.x + anchor.x +
((dirtyRect.x - (bgClipArea.x + anchor.x)) / tileWidth) *
tileWidth;
From this x1 is determined,
x1 = x0 + m * tileWidth;
...where m is an integer greater than 0 fitting:
(m - 1) * tileWidth <
dirtyRect.x + dirtyRect.width - x0 <=
m * tileWidth
...i.e.,
m - 1 < (dirtyRect.x + dirtyRect.width - x0) / tileWidth <= m
...which, treating the division as an integer divide, and making it
round up, gives:
m = (dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) / tileWidth
Substituting into the original expression for x1:
x1 = x0 + ((dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) /
tileWidth) * tileWidth
The vertical case is analogous. If the background is fixed, then
bgClipArea.x and bgClipArea.y are set to zero when finding the parent
viewport, above.
*/
// first do the horizontal case
nscoord x0, x1;
if (repeat & NS_STYLE_BG_REPEAT_X) {
// When tiling in the x direction, adjust the starting position of the
// tile to account for dirtyRect.x. When tiling in x, the anchor.x value
// will be a negative value used to adjust the starting coordinate.
x0 = bgClipArea.x + anchor.x + ((dirtyRect.x - (bgClipArea.x + anchor.x)) / tileWidth) * tileWidth;
x1 = x0 + ((dirtyRect.x + dirtyRect.width - x0 + tileWidth - 1) / tileWidth) * tileWidth;
}
else {
// For scrolling attachment, the anchor is within the 'background-clip'
// For fixed attachment, the anchor is within the bounds of the nearest
// scrolling ancestor (or the viewport)
x0 = anchor.x;
if (NS_STYLE_BG_ATTACHMENT_SCROLL == aColor.mBackgroundAttachment) {
x0 += bgClipArea.x;
}
x1 = x0 + tileWidth;
}
// now do all that again with the vertical case
nscoord y0, y1;
if (repeat & NS_STYLE_BG_REPEAT_Y) {
// When tiling in the y direction, adjust the starting position of the
// tile to account for dirtyRect.y. When tiling in y, the anchor.y value
// will be a negative value used to adjust the starting coordinate.
y0 = bgClipArea.y + anchor.y + ((dirtyRect.y - (bgClipArea.y + anchor.y)) / tileHeight) * tileHeight;
y1 = y0 + ((dirtyRect.y + dirtyRect.height - y0 + tileHeight - 1) / tileHeight) * tileHeight;
}
else {
// For scrolling attachment, the anchor is within the 'background-clip'
// For fixed attachment, the anchor is within the bounds of the nearest
// scrolling ancestor (or the viewport)
y0 = anchor.y;
if (NS_STYLE_BG_ATTACHMENT_SCROLL == aColor.mBackgroundAttachment) {
y0 += bgClipArea.y;
}
y1 = y0 + tileHeight;
}
// Take the intersection again to paint only the required area
nsRect tileRect(x0, y0, (x1 - x0), (y1 - y0));
nsRect drawRect;
if (drawRect.IntersectRect(tileRect, dirtyRect))
aRenderingContext.DrawTile(image, x0, y0, &drawRect);
#if (!defined(XP_UNIX) && !defined(XP_BEOS)) || defined(XP_MACOSX)
// Restore clipping
aRenderingContext.PopState(clipState);
#endif
}
void
nsCSSRendering::PaintBackgroundColor(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aBgClipArea,
const nsStyleBackground& aColor,
const nsStyleBorder& aBorder,
const nsStylePadding& aPadding,
PRBool aCanPaintNonWhite)
{
if (aColor.mBackgroundFlags & NS_STYLE_BG_COLOR_TRANSPARENT) {
// nothing to paint
return;
}
nsStyleCoord bordStyleRadius[4];
PRInt16 borderRadii[4];
nsRect bgClipArea(aBgClipArea);
// get the radius for our border
aBorder.mBorderRadius.GetTop(bordStyleRadius[NS_SIDE_TOP]); // topleft
aBorder.mBorderRadius.GetRight(bordStyleRadius[NS_SIDE_RIGHT]); // topright
aBorder.mBorderRadius.GetBottom(bordStyleRadius[NS_SIDE_BOTTOM]); // bottomright
aBorder.mBorderRadius.GetLeft(bordStyleRadius[NS_SIDE_LEFT]); // bottomleft
PRUint8 side = 0;
for (; side < 4; ++side) {
borderRadii[side] = 0;
switch (bordStyleRadius[side].GetUnit()) {
case eStyleUnit_Inherit:
// do nothing
break;
case eStyleUnit_Percent:
borderRadii[side] = nscoord(bordStyleRadius[side].GetPercentValue() * aBgClipArea.width);
break;
case eStyleUnit_Coord:
borderRadii[side] = bordStyleRadius[side].GetCoordValue();
break;
default:
break;
}
}
// Rounded version of the border
// XXXdwh Composite borders (with multiple colors per side) use their own border radius
// algorithm now, since the current one doesn't work right for small radii.
if (!aBorder.mBorderColors) {
for (side = 0; side < 4; ++side) {
if (borderRadii[side] > 0) {
PaintRoundedBackground(aPresContext, aRenderingContext, aForFrame,
bgClipArea, aColor, aBorder, borderRadii,
aCanPaintNonWhite);
return;
}
}
}
else if (aColor.mBackgroundClip == NS_STYLE_BG_CLIP_BORDER) {
// XXX users of -moz-border-*-colors expect a transparent border-color
// to show the parent's background-color instead of its background-color.
