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/*
* Copyright (C) 1999 Lars Knoll (knoll@kde.org)
* (C) 1999 Antti Koivisto (koivisto@kde.org)
* (C) 2005 Allan Sandfeld Jensen (kde@carewolf.com)
* (C) 2005, 2006 Samuel Weinig (sam.weinig@gmail.com)
* Copyright (C) 2005, 2006, 2007, 2008, 2009 Apple Inc. All rights reserved.
* Copyright (C) 2010 Google Inc. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#include "config.h"
#include "RenderBoxModelObject.h"
#include "GraphicsContext.h"
#include "HTMLFrameOwnerElement.h"
#include "HTMLNames.h"
#include "ImageBuffer.h"
#include "Path.h"
#include "RenderBlock.h"
#include "RenderInline.h"
#include "RenderLayer.h"
#include "RenderView.h"
#include <wtf/CurrentTime.h>
using namespace std;
namespace WebCore {
using namespace HTMLNames;
bool RenderBoxModelObject::s_wasFloating = false;
bool RenderBoxModelObject::s_hadLayer = false;
bool RenderBoxModelObject::s_layerWasSelfPainting = false;
static const double cInterpolationCutoff = 800. * 800.;
static const double cLowQualityTimeThreshold = 0.500; // 500 ms
typedef HashMap<const void*, IntSize> LayerSizeMap;
typedef HashMap<RenderBoxModelObject*, LayerSizeMap> ObjectLayerSizeMap;
// The HashMap for storing continuation pointers.
// An inline can be split with blocks occuring in between the inline content.
// When this occurs we need a pointer to the next object. We can basically be
// split into a sequence of inlines and blocks. The continuation will either be
// an anonymous block (that houses other blocks) or it will be an inline flow.
// <b><i><p>Hello</p></i></b>. In this example the <i> will have a block as
// its continuation but the <b> will just have an inline as its continuation.
typedef HashMap<const RenderBoxModelObject*, RenderBoxModelObject*> ContinuationMap;
static ContinuationMap* continuationMap = 0;
class ImageQualityController {
WTF_MAKE_NONCOPYABLE(ImageQualityController); WTF_MAKE_FAST_ALLOCATED;
public:
ImageQualityController();
bool shouldPaintAtLowQuality(GraphicsContext*, RenderBoxModelObject*, Image*, const void* layer, const IntSize&);
void removeLayer(RenderBoxModelObject*, LayerSizeMap* innerMap, const void* layer);
void set(RenderBoxModelObject*, LayerSizeMap* innerMap, const void* layer, const IntSize&);
void objectDestroyed(RenderBoxModelObject*);
bool isEmpty() { return m_objectLayerSizeMap.isEmpty(); }
private:
void highQualityRepaintTimerFired(Timer<ImageQualityController>*);
void restartTimer();
ObjectLayerSizeMap m_objectLayerSizeMap;
Timer<ImageQualityController> m_timer;
bool m_animatedResizeIsActive;
};
ImageQualityController::ImageQualityController()
: m_timer(this, &ImageQualityController::highQualityRepaintTimerFired)
, m_animatedResizeIsActive(false)
{
}
void ImageQualityController::removeLayer(RenderBoxModelObject* object, LayerSizeMap* innerMap, const void* layer)
{
if (innerMap) {
innerMap->remove(layer);
if (innerMap->isEmpty())
objectDestroyed(object);
}
}
void ImageQualityController::set(RenderBoxModelObject* object, LayerSizeMap* innerMap, const void* layer, const IntSize& size)
{
if (innerMap)
innerMap->set(layer, size);
else {
LayerSizeMap newInnerMap;
newInnerMap.set(layer, size);
m_objectLayerSizeMap.set(object, newInnerMap);
}
}
void ImageQualityController::objectDestroyed(RenderBoxModelObject* object)
{
m_objectLayerSizeMap.remove(object);
if (m_objectLayerSizeMap.isEmpty()) {
m_animatedResizeIsActive = false;
m_timer.stop();
}
}
void ImageQualityController::highQualityRepaintTimerFired(Timer<ImageQualityController>*)
{
if (m_animatedResizeIsActive) {
m_animatedResizeIsActive = false;
for (ObjectLayerSizeMap::iterator it = m_objectLayerSizeMap.begin(); it != m_objectLayerSizeMap.end(); ++it)
it->first->repaint();
}
}
void ImageQualityController::restartTimer()
{
m_timer.startOneShot(cLowQualityTimeThreshold);
}
bool ImageQualityController::shouldPaintAtLowQuality(GraphicsContext* context, RenderBoxModelObject* object, Image* image, const void *layer, const IntSize& size)
{
// If the image is not a bitmap image, then none of this is relevant and we just paint at high
// quality.
if (!image || !image->isBitmapImage() || context->paintingDisabled())
return false;
// Make sure to use the unzoomed image size, since if a full page zoom is in effect, the image
// is actually being scaled.
IntSize imageSize(image->width(), image->height());
// Look ourselves up in the hashtables.
ObjectLayerSizeMap::iterator i = m_objectLayerSizeMap.find(object);
LayerSizeMap* innerMap = i != m_objectLayerSizeMap.end() ? &i->second : 0;
IntSize oldSize;
bool isFirstResize = true;
if (innerMap) {
LayerSizeMap::iterator j = innerMap->find(layer);
if (j != innerMap->end()) {
isFirstResize = false;
oldSize = j->second;
}
}
const AffineTransform& currentTransform = context->getCTM();
bool contextIsScaled = !currentTransform.isIdentityOrTranslationOrFlipped();
if (!contextIsScaled && imageSize == size) {
// There is no scale in effect. If we had a scale in effect before, we can just remove this object from the list.
removeLayer(object, innerMap, layer);
return false;
}
// There is no need to hash scaled images that always use low quality mode when the page demands it. This is the iChat case.
if (object->document()->page()->inLowQualityImageInterpolationMode()) {
double totalPixels = static_cast<double>(image->width()) * static_cast<double>(image->height());
if (totalPixels > cInterpolationCutoff)
return true;
}
// If an animated resize is active, paint in low quality and kick the timer ahead.
if (m_animatedResizeIsActive) {
set(object, innerMap, layer, size);
restartTimer();
return true;
}
// If this is the first time resizing this image, or its size is the
// same as the last resize, draw at high res, but record the paint
// size and set the timer.
if (isFirstResize || oldSize == size) {
restartTimer();
set(object, innerMap, layer, size);
return false;
}
// If the timer is no longer active, draw at high quality and don't
// set the timer.
if (!m_timer.isActive()) {
removeLayer(object, innerMap, layer);
return false;
}
// This object has been resized to two different sizes while the timer
// is active, so draw at low quality, set the flag for animated resizes and
// the object to the list for high quality redraw.
set(object, innerMap, layer, size);
m_animatedResizeIsActive = true;
restartTimer();
return true;
}
static ImageQualityController* gImageQualityController = 0;
static ImageQualityController* imageQualityController()
{
if (!gImageQualityController)
gImageQualityController = new ImageQualityController;
return gImageQualityController;
}
void RenderBoxModelObject::setSelectionState(SelectionState s)
{
if (selectionState() == s)
return;
if (s == SelectionInside && selectionState() != SelectionNone)
return;
if ((s == SelectionStart && selectionState() == SelectionEnd)
|| (s == SelectionEnd && selectionState() == SelectionStart))
RenderObject::setSelectionState(SelectionBoth);
else
RenderObject::setSelectionState(s);
// FIXME:
// We should consider whether it is OK propagating to ancestor RenderInlines.
// This is a workaround for http://webkit.org/b/32123
RenderBlock* cb = containingBlock();
if (cb && !cb->isRenderView())
cb->setSelectionState(s);
}
bool RenderBoxModelObject::shouldPaintAtLowQuality(GraphicsContext* context, Image* image, const void* layer, const IntSize& size)
{
return imageQualityController()->shouldPaintAtLowQuality(context, this, image, layer, size);
}
RenderBoxModelObject::RenderBoxModelObject(Node* node)
: RenderObject(node)
, m_layer(0)
{
}
RenderBoxModelObject::~RenderBoxModelObject()
{
// Our layer should have been destroyed and cleared by now
ASSERT(!hasLayer());
ASSERT(!m_layer);
if (gImageQualityController) {
gImageQualityController->objectDestroyed(this);
if (gImageQualityController->isEmpty()) {
delete gImageQualityController;
gImageQualityController = 0;
}
}
}
void RenderBoxModelObject::destroyLayer()
{
ASSERT(!hasLayer()); // Callers should have already called setHasLayer(false)
ASSERT(m_layer);
m_layer->destroy(renderArena());
m_layer = 0;
}
void RenderBoxModelObject::destroy()
{
// This must be done before we destroy the RenderObject.
if (m_layer)
m_layer->clearClipRects();
// A continuation of this RenderObject should be destroyed at subclasses.
ASSERT(!continuation());
// RenderObject::destroy calls back to destroyLayer() for layer destruction
RenderObject::destroy();
}
bool RenderBoxModelObject::hasSelfPaintingLayer() const
{
return m_layer && m_layer->isSelfPaintingLayer();
}
void RenderBoxModelObject::styleWillChange(StyleDifference diff, const RenderStyle* newStyle)
{
s_wasFloating = isFloating();
s_hadLayer = hasLayer();
if (s_hadLayer)
s_layerWasSelfPainting = layer()->isSelfPaintingLayer();
// If our z-index changes value or our visibility changes,
// we need to dirty our stacking context's z-order list.
if (style() && newStyle) {
if (parent()) {
// Do a repaint with the old style first, e.g., for example if we go from
// having an outline to not having an outline.
if (diff == StyleDifferenceRepaintLayer) {
layer()->repaintIncludingDescendants();
if (!(style()->clip() == newStyle->clip()))
layer()->clearClipRectsIncludingDescendants();
} else if (diff == StyleDifferenceRepaint || newStyle->outlineSize() < style()->outlineSize())
repaint();
}
if (diff == StyleDifferenceLayout || diff == StyleDifferenceSimplifiedLayout) {
// When a layout hint happens, we go ahead and do a repaint of the layer, since the layer could
// end up being destroyed.
if (hasLayer()) {
if (style()->position() != newStyle->position() ||
style()->zIndex() != newStyle->zIndex() ||
style()->hasAutoZIndex() != newStyle->hasAutoZIndex() ||
!(style()->clip() == newStyle->clip()) ||
style()->hasClip() != newStyle->hasClip() ||
style()->opacity() != newStyle->opacity() ||
style()->transform() != newStyle->transform())
layer()->repaintIncludingDescendants();
} else if (newStyle->hasTransform() || newStyle->opacity() < 1) {
// If we don't have a layer yet, but we are going to get one because of transform or opacity,
// then we need to repaint the old position of the object.
repaint();
}
}
if (hasLayer() && (style()->hasAutoZIndex() != newStyle->hasAutoZIndex() ||
style()->zIndex() != newStyle->zIndex() ||
style()->visibility() != newStyle->visibility())) {
layer()->dirtyStackingContextZOrderLists();
if (style()->hasAutoZIndex() != newStyle->hasAutoZIndex() || style()->visibility() != newStyle->visibility())
layer()->dirtyZOrderLists();
}
}
RenderObject::styleWillChange(diff, newStyle);
}
void RenderBoxModelObject::styleDidChange(StyleDifference diff, const RenderStyle* oldStyle)
{
RenderObject::styleDidChange(diff, oldStyle);
updateBoxModelInfoFromStyle();
if (requiresLayer()) {
if (!layer()) {
if (s_wasFloating && isFloating())
setChildNeedsLayout(true);
m_layer = new (renderArena()) RenderLayer(this);
setHasLayer(true);
m_layer->insertOnlyThisLayer();
if (parent() && !needsLayout() && containingBlock()) {
m_layer->setNeedsFullRepaint();
m_layer->updateLayerPositions();
}
}
} else if (layer() && layer()->parent()) {
setHasTransform(false); // Either a transform wasn't specified or the object doesn't support transforms, so just null out the bit.
