/*
* 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 "flutter/sky/engine/core/rendering/RenderBoxModelObject.h"
#include "flutter/sky/engine/core/rendering/RenderBlock.h"
#include "flutter/sky/engine/core/rendering/RenderGeometryMap.h"
#include "flutter/sky/engine/core/rendering/RenderInline.h"
#include "flutter/sky/engine/core/rendering/RenderLayer.h"
#include "flutter/sky/engine/core/rendering/RenderObjectInlines.h"
#include "flutter/sky/engine/core/rendering/RenderView.h"
#include "flutter/sky/engine/core/rendering/style/ShadowList.h"
#include "flutter/sky/engine/platform/LengthFunctions.h"
#include "flutter/sky/engine/platform/geometry/TransformState.h"
#include "flutter/sky/engine/platform/graphics/DrawLooperBuilder.h"
#include "flutter/sky/engine/platform/graphics/GraphicsContextStateSaver.h"
#include "flutter/sky/engine/platform/graphics/Path.h"
namespace blink {
void RenderBoxModelObject::setSelectionState(SelectionState state) {
if (state == SelectionInside && selectionState() != SelectionNone)
return;
if ((state == SelectionStart && selectionState() == SelectionEnd) ||
(state == SelectionEnd && selectionState() == SelectionStart))
RenderObject::setSelectionState(SelectionBoth);
else
RenderObject::setSelectionState(state);
// FIXME: We should consider whether it is OK propagating to ancestor
// RenderInlines. This is a workaround for http://webkit.org/b/32123 The
// containing block can be null in case of an orphaned tree.
RenderBlock* containingBlock = this->containingBlock();
if (containingBlock && !containingBlock->isRenderView())
containingBlock->setSelectionState(state);
}
RenderBoxModelObject::RenderBoxModelObject() {}
RenderBoxModelObject::~RenderBoxModelObject() {}
bool RenderBoxModelObject::hasAutoHeightOrContainingBlockWithAutoHeight()
const {
Length logicalHeightLength = style()->logicalHeight();
if (logicalHeightLength.isAuto())
return true;
// For percentage heights: The percentage is calculated with respect to the
// height of the generated box's containing block. If the height of the
// containing block is not specified explicitly (i.e., it depends on content
// height), and this element is not absolutely positioned, the value computes
// to 'auto'.
// FIXME(sky): We might want to make height: 100% be sensible.
if (!logicalHeightLength.isPercent() || isOutOfFlowPositioned())
return false;
RenderBlock* cb = containingBlock();
// Match RenderBox::availableLogicalHeightUsing by special casing
// the render view. The available height is taken from the frame.
if (cb->isRenderView())
return false;
if (cb->isOutOfFlowPositioned() && !cb->style()->logicalTop().isAuto() &&
!cb->style()->logicalBottom().isAuto())
return false;
// If the height of the containing block computes to 'auto', then it hasn't
// been 'specified explicitly'.
return cb->hasAutoHeightOrContainingBlockWithAutoHeight();
}
LayoutSize RenderBoxModelObject::relativePositionOffset() const {
LayoutSize offset;
RenderBlock* containingBlock = this->containingBlock();
// 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()) {
if (!style()->right().isAuto() &&
!containingBlock->style()->isLeftToRightDirection())
offset.setWidth(
-valueForLength(style()->right(), containingBlock->availableWidth()));
else
offset.expand(
valueForLength(style()->left(), containingBlock->availableWidth()),
0);
} else if (!style()->right().isAuto()) {
offset.expand(
-valueForLength(style()->right(), containingBlock->availableWidth()),
0);
}
// 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 and
assume the size of the viewport. In this case,
// calculate the percent offset based on this height.
// See .
if (!style()->top().isAuto() &&
(!containingBlock->hasAutoHeightOrContainingBlockWithAutoHeight() ||
!style()->top().isPercent()))
offset.expand(
0, valueForLength(style()->top(), containingBlock->availableHeight()));
else if (!style()->bottom().isAuto() &&
(!containingBlock->hasAutoHeightOrContainingBlockWithAutoHeight() ||
!style()->bottom().isPercent()))
offset.expand(0, -valueForLength(style()->bottom(),
containingBlock->availableHeight()));
return offset;
}
LayoutPoint RenderBoxModelObject::adjustedPositionRelativeToOffsetParent(
const LayoutPoint& startPoint) const {
if (!parent())
return LayoutPoint();
return startPoint;
}
LayoutUnit RenderBoxModelObject::offsetLeft() const {
// Note that RenderInline and RenderBox override this to pass a different
// startPoint to adjustedPositionRelativeToOffsetParent.
return adjustedPositionRelativeToOffsetParent(LayoutPoint()).x();
}
LayoutUnit RenderBoxModelObject::offsetTop() const {
// Note that RenderInline and RenderBox override this to pass a different
// startPoint to adjustedPositionRelativeToOffsetParent.
return adjustedPositionRelativeToOffsetParent(LayoutPoint()).y();
}
int RenderBoxModelObject::pixelSnappedOffsetWidth() const {
return snapSizeToPixel(offsetWidth(), offsetLeft());
}
int RenderBoxModelObject::pixelSnappedOffsetHeight() const {
return snapSizeToPixel(offsetHeight(), offsetTop());
}
LayoutUnit RenderBoxModelObject::computedCSSPadding(
const Length& padding) const {
LayoutUnit w = 0;
if (padding.isPercent())
w = containingBlockLogicalWidthForContent();
return minimumValueForLength(padding, w);
}
RoundedRect RenderBoxModelObject::getBackgroundRoundedRect(
const LayoutRect& borderRect,
InlineFlowBox* box,
LayoutUnit inlineBoxWidth,
LayoutUnit inlineBoxHeight,
bool includeLogicalLeftEdge,
bool includeLogicalRightEdge) const {
RoundedRect border = style()->getRoundedBorderFor(
borderRect, includeLogicalLeftEdge, includeLogicalRightEdge);
if (box && (box->nextLineBox() || box->prevLineBox())) {
RoundedRect segmentBorder = style()->getRoundedBorderFor(
LayoutRect(0, 0, inlineBoxWidth, inlineBoxHeight),
includeLogicalLeftEdge, includeLogicalRightEdge);
border.setRadii(segmentBorder.radii());
}
return border;
}
void RenderBoxModelObject::clipRoundedInnerRect(GraphicsContext* context,
const LayoutRect& rect,
const RoundedRect& clipRect) {
if (clipRect.isRenderable())
context->clipRoundedRect(clipRect);
else {
// We create a rounded rect for each of the corners and clip it, while
// making sure we clip opposing corners together.
if (!clipRect.radii().topLeft().isEmpty() ||
!clipRect.radii().bottomRight().isEmpty()) {
IntRect topCorner(clipRect.rect().x(), clipRect.rect().y(),
rect.maxX() - clipRect.rect().x(),
rect.maxY() - clipRect.rect().y());
RoundedRect::Radii topCornerRadii;
topCornerRadii.setTopLeft(clipRect.radii().topLeft());
context->clipRoundedRect(RoundedRect(topCorner, topCornerRadii));
IntRect bottomCorner(rect.x(), rect.y(),
clipRect.rect().maxX() - rect.x(),
clipRect.rect().maxY() - rect.y());
RoundedRect::Radii bottomCornerRadii;
bottomCornerRadii.setBottomRight(clipRect.radii().bottomRight());
context->clipRoundedRect(RoundedRect(bottomCorner, bottomCornerRadii));
}
if (!clipRect.radii().topRight().isEmpty() ||
!clipRect.radii().bottomLeft().isEmpty()) {
IntRect topCorner(rect.x(), clipRect.rect().y(),
clipRect.rect().maxX() - rect.x(),
rect.maxY() - clipRect.rect().y());
RoundedRect::Radii topCornerRadii;
topCornerRadii.setTopRight(clipRect.radii().topRight());
context->clipRoundedRect(RoundedRect(topCorner, topCornerRadii));
IntRect bottomCorner(clipRect.rect().x(), rect.y(),
rect.maxX() - clipRect.rect().x(),
clipRect.rect().maxY() - rect.y());
RoundedRect::Radii bottomCornerRadii;
bottomCornerRadii.setBottomLeft(clipRect.radii().bottomLeft());
context->clipRoundedRect(RoundedRect(bottomCorner, bottomCornerRadii));
}
}
}
// FIXME: See crbug.com/382491. The use of getCTM in this context is incorrect
// because the matrix returned does not include scales applied at raster time,
// such as the device zoom.