// This seems wrong, but we handle that here by explictly clipping the
// background to the padding area.
nsMargin border;
aBorder.GetBorder(border);
bgClipArea.Deflate(border);
}
nscolor color = aColor.mBackgroundColor;
if (!aCanPaintNonWhite) {
color = NS_RGB(255, 255, 255);
}
aRenderingContext.SetColor(color);
aRenderingContext.FillRect(bgClipArea);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::PaintRoundedBackground(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aBgClipArea,
const nsStyleBackground& aColor,
const nsStyleBorder& aBorder,
PRInt16 aTheRadius[4],
PRBool aCanPaintNonWhite)
{
RoundedRect outerPath;
QBCurve cr1,cr2,cr3,cr4;
QBCurve UL,UR,LL,LR;
PRInt32 curIndex,c1Index;
nsFloatPoint thePath[MAXPATHSIZE];
static nsPoint polyPath[MAXPOLYPATHSIZE];
PRInt16 np;
nscoord twipsPerPixel;
float p2t;
// needed for our border thickness
aPresContext->GetPixelsToTwips(&p2t);
twipsPerPixel = NSToCoordRound(p2t);
nscolor color = aColor.mBackgroundColor;
if (!aCanPaintNonWhite) {
color = NS_RGB(255, 255, 255);
}
aRenderingContext.SetColor(color);
// Adjust for background-clip, if necessary
if (aColor.mBackgroundClip != NS_STYLE_BG_CLIP_BORDER) {
NS_ASSERTION(aColor.mBackgroundClip == NS_STYLE_BG_CLIP_PADDING, "unknown background-clip value");
// Get the radius to the outer edge of the padding.
// -moz-border-radius is the radius to the outer edge of the border.
nsMargin border;
aBorder.GetBorder(border);
aTheRadius[NS_SIDE_TOP] -= border.top;
aTheRadius[NS_SIDE_RIGHT] -= border.right;
aTheRadius[NS_SIDE_BOTTOM] -= border.bottom;
aTheRadius[NS_SIDE_LEFT] -= border.left;
for (PRUint8 i = 0; i < 4; ++i) {
if (aTheRadius[i] < 0) {
aTheRadius[i] = 0;
}
}
}
// set the rounded rect up, and let'er rip
outerPath.Set(aBgClipArea.x,aBgClipArea.y,aBgClipArea.width,aBgClipArea.height,aTheRadius,twipsPerPixel);
outerPath.GetRoundedBorders(UL,UR,LL,LR);
// BUILD THE ENTIRE OUTSIDE PATH
// TOP LINE ----------------------------------------------------------------
UL.MidPointDivide(&cr1,&cr2);
UR.MidPointDivide(&cr3,&cr4);
np=0;
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(cr3.mAnc1.x, cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
polyPath[0].x = NSToCoordRound(thePath[0].x);
polyPath[0].y = NSToCoordRound(thePath[0].y);
curIndex = 1;
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// RIGHT LINE ----------------------------------------------------------------
LR.MidPointDivide(&cr2,&cr3);
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// BOTTOM LINE ----------------------------------------------------------------
LL.MidPointDivide(&cr2,&cr4);
np=0;
thePath[np++].MoveTo(cr3.mAnc1.x,cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
// LEFT LINE ----------------------------------------------------------------
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr1.mAnc1.x, cr1.mAnc1.y);
thePath[np++].MoveTo(cr1.mCon.x, cr1.mCon.y);
thePath[np++].MoveTo(cr1.mAnc2.x, cr1.mAnc2.y);
GetPath(thePath,polyPath,&curIndex,eOutside,c1Index);
aRenderingContext.FillPolygon(polyPath,curIndex);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::PaintRoundedBorder(nsIPresContext* aPresContext,
nsIRenderingContext& aRenderingContext,
nsIFrame* aForFrame,
const nsRect& aDirtyRect,
const nsRect& aBorderArea,
const nsStyleBorder* aBorderStyle,
const nsStyleOutline* aOutlineStyle,
nsStyleContext* aStyleContext,
PRIntn aSkipSides,
PRInt16 aBorderRadius[4],
nsRect* aGap,
PRBool aIsOutline)
{
RoundedRect outerPath;
QBCurve UL,LL,UR,LR;
QBCurve IUL,ILL,IUR,ILR;
QBCurve cr1,cr2,cr3,cr4;
QBCurve Icr1,Icr2,Icr3,Icr4;
nsFloatPoint thePath[MAXPATHSIZE];
PRInt16 np;
nsMargin border;
nscoord twipsPerPixel,qtwips;
float p2t;
NS_ASSERTION((aIsOutline && aOutlineStyle) || (!aIsOutline && aBorderStyle), "null params not allowed");
if (!aIsOutline) {
aBorderStyle->CalcBorderFor(aForFrame, border);
if ((0 == border.left) && (0 == border.right) &&
(0 == border.top) && (0 == border.bottom)) {
return;
}
} else {
nscoord width;
if (!aOutlineStyle->GetOutlineWidth(width)) {
return;
}
border.left = width;
border.right = width;
border.top = width;
border.bottom = width;
}
// needed for our border thickness
aPresContext->GetPixelsToTwips(&p2t);
twipsPerPixel = NSToCoordRound(p2t);
// Base our thickness check on the segment being less than a pixel and 1/2
qtwips = twipsPerPixel >> 2;
//qtwips = twipsPerPixel;
outerPath.Set(aBorderArea.x,aBorderArea.y,aBorderArea.width,aBorderArea.height,aBorderRadius,twipsPerPixel);
outerPath.GetRoundedBorders(UL,UR,LL,LR);
outerPath.CalcInsetCurves(IUL,IUR,ILL,ILR,border);
// TOP LINE -- construct and divide the curves first, then put together our top and bottom paths
UL.MidPointDivide(&cr1,&cr2);
UR.MidPointDivide(&cr3,&cr4);
IUL.MidPointDivide(&Icr1,&Icr2);
IUR.MidPointDivide(&Icr3,&Icr4);
if(0!=border.top){
np=0;
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(cr3.mAnc1.x, cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mAnc2.x,Icr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mCon.x, Icr3.mCon.y);