setHasReflection(false);
m_layer->removeOnlyThisLayer(); // calls destroyLayer() which clears m_layer
if (s_wasFloating && isFloating())
setChildNeedsLayout(true);
}
if (layer()) {
layer()->styleChanged(diff, oldStyle);
if (s_hadLayer && layer()->isSelfPaintingLayer() != s_layerWasSelfPainting)
setChildNeedsLayout(true);
}
}
void RenderBoxModelObject::updateBoxModelInfoFromStyle()
{
// Set the appropriate bits for a box model object. Since all bits are cleared in styleWillChange,
// we only check for bits that could possibly be set to true.
setHasBoxDecorations(hasBackground() || style()->hasBorder() || style()->hasAppearance() || style()->boxShadow());
setInline(style()->isDisplayInlineType());
setRelPositioned(style()->position() == RelativePosition);
setHorizontalWritingMode(style()->isHorizontalWritingMode());
}
int RenderBoxModelObject::relativePositionOffsetX() const
{
// Objects that shrink to avoid floats normally use available line width when computing containing block width. However
// in the case of relative positioning using percentages, we can't do this. The offset should always be resolved using the
// available width of the containing block. Therefore we don't use containingBlockLogicalWidthForContent() here, but instead explicitly
// call availableWidth on our containing block.
if (!style()->left().isAuto()) {
RenderBlock* cb = containingBlock();
if (!style()->right().isAuto() && !cb->style()->isLeftToRightDirection())
return -style()->right().calcValue(cb->availableWidth());
return style()->left().calcValue(cb->availableWidth());
}
if (!style()->right().isAuto()) {
RenderBlock* cb = containingBlock();
return -style()->right().calcValue(cb->availableWidth());
}
return 0;
}
int RenderBoxModelObject::relativePositionOffsetY() const
{
RenderBlock* containingBlock = this->containingBlock();
// If the containing block of a relatively positioned element does not
// specify a height, a percentage top or bottom offset should be resolved as
// auto. An exception to this is if the containing block has the WinIE quirk
// where <html> and <body> assume the size of the viewport. In this case,
// calculate the percent offset based on this height.
// See <https://bugs.webkit.org/show_bug.cgi?id=26396>.
if (!style()->top().isAuto()
&& (!containingBlock->style()->height().isAuto()
|| !style()->top().isPercent()
|| containingBlock->stretchesToViewport()))
return style()->top().calcValue(containingBlock->availableHeight());
if (!style()->bottom().isAuto()
&& (!containingBlock->style()->height().isAuto()
|| !style()->bottom().isPercent()
|| containingBlock->stretchesToViewport()))
return -style()->bottom().calcValue(containingBlock->availableHeight());
return 0;
}
int RenderBoxModelObject::offsetLeft() const
{
// If the element is the HTML body element or does not have an associated box
// return 0 and stop this algorithm.
if (isBody())
return 0;
RenderBoxModelObject* offsetPar = offsetParent();
int xPos = (isBox() ? toRenderBox(this)->x() : 0);
// If the offsetParent of the element is null, or is the HTML body element,
// return the distance between the canvas origin and the left border edge
// of the element and stop this algorithm.
if (offsetPar) {
if (offsetPar->isBox() && !offsetPar->isBody())
xPos -= toRenderBox(offsetPar)->borderLeft();
if (!isPositioned()) {
if (isRelPositioned())
xPos += relativePositionOffsetX();
RenderObject* curr = parent();
while (curr && curr != offsetPar) {
// FIXME: What are we supposed to do inside SVG content?
if (curr->isBox() && !curr->isTableRow())
xPos += toRenderBox(curr)->x();
curr = curr->parent();
}
if (offsetPar->isBox() && offsetPar->isBody() && !offsetPar->isRelPositioned() && !offsetPar->isPositioned())
xPos += toRenderBox(offsetPar)->x();
}
}
return xPos;
}
int RenderBoxModelObject::offsetTop() const
{
// If the element is the HTML body element or does not have an associated box
// return 0 and stop this algorithm.
if (isBody())
return 0;
RenderBoxModelObject* offsetPar = offsetParent();
int yPos = (isBox() ? toRenderBox(this)->y() : 0);
// If the offsetParent of the element is null, or is the HTML body element,
// return the distance between the canvas origin and the top border edge
// of the element and stop this algorithm.
if (offsetPar) {
if (offsetPar->isBox() && !offsetPar->isBody())
yPos -= toRenderBox(offsetPar)->borderTop();
if (!isPositioned()) {
if (isRelPositioned())
yPos += relativePositionOffsetY();
RenderObject* curr = parent();
while (curr && curr != offsetPar) {
// FIXME: What are we supposed to do inside SVG content?
if (curr->isBox() && !curr->isTableRow())
yPos += toRenderBox(curr)->y();
curr = curr->parent();
}
if (offsetPar->isBox() && offsetPar->isBody() && !offsetPar->isRelPositioned() && !offsetPar->isPositioned())
yPos += toRenderBox(offsetPar)->y();
}
}
return yPos;
}
int RenderBoxModelObject::paddingTop(bool) const
{
int w = 0;
Length padding = style()->paddingTop();
if (padding.isPercent())
w = containingBlock()->availableLogicalWidth();
return padding.calcMinValue(w);
}
int RenderBoxModelObject::paddingBottom(bool) const
{
int w = 0;
Length padding = style()->paddingBottom();
if (padding.isPercent())
w = containingBlock()->availableLogicalWidth();
return padding.calcMinValue(w);
}
int RenderBoxModelObject::paddingLeft(bool) const
{
int w = 0;
Length padding = style()->paddingLeft();
if (padding.isPercent())
w = containingBlock()->availableLogicalWidth();
return padding.calcMinValue(w);
}
int RenderBoxModelObject::paddingRight(bool) const
{
int w = 0;
Length padding = style()->paddingRight();
if (padding.isPercent())
w = containingBlock()->availableLogicalWidth();
return padding.calcMinValue(w);
}
int RenderBoxModelObject::paddingBefore(bool) const
{
int w = 0;
Length padding = style()->paddingBefore();
if (padding.isPercent())
w = containingBlock()->availableLogicalWidth();
return padding.calcMinValue(w);
}
int RenderBoxModelObject::paddingAfter(bool) const
{
int w = 0;
Length padding = style()->paddingAfter();
if (padding.isPercent())
w = containingBlock()->availableLogicalWidth();
return padding.calcMinValue(w);
}
int RenderBoxModelObject::paddingStart(bool) const
{
int w = 0;
Length padding = style()->paddingStart();
if (padding.isPercent())
w = containingBlock()->availableLogicalWidth();
return padding.calcMinValue(w);
}
int RenderBoxModelObject::paddingEnd(bool) const
{
int w = 0;
Length padding = style()->paddingEnd();
if (padding.isPercent())
w = containingBlock()->availableLogicalWidth();
return padding.calcMinValue(w);
}
RoundedIntRect RenderBoxModelObject::getBackgroundRoundedRect(const IntRect& borderRect, InlineFlowBox* box, int inlineBoxWidth, int inlineBoxHeight,
bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
{
RoundedIntRect border = style()->getRoundedBorderFor(borderRect, includeLogicalLeftEdge, includeLogicalRightEdge);
if (box && (box->nextLineBox() || box->prevLineBox())) {
RoundedIntRect segmentBorder = style()->getRoundedBorderFor(IntRect(0, 0, inlineBoxWidth, inlineBoxHeight), includeLogicalLeftEdge, includeLogicalRightEdge);
border.setRadii(segmentBorder.radii());
}
return border;
}
static IntRect backgroundRectAdjustedForBleedAvoidance(GraphicsContext* context, const IntRect& borderRect, BackgroundBleedAvoidance bleedAvoidance)
{
if (bleedAvoidance != BackgroundBleedShrinkBackground)
return borderRect;
IntRect adjustedRect = borderRect;
// We need to shrink the border by one device pixel on each side.
AffineTransform ctm = context->getCTM();
FloatSize contextScale(static_cast<float>(ctm.xScale()), static_cast<float>(ctm.yScale()));
adjustedRect.inflateX(-ceilf(1 / contextScale.width()));
adjustedRect.inflateY(-ceilf(1 / contextScale.height()));
return adjustedRect;
}
void RenderBoxModelObject::paintFillLayerExtended(const PaintInfo& paintInfo, const Color& color, const FillLayer* bgLayer, int tx, int ty, int w, int h,
BackgroundBleedAvoidance bleedAvoidance, InlineFlowBox* box, int inlineBoxWidth, int inlineBoxHeight, CompositeOperator op, RenderObject* backgroundObject)
{
GraphicsContext* context = paintInfo.context;
if (context->paintingDisabled())
return;
IntRect borderRect(tx, ty, w, h);
if (borderRect.isEmpty())
return;
bool includeLeftEdge = box ? box->includeLogicalLeftEdge() : true;
bool includeRightEdge = box ? box->includeLogicalRightEdge() : true;
bool hasRoundedBorder = style()->hasBorderRadius() && (includeLeftEdge || includeRightEdge);
bool clippedWithLocalScrolling = hasOverflowClip() && bgLayer->attachment() == LocalBackgroundAttachment;
bool isBorderFill = bgLayer->clip() == BorderFillBox;
bool isRoot = this->isRoot();
Color bgColor = color;
StyleImage* bgImage = bgLayer->image();
bool shouldPaintBackgroundImage = bgImage && bgImage->canRender(style()->effectiveZoom());
// When this style flag is set, change existing background colors and images to a solid white background.
// If there's no bg color or image, leave it untouched to avoid affecting transparency.
// We don't try to avoid loading the background images, because this style flag is only set
// when printing, and at that point we've already loaded the background images anyway. (To avoid
// loading the background images we'd have to do this check when applying styles rather than
// while rendering.)
if (style()->forceBackgroundsToWhite()) {
// Note that we can't reuse this variable below because the bgColor might be changed
bool shouldPaintBackgroundColor = !bgLayer->next() && bgColor.isValid() && bgColor.alpha() > 0;
if (shouldPaintBackgroundImage || shouldPaintBackgroundColor) {
bgColor = Color::white;
shouldPaintBackgroundImage = false;
}
}
bool colorVisible = bgColor.isValid() && bgColor.alpha() > 0;
// Fast path for drawing simple color backgrounds.
if (!isRoot && !clippedWithLocalScrolling && !shouldPaintBackgroundImage && isBorderFill) {
if (!colorVisible)
return;
if (hasRoundedBorder && bleedAvoidance != BackgroundBleedUseTransparencyLayer) {
RoundedIntRect border = getBackgroundRoundedRect(backgroundRectAdjustedForBleedAvoidance(context, borderRect, bleedAvoidance), box, inlineBoxWidth, inlineBoxHeight, includeLeftEdge, includeRightEdge);
context->fillRoundedRect(border, bgColor, style()->colorSpace());
} else
context->fillRect(borderRect, bgColor, style()->colorSpace());
return;
}
bool clipToBorderRadius = hasRoundedBorder && bleedAvoidance != BackgroundBleedUseTransparencyLayer;
GraphicsContextStateSaver clipToBorderStateSaver(*context, clipToBorderRadius);
if (clipToBorderRadius) {
RoundedIntRect border = getBackgroundRoundedRect(backgroundRectAdjustedForBleedAvoidance(context, borderRect, bleedAvoidance), box, inlineBoxWidth, inlineBoxHeight, includeLeftEdge, includeRightEdge);
context->addRoundedRectClip(border);
}
int bLeft = includeLeftEdge ? borderLeft() : 0;
int bRight = includeRightEdge ? borderRight() : 0;
int pLeft = includeLeftEdge ? paddingLeft() : 0;
int pRight = includeRightEdge ? paddingRight() : 0;
GraphicsContextStateSaver clipWithScrollingStateSaver(*context, clippedWithLocalScrolling);
if (clippedWithLocalScrolling) {
// Clip to the overflow area.
context->clip(toRenderBox(this)->overflowClipRect(tx, ty));
// Now adjust our tx, ty, w, h to reflect a scrolled content box with borders at the ends.