static LayoutRect shrinkRectByOnePixel(GraphicsContext* context,
const LayoutRect& rect) {
LayoutRect shrunkRect = rect;
AffineTransform transform = context->getCTM();
shrunkRect.inflateX(-static_cast(ceil(1 / transform.xScale())));
shrunkRect.inflateY(-static_cast(ceil(1 / transform.yScale())));
return shrunkRect;
}
LayoutRect RenderBoxModelObject::borderInnerRectAdjustedForBleedAvoidance(
GraphicsContext* context,
const LayoutRect& rect,
BackgroundBleedAvoidance bleedAvoidance) const {
// We shrink the rectangle by one pixel on each side to make it fully overlap
// the anti-aliased background border
return (bleedAvoidance == BackgroundBleedBackgroundOverBorder)
? shrinkRectByOnePixel(context, rect)
: rect;
}
RoundedRect
RenderBoxModelObject::backgroundRoundedRectAdjustedForBleedAvoidance(
GraphicsContext* context,
const LayoutRect& borderRect,
BackgroundBleedAvoidance bleedAvoidance,
InlineFlowBox* box,
const LayoutSize& boxSize,
bool includeLogicalLeftEdge,
bool includeLogicalRightEdge) const {
if (bleedAvoidance == BackgroundBleedShrinkBackground) {
// We shrink the rectangle by one pixel on each side because the bleed is
// one pixel maximum.
return getBackgroundRoundedRect(
shrinkRectByOnePixel(context, borderRect), box, boxSize.width(),
boxSize.height(), includeLogicalLeftEdge, includeLogicalRightEdge);
}
if (bleedAvoidance == BackgroundBleedBackgroundOverBorder)
return style()->getRoundedInnerBorderFor(borderRect, includeLogicalLeftEdge,
includeLogicalRightEdge);
return getBackgroundRoundedRect(borderRect, box, boxSize.width(),
boxSize.height(), includeLogicalLeftEdge,
includeLogicalRightEdge);
}
static void applyBoxShadowForBackground(GraphicsContext* context,
const RenderObject* renderer) {
const ShadowList* shadowList = renderer->style()->boxShadow();
ASSERT(shadowList);
for (size_t i = shadowList->shadows().size(); i--;) {
const ShadowData& boxShadow = shadowList->shadows()[i];
if (boxShadow.style() != Normal)
continue;
FloatSize shadowOffset(boxShadow.x(), boxShadow.y());
context->setShadow(shadowOffset, boxShadow.blur(), boxShadow.color(),
DrawLooperBuilder::ShadowRespectsTransforms,
DrawLooperBuilder::ShadowIgnoresAlpha);
return;
}
}
void RenderBoxModelObject::paintFillLayerExtended(
const PaintInfo& paintInfo,
const Color& color,
const FillLayer& bgLayer,
const LayoutRect& rect,
BackgroundBleedAvoidance bleedAvoidance,
InlineFlowBox* box,
const LayoutSize& boxSize,
RenderObject* backgroundObject,
bool skipBaseColor) {
GraphicsContext* context = paintInfo.context;
if (rect.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 isBottomLayer = !bgLayer.next();
Color bgColor = color;
StyleImage* bgImage = bgLayer.image();
bool shouldPaintBackgroundImage = bgImage && bgImage->canRender(*this);
bool colorVisible = bgColor.alpha();
// Fast path for drawing simple color backgrounds.
if (!clippedWithLocalScrolling && !shouldPaintBackgroundImage &&
isBorderFill && isBottomLayer) {
if (!colorVisible)
return;
bool boxShadowShouldBeAppliedToBackground =
this->boxShadowShouldBeAppliedToBackground(bleedAvoidance, box);
GraphicsContextStateSaver shadowStateSaver(
*context, boxShadowShouldBeAppliedToBackground);
if (boxShadowShouldBeAppliedToBackground)
applyBoxShadowForBackground(context, this);
if (hasRoundedBorder && bleedAvoidance != BackgroundBleedClipBackground) {
RoundedRect border = backgroundRoundedRectAdjustedForBleedAvoidance(
context, rect, bleedAvoidance, box, boxSize, includeLeftEdge,
includeRightEdge);
if (border.isRenderable())
context->fillRoundedRect(border, bgColor);
else {
context->save();
clipRoundedInnerRect(context, rect, border);
context->fillRect(border.rect(), bgColor);
context->restore();
}
} else {
context->fillRect(pixelSnappedIntRect(rect), bgColor);
}
return;
}
// BorderFillBox radius clipping is taken care of by
// BackgroundBleedClipBackground
bool clipToBorderRadius =
hasRoundedBorder &&
!(isBorderFill && bleedAvoidance == BackgroundBleedClipBackground);
GraphicsContextStateSaver clipToBorderStateSaver(*context,
clipToBorderRadius);
if (clipToBorderRadius) {
RoundedRect border = isBorderFill
? backgroundRoundedRectAdjustedForBleedAvoidance(
context, rect, bleedAvoidance, box, boxSize,
includeLeftEdge, includeRightEdge)
: getBackgroundRoundedRect(
rect, box, boxSize.width(), boxSize.height(),
includeLeftEdge, includeRightEdge);
// Clip to the padding or content boxes as necessary.
if (bgLayer.clip() == ContentFillBox) {
border = style()->getRoundedInnerBorderFor(
border.rect(), paddingTop() + borderTop(),
paddingBottom() + borderBottom(), paddingLeft() + borderLeft(),
paddingRight() + borderRight(), includeLeftEdge, includeRightEdge);
} else if (bgLayer.clip() == PaddingFillBox)
border = style()->getRoundedInnerBorderFor(border.rect(), includeLeftEdge,
includeRightEdge);
clipRoundedInnerRect(context, rect, border);
}
int bLeft = includeLeftEdge ? borderLeft() : 0;
int bRight = includeRightEdge ? borderRight() : 0;
LayoutUnit pLeft = includeLeftEdge ? paddingLeft() : LayoutUnit();
LayoutUnit pRight = includeRightEdge ? paddingRight() : LayoutUnit();
GraphicsContextStateSaver clipWithScrollingStateSaver(
*context, clippedWithLocalScrolling);
LayoutRect scrolledPaintRect = rect;
if (clippedWithLocalScrolling) {
// Clip to the overflow area.
RenderBox* thisBox = toRenderBox(this);
context->clip(thisBox->overflowClipRect(rect.location()));
// Adjust the paint rect to reflect a scrolled content box with borders at
// the ends.
scrolledPaintRect.setWidth(bLeft + thisBox->clientWidth() + bRight);
scrolledPaintRect.setHeight(borderTop() + thisBox->clientHeight() +
borderBottom());
}
GraphicsContextStateSaver backgroundClipStateSaver(*context, false);
switch (bgLayer.clip()) {
case PaddingFillBox:
case ContentFillBox: {
if (clipToBorderRadius)
break;
// Clip to the padding or content boxes as necessary.
bool includePadding = bgLayer.clip() == ContentFillBox;
LayoutRect clipRect = LayoutRect(
scrolledPaintRect.x() + bLeft +
(includePadding ? pLeft : LayoutUnit()),
scrolledPaintRect.y() + borderTop() +
(includePadding ? paddingTop() : LayoutUnit()),
scrolledPaintRect.width() - bLeft - bRight -
(includePadding ? pLeft + pRight : LayoutUnit()),
scrolledPaintRect.height() - borderTop() - borderBottom() -
(includePadding ? paddingTop() + paddingBottom() : LayoutUnit()));
backgroundClipStateSaver.save();
context->clip(clipRect);
break;
}
case BorderFillBox:
break;
default:
ASSERT_NOT_REACHED();
break;
}
// Paint the color first underneath all images, culled if background image
// occludes it.