thePath[np++].MoveTo(Icr3.mAnc1.x, Icr3.mAnc1.y);
thePath[np++].MoveTo(Icr2.mAnc2.x, Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x, Icr2.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_TOP,border,qtwips, aIsOutline);
}
// RIGHT LINE ----------------------------------------------------------------
LR.MidPointDivide(&cr2,&cr3);
ILR.MidPointDivide(&Icr2,&Icr3);
if(0!=border.right){
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x,cr4.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x,cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x,cr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mAnc2.x,Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x,Icr2.mAnc1.y);
thePath[np++].MoveTo(Icr4.mAnc2.x,Icr4.mAnc2.y);
thePath[np++].MoveTo(Icr4.mCon.x, Icr4.mCon.y);
thePath[np++].MoveTo(Icr4.mAnc1.x,Icr4.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_RIGHT,border,qtwips, aIsOutline);
}
// bottom line ----------------------------------------------------------------
LL.MidPointDivide(&cr2,&cr4);
ILL.MidPointDivide(&Icr2,&Icr4);
if(0!=border.bottom){
np=0;
thePath[np++].MoveTo(cr3.mAnc1.x,cr3.mAnc1.y);
thePath[np++].MoveTo(cr3.mCon.x, cr3.mCon.y);
thePath[np++].MoveTo(cr3.mAnc2.x, cr3.mAnc2.y);
thePath[np++].MoveTo(cr2.mAnc1.x, cr2.mAnc1.y);
thePath[np++].MoveTo(cr2.mCon.x, cr2.mCon.y);
thePath[np++].MoveTo(cr2.mAnc2.x, cr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mAnc2.x,Icr2.mAnc2.y);
thePath[np++].MoveTo(Icr2.mCon.x, Icr2.mCon.y);
thePath[np++].MoveTo(Icr2.mAnc1.x, Icr2.mAnc1.y);
thePath[np++].MoveTo(Icr3.mAnc2.x, Icr3.mAnc2.y);
thePath[np++].MoveTo(Icr3.mCon.x, Icr3.mCon.y);
thePath[np++].MoveTo(Icr3.mAnc1.x, Icr3.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_BOTTOM,border,qtwips, aIsOutline);
}
// left line ----------------------------------------------------------------
if(0==border.left)
return;
np=0;
thePath[np++].MoveTo(cr4.mAnc1.x,cr4.mAnc1.y);
thePath[np++].MoveTo(cr4.mCon.x, cr4.mCon.y);
thePath[np++].MoveTo(cr4.mAnc2.x, cr4.mAnc2.y);
thePath[np++].MoveTo(cr1.mAnc1.x, cr1.mAnc1.y);
thePath[np++].MoveTo(cr1.mCon.x, cr1.mCon.y);
thePath[np++].MoveTo(cr1.mAnc2.x, cr1.mAnc2.y);
thePath[np++].MoveTo(Icr1.mAnc2.x,Icr1.mAnc2.y);
thePath[np++].MoveTo(Icr1.mCon.x, Icr1.mCon.y);
thePath[np++].MoveTo(Icr1.mAnc1.x, Icr1.mAnc1.y);
thePath[np++].MoveTo(Icr4.mAnc2.x, Icr4.mAnc2.y);
thePath[np++].MoveTo(Icr4.mCon.x, Icr4.mCon.y);
thePath[np++].MoveTo(Icr4.mAnc1.x, Icr4.mAnc1.y);
RenderSide(thePath,aRenderingContext,aBorderStyle,aOutlineStyle,aStyleContext,NS_SIDE_LEFT,border,qtwips, aIsOutline);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
nsCSSRendering::RenderSide(nsFloatPoint aPoints[],nsIRenderingContext& aRenderingContext,
const nsStyleBorder* aBorderStyle,const nsStyleOutline* aOutlineStyle,nsStyleContext* aStyleContext,
PRUint8 aSide,nsMargin &aBorThick,nscoord aTwipsPerPixel,
PRBool aIsOutline)
{
QBCurve thecurve;
nscolor sideColor = NS_RGB(0,0,0);
static nsPoint polypath[MAXPOLYPATHSIZE];
PRInt32 curIndex,c1Index,c2Index,junk;
PRInt8 border_Style;
PRInt16 thickness;
// Get our style context's color struct.
const nsStyleColor* ourColor = aStyleContext->GetStyleColor();
NS_ASSERTION((aIsOutline && aOutlineStyle) || (!aIsOutline && aBorderStyle), "null params not allowed");
// set the style information
if (!aIsOutline) {
if (!GetBorderColor(ourColor, *aBorderStyle, aSide, sideColor)) {
return;
}
} else {
aOutlineStyle->GetOutlineColor(sideColor);
}
aRenderingContext.SetColor ( sideColor );
thickness = 0;
switch(aSide){
case NS_SIDE_LEFT:
thickness = aBorThick.left;
break;
case NS_SIDE_TOP:
thickness = aBorThick.top;
break;
case NS_SIDE_RIGHT:
thickness = aBorThick.right;
break;
case NS_SIDE_BOTTOM:
thickness = aBorThick.bottom;
break;
}
// if the border is thin, just draw it
if (thickness<=aTwipsPerPixel) {
// NOTHING FANCY JUST DRAW OUR OUTSIDE BORDER
thecurve.SetPoints(aPoints[0].x,aPoints[0].y,aPoints[1].x,aPoints[1].y,aPoints[2].x,aPoints[2].y);
thecurve.SubDivide((nsIRenderingContext*)&aRenderingContext,0,0);
aRenderingContext.DrawLine((nscoord)aPoints[2].x,(nscoord)aPoints[2].y,(nscoord)aPoints[3].x,(nscoord)aPoints[3].y);
thecurve.SetPoints(aPoints[3].x,aPoints[3].y,aPoints[4].x,aPoints[4].y,aPoints[5].x,aPoints[5].y);
thecurve.SubDivide((nsIRenderingContext*)&aRenderingContext,0,0);
} else {
if (!aIsOutline) {
border_Style = aBorderStyle->GetBorderStyle(aSide);
} else {
border_Style = aOutlineStyle->GetOutlineStyle();
}
switch (border_Style){
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
{
const nsStyleBackground* bgColor = nsCSSRendering::FindNonTransparentBackground(aStyleContext);
aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE));
}
case NS_STYLE_BORDER_STYLE_DOTTED:
case NS_STYLE_BORDER_STYLE_DASHED:
// break; This is here until dotted and dashed are supported. It is ok to have
// dotted and dashed render in solid until this style is supported. This code should
// be moved when it is supported so that the above outset and inset will fall into the
// solid code below....
