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Unified Diff: Source/core/paint/BoxPainter.cpp

Issue 564973002: Move a bunch more painting code out of RenderBoxModelObject and into BoxPainter. (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Merged, made more things static. Created 6 years, 3 months ago
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Index: Source/core/paint/BoxPainter.cpp
diff --git a/Source/core/paint/BoxPainter.cpp b/Source/core/paint/BoxPainter.cpp
index 1621ed78fa7a5474efbda32f676893a8b1e3e6ab..06211c7dc3ed81dea29991697e69c9ea07802a8a 100644
--- a/Source/core/paint/BoxPainter.cpp
+++ b/Source/core/paint/BoxPainter.cpp
@@ -15,10 +15,12 @@
#include "core/rendering/RenderBox.h"
#include "core/rendering/RenderBoxModelObject.h"
#include "core/rendering/RenderLayer.h"
+#include "core/rendering/RenderObject.h"
#include "core/rendering/RenderTable.h"
#include "core/rendering/RenderTheme.h"
#include "core/rendering/RenderView.h"
#include "core/rendering/compositing/CompositedLayerMapping.h"
+#include "core/rendering/style/BorderEdge.h"
#include "core/rendering/style/ShadowList.h"
#include "platform/LengthFunctions.h"
#include "platform/geometry/LayoutPoint.h"
@@ -54,7 +56,7 @@ void BoxPainter::paintBoxDecorationBackgroundWithRect(PaintInfo& paintInfo, cons
// FIXME: Should eventually give the theme control over whether the box shadow should paint, since controls could have
// custom shadows of their own.
if (!m_renderBox.boxShadowShouldBeAppliedToBackground(boxDecorationData.bleedAvoidance()))
- m_renderBox.paintBoxShadow(paintInfo, paintRect, style, Normal);
+ paintBoxShadow(paintInfo, paintRect, style, Normal);
GraphicsContextStateSaver stateSaver(*paintInfo.context, false);
if (boxDecorationData.bleedAvoidance() == BackgroundBleedClipBackground) {
@@ -69,20 +71,20 @@ void BoxPainter::paintBoxDecorationBackgroundWithRect(PaintInfo& paintInfo, cons
bool themePainted = boxDecorationData.hasAppearance && !RenderTheme::theme().paint(&m_renderBox, paintInfo, snappedPaintRect);
if (!themePainted) {
if (boxDecorationData.bleedAvoidance() == BackgroundBleedBackgroundOverBorder)
- m_renderBox.paintBorder(paintInfo, paintRect, style, boxDecorationData.bleedAvoidance());
+ paintBorder(m_renderBox, paintInfo, paintRect, style, boxDecorationData.bleedAvoidance());
paintBackground(paintInfo, paintRect, boxDecorationData.backgroundColor, boxDecorationData.bleedAvoidance());
if (boxDecorationData.hasAppearance)
RenderTheme::theme().paintDecorations(&m_renderBox, paintInfo, snappedPaintRect);
}
- m_renderBox.paintBoxShadow(paintInfo, paintRect, style, Inset);
+ paintBoxShadow(paintInfo, paintRect, style, Inset);
// The theme will tell us whether or not we should also paint the CSS border.
