/* * 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 "sky/engine/core/rendering/RenderBoxModelObject.h" #include "sky/engine/core/rendering/RenderBlock.h" #include "sky/engine/core/rendering/RenderGeometryMap.h" #include "sky/engine/core/rendering/RenderInline.h" #include "sky/engine/core/rendering/RenderLayer.h" #include "sky/engine/core/rendering/RenderObjectInlines.h" #include "sky/engine/core/rendering/RenderView.h" #include "sky/engine/core/rendering/style/ShadowList.h" #include "sky/engine/platform/LengthFunctions.h" #include "sky/engine/platform/geometry/TransformState.h" #include "sky/engine/platform/graphics/DrawLooperBuilder.h" #include "sky/engine/platform/graphics/GraphicsContextStateSaver.h" #include "sky/engine/platform/graphics/Path.h" #include "sky/engine/wtf/CurrentTime.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