case NS_STYLE_BORDER_STYLE_SOLID:
polypath[0].x = NSToCoordRound(aPoints[0].x);
polypath[0].y = NSToCoordRound(aPoints[0].y);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
c2Index = curIndex;
polypath[curIndex].x = NSToCoordRound(aPoints[6].x);
polypath[curIndex].y = NSToCoordRound(aPoints[6].y);
curIndex++;
GetPath(aPoints,polypath,&curIndex,eInside,junk);
polypath[curIndex].x = NSToCoordRound(aPoints[0].x);
polypath[curIndex].y = NSToCoordRound(aPoints[0].y);
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
polypath[0].x = NSToCoordRound(aPoints[0].x);
polypath[0].y = NSToCoordRound(aPoints[0].y);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
aRenderingContext.DrawPolyline(polypath,curIndex);
polypath[0].x = NSToCoordRound(aPoints[6].x);
polypath[0].y = NSToCoordRound(aPoints[6].y);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eInside,c1Index);
aRenderingContext.DrawPolyline(polypath,curIndex);
break;
case NS_STYLE_BORDER_STYLE_NONE:
case NS_STYLE_BORDER_STYLE_HIDDEN:
case NS_STYLE_BORDER_STYLE_BLANK:
break;
case NS_STYLE_BORDER_STYLE_RIDGE:
case NS_STYLE_BORDER_STYLE_GROOVE:
{
const nsStyleBackground* bgColor = nsCSSRendering::FindNonTransparentBackground(aStyleContext);
aRenderingContext.SetColor ( MakeBevelColor (aSide, border_Style, bgColor->mBackgroundColor,sideColor, PR_TRUE));
polypath[0].x = NSToCoordRound(aPoints[0].x);
polypath[0].y = NSToCoordRound(aPoints[0].y);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eOutside,c1Index);
polypath[curIndex].x = NSToCoordRound((aPoints[5].x + aPoints[6].x)/2.0f);
polypath[curIndex].y = NSToCoordRound((aPoints[5].y + aPoints[6].y)/2.0f);
curIndex++;
GetPath(aPoints,polypath,&curIndex,eCalcRev,c1Index,.5);
polypath[curIndex].x = NSToCoordRound(aPoints[0].x);
polypath[curIndex].y = NSToCoordRound(aPoints[0].y);
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
aRenderingContext.SetColor ( MakeBevelColor (aSide,
((border_Style == NS_STYLE_BORDER_STYLE_RIDGE) ?
NS_STYLE_BORDER_STYLE_GROOVE :
NS_STYLE_BORDER_STYLE_RIDGE),
bgColor->mBackgroundColor,sideColor, PR_TRUE));
polypath[0].x = NSToCoordRound((aPoints[0].x + aPoints[11].x)/2.0f);
polypath[0].y = NSToCoordRound((aPoints[0].y + aPoints[11].y)/2.0f);
curIndex = 1;
GetPath(aPoints,polypath,&curIndex,eCalc,c1Index,.5);
polypath[curIndex].x = NSToCoordRound(aPoints[6].x) ;
polypath[curIndex].y = NSToCoordRound(aPoints[6].y);
curIndex++;
GetPath(aPoints,polypath,&curIndex,eInside,c1Index);
polypath[curIndex].x = NSToCoordRound(aPoints[0].x);
polypath[curIndex].y = NSToCoordRound(aPoints[0].y);
curIndex++;
aRenderingContext.FillPolygon(polypath,curIndex);
}
break;
default:
break;
}
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 3/26/99 dwc
*/
void
RoundedRect::CalcInsetCurves(QBCurve &aULCurve,QBCurve &aURCurve,QBCurve &aLLCurve,QBCurve &aLRCurve,nsMargin &aBorder)
{
PRInt32 nLeft,nTop,nRight,nBottom;
PRInt32 tLeft,bLeft,tRight,bRight,lTop,rTop,lBottom,rBottom;
PRInt16 adjust=0;
if(mDoRound)
adjust = mRoundness[0]>>3;
nLeft = mLeft + aBorder.left;
tLeft = mLeft + mRoundness[0];
bLeft = mLeft + mRoundness[3];
if(tLeft < nLeft){
tLeft = nLeft;
}
if(bLeft < nLeft){
bLeft = nLeft;
}
nRight = mRight - aBorder.right;
tRight = mRight - mRoundness[1];
bRight = mRight - mRoundness[2];
if(tRight > nRight){
tRight = nRight;
}
if(bRight > nRight){
bRight = nRight;
}
nTop = mTop + aBorder.top;
lTop = mTop + mRoundness[0];
rTop = mTop + mRoundness[1];
if(lTop < nTop){
lTop = nTop;
}
if(rTop < nTop){
rTop = nTop;
}
nBottom = mBottom - aBorder.bottom;
lBottom = mBottom - mRoundness[3];
rBottom = mBottom - mRoundness[2];
if(lBottom > nBottom){
lBottom = nBottom;
}
if(rBottom > nBottom){
rBottom = nBottom;
}
// set the passed in curves to the rounded borders of the rectangle
aULCurve.SetPoints( (float)nLeft,(float)lTop,
(float)nLeft+adjust,(float)nTop+adjust,
(float)tLeft,(float)nTop);
aURCurve.SetPoints( (float)tRight,(float)nTop,
(float)nRight-adjust,(float)nTop+adjust,
(float)nRight,(float)rTop);
aLRCurve.SetPoints( (float)nRight,(float)rBottom,
(float)nRight-adjust,(float)nBottom-adjust,
(float)bRight,(float)nBottom);
aLLCurve.SetPoints( (float)bLeft,(float)nBottom,
(float)nLeft+adjust,(float)nBottom-adjust,
(float)nLeft,(float)lBottom);
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
RoundedRect::Set(nscoord aLeft,nscoord aTop,PRInt32 aWidth,PRInt32 aHeight,PRInt16 aRadius[4],PRInt16 aNumTwipPerPix)
{
nscoord x,y,width,height;
int i;
// convert this rect to pixel boundaries