// FIXME: In the bgLayer->hasFiniteBounds() case, we could improve the culling
// test by verifying whether the background image covers the entire layout
// rect.
if (isBottomLayer) {
IntRect backgroundRect(pixelSnappedIntRect(scrolledPaintRect));
bool boxShadowShouldBeAppliedToBackground =
this->boxShadowShouldBeAppliedToBackground(bleedAvoidance, box);
if (boxShadowShouldBeAppliedToBackground || !shouldPaintBackgroundImage ||
!bgLayer.hasOpaqueImage(this) || !bgLayer.hasRepeatXY()) {
if (!boxShadowShouldBeAppliedToBackground)
backgroundRect.intersect(paintInfo.rect);
GraphicsContextStateSaver shadowStateSaver(
*context, boxShadowShouldBeAppliedToBackground);
if (boxShadowShouldBeAppliedToBackground)
applyBoxShadowForBackground(context, this);
if (bgColor.alpha())
context->fillRect(backgroundRect, bgColor,
context->compositeOperation());
}
}
}
static inline int resolveWidthForRatio(int height,
const FloatSize& intrinsicRatio) {
return ceilf(height * intrinsicRatio.width() / intrinsicRatio.height());
}
static inline int resolveHeightForRatio(int width,
const FloatSize& intrinsicRatio) {
return ceilf(width * intrinsicRatio.height() / intrinsicRatio.width());
}
static inline IntSize resolveAgainstIntrinsicWidthOrHeightAndRatio(
const IntSize& size,
const FloatSize& intrinsicRatio,
int useWidth,
int useHeight) {
if (intrinsicRatio.isEmpty()) {
if (useWidth)
return IntSize(useWidth, size.height());
return IntSize(size.width(), useHeight);
}
if (useWidth)
return IntSize(useWidth, resolveHeightForRatio(useWidth, intrinsicRatio));
return IntSize(resolveWidthForRatio(useHeight, intrinsicRatio), useHeight);
}
static inline IntSize resolveAgainstIntrinsicRatio(
const IntSize& size,
const FloatSize& intrinsicRatio) {
// Two possible solutions: (size.width(), solutionHeight) or (solutionWidth,
// size.height())
// "... must be assumed to be the largest dimensions..." = easiest answer: the
// rect with the largest surface area.
int solutionWidth = resolveWidthForRatio(size.height(), intrinsicRatio);
int solutionHeight = resolveHeightForRatio(size.width(), intrinsicRatio);
if (solutionWidth <= size.width()) {
if (solutionHeight <= size.height()) {
// If both solutions fit, choose the one covering the larger area.
int areaOne = solutionWidth * size.height();
int areaTwo = size.width() * solutionHeight;
if (areaOne < areaTwo)
return IntSize(size.width(), solutionHeight);
return IntSize(solutionWidth, size.height());
}
// Only the first solution fits.
return IntSize(solutionWidth, size.height());
}
// Only the second solution fits, assert that.
ASSERT(solutionHeight <= size.height());
return IntSize(size.width(), solutionHeight);
}
IntSize RenderBoxModelObject::calculateImageIntrinsicDimensions(
StyleImage* image,
const IntSize& positioningAreaSize) const {
// A generated image without a fixed size, will always return the container
// size as intrinsic size.
if (image->isGeneratedImage() && image->usesImageContainerSize())
return IntSize(positioningAreaSize.width(), positioningAreaSize.height());
Length intrinsicWidth;
Length intrinsicHeight;
FloatSize intrinsicRatio;
image->computeIntrinsicDimensions(this, intrinsicWidth, intrinsicHeight,
intrinsicRatio);
ASSERT(!intrinsicWidth.isPercent());
ASSERT(!intrinsicHeight.isPercent());
IntSize resolvedSize(intrinsicWidth.value(), intrinsicHeight.value());
IntSize minimumSize(resolvedSize.width() > 0 ? 1 : 0,
resolvedSize.height() > 0 ? 1 : 0);
resolvedSize.clampToMinimumSize(minimumSize);
if (!resolvedSize.isEmpty())
return resolvedSize;
// If the image has one of either an intrinsic width or an intrinsic height:
// * and an intrinsic aspect ratio, then the missing dimension is calculated
// from the given dimension and the ratio.
// * and no intrinsic aspect ratio, then the missing dimension is assumed to
// be the size of the rectangle that
// establishes the coordinate system for the 'background-position' property.
if (resolvedSize.width() > 0 || resolvedSize.height() > 0)
return resolveAgainstIntrinsicWidthOrHeightAndRatio(
positioningAreaSize, intrinsicRatio, resolvedSize.width(),
resolvedSize.height());
// If the image has no intrinsic dimensions and has an intrinsic ratio the
// dimensions must be assumed to be the largest dimensions at that ratio such
// that neither dimension exceeds the dimensions of the rectangle that
// establishes the coordinate system for the 'background-position' property.
if (!intrinsicRatio.isEmpty())
return resolveAgainstIntrinsicRatio(positioningAreaSize, intrinsicRatio);
// If the image has no intrinsic ratio either, then the dimensions must be
// assumed to be the rectangle that establishes the coordinate system for the
// 'background-position' property.
return positioningAreaSize;
}
static inline void applySubPixelHeuristicForTileSize(
LayoutSize& tileSize,
const IntSize& positioningAreaSize) {
tileSize.setWidth(positioningAreaSize.width() - tileSize.width() <= 1
? tileSize.width().ceil()
: tileSize.width().floor());
tileSize.setHeight(positioningAreaSize.height() - tileSize.height() <= 1
? tileSize.height().ceil()
: tileSize.height().floor());
}
IntSize RenderBoxModelObject::calculateFillTileSize(
const FillLayer& fillLayer,
const IntSize& positioningAreaSize) const {
StyleImage* image = fillLayer.image();
EFillSizeType type = fillLayer.size().type;
IntSize imageIntrinsicSize =
calculateImageIntrinsicDimensions(image, positioningAreaSize);
imageIntrinsicSize.scale(1 / image->imageScaleFactor(),
1 / image->imageScaleFactor());
switch (type) {
case SizeLength: {
LayoutSize tileSize = positioningAreaSize;
Length layerWidth = fillLayer.size().size.width();
Length layerHeight = fillLayer.size().size.height();
if (layerWidth.isFixed())
tileSize.setWidth(layerWidth.value());
else if (layerWidth.isPercent())
tileSize.setWidth(
valueForLength(layerWidth, positioningAreaSize.width()));
if (layerHeight.isFixed())
tileSize.setHeight(layerHeight.value());
else if (layerHeight.isPercent())
tileSize.setHeight(
valueForLength(layerHeight, positioningAreaSize.height()));
applySubPixelHeuristicForTileSize(tileSize, positioningAreaSize);
// If one of the values is auto we have to use the appropriate
// scale to maintain our aspect ratio.
if (layerWidth.isAuto() && !layerHeight.isAuto()) {
if (imageIntrinsicSize.height())
tileSize.setWidth(imageIntrinsicSize.width() * tileSize.height() /
imageIntrinsicSize.height());
} else if (!layerWidth.isAuto() && layerHeight.isAuto()) {
if (imageIntrinsicSize.width())
tileSize.setHeight(imageIntrinsicSize.height() * tileSize.width() /
imageIntrinsicSize.width());
} else if (layerWidth.isAuto() && layerHeight.isAuto()) {
// If both width and height are auto, use the image's intrinsic size.
tileSize = imageIntrinsicSize;
}
tileSize.clampNegativeToZero();
return flooredIntSize(tileSize);
}
case SizeNone: {
// If both values are ‘auto’ then the intrinsic width and/or height of the
// image should be used, if any.
if (!imageIntrinsicSize.isEmpty())
return imageIntrinsicSize;
// If the image has neither an intrinsic width nor an intrinsic height,
// its size is determined as for ‘contain’.