if (boxDecorationData.hasBorder && boxDecorationData.bleedAvoidance() != BackgroundBleedBackgroundOverBorder
&& (!boxDecorationData.hasAppearance || (!themePainted && RenderTheme::theme().paintBorderOnly(&m_renderBox, paintInfo, snappedPaintRect)))
&& !(m_renderBox.isTable() && toRenderTable(&m_renderBox)->collapseBorders()))
- m_renderBox.paintBorder(paintInfo, paintRect, style, boxDecorationData.bleedAvoidance());
+ paintBorder(m_renderBox, paintInfo, paintRect, style, boxDecorationData.bleedAvoidance());
}
static bool skipBodyBackground(const RenderBox* bodyElementRenderer)
@@ -525,7 +527,7 @@ void BoxPainter::paintMaskImages(const PaintInfo& paintInfo, const LayoutRect& p
if (allMaskImagesLoaded) {
paintFillLayers(paintInfo, Color::transparent, m_renderBox.style()->maskLayers(), paintRect, BackgroundBleedNone, compositeOp);
- m_renderBox.paintNinePieceImage(paintInfo.context, paintRect, m_renderBox.style(), m_renderBox.style()->maskBoxImage(), compositeOp);
+ paintNinePieceImage(m_renderBox, paintInfo.context, paintRect, m_renderBox.style(), m_renderBox.style()->maskBoxImage(), compositeOp);
}
if (pushTransparencyLayer)
@@ -864,4 +866,1291 @@ IntSize BoxPainter::calculateFillTileSize(const RenderBoxModelObject& obj, const
return IntSize();
}
+static LayoutUnit computeBorderImageSide(const BorderImageLength& borderSlice, LayoutUnit borderSide, LayoutUnit imageSide, LayoutUnit boxExtent)
+{
+ if (borderSlice.isNumber())
+ return borderSlice.number() * borderSide;
+ if (borderSlice.length().isAuto())
+ return imageSide;
+ return valueForLength(borderSlice.length(), boxExtent);
+}
+
+bool BoxPainter::paintNinePieceImage(RenderBoxModelObject& obj, GraphicsContext* graphicsContext, const LayoutRect& rect, const RenderStyle* style, const NinePieceImage& ninePieceImage, CompositeOperator op)
+{
+ StyleImage* styleImage = ninePieceImage.image();
+ if (!styleImage)
+ return false;
+
+ if (!styleImage->isLoaded())
+ return true; // Never paint a nine-piece image incrementally, but don't paint the fallback borders either.
+
+ if (!styleImage->canRender(obj, style->effectiveZoom()))
+ return false;
+
+ // FIXME: border-image is broken with full page zooming when tiling has to happen, since the tiling function
+ // doesn't have any understanding of the zoom that is in effect on the tile.
+ LayoutRect rectWithOutsets = rect;
+ rectWithOutsets.expand(style->imageOutsets(ninePieceImage));
+ IntRect borderImageRect = pixelSnappedIntRect(rectWithOutsets);
+
+ IntSize imageSize = obj.calculateImageIntrinsicDimensions(styleImage, borderImageRect.size(), RenderBoxModelObject::DoNotScaleByEffectiveZoom);
+
+ // If both values are ‘auto’ then the intrinsic width and/or height of the image should be used, if any.
+ styleImage->setContainerSizeForRenderer(&obj, imageSize, style->effectiveZoom());
+
+ int imageWidth = imageSize.width();
+ int imageHeight = imageSize.height();
+
+ float imageScaleFactor = styleImage->imageScaleFactor();
+ int topSlice = std::min<int>(imageHeight, valueForLength(ninePieceImage.imageSlices().top(), imageHeight)) * imageScaleFactor;
+ int rightSlice = std::min<int>(imageWidth, valueForLength(ninePieceImage.imageSlices().right(), imageWidth)) * imageScaleFactor;
+ int bottomSlice = std::min<int>(imageHeight, valueForLength(ninePieceImage.imageSlices().bottom(), imageHeight)) * imageScaleFactor;
+ int leftSlice = std::min<int>(imageWidth, valueForLength(ninePieceImage.imageSlices().left(), imageWidth)) * imageScaleFactor;
+
+ ENinePieceImageRule hRule = ninePieceImage.horizontalRule();
+ ENinePieceImageRule vRule = ninePieceImage.verticalRule();
+
+ int topWidth = computeBorderImageSide(ninePieceImage.borderSlices().top(), style->borderTopWidth(), topSlice, borderImageRect.height());
+ int rightWidth = computeBorderImageSide(ninePieceImage.borderSlices().right(), style->borderRightWidth(), rightSlice, borderImageRect.width());
+ int bottomWidth = computeBorderImageSide(ninePieceImage.borderSlices().bottom(), style->borderBottomWidth(), bottomSlice, borderImageRect.height());
+ int leftWidth = computeBorderImageSide(ninePieceImage.borderSlices().left(), style->borderLeftWidth(), leftSlice, borderImageRect.width());
+
+ // Reduce the widths if they're too large.