x = (aLeft/aNumTwipPerPix)*aNumTwipPerPix;
y = (aTop/aNumTwipPerPix)*aNumTwipPerPix;
width = (aWidth/aNumTwipPerPix)*aNumTwipPerPix;
height = (aHeight/aNumTwipPerPix)*aNumTwipPerPix;
for(i=0;i<4;i++) {
if( (aRadius[i]) > (aWidth>>1) ){
mRoundness[i] = (aWidth>>1);
} else {
mRoundness[i] = aRadius[i];
}
if( mRoundness[i] > (aHeight>>1) )
mRoundness[i] = aHeight>>1;
}
// if we are drawing a circle
mDoRound = PR_FALSE;
if(aHeight==aWidth){
PRBool doRound = PR_TRUE;
for(i=0;i<4;i++){
if(mRoundness[i]<(aWidth>>1)){
doRound = PR_FALSE;
break;
}
}
if(doRound){
mDoRound = PR_TRUE;
for(i=0;i<4;i++){
mRoundness[i] = aWidth>>1;
}
}
}
// important coordinates that the path hits
mLeft = x;
mTop = y;
mRight = x+width;
mBottom = y+height;
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
RoundedRect::GetRoundedBorders(QBCurve &aULCurve,QBCurve &aURCurve,QBCurve &aLLCurve,QBCurve &aLRCurve)
{
PRInt16 adjust=0;
if(mDoRound)
adjust = mRoundness[0]>>3;
// set the passed in curves to the rounded borders of the rectangle
aULCurve.SetPoints( (float)mLeft,(float)mTop + mRoundness[0],
(float)mLeft+adjust,(float)mTop+adjust,
(float)mLeft+mRoundness[0],(float)mTop);
aURCurve.SetPoints( (float)mRight - mRoundness[1],(float)mTop,
(float)mRight-adjust,(float)mTop+adjust,
(float)mRight,(float)mTop + mRoundness[1]);
aLRCurve.SetPoints( (float)mRight,(float)mBottom - mRoundness[2],
(float)mRight-adjust,(float)mBottom-adjust,
(float)mRight - mRoundness[2],(float)mBottom);
aLLCurve.SetPoints( (float)mLeft + mRoundness[3],(float)mBottom,
(float)mLeft+adjust,(float)mBottom-adjust,
(float)mLeft,(float)mBottom - mRoundness[3]);
}
/** ---------------------------------------------------
* Given a qbezier path, convert it into a polygon path
* @update 3/26/99 dwc
* @param aPoints -- an array of points to use for the path
* @param aPolyPath -- an array of points containing the flattened polygon to use
* @param aCurIndex -- the index that points to the last element of the array
* @param aPathType -- what kind of path that should be returned
* @param aFrac -- the inset amount for a eCalc type path
*/
static void
GetPath(nsFloatPoint aPoints[],nsPoint aPolyPath[],PRInt32 *aCurIndex,ePathTypes aPathType,PRInt32 &aC1Index,float aFrac)
{
QBCurve thecurve;
switch (aPathType) {
case eOutside:
thecurve.SetPoints(aPoints[0].x,aPoints[0].y,aPoints[1].x,aPoints[1].y,aPoints[2].x,aPoints[2].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aC1Index = *aCurIndex;
aPolyPath[*aCurIndex].x = (nscoord)aPoints[3].x;
aPolyPath[*aCurIndex].y = (nscoord)aPoints[3].y;
(*aCurIndex)++;
thecurve.SetPoints(aPoints[3].x,aPoints[3].y,aPoints[4].x,aPoints[4].y,aPoints[5].x,aPoints[5].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eInside:
thecurve.SetPoints(aPoints[6].x,aPoints[6].y,aPoints[7].x,aPoints[7].y,aPoints[8].x,aPoints[8].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (nscoord)aPoints[9].x;
aPolyPath[*aCurIndex].y = (nscoord)aPoints[9].y;
(*aCurIndex)++;
thecurve.SetPoints(aPoints[9].x,aPoints[9].y,aPoints[10].x,aPoints[10].y,aPoints[11].x,aPoints[11].y);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eCalc:
thecurve.SetPoints( (aPoints[0].x+aPoints[11].x)/2.0f,(aPoints[0].y+aPoints[11].y)/2.0f,
(aPoints[1].x+aPoints[10].x)/2.0f,(aPoints[1].y+aPoints[10].y)/2.0f,
(aPoints[2].x+aPoints[9].x)/2.0f,(aPoints[2].y+aPoints[9].y)/2.0f);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (nscoord)((aPoints[3].x+aPoints[8].x)/2.0f);
aPolyPath[*aCurIndex].y = (nscoord)((aPoints[3].y+aPoints[8].y)/2.0f);
(*aCurIndex)++;
thecurve.SetPoints( (aPoints[3].x+aPoints[8].x)/2.0f,(aPoints[3].y+aPoints[8].y)/2.0f,
(aPoints[4].x+aPoints[7].x)/2.0f,(aPoints[4].y+aPoints[7].y)/2.0f,
(aPoints[5].x+aPoints[6].x)/2.0f,(aPoints[5].y+aPoints[6].y)/2.0f);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
case eCalcRev:
thecurve.SetPoints( (aPoints[5].x+aPoints[6].x)/2.0f,(aPoints[5].y+aPoints[6].y)/2.0f,
(aPoints[4].x+aPoints[7].x)/2.0f,(aPoints[4].y+aPoints[7].y)/2.0f,
(aPoints[3].x+aPoints[8].x)/2.0f,(aPoints[3].y+aPoints[8].y)/2.0f);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
aPolyPath[*aCurIndex].x = (nscoord)((aPoints[2].x+aPoints[9].x)/2.0f);
aPolyPath[*aCurIndex].y = (nscoord)((aPoints[2].y+aPoints[9].y)/2.0f);
(*aCurIndex)++;
thecurve.SetPoints( (aPoints[2].x+aPoints[9].x)/2.0f,(aPoints[2].y+aPoints[9].y)/2.0f,
(aPoints[1].x+aPoints[10].x)/2.0f,(aPoints[1].y+aPoints[10].y)/2.0f,
(aPoints[0].x+aPoints[11].x)/2.0f,(aPoints[0].y+aPoints[11].y)/2.0f);
