// The following rules apply for resolving conflicts and figuring out which border
// to use.
// (1) Borders with the 'border-style' of 'hidden' take precedence over all other conflicting 
// borders. Any border with this value suppresses all borders at this location.
// (2) Borders with a style of 'none' have the lowest priority. Only if the border properties of all 
// the elements meeting at this edge are 'none' will the border be omitted (but note that 'none' is 
// the default value for the border style.)
// (3) If none of the styles are 'hidden' and at least one of them is not 'none', then narrow borders 
// are discarded in favor of wider ones. If several have the same 'border-width' then styles are preferred 
// in this order: 'double', 'solid', 'dashed', 'dotted', 'ridge', 'outset', 'groove', and the lowest: 'inset'.
// (4) If border styles differ only in color, then a style set on a cell wins over one on a row, 
// which wins over a row group, column, column group and, lastly, table. It is undefined which color 
// is used when two elements of the same type disagree.
static CollapsedBorderValue compareBorders(const CollapsedBorderValue& border1, const CollapsedBorderValue& border2)
{
    // Sanity check the values passed in.  If either is null, return the other.
    if (!border2.exists())
        return border1;
    if (!border1.exists())
        return border2;

    // Rule #1 above.
    if (border1.style() == BHIDDEN || border2.style() == BHIDDEN)
        return CollapsedBorderValue(); // No border should exist at this location.
    
    // Rule #2 above.  A style of 'none' has lowest priority and always loses to any other border.
    if (border2.style() == BNONE)
        return border1;
    if (border1.style() == BNONE)
        return border2;

    // The first part of rule #3 above. Wider borders win.
    if (border1.width() != border2.width())
        return border1.width() > border2.width() ? border1 : border2;
    
    // The borders have equal width.  Sort by border style.
    if (border1.style() != border2.style())
        return border1.style() > border2.style() ? border1 : border2;
    
    // The border have the same width and style.  Rely on precedence (cell over row over row group, etc.)
    return border1.precedence >= border2.precedence ? border1 : border2;
}
void RenderTableCell::paintCollapsedBorder(GraphicsContext* graphicsContext, const IntRect& paintRect)
{
    if (!table()->currentBorderStyle() || graphicsContext->paintingDisabled())
        return;
    
    CollapsedBorderValue leftVal = collapsedLeftBorder();
    CollapsedBorderValue rightVal = collapsedRightBorder();
    CollapsedBorderValue topVal = collapsedTopBorder();
    CollapsedBorderValue bottomVal = collapsedBottomBorder();
     
    // Adjust our x/y/width/height so that we paint the collapsed borders at the correct location.
    int topWidth = topVal.width();
    int bottomWidth = bottomVal.width();
    int leftWidth = leftVal.width();
    int rightWidth = rightVal.width();
    
    int x = paintRect.x() - leftWidth / 2;
    int y = paintRect.y() - topWidth / 2;
    int w = paintRect.width() + leftWidth / 2 + (rightWidth + 1) / 2;
    int h = paintRect.height() + topWidth / 2 + (bottomWidth + 1) / 2;
    
    EBorderStyle topStyle = collapsedBorderStyle(topVal.style());
    EBorderStyle bottomStyle = collapsedBorderStyle(bottomVal.style());
    EBorderStyle leftStyle = collapsedBorderStyle(leftVal.style());
    EBorderStyle rightStyle = collapsedBorderStyle(rightVal.style());
    
    bool renderTop = topStyle > BHIDDEN && !topVal.isTransparent();
    bool renderBottom = bottomStyle > BHIDDEN && !bottomVal.isTransparent();
    bool renderLeft = leftStyle > BHIDDEN && !leftVal.isTransparent();
    bool renderRight = rightStyle > BHIDDEN && !rightVal.isTransparent();

    // We never paint diagonals at the joins.  We simply let the border with the highest
    // precedence paint on top of borders with lower precedence.  
    CollapsedBorders borders;
    borders.addBorder(topVal, BSTop, renderTop, x, y, x + w, y + topWidth, topStyle);
    borders.addBorder(bottomVal, BSBottom, renderBottom, x, y + h - bottomWidth, x + w, y + h, bottomStyle);
    borders.addBorder(leftVal, BSLeft, renderLeft, x, y, x + leftWidth, y + h, leftStyle);
    borders.addBorder(rightVal, BSRight, renderRight, x + w - rightWidth, y, x + w, y + h, rightStyle);

    const AffineTransform& currentCTM = graphicsContext->getCTM();
    bool antialias = !currentCTM.isIdentityOrTranslationOrFlipped();
    