IntSize offset = layer()->scrolledContentOffset();
tx -= offset.width();
ty -= offset.height();
w = bLeft + layer()->scrollWidth() + bRight;
h = borderTop() + layer()->scrollHeight() + borderBottom();
}
GraphicsContextStateSaver backgroundClipStateSaver(*context, false);
if (bgLayer->clip() == PaddingFillBox || bgLayer->clip() == ContentFillBox) {
// Clip to the padding or content boxes as necessary.
bool includePadding = bgLayer->clip() == ContentFillBox;
int x = tx + bLeft + (includePadding ? pLeft : 0);
int y = ty + borderTop() + (includePadding ? paddingTop() : 0);
int width = w - bLeft - bRight - (includePadding ? pLeft + pRight : 0);
int height = h - borderTop() - borderBottom() - (includePadding ? paddingTop() + paddingBottom() : 0);
backgroundClipStateSaver.save();
context->clip(IntRect(x, y, width, height));
} else if (bgLayer->clip() == TextFillBox) {
// We have to draw our text into a mask that can then be used to clip background drawing.
// First figure out how big the mask has to be. It should be no bigger than what we need
// to actually render, so we should intersect the dirty rect with the border box of the background.
IntRect maskRect(tx, ty, w, h);
maskRect.intersect(paintInfo.rect);
// Now create the mask.
OwnPtr<ImageBuffer> maskImage = ImageBuffer::create(maskRect.size());
if (!maskImage)
return;
GraphicsContext* maskImageContext = maskImage->context();
maskImageContext->translate(-maskRect.x(), -maskRect.y());
// Now add the text to the clip. We do this by painting using a special paint phase that signals to
// InlineTextBoxes that they should just add their contents to the clip.
PaintInfo info(maskImageContext, maskRect, PaintPhaseTextClip, true, 0, 0);
if (box) {
RootInlineBox* root = box->root();
box->paint(info, tx - box->x(), ty - box->y(), root->lineTop(), root->lineBottom());
} else {
int x = isBox() ? toRenderBox(this)->x() : 0;
int y = isBox() ? toRenderBox(this)->y() : 0;
paint(info, tx - x, ty - y);
}
// The mask has been created. Now we just need to clip to it.
backgroundClipStateSaver.save();
context->clipToImageBuffer(maskImage.get(), maskRect);
}
// Only fill with a base color (e.g., white) if we're the root document, since iframes/frames with
// no background in the child document should show the parent's background.
bool isOpaqueRoot = false;
if (isRoot) {
isOpaqueRoot = true;
if (!bgLayer->next() && !(bgColor.isValid() && bgColor.alpha() == 255) && view()->frameView()) {
Element* ownerElement = document()->ownerElement();
if (ownerElement) {
if (!ownerElement->hasTagName(frameTag)) {
// Locate the <body> element using the DOM. This is easier than trying
// to crawl around a render tree with potential :before/:after content and
// anonymous blocks created by inline <body> tags etc. We can locate the <body>
// render object very easily via the DOM.
HTMLElement* body = document()->body();
if (body) {
// Can't scroll a frameset document anyway.
isOpaqueRoot = body->hasLocalName(framesetTag);
}
#if ENABLE(SVG)
else {
// SVG documents and XML documents with SVG root nodes are transparent.
isOpaqueRoot = !document()->hasSVGRootNode();
}
#endif
}
} else
isOpaqueRoot = !view()->frameView()->isTransparent();
}
view()->frameView()->setContentIsOpaque(isOpaqueRoot);
}
// Paint the color first underneath all images.
if (!bgLayer->next()) {
IntRect rect(tx, ty, w, h);
rect.intersect(paintInfo.rect);
// If we have an alpha and we are painting the root element, go ahead and blend with the base background color.
if (isOpaqueRoot) {
Color baseColor = view()->frameView()->baseBackgroundColor();
if (baseColor.alpha() > 0) {
CompositeOperator previousOperator = context->compositeOperation();
context->setCompositeOperation(CompositeCopy);
context->fillRect(rect, baseColor, style()->colorSpace());
context->setCompositeOperation(previousOperator);
} else
context->clearRect(rect);
}
if (bgColor.isValid() && bgColor.alpha() > 0)
context->fillRect(rect, bgColor, style()->colorSpace());
}
// no progressive loading of the background image
if (shouldPaintBackgroundImage) {
IntRect destRect;
IntPoint phase;
IntSize tileSize;
calculateBackgroundImageGeometry(bgLayer, tx, ty, w, h, destRect, phase, tileSize);
IntPoint destOrigin = destRect.location();
destRect.intersect(paintInfo.rect);
if (!destRect.isEmpty()) {
phase += destRect.location() - destOrigin;
CompositeOperator compositeOp = op == CompositeSourceOver ? bgLayer->composite() : op;
RenderObject* clientForBackgroundImage = backgroundObject ? backgroundObject : this;
RefPtr<Image> image = bgImage->image(clientForBackgroundImage, tileSize);
bool useLowQualityScaling = shouldPaintAtLowQuality(context, image.get(), bgLayer, tileSize);
context->drawTiledImage(image.get(), style()->colorSpace(), destRect, phase, tileSize, compositeOp, useLowQualityScaling);
}
}
}
IntSize RenderBoxModelObject::calculateFillTileSize(const FillLayer* fillLayer, IntSize positioningAreaSize) const
{
StyleImage* image = fillLayer->image();
image->setImageContainerSize(positioningAreaSize); // Use the box established by background-origin.
EFillSizeType type = fillLayer->size().type;
switch (type) {
case SizeLength: {
int w = positioningAreaSize.width();
int h = positioningAreaSize.height();
Length layerWidth = fillLayer->size().size.width();
Length layerHeight = fillLayer->size().size.height();
if (layerWidth.isFixed())
w = layerWidth.value();
else if (layerWidth.isPercent())
w = layerWidth.calcValue(positioningAreaSize.width());
if (layerHeight.isFixed())
h = layerHeight.value();
else if (layerHeight.isPercent())
h = layerHeight.calcValue(positioningAreaSize.height());
// If one of the values is auto we have to use the appropriate
// scale to maintain our aspect ratio.
if (layerWidth.isAuto() && !layerHeight.isAuto()) {
IntSize imageIntrinsicSize = image->imageSize(this, style()->effectiveZoom());
if (imageIntrinsicSize.height())
w = imageIntrinsicSize.width() * h / imageIntrinsicSize.height();
} else if (!layerWidth.isAuto() && layerHeight.isAuto()) {
IntSize imageIntrinsicSize = image->imageSize(this, style()->effectiveZoom());
if (imageIntrinsicSize.width())
h = imageIntrinsicSize.height() * w / imageIntrinsicSize.width();
} else if (layerWidth.isAuto() && layerHeight.isAuto()) {
// If both width and height are auto, use the image's intrinsic size.
IntSize imageIntrinsicSize = image->imageSize(this, style()->effectiveZoom());
w = imageIntrinsicSize.width();
h = imageIntrinsicSize.height();
}
return IntSize(max(1, w), max(1, h));
}
case Contain:
case Cover: {
IntSize imageIntrinsicSize = image->imageSize(this, 1);
float horizontalScaleFactor = imageIntrinsicSize.width()
? static_cast<float>(positioningAreaSize.width()) / imageIntrinsicSize.width() : 1;
float verticalScaleFactor = imageIntrinsicSize.height()
? static_cast<float>(positioningAreaSize.height()) / imageIntrinsicSize.height() : 1;
float scaleFactor = type == Contain ? min(horizontalScaleFactor, verticalScaleFactor) : max(horizontalScaleFactor, verticalScaleFactor);
return IntSize(max<int>(1, imageIntrinsicSize.width() * scaleFactor), max<int>(1, imageIntrinsicSize.height() * scaleFactor));
}
case SizeNone:
break;
}
return image->imageSize(this, style()->effectiveZoom());
}
void RenderBoxModelObject::calculateBackgroundImageGeometry(const FillLayer* fillLayer, int tx, int ty, int w, int h,
IntRect& destRect, IntPoint& phase, IntSize& tileSize)
{
int left = 0;
int top = 0;
IntSize positioningAreaSize;
// Determine the background positioning area and set destRect to the background painting area.
// destRect will be adjusted later if the background is non-repeating.
bool fixedAttachment = fillLayer->attachment() == FixedBackgroundAttachment;
#if ENABLE(FAST_MOBILE_SCROLLING)
if (view()->frameView() && view()->frameView()->canBlitOnScroll()) {
// As a side effect of an optimization to blit on scroll, we do not honor the CSS
// property "background-attachment: fixed" because it may result in rendering
// artifacts. Note, these artifacts only appear if we are blitting on scroll of
// a page that has fixed background images.
fixedAttachment = false;
}
#endif
if (!fixedAttachment) {
destRect = IntRect(tx, ty, w, h);
int right = 0;
int bottom = 0;
// Scroll and Local.
if (fillLayer->origin() != BorderFillBox) {
left = borderLeft();
right = borderRight();
top = borderTop();
bottom = borderBottom();
if (fillLayer->origin() == ContentFillBox) {
left += paddingLeft();
right += paddingRight();
top += paddingTop();
bottom += paddingBottom();
}
}
// The background of the box generated by the root element covers the entire canvas including
// its margins. Since those were added in already, we have to factor them out when computing
// the background positioning area.
if (isRoot()) {
positioningAreaSize = IntSize(toRenderBox(this)->width() - left - right, toRenderBox(this)->height() - top - bottom);
left += marginLeft();
top += marginTop();
} else
positioningAreaSize = IntSize(w - left - right, h - top - bottom);
} else {
destRect = viewRect();
positioningAreaSize = destRect.size();
}
tileSize = calculateFillTileSize(fillLayer, positioningAreaSize);
EFillRepeat backgroundRepeatX = fillLayer->repeatX();
EFillRepeat backgroundRepeatY = fillLayer->repeatY();
int xPosition = fillLayer->xPosition().calcMinValue(positioningAreaSize.width() - tileSize.width(), true);
if (backgroundRepeatX == RepeatFill)
phase.setX(tileSize.width() ? tileSize.width() - (xPosition + left) % tileSize.width() : 0);
else {
destRect.move(max(xPosition + left, 0), 0);
phase.setX(-min(xPosition + left, 0));
destRect.setWidth(tileSize.width() + min(xPosition + left, 0));
}
int yPosition = fillLayer->yPosition().calcMinValue(positioningAreaSize.height() - tileSize.height(), true);
if (backgroundRepeatY == RepeatFill)
phase.setY(tileSize.height() ? tileSize.height() - (yPosition + top) % tileSize.height() : 0);
else {
destRect.move(0, max(yPosition + top, 0));
phase.setY(-min(yPosition + top, 0));
destRect.setHeight(tileSize.height() + min(yPosition + top, 0));
}
if (fixedAttachment)
phase.move(max(tx - destRect.x(), 0), max(ty - destRect.y(), 0));
destRect.intersect(IntRect(tx, ty, w, h));
}
bool RenderBoxModelObject::paintNinePieceImage(GraphicsContext* graphicsContext, int tx, int ty, int w, int h, const RenderStyle* style,
const NinePieceImage& ninePieceImage, CompositeOperator op)
{
StyleImage* styleImage = ninePieceImage.image();
if (!styleImage)
return false;
if (!styleImage->isLoaded())
return true; // Never paint a nine-piece image incrementally, but don't paint the fallback borders either.