thecurve.SubDivide(nsnull,aPolyPath,aCurIndex);
break;
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
QBCurve::SubDivide(nsIRenderingContext *aRenderingContext,nsPoint aPointArray[],PRInt32 *aCurIndex)
{
QBCurve curve1,curve2;
float fx,fy,smag;
// divide the curve into 2 pieces
MidPointDivide(&curve1,&curve2);
fx = (float)fabs(curve1.mAnc2.x - this->mCon.x);
fy = (float)fabs(curve1.mAnc2.y - this->mCon.y);
//smag = fx+fy-(PR_MIN(fx,fy)>>1);
smag = fx*fx + fy*fy;
if (smag>1){
// split the curve again
curve1.SubDivide(aRenderingContext,aPointArray,aCurIndex);
curve2.SubDivide(aRenderingContext,aPointArray,aCurIndex);
}else{
if(aPointArray ) {
// save the points for further processing
aPointArray[*aCurIndex].x = (nscoord)curve1.mAnc2.x;
aPointArray[*aCurIndex].y = (nscoord)curve1.mAnc2.y;
(*aCurIndex)++;
aPointArray[*aCurIndex].x = (nscoord)curve2.mAnc2.x;
aPointArray[*aCurIndex].y = (nscoord)curve2.mAnc2.y;
(*aCurIndex)++;
}else{
// draw the curve
nsTransform2D *aTransform;
aRenderingContext->GetCurrentTransform(aTransform);
aRenderingContext->DrawLine((nscoord)curve1.mAnc1.x,(nscoord)curve1.mAnc1.y,(nscoord)curve1.mAnc2.x,(nscoord)curve1.mAnc2.y);
aRenderingContext->DrawLine((nscoord)curve1.mAnc2.x,(nscoord)curve1.mAnc2.y,(nscoord)curve2.mAnc2.x,(nscoord)curve2.mAnc2.y);
}
}
}
/** ---------------------------------------------------
* See documentation in nsCSSRendering.h
* @update 4/13/99 dwc
*/
void
QBCurve::MidPointDivide(QBCurve *A,QBCurve *B)
{
float c1x,c1y,c2x,c2y;
nsFloatPoint a1;
c1x = (mAnc1.x+mCon.x)/2.0f;
c1y = (mAnc1.y+mCon.y)/2.0f;
c2x = (mAnc2.x+mCon.x)/2.0f;
c2y = (mAnc2.y+mCon.y)/2.0f;
a1.x = (c1x + c2x)/2.0f;
a1.y = (c1y + c2y)/2.0f;
// put the math into our 2 new curves
A->mAnc1 = this->mAnc1;
A->mCon.x = c1x;
A->mCon.y = c1y;
A->mAnc2 = a1;
B->mAnc1 = a1;
B->mCon.x = c2x;
B->mCon.y = c2y;
B->mAnc2 = this->mAnc2;
}
void FillOrInvertRect(nsIRenderingContext& aRC, nscoord aX, nscoord aY, nscoord aWidth, nscoord aHeight, PRBool aInvert)
{
if (aInvert) {
aRC.InvertRect(aX, aY, aWidth, aHeight);
} else {
aRC.FillRect(aX, aY, aWidth, aHeight);
}
}
void FillOrInvertRect(nsIRenderingContext& aRC, const nsRect& aRect, PRBool aInvert)
{
if (aInvert) {
aRC.InvertRect(aRect);
} else {
aRC.FillRect(aRect);
}
}
// Begin table border-collapsing section
// These functions were written to not disrupt the normal ones and yet satisfy some additional requirements
// At some point, all functions should be unified to include the additional functionality that these provide
static nscoord
RoundIntToPixel(nscoord aValue,
nscoord aTwipsPerPixel,
PRBool aRoundDown = PR_FALSE)
{
if (aTwipsPerPixel <= 0)
// We must be rendering to a device that has a resolution greater than Twips!
// In that case, aValue is as accurate as it's going to get.
return aValue;
nscoord halfPixel = NSToCoordRound(aTwipsPerPixel / 2.0f);
nscoord extra = aValue % aTwipsPerPixel;
nscoord finalValue = (!aRoundDown && (extra >= halfPixel)) ? aValue + (aTwipsPerPixel - extra) : aValue - extra;
return finalValue;
}
static nscoord
RoundFloatToPixel(float aValue,
nscoord aTwipsPerPixel,
PRBool aRoundDown = PR_FALSE)
{
return RoundIntToPixel(NSToCoordRound(aValue), aTwipsPerPixel, aRoundDown);
}
static void
SetPoly(const nsRect& aRect,
nsPoint* poly)
{
poly[0].x = aRect.x;
poly[0].y = aRect.y;
poly[1].x = aRect.x + aRect.width;
poly[1].y = aRect.y;
poly[2].x = aRect.x + aRect.width;
poly[2].y = aRect.y + aRect.height;
poly[3].x = aRect.x;
poly[3].y = aRect.y + aRect.height;
poly[4].x = aRect.x;
poly[4].y = aRect.y;
}
static void
DrawSolidBorderSegment(nsIRenderingContext& aContext,
nsRect aRect,
nscoord aTwipsPerPixel,
PRUint8 aStartBevelSide = 0,
nscoord aStartBevelOffset = 0,
PRUint8 aEndBevelSide = 0,
nscoord aEndBevelOffset = 0)
{
if ((aRect.width == aTwipsPerPixel) || (aRect.height == aTwipsPerPixel) ||
((0 == aStartBevelOffset) && (0 == aEndBevelOffset))) {
// simple line or rectangle
if ((NS_SIDE_TOP == aStartBevelSide) || (NS_SIDE_BOTTOM == aStartBevelSide)) {
if (1 == aRect.height)
aContext.DrawLine(aRect.x, aRect.y, aRect.x, aRect.y + aRect.height);
else
aContext.FillRect(aRect);
}
else {
if (1 == aRect.width)
aContext.DrawLine(aRect.x, aRect.y, aRect.x + aRect.width, aRect.y);
else
aContext.FillRect(aRect);
}
}
else {
// polygon with beveling
nsPoint poly[5];
SetPoly(aRect, poly);
switch(aStartBevelSide) {
case NS_SIDE_TOP:
poly[0].x += aStartBevelOffset;
poly[4].x = poly[0].x;
break;
case NS_SIDE_BOTTOM:
poly[3].x += aStartBevelOffset;
break;