type = Contain;
}
case Contain:
case Cover: {
float horizontalScaleFactor =
imageIntrinsicSize.width()
? static_cast(positioningAreaSize.width()) /
imageIntrinsicSize.width()
: 1;
float verticalScaleFactor =
imageIntrinsicSize.height()
? static_cast(positioningAreaSize.height()) /
imageIntrinsicSize.height()
: 1;
float scaleFactor =
type == Contain
? std::min(horizontalScaleFactor, verticalScaleFactor)
: std::max(horizontalScaleFactor, verticalScaleFactor);
return IntSize(
std::max(1l, lround(imageIntrinsicSize.width() * scaleFactor)),
std::max(1l, lround(imageIntrinsicSize.height() * scaleFactor)));
}
}
ASSERT_NOT_REACHED();
return IntSize();
}
void RenderBoxModelObject::BackgroundImageGeometry::setNoRepeatX(int xOffset) {
m_destRect.move(std::max(xOffset, 0), 0);
m_phase.setX(-std::min(xOffset, 0));
m_destRect.setWidth(m_tileSize.width() + std::min(xOffset, 0));
}
void RenderBoxModelObject::BackgroundImageGeometry::setNoRepeatY(int yOffset) {
m_destRect.move(0, std::max(yOffset, 0));
m_phase.setY(-std::min(yOffset, 0));
m_destRect.setHeight(m_tileSize.height() + std::min(yOffset, 0));
}
void RenderBoxModelObject::BackgroundImageGeometry::useFixedAttachment(
const IntPoint& attachmentPoint) {
IntPoint alignedPoint = attachmentPoint;
m_phase.move(std::max(alignedPoint.x() - m_destRect.x(), 0),
std::max(alignedPoint.y() - m_destRect.y(), 0));
}
void RenderBoxModelObject::BackgroundImageGeometry::clip(
const IntRect& clipRect) {
m_destRect.intersect(clipRect);
}
IntPoint RenderBoxModelObject::BackgroundImageGeometry::relativePhase() const {
IntPoint phase = m_phase;
phase += m_destRect.location() - m_destOrigin;
return phase;
}
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 && width && hasVisibleColorAndStyle();
}
bool presentButInvisible() const {
return usedWidth() && !hasVisibleColorAndStyle();
}
bool obscuresBackgroundEdge(float scale) const {
if (!isPresent || isTransparent || (width * scale) < 2 ||
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;
}
bool obscuresBackground() const {
if (!isPresent || isTransparent || color.hasAlpha() || style == BHIDDEN)
return false;
if (style == DOTTED || style == DASHED || style == DOUBLE)
return false;
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;
};
static bool allCornersClippedOut(const RoundedRect& border,
const LayoutRect& clipRect) {
LayoutRect boundingRect = border.rect();
if (clipRect.contains(boundingRect))
return false;
RoundedRect::Radii radii = border.radii();
LayoutRect topLeftRect(boundingRect.location(), radii.topLeft());
if (clipRect.intersects(topLeftRect))
return false;
LayoutRect topRightRect(boundingRect.location(), radii.topRight());
topRightRect.setX(boundingRect.maxX() - topRightRect.width());
if (clipRect.intersects(topRightRect))
return false;
LayoutRect bottomLeftRect(boundingRect.location(), radii.bottomLeft());
bottomLeftRect.setY(boundingRect.maxY() - bottomLeftRect.height());
if (clipRect.intersects(bottomLeftRect))
return false;
LayoutRect bottomRightRect(boundingRect.location(), radii.bottomRight());
bottomRightRect.setX(boundingRect.maxX() - bottomRightRect.width());
bottomRightRect.setY(boundingRect.maxY() - bottomRightRect.height());
if (clipRect.intersects(bottomRightRect))
return false;
return true;
}
static bool borderWillArcInnerEdge(const LayoutSize& firstRadius,
const FloatSize& 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(1 << side);
}
static inline bool includesEdge(BorderEdgeFlags flags, BoxSide side) {
return flags & edgeFlagForSide(side);
}
static inline bool includesAdjacentEdges(BorderEdgeFlags flags) {
return (flags & (TopBorderEdge | RightBorderEdge)) ==
(TopBorderEdge | RightBorderEdge) ||
(flags & (RightBorderEdge | BottomBorderEdge)) ==
(RightBorderEdge | BottomBorderEdge) ||
(flags & (BottomBorderEdge | LeftBorderEdge)) ==
(BottomBorderEdge | LeftBorderEdge) ||
(flags & (LeftBorderEdge | TopBorderEdge)) ==
(LeftBorderEdge | TopBorderEdge);
}
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);
}
static inline bool colorNeedsAntiAliasAtCorner(BoxSide side,
BoxSide adjacentSide,
const BorderEdge edges[]) {
if (!edges[side].color.hasAlpha())
return false;
if (edges[side].shouldRender() != edges[adjacentSide].shouldRender())
return false;
if (!edgesShareColor(edges[side], edges[adjacentSide]))
return true;
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 RoundedRect& outerBorder,
const RoundedRect& 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];
ASSERT(edgeToRender.width);
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);
if (innerBorder.isRenderable())
clipBorderSidePolygon(graphicsContext, outerBorder, innerBorder, side,
adjacentSide1StylesMatch, adjacentSide2StylesMatch);
else
clipBorderSideForComplexInnerPath(graphicsContext, outerBorder,
innerBorder, side, edges);
float thickness = std::max(
std::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 clipForStyle = styleRequiresClipPolygon(edgeToRender.style) &&
(mitreAdjacentSide1 || mitreAdjacentSide2);
bool clipAdjacentSide1 =
colorNeedsAntiAliasAtCorner(side, adjacentSide1, edges) &&
mitreAdjacentSide1;
bool clipAdjacentSide2 =
colorNeedsAntiAliasAtCorner(side, adjacentSide2, edges) &&
mitreAdjacentSide2;
bool shouldClip = clipForStyle || clipAdjacentSide1 || clipAdjacentSide2;
GraphicsContextStateSaver clipStateSaver(*graphicsContext, shouldClip);
if (shouldClip) {
bool aliasAdjacentSide1 =
clipAdjacentSide1 || (clipForStyle && mitreAdjacentSide1);
bool aliasAdjacentSide2 =
clipAdjacentSide2 || (clipForStyle && mitreAdjacentSide2);
clipBorderSidePolygon(graphicsContext, outerBorder, innerBorder, side,
!aliasAdjacentSide1, !aliasAdjacentSide2);
// 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);
}
}
static IntRect calculateSideRect(const RoundedRect& outerBorder,
const BorderEdge edges[],
int side) {
IntRect sideRect = outerBorder.rect();
int width = edges[side].width;
if (side == BSTop)
sideRect.setHeight(width);
else if (side == BSBottom)
sideRect.shiftYEdgeTo(sideRect.maxY() - width);
else if (side == BSLeft)
sideRect.setWidth(width);
else
sideRect.shiftXEdgeTo(sideRect.maxX() - width);
return sideRect;
}
void RenderBoxModelObject::paintBorderSides(
GraphicsContext* graphicsContext,
const RenderStyle* style,
const RoundedRect& outerBorder,
const RoundedRect& innerBorder,
const IntPoint& innerBorderAdjustment,
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);
// The inner border adjustment for bleed avoidance mode
// BackgroundBleedBackgroundOverBorder is only applied to sideRect, which is
// okay since BackgroundBleedBackgroundOverBorder is only to be used for solid
// borders and the shape of the border painted by drawBoxSideFromPath only
// depends on sideRect when painting solid borders.
if (edges[BSTop].shouldRender() && includesEdge(edgeSet, BSTop)) {
IntRect sideRect = outerBorder.rect();
sideRect.setHeight(edges[BSTop].width + innerBorderAdjustment.y());
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 -
innerBorderAdjustment.y());
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 + innerBorderAdjustment.x());
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 -
innerBorderAdjustment.x());
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 RoundedRect& outerBorder,
const RoundedRect& innerBorder,
const IntPoint& innerBorderAdjustment,
const BorderEdge edges[],
BorderEdgeFlags edgesToDraw,
BackgroundBleedAvoidance bleedAvoidance,
bool includeLogicalLeftEdge,
bool includeLogicalRightEdge,
bool antialias) {
// willBeOverdrawn assumes that we draw in order: top, bottom, left, right.
// This is different from BoxSide enum order.
static const BoxSide paintOrder[] = {BSTop, BSBottom, BSLeft, BSRight};
while (edgesToDraw) {
// Find undrawn edges sharing a color.