+ // The spec says: Given Lwidth as the width of the border image area, Lheight as its height, and Wside as the border image width
+ // offset for the side, let f = min(Lwidth/(Wleft+Wright), Lheight/(Wtop+Wbottom)). If f < 1, then all W are reduced by
+ // multiplying them by f.
+ int borderSideWidth = std::max(1, leftWidth + rightWidth);
+ int borderSideHeight = std::max(1, topWidth + bottomWidth);
+ float borderSideScaleFactor = std::min((float)borderImageRect.width() / borderSideWidth, (float)borderImageRect.height() / borderSideHeight);
+ if (borderSideScaleFactor < 1) {
+ topWidth *= borderSideScaleFactor;
+ rightWidth *= borderSideScaleFactor;
+ bottomWidth *= borderSideScaleFactor;
+ leftWidth *= borderSideScaleFactor;
+ }
+
+ bool drawLeft = leftSlice > 0 && leftWidth > 0;
+ bool drawTop = topSlice > 0 && topWidth > 0;
+ bool drawRight = rightSlice > 0 && rightWidth > 0;
+ bool drawBottom = bottomSlice > 0 && bottomWidth > 0;
+ bool drawMiddle = ninePieceImage.fill() && (imageWidth - leftSlice - rightSlice) > 0 && (borderImageRect.width() - leftWidth - rightWidth) > 0
+ && (imageHeight - topSlice - bottomSlice) > 0 && (borderImageRect.height() - topWidth - bottomWidth) > 0;
+
+ RefPtr<Image> image = styleImage->image(&obj, imageSize);
+
+ float destinationWidth = borderImageRect.width() - leftWidth - rightWidth;
+ float destinationHeight = borderImageRect.height() - topWidth - bottomWidth;
+
+ float sourceWidth = imageWidth - leftSlice - rightSlice;
+ float sourceHeight = imageHeight - topSlice - bottomSlice;
+
+ float leftSideScale = drawLeft ? (float)leftWidth / leftSlice : 1;
+ float rightSideScale = drawRight ? (float)rightWidth / rightSlice : 1;
+ float topSideScale = drawTop ? (float)topWidth / topSlice : 1;
+ float bottomSideScale = drawBottom ? (float)bottomWidth / bottomSlice : 1;
+
+ if (drawLeft) {
+ // Paint the top and bottom left corners.
+
+ // The top left corner rect is (tx, ty, leftWidth, topWidth)
+ // The rect to use from within the image is obtained from our slice, and is (0, 0, leftSlice, topSlice)
+ if (drawTop) {
+ graphicsContext->drawImage(image.get(), IntRect(borderImageRect.location(), IntSize(leftWidth, topWidth)),
+ LayoutRect(0, 0, leftSlice, topSlice), op);
+ }
+
+ // The bottom left corner rect is (tx, ty + h - bottomWidth, leftWidth, bottomWidth)
+ // The rect to use from within the image is (0, imageHeight - bottomSlice, leftSlice, botomSlice)
+ if (drawBottom) {
+ graphicsContext->drawImage(image.get(), IntRect(borderImageRect.x(), borderImageRect.maxY() - bottomWidth, leftWidth, bottomWidth),
+ LayoutRect(0, imageHeight - bottomSlice, leftSlice, bottomSlice), op);
+ }
+
+ // Paint the left edge.
+ // Have to scale and tile into the border rect.