case NS_SIDE_RIGHT:
poly[1].y += aStartBevelOffset;
break;
case NS_SIDE_LEFT:
poly[0].y += aStartBevelOffset;
poly[4].y = poly[0].y;
}
switch(aEndBevelSide) {
case NS_SIDE_TOP:
poly[1].x -= aEndBevelOffset;
break;
case NS_SIDE_BOTTOM:
poly[2].x -= aEndBevelOffset;
break;
case NS_SIDE_RIGHT:
poly[2].y -= aEndBevelOffset;
break;
case NS_SIDE_LEFT:
poly[3].y -= aEndBevelOffset;
}
aContext.FillPolygon(poly, 5);
}
}
static void
GetDashInfo(nscoord aBorderLength,
nscoord aDashLength,
nscoord aTwipsPerPixel,
PRInt32& aNumDashSpaces,
nscoord& aStartDashLength,
nscoord& aEndDashLength)
{
aNumDashSpaces = 0;
if (aStartDashLength + aDashLength + aEndDashLength >= aBorderLength) {
aStartDashLength = aBorderLength;
aEndDashLength = 0;
}
else {
aNumDashSpaces = aBorderLength / (2 * aDashLength); // round down
nscoord extra = aBorderLength - aStartDashLength - aEndDashLength - (((2 * aNumDashSpaces) - 1) * aDashLength);
if (extra > 0) {
nscoord half = RoundIntToPixel(extra / 2, aTwipsPerPixel);
aStartDashLength += half;
aEndDashLength += (extra - half);
}
}
}
void
nsCSSRendering::DrawTableBorderSegment(nsIRenderingContext& aContext,
PRUint8 aBorderStyle,
nscolor aBorderColor,
const nsStyleBackground* aBGColor,
const nsRect& aBorder,
float aPixelsToTwips,
PRUint8 aStartBevelSide,
nscoord aStartBevelOffset,
PRUint8 aEndBevelSide,
nscoord aEndBevelOffset)
{
aContext.SetColor (aBorderColor);
PRBool horizontal = ((NS_SIDE_TOP == aStartBevelSide) || (NS_SIDE_BOTTOM == aStartBevelSide));
nscoord twipsPerPixel = NSIntPixelsToTwips(1, aPixelsToTwips);
PRBool ridgeGroove = NS_STYLE_BORDER_STYLE_RIDGE;
if ((twipsPerPixel >= aBorder.width) || (twipsPerPixel >= aBorder.height) ||
(NS_STYLE_BORDER_STYLE_DASHED == aBorderStyle) || (NS_STYLE_BORDER_STYLE_DOTTED == aBorderStyle)) {
// no beveling for 1 pixel border, dash or dot
aStartBevelOffset = 0;
aEndBevelOffset = 0;
}
switch (aBorderStyle) {
case NS_STYLE_BORDER_STYLE_NONE:
case NS_STYLE_BORDER_STYLE_HIDDEN:
case NS_STYLE_BORDER_STYLE_BLANK:
//NS_ASSERTION(PR_FALSE, "style of none, hidden, or blank");
break;
case NS_STYLE_BORDER_STYLE_DOTTED:
case NS_STYLE_BORDER_STYLE_DASHED:
{
nscoord dashLength = (NS_STYLE_BORDER_STYLE_DASHED == aBorderStyle) ? DASH_LENGTH : DOT_LENGTH;
// make the dash length proportional to the border thickness
dashLength *= (horizontal) ? aBorder.height : aBorder.width;
// make the min dash length for the ends 1/2 the dash length
nscoord minDashLength = (NS_STYLE_BORDER_STYLE_DASHED == aBorderStyle)
? RoundFloatToPixel(((float)dashLength) / 2.0f, twipsPerPixel) : dashLength;
minDashLength = PR_MAX(minDashLength, twipsPerPixel);
nscoord numDashSpaces = 0;
nscoord startDashLength = minDashLength;
nscoord endDashLength = minDashLength;
if (horizontal) {
GetDashInfo(aBorder.width, dashLength, twipsPerPixel, numDashSpaces, startDashLength, endDashLength);
nsRect rect(aBorder.x, aBorder.y, startDashLength, aBorder.height);
DrawSolidBorderSegment(aContext, rect, PR_TRUE);
for (PRInt32 spaceX = 0; spaceX < numDashSpaces; spaceX++) {
rect.x += rect.width + dashLength;
rect.width = (spaceX == (numDashSpaces - 1)) ? endDashLength : dashLength;
DrawSolidBorderSegment(aContext, rect, PR_TRUE);
}
}
else {
GetDashInfo(aBorder.height, dashLength, twipsPerPixel, numDashSpaces, startDashLength, endDashLength);
nsRect rect(aBorder.x, aBorder.y, aBorder.width, startDashLength);
DrawSolidBorderSegment(aContext, rect, PR_FALSE);
for (PRInt32 spaceY = 0; spaceY < numDashSpaces; spaceY++) {
rect.y += rect.height + dashLength;
rect.height = (spaceY == (numDashSpaces - 1)) ? endDashLength : dashLength;
DrawSolidBorderSegment(aContext, rect, PR_FALSE);
}
}
}
break;
case NS_STYLE_BORDER_STYLE_GROOVE:
ridgeGroove = NS_STYLE_BORDER_STYLE_GROOVE; // and fall through to ridge
case NS_STYLE_BORDER_STYLE_RIDGE:
if ((horizontal && (twipsPerPixel >= aBorder.height)) ||
(!horizontal && (twipsPerPixel >= aBorder.width))) {
// a one pixel border
DrawSolidBorderSegment(aContext, aBorder, twipsPerPixel, aStartBevelSide, aStartBevelOffset,
aEndBevelSide, aEndBevelOffset);
}
else {
nscoord startBevel = (aStartBevelOffset > 0)
? RoundFloatToPixel(0.5f * (float)aStartBevelOffset, twipsPerPixel, PR_TRUE) : 0;
nscoord endBevel = (aEndBevelOffset > 0)
? RoundFloatToPixel(0.5f * (float)aEndBevelOffset, twipsPerPixel, PR_TRUE) : 0;
PRUint8 ridgeGrooveSide = (horizontal) ? NS_SIDE_TOP : NS_SIDE_LEFT;
aContext.SetColor (
MakeBevelColor (ridgeGrooveSide, ridgeGroove, aBGColor->mBackgroundColor, aBorderColor, PR_TRUE));