if (!styleImage->canRender(style->effectiveZoom()))
return false;
// FIXME: border-image is broken with full page zooming when tiling has to happen, since the tiling function
// doesn't have any understanding of the zoom that is in effect on the tile.
styleImage->setImageContainerSize(IntSize(w, h));
IntSize imageSize = styleImage->imageSize(this, 1.0f);
int imageWidth = imageSize.width();
int imageHeight = imageSize.height();
int topSlice = min(imageHeight, ninePieceImage.slices().top().calcValue(imageHeight));
int bottomSlice = min(imageHeight, ninePieceImage.slices().bottom().calcValue(imageHeight));
int leftSlice = min(imageWidth, ninePieceImage.slices().left().calcValue(imageWidth));
int rightSlice = min(imageWidth, ninePieceImage.slices().right().calcValue(imageWidth));
ENinePieceImageRule hRule = ninePieceImage.horizontalRule();
ENinePieceImageRule vRule = ninePieceImage.verticalRule();
bool fitToBorder = style->borderImage() == ninePieceImage;
int leftWidth = fitToBorder ? style->borderLeftWidth() : leftSlice;
int topWidth = fitToBorder ? style->borderTopWidth() : topSlice;
int rightWidth = fitToBorder ? style->borderRightWidth() : rightSlice;
int bottomWidth = fitToBorder ? style->borderBottomWidth() : bottomSlice;
bool drawLeft = leftSlice > 0 && leftWidth > 0;
bool drawTop = topSlice > 0 && topWidth > 0;
bool drawRight = rightSlice > 0 && rightWidth > 0;
bool drawBottom = bottomSlice > 0 && bottomWidth > 0;
bool drawMiddle = (imageWidth - leftSlice - rightSlice) > 0 && (w - leftWidth - rightWidth) > 0 &&
(imageHeight - topSlice - bottomSlice) > 0 && (h - topWidth - bottomWidth) > 0;
RefPtr<Image> image = styleImage->image(this, imageSize);
ColorSpace colorSpace = style->colorSpace();
if (drawLeft) {
// Paint the top and bottom left corners.
// The top left corner rect is (tx, ty, leftWidth, topWidth)
// The rect to use from within the image is obtained from our slice, and is (0, 0, leftSlice, topSlice)
if (drawTop)
graphicsContext->drawImage(image.get(), colorSpace, IntRect(tx, ty, leftWidth, topWidth),
IntRect(0, 0, leftSlice, topSlice), op);
// The bottom left corner rect is (tx, ty + h - bottomWidth, leftWidth, bottomWidth)
// The rect to use from within the image is (0, imageHeight - bottomSlice, leftSlice, botomSlice)
if (drawBottom)
graphicsContext->drawImage(image.get(), colorSpace, IntRect(tx, ty + h - bottomWidth, leftWidth, bottomWidth),
IntRect(0, imageHeight - bottomSlice, leftSlice, bottomSlice), op);
// Paint the left edge.
// Have to scale and tile into the border rect.
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(tx, ty + topWidth, leftWidth,
h - topWidth - bottomWidth),
IntRect(0, topSlice, leftSlice, imageHeight - topSlice - bottomSlice),
Image::StretchTile, (Image::TileRule)vRule, op);
}
if (drawRight) {
// Paint the top and bottom right corners
// The top right corner rect is (tx + w - rightWidth, ty, rightWidth, topWidth)
// The rect to use from within the image is obtained from our slice, and is (imageWidth - rightSlice, 0, rightSlice, topSlice)
if (drawTop)
graphicsContext->drawImage(image.get(), colorSpace, IntRect(tx + w - rightWidth, ty, rightWidth, topWidth),
IntRect(imageWidth - rightSlice, 0, rightSlice, topSlice), op);
// The bottom right corner rect is (tx + w - rightWidth, ty + h - bottomWidth, rightWidth, bottomWidth)
// The rect to use from within the image is (imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice)
if (drawBottom)
graphicsContext->drawImage(image.get(), colorSpace, IntRect(tx + w - rightWidth, ty + h - bottomWidth, rightWidth, bottomWidth),
IntRect(imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice), op);
// Paint the right edge.
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(tx + w - rightWidth, ty + topWidth, rightWidth,
h - topWidth - bottomWidth),
IntRect(imageWidth - rightSlice, topSlice, rightSlice, imageHeight - topSlice - bottomSlice),
Image::StretchTile, (Image::TileRule)vRule, op);
}
// Paint the top edge.
if (drawTop)
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(tx + leftWidth, ty, w - leftWidth - rightWidth, topWidth),
IntRect(leftSlice, 0, imageWidth - rightSlice - leftSlice, topSlice),
(Image::TileRule)hRule, Image::StretchTile, op);
// Paint the bottom edge.
if (drawBottom)
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(tx + leftWidth, ty + h - bottomWidth,
w - leftWidth - rightWidth, bottomWidth),
IntRect(leftSlice, imageHeight - bottomSlice, imageWidth - rightSlice - leftSlice, bottomSlice),
(Image::TileRule)hRule, Image::StretchTile, op);
// Paint the middle.
if (drawMiddle)
graphicsContext->drawTiledImage(image.get(), colorSpace, IntRect(tx + leftWidth, ty + topWidth, w - leftWidth - rightWidth,
h - topWidth - bottomWidth),
IntRect(leftSlice, topSlice, imageWidth - rightSlice - leftSlice, imageHeight - topSlice - bottomSlice),
(Image::TileRule)hRule, (Image::TileRule)vRule, op);
return true;
}
class BorderEdge {
public:
BorderEdge(int edgeWidth, const Color& edgeColor, EBorderStyle edgeStyle, bool edgeIsTransparent, bool edgeIsPresent = true)
: width(edgeWidth)
, color(edgeColor)
, style(edgeStyle)
, isTransparent(edgeIsTransparent)
, isPresent(edgeIsPresent)
{
if (style == DOUBLE && edgeWidth < 3)
style = SOLID;
}
BorderEdge()
: width(0)
, style(BHIDDEN)
, isTransparent(false)
, isPresent(false)
{
}
bool hasVisibleColorAndStyle() const { return style > BHIDDEN && !isTransparent; }
bool shouldRender() const { return isPresent && hasVisibleColorAndStyle(); }
bool presentButInvisible() const { return usedWidth() && !hasVisibleColorAndStyle(); }
bool obscuresBackgroundEdge(float scale) const
{
if (!isPresent || isTransparent || width < (2 * scale) || color.hasAlpha() || style == BHIDDEN)
return false;
if (style == DOTTED || style == DASHED)
return false;
if (style == DOUBLE)
return width >= 5 * scale; // The outer band needs to be >= 2px wide at unit scale.
return true;
}
int usedWidth() const { return isPresent ? width : 0; }
void getDoubleBorderStripeWidths(int& outerWidth, int& innerWidth) const
{
int fullWidth = usedWidth();
outerWidth = fullWidth / 3;
innerWidth = fullWidth * 2 / 3;
// We need certain integer rounding results
if (fullWidth % 3 == 2)
outerWidth += 1;
if (fullWidth % 3 == 1)
innerWidth += 1;
}
int width;
Color color;
EBorderStyle style;
bool isTransparent;
bool isPresent;
};
#if HAVE(PATH_BASED_BORDER_RADIUS_DRAWING)
static bool borderWillArcInnerEdge(const IntSize& firstRadius, const IntSize& secondRadius)
{
return !firstRadius.isZero() || !secondRadius.isZero();
}
enum BorderEdgeFlag {
TopBorderEdge = 1 << BSTop,
RightBorderEdge = 1 << BSRight,
BottomBorderEdge = 1 << BSBottom,
LeftBorderEdge = 1 << BSLeft,
AllBorderEdges = TopBorderEdge | BottomBorderEdge | LeftBorderEdge | RightBorderEdge
};
static inline BorderEdgeFlag edgeFlagForSide(BoxSide side)
{
return static_cast<BorderEdgeFlag>(1 << side);
}
static inline bool includesEdge(BorderEdgeFlags flags, BoxSide side)
{
return flags & edgeFlagForSide(side);
}
inline bool edgesShareColor(const BorderEdge& firstEdge, const BorderEdge& secondEdge)
{
return firstEdge.color == secondEdge.color;
}
inline bool styleRequiresClipPolygon(EBorderStyle style)
{
return style == DOTTED || style == DASHED; // These are drawn with a stroke, so we have to clip to get corner miters.
}
static bool borderStyleFillsBorderArea(EBorderStyle style)
{
return !(style == DOTTED || style == DASHED || style == DOUBLE);
}
static bool borderStyleHasInnerDetail(EBorderStyle style)
{
return style == GROOVE || style == RIDGE || style == DOUBLE;
}
static bool borderStyleIsDottedOrDashed(EBorderStyle style)
{
return style == DOTTED || style == DASHED;
}
// OUTSET darkens the bottom and right (and maybe lightens the top and left)
// INSET darkens the top and left (and maybe lightens the bottom and right)
static inline bool borderStyleHasUnmatchedColorsAtCorner(EBorderStyle style, BoxSide side, BoxSide adjacentSide)
{
// These styles match at the top/left and bottom/right.
if (style == INSET || style == GROOVE || style == RIDGE || style == OUTSET) {
const BorderEdgeFlags topRightFlags = edgeFlagForSide(BSTop) | edgeFlagForSide(BSRight);
const BorderEdgeFlags bottomLeftFlags = edgeFlagForSide(BSBottom) | edgeFlagForSide(BSLeft);
BorderEdgeFlags flags = edgeFlagForSide(side) | edgeFlagForSide(adjacentSide);
return flags == topRightFlags || flags == bottomLeftFlags;
}
return false;
}
static inline bool colorsMatchAtCorner(BoxSide side, BoxSide adjacentSide, const BorderEdge edges[])
{
if (edges[side].shouldRender() != edges[adjacentSide].shouldRender())
return false;
if (!edgesShareColor(edges[side], edges[adjacentSide]))
return false;
return !borderStyleHasUnmatchedColorsAtCorner(edges[side].style, side, adjacentSide);
}
// This assumes that we draw in order: top, bottom, left, right.
static inline bool willBeOverdrawn(BoxSide side, BoxSide adjacentSide, const BorderEdge edges[])
{
switch (side) {
case BSTop:
case BSBottom:
if (edges[adjacentSide].presentButInvisible())
return false;
if (!edgesShareColor(edges[side], edges[adjacentSide]) && edges[adjacentSide].color.hasAlpha())
return false;
if (!borderStyleFillsBorderArea(edges[adjacentSide].style))
return false;
return true;
case BSLeft:
case BSRight:
// These draw last, so are never overdrawn.