Color commonColor;
BorderEdgeFlags commonColorEdgeSet = 0;
for (size_t i = 0; i < sizeof(paintOrder) / sizeof(paintOrder[0]); ++i) {
BoxSide currSide = paintOrder[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 =
includesAdjacentEdges(commonColorEdgeSet) && commonColor.hasAlpha();
if (useTransparencyLayer) {
graphicsContext->beginTransparencyLayer(
static_cast(commonColor.alpha()) / 255);
commonColor =
Color(commonColor.red(), commonColor.green(), commonColor.blue());
}
paintBorderSides(graphicsContext, style, outerBorder, innerBorder,
innerBorderAdjustment, edges, commonColorEdgeSet,
bleedAvoidance, includeLogicalLeftEdge,
includeLogicalRightEdge, antialias, &commonColor);
if (useTransparencyLayer)
graphicsContext->endLayer();
edgesToDraw &= ~commonColorEdgeSet;
}
}
void RenderBoxModelObject::paintBorder(const PaintInfo& info,
const LayoutRect& rect,
const RenderStyle* style,
BackgroundBleedAvoidance bleedAvoidance,
bool includeLogicalLeftEdge,
bool includeLogicalRightEdge) {
GraphicsContext* graphicsContext = info.context;
BorderEdge edges[4];
getBorderEdgeInfo(edges, style, includeLogicalLeftEdge,
includeLogicalRightEdge);
RoundedRect outerBorder = style->getRoundedBorderFor(
rect, includeLogicalLeftEdge, includeLogicalRightEdge);
RoundedRect innerBorder = style->getRoundedInnerBorderFor(
borderInnerRectAdjustedForBleedAvoidance(graphicsContext, rect,
bleedAvoidance),
includeLogicalLeftEdge, includeLogicalRightEdge);
if (outerBorder.rect().isEmpty())
return;
bool haveAlphaColor = false;
bool haveAllSolidEdges = true;
bool haveAllDoubleEdges = true;
int numEdgesVisible = 4;
bool allEdgesShareColor = true;
bool allEdgesShareWidth = true;
int firstVisibleEdge = -1;
BorderEdgeFlags edgesToDraw = 0;
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
if (edges[i].shouldRender())
edgesToDraw |= edgeFlagForSide(static_cast(i));
if (currEdge.presentButInvisible()) {
--numEdgesVisible;
allEdgesShareColor = false;
allEdgesShareWidth = false;
continue;
}
if (!currEdge.shouldRender()) {
--numEdgesVisible;
continue;
}
if (firstVisibleEdge == -1) {
firstVisibleEdge = i;
} else {
if (currEdge.color != edges[firstVisibleEdge].color)
allEdgesShareColor = false;
if (currEdge.width != edges[firstVisibleEdge].width)
allEdgesShareWidth = false;
}
if (currEdge.color.hasAlpha())
haveAlphaColor = true;
if (currEdge.style != SOLID)
haveAllSolidEdges = false;
if (currEdge.style != DOUBLE)
haveAllDoubleEdges = false;
}
// If no corner intersects the clip region, we can pretend outerBorder is
// rectangular to improve performance.
if (haveAllSolidEdges && outerBorder.isRounded() &&
allCornersClippedOut(outerBorder, info.rect))
outerBorder.setRadii(RoundedRect::Radii());
// isRenderable() check avoids issue described in
// https://bugs.webkit.org/show_bug.cgi?id=38787
if ((haveAllSolidEdges || haveAllDoubleEdges) && allEdgesShareColor &&
innerBorder.isRenderable()) {
// Fast path for drawing all solid edges and all unrounded double edges
if (numEdgesVisible == 4 && (outerBorder.isRounded() || haveAlphaColor) &&
(haveAllSolidEdges ||
(!outerBorder.isRounded() && !innerBorder.isRounded()))) {
Path path;
if (outerBorder.isRounded() && allEdgesShareWidth) {
// Very fast path for single stroked round rect with circular corners
graphicsContext->fillBetweenRoundedRects(outerBorder, innerBorder,
edges[firstVisibleEdge].color);
return;
}
if (outerBorder.isRounded() &&
bleedAvoidance != BackgroundBleedClipBackground)
path.addRoundedRect(outerBorder);
else
path.addRect(outerBorder.rect());
if (haveAllDoubleEdges) {
IntRect innerThirdRect = outerBorder.rect();
IntRect outerThirdRect = outerBorder.rect();
for (int side = BSTop; side <= BSLeft; ++side) {
int outerWidth;
int innerWidth;
edges[side].getDoubleBorderStripeWidths(outerWidth, innerWidth);
if (side == BSTop) {
innerThirdRect.shiftYEdgeTo(innerThirdRect.y() + innerWidth);
outerThirdRect.shiftYEdgeTo(outerThirdRect.y() + outerWidth);
} else if (side == BSBottom) {
innerThirdRect.setHeight(innerThirdRect.height() - innerWidth);
outerThirdRect.setHeight(outerThirdRect.height() - outerWidth);
} else if (side == BSLeft) {
innerThirdRect.shiftXEdgeTo(innerThirdRect.x() + innerWidth);
outerThirdRect.shiftXEdgeTo(outerThirdRect.x() + outerWidth);
} else {
innerThirdRect.setWidth(innerThirdRect.width() - innerWidth);
outerThirdRect.setWidth(outerThirdRect.width() - outerWidth);
}
}
RoundedRect outerThird = outerBorder;
RoundedRect innerThird = innerBorder;
innerThird.setRect(innerThirdRect);
outerThird.setRect(outerThirdRect);
if (outerThird.isRounded() &&
bleedAvoidance != BackgroundBleedClipBackground)
path.addRoundedRect(outerThird);
else
path.addRect(outerThird.rect());
if (innerThird.isRounded() &&
bleedAvoidance != BackgroundBleedClipBackground)
path.addRoundedRect(innerThird);
else
path.addRect(innerThird.rect());
}
if (innerBorder.isRounded())
path.addRoundedRect(innerBorder);
else
path.addRect(innerBorder.rect());
graphicsContext->setFillRule(RULE_EVENODD);
graphicsContext->setFillColor(edges[firstVisibleEdge].color);
graphicsContext->fillPath(path);
return;
}
// Avoid creating transparent layers
if (haveAllSolidEdges && numEdgesVisible != 4 && !outerBorder.isRounded() &&
haveAlphaColor) {
Path path;
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
if (currEdge.shouldRender()) {
IntRect sideRect = calculateSideRect(outerBorder, edges, i);
path.addRect(sideRect);
}
}
graphicsContext->setFillRule(RULE_NONZERO);
graphicsContext->setFillColor(edges[firstVisibleEdge].color);
graphicsContext->fillPath(path);
return;
}
}
bool clipToOuterBorder = outerBorder.isRounded();
GraphicsContextStateSaver stateSaver(*graphicsContext, clipToOuterBorder);
if (clipToOuterBorder) {
// Clip to the inner and outer radii rects.