    for (CollapsedBorder* border = borders.nextBorder(); border; border = borders.nextBorder()) {
        if (border->borderValue == *table()->currentBorderStyle())
            drawLineForBoxSide(graphicsContext, border->x1, border->y1, border->x2, border->y2, border->side, 
                               border->borderValue.color(), border->style, 0, 0, antialias);
    }
}
void RenderTableCell::paintCollapsedBorder(GraphicsContext* graphicsContext, int tx, int ty, int w, int h)
{
    if (!table()->currentBorderStyle())
        return;
    
    bool rtl = table()->style()->direction() == RTL;
    CollapsedBorderValue leftVal = collapsedLeftBorder(rtl);
    CollapsedBorderValue rightVal = collapsedRightBorder(rtl);
    CollapsedBorderValue topVal = collapsedTopBorder();
    CollapsedBorderValue bottomVal = collapsedBottomBorder();
     
    // Adjust our x/y/width/height so that we paint the collapsed borders at the correct location.
    int topWidth = topVal.width();
    int bottomWidth = bottomVal.width();
    int leftWidth = leftVal.width();
    int rightWidth = rightVal.width();
    
    tx -= leftWidth / 2;
    ty -= topWidth / 2;
    w += leftWidth / 2 + (rightWidth + 1) / 2;
    h += topWidth / 2 + (bottomWidth + 1) / 2;
    
    EBorderStyle topStyle = collapsedBorderStyle(topVal.style());
    EBorderStyle bottomStyle = collapsedBorderStyle(bottomVal.style());
    EBorderStyle leftStyle = collapsedBorderStyle(leftVal.style());
    EBorderStyle rightStyle = collapsedBorderStyle(rightVal.style());
    
    bool renderTop = topStyle > BHIDDEN && !topVal.isTransparent();
    bool renderBottom = bottomStyle > BHIDDEN && !bottomVal.isTransparent();
    bool renderLeft = leftStyle > BHIDDEN && !leftVal.isTransparent();
    bool renderRight = rightStyle > BHIDDEN && !rightVal.isTransparent();

    // We never paint diagonals at the joins.  We simply let the border with the highest
    // precedence paint on top of borders with lower precedence.  
    CollapsedBorders borders;
    borders.addBorder(topVal, BSTop, renderTop, tx, ty, tx + w, ty + topWidth, topStyle);
    borders.addBorder(bottomVal, BSBottom, renderBottom, tx, ty + h - bottomWidth, tx + w, ty + h, bottomStyle);
    borders.addBorder(leftVal, BSLeft, renderLeft, tx, ty, tx + leftWidth, ty + h, leftStyle);
    borders.addBorder(rightVal, BSRight, renderRight, tx + w - rightWidth, ty, tx + w, ty + h, rightStyle);
    
    for (CollapsedBorder* border = borders.nextBorder(); border; border = borders.nextBorder()) {
        if (border->borderValue == *table()->currentBorderStyle())
            drawLineForBoxSide(graphicsContext, border->x1, border->y1, border->x2, border->y2, border->side, 
                               border->borderValue.color(), style()->color(), border->style, 0, 0);
    }
}
// The following rules apply for resolving conflicts and figuring out which border
// to use.
// (1) Borders with the 'border-style' of 'hidden' take precedence over all other conflicting 
// borders. Any border with this value suppresses all borders at this location.
// (2) Borders with a style of 'none' have the lowest priority. Only if the border properties of all 
// the elements meeting at this edge are 'none' will the border be omitted (but note that 'none' is 
// the default value for the border style.)
// (3) If none of the styles are 'hidden' and at least one of them is not 'none', then narrow borders 
// are discarded in favor of wider ones. If several have the same 'border-width' then styles are preferred 
// in this order: 'double', 'solid', 'dashed', 'dotted', 'ridge', 'outset', 'groove', and the lowest: 'inset'.
// (4) If border styles differ only in color, then a style set on a cell wins over one on a row, 
// which wins over a row group, column, column group and, lastly, table. It is undefined which color 
// is used when two elements of the same type disagree.
static int compareBorders(const CollapsedBorderValue& border1, const CollapsedBorderValue& border2)
{
    // Sanity check the values passed in. The null border have lowest priority.
    if (!border2.exists()) {
        if (!border1.exists())
            return 0;
        return 1;
    }
    if (!border1.exists())
        return -1;

    // Rule #1 above.
    if (border2.style() == BHIDDEN) {
        if (border1.style() == BHIDDEN)
            return 0;
        return -1;
    }
    if (border1.style() == BHIDDEN)
        return 1;
    