return false;
}
return false;
}
static inline bool borderStylesRequireMitre(BoxSide side, BoxSide adjacentSide, EBorderStyle style, EBorderStyle adjacentStyle)
{
if (style == DOUBLE || adjacentStyle == DOUBLE || adjacentStyle == GROOVE || adjacentStyle == RIDGE)
return true;
if (borderStyleIsDottedOrDashed(style) != borderStyleIsDottedOrDashed(adjacentStyle))
return true;
if (style != adjacentStyle)
return true;
return borderStyleHasUnmatchedColorsAtCorner(style, side, adjacentSide);
}
static bool joinRequiresMitre(BoxSide side, BoxSide adjacentSide, const BorderEdge edges[], bool allowOverdraw)
{
if ((edges[side].isTransparent && edges[adjacentSide].isTransparent) || !edges[adjacentSide].isPresent)
return false;
if (allowOverdraw && willBeOverdrawn(side, adjacentSide, edges))
return false;
if (!edgesShareColor(edges[side], edges[adjacentSide]))
return true;
if (borderStylesRequireMitre(side, adjacentSide, edges[side].style, edges[adjacentSide].style))
return true;
return false;
}
void RenderBoxModelObject::paintOneBorderSide(GraphicsContext* graphicsContext, const RenderStyle* style, const RoundedIntRect& outerBorder, const RoundedIntRect& innerBorder,
const IntRect& sideRect, BoxSide side, BoxSide adjacentSide1, BoxSide adjacentSide2, const BorderEdge edges[], const Path* path,
BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge, bool antialias, const Color* overrideColor)
{
const BorderEdge& edgeToRender = edges[side];
const BorderEdge& adjacentEdge1 = edges[adjacentSide1];
const BorderEdge& adjacentEdge2 = edges[adjacentSide2];
bool mitreAdjacentSide1 = joinRequiresMitre(side, adjacentSide1, edges, !antialias);
bool mitreAdjacentSide2 = joinRequiresMitre(side, adjacentSide2, edges, !antialias);
bool adjacentSide1StylesMatch = colorsMatchAtCorner(side, adjacentSide1, edges);
bool adjacentSide2StylesMatch = colorsMatchAtCorner(side, adjacentSide2, edges);
const Color& colorToPaint = overrideColor ? *overrideColor : edgeToRender.color;
if (path) {
GraphicsContextStateSaver stateSaver(*graphicsContext);
clipBorderSidePolygon(graphicsContext, outerBorder, innerBorder, side, adjacentSide1StylesMatch, adjacentSide2StylesMatch);
float thickness = max(max(edgeToRender.width, adjacentEdge1.width), adjacentEdge2.width);
drawBoxSideFromPath(graphicsContext, outerBorder.rect(), *path, edges, edgeToRender.width, thickness, side, style,
colorToPaint, edgeToRender.style, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
} else {
bool shouldClip = styleRequiresClipPolygon(edgeToRender.style) && (mitreAdjacentSide1 || mitreAdjacentSide2);
GraphicsContextStateSaver clipStateSaver(*graphicsContext, shouldClip);
if (shouldClip) {
clipBorderSidePolygon(graphicsContext, outerBorder, innerBorder, side, !mitreAdjacentSide1, !mitreAdjacentSide2);
// Since we clipped, no need to draw with a mitre.
mitreAdjacentSide1 = false;
mitreAdjacentSide2 = false;
}
drawLineForBoxSide(graphicsContext, sideRect.x(), sideRect.y(), sideRect.maxX(), sideRect.maxY(), side, colorToPaint, edgeToRender.style,
mitreAdjacentSide1 ? adjacentEdge1.width : 0, mitreAdjacentSide2 ? adjacentEdge2.width : 0, antialias);
}
}
void RenderBoxModelObject::paintBorderSides(GraphicsContext* graphicsContext, const RenderStyle* style, const RoundedIntRect& outerBorder, const RoundedIntRect& innerBorder,
const BorderEdge edges[], BorderEdgeFlags edgeSet, BackgroundBleedAvoidance bleedAvoidance,
bool includeLogicalLeftEdge, bool includeLogicalRightEdge, bool antialias, const Color* overrideColor)
{
bool renderRadii = outerBorder.isRounded();
Path roundedPath;
if (renderRadii)
roundedPath.addRoundedRect(outerBorder);
if (edges[BSTop].shouldRender() && includesEdge(edgeSet, BSTop)) {
IntRect sideRect = outerBorder.rect();
sideRect.setHeight(edges[BSTop].width);
bool usePath = renderRadii && (borderStyleHasInnerDetail(edges[BSTop].style) || borderWillArcInnerEdge(innerBorder.radii().topLeft(), innerBorder.radii().topRight()));
paintOneBorderSide(graphicsContext, style, outerBorder, innerBorder, sideRect, BSTop, BSLeft, BSRight, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
}
if (edges[BSBottom].shouldRender() && includesEdge(edgeSet, BSBottom)) {
IntRect sideRect = outerBorder.rect();
sideRect.shiftYEdgeTo(sideRect.maxY() - edges[BSBottom].width);
bool usePath = renderRadii && (borderStyleHasInnerDetail(edges[BSBottom].style) || borderWillArcInnerEdge(innerBorder.radii().bottomLeft(), innerBorder.radii().bottomRight()));
paintOneBorderSide(graphicsContext, style, outerBorder, innerBorder, sideRect, BSBottom, BSLeft, BSRight, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
}
if (edges[BSLeft].shouldRender() && includesEdge(edgeSet, BSLeft)) {
IntRect sideRect = outerBorder.rect();
sideRect.setWidth(edges[BSLeft].width);
bool usePath = renderRadii && (borderStyleHasInnerDetail(edges[BSLeft].style) || borderWillArcInnerEdge(innerBorder.radii().bottomLeft(), innerBorder.radii().topLeft()));
paintOneBorderSide(graphicsContext, style, outerBorder, innerBorder, sideRect, BSLeft, BSTop, BSBottom, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
}
if (edges[BSRight].shouldRender() && includesEdge(edgeSet, BSRight)) {
IntRect sideRect = outerBorder.rect();
sideRect.shiftXEdgeTo(sideRect.maxX() - edges[BSRight].width);
bool usePath = renderRadii && (borderStyleHasInnerDetail(edges[BSRight].style) || borderWillArcInnerEdge(innerBorder.radii().bottomRight(), innerBorder.radii().topRight()));
paintOneBorderSide(graphicsContext, style, outerBorder, innerBorder, sideRect, BSRight, BSTop, BSBottom, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
}
}
void RenderBoxModelObject::paintTranslucentBorderSides(GraphicsContext* graphicsContext, const RenderStyle* style, const RoundedIntRect& outerBorder, const RoundedIntRect& innerBorder,
const BorderEdge edges[], BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge, bool antialias)
{
BorderEdgeFlags edgesToDraw = AllBorderEdges;
while (edgesToDraw) {
// Find undrawn edges sharing a color.
Color commonColor;
BorderEdgeFlags commonColorEdgeSet = 0;
for (int i = BSTop; i <= BSLeft; ++i) {
BoxSide currSide = static_cast<BoxSide>(i);
if (!includesEdge(edgesToDraw, currSide))
continue;
bool includeEdge;
if (!commonColorEdgeSet) {
commonColor = edges[currSide].color;
includeEdge = true;
} else
includeEdge = edges[currSide].color == commonColor;
if (includeEdge)
commonColorEdgeSet |= edgeFlagForSide(currSide);
}
bool useTransparencyLayer = commonColor.hasAlpha();
if (useTransparencyLayer) {
graphicsContext->beginTransparencyLayer(static_cast<float>(commonColor.alpha()) / 255);
commonColor = Color(commonColor.red(), commonColor.green(), commonColor.blue());
}
paintBorderSides(graphicsContext, style, outerBorder, innerBorder, edges, commonColorEdgeSet, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, &commonColor);
if (useTransparencyLayer)
graphicsContext->endTransparencyLayer();
edgesToDraw &= ~commonColorEdgeSet;
}
}
void RenderBoxModelObject::paintBorder(GraphicsContext* graphicsContext, int tx, int ty, int w, int h,
const RenderStyle* style, BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
{
// border-image is not affected by border-radius.
if (paintNinePieceImage(graphicsContext, tx, ty, w, h, style, style->borderImage()))
return;
if (graphicsContext->paintingDisabled())
return;
BorderEdge edges[4];
getBorderEdgeInfo(edges, includeLogicalLeftEdge, includeLogicalRightEdge);
IntRect borderRect(tx, ty, w, h);
RoundedIntRect outerBorder = style->getRoundedBorderFor(borderRect, includeLogicalLeftEdge, includeLogicalRightEdge);
RoundedIntRect innerBorder = style->getRoundedInnerBorderFor(borderRect, includeLogicalLeftEdge, includeLogicalRightEdge);
const AffineTransform& currentCTM = graphicsContext->getCTM();
// FIXME: this isn't quite correct. We may want to antialias when scaled by a non-integral value, or when the translation is non-integral.
bool antialias = !currentCTM.isIdentityOrTranslationOrFlipped();
bool haveAlphaColor = false;
bool haveAllSolidEdges = true;
bool allEdgesVisible = true;
bool allEdgesShareColor = true;
int firstVisibleEdge = -1;
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
if (currEdge.presentButInvisible()) {
allEdgesVisible = false;
continue;
}
if (!currEdge.width)
continue;
if (firstVisibleEdge == -1)
firstVisibleEdge = i;
else if (currEdge.color != edges[firstVisibleEdge].color)
allEdgesShareColor = false;
if (currEdge.color.hasAlpha())
haveAlphaColor = true;
if (currEdge.style != SOLID)
haveAllSolidEdges = false;
}
// isRenderable() check avoids issue described in https://bugs.webkit.org/show_bug.cgi?id=38787
if (haveAllSolidEdges && allEdgesVisible && allEdgesShareColor && innerBorder.isRenderable()) {
// Fast path for drawing all solid edges.
if (outerBorder.isRounded() || haveAlphaColor) {
Path path;
if (outerBorder.isRounded() && bleedAvoidance != BackgroundBleedUseTransparencyLayer)
path.addRoundedRect(outerBorder);
else
path.addRect(outerBorder.rect());
if (innerBorder.isRounded())
path.addRoundedRect(innerBorder);
else
path.addRect(innerBorder.rect());
graphicsContext->setFillRule(RULE_EVENODD);
graphicsContext->setFillColor(edges[firstVisibleEdge].color, style->colorSpace());
graphicsContext->fillPath(path);
} else
paintBorderSides(graphicsContext, style, outerBorder, innerBorder, edges, AllBorderEdges, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias);
return;
}
bool clipToOuterBorder = outerBorder.isRounded();
GraphicsContextStateSaver stateSaver(*graphicsContext, clipToOuterBorder);
if (clipToOuterBorder) {
// Clip to the inner and outer radii rects.
if (bleedAvoidance != BackgroundBleedUseTransparencyLayer)
graphicsContext->addRoundedRectClip(outerBorder);
graphicsContext->clipOutRoundedRect(innerBorder);
}
if (haveAlphaColor)
paintTranslucentBorderSides(graphicsContext, style, outerBorder, innerBorder, edges, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias);
else
paintBorderSides(graphicsContext, style, outerBorder, innerBorder, edges, AllBorderEdges, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias);
}
void RenderBoxModelObject::drawBoxSideFromPath(GraphicsContext* graphicsContext, const IntRect& borderRect, const Path& borderPath, const BorderEdge edges[],
float thickness, float drawThickness, BoxSide side, const RenderStyle* style,
Color color, EBorderStyle borderStyle, BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
{
if (thickness <= 0)
return;
if (borderStyle == DOUBLE && thickness < 3)
borderStyle = SOLID;
switch (borderStyle) {
case BNONE:
case BHIDDEN:
return;
case DOTTED:
case DASHED: {
graphicsContext->setStrokeColor(color, style->colorSpace());
// The stroke is doubled here because the provided path is the
// outside edge of the border so half the stroke is clipped off.
// The extra multiplier is so that the clipping mask can antialias
// the edges to prevent jaggies.
graphicsContext->setStrokeThickness(drawThickness * 2 * 1.1f);
graphicsContext->setStrokeStyle(borderStyle == DASHED ? DashedStroke : DottedStroke);
// If the number of dashes that fit in the path is odd and non-integral then we
// will have an awkwardly-sized dash at the end of the path. To try to avoid that
// here, we simply make the whitespace dashes ever so slightly bigger.