if (bleedAvoidance != BackgroundBleedClipBackground)
graphicsContext->clipRoundedRect(outerBorder);
// isRenderable() check avoids issue described in
// https://bugs.webkit.org/show_bug.cgi?id=38787 The inside will be clipped
// out later (in clipBorderSideForComplexInnerPath)
if (innerBorder.isRenderable() && !innerBorder.isEmpty())
graphicsContext->clipOutRoundedRect(innerBorder);
}
// If only one edge visible antialiasing doesn't create seams
bool antialias =
shouldAntialiasLines(graphicsContext) || numEdgesVisible == 1;
RoundedRect unadjustedInnerBorder =
(bleedAvoidance == BackgroundBleedBackgroundOverBorder)
? style->getRoundedInnerBorderFor(rect, includeLogicalLeftEdge,
includeLogicalRightEdge)
: innerBorder;
IntPoint innerBorderAdjustment(
innerBorder.rect().x() - unadjustedInnerBorder.rect().x(),
innerBorder.rect().y() - unadjustedInnerBorder.rect().y());
if (haveAlphaColor)
paintTranslucentBorderSides(
graphicsContext, style, outerBorder, unadjustedInnerBorder,
innerBorderAdjustment, edges, edgesToDraw, bleedAvoidance,
includeLogicalLeftEdge, includeLogicalRightEdge, antialias);
else
paintBorderSides(graphicsContext, style, outerBorder, unadjustedInnerBorder,
innerBorderAdjustment, edges, edgesToDraw, bleedAvoidance,
includeLogicalLeftEdge, includeLogicalRightEdge,
antialias);
}
void RenderBoxModelObject::drawBoxSideFromPath(
GraphicsContext* graphicsContext,
const LayoutRect& 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);
// 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);
RoundedRect innerClip = style->getRoundedInnerBorderFor(
borderRect, innerBorderTopWidth, innerBorderBottomWidth,
innerBorderLeftWidth, innerBorderRightWidth, includeLogicalLeftEdge,
includeLogicalRightEdge);
graphicsContext->clipRoundedRect(innerClip);
drawBoxSideFromPath(graphicsContext, borderRect, borderPath, edges,
thickness, drawThickness, side, style, color, SOLID,
bleedAvoidance, includeLogicalLeftEdge,
includeLogicalRightEdge);
}
// Draw outer border line
{
GraphicsContextStateSaver stateSaver(*graphicsContext);
LayoutRect outerRect = borderRect;
if (bleedAvoidance == BackgroundBleedClipBackground) {
outerRect.inflate(1);
++outerBorderTopWidth;
++outerBorderBottomWidth;
++outerBorderLeftWidth;
++outerBorderRightWidth;
}
RoundedRect 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);
LayoutUnit topWidth = edges[BSTop].usedWidth() / 2;
LayoutUnit bottomWidth = edges[BSBottom].usedWidth() / 2;
LayoutUnit leftWidth = edges[BSLeft].usedWidth() / 2;
LayoutUnit rightWidth = edges[BSRight].usedWidth() / 2;
RoundedRect clipRect = style->getRoundedInnerBorderFor(
borderRect, topWidth, bottomWidth, leftWidth, rightWidth,
includeLogicalLeftEdge, includeLogicalRightEdge);
graphicsContext->clipRoundedRect(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);
graphicsContext->drawRect(pixelSnappedIntRect(borderRect));
}
void RenderBoxModelObject::clipBorderSidePolygon(
GraphicsContext* graphicsContext,
const RoundedRect& outerBorder,
const RoundedRect& innerBorder,
BoxSide side,
bool firstEdgeMatches,
bool secondEdgeMatches) {
FloatPoint quad[4];
const LayoutRect& outerRect = outerBorder.rect();
const LayoutRect& innerRect = innerBorder.rect();
FloatPoint centerPoint(
innerRect.location().x().toFloat() + innerRect.width().toFloat() / 2,
innerRect.location().y().toFloat() + innerRect.height().toFloat() / 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()) {
findIntersection(
quad[0], quad[1],
FloatPoint(quad[1].x() + innerBorder.radii().topLeft().width(),
quad[1].y()),
FloatPoint(quad[1].x(),
quad[1].y() + innerBorder.radii().topLeft().height()),
quad[1]);
}
if (!innerBorder.radii().topRight().isZero()) {
findIntersection(
quad[3], quad[2],
FloatPoint(quad[2].x() - innerBorder.radii().topRight().width(),
quad[2].y()),
FloatPoint(quad[2].x(),
quad[2].y() + innerBorder.radii().topRight().height()),
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()) {
findIntersection(
quad[0], quad[1],
FloatPoint(quad[1].x() + innerBorder.radii().topLeft().width(),
quad[1].y()),
FloatPoint(quad[1].x(),
quad[1].y() + innerBorder.radii().topLeft().height()),
quad[1]);
}
if (!innerBorder.radii().bottomLeft().isZero()) {
findIntersection(
quad[3], quad[2],
FloatPoint(quad[2].x() + innerBorder.radii().bottomLeft().width(),
quad[2].y()),
FloatPoint(quad[2].x(),
quad[2].y() - innerBorder.radii().bottomLeft().height()),
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()) {
findIntersection(
quad[0], quad[1],
FloatPoint(quad[1].x() + innerBorder.radii().bottomLeft().width(),
quad[1].y()),
FloatPoint(quad[1].x(),
quad[1].y() - innerBorder.radii().bottomLeft().height()),
quad[1]);
}
if (!innerBorder.radii().bottomRight().isZero()) {
findIntersection(
quad[3], quad[2],
FloatPoint(quad[2].x() - innerBorder.radii().bottomRight().width(),
quad[2].y()),
FloatPoint(
quad[2].x(),
quad[2].y() - innerBorder.radii().bottomRight().height()),
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()) {
findIntersection(
quad[0], quad[1],
FloatPoint(quad[1].x() - innerBorder.radii().topRight().width(),
quad[1].y()),
FloatPoint(quad[1].x(),
quad[1].y() + innerBorder.radii().topRight().height()),
quad[1]);
}
if (!innerBorder.radii().bottomRight().isZero()) {
findIntersection(
quad[3], quad[2],
FloatPoint(quad[2].x() - innerBorder.radii().bottomRight().width(),
quad[2].y()),
FloatPoint(
quad[2].x(),
quad[2].y() - innerBorder.radii().bottomRight().height()),
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;
}
// If antialiasing settings for the first edge and second edge is different,
// they have to be addressed separately. We do this by breaking the quad into
// two parallelograms, made by moving quad[1] and quad[2].
float ax = quad[1].x() - quad[0].x();
float ay = quad[1].y() - quad[0].y();
float bx = quad[2].x() - quad[1].x();
float by = quad[2].y() - quad[1].y();
float cx = quad[3].x() - quad[2].x();
float cy = quad[3].y() - quad[2].y();
const static float kEpsilon = 1e-2f;
float r1, r2;
if (fabsf(bx) < kEpsilon && fabsf(by) < kEpsilon) {
// The quad was actually a triangle.
r1 = r2 = 1.0f;
} else {
// Extend parallelogram a bit to hide calculation error
const static float kExtendFill = 1e-2f;
r1 = (-ax * by + ay * bx) / (cx * by - cy * bx) + kExtendFill;
r2 = (-cx * by + cy * bx) / (ax * by - ay * bx) + kExtendFill;
}
FloatPoint firstQuad[4];
firstQuad[0] = quad[0];
firstQuad[1] = quad[1];
firstQuad[2] = FloatPoint(quad[3].x() + r2 * ax, quad[3].y() + r2 * ay);
firstQuad[3] = quad[3];
graphicsContext->clipConvexPolygon(4, firstQuad, !firstEdgeMatches);
FloatPoint secondQuad[4];
secondQuad[0] = quad[0];
secondQuad[1] = FloatPoint(quad[0].x() - r1 * cx, quad[0].y() - r1 * cy);
secondQuad[2] = quad[2];
secondQuad[3] = quad[3];
graphicsContext->clipConvexPolygon(4, secondQuad, !secondEdgeMatches);
}
static IntRect calculateSideRectIncludingInner(const RoundedRect& outerBorder,
const BorderEdge edges[],
BoxSide side) {
IntRect sideRect = outerBorder.rect();
int width;
switch (side) {
case BSTop:
width = sideRect.height() - edges[BSBottom].width;
sideRect.setHeight(width);
break;
case BSBottom:
width = sideRect.height() - edges[BSTop].width;
sideRect.shiftYEdgeTo(sideRect.maxY() - width);
break;
case BSLeft:
width = sideRect.width() - edges[BSRight].width;
sideRect.setWidth(width);
break;
case BSRight:
width = sideRect.width() - edges[BSLeft].width;
sideRect.shiftXEdgeTo(sideRect.maxX() - width);
break;
}
return sideRect;
}
static RoundedRect calculateAdjustedInnerBorder(const RoundedRect& innerBorder,
BoxSide side) {
// Expand the inner border as necessary to make it a rounded rect (i.e. radii
// contained within each edge). This function relies on the fact we only get
// radii not contained within each edge if one of the radii for an edge is
// zero, so we can shift the arc towards the zero radius corner.