+ if (sourceHeight > 0) {
+ graphicsContext->drawTiledImage(image.get(), IntRect(borderImageRect.x(), borderImageRect.y() + topWidth, leftWidth, destinationHeight),
+ IntRect(0, topSlice, leftSlice, sourceHeight), FloatSize(leftSideScale, leftSideScale), Image::StretchTile, (Image::TileRule)vRule, op);
+ }
+ }
+
+ if (drawRight) {
+ // Paint the top and bottom right corners
+ // The top right corner rect is (tx + w - rightWidth, ty, rightWidth, topWidth)
+ // The rect to use from within the image is obtained from our slice, and is (imageWidth - rightSlice, 0, rightSlice, topSlice)
+ if (drawTop) {
+ graphicsContext->drawImage(image.get(), IntRect(borderImageRect.maxX() - rightWidth, borderImageRect.y(), rightWidth, topWidth),
+ LayoutRect(imageWidth - rightSlice, 0, rightSlice, topSlice), op);
+ }
+
+ // The bottom right corner rect is (tx + w - rightWidth, ty + h - bottomWidth, rightWidth, bottomWidth)
+ // The rect to use from within the image is (imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice)
+ if (drawBottom) {
+ graphicsContext->drawImage(image.get(), IntRect(borderImageRect.maxX() - rightWidth, borderImageRect.maxY() - bottomWidth, rightWidth, bottomWidth),
+ LayoutRect(imageWidth - rightSlice, imageHeight - bottomSlice, rightSlice, bottomSlice), op);
+ }
+
+ // Paint the right edge.
+ if (sourceHeight > 0) {
+ graphicsContext->drawTiledImage(image.get(), IntRect(borderImageRect.maxX() - rightWidth, borderImageRect.y() + topWidth, rightWidth,
+ destinationHeight),
+ IntRect(imageWidth - rightSlice, topSlice, rightSlice, sourceHeight),
+ FloatSize(rightSideScale, rightSideScale),
+ Image::StretchTile, (Image::TileRule)vRule, op);
+ }
+ }
+
+ // Paint the top edge.
+ if (drawTop && sourceWidth > 0) {
+ graphicsContext->drawTiledImage(image.get(), IntRect(borderImageRect.x() + leftWidth, borderImageRect.y(), destinationWidth, topWidth),
+ IntRect(leftSlice, 0, sourceWidth, topSlice),
+ FloatSize(topSideScale, topSideScale), (Image::TileRule)hRule, Image::StretchTile, op);
+ }
+
+ // Paint the bottom edge.
+ if (drawBottom && sourceWidth > 0) {
+ graphicsContext->drawTiledImage(image.get(), IntRect(borderImageRect.x() + leftWidth, borderImageRect.maxY() - bottomWidth,
+ destinationWidth, bottomWidth),
+ IntRect(leftSlice, imageHeight - bottomSlice, sourceWidth, bottomSlice),
+ FloatSize(bottomSideScale, bottomSideScale),
+ (Image::TileRule)hRule, Image::StretchTile, op);
+ }
+
+ // Paint the middle.
+ if (drawMiddle) {
+ FloatSize middleScaleFactor(1, 1);
+ if (drawTop)
+ middleScaleFactor.setWidth(topSideScale);
+ else if (drawBottom)
+ middleScaleFactor.setWidth(bottomSideScale);
+ if (drawLeft)
+ middleScaleFactor.setHeight(leftSideScale);
+ else if (drawRight)
+ middleScaleFactor.setHeight(rightSideScale);
+
+ // For "stretch" rules, just override the scale factor and replace. We only had to do this for the
+ // center tile, since sides don't even use the scale factor unless they have a rule other than "stretch".
+ // The middle however can have "stretch" specified in one axis but not the other, so we have to
+ // correct the scale here.