// FIXME: This could be even better if we tried to manipulate the dash offset
// and possibly the gapLength to get the corners dash-symmetrical.
float dashLength = thickness * ((borderStyle == DASHED) ? 3.0f : 1.0f);
float gapLength = dashLength;
float numberOfDashes = borderPath.length() / dashLength;
// Don't try to show dashes if we have less than 2 dashes + 2 gaps.
// FIXME: should do this test per side.
if (numberOfDashes >= 4) {
bool evenNumberOfFullDashes = !((int)numberOfDashes % 2);
bool integralNumberOfDashes = !(numberOfDashes - (int)numberOfDashes);
if (!evenNumberOfFullDashes && !integralNumberOfDashes) {
float numberOfGaps = numberOfDashes / 2;
gapLength += (dashLength / numberOfGaps);
}
DashArray lineDash;
lineDash.append(dashLength);
lineDash.append(gapLength);
graphicsContext->setLineDash(lineDash, dashLength);
}
// FIXME: stroking the border path causes issues with tight corners:
// https://bugs.webkit.org/show_bug.cgi?id=58711
// Also, to get the best appearance we should stroke a path between the two borders.
graphicsContext->strokePath(borderPath);
return;
}
case DOUBLE: {
// Get the inner border rects for both the outer border line and the inner border line
int outerBorderTopWidth;
int innerBorderTopWidth;
edges[BSTop].getDoubleBorderStripeWidths(outerBorderTopWidth, innerBorderTopWidth);
int outerBorderRightWidth;
int innerBorderRightWidth;
edges[BSRight].getDoubleBorderStripeWidths(outerBorderRightWidth, innerBorderRightWidth);
int outerBorderBottomWidth;
int innerBorderBottomWidth;
edges[BSBottom].getDoubleBorderStripeWidths(outerBorderBottomWidth, innerBorderBottomWidth);
int outerBorderLeftWidth;
int innerBorderLeftWidth;
edges[BSLeft].getDoubleBorderStripeWidths(outerBorderLeftWidth, innerBorderLeftWidth);
// Draw inner border line
{
GraphicsContextStateSaver stateSaver(*graphicsContext);
RoundedIntRect innerClip = style->getRoundedInnerBorderFor(borderRect,
innerBorderTopWidth, innerBorderBottomWidth, innerBorderLeftWidth, innerBorderRightWidth,
includeLogicalLeftEdge, includeLogicalRightEdge);
graphicsContext->addRoundedRectClip(innerClip);
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges, thickness, drawThickness, side, style, color, SOLID, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
}
// Draw outer border line
{
GraphicsContextStateSaver stateSaver(*graphicsContext);
IntRect outerRect = borderRect;
if (bleedAvoidance == BackgroundBleedUseTransparencyLayer) {
outerRect.inflate(1);
++outerBorderTopWidth;
++outerBorderBottomWidth;
++outerBorderLeftWidth;
++outerBorderRightWidth;
}
RoundedIntRect outerClip = style->getRoundedInnerBorderFor(outerRect,
outerBorderTopWidth, outerBorderBottomWidth, outerBorderLeftWidth, outerBorderRightWidth,
includeLogicalLeftEdge, includeLogicalRightEdge);
graphicsContext->clipOutRoundedRect(outerClip);
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges, thickness, drawThickness, side, style, color, SOLID, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
}
return;
}
case RIDGE:
case GROOVE:
{
EBorderStyle s1;
EBorderStyle s2;
if (borderStyle == GROOVE) {
s1 = INSET;
s2 = OUTSET;
} else {
s1 = OUTSET;
s2 = INSET;
}
// Paint full border
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges, thickness, drawThickness, side, style, color, s1, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
// Paint inner only
GraphicsContextStateSaver stateSaver(*graphicsContext);
int topWidth = edges[BSTop].usedWidth() / 2;
int bottomWidth = edges[BSBottom].usedWidth() / 2;
int leftWidth = edges[BSLeft].usedWidth() / 2;
int rightWidth = edges[BSRight].usedWidth() / 2;
RoundedIntRect clipRect = style->getRoundedInnerBorderFor(borderRect,
topWidth, bottomWidth, leftWidth, rightWidth,
includeLogicalLeftEdge, includeLogicalRightEdge);
graphicsContext->addRoundedRectClip(clipRect);
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges, thickness, drawThickness, side, style, color, s2, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
return;
}
case INSET:
if (side == BSTop || side == BSLeft)
color = color.dark();
break;
case OUTSET:
if (side == BSBottom || side == BSRight)
color = color.dark();
break;
default:
break;
}
graphicsContext->setStrokeStyle(NoStroke);
graphicsContext->setFillColor(color, style->colorSpace());
graphicsContext->drawRect(borderRect);
}
#else
void RenderBoxModelObject::paintBorder(GraphicsContext* graphicsContext, int tx, int ty, int w, int h,
const RenderStyle* style, BackgroundBleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
{
// FIXME: This old version of paintBorder should be removed when all ports implement
// GraphicsContext::clipConvexPolygon()!! This should happen soon.
if (paintNinePieceImage(graphicsContext, tx, ty, w, h, style, style->borderImage()))
return;
const Color& topColor = style->visitedDependentColor(CSSPropertyBorderTopColor);
const Color& bottomColor = style->visitedDependentColor(CSSPropertyBorderBottomColor);
const Color& leftColor = style->visitedDependentColor(CSSPropertyBorderLeftColor);
const Color& rightColor = style->visitedDependentColor(CSSPropertyBorderRightColor);
bool topTransparent = style->borderTopIsTransparent();
bool bottomTransparent = style->borderBottomIsTransparent();
bool rightTransparent = style->borderRightIsTransparent();
bool leftTransparent = style->borderLeftIsTransparent();
EBorderStyle topStyle = style->borderTopStyle();
EBorderStyle bottomStyle = style->borderBottomStyle();
EBorderStyle leftStyle = style->borderLeftStyle();
EBorderStyle rightStyle = style->borderRightStyle();
bool horizontal = style->isHorizontalWritingMode();
bool renderTop = topStyle > BHIDDEN && !topTransparent && (horizontal || includeLogicalLeftEdge);
bool renderLeft = leftStyle > BHIDDEN && !leftTransparent && (!horizontal || includeLogicalLeftEdge);
bool renderRight = rightStyle > BHIDDEN && !rightTransparent && (!horizontal || includeLogicalRightEdge);
bool renderBottom = bottomStyle > BHIDDEN && !bottomTransparent && (horizontal || includeLogicalRightEdge);
RoundedIntRect border(tx, ty, w, h);
GraphicsContextStateSaver stateSaver(*graphicsContext, false);
if (style->hasBorderRadius()) {
border.includeLogicalEdges(style->getRoundedBorderFor(border.rect()).radii(),
horizontal, includeLogicalLeftEdge, includeLogicalRightEdge);
if (border.isRounded()) {
stateSaver.save();
graphicsContext->addRoundedRectClip(border);
}
}
int firstAngleStart, secondAngleStart, firstAngleSpan, secondAngleSpan;
float thickness;
bool renderRadii = border.isRounded();
bool upperLeftBorderStylesMatch = renderLeft && (topStyle == leftStyle) && (topColor == leftColor);
bool upperRightBorderStylesMatch = renderRight && (topStyle == rightStyle) && (topColor == rightColor) && (topStyle != OUTSET) && (topStyle != RIDGE) && (topStyle != INSET) && (topStyle != GROOVE);
bool lowerLeftBorderStylesMatch = renderLeft && (bottomStyle == leftStyle) && (bottomColor == leftColor) && (bottomStyle != OUTSET) && (bottomStyle != RIDGE) && (bottomStyle != INSET) && (bottomStyle != GROOVE);
bool lowerRightBorderStylesMatch = renderRight && (bottomStyle == rightStyle) && (bottomColor == rightColor);
if (renderTop) {
bool ignoreLeft = (renderRadii && border.radii().topLeft().width() > 0)
|| (topColor == leftColor && topTransparent == leftTransparent && topStyle >= OUTSET
&& (leftStyle == DOTTED || leftStyle == DASHED || leftStyle == SOLID || leftStyle == OUTSET));
bool ignoreRight = (renderRadii && border.radii().topRight().width() > 0)
|| (topColor == rightColor && topTransparent == rightTransparent && topStyle >= OUTSET
&& (rightStyle == DOTTED || rightStyle == DASHED || rightStyle == SOLID || rightStyle == INSET));
int x = tx;
int x2 = tx + w;
if (renderRadii) {
x += border.radii().topLeft().width();
x2 -= border.radii().topRight().width();
}
drawLineForBoxSide(graphicsContext, x, ty, x2, ty + style->borderTopWidth(), BSTop, topColor, topStyle,
ignoreLeft ? 0 : style->borderLeftWidth(), ignoreRight ? 0 : style->borderRightWidth());
if (renderRadii) {
int leftY = ty;
// We make the arc double thick and let the clip rect take care of clipping the extra off.
// We're doing this because it doesn't seem possible to match the curve of the clip exactly
// with the arc-drawing function.
thickness = style->borderTopWidth() * 2;
if (border.radii().topLeft().width()) {
int leftX = tx;
// The inner clip clips inside the arc. This is especially important for 1px borders.