RoundedRect::Radii newRadii = innerBorder.radii();
IntRect newRect = innerBorder.rect();
float overshoot;
float maxRadii;
switch (side) {
case BSTop:
overshoot = newRadii.topLeft().width() + newRadii.topRight().width() -
newRect.width();
if (overshoot > 0) {
ASSERT(!(newRadii.topLeft().width() && newRadii.topRight().width()));
newRect.setWidth(newRect.width() + overshoot);
if (!newRadii.topLeft().width())
newRect.move(-overshoot, 0);
}
newRadii.setBottomLeft(IntSize(0, 0));
newRadii.setBottomRight(IntSize(0, 0));
maxRadii =
std::max(newRadii.topLeft().height(), newRadii.topRight().height());
if (maxRadii > newRect.height())
newRect.setHeight(maxRadii);
break;
case BSBottom:
overshoot = newRadii.bottomLeft().width() +
newRadii.bottomRight().width() - newRect.width();
if (overshoot > 0) {
ASSERT(
!(newRadii.bottomLeft().width() && newRadii.bottomRight().width()));
newRect.setWidth(newRect.width() + overshoot);
if (!newRadii.bottomLeft().width())
newRect.move(-overshoot, 0);
}
newRadii.setTopLeft(IntSize(0, 0));
newRadii.setTopRight(IntSize(0, 0));
maxRadii = std::max(newRadii.bottomLeft().height(),
newRadii.bottomRight().height());
if (maxRadii > newRect.height()) {
newRect.move(0, newRect.height() - maxRadii);
newRect.setHeight(maxRadii);
}
break;
case BSLeft:
overshoot = newRadii.topLeft().height() + newRadii.bottomLeft().height() -
newRect.height();
if (overshoot > 0) {
ASSERT(
!(newRadii.topLeft().height() && newRadii.bottomLeft().height()));
newRect.setHeight(newRect.height() + overshoot);
if (!newRadii.topLeft().height())
newRect.move(0, -overshoot);
}
newRadii.setTopRight(IntSize(0, 0));
newRadii.setBottomRight(IntSize(0, 0));
maxRadii =
std::max(newRadii.topLeft().width(), newRadii.bottomLeft().width());
if (maxRadii > newRect.width())
newRect.setWidth(maxRadii);
break;
case BSRight:
overshoot = newRadii.topRight().height() +
newRadii.bottomRight().height() - newRect.height();
if (overshoot > 0) {
ASSERT(
!(newRadii.topRight().height() && newRadii.bottomRight().height()));
newRect.setHeight(newRect.height() + overshoot);
if (!newRadii.topRight().height())
newRect.move(0, -overshoot);
}
newRadii.setTopLeft(IntSize(0, 0));
newRadii.setBottomLeft(IntSize(0, 0));
maxRadii =
std::max(newRadii.topRight().width(), newRadii.bottomRight().width());
if (maxRadii > newRect.width()) {
newRect.move(newRect.width() - maxRadii, 0);
newRect.setWidth(maxRadii);
}
break;
}
return RoundedRect(newRect, newRadii);
}
void RenderBoxModelObject::clipBorderSideForComplexInnerPath(
GraphicsContext* graphicsContext,
const RoundedRect& outerBorder,
const RoundedRect& innerBorder,
BoxSide side,
const class BorderEdge edges[]) {
graphicsContext->clip(
calculateSideRectIncludingInner(outerBorder, edges, side));
RoundedRect adjustedInnerRect =
calculateAdjustedInnerBorder(innerBorder, side);
if (!adjustedInnerRect.isEmpty())
graphicsContext->clipOutRoundedRect(adjustedInnerRect);
}
void RenderBoxModelObject::getBorderEdgeInfo(
BorderEdge edges[],
const RenderStyle* style,
bool includeLogicalLeftEdge,
bool includeLogicalRightEdge) const {
edges[BSTop] = BorderEdge(
style->borderTopWidth(), style->resolveColor(style->borderTopColor()),
style->borderTopStyle(), style->borderTopIsTransparent(), true);
edges[BSRight] = BorderEdge(
style->borderRightWidth(), style->resolveColor(style->borderRightColor()),
style->borderRightStyle(), style->borderRightIsTransparent(),
includeLogicalRightEdge);
edges[BSBottom] = BorderEdge(style->borderBottomWidth(),
style->resolveColor(style->borderBottomColor()),
style->borderBottomStyle(),
style->borderBottomIsTransparent(), true);
edges[BSLeft] = BorderEdge(
style->borderLeftWidth(), style->resolveColor(style->borderLeftColor()),
style->borderLeftStyle(), style->borderLeftIsTransparent(),
includeLogicalLeftEdge);
}
bool RenderBoxModelObject::borderObscuresBackgroundEdge(
const FloatSize& contextScale) const {
BorderEdge edges[4];
getBorderEdgeInfo(edges, style());
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;
}
bool RenderBoxModelObject::borderObscuresBackground() const {
if (!style()->hasBorder())
return false;
BorderEdge edges[4];
getBorderEdgeInfo(edges, style());
for (int i = BSTop; i <= BSLeft; ++i) {
const BorderEdge& currEdge = edges[i];
if (!currEdge.obscuresBackground())
return false;
}
return true;
}
bool RenderBoxModelObject::boxShadowShouldBeAppliedToBackground(
BackgroundBleedAvoidance bleedAvoidance,
InlineFlowBox* inlineFlowBox) const {
if (bleedAvoidance != BackgroundBleedNone)
return false;
const ShadowList* shadowList = style()->boxShadow();
if (!shadowList)
return false;
bool hasOneNormalBoxShadow = false;
size_t shadowCount = shadowList->shadows().size();
for (size_t i = 0; i < shadowCount; ++i) {
const ShadowData& currentShadow = shadowList->shadows()[i];
if (currentShadow.style() != Normal)
continue;
if (hasOneNormalBoxShadow)
return false;
hasOneNormalBoxShadow = true;
if (currentShadow.spread())
return false;
}
if (!hasOneNormalBoxShadow)
return false;
Color backgroundColor = style()->resolveColor(style()->backgroundColor());
if (backgroundColor.hasAlpha())
return false;
const FillLayer* lastBackgroundLayer = &style()->backgroundLayers();
for (const FillLayer* next = lastBackgroundLayer->next(); next;
next = lastBackgroundLayer->next())
lastBackgroundLayer = next;
if (lastBackgroundLayer->clip() != BorderFillBox)
return false;
if (lastBackgroundLayer->image() && style()->hasBorderRadius())
return false;
if (inlineFlowBox &&
!inlineFlowBox->boxShadowCanBeAppliedToBackground(*lastBackgroundLayer))
return false;
if (hasOverflowClip() &&
lastBackgroundLayer->attachment() == LocalBackgroundAttachment)
return false;
return true;
}
void RenderBoxModelObject::paintBoxShadow(const PaintInfo& info,
const LayoutRect& paintRect,
const RenderStyle* s,
ShadowStyle shadowStyle,
bool includeLogicalLeftEdge,
bool includeLogicalRightEdge) {
// FIXME: Deal with border-image. Would be great to use border-image as a
// mask.
GraphicsContext* context = info.context;
if (!s->boxShadow())
return;
RoundedRect border =
(shadowStyle == Inset)
? s->getRoundedInnerBorderFor(paintRect, includeLogicalLeftEdge,
includeLogicalRightEdge)
: s->getRoundedBorderFor(paintRect, includeLogicalLeftEdge,
includeLogicalRightEdge);
bool hasBorderRadius = s->hasBorderRadius();
bool hasOpaqueBackground =
s->resolveColor(s->backgroundColor()).alpha() == 255;
GraphicsContextStateSaver stateSaver(*context, false);
const ShadowList* shadowList = s->boxShadow();
for (size_t i = shadowList->shadows().size(); i--;) {
const ShadowData& shadow = shadowList->shadows()[i];
if (shadow.style() != shadowStyle)
continue;
FloatSize shadowOffset(shadow.x(), shadow.y());
float shadowBlur = shadow.blur();
float shadowSpread = shadow.spread();
if (shadowOffset.isZero() && !shadowBlur && !shadowSpread)
continue;
const Color& shadowColor = shadow.color();
if (shadow.style() == Normal) {
FloatRect fillRect = border.rect();
fillRect.inflate(shadowSpread);
if (fillRect.isEmpty())
continue;
FloatRect shadowRect(border.rect());
shadowRect.inflate(shadowBlur + shadowSpread);
shadowRect.move(shadowOffset);
// Save the state and clip, if not already done.
// The clip does not depend on any shadow-specific properties.
if (!stateSaver.saved()) {
stateSaver.save();
if (hasBorderRadius) {
RoundedRect 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);
}
} else {
// This IntRect is correct even with fractional shadows, because it is
// used for the rectangle of the box itself, which is always
// pixel-aligned.
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) {
// FIXME: The function to decide on the policy based on the
// transform should be a named function.
// FIXME: It's not clear if this check is right. What about integral
// scale factors?
AffineTransform transform = context->getCTM();
if (transform.a() != 1 ||
(transform.d() != 1 && transform.d() != -1) || transform.b() ||
transform.c())
rectToClipOut.inflate(-1);
}
if (!rectToClipOut.isEmpty()) {
context->clipOut(rectToClipOut);
}
}
}
// Draw only the shadow.
OwnPtr drawLooperBuilder = DrawLooperBuilder::create();
drawLooperBuilder->addShadow(shadowOffset, shadowBlur, shadowColor,
DrawLooperBuilder::ShadowRespectsTransforms,
DrawLooperBuilder::ShadowIgnoresAlpha);
context->setDrawLooper(drawLooperBuilder.release());
if (hasBorderRadius) {
RoundedRect influenceRect(pixelSnappedIntRect(LayoutRect(shadowRect)),
border.radii());
influenceRect.expandRadii(2 * shadowBlur + shadowSpread);
if (allCornersClippedOut(influenceRect, info.rect))
context->fillRect(fillRect, Color::black);
else {
// TODO: support non-integer shadows - crbug.com/334829
RoundedRect roundedFillRect = border;
roundedFillRect.inflate(shadowSpread);
roundedFillRect.expandRadii(shadowSpread);
if (!roundedFillRect.isRenderable())
roundedFillRect.adjustRadii();
context->fillRoundedRect(roundedFillRect, Color::black);
}
} else {
context->fillRect(fillRect, Color::black);
}
} else {
// The inset shadow case.