    // Rule #2 above.  A style of 'none' has lowest priority and always loses to any other border.
    if (border2.style() == BNONE) {
        if (border1.style() == BNONE)
            return 0;
        return 1;
    }
    if (border1.style() == BNONE)
        return -1;

    // The first part of rule #3 above. Wider borders win.
    if (border1.width() != border2.width())
        return border1.width() < border2.width() ? -1 : 1;
    
    // The borders have equal width.  Sort by border style.
    if (border1.style() != border2.style())
        return border1.style() < border2.style() ? -1 : 1;
    
    // The border have the same width and style.  Rely on precedence (cell over row over row group, etc.)
    if (border1.precedence() == border2.precedence())
        return 0;
    return border1.precedence() < border2.precedence() ? -1 : 1;
}
Exemplo n.º 5
0
void RenderTableCell::readyWRATHWidgetCollapsedBorder(PaintedWidgetsOfWRATHHandle& handle,
                                                      ContextOfWRATH *wrath_context,
                                                      int tx, int ty, int w, int h)
{
    RenderTableCell_ReadyWRATHWidgetCollapsedBorder *d(RenderTableCell_ReadyWRATHWidgetCollapsedBorder::object(this, handle));

    ContextOfWRATH::AutoPushNode autoPushRoot(wrath_context, d->m_root_node);
    ContextOfWRATH::AutoPushNode autoPushSkip(wrath_context, d->m_skip_node);

    if (!table()->currentBorderStyle()) {
        d->m_skip_node.widget()->visible(false);
        return;
    }

    d->m_skip_node.widget()->visible(true);
    
    CollapsedBorderValue leftVal = collapsedLeftBorder();
    CollapsedBorderValue rightVal = collapsedRightBorder();
    CollapsedBorderValue topVal = collapsedTopBorder();
    CollapsedBorderValue bottomVal = collapsedBottomBorder();
     
    // Adjust our x/y/width/height so that we paint the collapsed borders at the correct location.
    int topWidth = topVal.width();
    int bottomWidth = bottomVal.width();
    int leftWidth = leftVal.width();
    int rightWidth = rightVal.width();
    
    tx -= leftWidth / 2;
    ty -= topWidth / 2;
    w += leftWidth / 2 + (rightWidth + 1) / 2;
    h += topWidth / 2 + (bottomWidth + 1) / 2;
    
    EBorderStyle topStyle = collapsedBorderStyle(topVal.style());
    EBorderStyle bottomStyle = collapsedBorderStyle(bottomVal.style());
    EBorderStyle leftStyle = collapsedBorderStyle(leftVal.style());
    EBorderStyle rightStyle = collapsedBorderStyle(rightVal.style());
    
    bool renderTop = topStyle > BHIDDEN && !topVal.isTransparent();
    bool renderBottom = bottomStyle > BHIDDEN && !bottomVal.isTransparent();
    bool renderLeft = leftStyle > BHIDDEN && !leftVal.isTransparent();
    bool renderRight = rightStyle > BHIDDEN && !rightVal.isTransparent();

    // We never paint diagonals at the joins.  We simply let the border with the highest
    // precedence paint on top of borders with lower precedence.  
    CollapsedBorders borders;
    borders.addBorder(topVal, BSTop, renderTop, tx, ty, tx + w, ty + topWidth, topStyle);
    borders.addBorder(bottomVal, BSBottom, renderBottom, tx, ty + h - bottomWidth, tx + w, ty + h, bottomStyle);
    borders.addBorder(leftVal, BSLeft, renderLeft, tx, ty, tx + leftWidth, ty + h, leftStyle);
    borders.addBorder(rightVal, BSRight, renderRight, tx + w - rightWidth, ty, tx + w, ty + h, rightStyle);

    /*
      [WRATH-DANGER]: These are not used at the moment
      const AffineTransform& currentCTM = graphicsContext->getCTM();
      bool antialias = !currentCTM.isIdentityOrTranslationOrFlipped();
    */
    
    d->m_top.visible(false);
    d->m_bottom.visible(false);
    d->m_left.visible(false);
    d->m_right.visible(false);
    for (CollapsedBorder* border = borders.nextBorder(); border; border = borders.nextBorder()) {
        if (border->borderValue == *table()->currentBorderStyle()) {
            PaintedWidgetsOfWRATHHandle* bh = NULL;
            if (border->borderValue == topVal)
                bh = &d->m_top;
            else if (border->borderValue == bottomVal)
                bh = &d->m_bottom;
            else if (border->borderValue == leftVal)
                bh = &d->m_left;
            else if (border->borderValue == rightVal)
                bh = &d->m_right;
            else
                ASSERT_NOT_REACHED();
            bh->visible(true);
            readyWRATHWidgetDrawLineForBoxSide(*bh, wrath_context, border->x1, border->y1, border->x2, border->y2, border->side, 
					       border->borderValue.color(), border->style, 0, 0, false /*antialias*/);
        }
    }
}
Exemplo n.º 6
0
void TableCellPainter::paintCollapsedBorders(const PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
    ASSERT(paintInfo.phase == PaintPhaseCollapsedTableBorders);