bool applyLeftInnerClip = (style->borderLeftWidth() < border.radii().topLeft().width())
&& (style->borderTopWidth() < border.radii().topLeft().height())
&& (topStyle != DOUBLE || style->borderTopWidth() > 6);
GraphicsContextStateSaver stateSaver(*graphicsContext, applyLeftInnerClip);
if (applyLeftInnerClip)
graphicsContext->addInnerRoundedRectClip(IntRect(leftX, leftY, border.radii().topLeft().width() * 2, border.radii().topLeft().height() * 2),
style->borderTopWidth());
firstAngleStart = 90;
firstAngleSpan = upperLeftBorderStylesMatch ? 90 : 45;
// Draw upper left arc
drawArcForBoxSide(graphicsContext, leftX, leftY, thickness, border.radii().topLeft(), firstAngleStart, firstAngleSpan,
BSTop, topColor, topStyle, true);
}
if (border.radii().topRight().width()) {
int rightX = tx + w - border.radii().topRight().width() * 2;
bool applyRightInnerClip = (style->borderRightWidth() < border.radii().topRight().width())
&& (style->borderTopWidth() < border.radii().topRight().height())
&& (topStyle != DOUBLE || style->borderTopWidth() > 6);
GraphicsContextStateSaver stateSaver(*graphicsContext, applyRightInnerClip);
if (applyRightInnerClip)
graphicsContext->addInnerRoundedRectClip(IntRect(rightX, leftY, border.radii().topRight().width() * 2, border.radii().topRight().height() * 2),
style->borderTopWidth());
if (upperRightBorderStylesMatch) {
secondAngleStart = 0;
secondAngleSpan = 90;
} else {
secondAngleStart = 45;
secondAngleSpan = 45;
}
// Draw upper right arc
drawArcForBoxSide(graphicsContext, rightX, leftY, thickness, border.radii().topRight(), secondAngleStart, secondAngleSpan,
BSTop, topColor, topStyle, false);
}
}
}
if (renderBottom) {
bool ignoreLeft = (renderRadii && border.radii().bottomLeft().width() > 0)
|| (bottomColor == leftColor && bottomTransparent == leftTransparent && bottomStyle >= OUTSET
&& (leftStyle == DOTTED || leftStyle == DASHED || leftStyle == SOLID || leftStyle == OUTSET));
bool ignoreRight = (renderRadii && border.radii().bottomRight().width() > 0)
|| (bottomColor == rightColor && bottomTransparent == rightTransparent && bottomStyle >= OUTSET
&& (rightStyle == DOTTED || rightStyle == DASHED || rightStyle == SOLID || rightStyle == INSET));
int x = tx;
int x2 = tx + w;
if (renderRadii) {
x += border.radii().bottomLeft().width();
x2 -= border.radii().bottomRight().width();
}
drawLineForBoxSide(graphicsContext, x, ty + h - style->borderBottomWidth(), x2, ty + h, BSBottom, bottomColor, bottomStyle,
ignoreLeft ? 0 : style->borderLeftWidth(), ignoreRight ? 0 : style->borderRightWidth());
if (renderRadii) {
thickness = style->borderBottomWidth() * 2;
if (border.radii().bottomLeft().width()) {
int leftX = tx;
int leftY = ty + h - border.radii().bottomLeft().height() * 2;
bool applyLeftInnerClip = (style->borderLeftWidth() < border.radii().bottomLeft().width())
&& (style->borderBottomWidth() < border.radii().bottomLeft().height())
&& (bottomStyle != DOUBLE || style->borderBottomWidth() > 6);
GraphicsContextStateSaver stateSaver(*graphicsContext, applyLeftInnerClip);
if (applyLeftInnerClip)
graphicsContext->addInnerRoundedRectClip(IntRect(leftX, leftY, border.radii().bottomLeft().width() * 2, border.radii().bottomLeft().height() * 2),
style->borderBottomWidth());
if (lowerLeftBorderStylesMatch) {
firstAngleStart = 180;
firstAngleSpan = 90;
} else {
firstAngleStart = 225;
firstAngleSpan = 45;
}
// Draw lower left arc
drawArcForBoxSide(graphicsContext, leftX, leftY, thickness, border.radii().bottomLeft(), firstAngleStart, firstAngleSpan,
BSBottom, bottomColor, bottomStyle, true);
}
if (border.radii().bottomRight().width()) {
int rightY = ty + h - border.radii().bottomRight().height() * 2;
int rightX = tx + w - border.radii().bottomRight().width() * 2;
bool applyRightInnerClip = (style->borderRightWidth() < border.radii().bottomRight().width())
&& (style->borderBottomWidth() < border.radii().bottomRight().height())
&& (bottomStyle != DOUBLE || style->borderBottomWidth() > 6);
GraphicsContextStateSaver stateSaver(*graphicsContext, applyRightInnerClip);
if (applyRightInnerClip)
graphicsContext->addInnerRoundedRectClip(IntRect(rightX, rightY, border.radii().bottomRight().width() * 2, border.radii().bottomRight().height() * 2),
style->borderBottomWidth());
secondAngleStart = 270;
secondAngleSpan = lowerRightBorderStylesMatch ? 90 : 45;
// Draw lower right arc
drawArcForBoxSide(graphicsContext, rightX, rightY, thickness, border.radii().bottomRight(), secondAngleStart, secondAngleSpan,
BSBottom, bottomColor, bottomStyle, false);
}
}
}
if (renderLeft) {
bool ignoreTop = (renderRadii && border.radii().topLeft().height() > 0)
|| (topColor == leftColor && topTransparent == leftTransparent && leftStyle >= OUTSET
&& (topStyle == DOTTED || topStyle == DASHED || topStyle == SOLID || topStyle == OUTSET));
bool ignoreBottom = (renderRadii && border.radii().bottomLeft().height() > 0)
|| (bottomColor == leftColor && bottomTransparent == leftTransparent && leftStyle >= OUTSET
&& (bottomStyle == DOTTED || bottomStyle == DASHED || bottomStyle == SOLID || bottomStyle == INSET));
int y = ty;
int y2 = ty + h;
if (renderRadii) {
y += border.radii().topLeft().height();
y2 -= border.radii().bottomLeft().height();
}
drawLineForBoxSide(graphicsContext, tx, y, tx + style->borderLeftWidth(), y2, BSLeft, leftColor, leftStyle,
ignoreTop ? 0 : style->borderTopWidth(), ignoreBottom ? 0 : style->borderBottomWidth());
if (renderRadii && (!upperLeftBorderStylesMatch || !lowerLeftBorderStylesMatch)) {
int topX = tx;
thickness = style->borderLeftWidth() * 2;
if (!upperLeftBorderStylesMatch && border.radii().topLeft().width()) {
int topY = ty;
bool applyTopInnerClip = (style->borderLeftWidth() < border.radii().topLeft().width())
&& (style->borderTopWidth() < border.radii().topLeft().height())
&& (leftStyle != DOUBLE || style->borderLeftWidth() > 6);
GraphicsContextStateSaver stateSaver(*graphicsContext, applyTopInnerClip);
if (applyTopInnerClip)
graphicsContext->addInnerRoundedRectClip(IntRect(topX, topY, border.radii().topLeft().width() * 2, border.radii().topLeft().height() * 2),
style->borderLeftWidth());
firstAngleStart = 135;
firstAngleSpan = 45;
// Draw top left arc
drawArcForBoxSide(graphicsContext, topX, topY, thickness, border.radii().topLeft(), firstAngleStart, firstAngleSpan,
BSLeft, leftColor, leftStyle, true);
}
if (!lowerLeftBorderStylesMatch && border.radii().bottomLeft().width()) {
int bottomY = ty + h - border.radii().bottomLeft().height() * 2;
bool applyBottomInnerClip = (style->borderLeftWidth() < border.radii().bottomLeft().width())
&& (style->borderBottomWidth() < border.radii().bottomLeft().height())
&& (leftStyle != DOUBLE || style->borderLeftWidth() > 6);
GraphicsContextStateSaver stateSaver(*graphicsContext, applyBottomInnerClip);
if (applyBottomInnerClip)
graphicsContext->addInnerRoundedRectClip(IntRect(topX, bottomY, border.radii().bottomLeft().width() * 2, border.radii().bottomLeft().height() * 2),
style->borderLeftWidth());
secondAngleStart = 180;
secondAngleSpan = 45;
// Draw bottom left arc
drawArcForBoxSide(graphicsContext, topX, bottomY, thickness, border.radii().bottomLeft(), secondAngleStart, secondAngleSpan,
BSLeft, leftColor, leftStyle, false);
}
}
}
if (renderRight) {
bool ignoreTop = (renderRadii && border.radii().topRight().height() > 0)
|| ((topColor == rightColor) && (topTransparent == rightTransparent)
&& (rightStyle >= DOTTED || rightStyle == INSET)
&& (topStyle == DOTTED || topStyle == DASHED || topStyle == SOLID || topStyle == OUTSET));
bool ignoreBottom = (renderRadii && border.radii().bottomRight().height() > 0)
|| ((bottomColor == rightColor) && (bottomTransparent == rightTransparent)
&& (rightStyle >= DOTTED || rightStyle == INSET)
&& (bottomStyle == DOTTED || bottomStyle == DASHED || bottomStyle == SOLID || bottomStyle == INSET));
int y = ty;
int y2 = ty + h;
if (renderRadii) {
y += border.radii().topRight().height();
y2 -= border.radii().bottomRight().height();
}
drawLineForBoxSide(graphicsContext, tx + w - style->borderRightWidth(), y, tx + w, y2, BSRight, rightColor, rightStyle,
ignoreTop ? 0 : style->borderTopWidth(), ignoreBottom ? 0 : style->borderBottomWidth());
if (renderRadii && (!upperRightBorderStylesMatch || !lowerRightBorderStylesMatch)) {
thickness = style->borderRightWidth() * 2;
if (!upperRightBorderStylesMatch && border.radii().topRight().width()) {
int topX = tx + w - border.radii().topRight().width() * 2;
int topY = ty;
bool applyTopInnerClip = (style->borderRightWidth() < border.radii().topRight().width())
&& (style->borderTopWidth() < border.radii().topRight().height())
&& (rightStyle != DOUBLE || style->borderRightWidth() > 6);
GraphicsContextStateSaver stateSaver(*graphicsContext, applyTopInnerClip);
if (applyTopInnerClip)
graphicsContext->addInnerRoundedRectClip(IntRect(topX, topY, border.radii().topRight().width() * 2, border.radii().topRight().height() * 2),
style->borderRightWidth());
firstAngleStart = 0;
firstAngleSpan = 45;
// Draw top right arc
drawArcForBoxSide(graphicsContext, topX, topY, thickness, border.radii().topRight(), firstAngleStart, firstAngleSpan,
BSRight, rightColor, rightStyle, true);
}
if (!lowerRightBorderStylesMatch && border.radii().bottomRight().width()) {
int bottomX = tx + w - border.radii().bottomRight().width() * 2;
int bottomY = ty + h - border.radii().bottomRight().height() * 2;
bool applyBottomInnerClip = (style->borderRightWidth() < border.radii().bottomRight().width())
&& (style->borderBottomWidth() < border.radii().bottomRight().height())
&& (rightStyle != DOUBLE || style->borderRightWidth() > 6);
GraphicsContextStateSaver stateSaver(*graphicsContext, applyBottomInnerClip);
if (applyBottomInnerClip)
graphicsContext->addInnerRoundedRectClip(IntRect(bottomX, bottomY, border.radii().bottomRight().width() * 2, border.radii().bottomRight().height() * 2),
style->borderRightWidth());
secondAngleStart = 315;
secondAngleSpan = 45;
// Draw bottom right arc
drawArcForBoxSide(graphicsContext, bottomX, bottomY, thickness, border.radii().bottomRight(), secondAngleStart, secondAngleSpan,
BSRight, rightColor, rightStyle, false);
}
}
}
}
#endif
static void findInnerVertex(const FloatPoint& outerCorner, const FloatPoint& innerCorner, const FloatPoint& centerPoint, FloatPoint& result)
{
// If the line between outer and inner corner is towards the horizontal, intersect with a vertical line through the center,
// otherwise with a horizontal line through the center. The points that form this line are arbitrary (we use 0, 100).
// Note that if findIntersection fails, it will leave result untouched.
if (fabs(outerCorner.x() - innerCorner.x()) > fabs(outerCorner.y() - innerCorner.y()))
findIntersection(outerCorner, innerCorner, FloatPoint(centerPoint.x(), 0), FloatPoint(centerPoint.x(), 100), result);
else
findIntersection(outerCorner, innerCorner, FloatPoint(0, centerPoint.y()), FloatPoint(100, centerPoint.y()), result);
}
void RenderBoxModelObject::clipBorderSidePolygon(GraphicsContext* graphicsContext, const RoundedIntRect& outerBorder, const RoundedIntRect& innerBorder,
BoxSide side, bool firstEdgeMatches, bool secondEdgeMatches)
{
FloatPoint quad[4];
const IntRect& outerRect = outerBorder.rect();
const IntRect& innerRect = innerBorder.rect();
FloatPoint centerPoint(innerRect.location().x() + static_cast<float>(innerRect.width()) / 2, innerRect.location().y() + static_cast<float>(innerRect.height()) / 2);
// For each side, create a quad that encompasses all parts of that side that may draw,
// including areas inside the innerBorder.