GraphicsContext::Edges clippedEdges = GraphicsContext::NoEdge;
if (!includeLogicalLeftEdge) {
clippedEdges |= GraphicsContext::LeftEdge;
}
if (!includeLogicalRightEdge) {
clippedEdges |= GraphicsContext::RightEdge;
}
// TODO: support non-integer shadows - crbug.com/334828
context->drawInnerShadow(border, shadowColor,
flooredIntSize(shadowOffset), shadowBlur,
shadowSpread, clippedEdges);
}
}
}
LayoutUnit RenderBoxModelObject::containingBlockLogicalWidthForContent() const {
return containingBlock()->availableLogicalWidth();
}
LayoutRect RenderBoxModelObject::localCaretRectForEmptyElement(
LayoutUnit width,
LayoutUnit textIndentOffset) {
ASSERT(!slowFirstChild());
// FIXME: This does not take into account either :first-line or :first-letter
// However, as soon as some content is entered, the line boxes will be
// constructed and this kludge is not called any more. So only the caret size
// of an empty :first-line'd block is wrong. I think we can live with that.
RenderStyle* currentStyle = firstLineStyle();
enum CaretAlignment { alignLeft, alignRight, alignCenter };
CaretAlignment alignment = alignLeft;
switch (currentStyle->textAlign()) {
case LEFT:
break;
case CENTER:
alignment = alignCenter;
break;
case RIGHT:
alignment = alignRight;
break;
case JUSTIFY:
case TASTART:
if (!currentStyle->isLeftToRightDirection())
alignment = alignRight;
break;
case TAEND:
if (currentStyle->isLeftToRightDirection())
alignment = alignRight;
break;
}
LayoutUnit x = borderLeft() + paddingLeft();
LayoutUnit maxX = width - borderRight() - paddingRight();
switch (alignment) {
case alignLeft:
if (currentStyle->isLeftToRightDirection())
x += textIndentOffset;
break;
case alignCenter:
x = (x + maxX) / 2;
if (currentStyle->isLeftToRightDirection())
x += textIndentOffset / 2;
else
x -= textIndentOffset / 2;
break;
case alignRight:
x = maxX - caretWidth;
if (!currentStyle->isLeftToRightDirection())
x -= textIndentOffset;
break;
}
x = std::min(x, std::max(maxX - caretWidth, 0));
LayoutUnit height = style()->fontMetrics().height();
LayoutUnit verticalSpace =
lineHeight(true, HorizontalLine, PositionOfInteriorLineBoxes) - height;
LayoutUnit y = paddingTop() + borderTop() + (verticalSpace / 2);
return LayoutRect(x, y, caretWidth, height);
}
bool RenderBoxModelObject::shouldAntialiasLines(GraphicsContext* context) {
// FIXME: We may want to not antialias when scaled by an integral value,
// and we may want to antialias when translated by a non-integral value.
// FIXME: See crbug.com/382491. getCTM does not include scale factors applied
// at raster time, such as device zoom.
return !context->getCTM().isIdentityOrTranslationOrFlipped();
}
void RenderBoxModelObject::mapAbsoluteToLocalPoint(
MapCoordinatesFlags mode,
TransformState& transformState) const {
RenderObject* o = container();
if (!o)
return;
o->mapAbsoluteToLocalPoint(mode, transformState);
LayoutSize containerOffset = offsetFromContainer(o, LayoutPoint());
bool preserve3D = mode & UseTransforms &&
(o->style()->preserves3D() || style()->preserves3D());
if (mode & UseTransforms && shouldUseTransformFromContainer(o)) {
TransformationMatrix t;
getTransformFromContainer(o, containerOffset, t);
transformState.applyTransform(t, preserve3D
? TransformState::AccumulateTransform
: TransformState::FlattenTransform);
} else
transformState.move(containerOffset.width(), containerOffset.height(),
preserve3D ? TransformState::AccumulateTransform
: TransformState::FlattenTransform);
}
const RenderObject* RenderBoxModelObject::pushMappingToContainer(
const RenderBox* ancestorToStopAt,
RenderGeometryMap& geometryMap) const {
ASSERT(ancestorToStopAt != this);
bool ancestorSkipped;
RenderObject* container = this->container(ancestorToStopAt, &ancestorSkipped);
if (!container)
return 0;
bool isInline = isRenderInline();
bool hasTransform = !isInline && isBox() && toRenderBox(this)->transform();
LayoutSize adjustmentForSkippedAncestor;
if (ancestorSkipped) {
// There can't be a transform between paintInvalidationContainer and o,
// because transforms create containers, so it should be safe to just
// subtract the delta between the ancestor and o.
adjustmentForSkippedAncestor =
-ancestorToStopAt->offsetFromAncestorContainer(container);
}
bool offsetDependsOnPoint = false;
LayoutSize containerOffset =
offsetFromContainer(container, LayoutPoint(), &offsetDependsOnPoint);
bool preserve3D = container->style()->preserves3D() || style()->preserves3D();
if (shouldUseTransformFromContainer(container)) {
TransformationMatrix t;
getTransformFromContainer(container, containerOffset, t);
t.translateRight(adjustmentForSkippedAncestor.width().toFloat(),
adjustmentForSkippedAncestor.height().toFloat());
geometryMap.push(this, t, preserve3D, offsetDependsOnPoint, hasTransform);
} else {
containerOffset += adjustmentForSkippedAncestor;
geometryMap.push(this, containerOffset, preserve3D, offsetDependsOnPoint,
hasTransform);
}
return ancestorSkipped ? ancestorToStopAt : container;
}
void RenderBoxModelObject::collectSelfPaintingLayers(
Vector& layers) {
for (RenderObject* child = slowFirstChild(); child;
child = child->nextSibling()) {
if (child->isBox()) {
RenderBox* childBox = toRenderBox(child);
if (childBox->hasSelfPaintingLayer())
layers.append(childBox);
else
childBox->collectSelfPaintingLayers(layers);
} else if (child->isBoxModelObject()) {
toRenderBoxModelObject(child)->collectSelfPaintingLayers(layers);
}
}
}
void RenderBoxModelObject::moveChildTo(RenderBoxModelObject* toBoxModelObject,
RenderObject* child,
RenderObject* beforeChild,
bool fullRemoveInsert) {
// We assume that callers have cleared their positioned objects list for child
// moves (!fullRemoveInsert) so the positioned renderer maps don't become
// stale. It would be too slow to do the map lookup on each call.
ASSERT(!fullRemoveInsert || !isRenderBlock() ||
!toRenderBlock(this)->hasPositionedObjects());
ASSERT(this == child->parent());
ASSERT(!beforeChild || toBoxModelObject == beforeChild->parent());
if (fullRemoveInsert && (toBoxModelObject->isRenderBlock() ||
toBoxModelObject->isRenderInline())) {
// Takes care of adding the new child correctly if toBlock and fromBlock
// have different kind of children (block vs inline).
toBoxModelObject->addChild(virtualChildren()->removeChildNode(this, child),
beforeChild);
} else
toBoxModelObject->virtualChildren()->insertChildNode(
toBoxModelObject,
virtualChildren()->removeChildNode(this, child, fullRemoveInsert),
beforeChild, fullRemoveInsert);
}
void RenderBoxModelObject::moveAllChildrenTo(
RenderBoxModelObject* toBoxModelObject,
RenderObject* beforeChild,
bool fullRemoveInsert) {
// This condition is rarely hit since this function is usually called on
// anonymous blocks which can no longer carry positioned objects (see r120761)
// or when fullRemoveInsert is false.
if (fullRemoveInsert && isRenderBlock()) {
RenderBlock* block = toRenderBlock(this);
block->removePositionedObjects(0);
}
ASSERT(!beforeChild || toBoxModelObject == beforeChild->parent());
for (RenderObject* child = slowFirstChild(); child;) {
// Save our next sibling as moveChildTo will clear it.
RenderObject* nextSibling = child->nextSibling();
moveChildTo(toBoxModelObject, child, beforeChild, fullRemoveInsert);
child = nextSibling;
}
}
} // namespace blink