    if (!paintInfo.shouldPaintWithinRoot(&m_renderTableCell) || m_renderTableCell.style()->visibility() != VISIBLE)
        return;

    LayoutRect paintRect = paintBounds(paintOffset, AddOffsetFromParent);
    if (paintRect.y() - m_renderTableCell.table()->outerBorderTop() >= paintInfo.rect.maxY())
        return;

    if (paintRect.maxY() + m_renderTableCell.table()->outerBorderBottom() <= paintInfo.rect.y())
        return;

    if (!m_renderTableCell.table()->currentBorderValue())
        return;

    RenderDrawingRecorder recorder(paintInfo.context, m_renderTableCell, paintInfo.phase, paintRect);
    if (recorder.canUseCachedDrawing())
        return;

    const RenderStyle* styleForCellFlow = m_renderTableCell.styleForCellFlow();
    CollapsedBorderValue leftVal = cachedCollapsedLeftBorder(styleForCellFlow);
    CollapsedBorderValue rightVal = cachedCollapsedRightBorder(styleForCellFlow);
    CollapsedBorderValue topVal = cachedCollapsedTopBorder(styleForCellFlow);
    CollapsedBorderValue bottomVal = cachedCollapsedBottomBorder(styleForCellFlow);

    // Adjust our x/y/width/height so that we paint the collapsed borders at the correct location.
    int topWidth = topVal.width();
    int bottomWidth = bottomVal.width();
    int leftWidth = leftVal.width();
    int rightWidth = rightVal.width();

    IntRect borderRect = pixelSnappedIntRect(paintRect.x() - leftWidth / 2,
        paintRect.y() - topWidth / 2,
        paintRect.width() + leftWidth / 2 + (rightWidth + 1) / 2,
        paintRect.height() + topWidth / 2 + (bottomWidth + 1) / 2);

    EBorderStyle topStyle = collapsedBorderStyle(topVal.style());
    EBorderStyle bottomStyle = collapsedBorderStyle(bottomVal.style());
    EBorderStyle leftStyle = collapsedBorderStyle(leftVal.style());
    EBorderStyle rightStyle = collapsedBorderStyle(rightVal.style());

    bool renderTop = topStyle > BHIDDEN && !topVal.isTransparent();
    bool renderBottom = bottomStyle > BHIDDEN && !bottomVal.isTransparent();
    bool renderLeft = leftStyle > BHIDDEN && !leftVal.isTransparent();
    bool renderRight = rightStyle > BHIDDEN && !rightVal.isTransparent();

    // We never paint diagonals at the joins.  We simply let the border with the highest
    // precedence paint on top of borders with lower precedence.
    CollapsedBorders borders;
    borders.addBorder(topVal, BSTop, renderTop, borderRect.x(), borderRect.y(), borderRect.maxX(), borderRect.y() + topWidth, topStyle);
    borders.addBorder(bottomVal, BSBottom, renderBottom, borderRect.x(), borderRect.maxY() - bottomWidth, borderRect.maxX(), borderRect.maxY(), bottomStyle);
    borders.addBorder(leftVal, BSLeft, renderLeft, borderRect.x(), borderRect.y(), borderRect.x() + leftWidth, borderRect.maxY(), leftStyle);
    borders.addBorder(rightVal, BSRight, renderRight, borderRect.maxX() - rightWidth, borderRect.y(), borderRect.maxX(), borderRect.maxY(), rightStyle);

    GraphicsContext* graphicsContext = paintInfo.context;
    bool antialias = BoxPainter::shouldAntialiasLines(graphicsContext);

    for (CollapsedBorder* border = borders.nextBorder(); border; border = borders.nextBorder()) {
        if (border->borderValue.isSameIgnoringColor(*m_renderTableCell.table()->currentBorderValue())) {
            ObjectPainter::drawLineForBoxSide(graphicsContext, border->x1, border->y1, border->x2, border->y2, border->side,
                border->borderValue.color().resolve(m_renderTableCell.resolveColor(CSSPropertyColor)), border->style, 0, 0, antialias);
        }
    }
}