//
// 0----------------3
// 0 \ / 0
// |\ 1----------- 2 /|
// | 1 1 |
// | | | |
// | | | |
// | 2 2 |
// |/ 1------------2 \|
// 3 / \ 3
// 0----------------3
//
switch (side) {
case BSTop:
quad[0] = outerRect.minXMinYCorner();
quad[1] = innerRect.minXMinYCorner();
quad[2] = innerRect.maxXMinYCorner();
quad[3] = outerRect.maxXMinYCorner();
if (!innerBorder.radii().topLeft().isZero())
findInnerVertex(outerRect.minXMinYCorner(), innerRect.minXMinYCorner(), centerPoint, quad[1]);
if (!innerBorder.radii().topRight().isZero())
findInnerVertex(outerRect.maxXMinYCorner(), innerRect.maxXMinYCorner(), centerPoint, quad[2]);
break;
case BSLeft:
quad[0] = outerRect.minXMinYCorner();
quad[1] = innerRect.minXMinYCorner();
quad[2] = innerRect.minXMaxYCorner();
quad[3] = outerRect.minXMaxYCorner();
if (!innerBorder.radii().topLeft().isZero())
findInnerVertex(outerRect.minXMinYCorner(), innerRect.minXMinYCorner(), centerPoint, quad[1]);
if (!innerBorder.radii().bottomLeft().isZero())
findInnerVertex(outerRect.minXMaxYCorner(), innerRect.minXMaxYCorner(), centerPoint, quad[2]);
break;
case BSBottom:
quad[0] = outerRect.minXMaxYCorner();
quad[1] = innerRect.minXMaxYCorner();
quad[2] = innerRect.maxXMaxYCorner();
quad[3] = outerRect.maxXMaxYCorner();
if (!innerBorder.radii().bottomLeft().isZero())
findInnerVertex(outerRect.minXMaxYCorner(), innerRect.minXMaxYCorner(), centerPoint, quad[1]);
if (!innerBorder.radii().bottomRight().isZero())
findInnerVertex(outerRect.maxXMaxYCorner(), innerRect.maxXMaxYCorner(), centerPoint, quad[2]);
break;
case BSRight:
quad[0] = outerRect.maxXMinYCorner();
quad[1] = innerRect.maxXMinYCorner();
quad[2] = innerRect.maxXMaxYCorner();
quad[3] = outerRect.maxXMaxYCorner();
if (!innerBorder.radii().topRight().isZero())
findInnerVertex(outerRect.maxXMinYCorner(), innerRect.maxXMinYCorner(), centerPoint, quad[1]);
if (!innerBorder.radii().bottomRight().isZero())
findInnerVertex(outerRect.maxXMaxYCorner(), innerRect.maxXMaxYCorner(), centerPoint, quad[2]);
break;
}
// If the border matches both of its adjacent sides, don't anti-alias the clip, and
// if neither side matches, anti-alias the clip.
if (firstEdgeMatches == secondEdgeMatches) {
graphicsContext->clipConvexPolygon(4, quad, !firstEdgeMatches);
return;
}
// Square off the end which shouldn't be affected by antialiasing, and clip.
FloatPoint firstQuad[4];
firstQuad[0] = quad[0];
firstQuad[1] = quad[1];
firstQuad[2] = side == BSTop || side == BSBottom ? FloatPoint(quad[3].x(), quad[2].y())
: FloatPoint(quad[2].x(), quad[3].y());
firstQuad[3] = quad[3];
graphicsContext->clipConvexPolygon(4, firstQuad, !firstEdgeMatches);
FloatPoint secondQuad[4];
secondQuad[0] = quad[0];
secondQuad[1] = side == BSTop || side == BSBottom ? FloatPoint(quad[0].x(), quad[1].y())
: FloatPoint(quad[1].x(), quad[0].y());
secondQuad[2] = quad[2];
secondQuad[3] = quad[3];
// Antialiasing affects the second side.
graphicsContext->clipConvexPolygon(4, secondQuad, !secondEdgeMatches);
}
void RenderBoxModelObject::getBorderEdgeInfo(BorderEdge edges[], bool includeLogicalLeftEdge, bool includeLogicalRightEdge) const
{
const RenderStyle* style = this->style();
bool horizontal = style->isHorizontalWritingMode();
edges[BSTop] = BorderEdge(style->borderTopWidth(),
style->visitedDependentColor(CSSPropertyBorderTopColor),
style->borderTopStyle(),
style->borderTopIsTransparent(),
horizontal || includeLogicalLeftEdge);
edges[BSRight] = BorderEdge(style->borderRightWidth(),
style->visitedDependentColor(CSSPropertyBorderRightColor),
style->borderRightStyle(),
style->borderRightIsTransparent(),
!horizontal || includeLogicalRightEdge);
edges[BSBottom] = BorderEdge(style->borderBottomWidth(),
style->visitedDependentColor(CSSPropertyBorderBottomColor),
style->borderBottomStyle(),
style->borderBottomIsTransparent(),
horizontal || includeLogicalRightEdge);
edges[BSLeft] = BorderEdge(style->borderLeftWidth(),
style->visitedDependentColor(CSSPropertyBorderLeftColor),
style->borderLeftStyle(),
style->borderLeftIsTransparent(),
!horizontal || includeLogicalLeftEdge);
}
bool RenderBoxModelObject::borderObscuresBackgroundEdge(const FloatSize& contextScale) const
{
BorderEdge edges[4];
getBorderEdgeInfo(edges);
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
// FIXME: for vertical text
float axisScale = (i == BSTop || i == BSBottom) ? contextScale.height() : contextScale.width();
if (!currEdge.obscuresBackgroundEdge(axisScale))
return false;
}
return true;
}
static inline IntRect areaCastingShadowInHole(const IntRect& holeRect, int shadowBlur, int shadowSpread, const IntSize& shadowOffset)
{
IntRect bounds(holeRect);
bounds.inflate(shadowBlur);
if (shadowSpread < 0)
bounds.inflate(-shadowSpread);
IntRect offsetBounds = bounds;
offsetBounds.move(-shadowOffset);
return unionRect(bounds, offsetBounds);
}
void RenderBoxModelObject::paintBoxShadow(GraphicsContext* context, int tx, int ty, int w, int h, const RenderStyle* s, ShadowStyle shadowStyle, bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
{
// FIXME: Deal with border-image. Would be great to use border-image as a mask.
if (context->paintingDisabled() || !s->boxShadow())
return;
IntRect borderRect(tx, ty, w, h);
RoundedIntRect border = (shadowStyle == Inset) ? s->getRoundedInnerBorderFor(borderRect, includeLogicalLeftEdge, includeLogicalRightEdge)
: s->getRoundedBorderFor(borderRect, includeLogicalLeftEdge, includeLogicalRightEdge);
bool hasBorderRadius = s->hasBorderRadius();
bool isHorizontal = s->isHorizontalWritingMode();
bool hasOpaqueBackground = s->visitedDependentColor(CSSPropertyBackgroundColor).isValid() && s->visitedDependentColor(CSSPropertyBackgroundColor).alpha() == 255;
for (const ShadowData* shadow = s->boxShadow(); shadow; shadow = shadow->next()) {
if (shadow->style() != shadowStyle)
continue;
IntSize shadowOffset(shadow->x(), shadow->y());
int shadowBlur = shadow->blur();
int shadowSpread = shadow->spread();
if (shadowOffset.isZero() && !shadowBlur && !shadowSpread)
continue;
const Color& shadowColor = shadow->color();
if (shadow->style() == Normal) {
RoundedIntRect fillRect = border;
fillRect.inflate(shadowSpread);
if (fillRect.isEmpty())
continue;
IntRect shadowRect(border.rect());
shadowRect.inflate(shadowBlur + shadowSpread);
shadowRect.move(shadowOffset);
GraphicsContextStateSaver stateSaver(*context);
context->clip(shadowRect);
// Move the fill just outside the clip, adding 1 pixel separation so that the fill does not
// bleed in (due to antialiasing) if the context is transformed.
IntSize extraOffset(w + max(0, shadowOffset.width()) + shadowBlur + 2 * shadowSpread + 1, 0);
shadowOffset -= extraOffset;
fillRect.move(extraOffset);
if (shadow->isWebkitBoxShadow())
context->setLegacyShadow(shadowOffset, shadowBlur, shadowColor, s->colorSpace());
else
context->setShadow(shadowOffset, shadowBlur, shadowColor, s->colorSpace());
if (hasBorderRadius) {
RoundedIntRect rectToClipOut = border;
// If the box is opaque, it is unnecessary to clip it out. However, doing so saves time
// when painting the shadow. On the other hand, it introduces subpixel gaps along the
// corners. Those are avoided by insetting the clipping path by one pixel.
if (hasOpaqueBackground) {
rectToClipOut.inflateWithRadii(-1);
}
if (!rectToClipOut.isEmpty())
context->clipOutRoundedRect(rectToClipOut);
fillRect.expandRadii(shadowSpread);
context->fillRoundedRect(fillRect, Color::black, s->colorSpace());
} else {
IntRect rectToClipOut = border.rect();
// If the box is opaque, it is unnecessary to clip it out. However, doing so saves time
// when painting the shadow. On the other hand, it introduces subpixel gaps along the
// edges if they are not pixel-aligned. Those are avoided by insetting the clipping path
// by one pixel.
if (hasOpaqueBackground) {
AffineTransform currentTransformation = context->getCTM();
if (currentTransformation.a() != 1 || (currentTransformation.d() != 1 && currentTransformation.d() != -1)
|| currentTransformation.b() || currentTransformation.c())
rectToClipOut.inflate(-1);
}
if (!rectToClipOut.isEmpty())
context->clipOut(rectToClipOut);
context->fillRect(fillRect.rect(), Color::black, s->colorSpace());
}
} else {
// Inset shadow.
IntRect holeRect(border.rect());
holeRect.inflate(-shadowSpread);
if (holeRect.isEmpty()) {
if (hasBorderRadius)
context->fillRoundedRect(border, shadowColor, s->colorSpace());
else
context->fillRect(border.rect(), shadowColor, s->colorSpace());
continue;
}
if (!includeLogicalLeftEdge) {
if (isHorizontal) {
holeRect.move(-max(shadowOffset.width(), 0) - shadowBlur, 0);
holeRect.setWidth(holeRect.width() + max(shadowOffset.width(), 0) + shadowBlur);
} else {
holeRect.move(0, -max(shadowOffset.height(), 0) - shadowBlur);
holeRect.setHeight(holeRect.height() + max(shadowOffset.height(), 0) + shadowBlur);
}
}
if (!includeLogicalRightEdge) {
if (isHorizontal)
holeRect.setWidth(holeRect.width() - min(shadowOffset.width(), 0) + shadowBlur);
else
holeRect.setHeight(holeRect.height() - min(shadowOffset.height(), 0) + shadowBlur);
}
Color fillColor(shadowColor.red(), shadowColor.green(), shadowColor.blue(), 255);
IntRect outerRect = areaCastingShadowInHole(border.rect(), shadowBlur, shadowSpread, shadowOffset);
RoundedIntRect roundedHole(holeRect, border.radii());
GraphicsContextStateSaver stateSaver(*context);
if (hasBorderRadius) {
Path path;
path.addRoundedRect(border);
context->clip(path);
roundedHole.shrinkRadii(shadowSpread);
} else
context->clip(border.rect());
IntSize extraOffset(2 * w + max(0, shadowOffset.width()) + shadowBlur - 2 * shadowSpread + 1, 0);
context->translate(extraOffset.width(), extraOffset.height());
shadowOffset -= extraOffset;
if (shadow->isWebkitBoxShadow())
context->setLegacyShadow(shadowOffset, shadowBlur, shadowColor, s->colorSpace());
else
context->setShadow(shadowOffset, shadowBlur, shadowColor, s->colorSpace());
context->fillRectWithRoundedHole(outerRect, roundedHole, fillColor, s->colorSpace());
}
}
}
int RenderBoxModelObject::containingBlockLogicalWidthForContent() const
{
return containingBlock()->availableLogicalWidth();
}
RenderBoxModelObject* RenderBoxModelObject::continuation() const
{
if (!continuationMap)
return 0;
return continuationMap->get(this);
}
void RenderBoxModelObject::setContinuation(RenderBoxModelObject* continuation)
{
if (continuation) {
if (!continuationMap)
continuationMap = new ContinuationMap;
continuationMap->set(this, continuation);
} else {
if (continuationMap)
continuationMap->remove(this);
}
}
} // namespace WebCore
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