+ if (hRule == StretchImageRule)
+ middleScaleFactor.setWidth(destinationWidth / sourceWidth);
+
+ if (vRule == StretchImageRule)
+ middleScaleFactor.setHeight(destinationHeight / sourceHeight);
+
+ graphicsContext->drawTiledImage(image.get(),
+ IntRect(borderImageRect.x() + leftWidth, borderImageRect.y() + topWidth, destinationWidth, destinationHeight),
+ IntRect(leftSlice, topSlice, sourceWidth, sourceHeight),
+ middleScaleFactor, (Image::TileRule)hRule, (Image::TileRule)vRule, op);
+ }
+
+ return true;
+}
+
+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;
+}
+
+enum BorderEdgeFlag {
+ TopBorderEdge = 1 << BSTop,
+ RightBorderEdge = 1 << BSRight,
+ BottomBorderEdge = 1 << BSBottom,
+ LeftBorderEdge = 1 << BSLeft,
+ AllBorderEdges = TopBorderEdge | BottomBorderEdge | LeftBorderEdge | RightBorderEdge
+};
+
+static inline BorderEdgeFlag edgeFlagForSide(BoxSide side)
+{
+ return static_cast<BorderEdgeFlag>(1 << side);
+}
+
+static inline bool includesEdge(BorderEdgeFlags flags, BoxSide side)
+{
+ return flags & edgeFlagForSide(side);
+}
+
+inline bool 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 (!edges[side].sharesColorWith(edges[adjacentSide]))
+ return false;
+
+ return !borderStyleHasUnmatchedColorsAtCorner(edges[side].borderStyle(), 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 (!edges[side].sharesColorWith(edges[adjacentSide]))
+ return true;
+
+ return borderStyleHasUnmatchedColorsAtCorner(edges[side].borderStyle(), side, adjacentSide);
+}
+
+bool BoxPainter::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();
+}
+
+static bool borderWillArcInnerEdge(const LayoutSize& firstRadius, const FloatSize& secondRadius)
+{
+ return !firstRadius.isZero() || !secondRadius.isZero();
+}
+
+// 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 (!edges[side].sharesColorWith(edges[adjacentSide]) && edges[adjacentSide].color.hasAlpha())
+ return false;
+
+ if (!borderStyleFillsBorderArea(edges[adjacentSide].borderStyle()))
+ 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 (!edges[side].sharesColorWith(edges[adjacentSide]))
+ return true;
+
+ if (borderStylesRequireMitre(side, adjacentSide, edges[side].borderStyle(), edges[adjacentSide].borderStyle()))
+ return true;
+
+ return false;
+}
+
+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 BoxPainter::clipBorderSideForComplexInnerPath(GraphicsContext* graphicsContext, const RoundedRect& outerBorder, const RoundedRect& innerBorder,
+ BoxSide side, const BorderEdge edges[])
+{
+ graphicsContext->clip(calculateSideRectIncludingInner(outerBorder, edges, side));
+ RoundedRect adjustedInnerRect = calculateAdjustedInnerBorder(innerBorder, side);
+ if (!adjustedInnerRect.isEmpty())
+ graphicsContext->clipOutRoundedRect(adjustedInnerRect);
+}
+
+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;
+}
+
+void BoxPainter::paintBorder(RenderBoxModelObject& obj, const PaintInfo& info, const LayoutRect& rect, const RenderStyle* style, BackgroundBleedAvoidance bleedAvoidance, bool includeLogicalLeftEdge, bool includeLogicalRightEdge)
+{
+ GraphicsContext* graphicsContext = info.context;
+ // border-image is not affected by border-radius.