nsRect rect(aBorder);
nscoord half;
if (horizontal) { // top, bottom
half = RoundFloatToPixel(0.5f * (float)aBorder.height, twipsPerPixel);
rect.height = half;
if (NS_SIDE_TOP == aStartBevelSide) {
rect.x += startBevel;
rect.width -= startBevel;
}
if (NS_SIDE_TOP == aEndBevelSide) {
rect.width -= endBevel;
}
DrawSolidBorderSegment(aContext, rect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
else { // left, right
half = RoundFloatToPixel(0.5f * (float)aBorder.width, twipsPerPixel);
rect.width = half;
if (NS_SIDE_LEFT == aStartBevelSide) {
rect.y += startBevel;
rect.height -= startBevel;
}
if (NS_SIDE_LEFT == aEndBevelSide) {
rect.height -= endBevel;
}
DrawSolidBorderSegment(aContext, rect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
rect = aBorder;
ridgeGrooveSide = (NS_SIDE_TOP == ridgeGrooveSide) ? NS_SIDE_BOTTOM : NS_SIDE_RIGHT;
aContext.SetColor (
MakeBevelColor (ridgeGrooveSide, ridgeGroove, aBGColor->mBackgroundColor, aBorderColor, PR_TRUE));
if (horizontal) {
rect.y = rect.y + half;
rect.height = aBorder.height - half;
if (NS_SIDE_BOTTOM == aStartBevelSide) {
rect.x += startBevel;
rect.width -= startBevel;
}
if (NS_SIDE_BOTTOM == aEndBevelSide) {
rect.width -= endBevel;
}
DrawSolidBorderSegment(aContext, rect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
else {
rect.x = rect.x + half;
rect.width = aBorder.width - half;
if (NS_SIDE_RIGHT == aStartBevelSide) {
rect.y += aStartBevelOffset - startBevel;
rect.height -= startBevel;
}
if (NS_SIDE_RIGHT == aEndBevelSide) {
rect.height -= endBevel;
}
DrawSolidBorderSegment(aContext, rect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
}
break;
case NS_STYLE_BORDER_STYLE_DOUBLE:
if ((aBorder.width > 2) && (aBorder.height > 2)) {
nscoord startBevel = (aStartBevelOffset > 0)
? RoundFloatToPixel(0.333333f * (float)aStartBevelOffset, twipsPerPixel) : 0;
nscoord endBevel = (aEndBevelOffset > 0)
? RoundFloatToPixel(0.333333f * (float)aEndBevelOffset, twipsPerPixel) : 0;
if (horizontal) { // top, bottom
nscoord thirdHeight = RoundFloatToPixel(0.333333f * (float)aBorder.height, twipsPerPixel);
// draw the top line or rect
nsRect topRect(aBorder.x, aBorder.y, aBorder.width, thirdHeight);
if (NS_SIDE_TOP == aStartBevelSide) {
topRect.x += aStartBevelOffset - startBevel;
topRect.width -= aStartBevelOffset - startBevel;
}
if (NS_SIDE_TOP == aEndBevelSide) {
topRect.width -= aEndBevelOffset - endBevel;
}
DrawSolidBorderSegment(aContext, topRect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
// draw the botom line or rect
nscoord heightOffset = aBorder.height - thirdHeight;
nsRect bottomRect(aBorder.x, aBorder.y + heightOffset, aBorder.width, aBorder.height - heightOffset);
if (NS_SIDE_BOTTOM == aStartBevelSide) {
bottomRect.x += aStartBevelOffset - startBevel;
bottomRect.width -= aStartBevelOffset - startBevel;
}
if (NS_SIDE_BOTTOM == aEndBevelSide) {
bottomRect.width -= aEndBevelOffset - endBevel;
}
DrawSolidBorderSegment(aContext, bottomRect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
else { // left, right
nscoord thirdWidth = RoundFloatToPixel(0.333333f * (float)aBorder.width, twipsPerPixel);
nsRect leftRect(aBorder.x, aBorder.y, thirdWidth, aBorder.height);
if (NS_SIDE_LEFT == aStartBevelSide) {
leftRect.y += aStartBevelOffset - startBevel;
leftRect.height -= aStartBevelOffset - startBevel;
}
if (NS_SIDE_LEFT == aEndBevelSide) {
leftRect.height -= aEndBevelOffset - endBevel;
}
DrawSolidBorderSegment(aContext, leftRect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
nscoord widthOffset = aBorder.width - thirdWidth;
nsRect rightRect(aBorder.x + widthOffset, aBorder.y, aBorder.width - widthOffset, aBorder.height);
if (NS_SIDE_RIGHT == aStartBevelSide) {
rightRect.y += aStartBevelOffset - startBevel;
rightRect.height -= aStartBevelOffset - startBevel;
}
if (NS_SIDE_RIGHT == aEndBevelSide) {
rightRect.height -= aEndBevelOffset - endBevel;
}
DrawSolidBorderSegment(aContext, rightRect, twipsPerPixel, aStartBevelSide,
startBevel, aEndBevelSide, endBevel);
}
break;
}
// else fall through to solid
case NS_STYLE_BORDER_STYLE_SOLID:
DrawSolidBorderSegment(aContext, aBorder, twipsPerPixel, aStartBevelSide,
aStartBevelOffset, aEndBevelSide, aEndBevelOffset);
break;
case NS_STYLE_BORDER_STYLE_BG_OUTSET:
case NS_STYLE_BORDER_STYLE_BG_INSET:
case NS_STYLE_BORDER_STYLE_OUTSET:
case NS_STYLE_BORDER_STYLE_INSET:
NS_ASSERTION(PR_FALSE, "inset, outset should have been converted to groove, ridge");
break;
}
}
// End table border-collapsing section