+ if (paintNinePieceImage(obj, graphicsContext, rect, style, style->borderImage()))
+ return;
+
+ BorderEdge edges[4];
+ style->getBorderEdgeInfo(edges, 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<BoxSide>(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.borderStyle() != SOLID)
+ haveAllSolidEdges = false;
+
+ if (currEdge.borderStyle() != 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(obj, graphicsContext, style, outerBorder, unadjustedInnerBorder, innerBorderAdjustment, edges, edgesToDraw, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias);
+ else
+ paintBorderSides(obj, graphicsContext, style, outerBorder, unadjustedInnerBorder, innerBorderAdjustment, edges, edgesToDraw, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias);
+}
+
+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);
+}
+
+void BoxPainter::paintTranslucentBorderSides(RenderObject& obj, 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<float>(commonColor.alpha()) / 255);
+ commonColor = Color(commonColor.red(), commonColor.green(), commonColor.blue());
+ }
+
+ paintBorderSides(obj, graphicsContext, style, outerBorder, innerBorder, innerBorderAdjustment, edges, commonColorEdgeSet, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, &commonColor);
+
+ if (useTransparencyLayer)
+ graphicsContext->endLayer();
+
+ edgesToDraw &= ~commonColorEdgeSet;
+ }
+}
+
+LayoutRect BoxPainter::borderInnerRectAdjustedForBleedAvoidance(GraphicsContext* context, const LayoutRect& rect, BackgroundBleedAvoidance bleedAvoidance)
+{
+ // 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;
+}
+
+void BoxPainter::paintOneBorderSide(RenderObject& obj, 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.borderStyle(), bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge);
+ } else {
+ bool clipForStyle = styleRequiresClipPolygon(edgeToRender.borderStyle()) && (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;
+ }
+
+ obj.drawLineForBoxSide(graphicsContext, sideRect.x(), sideRect.y(), sideRect.maxX(), sideRect.maxY(), side, colorToPaint, edgeToRender.borderStyle(),
+ mitreAdjacentSide1 ? adjacentEdge1.width : 0, mitreAdjacentSide2 ? adjacentEdge2.width : 0, antialias);
+ }
+}
+
+void BoxPainter::paintBorderSides(RenderObject& obj, 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].borderStyle()) || borderWillArcInnerEdge(innerBorder.radii().topLeft(), innerBorder.radii().topRight()));
+ paintOneBorderSide(obj, 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].borderStyle()) || borderWillArcInnerEdge(innerBorder.radii().bottomLeft(), innerBorder.radii().bottomRight()));
+ paintOneBorderSide(obj, 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].borderStyle()) || borderWillArcInnerEdge(innerBorder.radii().bottomLeft(), innerBorder.radii().topLeft()));
+ paintOneBorderSide(obj, 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].borderStyle()) || borderWillArcInnerEdge(innerBorder.radii().bottomRight(), innerBorder.radii().topRight()));
+ paintOneBorderSide(obj, graphicsContext, style, outerBorder, innerBorder, sideRect, BSRight, BSTop, BSBottom, edges, usePath ? &roundedPath : 0, bleedAvoidance, includeLogicalLeftEdge, includeLogicalRightEdge, antialias, overrideColor);
+ }
+}
+
+void BoxPainter::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 BoxPainter::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 isHorizontal = s->isHorizontalWritingMode();
+ bool hasOpaqueBackground = s->visitedDependentColor(CSSPropertyBackgroundColor).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?
+ // FIXME: See crbug.com/382491. The use of getCTM may also be wrong because it does not include
+ // device zoom applied at raster time.
+ 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 = 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) {
+ if (isHorizontal)
+ clippedEdges |= GraphicsContext::LeftEdge;
+ else
+ clippedEdges |= GraphicsContext::TopEdge;
+ }
+ if (!includeLogicalRightEdge) {
+ if (isHorizontal)
+ clippedEdges |= GraphicsContext::RightEdge;
+ else
+ clippedEdges |= GraphicsContext::BottomEdge;
+ }
+ // TODO: support non-integer shadows - crbug.com/334828
+ context->drawInnerShadow(border, shadowColor, flooredIntSize(shadowOffset), shadowBlur, shadowSpread, clippedEdges);
+ }
+ }
+}
+
+void BoxPainter::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);
+}
+
} // namespace blink

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